Justice League Generations (Inactive)

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Tried to add in the reactive business (which I admit it should be) but the cost went through the roof.

It would take a lot of engineering to try to fit that in. Even if I did have the flight and burrowing in one power, the savings are too small to matter much.

Not sure how to fix stuff, though I suppose I should be less wedded to my current numbers.


I had to remove Unstoppable for points. All point breakdowns are below, bottom box. Some are off from the upper boxes.


Cornielius wrote:

edit: Is burning touch supposed to damage people who touch you?

Because that would require a power with Reaction as activation.
The way you have it now, you would do that damage when you strike, but nothing when you are struck.

It could also be done as an Aura, though that would still be pricey. Damage is 1/, aura requires at least a sustained duration for another +2/, and Aura is another +1. That totals at 4/rank. (Increasing the Duration to Continuous and adding Permanent, which suits the flavour of the character, ends up cost neutral (+1/-1/).

Having it at rank 12 might be cost prohibitive, but having at at a lower rank would work to maintain the flavour aspect.


Scrapped my original idea because it played too close mechanically to another character.

Tumbler:

Would you be opposed to me rehashing Techno Priest and putting him within the context of the DC setting? I have a feeling that he won't be seeing much use anymore in the Freedom City game, and I really enjoyed the character.

Here's his PL9 sheet for reference

Techno Priest
Power Level: 9; Power Points Spent: 152/135

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +4 (18), WIS: +1 (12), CHA: +0 (10)

Tough: +0/+9, Fort: +5, Ref: +5, Will: +6

Skills: Acrobatics 2 (+4), Computers 10 (+14), Craft (electronic) 7 (+11), Craft (mechanical) 7 (+11), Disable Device 2 (+6), Drive 4 (+6), Investigate 1 (+5), Knowledge (technology) 10 (+14), Notice 6 (+7), Pilot 5 (+7), Stealth 5 (+7)

Feats: Attack Focus (ranged) 2, Eidetic Memory, Equipment 4, Inventor, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronic, Mechanical, Technology)

Powers:
SCEPTER Armor (Device 13) (Easy to lose, Only you can use)
. . Flight 6 ([6 active, 12/12 PP, 2/r], Speed: 500 mph, 4400 ft./rnd)
. . . . Super-Strength 6 (Alternate; [0 active, 12/12 PP, 2/r], +30 STR carry capacity, heavy load: 3.2 tons; +6 STR to some checks)
. . Immunity 9 (life support)
. . Protection 9 (+9 Toughness; Impervious [5 ranks only])
. . Weapons Array (Array 12) (default power: blast; Distracting)
. . . . Disassembly Ray (Disintegration 9) (Array; DC 24; Check Required (Mechanical), Limited (to Machinery); Reversible)
. . . . EMP Cloud (Nullify 8) (Array; counters: all powers of (type) - technological, DC 18; Cloud Area (40 ft. diameter, lingers - General))
. . . . Flashbang Cone (Dazzle 8) (Array; affects: 2 sense types, DC 18; Cone Area (80 ft. cone - General))
. . . . Force Constructs (Force Constructs 7) (Array; Max Size: 35 cu. ft.; Movable (Radius: 35 ft., Strength: 35, Force: 3.2k lbs.); Precise, Selective, Stationary)
. . . . Hyper Charged Piercing Javelin (Blast 9) (Array; DC 24; Penetrating [6 ranks only])
. . . . Vari-Beam (Blast 9) (Default; DC 24; Variable Descriptor 2 (Broad group))
Tech Implant Interface (Container, Active 7)
. . Comm-Link (Communication 5) (sense type: radio; Omni-Directional Area; Selective)
. . . . Video Feed (ESP 5) (Alternate; affects: 2 types - visual, audio; Simultaneous; Medium; Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Rapid 2, Selective)
. . Quickness 7 (Perform routine tasks at 250x speed, Feats: Eidetic Memory; One Type)

Equipment: Headquarters

Attack Bonus: +7 (Ranged: +9, Melee: +7, Grapple: +7)

Attacks: Disassembly Ray (Disintegration 9), +9 (DC Fort/Tou ), EMP Cloud (Nullify 8) (DC Will 18), Flashbang Cone (Dazzle 8) (DC Fort/Ref 18), Hyper Charged Piercing Javelin (Blast 9), +9 (DC 24), Unarmed Attack, +7 (DC 15), Vari-Beam (Blast 9), +9 (DC 24)

Defense: 16 (Flat-footed: 13), Knockback: -7

Initiative: +2

Drawbacks: Power Loss (All Powers), uncommon, minor, EM Pulse +3

Languages: Native Language

Totals: Abilities 14 + Skills 15 (59 ranks) + Feats 12 + Powers 76 + Combat 26 + Saves 13 - Drawbacks 4 = 152

Validation: Hero: Too many PP spent (152, max 135)

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

Headquarters

Power Level: 9; Equipment Points Spent: 20

Toughness: +20

Features: Communications, Computer, Concealed 3, Cover Facility, Defense System, Laboratory, Living Space, Power System, Security System 3, Workshop

Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 14 + Powers 0 + Combat 3 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20

Grand Lodge

Quick question, I'm wanting my character's growth power to be dependent upon them standing on the ground as it connects to a character of mythology. Although her growth doesn't end immediately upon her leaving the ground but fades for as long as she isn't standing on it. How would you guys suggest I go about this?


I'm away from Hero Lab right now, but can you add a triggered (when making contact with ground) feat along with a slow fade to growth?


OK, tried it a bit differently to incorporate the 'always dangerous to touch' business. Had to give up fort save immunity, but that's just damned expensive.

Sinter #3

Power Level: 12; Power Points Spent: 180/180

STR: +0 (10), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +20, Fort: +3, Ref: +3, Will: +3

Skills: Intimidate 8 (+8), Notice 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Improved Initiative, Power Attack, Precise Shot

Powers:
Burning Touch (Strike 8) (DC 23; Aura, Duration 2 (sustained); Uncontrolled; Full Power, Noticeable)
Flight 10 (Speed: 10000 mph, 88000 ft./rnd)
. . Burrowing 7 (Alternate; Speed: 100 mph, 880 ft./rnd)
Immunity 17 (critical hits, damage type: heat, life support, starvation & thirst)
Impervious Toughness 17
Plasma Body (Insubstantial 3) (Energy; Permanent, Uncontrolled; Noticeable)
Plasma Bolt (Blast 12) (DC 27; Full Power)
. . Dazzle 12 (Alternate; affects: visual senses, DC 22; Full Power)
Protection 17 (+17 Toughness)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +10)

Attacks: Burning Touch (Strike 8), +10 (DC 23), Dazzle 12, +10 (DC Fort/Ref 22), Plasma Bolt (Blast 12), +10 (DC 27), Unarmed Attack, +10 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -18

Initiative: +7

Languages: Native Language

Totals: Abilities 12 + Skills 4 (16 ranks) + Feats 4 + Powers 129 + Combat 28 + Saves 3 + Drawbacks 0 = 180


Dayum, Impervious 17? I don't feel so bad about Impervious 12 now.

I guess we are the new Justice League though. "Can take a missile and keep on tickin'" is par for the course. I've been thinking about dropping my Dodge and just piling on more to my Forcefield, but not sure.

Not sure what story to go with for my character. I have a few personality traits to work with (He uses his telekinesis for EVERYTHING for one. Mundane Utility galore.), but no "How did he get his powers and begin to fight crime" ideas yet.

From everything I've ever been able to tell as a casual comic reader (most of my knowledge comes from cartoons, movies, a few comics, and AT4W), most superhumans in DC are made by lab experiments, or are aliens (or made by alien lab experiments) as opposed to Marvel's "You're probably a mutant, or a mutate" paradigm. Correct?


Actually there is something called the 'metagene' which is an oft used excuse in DC for why some people get powers from X happening, and the others end up being a cinder. This is sort of like mutation in a way.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I believe I may work on Groddson, a hyper-intelligent ape with access to the speedforce.


Hmmmm.

I think either way I'm going to have him be a test pilot (and to tie it into the JL a bit, he worked for Ferris Aircraft). Waffling between a test gone wrong and a plane crash that activated his latent metagene, or he was a guinea pig for a new combat enhancer drug that was supposed to boost the focus and piloting ability of the user (and it worked a little TOO well).

Or maybe a combo of both.


Rynjin, I've been browsing the DC Universe Wiki's for info and background.
While the references to various universes and versions are complicated, there's a lot of basic information.

Also, what if the plane/spacecraft he was testing had a TK drive and he was given enhancers to boost his minor ability so he could interface with the vehicle?
There was an accident/ it was misunderstood technology/ cosmic coincident and he 'absorbed' the drive.

edit: I'm still not seeing a breakdown of how the points were spent on your TK.
I'm guessing Rank 12, damaging, touch with 2 ranks of reach, but that doesn't come to 28 points.
Is there an extra for flight there somewhere?


Tumbler, are you still accepting submissions?


Cornielius wrote:

Rynjin, I've been browsing the DC Universe Wiki's for info and background.

While the references to various universes and versions are complicated, there's a lot of basic information.

Also, what if the plane/spacecraft he was testing had a TK drive and he was given enhancers to boost his minor ability so he could interface with the vehicle?
There was an accident/ it was misunderstood technology/ cosmic coincident and he 'absorbed' the drive.

edit: I'm still not seeing a breakdown of how the points were spent on your TK.
I'm guessing Rank 12, damaging, touch with 2 ranks of reach, but that doesn't come to 28 points.
Is there an extra for flight there somewhere?

Very, very bottom.

Rank 12, Damaging, Penetrating (48 points), Limited Range is -12, so 36. +1 Extended Reach, +1 Precise. 38 total.

No flight for me, since I cant lift mysekf "by my own bootstraps" as it were. I gave myself Climbing, Swinging, Swimming, and Speed instead. I basically Doctor Octopus myself around with telekinetic "limbs".


Her is a link to my PC alt
Tabatha Constantine - Alt Sheet

Tabatha Constantine - Devil Form

Tabatha Constantine - Human Form

I'm still working her out, her core power is Magic, all her powers will have that is the descriptor. My core idea is she can mimic with magic for a time less used powers that other team members don't have but the team needs from time to time. Like Communication, Comprehension plants that kind of stuff.

For background as stated she is the child of John descriptor and a Succubus Devil. Its why she has Attractive Feat and is so good looking. I'm thinking she may also be a public figure of some kind.

She has a load of feats and can use all skills at +5 + power spend where shown. She lives as a human, and is well connected. I want to make her wealthy as well. I have 76 PP left for her Alt From, Devil, and other benefits, I also want to keep a pool of 10 for leaning new magic alt powers.

But I want to know can I take magic higher then 12 ranks.

also I want her true from it be half-Devil and her alt From to be that of human.

I am also thinking of her having a Hidden Dimensional space for the team base. Looking into the cost now.

Tabatha Constantine outline:

Tabatha Constantine

Power Level: 12; Power Points Spent: 106/180

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)

Tough: +0, Fort: +0, Ref: +0, Will: +5

Skills: Kn (Arcane) (+17), Gather Information +17
All Int, Cha, Wis skills +5

Feats: Ambidexterity, Artificer, Assessment, Attractive [4],
Beginner's Luck, Blind-Fight, Connected, Contacts, Eidetic Memory,
Fearless, Jack of all Trades, Luck 6, Master Plan, Seize Initiative,
Trance, Well-Informed.

Powers:

Tabatha has leaned from her farther how to use her sorcerer ability's. She can from spells by will alone, and ca learn new ones if she comes across a Book or spell written.

MAGIC: 12 Cost 39pp
Effect: General Action: Standard
Range: Ranged Duration: Instant
Cost: 2 points per rank
You are a sorcerer, witch, or wizard, able to cast a variety of magical
spells. Choose one power with a total cost of (power rank × 2) points. You can acquire others as Alternate Power feats. All powers obtained using Magic have the magic descriptor applied to them. So a magical flame blast is both fire and magical in nature. Magic can counter other magical effects [Countering Powers]. Characters with Magic often have a Power Loss drawback: if they are unable to freely speak and gesture to cast spells, they cannot use Magic (or any related magical powers reliant on spellcasting) This drawback, although common, is not required.

• Mystic Blast: 0pp Range 120'
A bolt of magical force strikes as a ranged attack,
inflicting damage equal to your power rank.

Alternate Powers: 15pp
You can acquire virtually any other suitable power as an Alternate Power feat of Magic, although such powers are limited to a cost and rank
no greater than your Magic power, as usual.
Alternate Powers include:

• Light of Truth: 1pp
A beam of blazing light radiates from the magician’s
outstretched hand, nullifying any Concealment, Illusion, or Obscure
effects it touches (roll d20 + Magic rank vs. d20 + power rank).
• Mystic Binding: 1pp
Bands of magical energy entrap the target
of this spell, like a Snare at your Magic power
rank.
• Mystic Passage: 1pp
This spell teleports you across a distance,
like Teleport (see page 105) at your Magic rank
• Element Control 1pp
• ESP, 1pp
• Healing, 1pp
• Illusion, 1pp
• Mind Control, 1pp
• Nullify, 1pp
• Possession, 1pp
• Super-Movement (dimensional), 1pp
• Communication, 1pp
• Comprehensions, 1pp
• Dimensional Pocket 1pp

Tabatha's got from her mother the ability to have soul go to hell if she is killed, once there she can reform her body, But IF her soul is trapped then she can't reform. Magic can counter this, and any thing that traps souls.

REGENERATION 12pp

Effect: Alteration Action: Reaction
Range: Personal Duration: Permanent
Cost: 1 point per rank
Recovery Rate: 24 hours

Ability Damage 1 1pp
Resurrection 2 1pp [24 hours]

Recovery Bonus: 9 9pp
You gain a +1 bonus on your Constitution checks
At a +9 or better bonus, you automatically
succeed on recovery checks (since they are DC 10).

Tabatha's got from her mother also her true form, that of a succubus Devil, giving her Immunity's, flight and a much stronger body. Her Alt is in fact her human form, weak as it is. Tabatha can also take on a few other forms, Like insubstantial and Stone when needed.

Alternate From - Devil 74pp points left.

Defense: +0 (Flat-footed: +0), Knockback: +0

Initiative: +0

Languages: English, Latin, Simerion

Totals: Abilities + Skills 8 (32 ranks) + Feats 17 + Powers 34 + Combat 8 + Saves 7 + Drawbacks 0 = 115


Sir Raymond Vorenthal wrote:
Tumbler, are you still accepting submissions?

Absolutely. AFK but I'll be back to answer questions later tonight.

Shadow Lodge

Thinking about submitting a yellow ring user that was inspired by bat man. Would that be all right?


Yellow ring as in The Fear Corps ring?


Yolollama wrote:
Quick question, I'm wanting my character's growth power to be dependent upon them standing on the ground as it connects to a character of mythology. Although her growth doesn't end immediately upon her leaving the ground but fades for as long as she isn't standing on it. How would you guys suggest I go about this?

Could be a limitation, or an uncontrolled transformation drawback.

Kind of depends what "standing on the ground" means. Does it work on other planets, does it work in space? Can you cheat and put dirt in your boots?

Edit: Echos Myron's idea is a pretty good one.


Echos Myron wrote:

Scrapped my original idea because it played too close mechanically to another character.

** spoiler omitted **...

Yeah, that could work.


Rynjin wrote:

Dayum, Impervious 17? I don't feel so bad about Impervious 12 now.

I guess we are the new Justice League though. "Can take a missile and keep on tickin'" is par for the course. I've been thinking about dropping my Dodge and just piling on more to my Forcefield, but not sure.

Not sure what story to go with for my character. I have a few personality traits to work with (He uses his telekinesis for EVERYTHING for one. Mundane Utility galore.), but no "How did he get his powers and begin to fight crime" ideas yet.

From everything I've ever been able to tell as a casual comic reader (most of my knowledge comes from cartoons, movies, a few comics, and AT4W), most superhumans in DC are made by lab experiments, or are aliens (or made by alien lab experiments) as opposed to Marvel's "You're probably a mutant, or a mutate" paradigm. Correct?

I'm a little afraid of Impervious 17, but Superman has 18, so it is in bounds.

As for story, Rynjin, It might make sense for the tech to be experimental or alien tech put into the craft (in Young Justice, Miss Martian has a telepathically controlled ship), and somehow you become fused with the module. Which is like what someone else said. Which I guess is basically a lab experiment.


Reckless wrote:
I believe I may work on Groddson, a hyper-intelligent ape with access to the speedforce.

That sounds fun. I was thinking about what Grodd might be up to.


GM_Panic,

you can take the Magic power as high as you want. None of the alternate powers or "spells" can break power level. So if you had Magic 15, you could use it to buy Flight:15 (which I just made up without looking at how the points break down, but I think it is fine) or Dimensional Travel or something. But your Defenses, Attacks, Saves, and other Power Level limits are still in place.

Catman, a yellow ring user is fine. You will be 2 Power Levels below most Green Lanterns. For inspiration, you might look at the Alan Scott Green Lantern, who has been retconned to be a somewhat street level hero in Gotham pre-Batman.


tumbler wrote:

GM_Panic,

you can take the Magic power as high as you want. None of the alternate powers or "spells" can break power level. So if you had Magic 15, you could use it to buy Flight:15 (which I just made up without looking at how the points break down, but I think it is fine) or Dimensional Travel or something. But your Defenses, Attacks, Saves, and other Power Level limits are still in place.

Cool, I may move some things around, and get her just right, but it all looks good as the basic frame-work.

A really like the idea her dad is around and always worrying she is mixing with the wrong types.


Here's crunch. I'm dropping the Techno Priest name for something else, tbd.

Neil Raval:

Neil Raval

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 1 (+6), Stealth 7 (+9)

Feats: Attack Focus (ranged) 2, Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronic, Mechanical, Technology)

Powers:
SCEPTER Armor (Device 20) (Hard to lose, Only you can use; Action 4 (full))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+22), Reflex +3 (+10), Will +0 (+9), Fortitude +0 (+9))
. . Flight 10 ([10 active, 20/20 PP, 2/r], Speed: 10000 mph, 88000 ft./rnd)
. . . . Super-Strength 10 (Alternate; [0 active, 20/20 PP, 2/r], +50 STR carry capacity, heavy load: 51.2 tons; +10 STR to some checks)
. . Immunity 11 (life support, uncommon descriptor: EMP)
. . Protection 12 (+12 Toughness; Impervious [8 ranks only])
. . Weapons Array (Array 16) (default power: blast)
. . . . Disassembly Ray (Disintegration 12) (Array; DC 27; Check Required (Mechanical), Limited (to Machinery); Reversible)
. . . . EMP Cloud (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Cloud Area (50 ft. diameter, lingers - General))
. . . . Flashbang Cone (Dazzle 10) (Array; affects: 2 sense types, DC 20; Cone Area (100 ft. cone - General))
. . . . Force Constructs (Force Constructs 9) (Array; Max Size: 45 cu. ft.; Movable (Radius: 45 ft., Strength: 45, Force: 6.4 tons); Precise, Selective, Stationary)
. . . . Hyper Charged Piercing Javelin (Blast 11) (Array; DC 26; Penetrating [10 ranks only])
. . . . Vari-Beam (Blast 12) (Default; DC 27; Variable Descriptor 2 (Broad group))
Tech Implant Interface (Container, Active 11) (Subtle (subtle))
. . Comm-Link (Communication 6) (sense type: radio; Omni-Directional Area; Selective)
. . . . Video Feed (ESP 6) (Alternate; affects: 2 types - visual, audio; Simultaneous; Medium; Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type (Mental))
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Tech/ Machinery, danger sense: Mental, darkvision, detect: Tech/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +10)

Attacks: Disassembly Ray (Disintegration 12), +12 (DC Fort/Tou ), EMP Cloud (Nullify 10) (DC Will 20), Flashbang Cone (Dazzle 10) (DC Fort/Ref 20), Hyper Charged Piercing Javelin (Blast 11), +12 (DC 26), Unarmed Attack, +10 (DC 15), Vari-Beam (Blast 12), +12 (DC 27)

Defense: 19/22 (Flat-footed: 16), Knockback: -10

Initiative: +10

Languages: Native Language

Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 11 + Powers 68 + Combat 38 + Saves 23 + Drawbacks 0 = 180

Grand Lodge

tumbler wrote:
Yolollama wrote:
Quick question, I'm wanting my character's growth power to be dependent upon them standing on the ground as it connects to a character of mythology. Although her growth doesn't end immediately upon her leaving the ground but fades for as long as she isn't standing on it. How would you guys suggest I go about this?

Could be a limitation, or an uncontrolled transformation drawback.

Kind of depends what "standing on the ground" means. Does it work on other planets, does it work in space? Can you cheat and put dirt in your boots?

Edit: Echos Myron's idea is a pretty good one.

Yes it would work on other planets, no it would not work in space, yes she could cheat. If she used extra effort with the dirt idea. The concept is that the character is an ancestor of the half giant Antaeus, a famous foe of Hercules and son of Gaea . He was near invincible and vey powerful but only when he had a connection to the earth. Hercules killed and defeated him by tying him to a tree limb, hanging above the ground.


If you can "cheat" it works best as a Power Loss Complication, since actually losing your powers will be incredibly rare.

Grand Lodge

I figured cheating would be more rare than that. Like in extreme circumstances she could pull it off but I don't see her walking around all the time with gravel in her shoes.

Shadow Lodge

tumbler wrote:

GM_Panic,

you can take the Magic power as high as you want. None of the alternate powers or "spells" can break power level. So if you had Magic 15, you could use it to buy Flight:15 (which I just made up without looking at how the points break down, but I think it is fine) or Dimensional Travel or something. But your Defenses, Attacks, Saves, and other Power Level limits are still in place.

Catman, a yellow ring user is fine. You will be 2 Power Levels below most Green Lanterns. For inspiration, you might look at the Alan Scott Green Lantern, who has been retconned to be a somewhat street level hero in Gotham pre-Batman.

Cool will post a build later.


tumbler, what's the time frame for this recruitment? How much time do I have to put together my submission?


How do you feel about the grafting power from the Ultimate Power sourcebook? I had an odd idea for a sort of protector/mobile prison who has existed for many years stopping super-villains by either taking their parts to take away their powers and using them himself or even taking a part of theirs, then removing it from himself to regenerate so that the part and thus the power is gone for good.

He'd be some sort of odd creation given life long ago by someone powerful

Dark Archive

Hi there!

You said that it would be possible to have a reforming child of a known villain, yeah? So would it be okay for a character to be a daughter of Lex Luthor? I'm REALLY stoked for this idea and I think it has TONS of really good potential for RP!
Mind you, it only works if she can have ostentatious displays of wealth (such as purchasing a new car/helicopter/private jet after one gets smashed :-). Hence, I just want to make sure that we're playing with the Wealth rules, yeah?

Super excited! She should be ready soon! =D


All: We can wait until at least Monday to close recruitment. I'm not in a huge rush.

As for base, the opening adventure may involve acquiring a base, so don't worry about reserving points for that. You can spend points on a private base or reserve some points to add personalized features once you get a team base if you like.

Yolollama, I get the idea and I think it is cool. It could just be as simple as a limitation: only when touching the ground.

Sir Raymond, I think that might depend what the power looks like. I'm not sure I'm ok with a hero who rips body parts off of people. I could see it if it was limited to constructs/robots/technology. I would also be fine with something like Amazo who copies powers. Maybe I'm not understanding your vision, though.

Atlas, it depends on how you want the wealth to manifest and affect gameplay. Bruce Wayne has wealth that he spends on the Batmobile, Batplane, Batboat, or whatever. Those you would buy with equipment points or as a Device because they affect what you can do as a hero.

If it is stuff that mostly happens in the background and it doesn't affect narrative power all that much, you can just buy it as a Benefit.

As for the character, Baby Luthor works fine for me. I plan to go with the version of Luthor where he is a Titan of Business, and while a villain, not a known criminal to the public.


It doesn't really rip off body parts, it just sort of removes them... Not really any blood or gore of any kind and for limbs, it leaves nubs. I basically just take their part, and any powers associated with it I get some or all of.
Maybe read the power and tell me what you think.
The idea for the character is a guy who can take away powers from bad guys in a way that doesn't kill them who is ageless and was created before super jails existed to hold powered villains

If this doesn't work for you, I can try and come up with something else, I just need to know if I need to.


Nah he doesn't kill them, he just maims them.


Sir Raymond Vorenthal wrote:


If this doesn't work for you, I can try and come up with something else, I just need to know if I need to.

I'm really not a GM to say no to a player, but it just feels to me like something from the Challengers of the Unknown or one of the other Weirdoverse comics. It doesn't feel Justice League to me. Truly sorry.


I can see taking someone's power (Superman does it on at east one occasion), but permanently mutilating someone? Yeah, a bit over the line.

Isn't there a Power Absorption power you can use for much the same effect, but less gruesome?


That idea reminds me a lot of Marvel's Terror Inc.

While I think it's a cool and creepy ability, it doesn't scream Justice League.


Ok Updated PC, I have it she has a true Succubus form and an Alt form that makes her Human and takes away her Succubus linked powers.
She wants to live a normal life so spends a lot of her time in human form. I want her to not be immortal but to Age very slowly. Life span 1000s of years not human 10s of years. So she knows she may be around a long time. This may mean she is a little cold with other humans.

I have some points left I'm going to keep so she can learn more magic Alt Powers in game.

I'm also thinking of ways to limit the magic so its not just be a massive list of instant powers on demand. That would be a real game brake-er. My thinking is she has to 'Cast' the spells to get accuse to them. That means time and some form of ritual like words said and hand motions, designs of the floor and props may be needed. This is very much as John Constantine [Daddy] dos in TV show and Comics. What is needed can all be set by the GM for the harder stuff. My thinking is the harder the power/spell the more work is needed to cast it. This then would be her weakness. Something like this is outlined in the book, so I feel it should work.

BUT I have another idea where she just uses for game Mechanics, pathfinder spells. That can be used I think as the system so close.
My idea is that 2pp of magic gives you in the power 4Magic points to spend on a power etc. If I take a base magic user class Spells known for sorcerer setting her CL as 12 to fit the power rules and limiter of 12 power rank. With her Succubus powers being her blood line powers etc.

The use this to work out what spells she now.
The pathfinder class sorcerer stets out how many shells she can know at 12th level.

2 magic points from M&M power = Pathfinder 1 Spell

Spell level = Magic point cost from Magic power.
O level 9 = 18mp
1 level 5 = 10mp
2 level 5 = 10mp
3 level 4 = 8mp
4 level 3 = 6mp
5 level 2 = 4mp
6 level 1 = 2mp
Total = 29pp [58 magic]

She can cast them like powers as many times a day she can given time, spell components etc. In that way all that is needed for a spell is set, with the range effect and so on. But she can only have 1 spell running at any one time. Unlike pathfinder, this would then fit with M&M alt powers for magic.

Yes she can have a pathfinder Spell at will, but she still has to cast it and pay for it and its the only magic she can have running v concentration.

I think it could work if allowed, if not Ill juts go with listed power.

Other note.

She has wealth 5 so is well off, Contacts and Links to Dad and the things he dos.

Tabatha Constantine


Here is her Alt, with new images showing her looks, She is English Studying there but now based in USA as a professor of History and the Occult.

Tabatha Constantine - Power Human Form

Tabatha Constantine - True Succubus Form


I don't see how a lot of the spells would work since the systems are really not the compatible (HP vs. toughness save for example). I guess the spells could be guides, but I'm not sure that is really to your advantage since there's some really strange anomalies in levels of spells.


Also, there's this:

professor Tabitha Constantine wrote:

Tough: +0, Fort: +0, Ref: +0, Will: +5

also
Totals: Abilities + Skills 5 (20 ranks) + Feats 21 + Powers 116 + Combat 0 + Saves 0 + Drawbacks 0 = 172 Left = 8

You saves are horrible and you have no bonus to hit.

Your spells give a damage bonus of 15, but your to hit bonus is 0.
You have no defense and you're listed as a professor, but have skill ranks of only +5.
edit: except K (arcane)


drbuzzard wrote:
I don't see how a lot of the spells would work since the systems are really not the compatible (HP vs. toughness save for example). I guess the spells could be guides, but I'm not sure that is really to your advantage since there's some really strange anomalies in levels of spells.

Yep looking into it some more its not going to work, so going with magic.

As for saves, its really down to the kind of PC your after.
You want a combat Tank that is all about fight->fight->fight, then by all means make that high to hit high defiance power tank. But I wanted a PC that uses magic to craft that kind of thing Dr Strange and Constantine, she will not be running around in Yellow Spandex solving all problems with "Might is right" hitting things, every team needs a thinker.

As for her discipline, its adult Studies but I may pop some points in related skills. I don't see her teaching in a repeatable institution.
She wants a simple out of the way normal like. She dos not want to be s super, but she feels she has to as few others can help the way she can.


Tabby's powers:

Mystic Blast
Alternate Powers include:
• Mystic Binding
• Element Control
• ESP
• Healing
• Mind Control
• Nullify
• Possession

Most, if not all of these require to hit rolls of 10 + the defense of your target.
With out PL of 12, you can expect to see targets with defenses of around 12.
Which means you can't hit with out rolling a 20.

Choosing to have zero saves and defenses is one thing, but not being able to use the powers you have is another.

Dr. Strange routinely cast spells against his foes and defends against their powers.
He has spells for that.
You don't.
Constantine gets by with knowing what to do rather than having blasts bounce off his armor, but his will is strong enough to resist most effects.
Yours is 5.


Yeah, if you want to make a non-combat mage, make a non-combat mage.

Move Object, Creation, Summoning, special senses for recon and whatnot, telepathy...there's a lot of those sorts of options in this system.


Panic:
I'm not sure if you've seen, but there's a power called Wizardry in one of the splatbooks (and I'm pretty sure there's a Sorcery too) that requires you to make a skill check to cast your spells, with the power level being dependent on your skill check (or something like that). That may be a bit more fitting with the idea that she doesn't just cast a spell but actually has to work to make it happen. If I'm not mistaken, you could just add the "Check Required: Ex Arcana" flaw or something (This would be easier if I had the book to reference at this time).

In regards to your defenses, I'd say use up those extra points. While I understand your reasoning, a Defense +0 and Toughness +0 means that if you're targeted, you'll probably be hit and the damage will almost always be significant & debilitating.
If you'd want to spice things up a bit, you could have her human form be soft and squishy, while her sucubus form has the defense and toughness boost so that she has pros and cons of each form. Make it a complication that she doesn't like being seen in her true form, and you'd get hero points for it too.


For reference, if I'm remembering how damage works correctly, Rank 12 damage is DC 22 Toughness.

She needs a Nat 20 to pass. On a 17, she takes a wound, 12 another, and on a 7 she's instantly knocked unconscious I believe.


Toughness DCs are 15+ Power Rank
Fort, Ref, Will are 10+ Power Rank

So, yknow, a little bit worse than that.


With that defense, everything would power attack. Make that a DC 32 toughness, and she's out on more than half of hits.

I understand the premise of not wanting to be a fighter, but we can't always predict when fights will occur, and being pretty much defenseless means that once it does occur, you stop playing for the duration.


Some damage save info (this is for non-lethal damage).

TOUGHNESS SAVING THROW
SAVING THROW = EFFECT
Succeeds = No Effect
Fails = Bruised
Fails by 5 or more = Stunned + Bruised
Fails by 10 or more = Staggered + Stunned
Fails by 15 or more = Unconscious

IMPOSSIBLE TOUGHNESS SAVES
If the DC of a Toughness save is so high the character cannot possibly
succeed, even with a 20 on the die roll, the Toughness save is still rolled to determine the effect (the amount the save misses the DC). A natural roll of 20 means the character suffers only the minimal result of failing the save, regardless of the DC. Fate intervenes to spare the character from otherwise certain doom.

BRUISED
Bruised means the character has been battered and bruised and is in less
than top condition. Each bruised condition imposes a –1 penalty on further Toughness saves against nonlethal damage, putting the character
closer to being taken out of the fight.If a Toughness save fails by 5 or more, in addition to the normal effects of the condition, the character is stunned for one round: unable to take actions, losing dodge bonus to Defense, and suffering an additional –2reduction in Defense. This lasts until just before the attacker’s turn in the initiative order on the following round.

STAGGERED
A staggered character has been badly beaten, barely holding on to consciousness.
He can only take a single standard or move action each round
(not both).

UNCONSCIOUS
An unconscious character is knocked out and helpless. Further damage
against an unconscious character is considered lethal.

Edit: Oops. I missed Stunned.
Stunned: The character loses any dodge bonus to Defense, takes a –2 modifier
to Defense, and cannot take actions other than reactions.

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