Amalgam Heroes M&M3e (Inactive)

Game Master Reckless

M&M 3e Almalgam World's Greatest Heroes


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Actually my math was off, Skill maximum's = 10+PL, so in Dark Knights case, his skill bonus is 23. He has Tech at 11, 1 rank of Variable (Skills & Advantages) which he could bump 3 points for for 12 Skill ranks, dump those into his Tech skill raising it to the Level cap of +23. Then Skill Mastery for a routine check of 10, so a DC 33 check result w/o rolling. He also has Ultimate Effort (Technology), so for a HP he can treat it as if he rolled a twenty, for a total of 43.

Math in my head as I was posting I just doubled the Limit Cap of 23 >.<


Rynjin wrote:


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.

Firestorm and Element Lad as heroes (the latter won't likely work since we're quite a few centuries off). Element Lad is from a planet full of transmuters called Trom (he is the last survivor in his era). Could use one of those.

There's also Mr. Element and Dr. Alchemy as villains.


I'm still trying to figure stuff out. Is there a deadline for completed submissions?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
me wrote:


Recruitment will close on May 12th, by which time character concepts and backstories must be submitted. Finalization of crunch and backstory must be completed by May 15th. Selections will be announced by May 16th.


Okay, here's what I've got so far for Wingblade. Right now he/she's sort of fluid, since I'm not sure about going Wolvie/Hawkman or X-23/Hawkgirl.

Spoiler:

Strength 6, Stamina 12, Agility 10, Dexterity 6, Fighting 10, Intellect 2, Awareness 14, Presence 0

Advantages
All-Out Attack, Close Attack (2), Fearless, Improved Initiative (2), Improved Critical (Claws) (2), Improved Critical (Wings) (3), Weapon Break , Attractive

Skills
Acrobatics 8 (+18), Athletics 6 (+16), Close Combat: Unarmed 4 (+14), Close Combat: Claws 8 (+18) Deception 2 (+2), Insight 5 (+19), Intimidation 2 (+2), Perception 8 (+22), Stealth 8 (+18)

Powers
Healing Factor: Regeneration 10 (Every round)
Enhanced Senses: Senses 12 (Accurate (4), Acute (2), Counters Concealment - All (5), Extended)
Winged Flight: Flight 6
Nth Metal Claws/Wings: Damage 14 (Strength based) (Affects magic, 2 points)
Nth Metal Bones: Protection 5
Resistance to toxins and disease: Immune 2 (disease, poisons)

Offense
Initiative +18
Unarmed +14
Claws +18 (Damage 20, magic)

Complications
Berserker Rage
Government Experiment
Honor-bound

Languages
English
Japanese

Defense
Dodge 11, Parry 11, Fortitude 13, Toughness 17, Will 15

Power Points
Abilities 120 + Powers 51 + Advantages 14 + Skills 17 (51 ranks) + Defenses 4 = 206

Okay, at Power Level 14, I've got 32 points left, as I see it. There's probably a power or two I could by that links in with the Nth Metal that's in my bones, claws and wings. Any suggestions?

Also, before I really get into the background and complications, I'll need to make a decision: girl or boy? Both have a lot of potential, but in different ways. Comments and criticisms welcome!


You can't have a +18 attack with something that does 14 damage if you are PL 14 (your claws). The sum of those two numbers cannot exceed double the PL.

You can have +18 attack and 10 damage, or 14 and 14, or any other combination, but you cannot exceed that sum.


Nth metal disrupts magic, so maybe immunity(limited to half?) to powers with the Magic descriptor would work.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

As noted, you've exceeded the PL caps on attack/damage balance. I'd also suggest that the wing and claws are two separate powers/attacks. Or maybe an alternate power array.

You might want to do a linked affect with the damage and a nullify (magic) effect. This would allow your attacks to disrupt/nullify magic affects while doing damage at the same time. I'd also suggest making at least the claws penetrating.

I'm going to PM you a build I worked up using yours as a framework, still has 11 points to play with.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Sorry for the spamming PMs, made some brand new mistakes :)


Totally understandable. I realize I made a bunch of mistakes, and really appreciate you plugging it into HeroLab. :)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

RE: Dark Knight

are these powers part of the armor(I ask because they seem like they shouldn't be but are tabbed like they are)?

. Exhaustive Research & Tactical Planning:
. . Perfect Physical Conditioning & Natural Athleticisim:
. . . . Olympic Level Athlete & Gymnast:
. . Perfect Physical Training & Mental Conditioning:
. . Tactical Supremacy & Contingency Planning:


@Reckless
How many players are going to be accepted into the campaign? Also, is Tarragon amalgam-y enough?


I won't be able to submit until the day before the deadline, as I had a bunch of crap come up with My kid's mom this weekend.

I'll put one together as best as I can, but I've never used M&M before.

Deadline is the 12th, right?


Reckless wrote:


Recruitment will close on May 12th, by which time character concepts and backstories must be submitted. Finalization of crunch and backstory must be completed by May 15th. Selections will be announced by May 16th.


Prepped for final submission since I won't have time to adjust anymore before the deadline...

Blue Spider:
Blue Spider - PL 13

Strength 9, Stamina 10, Agility 12, Dexterity 12, Fighting 9, Intellect 8, Awareness 7, Presence 2

Advantages
Accurate Attack, Agile Feint, Benefit: Clothing Quick Change, Defensive Attack, Evasion 2, Fascinate (Deception), Improved Aim, Improved Defense, Improved Initiative, Improved Initiative, Luck, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Takedown 2, Taunt, Uncanny Dodge

Skills
Acrobatics 8 (+20), Athletics 6 (+15), Close Combat: Unarmed 4 (+13), Deception 9 (+11), Expertise: Photography 2 (+10), Insight 2 (+9), Intimidation 1 (+3), Investigation 1 (+9), Perception 4 (+11), Persuasion 1 (+3), Ranged Combat: Web Shooters 2 (+14), Sleight of Hand 1 (+13), Stealth 3 (+15), Technology 6 (+14), Treatment 1 (+9), Vehicles 1 (+13)

Powers
Alien Translator: Comprehend 1 (Languages - Understand All)
Powers of a Spider (Advantages: Accurate Attack, Agile Feint, Defensive Attack, Improved Aim, Improved Defense, Improved Initiative, Move-by Action, Power Attack, Skill Mastery, Takedown 2)
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
Regeneration: Regeneration 2 (Every 5 rounds)
Spider Camouflage: Concealment 2 (Sense - Sight, Advantages: Benefit: Clothing Quick Change; Blending)
Spider Sensors: Senses 4 (Danger Sense: Sensors, Darkvision, Radius: Danger Sense, Advantages: Evasion 2, Improved Initiative, Uncanny Dodge)
Spider Tracers (Removable)
Spider Sensors: Senses 2 (Tracking: Danger Sense 2: full speed)
Swinging Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Limited 2: Web Swinging Only)
Wall Crawler: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Web Shooters
Movement: Movement 5 (Sure-footed 4, Swinging)
Webbing: Cumulative Affliction 12 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 22; Cumulative, Extra Condition, Increased Range: ranged, Split: 2 targets; Limited Degree)

Offense
Initiative +20
Grab, +9 (DC Spec 19)
Throw, +12 (DC 24)
Unarmed, +13 (DC 24)
Webbing: Cumulative Affliction 12, +14 (DC Fort/Will 22)

Complications
Identity: Secret Identity as Peter Parker
Motivation: Responsibility: Motivated to do good due to uncles death that he could have stopped
Relationship: Aunt May of course
Responsibility: College student who freelances as a photographer at the Daily Planet
Weakness: The alien symbiote that creates the suit is susceptible to fire and sonic attacks

Languages
English

Defense
Dodge 16, Parry 15, Fortitude 11, Toughness 10, Will 12

Power Points
Abilities 138 + Powers 77 + Advantages 3 + Skills 13 (52 ranks) + Defenses 16 = 247

Background:
Teen Peter Parker discovers among his elderly uncle Ted Kord's possessions a blue spider amulet. Upon touching it, it bonds with him, giving him the ability to generate a alien biotech suit that gives him amazing spider powers from their symbiotic bond. At first he uses his new powers to help himself, but after he fails to act to stop a fleeing thief, and that thief ends up killing his uncle, he vows to responsibly use his great powers...

The amulet is one of many sent out to many more "primative" worlds by aliens known as the Kreach that bond with lifeforms, turning them into weapons for the alien race. However, the death of Peter's uncle during the bonding process and the overwhelming grief and remorse he felt overcame the programming of the amulet and left Peter in control.


Blue Spider Pic.


Blue Spider's main superpower is that huge package he's carrying around, it seems.

I'm still working on mine. I'm very new to the system, so I'm having a hard time getting everything statted up.


Why do so players of superhero games always go around talking about who's got the bigger package?


Philo Pharynx wrote:
Why do so players of superhero games always go around talking about who's got the bigger package?

Why do the other players feel the need to put a bulge that looks like somebody shoved an anvil in the character's pants?


Yeah, that's a little much.

Okay, a lot much. Is that the superhero version of a sports cup?


I thought the same thing when I found the picture.


daemonprince wrote:
I thought the same thing when I found the picture.

Don't lie. We all know you made that. =)


Standard male super hero gear includes "vexingly large cod piece"... Batman also tried to include "Bat-nipples" once, it didn't go over so well.


I think that with the deadline approaching, this might be a good time to put everything about my character, Tarragon, into one place for convenience.

crunch:

Tarragon - PL 15
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 0, Intellect 15, Awareness 4, Presence 2

Advantages
Eidetic Memory, Jack-of-all-Trades, Inventor, Ultimate Effort (Will)

Skills
Perception 8 (+12), Ranged Combat 13 (+2), Expertise (Powers) 5 (+20), Expertise (Technology) 10 (+25)

Powers
All powers stem from his telekinesis, and have the subtle and innate advantages. I considered making this an array, but that was a bit too powergamey for my tastes.

Telekinesis - Move Object 15, Damaging, Precise, Increased Mass 5
Telekinetic Shields - Protection 15, Impervious, Sustained
Kinetic Flight - Flight 8
Moving at the Speed of Thought - Quickness 8

Offense
Initiative +1
Telekinetic Bludgeon/Thrown Object +15 (DC 30)

Complications

Motivation: Identity: With his memory wiped, and no information other than that given to him by Lex, Tarragon is trying to find a place in an unfamiliar world.
Memory: Tarragon's knowledge of the world consists only of what was downloaded into his mind by Lex Luthor, and as a consequence is horribly twisted in certain areas. For example, he has to forcibly restrain himself from attacking even an image of superman, let alone Superman himself. Tarragon is trying to relearn everything he knows.

Defense
Dodge 1, Parry 1, Fortitude 6, Toughness 7 (22), Will 14

Power Points
Abilities 50 + Powers 131 + Advantages 4 + Skills 18 (36 ranks) + Defenses 22 = 225


background:
Lex Luthor was having an... interesting... day.
"Smithy! If I don't find out what event is going to cost me millions in repairs and cover-ups this very instant, unpleasant things shall happen"
"Of course, sir. Sorry for the delay, sir."
The young assistant hurried across the room, carefully stepping around bio-hazard signs and rubble. "Well, sir, it would appear that one of the "project Genesis" subjects escaped containment". Luthor frowned. Genesis was his attempt to genetically engineer a servant that could combat Superman. If one of those had matured to a point where it could escape, it could prove quite problematic.
"Tell me, Smithy. What subject was it? I need information".
"Well, sir, the project started out as one of the Elan that we purchased from an extraterrestrial slave-dealer. Identification number 8457109. The subject's innate telekinetic abilities were enhanced by kryptonite-based implants in the brain. There were also physical implants designed to increase reaction speed in order to counter that of superman, although this did lead to a loss of about two feet of height and all pigmentation. Finally, wings were implanted."
"A bird-man. How does a bloody eight foot tall dove escape the most high-tech containment facility in all of Metropolis!!"
"I'm sorry, sir. There were a series of... coincidences that allowed the subject to escape."
"Coincidences. What a nice way of saying that you and your men failed spectacularly. How did it manage to free itself from it's cell? All of the subjects were supposed to be sedated and contained at all times."
"Sir, um..." The assistant rubbed his hands nervously. "There were... unforeseen complications. The Krypto-cranial implants led to an unexpected increase in mental acuity and a resistance to the sedative."
"And how did it escape the containment field around the cell? It was my own design, based off of the DNA of a mutant with power nullification abilities. None of its psionic abilities could have possibly functioned within."
"We aren't sure, sir. Even now, the security tapes are being analyzed. The subject could have been concealing other abilities, or simply capitalized on a momentary system failure."
Luthor fumed. This was most definitely an issue.
"Sir? There is one last thing. After escaping, the subject presented itself to a group of metahumans, joining them. An association called...

EARTH'S MIGHTIEST *DUN DUN DUN DUUUUUUUUUUUN* cue theme music.

***** NEW BACKGROUND INCOMING, NEVER BEFORE SEEN *****
K'ralc Braengare... that was all that remained of the being I used to think of as myself. Everything else had been wiped away, smoothed out by the electrodes and serums injected into his, MY veins. K'ralc Braengare. A name. Everything else was new. The helmet put images into my mind, words. Pictures of the world around him. But something was wrong. There were... inconsistencies. If this... Lex... holding me captive was the benign overlord that I KNEW him to be, then why was I chained up like this? Hanging in the dark, with a shield around my senses? Why did the hands reach in and drag their knives along my back, cutting, stitching, attaching? Something was wrong. I do not know where I am, who I am, what I am. All I know is what Lex Luthor gives me. And I know that I hate him. I hate him for doing this to me. For turning me into this... THING... I search my memory, combing through for something that I can use against him. There are... organizations. The... Justice league? NO! Not when Superman is a member. Even to hurt Lex Luthor, I would never work with someone like that... Then who? Hmmmmmm. Earth's Mightiest. They... they just might be the ones. I have decided upon a course of action. I would cast off my shackles, and join with this group. Earth's Mightiest Heroes. With them, I will build myself again.


I made a (somewhat crummy) portrait on HeroCreator, does anyone know an easy way I could share it with the forum? Also, what do you think of the background. I'm kind of a crappy writer, but it is the best I've got.


You can always take the picture, upload it to google docs (cut and paste are how I usually do that), and then put in a link. It's the way I do maps in the games I run.


Thanks, drbuzzard! Here's the link: https://drive.google.com/file/d/0By0l8stjMgFUXzhEV0dqcHpvQXM/view?usp=shari ng


This entire time I'd forgotten about HeroMachine...


I just remembered Metamorpho is a DC character! I always liked him from the Justice League cartoon, and remember reading up on him before because his powers are very interesting.

Rex Masters, The Adaptable Man:

Masters was always exceptional. He joined SHIELD as a last ditch effort to find challenge in life, and they provided it. He received the best training, and became especially adept at hand to hand combat. His prospects got even better when, on a mission, he gained photographic reflexes and memory. His potential became nearly limitless, and even the work provided by SHIELD began to bore him.

He quit and became a mercenary, taking any job so long as it sounded challenging, and quickly became notorious (and useful) to heroes and villains alike.

One such mission was to find a legendary artifact known as the Orb of Ra. Due to a betrayal by his companions, Masters was left in the light of an ancient meteor his target was crafted from and gained even further powers, being able to transmute his body into an element or compound!

Seeing this as a sign (he did spontaneous develop super powers not once, but TWICE, after all), Rex became a freelance superhero, occasionally joining forces with organizations such as the Justice League and Avengers to fight world destroying threats.

A little rough, but that's the gist. I'll try to refine it and work on mechanics.

Any suggestions for a better name would be welcome as well.


Well, my interest in Dr. Strange x Adam Strange severely dropped and I decided to go with a Shadowcat x Night Wing using PL 13.

Quick Crunch Rough Draft:

Abilities
3 str, 13 agl, 13 fight, 7 awe, 8 sta, 9 dex, 8 int, 7 pre

Defenses
Dodge 13, Parry 13, Fortitude 10, Toughness 12, Will 9

Skills
Acro +18
Athletics +14
Close Combat (Billy Clubs)+14
Insight +14
Intimidate +9
Investigation +11
Perception +15
Ranged Combat (Boomerang) +10
Stealth +18
Technology +10
Vehicles +10

Advantages
Fighting Style: Krav Maga, Fighting Style: Muay Thai, Move-by Action, Teamwork, Uncanny Dodge.
Accurate Attacl, All-Out Attack, Chokehold, Defensive Attack, Equipment 1, Imp. Critical 3 (Physical Disruption: Affliction 13) Imp Defense, Imp Disarm, Imp Hold, Imp Trip, Power Attack. Quick Draw, Takedown 2, Weapon Bind.

Powers
Insubstantial 4
Affects Others, Precise, Reaction, Subtle 2: Looks Normal

Flight 1
4 m/h 60ft/r Limited to only when insubstantial

Movement 3
Sure-footed 2, Swinging

Protection 4
+4 Toughness, Impervious 3 ranks

Speed 1
4 m/h 60ft/r

Disruption
..Electronic: Nullify 13
...Counters Electronics, DC23, Affects Corporeal, Close Range

..Mental: Damage 13
...DC 28 Alternate Resistance: Will

..Physical: Affliction 13
...1st Degree: Dazed, 2nd Degree: Stunned, 3rd Degree: Incapacitated. Resisted by Fortitude DC 23 Affects Insubstantial 2 (Full Rank)

Equipment
Commlink, Boomerang, Club

Complications
Identity: While his nightlife is full of crime fighting, during the day, he is a struggling graduate student.

Motivation: Doing Good
Having been driven by the death of his parents, he swears to fight for justice.

Gotta figure out an appropriate backstory and come up with some names that aren't too corny.


I'm a bit fuzzy on what your attacks are.

The boomerang and club appear to use strength (unless you use some points on those items), and right now that's just a '3' which at these APLs is rather useless.

If they use the disruption, they should be effective, but then you break the double APL limit with your club (+14 to hit and 13 disruption).


Shadowcat x Night Wing? hmm... Sounds like a new beginning for the X-Titans!

It looks like you're planning on the disruption effects as your attacks. Are they alternate or linked?


The disruptions are alternates and are planned as his main mode of attacks.
I took the club to be more like night wing, thinking that they could be used to channel any of the disruption powers but I don't know if there's a better way to do that mechanically.


OK, let's try some minor origin revisions. I prefer not to change the nature of the character himself to try to amalgam him as I have played him before in another system and have an idea in my mind of who he is. The origin, however, can be more amalgam.

Quicky:

Roger Stone was a high school and college athlete who was one of those rare instances of also being quite smart. He managed to graduate from Star City Tech with an electrical engineering degree while still playing on the baseball team all four years. He was a good fielder and hitter, but his running speed was never great (OK, it was lousy), so he never caught even a whiff from the scouts. This rather ticked him off, since he had worked to be a great ball player from a young age, knowing it was a path to good money and a lifetime of doing something he loved. His parents were of modest means, so he had hoped to get to the good life that way.
However he had a good degree from a good school. He could still make a good living.

Looking around as the most appealing was a startup called Icarus Labs. They were working on a fusion power plant, with some radical new tech which was going to finally get it well past the break even point where fusion technology had lagged for so many years. The key tech was a containment vessel constructed out of an alloy of Vibranium and Promethium. This was capable of reflecting the energy back in, helping containment and increasing reaction efficiency.

During the Hive invasion, Roger was working on the reactor, and the aliens attacked the lab. A particle beam hit the outer containment vessel of the reactor (large concrete building) and Roger was able to start the shutdown procedure. Another beam struck through the hole from the first and hit the alloy containment vessel, melting it and causing the liquid metal to splash over Roger. Normally this would have resulted in a human being turned into trace elements in a metal slag. However Roger apparently exhibited the metagene and was able to adapt to it and incorporate the alloy into himself surviving.

In fact he more than survived. In his metal form he was amazingly fast, strong, and durable. Unlike the Flash who taps into the speed force, Roger moved fast on pure brute force. He moves fast because he is strong, and can survive the abrupt changes in momentum as well as heat resistance because his metal skin is nearly invulnerable. His reaction time, senses, and metabolism are all accelerated to an amazing degree.

So when Roger woke up and found himself encased in metal, but immensely powerful, he was rather bewildered. He was able to use his powers to scoop up the eco-terrorists and hand them over to the authorities, but Icarus Labs was kaput. So much for that way to make it.

He then decided to use his newfound abilities to try and make a living. Working as a body guard, security guard, hydraulic jack, courier, and a few other options he has managed to make pretty good money. Sometimes he even nabs criminals for free. Big threats to Star City he is generally willing to face simply because it's his home and the right thing to do.

He maintains a consulting business in his human form, doing part time engineering work. However being young and fairly inexperienced, he doesn't get a lot of clients. Though that just means he has more time to work as Quicky.

Minor changes in stat block. Figured he needed to be able to survive without breathing since trying to inhale at 2000 MPH is probably not possible, and I'm making a pretense of a physics compatible speedster.

crunch:

Quicky - PL 15

Strength 15, Stamina 15, Agility 15, Dexterity 15, Fighting 15, Intellect 4, Awareness 2, Presence 0

Advantages
Accurate Attack, All-out Attack, Improved Initiative 10, Move-by Action, Power Attack, Quick Draw

Skills
Acrobatics 5 (+20), Athletics 5 (+20), Insight 5 (+7), Perception 8 (+10), Technology 10 (+14), Vehicles 4 (+19)

Powers
Alternate Form (Activation: Move Action, Advantages: Move-by Action, Quick Draw)
. . Enhanced Ability: Enhanced Agility 12 (+12 AGL)
. . Enhanced Ability: Enhanced Dexterity 12 (+12 DEX)
. . Enhanced Ability: Enhanced Fighting 12 (+12 FGT)
. . Enhanced Ability: Enhanced Stamina 12 (+12 STA)
. . Enhanced Ability: Enhanced Strength 12 (+12 STR)
. . Impervious Defense: Impervious Toughness 15
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Regeneration: Regeneration 10 (Every 1 round)
. . Senses: Senses 16 (Distance Sense, Extended: Choose Sense 8: x100m, Rapid: Choose Sense 7)
. . Super-speed (Advantages: Improved Initiative 10)
. . . . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
. . . . Speed: Speed 10 (Speed: 2000 miles/hour, 4 miles/round)

Offense
Initiative +55
Grab, +15 (DC Spec 25)
Throw, +15 (DC 30)
Unarmed, +15 (DC 30)

Complications
Identity: Roger shifts between Quicky form and his normal human form, and keeps the identities separate his real identity secret.
Motivation: Greed: Roger came from a fairly poor ubringing and has always been obsessed with making out well financially. He’s not willing to break the law to do so, but he has been willing to use his powers for gain rather than outright heroics.

Languages
Native Language

Defense
Dodge 15, Parry 15, Fortitude 15, Toughness 15, Will 2

Power Points
Abilities 42 + Powers 167 + Advantages 3 + Skills 13 (37 ranks) + Defenses 0 = 225


The Spark!:

Jare T.H. Kidd, aka Spark (Earth's Mightiest) - PL 12
Strength 0, Stamina 5, Agility 5, Dexterity 5, Fighting 3, Intellect 4, Awareness 5, Presence 3

Advantages
Defensive Roll 3, Evasion 2, Favored Environment(Urban), Improved Initiative 2, Uncanny Dodge, Assessment, Great Endurance, Extraordinary Effort, Instant Up, Artificer, Hide in Plain Sight, Improvised Tools, Skill Mastery: Expertise(Criminal), Benefit(Ambidexterity), Luck, Sidekick(Familiar) 7

Skills
Acrobatics 5(+10), Athletics 5(+5), Close Combat 10: Unarmed(+13), Expertise(Criminal) 16(+20), Expertise(Magic) 7(+11), Expertise(Cooking) 3(+7), Insight 5(+10), Intimidation 5(+6), Investigation 5(+9), Perception 10(+15), Ranged Combat(Magic) 5(+10), Sleight of Hand 12(+17), Stealth 12(+17), Technology 1(+5), Treatment 7(+11), Vehicles 1(+6)

Powers
Magic
Lightning Blast 10(Electricity, Single Target, Magic)
. .(alternate effect) Lightning Aura 5(Electricity, Area, Magic)
. .(alternate effect) E.M.P.(Burst Nullify Electronics) 5
. .(alternate effect) Just a Boost/Jump Start (Healing: Energizing, Persistent, Resurrection*) 4
. .(alternate effect) Thunder Punch(Strike, Electricity Descriptor, adds to Unarmed Damage) 10
Ride the Lines(Teleport with Change Velocity, Mass 2) 10
I Spy.. (Remote Sensing, Visual. Medium: Electrical Outlets/Screens) 10
Electricity Absorption (+4 Magic, +1 Str) 5
. .(Dynamic Alternate Effect) Immunity(Electricity) 5
Generator(Feature, can household electrical appliances by being nearby/in the house)
*He doesn't know he can be a Defibrillator Unit

Not Magic
Iron Stomach
Quick Change 2
Immunity(Cold and Hot environments) 2
Movement(Sure-Footed and Trackless) 2
Senses (Danger Sense and Direction Sense) 2

Gear
Smart Phone, Flashlight, Multi-Tool, Pepper Spray, Knife

Offense
Knife +3 (close, Damage 3, piercing, 19-20)
Unarmed +13 (close, Damage 0, bludgeoning, 20)
>>>Thunder Punch +13 (close, Damage 10, electricity and bludgeoning, 20,
Magic +10 (ranged, Damage 10, Magic and Electricity, 20)

Languages
English (Native), All others

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 8**, Will 10
**5 without Defensive Roll

Power Points
Abilities 60 + Powers 98 + Advantages 35 + Skills 24 + Defenses 22 = 245/252

Jare's 7 unspent points are going into making his room at HQ(or wherever he ends up being kept on probation/whatever) his own mini-HQ.

Lamai, the Talking Cat:

Strength -3, Agility 3, Fighting 1, Awareness 4, Stamina 0, Dexterity 4, Intellect 0, Presence -3

Offense
Claws +1 (Close, Damage 1, 20, slashing)

Defense
Dodge 6, Parry 1, Will 6, Fortitude 0, Toughness 0
Initiative +3

Skills
Acrobatics 2(+5), Athletics 3(+0), Insight 1(+5), Investigation 1(+1), Perception 1(+5), Stealth 1(+4)

Advantages
Instant Up, Diehard, Tracking

Languages
English("Native")

Powers
Claws(Strike 1, substitutes for Strength), Insulating Fur, Leaping 1, Movement 2(Safe Fall), Tough Hide(Protection) 1

Just a Kidd:
Jare, or "the Houdini Kid" as he was better known as on the streets of New York, is a strange case of a modern day Robin Hood. Almost. He doesn't steal from the rich(unless they're around) or give to the poor(except other street kids and the occasional senior citizen), but he did help the city in other ways. Ways no one quite expects from a seemingly normal boy.
He was fighting a one-boy war against the dregs of the city's criminal world. Minor drug dealers and gangs mostly. He'd sneak in, take some cash or ruin the drugs, and then get out without being seen and call the police. He was never nearby when they got there.

He didn't want caught too, you see. Even if he was doing good things, he was still a thief no one had caught. Many had gotten close, but Jare knew the city better than some of the people who had lived here for decades. Sadly, that didn't stop him from getting nabbed by a Super. The old saying "the hand is quicker than the eye" is true when you don't even realize you've been caught until you're suddenly a dozen blocks away and in front of the police station...

He's not sure what happened that day. Maybe it was going that fast, or the fear of realizing he wasn't touching the sidewalk. Maybe it was just luck. In any case, before he could be cuffed and sent to a juvenile detention center, sparks of blue enveloped Jare... and he was gone. He woke up some time later with a funny kitten nearby. A kitten that explained to him that she was his friend and he was a mutant who's genes had unlocked the potential for magic.

The next day was when Hive attacked. They swarmed the city -his city!- and began to abduct people to take control off. It wasn't until he saw a kid he knew shot and killed because he tried to stop one of the Hive from taking a family. Time slowed down as the boy fell, a hole burned through his chest. It sped back up as all the lights within a five block radius went dark and lightning struck the same place twice. Drug dealers and gangs were bad enough, but a bunch of murdering aliens?!

It was the only time Jare had killed, and the memories -the smell of ozone and burning- are just another set of nightmares for him now.

Later on Jare found he couldn't stop thinking about how he'd done so much more to help the city than he ever had before, and when word got that he'd managed to take down a few of the small capture ships and he got an offer to join a team, well, he didn't feel like he could turn it down.

And that was only his second reason for joining....

And that should be everything. :)

Edit: Pictures!
Jare, pre-Hive Invasion.
The Spark!
Lamai

Edit: Stuff I forgot:

Identity
Public. I know, I know, it's not the norm, but Jare just doesn't care. He has no family to protect, nothing to lose from being outed as a super.

Motivations
Acceptance. Though he's bitter and standoffish, he just wants a family again. Not that he comes out and says that, of course.

Justice. Weird for a thief (anti?)hero, but it's true. He's seen gang wars and drug dealers and much, much worse and wants it all to be fixed.

Complications
Phobia: heights. If he's not on the ground, he's scared. Even an inch off the ground can make him panic.

Reputation: he's a (possibly) former thief.


Azten wrote:
** spoiler omitted **...

Holy crap, not sure if you know this, but The Spark could be seen as an amalgamation of DCs Klarion The Witch Boy (magic User, cat familiar) and Marvel's Wiccan as his previous alias, Asgardian (magic user who primarily used Lightning based magic). I was originally planning on mixing the two up but couldn't figure out a way that felt all it's own. Not sure if it was intentional for you, but good job.


O.o

I'd forgotten about Klarion(loved him in Young Justice though) and did not know about Wiccan/Asgardian!

I made an amalgamation and didn't even now it. ^_^


Can't seem to get together an idea I'm excited about, so I'm going to take myself out of the running.

Have fun, everyone.

RPG Superstar 2015 Top 8

Bummer, dude. It's been interesting to see what folks come up with.


Here's the backstory of Shayera Kinney, aka Wingblade.

Shayera Kinney:

In the years leading up to World War II, globe-trotting archaeologist Carter Hall discovers he is a reincarnated Egyptian prince who has been living a cycle of birth and rebirth with his beloved Chay-Ara. Using his dreams of his past lives, he is able to discover an ancient temple in the deserts of Egypt. Within, he finds buried at the heart of the ruins an ancient starship from the planet Thanagar, homeworld of the Shi'ar Empire. Using technology from the spaceship and a mysterious "Nth metal" in the ship's drive, he builds a flying harness that gives him powers. He adopted the mantle of Hawkman and joined the second heroic age as a member of the Justice Squad. During that time, he also discovered the incarnation of Shiara, to whom he gives a similar harness and she takes on the identity of Hawkgirl.

Both the original Hawkman and Hawkgirl are killed in the turmoil of the second World War, the former slain by Vandal Strucker and the latter killed by Redmasque.

Carter and Shiera were soon reborn and reunited in the late 70s. They both adopted their predecessors' names and persona, although the general lack of major activity left them as more curiosities than heroes.

That changed in the 1990s, when the new hysteria against super-powered individuals arose. Shiera was killed by a sniper in 1995, and Carter was driven into hiding.

It was in 2001 when "Project H" utilizing a sample of Carter Hall's tissue and an amount of Nth Metal attempted an ambitious project. No pure human could withstand the effects of Nth metal on the body, but Carter Hall's genetics contained traces of Shi'ar ancestry. Needing a test subject, the project elected to clone Hawkman for further testing. Unfortunately, the samples they had were degraded, most notably the Y-chromosome. One of the project leaders, Sarah Kinney, suggested creating a female clone.

The project was never designed to create a living, sentient clone, but something happened. Shiera's soul, awaiting the passing of Carter so she could be reborn with him, was drawn to the cloned body. The clone awoke.

The child was raised in the lab, being subjected to a myriad of tests designed to bring out her Shi'ar heritage and to utilize the Nth metal that augmented her physiology.

When she was 14, the Hive attacked Earth. Project H had no choice but to convert her into a weapon. Physically bonding her with wings made from Nth metal, as well as grafting retractable claws in her arms and legs, she was sent forth to battle the aliens as a living weapon, with no regard for her humanity.

After the Hive were repulsed, she was overwhelmed with the world outside, having never before set foot outside the labs where she was made. She could remember dreams of her past lives, but remotely. Not having been reborn naturally, her cycle of life, death and rebirth has been interrupted. Taking the name Shayera Kinney, she accepted membership in the team of super beings alongside whom she fought, though she struggles with the fact that she had been nothing but an experiment and then, a weapon.


So, near as I can tell, the GM's houserules essentially mean that a lower PL means you have more abilities and skills, but they're all of a lower effectiveness, while higher PL gives you less, but more powerful abilities?


That seems to be correct.


That's right. It's a good way of balancing different PL characters. Both the Avengers and the Justice League have a variety of PL's.


Cool. I think I'm going to go with PL 12 or 13 and focus more on being super versatile. I may swap to a character that doesn't have such nebulously defined powers, since my system mastery with Mutants and Masterminds is essentially nil (this will actually be the first PC I'm making for it).

I'm just gonna go "Screw it" and just do Deathstroke + Taskmaster. Two of my favorite villain/non-hero characters I can re-tool into good guys, and they're sort of just slightly above normal.


It's actually pretty hard to make a super normal on that amount of points. Unless you're going with gadgets or vehicles.


Philo Pharynx wrote:
It's actually pretty hard to make a super normal on that amount of points. Unless you're going with gadgets or vehicles.

Any tips for making it work? I would have thought it would be easier in some ways.


Rynjin wrote:
Philo Pharynx wrote:
It's actually pretty hard to make a super normal on that amount of points. Unless you're going with gadgets or vehicles.
Any tips for making it work? I would have thought it would be easier in some ways.

Okay I may be starting to see what you mean. Everything is cheaaaaaaaaap besides Power Effects and ability scores (which by nature must be kind of low for a "mostly normal" guy, though I set it at 10 for everything currently because he is "moderately superhuman").

Though that works to my favor, somewhat. Currently taking a lot of Advantages. All the Improved combat maneuver style stuff, Improved Initiative, Jack of All Trades, Eidetic Memory...a lot of this stuff is a steal for just one point.


Slade Masters, aka Blademaster:

Power Level: 12

Abilities (73 points):

Strength: 10
Agility: 10
Fighting: 10
Awareness: 10
Stamina: 10
Dexterity: 10
Intellect: 10
Presence: 3

Advantages (48 points):
Assessment
Benefit (Ambidextrous)
Defensive Roll
Die Hard
Eidetic Memory
Equipment (6 ranks)
Fast Grab
Great Endurance
Hide in Plain Sight
Improved Critical (Swords)
Improved Critical (Unarmed)
Improved Grab
Improved Hold
Improved Initiative (5 ranks)
Improved Smash
Improved Trip
Improvised Tools
Improvised Weapons
Jack of All Trades
Languages (4 ranks)
Instant Up
Move-By-Action
Power Attack
Precise Attack (4 ranks)
Quick Draw
Skill Mastery (Athletics)
Skill Mastery (Acrobatics)
Takedown (2 ranks)
Throwing Mastery (1 rank)
Uncanny Dodge
Weapon Bind
Weapon Break

Equipment (30 points):

Promethium/Adamantium armor (Protection 6, Impervious 6): 12 points
Promethium/Adamantium Dao/Chinese Broadsword (Damage 6, Penetrating 6, 19-20 critical): 13 points
Custom High Caliber Pistol (Damage 5): 5 points

Skills (40 points/200 ranks)

Acrobatics (12 ranks)
Athletics (12 ranks)
Close Combat: Swords (12 ranks)
Close Combat: Unarmed (12 ranks)
Close Combat: Grappling (12 ranks)
Ranged Combat: Guns (12 ranks)
Expertise: Assassination (12 ranks)
Insight (12 ranks)
Investigation (12 ranks)
Perception (12 ranks)
Sleight of Hand (12 ranks)
Stealth (12 ranks)
Demolitions (12 ranks)
Security (12 ranks)
Treatment (12 ranks)
Vehicles (12 ranks)
Technology (2 ranks)
Deception (3 ranks)
Intimidation (3 ranks)

Powers:

Feature: Voice Mimicry (1 rank)
Immunity: Poison and Disease (2 ranks)
Quickness (3 ranks)
Regeneration (40 ranks)

Statistics:

This is him on PL 12, but I think I have enough points left over (and his attack/damage points exceed the limits enough) I can bump him up to PL 15 and still fit everything in. Thoughts?


Keep in mind that a 10 isn't really that moderately superhuman. For example, a 10 strength means you lift 25 tons. On my guy with a speed of 10, I run at 2000 MPH. It's a logarithmic scale after all (for most things)

You do have a few errors with the PL cap though. One is limited by PL to certain caps in combat abilities. The sum of your defense and your toughness cannot exceed 2x the PL (24 in your case) and the sum of your to hit and damage must follow the same.

Right now your sword is at +22 (10 ranks of fighting +12 ranks of close combat) and the weapons does 6 damage, so that exceeds the 24.

Your defenses are also off. You have a dodge/parry of 10 (which is actually a touch slow if anything), but then you have a toughness of 10+ protection 6 (armor) which makes a combined total of 26. Something has to go down.

Also, I don't think you realize how powerful 40 ranks in regeneration happens to be. Luckily, it's not logarithmic in this case, but it still means you heal 40x as fast as normal. A KO hit is one where you fail a save by 4 degrees (each degree is the amount you fail by 5). With your amount of regeneration, if you are knocked out, you are back up the next round.

In M&M combat they don't use HP. What they do use is a save system in which every time you fail a save, you take a cumulative -1 to your toughness. Every minute, you shake one of those -1s. In your case, you will shake 4 of them per round. Hence, everyone would have to concentrate on your for a beatdown as your defenses are up to PL standards.

Someone human at these PLs is not even vaguely easy to throw together and involves a lot of points spent on external objects like bases, vehicles, and gizmos.

A lack of familiarity with the system means, it's going to be hard to pull off. Heck, even though I've run and played the game some, I'm quite happy to have Hero Lab around to do all the nitty gritty for me and keep me within the rules.


One of the reasons I withdrew is because of my inability to create a PL 13 skilled normal. You can refer to my partial build above to see if it helps. Notice I took some powers as innate to represent exceptional degrees of skill in certain areas. I also took a variable to bump up skill ranks or advantages I feel I need on a case by case basis.

Hope that helps.

RPG Superstar 2015 Top 8

As an FYI/another way to think about it, Str 10 in M&M 3rd Ed is equivalent to a Str of 30 in Pathfinder/D&D (M&M is highly modified d20 system). I wanted to make my character "peak human" and her ability bonuses are no higher than 4, save for her mildly superhuman Agility bonus of 5.

If any of you happen to have HeroLab, even if you unlocked it for Pathfinder or another game (I still have mine unlocked for M&M 2e), you can use the M&M 3e rules in demo mode to run your point buy through... it's very helpful for this system in particular to be sure you are not exceeding your limits by PL, as it will throw up a flag if you overspend any points. Usually I'm b$+*+ing about HeroLab because of how they nickel and dime you for system and supplement access, but this is one of the few ways it can be really helpful.

Rynjin, what you've made is a powerful all around superhuman with an amazing healing factor. If you're happy with that I'd keep it. You might consider additional powers that complement super regeneration, like agelessness, or other "Wolverine"-like powers like enhanced senses.

If you want a closer to normal human, you'll have to power down the ability scores and other powers, and max out whatever skills possible. I'd suggest taking your equipment and turning them into devices under the powers list instead and making them more powerful; e.g., boost the toughness of the armor and maybe give it some environmental protections or other abilities (perhaps it can pop out shovel claws and can be used to burrow, or is amphibious and lets you swim underwater with advanced speed, or has a jet pack in it and lets you fly).

Likewise your custom pistol could be a device that not only does penetrating damage but also perhaps could also shoot sticky bullets (an Entangle effect) or stun darts (a paralyze effect), etc. etc.

ETA: As a note, Batman is PL 12 in the DC RPG (which is Mutants and Masterminds 3e with the licensed material added). So if you're making a "normal human" at that PL, you're making someone equivalent to Batman. I don't have his actual stats in front of me, but I'd reckon a lot of his points are put into Device (Utility Belt, batarangs, etc.) and various fighting styles.


Thunderbird checking in.

The stats I've got are in the profile. They are incomplete.

I've never used this system before, so there might be errors. I wouldn't mind someone proof-reading and PMing me things I need to change.

I've got a full day of court proceedings so I won't be able to get the details ironed out, but this is the general Idea, and I have most of the crunch completed:

This amalgam was a mash up of Hawkman/Archangel/Falcon::

He's a mutant that grew Organic-Nth metal wings, and had a flight type battle-suit built for him out of vibranium/Nth alloy that allows him to achieve flight speeds upwards of Mach 3.

Possession of Nth metal grants significant regenerative properties, immortality (In the form of reincarnation), and small amounts of it are able to negate the effects of gravity, extreme atmospheres, and extreme heat, which is how I justified achieving speeds of Mach 3.

His natural abilities are flight of up to 250mph, Extreme eyesight, heightened strength and agility/dexterity, and the ability to breath at high altitudes. His wings grant him limited powers based on the properties of Nth metal, including regeneration, immortality (Reincarnation), damage reduction (If he uses his wings defensively).

His suit, which is made out of a vibranium-Nth metal alloy, enhances on those abilities and includes these additional powers: Bulletproof, Extreme temperature immunity, closed life support, Radiation immunity and reflection (The idea being that he can take in sunlight and shoot lasers using the energy), Mach 3 flight speed, extra Strength and Stamina, and sensor systems.

What I'm missing:
I need a pair of Machine Pistols, and an Indestructible magic sword

Background concept:

Samuel Carter Worthington III, also known as Thunderbird, is a mutant who graduated from The Academy for the X-ceptional, Worked as an Archeologist, and Global Mutant/Human Rights advocate and now owns his own Advanced Avionics Mega-Corporation. While He is the primary shareholder of Worthington Industries, he has delegated the running of his company to his friends from his academy days so that he may focus on his philanthropy.

His original abilities were simply feathered wings, great eyesight, and the ability to breath at extreme altitudes. After he graduated with his degree in Archeology, Thunderbird began working at a dig site in Egypt, where he unearthed a sword made of Nth metal that was his in a past life. Having touched the blade opened his mind to the knowledge of his past life; wherein he was a General in the army of Horus the Ti'Tian against their enemies, the Deviants. He remembers Horus giving him wings to better tend to the needs of the Ti'Tians. Samuel also remembered being betrayed with a dagger in the back by the priest, Hath-Set, who helped the Celestial Guardians release Ragnarok on earth to destroy all the Ti'Tians, Inhumans, and Deviants. After touching the sword, Thunderbird's wings began to moulted off and were replaced by wings made of Organic Nth-metal.

After years of running with the X-ceptional Men, Thunderbird got invited to join the Judgement League Avengers. He only stayed on for a few months with the Avengers because he was overshadowed by Angelhawk. While in the Avengers, however, he was introduced to Bronze Panther who ended up donating a generous amount of Vibranium, as a gift for assisting his country with a war against a risen Inhuman, to Worthington Industries specifically for use by Thunderbird to create a state-of-the-art flight suit.

With his newest flight suit, Thunderbird is the only "Human" capable of sustaining flight speeds above Mach 2, and is the only "Human" to have achieved and sustained speeds in excess of Mach 3.

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