Fraternity of DOOM!!!

Game Master Xabulba

Since mythic times tales of Heroes appearing from obscurity and shadows to fight the machinations of evil monsters, dictators and kings.
Over the long centuries these heroes have been given many titles like gods and magicians and holy crusaders. Evil is again rising in the world, will new heros step forward to fight? Stay tuned to find out in the Fraternity of Doom.


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Thinking about starting a pbp M&M3 game, it would not be set in either Marvel , DC or any other pre-existing superhero world.
I'm thinking of a world were super-heroes are relativity new but with a history of adventurers fighting rouge despots, mad geniuses and warlords.
The first appearance of masked heroes would be during WWI & WWII and disappearing afterward. The second appearance of masked heroes would be in the "troubled 60's" again fading away until modern times.

Standard starting level (PPL10) unless group decides differently.


I'd definitely submit something.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Me too, definitely.


Had a fun character with electricity powers ages ago when a group of friends wanted to do M&M, but alas it never went past one session.
I might be up for this though I have to reread all those rules :).

Sczarni

Id be interested.

Probably a tech-based guy...less Iron Man, more cyber-suit Bat man I think.


I'm interested.

I have a few superhero ideas, depending on how the world ends up taking shape.


I'm interested. I played a bit of MnM 3 before and found that I liked it. I have the data package for Hero Lab to assist me. That and I am still learning the ropes. I will see what concept I can come up with as we learn more about the setting.


Here's a link to the SRD for you folks interested. but unsure of how to do character creation and such! M&M SRD

I'm interested in playing! I'll probably play a character able to create armor made out of ice with jagged fists, plus an ability to teleport by, nerd moment, lowering the temperature in his body into the nanokelvins, making him able to do quantum jumps. It's complicated lol. Not entirely sure how I would put it all together, but we'll see! :)

Sovereign Court

Pathfinder Rulebook Subscriber

I'd definitely be up for this. I have virtually all the M&M 2e and 3e books but have never really gotten a chance to play.


Sweet, I wasn't expecting this much response. There's 8 of you but I don't see a problem with that, I'll just have to scale up the threat to Avengers level.

I'll work up some basics. Please give any ideas you might have on how you want the game to run.

Edit: The Silver Prince thanks for the link.
I would suggest Hero Lab's character creator. it's $30 for the M&M3 license but you can use it free but you won't be able to save or print your character. (screen capture still works)

Sovereign Court

Pathfinder Rulebook Subscriber

Before I make a character I;d like to know a little more about the setting. Are we going to be assumed to all be members of one team?


Some Idea's I had for the game.

Mood: I want to keep the game light to semi-dark. I do not want gritty or edgy. More Ironman I, less Dark Knight in attitude.

Physical Setting: NYC unless a better option pops up.

World history is mostly the same with a few change and lots of alterations. Biggest alterations are the rise of supers in times of great strife. Because of the presence of supers in WWII the development of nuclear weapons didn't even start start until the late 50's, Japan was never nuked.

The tech level of most of the world is a slightly higher than the real world. Multiple orbiting space stations exist from small 6 person operations to huge 100 plus crew far orbit behemoths. Deep earth and science outposts also exist.

Sovereign Court

Pathfinder Rulebook Subscriber

Sounds like a good setting. Do you envision the PCs all being part of the same group?


VanceMadrox wrote:
Before I make a character I;d like to know a little more about the setting. Are we going to be assumed to all be members of one team?

Yes, all one team, depending on how others want to start. It would be easiest to start as a group. How get to be in that group would need to worked out. What I was thinking is for some reason or another (the reason to be determined by the player) each player has the exact same image tattoo/burn/scar/birthmark and have been having bazaar dreams that promt you to be at the same location at the same time and date. Supers would develop their powers during this time. Tech type would be driven to create their suites and gadgets.

Sovereign Court

Pathfinder Rulebook Subscriber

Ok so a team with a shared origin then ala the Fantastic Four. I could go for that. I'm not sure having the same image/birthmark etc is even necessary... we could all be at the same place purely coincidentally, especially if it's a public location.

So overall we will be newly come into our abilities and not an established super team?


Dot.

Liberty's Edge

Hmmm...


VanceMadrox wrote:

Ok so a team with a shared origin then ala the Fantastic Four. I could go for that. I'm not sure having the same image/birthmark etc is even necessary... we could all be at the same place purely coincidentally, especially if it's a public location.

So overall we will be newly come into our abilities and not an established super team?

The first encounter will be very public so the tattoo/birthmark thing isn't necessary but it would be cool (IMO). You've had your powers for about a week or two before the BIG EVENT. It is possible a couple of you know each other or about each other beforehand but not not very necessary.

Liberty's Edge

How much has M&M changed? I may have 2nd ed...


Not sure, I've only played 3ed.


How do aliens fit into this world? Has there been any alien attacks?


Also interested, in a Magneto type most likely. Especially after I saw Days of Future Past lol


Monkeygod wrote:
Also interested, in a Magneto type most likely. Especially after I saw Days of Future Past lol

same here, but then again he was always one of my favorites.

another idea i had was for a radiation-based guy. he would have powers to absorb radiation, turn his body into a glowing green energy form that would melt through metal and stuff (not how real radiation works, i know, but cool!), probably some healing and harming via irradiating cells.

another idea would be a sort of "brick" who would, among other things, basically be an earthbender (to use an easy, if cheesy, term and concept)

as for rules, i am only familiar with 2e.

Dark Archive

Interested, if there is still room.


bilbax wrote:
How do aliens fit into this world? Has there been any alien attacks?

Earth still hasn't officially met any aliens yet, nor have they done anything large enough on a cosmic scale to attract the Irken death armada either. Most aliens on earth are there as anthropological observers, castaways or exiles. If the aliens don't have a way to blend in with humans or animals the Men-in-Black would have picked them up and stuck them in a "cell" deep deep under area 51.

WhtKnt wrote:
Interested, if there is still room.

6-8 people is my max, so until one of the first 8 either drop out or fail to follow through you'll have to be an alternative.

The first 8;
Tenro
Reckless
Jolly Roger
psionichamster
bilbax
Grand Moff Vixen
The Silver Prince
VanceMadrox

Alternates;
Bilbo_Bang_Bang?
EldonG
Monkeygod
WhtKnt

To the first 8:
Please confirm if you are going to commit to playing, I would like start the game preparations this weekend and hope to start playing early next week but I need to know who and how many people are going to be playing.


You're going on a first come, first accepted basis? Not my favorite, but oh well, I can wait.


From past experience there is about 20% commitment failure from first responders so probably not that long of a wait.

Liberty's Edge

please add me to the interested list.

i've played M&M 3e before and it's one of my preferred superhero systems.

not entirely sure what i'll play - too many char ideas is a chronic 'problem' for me - but i'm feeling a need for versitility so maybe something Lantern/Quasar ish or a mage.


I'll definitely want to join this. Would need some time in the weekend to read over the rules again and build a character.

How familiar are you with the rules Xabulba?

Liberty's Edge

couple char building questions:

are we using are default 2 skill ranks per power pt?

any other special rules in use (so i have the right boxes checked in HeroLab)?


Ah man how do those alternate, dynamic, array's etc work again.

Any other tips on building M&M characters are welcome :). I thought it was important to have high defenses in some way or another. For my electricity character I got dodge and parry impervious.


I can commit to playing, I will probably not have time to make the crunch for a character until Saturday.

At the moment, I am kicking around a few ideas. I would like to pick one that fits in with where you want the game to go. Nothing is worse than making a person who is just way off plot.

Here are the ideas so far:

#1: BARNSTORMER
She is a New Orleans based pulp hero from 1939 gets pulled through time by Mystical or Super Science forces, the process gives her the ability to fly, super-strength and toughness. Delilah "Barnstormer" Barnes finds herself needing to adjust to the modern world and make her place as a superhero. She has the additional complication that the more she draws on her powers the harder it is to remember the details of 2014.

ROLE: Barnstormer is a pretty straight forward flying brick, with a 30's pulp theme.

#2: CAPTAIN COSMIC (still working on Super name for this one.)
Pulled by a call he cannot explain, Benjamin Kane avid Superhero and sci-fi nut, made his way to South America where he located a crashed spacecraft.
Upon entering and sitting in the command chair, the spacecraft activates, revealing the AI that runs it, and informing him that he is the grandson of an alien warrior. That warrior, Captain Anniewaiaaane genetically engineered herself to pass as human to put a stop to the alien lizard people that were supporting the Third Reich.
His grandmother's ship crashed in the final confrontation with the aliens, stranding her on earth until the repair systems completed repairs. The Genetic changes she had made shortened her lifespan to that of a human; without access to her advanced technology she died several years ago.
Kane is a major geek, and wants to be a space adventurer. Unsure of what to do, Kane has started unlocking the secrets of his new ship, toured the solar system, and made his way back to New York to figure out what to do next.

ROLE: Capt. Cosmic is a cliche space-hero with advanced sci-fi equipment that is created by his ship. I am expecting he will be able to use blasters, sensors and force shields, but all powers come from the equipment. The ship is on the small side, for a space ship, roughly runabout or Milenium falcon sized able to hold several people, and will be able to teleport people aboard, cloak and perform many support and travel functions, like advanced healing and can be armed or not as appropriate.
The equipment generated by the ship all seems to work, but it bears a strong similarity to existing earth Sci-fi. It is unclear if it is actually alien tech, or some extension of his own desires. The ship seems intelligent and sentient, but there is no actual proof it is from outer-space. If examined, the ship does not work using any principles of science we understand.

I am open to filling other roles on a super-team, or completely changing concepts to better fit a mood or backstory. These are the ideas that have me most excited right now.

In both cases, they could bear the "mark" of the team if it goes that way. I like the idea that Barnstormer did not have the mark, but right before the fateful confrontation with evil that sent her to the future, she got a Tatoo, based on something she saw in a dream.
For Cosmic, the mark could be on the spaceship as well.


Jolly Roger wrote:


How familiar are you with the rules Xabulba?

Pretty familiar, I haven't run M&M3 yet but I have played in a game for a little less than a year. I'm not an expert but I know most of the rules and only need to check the books when something odd comes up. Just remember M&M3 is using a modified D&D 3.5 system so most people who play 3.5 or Pathfinder will be familiar with it.

Jolly Roger wrote:


Ah man how do those alternate, dynamic, array's etc work again.

Any other tips on building M&M characters are welcome :). I thought it was important to have high defenses in some way or another. For my electricity character I got dodge and parry impervious.

Below I'm going to include links for Hero Lab and the M&M3 srd, they should help in character creation.

Each character has 3 defenses (Defense Class), dodge, parry and will. Dodge is for ranged attacks, parry is for close attacks and will is for mental attacks. To hit you have to roll equal to or over the appropriate defense +10, i.e. dodge rank of 6 = dodge DC (defense class) of 16.
A good dodge and parry are important for almost all characters but you can get around that with certain power builds.

Arrays are a suite of powers that all fall under one primary power. The best example of an array is Iron-Man's armor. Only one power in the array can be used at one time except if you make multiple powers in that array dynamic. Dynamic powers in an array can be used at the same time but have to split the maximum rank of the array between them, i.e. in Iron-Man's armor array (rank 10) he has flight (10) and repulser blast (10) Each power used on it's own has a max rank of 10, however if he uses both powers at the same he has to split the 10 ranks between them, fight 5 repulser 5, flight 3 repulser 7, etc.

Alternate powers are a special sub-power of a main power. The best example for a alternate power is the Hulk. The Hulk's main power is strength and with that power he can lift things, smash things and throw things but to to clap his hands together and create a shock wave would be an alternate power. Slamming his foot on the ground to create tremors, jumping very far etc. would all be alternate powers. Alternate powers must be based off of the main power and must also be of a lower rank than the main power.

Hero Lab, http://goo.gl/1KRxKP, I cannot say enough good things about it, it's that good of a product. You can use it free but you can't save or print your characters.
Mutants & Masterminds 3ed. srd, http://www.d20herosrd.com/


sable wrote:

couple char building questions:

are we using are default 2 skill ranks per power pt?

any other special rules in use (so i have the right boxes checked in HeroLab)?

Yes basic build rules. If you're using Hero Lab use the default settings.

PS added you to the alt list.


I think that I am going to bow out and let one of the others take a spot.


Grand Moff Vixen is out, Bilbo_Bang_Bang or EldonG you need to claim your place or it goes to Monkeygod.

Liberty's Edge

I'll need to take a look and see if I can find my M&M stuff, but I am interested...never played before.

Liberty's Edge

Ok...playing with a concept I call 'Overload', a brick that was created by a nuclear reactor meltdown. Besides huge strength and toughness, he can channel heat/radiation into even more strength...he rages sometimes...and the suit he once wore to protect himself from the radiation has melted into his body and become a hard shell...enabling him to contain the radiation in his body, and it acts as some level of armor...

He now stands almost 9 feet tall...

Liberty's Edge

a couple of corrections:

Xabulba wrote:

Each character has 3 defenses (Defense Class), dodge, parry and will. Dodge is for ranged attacks, parry is for close attacks and will is for mental attacks. To hit you have to roll equal to or over the appropriate defense +10, i.e. dodge rank of 6 = dodge DC (defense class) of 16.

A good dodge and parry are important for almost all characters but you can get around that with certain power builds.

there are in fact 5 defenses: 2 to avoid be hit (dodge & parry), 3 to resist be effected (fortitude, will & toughness)). dodge & parry work as you said (although dodge also gets used like reflex saves in Pathfinder/DnD). fort & will function like they do in Pathfinder/DnD. Toughness works the same way but to resist damage.

Xabulba wrote:
Arrays are a suite of powers that all fall under one primary power. The best example of an array is Iron-Man's armor. Only one power in the array can be used at one time except if you make multiple powers in that array dynamic. Dynamic powers in an array can be used at the same time but have to split the maximum rank of the array between them, i.e. in Iron-Man's armor array (rank 10) he has flight (10) and repulser blast (10) Each power used on it's own has a max rank of 10, however if he uses both powers at the same he has to split the 10 ranks between them, fight 5 repulser 5, flight 3 repulser 7, etc.

actually, when using dynamic powers it goes by points not ranks as not all powers are equal cost. dynamic powers don't have to have the same max rank (i.e. Iron Man could have enhanced str 8, flight 9 & blast 10, if he maxed his str he still would have points leftover for a bit of flight or blast).

Xabulba wrote:

Yes basic build rules. If you're using Hero Lab use the default settings.

PS added you to the alt list.

cool

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I will be playing, confirmed. Working on some concepts now.

Liberty's Edge

I could use some help in building the character, if possible...

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'll see what I can do, Eldon.

Here's something we can work with for Overload:

Overload - PL 10

Strength 10, Stamina 10, Agility 6, Dexterity 0, Fighting 6, Intellect 4, Awareness 8, Presence 5

Advantages
Accurate Attack, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Power Attack, Takedown

Skills
Acrobatics 2 (+8), Athletics 2 (+12), Close Combat: Grab 4 (+10), Expertise: Physics 5 (+9), Insight 2 (+10), Intimidation 7 (+14), Investigation 2 (+6), Perception 2 (+10), Persuasion 2 (+7), Technology 2 (+6)

Powers
Absorption Boost: Enhanced Trait 8 (heat, radiation, Strength +4 (+14); Limited: lesser of effect rank or aborbed energy rank)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Immunity: Immunity 20 (Common Descriptor: Radiation, Common Descriptor: Heat)
Protective Shell: Protection 6 (+6 Toughness; Impervious)

Offense
Initiative +6
Grab, +10 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Complications
Monstrous
Temper

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 10, Toughness 16, Will 10

Power Points
Abilities 82 + Powers 44 + Advantages 7 + Skills 15 (30 ranks) + Defenses 2 = 150

Because of Power Level Limits, I kept your Unarmed at +6, for the max of 20 with your 14 Strength after you've absorbed heat/radiation. You can use accurate attack to hit those more agile opponents (+up to 5 attack trading the same amount of damage effect.) Alternatively, you can really pound stationery/easy to hit targets with Power Attack.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Oh yeah, for those without the books, there is a system reference document. That should help people out!

Liberty's Edge

That looks...really good, I suppose. Frankly, I'm still pretty much lost at the moment. It's been sooo long since I looked at M&M...

Thanks for the link...I have reading to do.


Sable, yeah what you said. Just want to clarify that dynamic array powers have, when used at the same time, the maximum rank (regardless of how many PP's spent ) equal to the character rank, in this case 10.


Here's my current character in my RL game. Use for reference and ideas.
Musuko's spell book is an example of an array while the dragon's powers are examples of alternate power effects.

Doragon no Musuko - PL 6

Strength -3, Stamina 1, Agility 0, Dexterity 2, Fighting -2, Intellect 4, Awareness 2, Presence 2

Advantages
Artificer, Benefit, Status 3: Demi-God, status among mystics, Connected, Contacts, Luck (Improve Roll) 3, Ritualist

Skills
Close Combat: Spell 5 (+3), Expertise: Magic 2 (+6), Investigation 1 (+5), Perception 1 (+3), Persuasion 4 (+6), Ranged Combat: Spell 4 (+6)

Powers
Demi-God: Immortality 1 (Return after 2 weeks)
Dragonskin: Deflect 6 (Reflect; Custom: Personal effect only, Side Effect: on failure - Failed Reflect is Random)
Spell Book (Easily Removable)
. . Blur of the Milky Eye: Invisibility 4 (Total concealment from all visual senses; Affects Others, Custom: Concentration: Move Action to Sustain; Blending, Passive)
. . Elemental Blast: Shapeable Area Blast 6 (DC 21; Shapeable Area: 30 feet, cubic, DC 16, Variable Descriptor: close group - Elemental effects)
. . Fujin's Maze: Shapeable Area Force Field 6 (+6 Toughness; Affects Others Only, Shapeable Area: 30 feet, cubic, DC 16, Custom: Concentration: Move Action to Sustain)
. . Gift of Tongues: Comprehend 4 (Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Idaten's Step: Teleport 6 (1800 feet in a move action, carrying 1600 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass 5, Turnabout)
. . Ki ni sakusei: Create 6 (Volume: 60 cft., DC 16; Innate, Movable, Selective, Subtle 2: invisible; Permanent)
. . Lightning Cloud: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Increased Mass 6; Platform)
. . Ohoyamatsumi's Stature: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size category; Affects Others Only, Custom 2: Lasts 5 rounds without concentration )
. . Polymorph: Transform 6 (Affects: Broad > Broad - Living Creatures, Transforms: 400 lbs., DC 16; Custom: Concentration: move action to sustain, Increased Mass 3, Increased Range: ranged, Insidious; Check Required: DC 11 - Magic, Unreliable (5 uses))
. . Wisper on the Wind: Mental Area Communication 4 (Sense Type: Mental Link; Area, Rapid, Subtle: encrypted)
. . Yakushi Nyorai's Balm: Healing 6 (Restorative, Stabilize)
Summon Dragon: Summon 6 (elemental, extradimensional, magical; Active, Horde, Multiple Minions: 2 minions, Type (General): Dragon; Check Required: DC 11 - Magic, Distracting, Unreliable (5 uses))

Offense
Initiative +0
Elemental Blast: Shapeable Area Blast 6 (DC 21)
Grab, -2 (DC Spec 7)
Polymorph: Transform 6, +6 (DC Dog 16)
Throw, +2 (DC 12)
Unarmed, +3 (DC 12)

Complications
Hatred: Hatred of agents of Chaos
Identity: Secret Identy, John Lee a Buddhist Monk

Languages
English

Defense
Dodge 0, Parry -2, Fortitude 1, Toughness 1, Will 2

Power Points
Abilities 12 + Powers 59 + Advantages 10 + Skills 9 (17 ranks) + Defenses 0 = 90

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

Dilong, Earth Dragon - PL 6

Strength 5, Stamina 6, Agility 0, Dexterity 3, Fighting 6, Intellect 0, Awareness 1, Presence 0

Advantages
Chokehold, Fast Grab, Improved Critical 4: Rend Asunder, Interpose

Skills
Ranged Combat: Earth Control 1 (+4)

Powers
Diamond Claws: Strength-based Damage 1 (DC 21, Advantages: Fast Grab, Improved Critical 4; Multiattack [3 extra ranks], Penetrating 6, Reach (melee) 2: 10 ft.)
. . Rend Asunder: Strength-based Damage 1 (Alternate; DC 21, Advantages: Chokehold; Alternate Resistance: Will, Incurable, Innate, Multiattack [5 extra ranks], Penetrating 6; Grab-based [5 extra ranks])
. . Tail Slap: Strength-based Damage 1 (Alternate; DC 21; Custom 6: Knocked back by 10' per degree of success)
Earthquake: Element Control 6 (Element: Earth, 3200 lbs., DC 21; Damaging, Indirect 4: any point, any direction)
. . Black Lung: Cumulative Progressive Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Progressive)
. . Earth Meld: Burrowing 6 (Alternate; Speed: 4 miles/hour, 60 feet/round; Penetrating)
. . Sandstorm: Cylinder Area Blast 5 (Alternate; DC 20; Cylinder Area: 30 feet cylinder, DC 15, Secondary Effect)
. . Volcano: Burst Area Blast 6 (Alternate; DC 21; Burst Area: 30 feet radius sphere, DC 16, Indirect: fixed point, directed away)

Offense
Initiative +0
Black Lung: Cumulative Progressive Affliction 5, +6 (DC Fort 15)
Diamond Claws: Strength-based Damage 1, +6 (DC 21)
Earthquake: Element Control 6 (DC 21)
Grab, +6 (DC Spec 15)
Rend Asunder: Strength-based Damage 1, +6 (DC Will 21)
Sandstorm: Cylinder Area Blast 5 (DC 20)
Tail Slap: Strength-based Damage 1, +6 (DC 21)
Throw, +4 (DC 20)
Unarmed, +6 (DC 20)
Volcano: Burst Area Blast 6 (DC 21)

Complications
Relationship
Responsibility

Languages
Native Language

Defense
Dodge 0, Parry 6, Fortitude 6, Toughness 6, Will 1

Power Points
Abilities 42 + Powers 46 + Advantages 1 + Skills 1 (1 ranks) + Defenses 0 = 90

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

Feilong, Wind Dragon - PL 6

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 0, Awareness 2, Presence 0

Advantages
Improved Initiative 4

Skills
Close Combat: Claws 2 (+4), Perception 3 (+5), Ranged Combat: Breath Weapon 5 (+8)

Powers
Dragon's breath
. . Lightning Ray: Line Area Blast 6 (DC 21; Line Area 4: 5 feet wide by 250 feet long, DC 16, Multiattack, Ricochet 3: 3 bounces)
. . Thunder Crash: Cone Area Blast 6 (DC 21; Cone Area 2: 120 feet cone, DC 16, Feature 6: Deafens, Linked: Lightning Ray: Line Area Blast 6, Selective)
Icy Claws: Damage 6 (DC 21; Reach (melee): 5 ft.)
Ride The Wind: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Limited: Open skys only)

Offense
Initiative +19
Grab, +2 (DC Spec 10)
Icy Claws: Damage 6, +4 (DC 21)
Lightning Ray: Line Area Blast 6 (DC 21)
Throw, +3 (DC 15)
Thunder Crash: Cone Area Blast 6 (DC 21)
Unarmed, +2 (DC 15)

Complications
Relationship: Blood relation to Doragon no Musuko
Responsibility: Must aid Doragon no Musuko

Languages
Draconian

Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 2, Will 2

Power Points
Abilities 24 + Powers 57 + Advantages 4 + Skills 5 (10 ranks) + Defenses 0 = 90

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.


Still need confirmations from some of the first 8.

The first 8;
Tenro
Reckless - confirmed
Jolly Roger - confirmed
psionichamster
bilbax - confirmed
The Silver Prince
VanceMadrox
EldonG - confirmed

Alternates;
Monkeygod
WhtKnt
Sable


Confirmed. Not sure exactly what kind of character I am going for yet. Either the brick or the radiation guy.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Working on a Quantum Telekinetic who can move matter down the quantum level, even across dimensional barriers. Will have a host of standard telekinetic options with some additional options like scattering and reincorporating his own atoms (teleportation) and accelerating/enhancing his physical attributes/healing himself/etc.

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