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Looks like it's just Me an' Sinter. =)
Did I mention that there's another MM2 campaign going on? I could probably get 2-3 of those players here.

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I've got a few new players interested. How about we do a soft reboot and disentangle ourselves from this current problem and get everyone back home. You would appear back at the Hall moments after the attack, with memories of everything that has happened so far but not remembering how you got back. Maybe getting back to some normal superheroics would be better for now and get things back on track.
Thoughts?

Sʜᴀʟε |

I've been kind of at a loss how to proceed as well. We'd been tossed into a he said she said and asked to make the decision to support or thwart a coup. The stakes seemed massively disproportionate to our ability to judge the good guys from the bad.
I think traditional super heroics might go more smoothly...

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One of the new players has put together a character submission. The character uses growth, but the larger size is provided by psionic energy provided evoking fear in others. The build needs some help, so I thought I would submit it to the minds here to chew on.
I put it into herolab, so I'll post that here.
Mistress Paragon
Power Level: 12; Power Points Spent: 152/180
STR: +16 (10/42), DEX: +0 (10), CON: +8 (10/26), INT: -1 (8), WIS: -1 (8), CHA: +4 (19)
Tough: +8/+12, Fort: +8, Ref: +0, Will: -1
Skills: Bluff 4 (+8), Diplomacy 4 (+8), Intimidate 4 (+16), Notice 3 (+2)
Feats: Attack Focus (melee) 7, Attractive 8 (+32), Defensive Roll 5, Diehard, Endurance 3 (+12), Fascinate (Bluff), Fascinate (Diplomacy), Fearsome Presence 10, Improved Grab, Improved Grapple, Power Attack, Rage 4
Powers:
Size of Nightmares (Growth 16) (fear energy, psionic, +32 STR, +16 CON, +4 size categories; Check Required (Intimidate DC 26))
Strike 1 (DC 27; Mighty)
Attack Bonus: +5 (Ranged: +5, Melee: +12, Grapple: +52)
Attacks: Strike 1, +12 (DC 27), Unarmed Attack, +12 (DC 27)
Defense: +12 (Flat-footed: +6), Size: Medium/Colossal, Knockback: -22
Initiative: +0
Languages: Native Language
Totals: Abilities 5 + Skills 4 (15 ranks) + Feats 43 + Powers 34 + Combat 66 + Saves 0 + Drawbacks 0 = 152
Validation: Strike 1: Save DC exceeds Power Level limit by 5; Unarmed Attack: Save DC exceeds Power Level limit by 4; Attractive 8 (+32): Bonus to Bluff exceeds Power Level limit by 19; Attractive 8 (+32): Bonus to Diplomacy exceeds Power Level limit by 19; Toughness: Exceeds Power Level limit by 1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

Sʜᴀʟε |

Are you (or the player) looking for more general critiques and suggestions, or more of a hands-on rebuild?
Another question would be, is Redwood still with us? Two female growth based characters in the same group might struggle to find a unique niche and not step on each other's toes.

Sʜᴀʟε |

Presuming Redwood is gone, and that this would be a defacto successor to her role...
First reaction is this: so far it appears to be a very focused one trick pony of a build. She can grow big, squish stuff, and said attacks come with a psychic whammie. The issue with that is what does she do when the situation does not allow for size shifting? If our heroics are called for on the 30th floor of an office building, in a subway station, or in a villain's underground lair, not to even mention the limitations that would be caused by being on a boat, a plane, a space station, or in missions requiring stealth...
My first suggestion would then be to create some sort of array of the growth power, via which the heroine could attack (or defend, or manipulate, or whatever) directly with her psychic powers, at those times that growth is not an effective strategy.
Not sure I get the point of the 1 rank of Strike with Mighty? With no other extras included, what does it provide that a straight unarmed attack does not (unless it is just there to add the Psychic thematic power descriptor she was going for.
The Validation Errors are an obvious area to be addressed, and seem to indicate to me that either this is a rough draft, and the errors will be sorted out over time, or the player is a newcomer to M&M2, and may need some help and guidance on the nuances of Power Level, and how those limits can hit you from so many angles...
If it is just being new, then an explanation of what balances with what would probably be helpful (such as the Attack's chance to hit and the DC save requirement for the effect of that attack). Both values together are restricted to the total of both power levels added together. One can be above power level, but then the opposite value must be below Power Level by a corresponding amount. So with PL twelve, an attack value can be +16 on DC to save, but then its chance to hit could be no higher than 8, as 16+8=24 (12+12).

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The player is completely new to playing M&M2, to that is where a lot of the issues are coming from. I started writing an explanation of power caps and how they have to balance, and then decided to just bring it here. There is room for some alternate powers.
I think there is a lot of being new going on. There are caps being broken, and saves are bought low. The strike issue is probably the same.
I really enjoyed Redwood, so I'm hoping we can get her back, but I think having two growth characters will be ok. Mostly because this one is really more of a psychic construct, and I imagine it learning some other fear based effects with some alternate powers.

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From a player enjoyment perspective, you might want to take some powers that give you some sort of movement. A small amount of super speed to let you stride around faster, or some sort of super movement. It can be no fun to get stuck away from the battle and not be able to get to it.
You also want to go ahead and buy some alternate powers.

Sʜᴀʟε |

So far, I'm picturing someone like DC's Longshadow, who doesn't so much grow, as surround himself in a giant energy projection. The X-Men have had a few characters with similar powersets as well, namely Uniscone and Armor.
If you were to go with something along these lines, a logical subset of powers might be other various psi themed powers, including fear and dread. Perhaps she could also do random disembodied energy fists, a la Green Lantern.

Echos Myron |

I've been feeling rather uninspired lately with Robo's build. As it is, he's pretty much a copy-paste of his alternate dimension self. If allowed, I'd like to retool him a bit. I'd like to make him less of an "Iron Man" blaster pastiche while keeping the same background with his ability to control nanites and machines.

Sʜᴀʟε |

Oh come now, that's only fair that you pay for services. You want to be Robin' us would you?"
Mine was better. Besides, as someone who was never affiliated with Justice League, and a Luthor besides, I'm not sure she would have any way of knowing about that identity. The Luthors no doubt have an extensive file on him given his current post, but it would likely just indicate his history as a child acrobat, orphaned and then adopted by Gotham philanthropist Bruce Wayne, grew up to be a police officer in Blüdhaven. Presumably he rose through the ranks due to exemplary work, eventually bringing him to the attention of the Feds.

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Re: Luthor Knowledge. In all sorts of different DC canon, Lex knows that Bruce Wayne is (was in our case) Batman. So I would say he does in this universe. Whether he would share that information with Kara, I'll leave to her and her knowledge skills.
Captain Robo: feel free to retool
Re: Paragon
I haven't heard anything from either of those interested players, but I think we are good for now. Though I would still be willing to incorporate some new folks.

Echos Myron |

Captain Robo
Power Level: 12; Power Points Spent: 180/180
STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)
Tough: +0/+12, Fort: +9, Ref: +7/+10, Will: +9
Skills: Computers 17 (+22), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 16 (+16), Investigate 3 (+8), Knowledge (technology) 17 (+22), Notice 13 (+13), Search 2 (+7), Sense Motive 4 (+4/+14), Stealth 2 (+4/+14)
Feats: Assessment, Attack Focus (ranged) 2, Benefit (Security Clearance), Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronics, Mechanical, Technology)
Powers:
Architect Armor (Device 21) (Hard to lose, Only you can use; Action 4 (full))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+12), Reflex +3 (+10))
. . Flight 11 ([0 active, 0/22 PP, 2/r], Speed: 25000 mph, 220000 ft./rnd)
. . . . Super-Strength 11 (Alternate; [0 active, 0/22 PP, 2/r], +55 STR carry capacity, heavy load: 102.4 tons; +11 STR to some checks)
. . Life Support Systems (Immunity 11) (life support, uncommon descriptor: EMP)
. . Nanite Wizardry (Array 18) (default power: blast)
. . . . Disassembler (Disintegration 12) (Array; DC 27; Check Required (Mechanical), Limited (Machinery); Precise, Reversible, Subtle 2 (unnoticable))
. . . . Nanite Construction (Create Object 12) (Array; Max Size: 12x 50' cubes, DC 22; Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Check Required (Mechanical); Precise, Progression, Object Size 3, Selective, Stationary, Subtle 2 (unnoticable))
. . . . Robo-Punch! (Blast 12) (Default; DC 27; Homing 2 (2 attempts), Indirect 3 (any point, any direction), Subtle 2 (unnoticable))
. . . . Vari-Beam (Blast 12) (Array; DC 27; Penetrating [9 ranks only]; Precise, Variable Descriptor 2 (Broad group))
. . Protection 12 (+12 Toughness; Force Field, Impervious [8 ranks only]; Subtle (subtle))
Neuro-Tech Interface (Container, Active 11) (Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Enhanced Trait 6 (Traits: Sense Motive +10 (+14), Stealth +10 (+14), Feats: Assessment)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type (Mental))
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Technology/Machinery, danger sense: Mental, darkvision, detect: Technology/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)
. . Translator (Comprehend 4) (codes & ciphers, languages - read all, languages - understand all, languages - you're understood)
Attack Bonus: +9 (Ranged: +11, Melee: +9, Grapple: +9)
Attacks: Disassembler (Disintegration 12), +11 (DC Fort/Tou ), Robo-Punch! (Blast 12), +11 (DC 27), Unarmed Attack, +9 (DC 15), Vari-Beam (Blast 12), +11 (DC 27)
Defense: +9/+12 (Flat-footed: +6), Knockback: -10
Initiative: +10
Languages: Native Language
Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 12 + Powers 69 + Combat 36 + Saves 23 + Drawbacks 0 = 180
Neil's developed a new suit that better allows him to create machinery out of his nanites. With "Robo-Punch!", Dr. Raval creates a robotic companion that blinks into existence, punches his target and dissipates back into countless nanites. With the Architect Armor, Neil can now create machinery in the heat of battle to assist the heroes. Any and all critiques are welcome!

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Imagine, I've been looking through various write ups, including the official one in the DC 3rd editions. It may be that you are the most powerful mind controller in the DC universe. Not quite as good as Xavier, I'd imagine, but pretty good.
Of course, there are the crazy powerful characters who can do anything, but you may be winning here.

Sundakan |

I'm beginning to feel like my character is by far the weakest member of our crew. This telekinesis thing is NOT working out as well as I'd hoped. The first two fights and scenarios I shrugged it off because hey, we were in an area I was SUPPOSED to be weak (at range), but this fight at least on the surface seems to be playing right into my strengths (ground based villain who has no ranged attacks and seemingly can't absorb my power) and I still feel like I'm not doing much, and WON'T be doing much particularly if he gets a further power up.
A minor thing that's been on my mind since the start is how I seem to have misjudged the theme of this game.
I heard we were essentially B-List superheroes who are forced to step up in the absence of the heavy hitters, so I went ahead and started thinking "What kind of limitations would make a character not quite strong enough for the Justice League?"
My answer was "Someone without the full use of his powers". So I made Forzare as a strong but limited telekinetic with a bunch of skills related to his day job (since a B-Lister isn't going to be a full time hero).
But in a party with Iron Man-lite, Shale, and Imagine (who is a telekinetic nearly as strong as I am...plus a billion other things), I'm not super sure what I bring to the table.
I was hoping this grab, hold, smack thing would work out, but given my bonus is 13 points lower than I thought it was, and even a C-list villain like Parasite has a grapple bonus that dwarfs that when he hasn't even absorbed enough energy to be a proper threat yet...it's looking like that's not the case.
Just to be clear, I'm not mad at anyone or anything, just disappointed in what I've been able to contribute so far (flew a plane, threw some rocks, and cheated at grappling...into a score STILL only 3 points higher than aforementioned C-Lister's...).

Sundakan |

I really don't think you can call Parasite C list. He has soloed Supes plenty of times.
I feel comfortable doing so...it always takes some insane contrivance to make him that kind of threat. Usually involving people who act like idiots despite being told "HE CAN EAT YOU STAY AWAY".
It's kind of like saying Doctor Light is an A-List threat because he could potentially steal some Maguffin that makes him all powerful.
Though honestly I'm in a fight where I can't do anything either. The unconscious target could make me a puppet and I just feed the other one.
I won't dispute that, but you were doing pretty well in the other fights so far. =)

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Mrrmmph. I've been doing f#@#-all in this fight when my one double-whammy got beaten with the bad stick. Don't feel bad. =)
Mind you, it does kinda point out that we could use a Warmachine-type guy that shoots guns--all kinds of guns. Someone with an alt-power sonic attack wouldn't even blink here.
Also, props unto tumbler to make 2 C-list villains make some PL 12 PCs question their place in the universe. =)

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I'm certainly not playing Parasite as a chump. I stuck him here in hopes that he could really challenge the party, and built him with imbalanced abilities, but with the ability to absorb everything. I also spent many of his absorbed points to buy a level of growth and some strength, so that he would not just spend the combat under your tk thumb. I think that is reasonable for his power set and appearances, but it was intended to counter your high grapple.
Once this battle winds down, I don't think it would be problematic to develop a device that amplifies Forzare's range or something.
Some of Parasite's abilities are are at a PL higher than yours at the moment.

Rigor Rictus |

I'd agree that Parasite is hardly C-list, and if he is, it is because of obscurity, not power level. In Marvel, you could call Sentry a C-lister, given most people have never heard of him, and yet he's soloed the Avengers a few times, and has destroyed populated planets that angered him.
Parasite is semi-obscure, but very powerful. He's taken out Superman, and then once empowered, cut a swath through the Justice League.
Every fight so far (other than the opening robot fight) has been in challenging situations; such as having a speedster in space… Others have definitely been having difficulty finding ways to deal with the challenges, particularly in this fight. I think the villains were brilliantly chosen to force us to be creative in order to find ways to be effective. Never underestimate the Hero Point to gains situationally appropriate Alternate Power.
In regards to us being B-Team, it seems like we were on different pages. I was thinking that we were supposed to be the next generation of A-Listers. The old guard has retired or aged, and we were the new, but lesser known, up and coming heroes. Like the Supergirl, Batgirl, Robin, Arsenal, and Ms. Martian of the old JLA. They were the up and coming and future powerhouses of the old Gaurd, and are the powerhouses of OUR JLA.
If you feel the need to do a rebuild, I'd fully support that, in order to bump out your power level and versatility. Obviously, Robo just did a rebuild, and I'm contemplating some minor changes as well. I'd like to bump up Shale’s intelligence and add some high rank science skills.

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Yes. I think everyone else has gone for Powerful characters, so a retooling is probably in order given your dissatisfaction. I think it would be cool, though, to work that into the story, whether the power boost comes from the help of new team mates or the intervention of villains or other forces. If you want some story intervention from me, just let me know here or PM.
I chose these power sets to create an encounter you guys can't solo, because I am wanting to explore the new team trope.