This is a recruitment for Mutants & Masterminds 3rd edition. Please apply here, even if you have already done so in the other thread, as I want to keep everything in one place.
Several years ago, Green Ronin released a supplement for 2E Mutants & Masterminds that proposed using the M&M ruleset in a fantasy campaign. I'm bringing it full circle to 3rd edition. This is set on Theria, a fantasy world of my own creation. I will be selecting six characters.
You may create a PL 6 character in accordance with the Mutants & Masterminds 3rd edition rules and the Google document located here.
You are not required to take a racial template. They are there for you to use if you don't have an idea of your own.
No character may have any attribute higher than 5 at the beginning of the campaign. This will be raised as the PL increases.
Character submission will end on [color=red]SUNDAY, 18 August 2019 at 11:59 PM CDT[/color]. Characters submitted after this point will not be considered.
The campaign begins in Deepwater, but from there, it's very sandbox-y. I have a few places laid out (The Black Tower, the Caverns of Chaos, Kovlyn Hide, the ruins of Brookhaven, and Xayomm's Lair), but there are a great number of scenario hooks in Deepwater as well (a LOT of hooks). With a couple of exceptions, I'll largely let the characters control their own destiny.
One note: don't worry if you are familiar with the Caves of Chaos (dungeon module B2) of old. While the setup is pretty much the same (a canyon full of caves of evil beings), the layout and inhabitants are very different.
I'm used to using Roll20 for my maps, but this time I'm going to give Google docs a try. I will ask you folks, to bear with me as I learn my way around Google docs.
Full Disclosure: My wife is blind and I serve as her eyes. In addition, I have severe depression. This means that things will move a little slow at times. I try to check in once a day, but don't always make it. My weekends tend to be very busy, and I will generally not post over the weekends. Just want everyone to be aware that this game will move slower than usual, though I seldom go more than a few days without at least checking in. If I will be away for an extended period, I will make a post telling you so (assuming that I am able to do so).
1) Are the characters more heroic or self-interested? Like are they fighting for justice/to save the town/country/world or are they following up on opportunities to become rich & powerful?
2) How much magic is there? Like, in a party of 5, how many would be expected to have spells? And how often would the PCs be facing other wizardly folk? What kind of magic services might be available around?
3) Are there going to be "minions" as such? How do you feel about the Takedown advantage?
4) Would you prefer a character heavily based around the archetypes & advantages listed in the linked resource, or are those purely optional?
1) I envision the characters as being more self-interested. They may work towards the common good, but nothing says that they can't have ulterior motives.
2) Magic is not uncommon. In a "typical" party of five, I would expect one or two to be magic-users (either divine or arcane). You can probably expect to face at least one spell-casting foe in every adventure, if not a couple of them and magical creatures are fairly common. Hedge wizards and village "wise-women" are the rule, not the exception. While many may know a little magic, truly powerful wizards or clerics are rare.
Magic items, outside of consumables, tend to be rare. If a magic sword exists, it was made specifically for someone for some reason. There are no magical sweatshops where wizards toil churning out +1 swords. Weapons and armor that are magical tend to have a specific purpose and are unique, rather than generic.
3) Yes, you will be facing minions, and I fully expect people to make use of the Takedown advantage.
4) The broad array of advantages in the PDF are because I don't expect that characters will be relying heavily on super-powers. They are optional, but there is you need something to fill a few extra points. On the other hand, I will not begrudge a character built around them.
Thanks for the answers.
D-Kal here with a runic fire mage. Grith uses somewhat crude attempts at ancient rune magic to control a fire spirit he's merged into his own body. He is primarily a damage dealer but may offer more support in the future. He will advance by learning new runes (applied in the form of magical tattoos) and learning to channel the fire spirit in new ways. Plus obviously gaining skills and stats as appropriate.
Repost of an Ursa warrior.
Close Combat (Claws) 5
All Out Attack, Improved Grab,Crushing hold,Grabbing parry, Hardy, Improved Escape, Powerhouse, Rapid healer, Reversal, Chokehold, Fast Grab, Improve hold, Takedown, Die hard, Fearless, Interpose,
Damage 1 (Claws strength)
Growth 2 (Permanent)
Also, to the one who wanted to build an ursa berserker, the humor of a bear shirt bear is awesomely good. There can always be two bears in a team.
I happen to have a character from the previous recruitment ideas all ready for this... XD
Of course, agelessness comes with its drawbacks. She's recognized in most places, and when she's not, she's often treated poorly because she's clearly not human, elven, or any other race that's generally accepted in the area. The horns are a bit of a giveaway.
A surprisingly few number of people muster up the courage to ask her what she's doing - it probably doesn't help that she never goes out of her way to explain herself. What others don't realize is that Alcelia is a Guardian of sorts, actively working to thwart threats that are too much for ordinary people to handle.
Supporting her efforts are a selection of spells. Unlike most sorcerers, Alcelia doesn't need to gesture or speak to activate her magic, leading some to suspect she's actually doing something else entirely. Regardless, her magic ranges from things like binding and banishing to moving and repairing objects, summoning light, nullifying other magic in a broad range, or even giving magical power to others. Plus various offensive spells, of course - Alcelia seems capable of hurling almost any element as a magical blast, allowing her to target weaknesses others might have. That said, she's fond of fire and lightning and tends to use them over pure magical energy or other elements.
While she doesn't talk about them, there do seem to be some rules about what she can do to others. Most importantly, she only gives powers to others - usually heroes - when they seem most in need or when they're in need of healing that the Restoration of Ravazim is unable to provide. Alcelia usually steps away from things once she's given power to a hero, apparently feeling that at that point, the rest is up to them.
Strength 0, Stamina 2, Agility 1, Dexterity 3, Fighting 0, Intellect 5, Awareness 3, Presence 6
Artificer, Benefit, Wealth 2 (independently wealthy)
Deception 1 (+7), Expertise: Magic 2 (+7), Ranged Combat: Magic Blasts: Damage 6 3 (+6)
Ageless: Immunity 1 (Aging)
Magic Awareness: Senses 1 (Awareness: Magical Awareness)
Magic Blasts: Damage 6 (magical, DC 21; Increased Range: ranged, Variable Descriptor: close group - Damage Type)
. . Ahgrazul's Compass: Remote Sensing 6 (Alternate; Affects: Visual Senses - Visual, Range: 1800 feet; Simultaneous; Limited: Extended Searches)
. . All-Revealing Light of Abbridon: Burst Area Nullify 6 (Alternate; Counters: Concealing or Illusory Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Simultaneous; Reduced Range: close)
. . Baleful Bindings of Bal'Hemoth: Affliction 5 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 15; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Eight Eyes of Ios: Senses 12 (Alternate; Counters All Concealment: Vision, Counters Illusion: Vision, Penetrates Concealment: Vision, Radius: Vision)
. . First Wheel of Weyan
. . . . Summon: Summon 2 (Increased Range 2: perception; Limited: Available Objects)
. . . . Transform: Transform 2 (Affects: 1 Thing > 1 Thing - Broken Objects Into Repaired Objects, Transforms: 3 lbs., DC 12; Increased Range: ranged)
. . Ghorummaz's Dictum: Progressive Burst Area Affliction 6 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Burst Area: 30 feet radius sphere, DC 16, Progressive; Limited: Unnatural Creatures, Limited: Holding at Bay, Limited Degree)
. . Gift of Gliiar: Variable 2 (Alternate; enhanced power ranks and modifiers; Affects Others Only; Limited to Minds)
. . Grasp of Ghorummaz: Affliction 3 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage, DC 13; Affects Insubstantial 2: full rank, Extra Condition, Increased Range: ranged, Indirect: fixed point, directed away; Limited Degree)
. . Hand of Heshem: Move Object 6 (Alternate; 3200 lbs.)
. . Holy Hosts of Heshem: Nullify 6 (Alternate; Counters: Magic, DC 16; Broad)
. . Illumination of Abbridon: Environment 2 (Alternate; Light (Bright), Radius: 60 feet; Feature: equal to daylight)
. . Levitation of Lefiel: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
. . Medallion of the Modrossus
. . . . Affliction: Cumulative Affliction 4 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 14; Cumulative, Increased Range: ranged; Limited: Vision)
. . . . Mind Reading: Mind Reading 4 ([0 active, 0/13 PP, 2/r], DC 14)
. . . . Nullify: Nullify 4 ([0 active, 0/13 PP, 2/r], Counters: Summon Supernatural Creatures, DC 14; Increased Range: perception)
. . Mists of the Modrossus: Progressive Burst Area Affliction 3 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 13; Burst Area: 30 feet radius sphere, DC 13, Progressive, Selective; Limited: Blanking Recent Memories)
. . Occult Exorcism of Obroros: Nullify 5 (Alternate; Counters: Mind-Influencing Effects, DC 15; Simultaneous)
. . Passage of Paashirai: Teleport 4 (Alternate; Carry 50 lbs.; Accurate, Extended: 16 miles in 2 move actions; Limited to Extended)
. . Restoration of Ravazim: Healing 4 (Alternate; life, magical; Restorative)
. . Third Wheel of Weyan: Deflect 6 (Alternate; Reflect)
The Eternal One: Immortality 5 (Return after 1 day; Innate)
Affliction: Cumulative Affliction 4, +3 (DC Will 14)
All-Revealing Light of Abbridon: Burst Area Nullify 6 (DC Will 16)
Baleful Bindings of Bal'Hemoth: Affliction 5, +3 (DC Dog/Fort/Will 15)
Ghorummaz's Dictum: Progressive Burst Area Affliction 6 (DC Will 16)
Grab, +0 (DC Spec 10)
Grasp of Ghorummaz: Affliction 3, +3 (DC Fort/Will 13)
Hand of Heshem: Move Object 6, +3 (DC 16)
Holy Hosts of Heshem: Nullify 6, +3 (DC Will 16)
Magic Blasts: Damage 6, +6 (DC 21)
Mind Reading: Mind Reading 4 (DC Will 14)
Mists of the Modrossus: Progressive Burst Area Affliction 3 (DC Will 13)
Nullify: Nullify 4 (DC Will 14)
Occult Exorcism of Obroros: Nullify 5, +3 (DC Will 15)
Throw, +3 (DC 15)
Transform: Transform 2, +3 (DC Dog 12)
Unarmed, +0 (DC 15)
Enemy: Alcelia has created quite a few enemies over the years. Many of them are dead now, but those who remain occasionally try to make trouble for her.
Fame: Alcelia is a well-known figure - due in no small part to the fact that she's been around for as long as anyone can remember, looking exactly the same. She's established quite a name for herself during that time, and it's public knowledge that she can come back from the dead. Despite multiple attempts, nobody's been able to keep her down for good - and she's often wreaked havoc on them in return. She spends a fair bit of time managing her reputation.
Motivation: Responsibility: Alcelia has a responsibility to use her powers in certain ways. As a Guardian, she spends most of her time warding off unnatural threats that ordinary people are ill-equipped to handle, and her Eternal traits ensure she can get back up and try again as long as a threat exists. (Of course, if they finish their plans while she's dead, she's quite out of luck.)
Prejudice: Alcelia is attractive, but clearly non-human. The pointed ears wouldn't be so bad in a place where elves are known, but her horns are considerably more worrying. Anybody who doesn't already know who she is may think she's fiendish (perhaps a succubus or something) and react accordingly.
Dodge 1, Parry 0, Fortitude 2, Toughness 2, Will 3
Abilities 40 + Powers 44 + Advantages 3 + Skills 3 (6 ranks) + Defenses 0 = 90
Dang. I need to step up my spell game, it would seem. Here I was, putting different magical abilities not as an array. It’s kind of an interesting way of expression not really possible with Pathfinder, and one with an intentionally glaring weakness. When you’re a master of transmutation, how easy would it be to rely solely on your magic for everything?
Arrays are a tricky thing. In M&M you can array anything that 1) comes from the same source, and 2) can't be used at the same time as all the other stuff. So for magic users, you can array your spells since they all come from the same source (your magic) and you can't cast two spells at once (or concentrate on maintaining one while you cast another). So if you array a flight spell with your attack spells, you need to land (or plummet) to cast another spell. And if someone nullifies your magic, you lose the whole array.
So you don't want to array things like regeneration or immortality, and if your power comes from multiple sources (such as orge gauntlets, boots of speed, magical training, and an old curse) you need to keep those separate.
Having a huge array can make your character versatile, but it can also eat up points and make you prone to power loss (without the hero point). If your character is worthless without their huge array, that leaves a glaring, if somewhat uncommon, weakness. Besides that it usually falls into "GM approval" territory.
Yeah, I realized the stat thing about a minute after I posted it. XD; But at least it's an easy fix.
Her build is definitely that she has a lot of magical options, but has a limited amount she can do at any given time. It also helps to cement the idea that her main feature is being a master of magic. When she helps people, it's by advice or by casting spells to do things, often carefully placed for good effect. More of an advisor than a hero, basically, but one who seems invested in making things work out for the people.
Red my initial thoughts about her is this character feels more like an NPC then a PC. You squeezed a lot into one array which is a bit of a concern as well but the GM can handle that if he accepts it. Immortality would certainly seem to make consequences of your actions less extreme but the GM could of course incapacitate you or do things that don't kill you outright if the enemy knows your power. Ultimately I think a way to bypass the immortality would also be required but ultimately it'll be for GM to analyze and decide how the character fits the world and if he wants to restrict any arrays or immortality.
And now i feel a bit dumb. Forgot to do complications twice now...
Motivation: Becoming a worthy mate and attracting a female by becoming a hero and bringing back some bauble of power.
Complication: Boris is an Ursa from the cold climes. He does not do well in the heat and humidity nor does he know much about the local area.
I had been working on a human swordsman and rogue who had accidentally been granted/cursed with a force of fate (manifested as both luck and healing) through interaction with a unique magic item.
Unfortunately I ended up having to go into work for most of the day today and it does not look like I will have my character complete by the deadline tonight. Wish you all much enjoyment.
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Okay, who have we here?
Devon Bowyer (Warsor)
Okay, everyone who submitted a character is in. I'll unlock the Gameplay thread and kick things off.
Rednal, I am going to make one stipulation on your immortality. There has to be some kind of damage that can circumvent it (decapitation, a wooden stake through the heart, etc.).