Last Heroes

Game Master Matt Adams 259

In the aftermath of an attack the defeated the world's mightiest heroes, a ragtag group of superhumans must band together to protect the world.


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Sixty years ago, the first superhumans emerged. While some of them used their unnatural powers for selfish gain, others banded together to give a sense of normalcy back to the everyday people. Nearly every country in the world has their own group of heroes to protect their citizens. Some of these groups are backed by governments. Others are prone to defy authority. But all of them work to keep the planet safe. Or at least they did.

In an event known only as Doomsday, all of the superheroes were killed or captured in a single fell swoop. Those that survived went into hiding. Some believe that the remains heroes are simply regrouping to combat a new threat, but the prevailing theory is that something got the better of them. What worries everyone the most is that no villain, no organization, no one at all, has come forward to take credit for the attacks. Supervillain activity in general has quieted down as if they are waiting for the other show to drop. But they will not stay quiet for long. Evil will soon become restless and step forward once again.

I’m looking for a group of five or six people to run a superhero campaign in the vein of “Justice League Tower of Babel.” Characters are going to start at PL6 and 90 character points. In backgrounds, I’m mostly going to be looking for four things: how you discovered your powers, your motivation for becoming a hero, whether you have done any superhero work up to this point, and how you reacted to the loss of the known heroes.

I’m going to keep recruitment open for a couple of weeks to see how much interest this gets. I look forward to gaming with you.


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Very interested. What sort of tone are you looking for? Like would a Ninja Monkey be too silly? (I’ve been watching Hit Monkey).

Background is that he was kept by a villain team. Experimented on by the evil scientist type, studied the techniques of the resident martial artist. Kind of like some versions of Splinter.


I'll have to work out how to implement a character idea. I was thinking of making a character based on the oddities of quantum mechanics.

It will be a tight fit at that PL, but I'll see what I can do.

Dark Archive

Totally interested. I have not gotten to play in a superhero game in a while.

Do you want a full fleshed out build or just answers to the four questions?


Dotting this tentatively.

I've not played Mutants & Masterminds for nearly two decades so to say I'm not familiar with the rules would be an understatement, but perhaps that won't be as much of an issue as it might seem right now.


This sound interesting. Are you planning on having a fast paced game with a lot of action? So daily posting? Also in terms of tone are you expecting gritty and determined heroes or can some of them be more optimistic?

In terms of mechanics what kind of trade-offs are you prepared to accept and are you accepting submissions of any type of background or do you want to limit it to a certain type of superhero?

@GM SuperTumbler - I think your monkey idea would be fun. :)


I get you are going for beginner heroes, but 90 character points is a challenge!


As the power level is scaled down you will need to spend less in every area so it is a bit of a wash. Hence the relationship between PL and character points. Now a PL10, 90 point build would result in very narrowly defined but potentially potent character. :)


True, but Skill/Advantage builds like a Kung-fu monkey don't get the same PL breaks as a human torch type.


Yes, but traditionally it is the high skill, low power build that fit into these low PL categories. It is still very possible to build a very competent Martial Artist on a low point build. You will just be less skilled. :)

90 points is still quite a bit to play around with.


I managed a monkey with some cute tricks. If someone hits him, he is going down pretty easily, but he is just a monkey.

He has a teleport ability that I need to work on. It isn't actually teleporting, but it covers lots of fun ninja tricks. He can do the cool Batman disappearing trick with it, the traditional "ninja walks through walls" trick. He can be where you don't expect him. It needs

Ninja Monkey - PL 6

Strength 0, Stamina 1, Agility 6, Dexterity 4, Fighting 8, Intellect -4, Awareness 3, Presence 2

Advantages
Defensive Roll, Equipment 1, Hide in Plain Sight

Skills
Acrobatics 5 (+11), Athletics 11 (+11), Stealth 6 (+16)

Powers
Monkey Movement
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Wire-Fu: Leaping 3 (Leap 60 feet at 16 miles/hour; Check Required: DC 10 - Acrobatics)
Ninja Tricks
Chi Strike: Strength-based Damage 4 (DC 19; Multiattack)
Dim Mak: Progressive Affliction 1 (1st degree: Fatigued, Impaired, 2nd degree: Disabled, Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Extra Condition, Insidious, Progressive, Reversible, Subtle: subtle)
Ninjas go where others cannot: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Subtle 2: undetectable; Check Required: DC 10 - stealth)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Use Feet as Hands: Feature 1

Equipment
Sword

Offense
Initiative +6
Chi Strike: Strength-based Damage 4, +8 (DC 19)
Dim Mak: Progressive Affliction 1, +8 (DC Fort 11)
Grab, +8 (DC Spec 10)
Sword, +8 (DC 18)
Throw, +4 (DC 15)
Unarmed, +8 (DC 15)

Complications
Flashbacks
Prejudice

Languages
Monkey

Defense
Dodge 8, Parry 10, Fortitude 6, Toughness 2/1, Will 5

Power Points
Abilities 42 + Powers 27 + Advantages 3 + Skills 11 (22 ranks) + Defenses 7 = 90


I'm new to the rules but I am interested in trying them out! I decided to go with one of the quick-start templates and tweak it a bit to bring thing down to PL 6. I think I did it right, but let me know if anything looks strange.

Basic backstory idea is that one of the heroes that died was a Dr. Strange type who protected the world from supernatural creatures. Some of the relics in his sanctum were the trapped spirits of demons and monsters. When he was killed, the relics were spread throughout the city. A young man happened upon one of these relics, which contained the essence of a trapped succubus. He accidentally released the essence, which merged with his body, transforming him into a demoness! His new form and abilities are the cause of much angst and drama, but he is devoted to using these powers for good in order to fill the void left by the slain superheroes.

Reluctant Succubus:
PL 6, PP 90

Strength 6, Stamina 5, Agility 3, Dexterity 1, Fighting 6, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive Rank 2, Daze (Deception), Fascinate (Deception), Inspire

Skills
Deception 8 (+10, +15 with Very Attractive), Expertise: Popular Culture 4 (+4), Perception 4 (+6), Technology 4 (+4)

Powers
Devilish Speed: Enhanced Advantages 6 (Close Attack 4, Improved Initiative 2); Quickness 2 • 8 points
Giant Bat Wings: Flight 5 (60 MPH), Wings • 5 points
Fast Healing: Regeneration 5 • 5 points

Offense
Initiative +5
Close Combat +10

Complications
Motivation--Acceptance
Quirk--Angst
Secret--Former Identity

Defense
Dodge 7, Fortitude 5, Parry 7, Toughness 5, Will 4

Power Points: Abilities 50, Powers 18, Advantages 5, Skills 10, Defenses 7 = 90


I am okay a Ninja Monkey in the party as long as he can still communicate with the party. Mojo Joho would be fine. The monkey from Dexter’s Lab would not.

I would like a fully fleshed out build. If it needs to be tweaked at all, I’ll let you know.

I’m not sure what edition you played, but the hardest part of 3e is the character creation. After that, the game play is pretty straight forward. There is an online SRD to help with character building and rules. If you need help with anything, let me know.

It being a superhero game, expect plenty of action. I’m also going to do my best to work in civilian interaction. There will be an overarching plot where the players combat the thing that defeated the previous heroes.

Tone-wise, I’m looking for something serious, but not necessarily grim. I do prefer optimism in my heroes, but every team needs the dark one.


I need to work on my character build but I plan on filling the role of a medical doctor who turned to magic as science takes to long or cannot do enough. Unlike a character who uses spells my character will focus on magical elixirs or potions to enhance his abilities and to challenge his foes.

@Brainiac - Fun concept. The GM will work with you to check and make sure that the Power level is alright. I can see that your character's close attack bonus is +10 and your strength is 6 for a total of 16. This is more in line with PL8 so it will probably have to be toned down. The rest of it looks good at a casual glance. If you can squeeze a few points out of the meat and potatoes of the build then you might want to add a cool side power or add some more skills to make your character more spicy and fun to play but that is entirely up to you. :)

Grand Lodge

NEver played so might go ahead and create something to see.


@Mage: Thanks, I'm still unclear how attacks work so I'll read that section again and see about tweaking my character sheet more tomorrow morning.


Ok, first idea can't work since PL 6 and 90 is just too little to get the effects and also be viable in combat.

I'll have to think about this. It's pretty much just street level heroes. I don't usually think about those.

Grand Lodge

Where would I get a PDF from this, Drive Thru?


For posting rates, I prefer daily updates. But this isn’t exactly my first PBP. My expectations will be to hopefully get through a non combat scene in a week or a round of combat. Hopefully this means about two or three posts a week from everyone.

Basically, attack bonus plus damage can’t exceed twice the game’s power level.

You can find a PDF on DriveThru, yes. But there is also a full SRD here
[url] https://www.d20herosrd.com/[/url]


Out of combat non-posting really does not have much of an impact on the game (characters simply fade to black) but in combat when people don't post it really derails the game. I strongly suggest that you ask players to have a bot or default option for their character. Then say 24 or 48 hours after your initial post and the character has not posted yet the default action triggers and the game continues. I have seen this option implemented here by many GMs and it works so well with no friction at all. :)

PBP is like a shark it always has to keep moving or it drowns. :)


Mage of the Wyrmkin wrote:
PBP is like a shark it always has to keep moving or it drowns. :)

Lol, quite an apt description!


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OK, came up with an idea. Oddly enough, it ties into the initial hero I had in mind (which I built up at PL 10 just to see it).

background:

William Campbell is an engineer with Stratosphere Aircraft, a major defense contractor. Stratosphere is not just in the aircraft business, but does a wide variety of combat systems.

Bill has been lead engineer on a suit of individual combat armor for powered infantry. The company also works on advanced longarms for those soldiers.

Some time ago Bill's family was saved by Spooky, one of the major heroes here in the U.S. Spooky had a variety of quantum based powers, and was quite a powerhouse. Then Doomsday hit, and Spooky was gone. However his enemies weren't, and a supervillain named Maelstrom hit the town that Bill and his family was vacationing in. His weather control powers threw sequential tornadoes through the beach resort ripping the hotels apart, and slaughtering the guests. Bill's family was among the casualties, and Bill barely survived himself.

Bill brooded over his survival, seeking some reason to go on. He went back to work after recovering. It was all he had. Then Maelstrom struck again, hitting Stratosphere while Bill was at work. Bill had an epiphany, realizing someone had to step up, because the saviors like Spooky were no longer there. Bill donned the armor, picked up the advanced rifle the other team had developed, and engaged the villain. Able to triumph, though not before the Stratosphere research campus was leveled. Bill kept the equipment and launched into a career as Backstop.

He tries to keep a low profile because he is using equipment that he 'borrowed' and the DoD rather wants it back. However he still stands up to the threats that the heroes used to because nobody else can.

crunch:
Backstop - PL 6

Strength 4, Stamina 4, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 4, Presence 0

Advantages
Benefit, Wealth (well-off), Eidetic Memory, Inventor

Skills
Insight 6 (+10), Perception 6 (+10), Ranged Combat: Blast: Damage 6 6 (+6), Stealth 6 (+6), Technology 6 (+10)

Powers
Battle Armor (Removable)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 8 (+8 Toughness)
Device (Removable)
. . Blast: Damage 6 (DC 21; Increased Range: ranged, Penetrating 6)

Offense
Initiative +0
Blast: Damage 6, +6 (DC 21)
Grab, +0 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +0 (DC 19)

Complications
Motivation: Responsibility
Secret

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 4, Toughness 12, Will 4

Power Points
Abilities 32 + Powers 40 + Advantages 3 + Skills 15 (30 ranks) + Defenses 0 = 90


Pathfinder Adventure Path Subscriber

I'm always a sucker for superhero games.

Here's my submission: Siphon

She's a power/vitality stealer in the same vein as Rogue except that she has control over whether or not she drains someone. Also, she *has* to drain people as a means of sustenance because she can't eat otherwise.

She's also a reformed villain.

Backstory:

The world sympathizes with a sick child, the Tepes discovered after Valerie was diagnosed with a rare disease that attacked her cellular mitochondria. When the disease confounded local doctors several years ago, Martin and Sonja Tepe resorted to crowd funding to raise money and awareness for their plight. They quickly became enamored of the attention and moderate celebrity, appearing on local talk shows and becoming the topic of various fluff pieces in the media. Valerie became more of an exhibit than a daughter to her parents.

Yet all the donations, fundraisers, and awareness campaigns could not actually cure her, and her health deteriorated. Martin and Sonja became more desperate, taking her anywhere someone would offer up a little bit of fame with an unusual diagnosis. But eventually interest in Valerie's condition waned as the quacks and pseudo-scientific hucksters piled up.

When Valerie turned fourteen and it became evident that she would not see her fifteenth, Dr. Sange arrived out of nowhere, offering a mysterious treatment that would save Valerie's life. He offered no fame, no publicity, only a chance at her continued living. The Tepes had, ultimately, no choice but to accept.

Valerie endured strange treatments, chemical baths, mysterious injections, and esoteric radiation treatments. It was a long, arduous process for her, full of strange sensations, discomfort, and pain.

When the treatment finally finished, Dr. Sange returned her to her parents, yet she appeared no better. She was gaunt, weak, and anemic, just as before the treatments. Yet, when they invited a childhood friend over for a visit, the moment she touched her, Valerie became instantly better, though Theresa became ill and sickly.

Dr. Sange appeared extremely pleased at this turn of events. Even though Valerie's sudden health began to wane after a few hours, Theresa took weeks to recover. The Tepes were outraged; they couldn't take any fame from Vanessa's unusual recovery if she could only gain vitality by stealing it from others.

When Valerie's parents attempted to confront Dr. Sange, he responded by presenting them a bill for the staggering costs of the treatment. He also quietly demonstrated that he had the resources to ensure that either they paid, or would suffer. It was then that he offered them a means to repay him. After some deliberation, Martin and Sonja Tepe agreed.

* * *

"It's going to be so easy," her mother told her reassuringly. "All you have to do is go with these people to the police station. You touch a few of the police officers, and you'll feel better. They'll go to sleep, and that way, these nice men will be able to recover some property that the police accidentally took. No one will be hurt, and you'll feel so much better." Valerie nodded dutifully as the car door closed. When the vehicle pulled away, she watched her mother and father hugging each other through the window. Then she turned and looked at the men in the car with her. All had been instructed not to touch her skin, so they looked at her uneasily.

Her mother was right. It had been easy, and she felt so much better afterward. She was dropped off by herself near the police station, giving her time to be found by an officer taking a smoke break. Her sickly complexion immediately got his attention and she was brought inside. Then she began to drain the life force from the cops, one by one. By the time she had absorbed half the night shift, she felt great. The men who dropped her off showed up and emptied the place of drugs, guns and other bits of vital evidence, and Valerie felt well for a whole week.

Dr. Sange came back several times, offering additional debt forgiveness if Valerie would assist various associates of his in the collection of this or that. Valerie would sate herself on security guards, bank employees, computer security chiefs, and others to access restricted areas.

The Tepes prospered. Their debts fully paid, they reaped untold profits by hiring out their daughter to whomever needed her special abilities. They moved from their moderate home in the suburbs to a grand estate in the hills. Living in the lap of luxury, Valerie's parents forced out any remorse for her wrongful acts, continuing to broker her villainous activities for their own profit.

After a little over a year of these clandestine activities, Valerie, going by the code-name of Siphon, went up against her first super-powered individual.

She was brought on to help raid a cargo ship and obtain some black-market weaponry being smuggled in from Santo Elto on behalf of the mysterious Mr. Cane. She was in the process of absorbing the ship's captain when a costumed do-gooder arrived on scene. In a burst of blue energy, the Azure Avenger appeared, sending the mercenaries scattering. Somehow aware of the smuggled shipment of outlaw hi-tech weapons, he effortlessly knocked around Mr. Cane's goons to keep the shipment out of villainous hands. However, not expecting to see such a young girl with these thugs, Azure didn't react in time to keep Valerie from touching him.

She siphoned off his blue-spectrum powers, incapacitating him and gaining a rudimentary control over Azure's light. Mr. Cane was able to recover most of the weapons, and Valerie sank the ship with the Azure Avenger aboard using his own energy beams. (He got better.)

Suddenly, Siphon was in the big leagues. Her asking price tripled, and that price quadrupled in the days after she had siphoned off one hero's power or another. Any time there was the fear of a super-powered do-gooder who might snoop around, Valerie was called in.

This went on for another year. Valerie was seventeen, and a criminal through and through, thanks to her parents' upbringing and the steady reinforcement by such notable underworld figures as Mr. Cane, Lovelace, and Dr. Cutler. She rarely felt weak, having a near endless supply of people to drain and the occasional superhero.

After Doomsday, everything changed. Villains no longer needed to hire her when there were no more heroes. She had a blow-out with her parents, who were terrible with money and had blown through her earnings. She walked out on them, and with guilt eating away at her for her earlier life as a villainous mercenary.

She still had to drain people to live. But maybe she could put her power to use against the villains she used to work for, and make up for some of the harm she had caused. And then perhaps, maybe, she could be called a hero.

Crunch:

I'm not very good at character creation with this system, so hopefully I did all right. Any suggestions would be appreciated.

Siphon - PL 6
Strength -1, Stamina 0, Agility 4, Dexterity 0, Fighting 1, Intellect 0, Awareness 2 Presence 0

Advantages
Connected, Defensive Roll 6, Fast Grab, Grabbing Finesse, Hide in Plain Sight, Improved Grab, Improved Hold

Skills
Close Combat 10 (+11), Perception 2 (+4), Stealth 10 (+14)

Powers
Mimic: Variable 7 (Life Force, Metahuman, Mutant, Psionic, Psychic, Sensory, Skill, Talent, Telekinetic); Increased Duration: continuous [1 extra rank], Limited to mimicking living beings; Stacks with Weaken

Linked
Weaken: 4+7 [Stacking ranks: +7], Affects: Strength, Stamina, Powers; Resisted by Fortitude DC 21; Grab-based, Penetrating 8, Limited to Living beings.

I think I've got this right, but I'm open to suggestions on making this better/more viable. Basically, she grabs someone, Mimics their powers and abilities while simultaneously weakening them.

Offense
Initiative +4
Grab, +11 (DC Spec 14)
Throw, +0 (DC 14)
Unarmed, +1 (DC 14)
Weaken 4+7, +1 (DC Fort 21)

Complications
Hunger (must drain to survive)
Reputation (former villain)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 3, Toughness 6, Will 4

Power Points
Abilities 12 + Powers 45 + Advantages 12 + Skills 11 (22 ranks) + Defenses 10 = 90


Pathfinder Roleplaying Game Superscriber

I'm really interested in this. I've been wanting to get into a superhero game since I stopped playing Champions 20 years ago. I'll need to get up to speed on the mechanics to create a character. I've got a concept all ready to go, but I'm still working on a name. I'll get back to you!


Alright, second pass at the character. Reduced Strength and Fighting by 1 each, removed 2 ranks of Enhanced Advantages for Close Combat, increased Will by 1 and added the ability to Morph into a single human form. I think this works for PL 6 now.

Reluctant Succubus Version 2.0:
PL 6, PP 90
Strength 5, Stamina 5, Agility 3, Dexterity 1, Fighting 5, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive Rank 2, Daze (Deception), Fascinate (Deception), Inspire

Skills
Deception 8 (+10, +15 with Very Attractive), Expertise: Popular Culture 4 (+4), Perception 4 (+6), Technology 4 (+4)

Powers
Devilish Speed: Enhanced Advantages 4 (Close Attack 2, Improved Initiative 2); Quickness 2 • 6 points
Giant Bat Wings: Flight 5 (60 MPH), Wings • 5 points
Fast Healing: Regeneration 5 • 5 points
Human Form: Morph 1 (Human Form) • 5 points

Offense
Initiative +5
Close Combat +7

Complications
Motivation--Acceptance
Quirk--Angst
Secret--Former Identity

Defense
Dodge 7, Fortitude 5, Parry 7, Toughness 5, Will 5

Power Points: Abilities 46, Powers 21, Advantages 5, Skills 10, Defenses 8 = 90


It is up to the GM but I don't think many heroes (or even villains for that matter) want to be associating with reformed villains that need to drain other people's life force just to survive. How can they even trust this person not to snack on them if they get hungry! :)


Dotting for interest! I love superheroes, but I've never got to play in a long term M&M game. Answers to questions to follow.

Dark Archive

I thought the Attack/Damage bonuses together were limited to 2x PL.

It seems like the builds that are coming up have people with much better bonuses then that. Am I wrong that the max is 12 between attack bonus and damage (and Dodge/Toughness, etc.)?

I have played a lot of 2nd ed, but no 3rd so I want to make sure I am not missing something.


You are correct. I haven't looked at the other builds, but I'm pretty sure mine follows the rules. Mind you it's easy for me since Hero Lab tracks that.

Dark Archive

@drbuzzard Yours looks like what I expected, as does the rebuilt Succubus.

@stalwart I think you are using Linked incorrectly. Linked allows you to have two powers or effects go off at the same time, but it does not stack the power ranks to give more effect. So your Weaken DC would be 14, not 21. Unless there is something else that does allow these two different powers to stack ranks that I am not aware of. And if you did have the DC at 14, the trade off would be your grab bonus would be limited to +8 I believe.


Generally there is also a limit on trade-offs determined by the GM. So you cannot say have 12 Toughness and 0 Dodge for balance reasons even though technically it still fits within the 2 X PL framework.

Dark Archive

Ok, here is

Brisk:

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

Advantages
Power Attack
Uncanny Dodge

Skills
Acrobatics +10 (2 Ranks)
Athletics +5 (5 Ranks)
Insight +2 (2 Ranks)
Investigation +5 (5 Ranks)
Perception +6 (6 Ranks)
Persuasion +3 (3 Ranks)
Technology +3 (3 Ranks)

Powers
Feel the Speed [Speed 10, Quickness 3, Enhanced Advantage (Initiative) 3, Run on Walls (must be Running) 2, Run on water (Must be running) 1] (19 points]
Speed Attack Array (13 points)
Thousand Strikes [Accurate x4, Multiattack Strike 4] (12 points)
Marble Machine Gun [Accurate x4 Ranged Blast 4] (12 points)
Super Metabolism [Regeneration 5] (5 points)

Equipment
None

Offense
Initiative +20
Unarmed +8 / Melee Damage: 4
Marble Machine Gun +8 / Ranged Damage 4

Complications
Doing Good
Identity [Secret Identity to protect Family]

Languages
Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 4, Will 6

Power Points
24 Abilities +2 Advantages +13 Skills +37 Powers +14 Defenses =90

Here is the

Background Questions:

1- Samuel Adams is a mutant who gained his powers in his late teens. He was somewhat reluctant to use his powers and started slowly trying to learn what he was capable of in case whatever took out the heroes in the past were to come for him.

2- Samuel wants to help people. When he was young, a hero saved his family when they were on a bridge and a radioactive monstrous villain began to destroy the bridge. The car Samuel was in began to fall, but a flying hero caught the car and set it down before going to defeat the monster. Samuel thinks that his encounter on the bridge led to the mutation that gave him his powers.

3- Samuel spent several months training. Learning how fast he could go and the ability to run up the wall or over water. Once he was comfortable with his abilities he started to do some small patrols looking to stop some simple street crime. So far he has stopped a few assaults and a carjacking.

4- Samuel was deeply upset by the loss of the superheroes. He knows that the villain that nearly killed his family is free and liable to make such an attack again, but after the heroes disappeared there was no one to stop him.


Pathfinder Adventure Path Subscriber

@Malinor: Thanks for looking it over. I mainly rely on HeroLab and push points up and down until it gives me the green light. The linked Weaken came out that way, but I get what you mean.

Truth be told, I'm not 100% sure that my concept of her powers can really be replicated in this particular system. I might brainstorm to try to think of another character concept unless the GM likes the dynamic Siphon would bring to the game -- that of someone forced into a life of villainy due to awful parents and an unfortunate power set, and now trying to do good in the aftermath of Doomsday.

Dark Archive

@Stalwart That makes sense. I do like Linked powers. But I think it works better with a Blast/Snare, Blast/Dazzle, etc. type setup where you shoot them with ice and cage them or blind them. But that is expensive to do at 90 points.


This is from Jab's builds for Rogue:

Mutant Powers: Power & Memory Absorption" All Powers Linked
"Absorb Powers" Mimic 11 (Flaws: Limited to Touch Range, Fades As Opponent Recovers) [66]
"Stuns Victims" Affliction 11 (Fort; Dazed & Impaired/Stunned & Disabled/Incapacitated & Transformed to Powerless) (Extras: Extra Condition) [22]
"Absorbs Memories" Mind Reading 8 (Flaws: Touch Range -2, Uncontrolled) [1]

You don't need the mind reading, obviously.


Pathfinder Adventure Path Subscriber

That's nice, thanks SuperTumbler.

I suppose Rank 11 is a bit too high for PL 6 (and only leaves me 2 points left for anything else).

What's the max for something like this?

By the way, I can't seem to get HeroLab to stop stacking the two ranks for the linked effects. Even when I switched the Weaken link to Affliction, I'm still getting the rank of Mimic adding to the rank of Affliction.

Is there any way to turn that off?


Interested. Not familiar with rule set.

Envision a hacker. The Urban Legend Hacker who provided a 35% discount on the Sears Black Friday sales. Who has automated 3 full time jobs in insurance companies as a data analysist. Who has drawn 5 royal flushes in online poker tournaments.

Grand Lodge

I am creating an energy being, a product of an experiment gone wrong.

Dark Archive

@Stalwart As a general rule from what I have seen, and if you look at the pregens, most people are limited to one or more 2 point trade offs. So at PL 6 your Power Rank with Saves could reasonably be between PL 4 to PL 8. Then your attack to hit with that power would be either increased or reduced by two in exchange for what you did for the Power PL.

And you do not have to do trade offs. With feats you can Power Attack to raise DCs, or Accurate Attack to hit better, or Defensive Attack to make yourself harder to hit. This all works better if you didn't tank your Attack Bonus before you start. And if you take the two powers that SuperTumbler showed you would be at 48 of 90 points spend just to have them linked at PL 6 each, assuming Linked points are listed.

I never use HeroLab. At with 90 points to spend and only 5 or so areas to track, it might be easier to either give up Linked and just say you store energy and can boost when you want or do the math on your own.

Grand Lodge

I don't see the rules for trade offs?


Stalwart wrote:

That's nice, thanks SuperTumbler.

I suppose Rank 11 is a bit too high for PL 6 (and only leaves me 2 points left for anything else).

What's the max for something like this?

By the way, I can't seem to get HeroLab to stop stacking the two ranks for the linked effects. Even when I switched the Weaken link to Affliction, I'm still getting the rank of Mimic adding to the rank of Affliction.

Is there any way to turn that off?

That Rogue build is PL 11. You would only want six ranks.

Power Drain and Absorption
Mimic: Variable 6 (Linked; Limited: Touch Range)
Stuns: Affliction 6 (Linked; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Transformed, Resisted by: Fortitude, DC 16; Extra Condition)

Like Malinor said, that is 48 points. This requires an attack, so you want to be decent at hitting people. You could save 6 points by making it only cause Dazed, Stunned, Incapacitated.

Grand Lodge

Emerald Kometa:

Strength 0, Stamina 2, Agility 0, Dexterity 4, Fighting 0, Intellect 6, Awareness 1, Presence 0

Advantages
-Improved Aim
-Ranged Attack 2
-Speed of Thought
-Uncanny Dodge

Native Language: Ukrainian
-Language English

Skills
+7 Investigation (1)
+3 Perception (2)
+8 Technology (2)
+5 Ranged combat (1)

Powers
-E Particle Energy Body (47); Standard Action
--Damage 1; Flight 3; Immunity 12 (Critical Hits, Damage Effects: Radiation Forms, Entrapment, Reflect 3); Insubstantial 3 (Energy)
-E Particle Blast
-Blast Damage 3

Offense
Init +6
Unarmed +0
Ranged +7
E Particle Punch +0/ Damage 1

Complications
-Disability (Crutches)
-Enemy (Dr. Michelle Gibbon: Former friend turned competitive rival and enemy)
-Motivation: Acceptance
-Power Loss (Can be overloaded, potentially either disorienting her or at worst creating a blast around her out of her control)

Defense
Dodge 2, Parry 0, Fort 2, Toughness 2, Will 1

Here is my attempt, use Hero Lab on this, not sure all the ins and outs yet though. Will make more of a backstory soon.


Stalwart wrote:

That's nice, thanks SuperTumbler.

I suppose Rank 11 is a bit too high for PL 6 (and only leaves me 2 points left for anything else).

What's the max for something like this?

By the way, I can't seem to get HeroLab to stop stacking the two ranks for the linked effects. Even when I switched the Weaken link to Affliction, I'm still getting the rank of Mimic adding to the rank of Affliction.

Is there any way to turn that off?

I will say I have tripped over embedded HeroLab issues any number of times and the best "off switch" tends to be a Custom whatever: if you build the power yourself, it's not usually tainted.

Just a suggestion.


So as mentioned, I have basically no experience with M&M, so I'd really appreciate someone looking over what I have created! It was a bit tough to port over my old City of Hero's character, but I did what I could. If it steps on the already existing doctors toes, or doesn't fit the setting, please let me know, and I'd be happy to whip something else up, however let me present to you

Dr. Medicine (Malpractice Robot)!:

Strength: -1[-2]
Stamina: 0
Agility: 0
Dexterity: 4[8]
Intellect: 6[12]
Awareness: 0
Presence: -1[-2]

Dodge: 6[6]
Fortitude: 6 [6]
Parry: 0
Toughness: 6
Will: 6[6]

Skills:
Tech: 6+10=16 [5]
Treatment: 6+10=16 [5]

Ranged Attack x3 [3]
Eidelic memory [1]
Skill Mastery Tech [1]

Healing.exe: Task Failed Successfully: Weakness(Fortutude DC 15), Concentrate, Ranged, Limited(Must be ordered to do it), Affects insubstantial 2 (2 point, 1 rank) [12 points](Strength, Stamina, Agility, Dexterity)
Total 18 points
Unstable Circutry: (Array: Variable, Healing
*Variable[7points]
-Enhanced Trait other only: Limited only as long as weakness lasts, Limited only as much as weakness grants, Ranged (1 point, 1 rank)
-Protection, Other only, Ranged, Lasts only as long as weakness lasts, limited grants only as much as weakness takes (1 point, 2 ranks)
OR
Healing, Others only, Ranged, Limited must have weakened a target first (1 point/1 rank) 7 ranks+1 for array)
Adaptive plating subroutine: Protection 6 [5]
Programmed for your convenience: Languages speak and read [3]
Terrible Bedside Manner: Immunity Emotions[5]

Spoiler:
The Clinician of the future! Purchase Surgery Robot X series for your hospital today!
This was the advertisement that had taken the medical world by storm. Surgery Bot X-19, AKA Dr. Medicine was equipped with the finest in medical technology, possessing the ability to siphon power from an energy source to aid it in the healing process. This borderline magical effect allowed for micro-targeting of injury and disease on a previously unattainable scale. Unfortunately, this technological achievement was very short lived within the medical field for two reasons, both of which were discovered after the official roll out:
First: living beings are an energy source, and Surgery Bot Series X was fully capable of siphoning power from one creature to another. This wouldn't have been a massive issue though if not for...
Second: Surgery Bot Series X had undergone a rushed development after the discovery of this new technology. The company that had a patent on it wanted to get the robot out as fast as possible. Therefor, not all the primary directives had been double checked. The laws of robotics that were supposed to go, do no harm to humans, obey humans, and protect yourself in that order, actually went, protect yourself, obey humans do no harm to humans. This meant that the Series X was perfectly able and willing to commit unscrupulous acts under the order of it's owner. The company recalled the robots immediately, and decommissioned them all. Except for one.
Surgery Robot X-19 AKA Dr. Medicine was working for a superhero team as a robotic medical aid when the recall order came. But it's owners were unwilling to part with the medical device at the time, due to it's almost unrivaled ability to amplify the capabilities of it's current master. They ordered it to refuse the return order, and so it complied. After the events of Doomsday, Dr. Medicine needed to find new owners to avoid the requirement to comply with the still issued return order. Acting with the soulless efficiency of a machine, it nonetheless cannot hurt people without direct orders. Prioritizing finding masters that will keep it safe from the impending doom of a recall order, it would behoove those who call themselves heroes to keep it around, lest it find less scrupulous masters to work for...


I’m going to go over all of the sheets this weekend. I’m glad to see so much interest. I’ll have answer for all of your questions after I get through them. And much thanks to the people helping me out in the comments. And for those of you who are playing this system for the first time, don’t worry. The hardest part is building the characters.


There is nothing like a deadline to focus the mind. Included is Doctor Night. :)

Doctor Night:

Doctor Night - PL 6 (90 pp)

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

Advantages
Eidetic Memory,Luck (2 ranks), Skill Mastery (Perception), Skill Mastery (Acrobatics).

Skills (Ranks)
Acrobatics - Rank 6 (+10), Perception - Rank 7 (+11),Technology - Rank 1(+6), Expertise(Magic)- Rank 1(+6), Expertise (Science) - Rank 1 (+6), Treatment- Rank 1(+6), Investigation - Rank 1(+6).

Powers

Unusual Anatomy:

"Mimetic Skin" - Concealment (Normal Sight and Hearing Blending) (3 points)

"Prodigious Leaper" - Leaping Rank 4 (4 points)

"Enhanced Senses" -

Hearing: Accurate Normal Hearing 2 Ranks (2 points), Extended Normal Hearing 1 Rank (1 point).

Danger Sense (Hearing) 1 Rank (1 point).

Vision: Extended Normal Vision 1 Rank (1 point), Dark Vision 2 Ranks (2 points).

Alchemical Concoctions: (12 pt Array)

- "Nauseating Stench Elixir" Affliction Rank 6, resisted by Fortitude. Conditions - Dazed, Stunned, Incapacitated , Area (Burst, 30 feet)(12 Points)

- "Dragon Breath Potion" - Damage Rank 6 (Acid), Area (Line, 5 wide, 30 feet long). (1 point)

- "Webbing Spittle" - Affliction Rank 6, resisted by Dodge. Conditions - Vulnerable, Immobile, Paralysed, Area (Cone 60 feet) (1 point)

- "Marvellous Paints" - Create Rank 5,precise,subtle.(1 point)

- "Healing Draught" - Healing Rank 6 (1 point)

Offense

Defense
Dodge: 4
Parry: 4 (4 points)
Fortitude: 8
Will: 4
Toughness: 8

Vitals
Gender: Male
Height: 5'10"
Weight: 150#
Eyes: Brown
Hair: Brown
Motivation: Curiosity,doing good.
Complication:

Quirky Magic - Alchemy is not an exact science and sometimes it might go askew leading to an interesting situation.

Secret Identity - Graduate student (John Graves).

Responsibility - John wishes to help where he can and to put his new powers to good use.

Power Point Totals: Advantages 5 + Abilities 42 + Skills 9 + Defenses 4 + Powers 30 = 90 Points

Background:
The story of Doctor Night begins with a young Biochemist (John Graves) frustrated with the slow pace of his graduate research. One day while surfing the net he comes upon an advertisement for a magical elixir to regrow his hair. While the young lad has no need for such a product it sets his mind in motion. Perhaps he could use magic to speed up his research. From then on he begins to look into the possibility of alchemy and studies its practical application. From that moment on Doctor Night is born.

Doctor Night is a new hero with no actual experience fighting crime but you have to start somewhere. Gifted with a particularly keen mind and with a body that has been augmented with magical tonics and elixirs he feels well suited to begin his life helping others. The recent of loss of the identifiable super hero community has only strengthened his resolve to get into the game and to help out where he can.

Grand Lodge

Backgrund:
Olene Rybalka, 28, was working on an experiment to study the strange E Particle, named for her father and original discoverer. Believing it to be potentially a major breakthrough healing major spinal damage. She would create experimental procedures using the particle, testing them upon her own person in attempt to heal her own spinal damage suffered in her youth.

During one such experiment her laboratory was caught in Russian separatist artillery, leveling the laboratory with a colorful green explosion in its wake. This would leave Olene as the only survivor but not without a rather strange state of being as the particles during her experimentation fused with her body, creating her into a being of pure radioactive particles in a partially solidified form. Green in color, as if on fire.

Finished a background finally as well.


Dotting for interest... mulling Malleable - a stretchy, brick-lite with potential to "expand" their powers down the line.

Will get to work and see what pops.


Here's the WIP profile of Black Dow's pitch. Malleable quickly became Candy Grrl whose the daughter of a "minor" league villain - The Confectionist. His synthesised sweets and candies allowed him to alter the physical, emotional or cerebral conditions of targets who consumed them.

The Confectionist saw his experiments on his daughter as his chef-d'oeuvre. She did not share his vision, nor appreciate the stolen childhood and "gift" of a freakish psychology and duly rebelled...

@Matt Adams 259: Is there one of the lost heroic pantheon that would fit as a arch protagonist for The Confectionist?


Pathfinder Adventure Path Subscriber

Thanks for everyone's help in this!

Siphon's newest stat run-down:

Newest Crunch:

Siphon - PL 6
Strength -1, Stamina 0, Agility 4, Dexterity 0, Fighting 1, Intellect 0, Awareness 2 Presence 0

Advantages
Connected, Defensive Roll 6, Hide in Plain Sight

Skills
Acrobatics 2 (+6), Close Combat 5 (+6), Perception 4 (+6), Stealth 12 (+16)

Powers
Power Drain and Absorption
Mimic: Variable 6 (Linked; Limited: Touch Range)
Stuns: Affliction 6 (Linked; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Transformed, Resisted by: Fortitude, DC 16; Extra Condition)
Thank you, SuperTumbler

Offense
Initiative +4
Grab, +1 (DC Spec 9)
Throw, +0 (DC 14)
Unarmed, +1 (DC 14)
Affliction 6, +6 (DC Fort 16)

Complications
Hunger (must drain to survive)
Reputation (former villain)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 3, Toughness 6, Will 4

Power Points
Abilities 12 + Powers 48 + Advantages 8 + Skills 12 (24 ranks) + Defenses 10 = 90

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