
drbuzzard |

Ryjin:
Actually I got some stuff wrong since your sword probably adds in the strength score as well, so it's much higher than it should be. Also the close combat hand to hand is going to be way over the top as well since the bonus to hit is in the 20s and the strength is the damage score, so 10.
As I said, the accounting in M&M can be somewhat tricky due to the built in balance mechanics. Honestly I'd have to go back and look at how they build Batman to even try to figure out how to burn through 12 PL even at normal level of hero points per PL, much less this accelerated version.
I'm thinking the trick is likely to be some omni device sort of powers which are in gadgets which are like Batman's utility belt. Thus you will always have the tool for the job. Omni-power are generally pretty expensive, and might burn through enough points.

Philo Pharynx |

As Dr B and Death Q and HG have put in, your build is not a skilled normal - it's a powerhouse.
Some ideas.
Reduce your stats to +4/+5.
Deathstroke was skilled in all weapons. Not just swords and pistols. Bows, crossbows, knives, bolas, etc. Buying this with advantage points instead of skill points means you don't need to specialize. He should also have several ranks in improvised weapon.
Your equipment is a bit beyond what equipment does. It should be bought as devices.
You should have lots of luck.
Vehicles are a good way to soak points.
It's a hard build. Building up to PL 12 without gadgets is nigh impossible. Given that this is the last day for solidifying concepts, it's a major challenge.

drbuzzard |

Deathstroke is not normal human power levels in the comics. He is a super (he was given an experimental drug which increased his strength, speed, and agility). He should have elevated stats for strength, fighting, agility and dexterity. Not sure if 10 is too high or not, but certainly higher than 4-5. I don't recall his stats in this game, but I think his strength is at least 8, and his fighting is probably around a 10 in canon.
Not really sure how one simulates the taskmaster. Perhaps some omni power which finds the weakness of anyone he fights. I'd have to fiddle around. At least that would eat up a lot of points.

DeathQuaker RPG Superstar 2015 Top 8 |

Yeah, I think Reckless was trying to go for high power with the house rules, but that can actually make it hard to build a character sometimes. This is a system where it's easier to make a "brick" or "blaster" than a normal person or even just a "slightly supernormal."
Drbuzzard -- depending on what version of Deathstroke you're using, he is certainly beyond human, but I'd say if what you were aiming for was only "slightly super," you're aiming for most stats in the area of 5-8, where 5 is equivalent to a 20 stat in d20 (I would agree with just leaving straight up fighting bonus to 10). I don't know exactly what Rynjin wants to go for--and he could totally keep what he's got there--it's more just trying to point out what those numbers really mean and being sure that's what he wants.
I don't know Taskmaster super well, but he would have the Eidetic Memory advantage, heightened fighting skills, and I'd probably throw in a few supernormal senses -- perhaps a danger sense and a "power awareness" as well as perhaps quickened senses (you process information more quickly).

Philo Pharynx |

To get the flavor, I would go at most slightly superhuman and do powers to simulate his superhuman level of skill
For example, I'd have him defense shifted and accuracy shifted, but I'd balance that with two powers that reflect his amazing skills.
Redirect Impact - Weaken all damage, reaction, resisted by attack roll, limited (only vs. you)
Broad +1
Simultaneous +1
Alt defense +0
Reaction +3
Limited -1
5 points per rank
Find the Weak Spot - Weaken Toughness, perception, resisted by defense roll, (limited, only vs. you)
Perception +2
Alt resistance +0
Limited -1
2 points per rank
So when he's fighting a damage-shifted, toughness-shifted brick, his superior skills let him hit through the toughness (even potentially reducing impervious) and reduce the impact when he does hit.

arenbecl |

I kept refreshing the page to see when Reckless would post the list of accepted characters, then I realized that that would be 4 days from now X)
@Rynjin Hypothetically, if I was making a deathstroke/taskmaster hybrid, I would get physical stats to around 5-6, fighting to around 10, and give myself a ton of combat advantages. I think that at PL 12, the weakest that you can get is low superhuman with a ton of advantages and equipment. You could give yourself a ton of different swords and guns with different abilities. Ex. A sword with high penetration, two daggers with an "enhanced fighting" ability, etc.

arenbecl |

Actually I think Batman is PL 12, if I remember from the book. I can check at home. He just has tons of toys.
I would argue that batman also counts as "low superhuman" :)
Seriously though, that guy is nuts (as in 116 points of ability scores nuts). "Nobody blows past the points limit for their power level more than batman". That is an actual quote from his character sheet. I can post his stats here, if you want.
Tenfold |

Wingblade - PL 14
Strength 6, Stamina 12, Agility 10, Dexterity 6, Fighting 10, Intellect 2, Awareness 14, Presence 0
Advantages
All-out Attack, Attractive, Close Attack 2, Fearless, Improved Critical 2: Nth Metal Claws, Improved Critical 3: Nth Metal Wing Strike, Improved Initiative 2, Weapon Break
Skills
Acrobatics 8 (+18), Athletics 6 (+12), Close Combat: Nth Metal Claws 6 (+16), Close Combat: Unarmed 6 (+16), Deception 2 (+2), Insight 5 (+19), Intimidation 2 (+2), Perception 8 (+22), Ranged Combat: Nth Metal Wing Strike 9 (+15), Stealth 8 (+18)
Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Immunity: Immunity 2 (Disease, Poison)
Nth Metal Claws
. . Damage: Strength-based Damage 6 (Linked; DC 27; Affects Insubstantial 2: full rank, Penetrating 12)
. . Nth Metal Wing Strike
. . . . Damage: Strength-based Damage 7 (Linked; DC 28; Affects Insubstantial 2: full rank, Increased Range: ranged)
. . . . Nullify: Nullify 8 (Linked; Counters: Magic, DC 18; Broad, Simultaneous)
. . Nullify: Nullify 10 (Linked; Counters: Magic, DC 20; Broad, Simultaneous; Reduced Range: close)
Protection: Protection 5 (+5 Toughness)
Regeneration: Regeneration 10 (Every 1 round)
Senses: Senses 12 (Accurate (Type): Choose Sense Type, Acute (Type): Choose Sense Type, Counters All Concealment: Choose Sense Type, Extended: Choose Sense 1: x10)
Offense
Initiative +18
Damage: Strength-based Damage 6, +18 (DC 27)
Damage: Strength-based Damage 7, +15 (DC 28)
Grab, +12 (DC Spec 16)
Nullify: Nullify 10, +18 (DC Will 20)
Nullify: Nullify 8, +15 (DC Will 18)
Throw, +6 (DC 21)
Unarmed, +18 (DC 21)
Languages
Native Language
Defense
Dodge 11, Parry 11, Fortitude 13, Toughness 17, Will 15
Power Points
Abilities 120 + Powers 76 + Advantages 13 + Skills 20 (60 ranks) + Defenses 4 = 233
Complications: Naivete: Wingblade spent her childhood as an experiment in a lab.
Trigger Scent: When exposed to a specific artificial pheromone, Wingblade launches into a berserk rage not knowing friend from foe. Treat as confused, with each round resulting in "attack nearest character."
Reincarnated: Wingblade is inhabited by the soul of an Egyptian princess, and occasionally gets flashes of her past lives.
Soul Mate: Shayera is destined to fall in love with the reincarnated Carter Hall, but because of Project H's meddling, they are currently incompatible.
I still have 5 points left. I was thinking about kicking up my Senses to 14 and adding a couple more goodies to the sense package.
Also, I'd like to see if I'm not overreaching with the "trigger scent" complication. Specifically, if it's too dangerous for the team, or if killing is not allowed to be a hero in this universe.

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In Idea
Johnny Panic [PL14 238pp]
Stats Human norm,
Skills 1 point in base skills 6pp
Advantages: 8pp
Beginnes look
benefit Wealth 3
Fearless
Luck 2
Seize the Initiative.
Powers:
Duplication 9 = [38pp]
Active 9pp
Horde 9pp
Metal Link 1pp
Sacrifice 1pp
Immortality 10 = [21pp]
Innate
Immunity = [164pp]
Ageing
Critical hits
Emotion Effects
Fortitude Effects
Life Support
Sensory Affliction
Sleep
Toughness Effects
Will Effects.
[He can make 9 copy's of himself]

Tenfold |

Tenfold wrote:** spoiler omitted **...I cant speak for Reckless, but I think that "trigger scent" is really cool!
Thanks! But I made a small change from "attack nearest ally" to "attack nearest character" since the whole point is that she goes on a rampage attacking friend and foe alike. Another option is to make it so that whoever is "tagged" with the pheromone is her sole and only target regardless of who that person is.

Rynjin |

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.
Yar. I get all that (it's a rough draft of "What I want" to see "What I need"). I based the 40 Regen off Deathstroke, apparently, being able to walk off getting a sword rammed through his heart.
The attack/damage rank limitations are what really starts to stick as annoying. I'll list, basically, what I SHOULD have as a Taskmaster/Deathstroke hybrid:
-Well beyond human physical AND mental stats (Deathstroke has a super serum that increases his physical abilities to superhuman levels, and he thinks faster than most everyone in the world and is a master tactician. Taskmaster has an Eidetic Memory and extremely fast reflexes.) Deathstroke can bend metal with his hands and puch his fists through concrete with relative ease.
-A pretty hefty healing factor.
-A set of "Promethium" (DC's Adamantium equivalent) Armor and Weaponry. Deathstroke's particular versions are radioactive, but his serum makes him immune to their effects.
-An "Energy Shield", which is sort of an "any weapon" that Taskmaster has, which can make any melee weapon and some useful tools or (as the name suggests) a shield out of "cooled plasma".
-Immunity to poison and disease.
-Proficiency in every weapon known to man, but specialization in Swords, Unarmed Combat, and Guns. That's why I put a bunch of ranks in Unarmed, Swords, Guns, and Grappling, and grabbed the Improvised Weapon advantage. Then his base fighting stat of 10 (Or higher, should I choose to increase it...both Taskmaster and Deathstroke are among the most skilled people in their respective universes) should account for a reduced, though competent, effectiveness with all other weapons.
What Power Level does that sound like? I have a hard time judging it. Once I know what power level to shoot for, it should be a bit easier.
Likewise, how should his equipment be statted? The sword and armor seem like high levels of Impervious/Penetrating are important (this is Adamantium, after all) but both of those are capped to the armor and weapon's base Defense/Damage ranks...which means to get those capabilities to a proper level would be difficult, since high base stats essentially means your equipment must by nature be worse.
And can the energy shield be done properly at all?

Philo Pharynx |

@Rynjin, The energy shield would likely be a variable pool. It's also hard to compare comics to games because people's power goes up and down depending on the writer and the needs of the story. If Deathstroke is with a group of villains he goes down easier than if he's the only one.
@Tenfold, I think the trigger scent should be done so that if somebody is marked with it, then they are the target, if it's in the are then everybody's a target. It should also be obvious to others to give us a chance to deal with it. He did also mention that it's more mixed than a pure irone age game, so I'd expect a will save to resist. Partial failure would be struggling with the urges and full failure is the rage.

arenbecl |

Yar. I get all that (it's a rough draft of "What I want" to see "What I need"). I based the 40 Regen off Deathstroke, apparently, being able to walk off getting a sword rammed through his heart.
The attack/damage rank limitations are what really starts to stick as annoying. I'll list, basically, what I SHOULD have as a Taskmaster/Deathstroke hybrid:
-Well beyond human physical AND mental stats (Deathstroke has a super serum that increases his physical abilities to superhuman levels, and he thinks faster than most everyone in the world and is a master tactician. Taskmaster has an Eidetic Memory and extremely fast reflexes.) Deathstroke can bend metal with his hands and puch his fists through concrete with relative ease.
-A pretty hefty healing factor.
-A set of "Promethium" (DC's Adamantium equivalent) Armor and Weaponry. Deathstroke's particular versions are radioactive, but his serum makes him immune to their effects.
-An "Energy Shield", which is sort of an "any weapon" that Taskmaster has, which can make any melee weapon and some useful tools or (as the name suggests) a shield out of "cooled plasma".
-Immunity to poison and disease.
-Proficiency in every weapon known to man, but specialization in Swords, Unarmed Combat, and Guns. That's why I put a bunch of ranks in Unarmed, Swords, Guns, and Grappling, and grabbed the Improvised Weapon advantage. Then his base fighting stat of 10 (Or higher, should I choose to increase it...both Taskmaster and Deathstroke are among the most skilled people in their respective universes) should account for a reduced, though competent, effectiveness with all other weapons.
What Power Level does that sound like? I have a hard time judging it. Once I know what power level to shoot for, it should be a bit easier.
Likewise, how should his equipment be statted? The sword and armor seem like high levels of Impervious/Penetrating are important (this is Adamantium, after all) but both of those are capped to the armor and weapon's base Defense/Damage ranks...which means to get those capabilities to a proper level would be difficult, since high base stats essentially means your equipment must by nature be worse.
And can the energy shield be done properly at all?
1. The stats should top out at around 7 for mildly superhuman
2. Fast healing 10 is enough to patch up broken bones in about 5 seconds. I think that fast healing 5-10 is about where a "hefty" healing factor should be.3. I'm not sure how to rate the equiment. Maybe penetrating/impervious protection, maybe enhanced damage, but I would cap both values at around 5.
4. IDK how powerful Taskmaster's energy shield is, but it sounds like you could dump a fair number of points into this and still have it be realistic.
5. Pretty sure this one is explained in the rules
6. Fighting 14 is Batman's martial skill. Use that as a benchmark.
Here (http://www.d20herosrd.com/home/ranks-and-measures) is the table for judging how strong something is at a given power level. As an example, your old character had strength 10, which is enough to lift 50 tons. My recommendation for strength is 7, or 3 tons: enough to break concrete, not enough to throw a truck.

drbuzzard |

OK, from the actual Deathstroke stats in the DC Heroes game:
Str 7
Sta 7
Agl 9
Dex 8
Fight 15
Int 4
Awe 6
Pre 5
He also has regeneration 8, immunity to poison and aging.
There's a number of other powers, but I'm not overly inclined to type in the whole thing. He does have a super lifting ability to up his carrying capacity to 8
As built in the book, he is PL 13.

Tenfold |

@Tenfold, I think the trigger scent should be done so that if somebody is marked with it, then they are the target, if it's in the are then everybody's a target. It should also be obvious to others to give us a chance to deal with it. He did also mention that it's more mixed than a pure irone age game, so I'd expect a will save to resist. Partial failure would be struggling with the urges and full failure is the rage.
Certainly it all depends on Reckless, of course, but I do kind of like the full override. Maybe there's no save if the pheromone is "pure," but lesser variations can call for saves or they deal out lesser effects. If she succumbs, it should be pretty obvious -- totally feral and unthinking rage. Then it's either dogpile on her, or clear the room and let her work it out of her system.

arenbecl |

OK, from the actual Deathstroke stats in the DC Heroes game:
Str 7
Sta 7
Agl 9
Dex 8
Fight 15
Int 4
Awe 6
Pre 5He also has regeneration 8, immunity to poison and aging.
There's a number of other powers, but I'm not overly inclined to type in the whole thing. He does have a super lifting ability to up his carrying capacity to 8
As built in the book, he is PL 13.
I'm kinda proud of myself for suggesting pretty much exactly that, in terms of stats :)

drbuzzard |

Certainly it all depends on Reckless, of course, but I do kind of like the full override. Maybe there's no save if the pheromone is "pure," but lesser variations can call for saves or they deal out lesser effects. If she succumbs, it should be pretty obvious -- totally feral and unthinking rage. Then it's either dogpile on her, or clear the room and let her work it out of her system.
So a grapple on Quicky might be prudent. Hmm. All that penetrating could even hurt him.

Echos Myron |

Nightwing x Shadowcat
Abilities
3 str, 13 agl, 13 fight, 7 awe, 8 sta, 9 dex, 8 int, 5 pre
Defenses
Dodge 13, Parry 13, Fortitude 10, Toughness 12, Will 9
Skills
Acro +18
Athletics +14
Expertise: (Whatever his PhD is in)+10
Insight +14
Investigation +10
Perception +15
Stealth +15
Technology +10
Vehicles +10
Advantages
Fighting Style: Krav Maga, Fighting Style: Muay Thai, Fighting Style: Aikido, Move-by Action.
Fighting Styles Grant:
Accurate Attack, All-Out Attack, Chokehold, Defensive Attack, Evasion 2, Fast Grab, Grabbing Finesse, Imp. Critical 3 (Physical Disruption: Affliction 13) Imp Defense, Imp Disarm, Imp Grab, Imp Hold, Imp Trip, Power Attack, Takedown 2, Uncanny Dodge.
Powers
Insubstantial 4
Affects Others, Precise, Reaction, Subtle 2: Looks Normal
Flight 1
4 m/h 60ft/r Limited to only when insubstantial
Movement 1
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)
Concealment 10
All Senses; Limited to Insubstantial state
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 and the betrayal of his mentor, he swears to fight for justice and to undo all the wrongs his mentor has committed.
Quick Bio:
Grayson Pryde grew up on the roads of North America in a Romani travelling circus, as one third of acrobatic troupe known as "The X-quisite Flying Prydes" with his mother and father. During his teen years, his mutant gene started coming into play, causing him to question his bloodline. During the grand finale of their performance, Gray's mutation caused him to phase through his father's grasp. The show ruined and one of their secrets come to light, The X-Quisite Flying Prydes immediately packed their bags and fled from the circus.
Making their way to a motel in a busy metropolitan city, the family was intercepted by a strange, shadowed man. "Going back on our agreement, I see." Not wanting young Grayson around for the conversation, his father sent him on ahead to book a room. He followed his fathers instruction as he always did, only to hear four gunshots moments later.
Running out to the alleyway where they were stopped, Gray dropped to his knees and called for help as his parents bled out."I'm sorry, his father said as he died, "I'm so sorry."
Shuffled from orphanage to orphanage for aggression and constant fighting, Grayson Pryde was adopted at age 16 by a wealthy man with a vision. After months of strange comings and goings and unexplained injuries, Grayson finally stumbled on his guardian's secret. Soon enough, his guardian started training him to be his sidekick, brainwashing him along the way to believe that his guardian was working on the side of good.
Around age 20, Grayson Pryde voiced his want to strike out on his own. His guardian took offense to this and tried to kill him. Battling in hand-to-hand combat, he goaded the ward on, telling him the truth, how his "parents" were training him to become an assassin, how he personally gunned them down, adopted him and finished where they left off. Shocked from the revelation, Grayson phased his hand into the man's skull and dropped him, leaving in a coma. Once out of his coma, the man disappeared.
Now in his late twenties, he's fought hard to undo all the wrongs that he took part in, all while working towards a PhD. Nearly on the cusp of graduation, he fights to maintain his focus.
There's crunch and back story.
Wanted to make his guardian a vegetable after his coma, but I figured it'd make for a great nemesis opportunity. Stayed vague with the guardian's ID and location of his city for the time being.
Crunchwise, his powers are centered on fighting and phasing. He uses a grappling gauntlet to swing from place to place, wears protective armor, his speed is naturally improved through training. His Flight (really more like walking on air), Immunity, Concealment and Disruption powers can only be activated when he is Insubstantial.
Went pretty heavy with fighting style advantages to emulate both Kitty Pryde's and Dick Grayson's fighting training.
Are there any enemy mash-ups who could possibly fill in as Haunt's adopted father? I was thinking Batman's Hush and Hellfire Club's Sebastian Shaw.
Any and all advice is welcome.

Rynjin |

I think I'm going to stat him up as PL 14 in that case, since he is kind of a "gestalt" of two similar characters.
Abilities (122 points):
Strength: 7
Stamina: 7
Agility: 9
Dex: 8
Fighting: 15
Intelligence: 6
Awareness: 6
Presence: 3
Advantages (36 points):
Assessment
Benefit (Ambidextrous)
Defensive Roll
Die Hard
Eidetic Memory
Hide in Plain Sight
Improved Critical (Swords)
Improved Critical (Unarmed)
Improved Initiative (3 ranks)
Improvised Tools
Improvised Weapons
Jack of All Trades
Languages (4 ranks)
Luck (5 ranks)
Instant Up
Move-By-Action
Power Attack
Precise Attack (4 ranks)
Quick Draw
Skill Mastery (Athletics)
Skill Mastery (Acrobatics)
Takedown (2 ranks)
Uncanny Dodge
Skills (38 points/168 ranks)
Acrobatics (14 ranks)
Athletics (14 ranks)
Insight (14 ranks)
Perception (14 ranks)
Sleight of Hand (14 ranks)
Stealth (14 ranks)
Security (14 ranks)
Vehicles (2 ranks)
Intimidation (14 ranks)
Powers (20 points):
Immunity: Poison, Disease, and Aging (3 ranks)
Quickness (3 ranks)
Regeneration (10 ranks)
Danger Sense (1 rank)
Distance Sense (1 rank)
Extended Sight and Hearing range (2 ranks)
Devices (26 points):
Promethium Armor (Protection 6, Impervious 6): 12 points
Promethium Katana (Damage 6, Penetrating 6, 18-20 crit): 14 points
Statistics:
Attack: +15
Damage Rank: +13
Dodge: 15 (5 points in upgrading)
Parry: 15
Toughness: 13
Hokay. I think that works.

Echos Myron |

Oh, the wonders of smashing two comic book characters' last name together8-)
Really excited because I found a way to bring my most beloved City of Heroes (well, Villains) character to life. He was a Martial Arts/Ninjitsu Stalker, and in-game, I role played his placate, assassin's strike, and invisibility abilities as intangibility powers.
Man, that game was ahead of its time.

Azten |

When I first started play D&D, I made more characters at various levels than I could ever play. That was my new hobby from a new hobby.
Now I'm trying to M&M3e this picture because it looks cool. XD

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Unless I've missed someone, the following people have submitted the following characters by the initial deadline(and not withdrawn) and may continue any tweaks they need until the 15th:
Philo: Corvus
Echoes: Haunt
Azten:Spark
arenbeci: Tarragon
drbuzz: Quicky
daemon: Blue Spider
DQ: Fusion
Rynjin: Blademaster
PH: Thunderbird
Tenfold: Wingblade
Please let me know if I missed anyone.

DeathQuaker RPG Superstar 2015 Top 8 |

As I consider tweaks... so, question: the "damage" power on Fusion's Fusion Body powerset is supposed to be like an energy aura. She can certainly activate it and punch someone with it. But it's also supposed to be like--she can activate it and it will harm someone who is, say, grappling her. Does the power reflect that, or do I need to add an additional specification? Or since I can activate it as a free action, I can simply turn it on when she's grappled without really worrying about it? Thoughts/suggestions?
I'm also considering shuffling around a few points to add a couple Awarenesses... possibly Radio, since she fused with her suit which would have its own internal commlink (and I can remove that from her equipment list), and maybe something like "molecular awareness" so she has a sense of how stable something is when she interacts with it. Which is really more fluffy to be practically useful, but it jives with the general concept of her powerset.

Tenfold |

Quick question about my sense powers for those better acquainted with the system:
Senses: Senses 12 (Accurate (Type): Choose Sense Type, Acute (Type): Choose Sense Type, Counters All Concealment: Choose Sense Type, Extended: Choose Sense 1: x10)
(Thanks, Reckless for the Herolab-fu)
The book talks about "Sense types" and "senses," with sense types being the larger category and senses being specific examples within.
When I was buying my powers, I was favoring spending more points to acquire the entire sense type, but is that what I should be doing? I note that, for example, under "Visual" is things like infravision, low-light, microscopic, X-ray, etc. But I don't actually get those, do I?
Would it be better to do this:
Senses: Senses 17
Accurate (Hearing) = 2
Acute (Olfactory) = 2
Counters All Concealment (Auditory) = 5
Counters Illusion (Olfactory) = 2
Extended (Normal Sight) = 1
Low-Light Vision = 1
Penetrates Concealment (Hearing) = 4
And that would account for my last 5 power points.
Any thoughts?

Tenfold |

Reckless, you asked for a vignette or short story in case we had the time. Here's my attempt at something somewhat entertaining.
Shayera moves like a shadow through the night, following the faint trail of the man's scent. She weaves into and out of alleys and dimly-lit side streets, staying on the ground to keep close to the traces of aftershave and body odor lingering on the wet concrete. Moving into the warehouse district, she has to stay low and dart quickly past the sickly orange streetlights to remain unseen. But she was getting close.
The night air was still, but once out into the open spaces of the warehouse loading yards, the man's scent traveled better. Shayera picked up a whiff of him and caught the low rumbling of a well-oiled garage door sliding open. Turning toward the sound, she encounters a heavy razor--wire fence blocking her from her quarry. Not impressed with the glinting points of metal, she ducks behind a stack of wooden pallets and works a muscle in her forearm. A bloom of pain erupts in her hand as two blades are forced out through her skin and lock into place. She swipes her talons across the metal fence and the links give way effortlessly.
With a simple roll, she enters the warehouse yard and moves through the shadows to a short distance from her target. The dapper man with the imported suit glances about, wary but not nervous. She pauses and watches him produce something from his pocket. He unwraps a small stick of gum and pops it into his mouth casually. A wave of minty aroma fills Shayera's nose and memory rises unbidden.
. . .
"So, lemme ask you a question," started the man with the thinning hair and the glasses that reflected the computer screens so completely that his eyes were never seen. He fished around in the pocket of his white lab coat while he waited for his colleague's response.
"I suppose you're going to ask it whether I let you or not," replied the skinny one with the rumpled lab coat that smelled as if he had slept in it for the last two nights. His hair, too, was unruly and desperately needed a comb.
The first one shrugged and continued. "Yeah. Anyway, here we are experimenting on alien DNA. Real aliens. A Thengarian alien --"
"Thanagar. Than-a-gar. Though I believe they call themselves Shi'ar."
The thin-haired one glanced down at the subject. It didn't react to their conversation. It sat there, blank-eyed, with the tubes and sensors and probes wired into it. "Yeah, whatever." He pulls out a package of gum and starts the noisy process of unwrapping it. "Anyway, do you think we're going to piss them off, doing what we're doing here? If they ever find out about it?"
The one with the rumpled lab coat leaned forward. "Okay, one: They'll never know. How could they? No one beyond Project H knows what we're doing here. And two: No. They won't care."
The other took a step back, and finished freeing a stick of gum from its wrapper. He popped it into his mouth and chewed a moment. "How do you know? We'd get pretty pissed off if some aliens ran these kind of tests on one of us." He gestured to the banks of computers, the needles, dissection gear and other equipment, all drawing data from the eight-year-old experiment sitting in front of them.
"Because," the mop-haired one replied, testily, "they left all this behind a thousand years ago. The old ship, and whatever genetic material they introduced to the gene pool, it's all garbage to them. It's worthless. They care as much about this as we care --" he looked around for a moment, "as we care about that gum wrapper."
As if to punctuate his point, he snatched the wrapper out of his colleague's hand, waved it in front of his face, then drops it on the floor. "Forget it. We need to prep for tomorrow, and calibrate those emitters. Its prefrontal cortex isn't going to electroshock itself."
The specimen looked down at the discarded wrapper. Its eyes focused for a moment, the residual peppermint drawing its attention. With a quick motion, it reached out and grabbed it and put it into its mouth. It sucked at the bright, clean sweetness, amazed at the new sensation.
"Hey!" yelled the technician with the disheveled coat. He grabbed the experiment's face and forced its mouth open. He stuck a finger in and drew out the wet wrapper. "Not for you," he wagged a finger in its face. The experiment looked up at him, then resumed its flat, vacant stare.
. . .
Shayera blinks away the memory when she sees the man move aside as a large van pulls up. The side door slides open and three heavy black bags are thrown out to thud upon the ground.
Three bodies? the man said into the darkness of the van.
Yeah, had a last-minute 'cancellation.' Won't be a problem, will it? comes the voice from the interior.
The man shakes his head. No, as long as you pay for the disposal of three.
Shayera inhales deeply, and fights past the sweetness of the gum, the heady fumes of the exhaust, and the oily tang of the vinyl bags. Then she detects it. Dazzler, Yasmine's favorite perfume. She was in one of those bags.
She dashes from her patch of shadow at a full sprint. Her second pair of claws slide from her wrists as she covers the distance, which was unfortunately too far for her to get a surprise attack. The man spins as she closes, and draws a handgun from his waist. He brings it up just as she reaches him and she lashes out. The gun falls into pieces with one strike, then she plants one foot, spins, and swipes with her other arm backwards. There's a satisfying feeling of her claws sinking into his chest and slicing through ribs.
The van's engine revs up as she watches the man sink to the ground, his life's blood flowing around the dark bundles at his knees. With a squeal of tires, the van accelerates away from the warehouse. Shayera shrugs off her jacket and stretches her wings. With a couple beats, she is airborne and over the van.
She drops in front of the van as her foot talons extend, digging into the pavement. She curls up and her metal wings unfold, revealing the razor-sharp metal quills splayed out. The van slams into her, the engine ripping into the unbreakable metal first, but its momentum carries it over Shayera's form and she's ground between the van and the pavement.
The van dies quickly, its cylinder block cut to ribbons and it rolls to a stop. Its driver gets out, dazed, and woozily inspects the damage. Holding his head and swearing, he moves to the rear of the van, and sees the crumpled form of what he had run over -- a teenaged girl. His head twists back and forth, trying to figure out where she had come from, and how she had got from killing the dapper man to in front of his van.
Without warning, Shayera hauls herself off the pavement, eliciting a yowling scream from the van's driver. She grabs him by the collar as he tries to pull away, and the two collapse to the ground. Shayera rolls on top of him, hissing. Who. Killed. Yasmine? Her wings glint like fire in the orange streetlights as she gets her answers.
Her work done, Shayera stumbles back to the three packages. She closes her eyes and touches Yasmine's body for a moment, saying goodbye. Then she stands and turns to leave. But before she does, she pauses and leans down. She fishes the wad of gum from the dapper man's mouth and pops it in hers. Then she spreads her wings and takes to the sky, angling in the direction the driver had given her. Her night wasn't over.

Rynjin |

Real Name: Slade Masterson
Current Occupation: SHIELD Agent (Currently a combat instructor)
Age: Presumed to be between 70 and 80 years old (Joined military in the early 1960's, but records are spotty)
Threat level: Class Ten
Biography: Masterson joined the military some time in the 1960's. He served a short stint in Korea before being shipped to Vietnam.
It quickly became apparent that Masterson's talents were being wasted as a normal foot soldier, being described as "without a doubt the most able-bodied combatant" his trainer (and future wife) was said to have ever seen. He had an uncanny ability to master any new skill and fighting technique presented to him. He was tested, and discovered to have a unique gene configuration that made him a prime candidate for testing of the newest iteration of Project: Rebirth. He consented both to undergoing the testing, and joining SHIELD were he to survive.
The results were a resounding success, resulting in a physical specimen rivaling or surpassing Captain America in many ways. Unfortunately, attempts to replicate this success have been, as usual, a failure.
Masterson began a long career as a SHIELD agent. He has proven to be a pragmatic individual when the situation calls for it, but civilian casualties are almost unheard of in his track record. His targets neutralized count is much higher. Specifics of various mission reports can be accessed with level 8 security clearance or above only, and as such will not be included in this dossier.
Masterson currently serves as a combat instructor at Camp Hammond. He has proven, unsurprisingly, to be adept at handling the sometimes rowdy metahuman cadets.
Abilities (122 points):
Strength: 7
Stamina: 7
Agility: 9
Dex: 8
Fighting: 15
Intelligence: 6
Awareness: 6
Presence: 3
Advantages (36 points):
Assessment
Benefit (Ambidextrous)
Defensive Roll
Die Hard
Eidetic Memory
Hide in Plain Sight
Improved Critical (Swords)
Improved Critical (Unarmed)
Improved Initiative (3 ranks)
Improvised Tools
Improvised Weapons
Jack of All Trades
Languages (4 ranks)
Luck (5 ranks)
Instant Up
Move-By-Action
Power Attack
Precise Attack (4 ranks)
Quick Draw
Skill Mastery (Athletics)
Skill Mastery (Acrobatics)
Takedown (2 ranks)
Uncanny Dodge
Skills (38 points/168 ranks)
Acrobatics (14 ranks)
Athletics (14 ranks)
Insight (14 ranks)
Perception (14 ranks)
Sleight of Hand (14 ranks)
Stealth (14 ranks)
Security (14 ranks)
Vehicles (2 ranks)
Intimidation (14 ranks)
Powers (20 points):
Immunity: Poison, Disease, and Aging (3 ranks)
Quickness (3 ranks)
Regeneration (10 ranks)
Danger Sense (1 rank)
Distance Sense (1 rank)
Extended Sight and Hearing range (2 ranks)
Devices (26 points):
Promethium Armor (Protection 6, Impervious 6): 12 points
Promethium Katana (Damage 6, Penetrating 6, 18-20 crit): 14 points
Statistics:
Attack: +15
Damage Rank: +13
Dodge: 15 (5 points in upgrading)
Parry: 15
Toughness: 13

DeathQuaker RPG Superstar 2015 Top 8 |

Quick question about my sense powers for those better acquainted with the system:
Tenfold said wrote:
Senses: Senses 12 (Accurate (Type): Choose Sense Type, Acute (Type): Choose Sense Type, Counters All Concealment: Choose Sense Type, Extended: Choose Sense 1: x10)(Thanks, Reckless for the Herolab-fu)
The book talks about "Sense types" and "senses," with sense types being the larger category and senses being specific examples within.
When I was buying my powers, I was favoring spending more points to acquire the entire sense type, but is that what I should be doing? I note that, for example, under "Visual" is things like infravision, low-light, microscopic, X-ray, etc. But I don't actually get those, do I?
Would it be better to do this:
Senses: Senses 17
Accurate (Hearing) = 2
Acute (Olfactory) = 2
Counters All Concealment (Auditory) = 5
Counters Illusion (Olfactory) = 2
Extended (Normal Sight) = 1
Low-Light Vision = 1
Penetrates Concealment (Hearing) = 4And that would account for my last 5 power points.
Any thoughts?
If I understand what you are asking... and as I understand the rules...
If you want a special, specific type of sense that a human being would normally not have, then yes, you need to buy that separately -- i.e., infravision, ultravision, darkvision, etc. Basically if it has a separate points cost listed under types of effects you need to buy it separately.
If you want to be able to detect a special thing (usually a descriptor of some type like "cosmic" or "magic") then that's Awareness (purchased separately per thing you want to detect).
Accurate, Acute, and Extended senses affect only NORMAL senses -- normal sight, normal hearing, normal olfactory senses, etc. -- and makes them stronger/better/apply over a broader radius/etc.
So if you have Accurate (Vision) but did not buy Darkvision separately, you will not be able to see in the dark and use your extra vision, but will still be able to see fine print, from far away, etc. etc. in normal light. If you have both, then your accuracy of vision would also apply in the dark, since you can see in the dark.
Your breakdown looks correct, as far as I can tell.

DeathQuaker RPG Superstar 2015 Top 8 |

Slightly updated character with fixed energy aura and added sensory ability (and now in plain boring text):
FUSION (CARA CONROY)
Age 28, Height 5’9”, Weight 140
PL 13, 247 PP, Abilities 58 + Powers 115 + Advantages 14 + Skills 21 + Defenses 39
Abilities
Str 4
Agl 5
Sta 4
Dex 4
Fight 2
Int 4
Aware 2
Pres 4
Defenses
Dodge 13
Parry 13
Fortitude 13
Toughness 13 (Impervious 9)
Will 13
Powers
Cosmic Flight (Flight 6, 12 PP)
Cosmic; Speed 120 mph, 1800 ft/round (Free – Personal – Sustained)
Fusion Attacks (Alternate power array, 42 PP)
- Cosmic Blast (Damage 13, 40 PP)
Cosmic, heat, DC 28; Affects insubstantial at half ranks, increased range: ranged, Penetrating 13) (Standard – ranged 325, 650, 1300 ft. – Instant)
- Molecular Modification (Transform 10, 1 PP)
Affects anything, transforms up to 800 lbs, DC 20; Limited: Can change matter by only one state forward or back (solid to liquid, liquid to gas, liquid to solid, etc.) (Standard – close – concentration)
- Temperature Change (Environment 5, 1 PP)
Cold, extreme cold, heat, extreme heat; radius 900 feet (Standard – rank – sustained)
Fusion Body (59 PP linked power set)
- Cosmic Energy Aura (Damage 5)
Cosmic, heat, DC 20; Reaction, sustained, noticeable (rippling flaring effect), permanent (Reaction – close – sustained)
- Cosmic Force Field (Protection 9)
Cosmic, + 9 Toughness, Impervious, Permanent)
- Cosmic Immunities (Immunity 31)
Aging, Common Descriptor: Radiation, Heat and Cold Damage effects, Life Support (poison, disease, environment effects, starvation, suffocation, and thirst)
- Glowing Body (Environment 1)
Light, radius 30 ft; Noticeable-constant blue glow, Permanent (Standard – Rank – Permanent)
Molecule Sense (Senses 4, 2 PP)
Microscopic Vision 4 – to atom sizes; limited – can only sense general molecular/atomic stability, not exact components
Advantages
Security Clearance 2: Space Agency
Connected: Can call in assistance/favors with Persuasion check
Equipment 1: 5 points of equipment
Evasion 2
Improved Aim
Improved Grab
Languages – Russian (in addition to her native English)
Precise Attack – Concealment and Cover for Ranged attacks
Ranged Attack 3
Skills
Acrobatics +13 (8 ranks)
Athletics +8 (4 ranks)
Close Combat: Unarmed (+10)
Expertise (AGL): Zero G Maneuvers +10 (5 ranks)
Expertise: Astronaut Misc +8 (4 ranks)
Expertise: Physics +16 (12 ranks)
Insight +6 (4 ranks)
Perception +10 (8 ranks)
Persuasion +9 (5 ranks)
Ranged Combat: Cosmic Blast +10 (6 ranks)
Technology +12 (8 ranks)
Vehicles +16 (12 ranks)
Equipment
Commlink, computer, fire extinguisher, Small Apartment (Location 2)
Complications
Accident – Still getting used to her body, Fusion can sometimes accidentally, temporarily alter (usually burn or freeze) objects she touches. While the immediate effects usually don’t last, they can still lead to small disasters (“melting” a table leg so everything on it crashes to the floor, etc.)
Motivation: Doing Good – While altruistic by nature, Cara feels further pressured to do good to prove powered people can be trusted and to show she is worthy of the second life given her (even if she was technically killed by the same entity that empowered her).
Offense
Cosmic Blast +13, DC 28
Cosmic Energy Aura +2, DC 20
Throw +7, DC 19
Unarmed +10, DC 19
Movement
Base Speed: 30 feet (2 mph); Flight 120 mph 1800 ft. round
Jump Distance – Running 18, standing 9
Throwing distance – throw 3200 lbs 6 feet, 800 30 feet, 200 120 feet
While HeroLab did the math for me, I may well have screwed something up. There's also some abilities I technically underpowered -- under the alternate power array I could boost both molecular modification and temperature change more but I don't feel the need for her to affect the larger radius/volume. Molecular mod I could also remove the concentration effect but I want the substance to be able to return to normal as soon as she stops focusing on it (although I think by default it's a sustained effect and so it would return to normal eventually anyway... so perhaps I could remove that--it actually wouldn't alter the point buy).
This system is awesome in its versatility but that also makes it easy to overlook or misunderstand something. (I only thank the powers that be that it's not the HERO system --- I was in a campaign where we switched from HERO to Mutants and Masterminds and it felt like switching from Vulcan Chess to Candyland... in only good ways....)
I am not really sure if an apartment is worth only 2 EP. It's more a place for her to go (not an HQ or anything). Also happy to reshuffle EP and devote them to a shared party item like a vehicle or HQ (she can drive!).

arenbecl |

Slightly updated character with fixed energy aura and added sensory ability (and now in plain boring text):
** spoiler omitted **... I am not really sure if an apartment is worth only 2 EP. It's more a place for her to go (not an HQ or anything). Also happy to reshuffle EP and devote them to a shared party item like a vehicle or HQ (she can drive!).
Characters get stuff like apartments, phones, and food for free, so the apartment doesn't cost anything, as long as it is not an integral part of your costumed identity ala the batcave. Basically, you only have to spend points on things that a normal person wouldn't have, just like your stats start out like that of a normal person for free.

Echos Myron |

Anyone have any suggestions on my build?
I feel like it's a pretty straight forward build but I still wouldn't consider myself experienced with M&M, so I don't know what would actually be practical in combat.
Abilities
3 str, 13 agl, 13 fight, 7 awe, 8 sta, 9 dex, 8 int, 5 pre
Defenses
Dodge 13, Parry 13, Fortitude 10, Toughness 12, Will 9
Skills
Acro +18
Athletics +14
Expertise: (Whatever his PhD is in)+10
Insight +14
Investigation +10
Perception +15
Stealth +15
Technology +10
Vehicles +10
Advantages
Fighting Style: Krav Maga, Fighting Style: Muay Thai, Fighting Style: Aikido, Move-by Action.
Fighting Styles Grant:
Accurate Attack, All-Out Attack, Chokehold, Defensive Attack, Evasion 2, Fast Grab, Grabbing Finesse, Imp. Critical 3 (Physical Disruption: Affliction 13) Imp Defense, Imp Disarm, Imp Grab, Imp Hold, Imp Trip, Power Attack, Takedown 2, Uncanny Dodge.
Powers
Insubstantial 4
Affects Others, Precise, Reaction, Subtle 2: Looks Normal
Flight 1
4 m/h 60ft/r Limited to only when insubstantial
Movement 1
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)
Concealment 10
All Senses; Limited to Insubstantial state

Echos Myron |

I couldn't find a power better suited for "walking on air molecules" while intangible, so I went with flight. I also don't want to abuse the intangible power and all the limits I put on his intangibility-dependent powers by staying permanently intangible, so I added swinging to use when he's not running through walls or walking on air.

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:Characters get stuff like apartments, phones, and food for free, so the apartment doesn't cost anything, as long as it is not an integral part of your costumed identity ala the batcave. Basically, you only have to spend points on things that a normal person wouldn't have, just like your stats start out like that of a normal person for free.Slightly updated character with fixed energy aura and added sensory ability (and now in plain boring text):
** spoiler omitted **... I am not really sure if an apartment is worth only 2 EP. It's more a place for her to go (not an HQ or anything). Also happy to reshuffle EP and devote them to a shared party item like a vehicle or HQ (she can drive!).
Well, if Reckless invites me into the game, I'll let him make that final call--I've had GMs who presume common on-hand items and "a place to live" but if we wanted a specific thing we should be sure to have bought it. I also don't know the circumstances of the setting (if we're in space having a home base on Earth would be fruitless). Like I said, I can also redivert those points into shared EP for a vehicle or HQ, but it's not worth changing the sheet until I know if I'm in the game or not.

Tenfold |

I'm looking over the other submissions, and even though it might seem like Thunderbird and Wingblade could be competing for the same slot, I'd have to say their backgrounds mesh nicely together. Even though they're both winged characters, I think they're distinctive but related in a cool way. How old were you thinking Worthington to be?
And by the way, thanks for all the input, all of you. Best of luck to everyone.