Universal Darkness: Mutants and Masterminds Monster Heroes

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Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.

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Dark Archive

Is there still time to get in on this one? I've got a busy weekend (a convention), but I might be able to work something up by Monday evening. If that is okay, I'll come up with an idea.


WhtKnt wrote:
Is there still time to get in on this one? I've got a busy weekend (a convention), but I might be able to work something up by Monday evening. If that is okay, I'll come up with an idea.

Submissions open until the 15th.


Submissions don't have to be perfect. Some changes and tweaks can be made, but I'd like to get started by 1/19.


I’m taking a look into the core rulebook, as it were, and the idea that pops out above all else is a gorgon, one of Medusa’s sisters that wasn’t killed and survived from the Ancient Greek days to the modern age.

Claws, snake hair limbs, poison bite, the classic paralyzing stare, maybe a snake tail if that can happen (still looking into that), some climbing and fighting skills, the like. Possibly with some stone controlling magic for some battlefield control, maybe a few other thematic spell powers she’s learned from different Greek gods over the many centuries she’s been around.

Will have some form of something together by the end of tomorrow, hopefully!


bigrig107 wrote:

I’m taking a look into the core rulebook, as it were, and the idea that pops out above all else is a gorgon, one of Medusa’s sisters that wasn’t killed and survived from the Ancient Greek days to the modern age.

Claws, snake hair limbs, poison bite, the classic paralyzing stare, maybe a snake tail if that can happen (still looking into that), some climbing and fighting skills, the like. Possibly with some stone controlling magic for some battlefield control, maybe a few other thematic spell powers she’s learned from different Greek gods over the many centuries she’s been around.

Will have some form of something together by the end of tomorrow, hopefully!

Take a look at the first post. I know on the surface this looks like just monsters as heroes in the style of BPRD or similar. But PCs in this campaign have to be specifically powered by the Universal Monsters series from Universal Studios. There is a link there to sources.

I might use other monsters as opponents (maybe even allies), but our protagonists should be related to the Universal Monsters.


GM SuperTumbler wrote:
I think the best route for an invisible man type is to be a useful member of the group who is also invisible.

Quality advice!


Andostre wrote:
GM SuperTumbler wrote:
I think the best route for an invisible man type is to be a useful member of the group who is also invisible.
Quality advice!

But I would also say go all in on the invisibility. Make yourself undetectable to light, thermal, ultraviolet, etc. No sense in being The Invisible Man and having a thermal camera see you running around naked.


GM SuperTumbler wrote:
bigrig107 wrote:

I’m taking a look into the core rulebook, as it were, and the idea that pops out above all else is a gorgon, one of Medusa’s sisters that wasn’t killed and survived from the Ancient Greek days to the modern age.

Claws, snake hair limbs, poison bite, the classic paralyzing stare, maybe a snake tail if that can happen (still looking into that), some climbing and fighting skills, the like. Possibly with some stone controlling magic for some battlefield control, maybe a few other thematic spell powers she’s learned from different Greek gods over the many centuries she’s been around.

Will have some form of something together by the end of tomorrow, hopefully!

Take a look at the first post. I know on the surface this looks like just monsters as heroes in the style of BPRD or similar. But PCs in this campaign have to be specifically powered by the Universal Monsters series from Universal Studios. There is a link there to sources.

I might use other monsters as opponents (maybe even allies), but our protagonists should be related to the Universal Monsters.

Ah! I will take a look and see what that's all about.


Lord Hathaway Donnachaidh wrote:

Lord Hathaway Donnachaidh

Human From IMAGE HERE

Ture from IMAGE HERE

I would Love to play something even older, something from, the Darker Fiery tails. Part Dorian grey/Orlando/John Constantine as a PC, He has Fey blood, from Celtic times, so he is old, His 'Father' left him his wealth A very private, Old Money Scottish nobleman living in his Family country Keep in the highlands, But he spends more of his time "overseas". In Truth he walks some very dark alleyways under the hill.
His pact is not with any darkness form the Abrahamic faiths but come thing much much older.

Powers, Fey, {The Green man, the Dark Fey in the woods} aspect, that touch of the other world, Glammers and illusions, The twisting of minds. The old ways and paths, He is mostruses because that is what he projects into the minds of others. The thing in old woods, the knocking of trees on windows at night. The old wilds. His real is the horrors of old fairy tales. He hides his true form behind a glamours.

Donnachaidh Castle

“By the pricking of my thumbs, something wicked this way comes”

Panic, this is a cool character, but I don't think it sticks close enough to the Universal Monsters theme. I know this theme is stupidly specific and limited, but I want to keep this campaign on brand.


@Everyone: As I said early on, this is a really specific and narrow recruitment. Superhero versions of characters in the world of Universal Studios monster pictures. Dracula, Frankenstein, The Mummy, The Wolfman, The Phantom of the Opera, The Hunchback of Notre Dame, The Creature from the Black Lagoon, etc.


Thanks GM SuperTumbler for the help.
I really like the idea now of the The Phantom of the Opera.
I think I can alter him and make this work much better.

Erik (The Phantom of the Opera)
Erik's deformity
In the original novel, Erik is described as corpse-like and is referred to as having a "death's-head" throughout the story. He has no nose, and his eyes are sunken so deep in his skull that all that is seen are two eye sockets, except when his yellow eyes glow in the dark. His skin is yellowed and tightly stretched across his bones, and only a few wisps of dark brown hair are behind his ears and on his forehead.

My think is the Erik AKA PC Lord Hathaway, is horrifically shocking look at. In original book and film you never fully told why. My thinking is that his Farther, did something to his mother and he was the outcome. Something touched by evil and his outward look shows this.

So how would something like this fusion in public and in the party.
1: Is he has a mask, just as in the films hiding his horrific look.
Always covered head to toe.
2: He has a means to alter/hid his true form.

In the film The Phantom of the Opera, he was wealthy of Noble blood.
So would have the mains to keep away from the public eye.

For Paizo, and copy right rules, I don't think I can make a compleat duplicate, but something close would work. My feeling is he is the outcome of some event related to Aleister Crowley.


Could give him opera based powers. Can change his appearance for limited amounts of time (sort of like Darkman). This would be a fun homage to Lon Chaney Jr. man of a thousand faces.

Could give him singing powers. Fascination or hypnotism.

He could be ultra prepared or a great study of people (which you can model with luck points and or/ indirect damage. Things happen to hurt or stun people but you didn’t do them. You set traps, dropped a sandbag on them, that sort of thing).

Grand Lodge

Okay so maybe a Cybernetic brain and having a blank body somewhere with a uplink.

Then I need some other stuff....


Plenty of good concepts here so I'll bow out of this one.


GM SuperTumbler wrote:

Could give him opera based powers. Can change his appearance for limited amounts of time (sort of like Darkman). This would be a fun homage to Lon Chaney Jr. man of a thousand faces.

Could give him singing powers. Fascination or hypnotism.

He could be ultra prepared or a great study of people (which you can model with luck points and or/ indirect damage. Things happen to hurt or stun people but you didn’t do them. You set traps, dropped a sandbag on them, that sort of thing).

I am trying to keep away form Shape changing as others have that covered. Fey glammer seemed more in tune with how he could do thing, but Dark man way is also good

Lord Hathaway AKA {The Dark Phantom}

Hows does this sound.

Lord Hathaway owns and runs a number of state of the Family Companies. with offices around the world but this was not always the case.

Back story:
His father disowned him because he went off to become an actor, but with his high intelligence and fitness he gravitated to working in stunts then SFX. But tragedy struck and after a stunt went horrific wrong, and he was badly injured and horificily scared. He had not money for Plastic surgery and repairing surgery so was left a broken man. But upon the death of his father he inherited it all, the wealth and statute of the Hathaway family and its industries. But with a broken body {and some say Broken Mind} what use was it all. But after meeting some extraordinary persons. He changed his fate, setting up "The Hathaway institute" a place to help those like him. Hiding himself away with in its underground labs, deep below the family home. He with the help of others delivelp tech to give back what which was lost for a time. Biomechanical body prosthetics and many other things. Which he uses it to enhance himself to more than he was and let him act and do stunts once more. But this time for other reasons than fame. A man of a 1000s faces, more than human who is an export in becoming others. With a stuntman's know how and an enhanced body, he is hard to put down. Add to that Smarts to fool most in whatever persona he takes on. And the tech his teams develop. Lord Hathaway works with others in the pursuit of the unknown.

A reclusive industrialist and Businessman, a lover of Music, and the arts, with a flair for the Dramatic.

IMAGE HERE

My think is as we are a group, he could have worked with Digital Frankenstein and our Mr jekyll and others within the Hathaway institute.
Gaining a base of operation along with a reason to know each other.


Not feeling the inspiration, best of luck to you all!

Dark Archive

Had a few moments and have been thinking on it. I’m thinking of Henrietta Jekyll, a descendant of the original Dr. Henry Jekyll, who inherited her ancestor’s disconcerting and unfortunate mental and physical changes. She would be very much a She-Hulk-like character, transforming at will to a stronger (and slightly more savage) version of herself. She isn’t an out-of-control monster, but is not entirely stable, either.

Grand Lodge

Saw the Semi-Autonomous Weapon to work for my Drone like Robotic Sphere

With the Cybernetic link to use it as a scout ect. Just not sure how to build with it.

I want a cane carrying gentleman with his Robotic Sphere and nigh immortal digital persona. However 3e is not my strong suit i am better at 1e M&M


Would a Rick O'Connell type be acceptable, someone who is thrust into the world of the supernatural and through grit, determination, and luck has regularly been able to come out on top?


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Critzible wrote:

Saw the Semi-Autonomous Weapon to work for my Drone like Robotic Sphere

With the Cybernetic link to use it as a scout ect. Just not sure how to build with it.

I want a cane carrying gentleman with his Robotic Sphere and nigh immortal digital persona. However 3e is not my strong suit i am better at 1e M&M

Critzible, I've build a few characters like that. I'll see if I can try something on Monday.


ElbowtotheFace wrote:
Would a Rick O'Connell type be acceptable, someone who is thrust into the world of the supernatural and through grit, determination, and luck has regularly been able to come out on top?

It would be acceptable as an concept, but I'd have to ponder getting him integrated into the group the way I was thinking of it.

Grand Lodge

GM SuperTumbler wrote:
Critzible wrote:

Saw the Semi-Autonomous Weapon to work for my Drone like Robotic Sphere

With the Cybernetic link to use it as a scout ect. Just not sure how to build with it.

I want a cane carrying gentleman with his Robotic Sphere and nigh immortal digital persona. However 3e is not my strong suit i am better at 1e M&M

Critzible, I've build a few characters like that. I'll see if I can try something on Monday.

Thanks


pauljathome wrote:

Here is my submission for Sehkmet, Lady of Slaughter. If accepted I'll create an Avatar for her.

Brief overview - Lioness headed woman with powers related to those attributed to Sehkmet in myth. Quite strong (12). Can also turn into any feline of her size or smaller although doing so does NOT affect her defences.

I'd appreciate it if you told me if I got the power level and flexibility about right. I'm pretty sure she is too powerful for some campaigns and too weak for others :-).

Definitely a Monster, but one who tries to do good and largely succeeds. Mostly.

** spoiler omitted **...

Took a long look at Sehkmet. Everything looks good to me. The only thing I am not clear on is the illness and die power and its descriptors. Is it just a disease, a life drain, a curse? Cat stealing breath?

You have powers that affect toughness, fortitude, and will, so I think you won't be stymied easily. The ability to affect spirits is a nice touch.

I was expecting more martial artist and I fee like this is sort of half martial artist and half brick, but I think it will work.


DeathQuaker wrote:

Here is a rough, unfinished draft of my character. A little bit of Moon Knight crept in (arguing with her other self). I've still got about 12 more character points to spend which may bulk out some of her powers more and/or round out some skills. Suggestions and improvements welcome; this is just a first stab at this.

** spoiler omitted **...

Took a hard look at her. She is on the verge of being very tough defensively and not much on offense.

The variable ritual power is hard to quantify, but offers lots of cool potential.

The directions I can imagine finishing her off are:

1. Spend those points on skills and just be crazy skillful.

2. Spend those points on Toughness/Impervious and just be able to tank anything between that and regeneration.

3. Pump up resurrection to the point that you come back to life every turn. Be an unkillable pain in the @$.


Lord Hathaway wrote:
GM SuperTumbler wrote:

Could give him opera based powers. Can change his appearance for limited amounts of time (sort of like Darkman). This would be a fun homage to Lon Chaney Jr. man of a thousand faces.

Could give him singing powers. Fascination or hypnotism.

He could be ultra prepared or a great study of people (which you can model with luck points and or/ indirect damage. Things happen to hurt or stun people but you didn’t do them. You set traps, dropped a sandbag on them, that sort of thing).

I am trying to keep away form Shape changing as others have that covered. Fey glammer seemed more in tune with how he could do thing, but Dark man way is also good

Lord Hathaway AKA {The Dark Phantom}

Hows does this sound.

Lord Hathaway owns and runs a number of state of the Family Companies. with offices around the world but this was not always the case.

Back story:
His father disowned him because he went off to become an actor, but with his high intelligence and fitness he gravitated to working in stunts then SFX. But tragedy struck and after a stunt went horrific wrong, and he was badly injured and horificily scared. He had not money for Plastic surgery and repairing surgery so was left a broken man. But upon the death of his father he inherited it all, the wealth and statute of the Hathaway family and its industries. But with a broken body {and some say Broken Mind} what use was it all. But after meeting some extraordinary persons. He changed his fate, setting up "The Hathaway institute" a place to help those like him. Hiding himself away with in its underground labs, deep below the family home. He with the help of others delivelp tech to give back what which was lost for a time. Biomechanical body prosthetics and many other things. Which he uses it to enhance himself to more than he was and let him act and do stunts once more. But this time for other reasons than fame. A man of a 1000s faces, more than human who is an export in becoming others. With a stuntman's...

You don't have to worry too much about copyright when it comes to pbp on the boards. I've seen all manner of characters played. I've played versions of a few copyrighted characters.

As for your phantom, I think this could be a really fun and innovative character.


Critzible wrote:

Saw the Semi-Autonomous Weapon to work for my Drone like Robotic Sphere

With the Cybernetic link to use it as a scout ect. Just not sure how to build with it.

I want a cane carrying gentleman with his Robotic Sphere and nigh immortal digital persona. However 3e is not my strong suit i am better at 1e M&M

Critzible, this is a pretty complicated build and I didn't have time to get to it tonight.

I would build the digital form as Alternate Form (ghost).

Then you need the physical form that you download into, which is Alternate Form (Heroic). You use this this to build whatever powers you need for this form.

For the sphere, I would make it a fully formed minion or even sidekick.

Silver Crusade

GM SuperTumbler wrote:


Took a long look at Sehkmet. Everything looks good to me. The only thing I am not clear on is the illness and die power and its descriptors. Is it just a disease, a life drain, a curse? Cat stealing breath?

Sorry, I should have put in more descriptors. It is basically taken from the myths and is just disease (well, divinely inflicted disease). Sehkmet was a goddess you did NOT want pissed at you :-).

Quote:
expecting more martial artist and I fee like this is sort of half martial artist and half brick, but I think it will work.

Yeah, the more I read about her the more she seemed to need to be a bit of a brick.


No worries. That is the sort of thing I would always work to tighten up before we get to playing.

I think the build is plenty powerful enough for the campaign as I'm imagining it. If you wanted to throw in some power lifting to be a little more super that would be ok with me.

You could put power lifting, speed, and leaping into an array and maybe save a few points and get a small boost.

Some improved initiative might also be a good idea.


I'm hoping to close recruitment for this campaign on Wednesday the 15th at the end of day (Eastern Standard time).

RPG Superstar 2015 Top 8

GM SuperTumbler wrote:
DeathQuaker wrote:

Here is a rough, unfinished draft of my character. A little bit of Moon Knight crept in (arguing with her other self). I've still got about 12 more character points to spend which may bulk out some of her powers more and/or round out some skills. Suggestions and improvements welcome; this is just a first stab at this.

** spoiler omitted **...

Took a hard look at her. She is on the verge of being very tough defensively and not much on offense.

Thank you! And yes, she started evolving into just a tank with not a whole lot else to do. My thought was she would just help absorb damage while others could do the damage. But reading through your suggestions, it occurred to me that maybe I need to add something like some kind of taunting or mental influence ability that makes enemies want to attack her, so her ability to take damage becomes more actively useful. I realize this actually goes against your advice to put points further into defense, but maybe I can find a good halfway point.

Quote:
The variable ritual power is hard to quantify, but offers lots of cool potential.

That's the general gist; it's fairly low in power rank but the idea is to grant a circumstantial boon when we're out of other obvious options.

The other thing that occurred to me separate of all this is she might have a secret tomb somewhere which could serve as an HQ (maybe the original resting place of Amunet, where the Mummy killed Helen)... or could be a complication (if someone violates her tomb she loses her immortality). Maybe both. Could also just be part of her background... she once had it but it's gone (it got buried/entrance destroyed). Maybe a goal to find it again.

I will try to finish this up by 1/15 but I've got some unexpected stuff going on family wise and some expected stuff going on at work. If I don't finish her by then and you're not happy with the draft version for the purposes of submission (I know generally for M&M we usually tweak builds after recruitment anyway), I understand if I do not get in! Thanks for the opportunity.

P.S. Where is the game going to be set? While I expect we might travel a little, thinking about where she might operate out of. I have a benefit that she has tenure at a university with some professional connections there, and want to pick an appropriate location (fictional or nonfictional). Suggestions are welcome.


Definitely fine to tweak builds after recruitment and even after play when things don't work the way we thought they would.


So, while I absolutely have the free time to post in a PbP, it seems that I don't have the free time to sit down and learn a new system, especially one designed to take abstract concepts and turn them into numbers. In other words, I just can't get a handle on the rules. I've been reading the SRD in bits and pieces over the past week, but I don't feel like I could make a viable character. (And I tried!) I'm dropping out of consideration. I have to travel for work for a couple days, and I don't think I could bridge this knowledge gap before recruitment closes.

GM SuperTumbler, I'm glad to see you back, and thanks for running what looks to be a game with a fun premise.

RPG Superstar 2015 Top 8

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Andostre wrote:

So, while I absolutely have the free time to post in a PbP, it seems that I don't have the free time to sit down and learn a new system, especially one designed to take abstract concepts and turn them into numbers. In other words, I just can't get a handle on the rules. I've been reading the SRD in bits and pieces over the past week, but I don't feel like I could make a viable character. (And I tried!) I'm dropping out of consideration. I have to travel for work for a couple days, and I don't think I could bridge this knowledge gap before recruitment closes.

GM SuperTumbler, I'm glad to see you back, and thanks for running what looks to be a game with a fun premise.

As you are an awesome person, Andostre -- I hate to see you go. So please consider the following (same goes for to all the lovely folks who dropped out or who is hesitating to enter because they're not sure what to do):

I am very happy to try to help build out your or anyone else's character if you are struggling with just getting the framework of the character together. I can do this in Ski's CharGen, which is a custom-built Excel Sheet, so I can put it together, email it to you, and you can make any additional tweaks you want to yourself for free. I am not a perfect character builder by any means, but if you tell me the gist of what you want the character to do, I can make a character that can do those things.

The hardest part of M&M is character creation. It just takes some getting used to, especially learning to break down your concept into power effect components. There is no shame in taking a pregenerated build and going from there (and if you don't want me to build a character, there are loads of pregens out there too seek out).

Once you have your character together, M&M is easy. It's the d20 system. That's it. Roll d20, add a thing. While there's stuff like caps to bonuses and stuff, all of that is usually precalculated into your sheet, so once you have your sheet, you're golden. Damage is different, but that's because it too has actually been simplified to d20: instead of having hit points, you have a Toughness bonus, and you make Toughness saves vs damage and take wound penalties when you fail (which is generally just -1 to everything, which stacks with additional failed saves).

My only criticism of M&M (which Tumbler is well aware of) is the way Power Levels work: it is much more dependent on die roll luck because Power Levels restrict your maximum bonuses to rolls. Which in itself actually is not a bad thing: it is NOT a game of stacking bonuses the way Pathfinder and D&D 3.x are. So while you are dealing with RNG cruelties more often, you need much less system mastery because you're not trying to keep track of 8 billion bonuses and penalties with every roll. Moreover, everything is generally precalculated on your sheet so there's not a lot to figure out once you get to actual gameplay.


DeathQuaker wrote:
Andostre wrote:

So, while I absolutely have the free time to post in a PbP, it seems that I don't have the free time to sit down and learn a new system, especially one designed to take abstract concepts and turn them into numbers. In other words, I just can't get a handle on the rules. I've been reading the SRD in bits and pieces over the past week, but I don't feel like I could make a viable character. (And I tried!) I'm dropping out of consideration. I have to travel for work for a couple days, and I don't think I could bridge this knowledge gap before recruitment closes.

GM SuperTumbler, I'm glad to see you back, and thanks for running what looks to be a game with a fun premise.

As you are an awesome person, Andostre -- I hate to see you go. So please consider the following (same goes for to all the lovely folks who dropped out or who is hesitating to enter because they're not sure what to do):

I am very happy to try to help build out your or anyone else's character if you are struggling with just getting the framework of the character together. I can do this in Ski's CharGen, which is a custom-built Excel Sheet, so I can put it together, email it to you, and you can make any additional tweaks you want to yourself for free. I am not a perfect character builder by any means, but if you tell me the gist of what you want the character to do, I can make a character that can do those things.

The hardest part of M&M is character creation. It just takes some getting used to, especially learning to break down your concept into power effect components. There is no shame in taking a pregenerated build and going from there (and if you don't want me to build a character, there are loads of pregens out there too seek out).

Once you have your character together, M&M is easy. It's the d20 system. That's it. Roll d20, add a thing. While there's stuff like caps to bonuses and stuff, all of that is usually precalculated into your sheet, so once you have your sheet, you're golden. Damage is...

I have been sitting on the edge of the recruitment struggling to figure things out, mind if I PM you some details on what I want to do with my character idea and see what's possible?

RPG Superstar 2015 Top 8

bigrig107 wrote:
I have been sitting on the edge of the recruitment struggling to figure things out, mind if I PM you some details on what I want to do with my character idea and see what's possible?

Please do!


DeathQuaker wrote:
bigrig107 wrote:
I have been sitting on the edge of the recruitment struggling to figure things out, mind if I PM you some details on what I want to do with my character idea and see what's possible?
Please do!

Sent, thanks!


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Agree with everything DQ said. I'm also happy to build out concepts. It isn't necessarily something I can do quickly, but I'd hate to lose good players over character creation. Playing the game is super simple, creating characters is super complicated.

Silver Crusade

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One thing about character creation that I’d add. For me at least it is all but essential to have a fairly clear character concept in mind fairly early in the process. That way I can instantly dismiss lots of powers, I will likely have thematic limitations, etc.

Basically reduce the problem down to something a bit more manageable.

And remember that you have to concentrate on what the power does mechanically, not how it appears. For example, I had a character who had a multi attack power arrayed with a homing blast. But in world he was summoning animals from peoples nightmares. So the separate limbs thing might just be a ranged blast arrayed with a move object power


Coming back to work on my character, an ancient Chinese sorceress (Tomb of the Dragon Emperor) cursed with immortality to guard some artifacts that are the source of both her magical powers and immortality.

Some control over the five Chinese elements (wood, fire, earth, metal, and water), some other magical powers TBD, the ability to adopt draconic aspects for protection and offense, and eventually work up into taking the form of a full dragon but I am not sure I'll be able to get that done with the points yet or not.

Will hopefully have something up by tonight!

Dark Archive

Kicking around some ideas to burn points, but here's what I have thus far:

Spoiler:
Henrietta Jekyll/Ms. Hyde - PL 10

Strength 10/-1, Stamina 10/-1, Agility 2, Dexterity 2, Fighting 10/3, Intellect 1, Awareness 4, Presence 0/4

Advantages
All-out Attack, Chokehold, Diehard, Extraordinary Effort, Fearless, Great Endurance, Improved Hold, Power Attack, Startle

Powers
Chemical Change
. . Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
. . Impervious Defense: Impervious Toughness 10 (chemical)
. . Physical Enhancement: Enhanced Trait 57.5 (chemical, Strength +9 (+10), Stamina +9 (+10), Presence -4 (+0), Close Combat +2 (+12), Will +6 (+10), Fighting +7 (+10), Advantages: All-out Attack, Chokehold, Diehard, Extraordinary Effort, Fearless, Great Endurance, Improved Hold, Power Attack, Startle; Noticeable: Increased size)

Offense
Initiative +2
Grab, +10 (DC Spec 20)
Throw, +2 (DC 25)
Unarmed, +10 (DC 25)

Languages
English

Defense
Dodge 1, Parry 9, Fortitude 10, Toughness 10, Will 10/4

Power Points
Abilities 28 + Powers 71 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 99

Validation: Unarmed: Attack Bonus exceeds Power Level limit by 2; Complications: At least 2 Complications are required

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


What sources are we allowed to use? I'm seeing there's the core book, then a few others I might want to use: Power Profiles, Gadget Guides, and Supernatural Handbook.


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For Andostre, I quickly put together this build for a Son of Invisible Man (which is a fairly easy to build concept, so it didn't take too long).

He is a competent Martial Artist/Spy/Adventurer type who is permanently invisible to all visual senses. Still, a Nullify effect like splashing paint on him can make him visible. The trade off there is that he can wear clothes and bandages and be a visible person.

Son of Invisible Man - PL 10

Strength 3, Stamina 3, Agility 4, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 2

Advantages
Accurate Attack, Assessment, Close Attack 3, Defensive Attack, Defensive Roll 5, Evasion 2, Improved Critical: Unarmed, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Luck, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Redirect, Skill Mastery: Investigation, Takedown 2, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 7 (+10), Deception 8 (+10), Insight 11 (+15), Intimidation 11 (+13), Investigation 10 (+12), Perception 11 (+15), Persuasion 5 (+7), Stealth 10 (+14), Technology 8 (+10), Treatment 5 (+7), Vehicles 7 (+10)

Powers
Invisibility: Concealment 4 (All Visual Senses; Permanent)

Offense
Initiative +8
Grab, +11 (DC Spec 13)
Throw, +3 (DC 18)
Unarmed, +11 (DC 18)

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 8/3, Will 10

Power Points
Abilities 58 + Powers 8 + Advantages 30 + Skills 25 (99 ranks) + Defenses 25 = 146

Validation: Complications: At least 2 Complications are required

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


bigrig107 wrote:
What sources are we allowed to use? I'm seeing there's the core book, then a few others I might want to use: Power Profiles, Gadget Guides, and Supernatural Handbook.

You can use any Green Ronin published sources. Nothing 3rd party.


WhtKnt wrote:

Kicking around some ideas to burn points, but here's what I have thus far:

** spoiler omitted **

That is a fine start. Let me know if you need any help or ideas.


(Ah, I see I was ninja'd while I was posting this!)

DeathQuaker wrote:

As you are an awesome person, Andostre -- I hate to see you go. So please consider the following (same goes for to all the lovely folks who dropped out or who is hesitating to enter because they're not sure what to do):

I am very happy to try to help build out your or anyone else's character if you are struggling with just getting the framework of the character together.

GM SuperTumbler wrote:
Agree with everything DQ said. I'm also happy to build out concepts. It isn't necessarily something I can do quickly, but I'd hate to lose good players over character creation. Playing the game is super simple, creating characters is super complicated.

Andostre's heart grew three sizes that day!

I have no shame in using a pre-generated PC, nor in accepting help so that I get to play in a fun game, so I'll gladly accept any help offered. Thanks very much for the assistance!

Here's what I've been thinking: My guy, Bejamin Griffin, was just an ordinary guy with a life and a career, who was also an environmental activist against the overreach of large corporations. Some undetermined event triggered his genetic inheritance, the ability to turn invisible. I say "ability," but tragically, he's permanently invisible. After this event, he learns of his ancestor, Jack Griffin, the original Invisible Man, and his tragic story about how his madness drove him to commit numerous murders and other atrocities. He also learns of other people with same affliction, most somehow related to Dr. Griffin, and their descent into madness.

My PC is driven by the need to right the wrongs of his ancestor and the other Invisible Men, and he's constantly living with the assumption that his affliction will also drive him to madness.

The concepts that I'm trying to turn into M&M mechanics follows the line of thought that his Invisibility is the only extraordinary thing about him. He's completely transparent, and nothing he picks up or conceals on his person turns invisible. So, in the field, he's completely naked and he has to rely on his wits, skills, and any tools that he finds in the immediate area. (Of course, he can wrap himself up clothes, hat, and ski mask and move relatively normally, carrying anything he needs if he's not worried about being undetectable.)

Obviously, stealth, unarmed combat, and improvised weapons are important tools for him. I've tried to justify high defenses, thinking that it's hard to hit what you can't see, and my PC has tried to train himself to be quick and nimble, the better to avoid attacks and hazards.

Also, ironically, I thought it would be fun to build him as a sort of "face" character. He's good at intimidation, deception, and diplomacy alike.

Here's what I've got so far:

Son of the Invisible Man:
Stamina = 2
Agility = 3
Presence = 2

The other abilities stayed at 0, since I didn't have more than one skill or ability based off of any of those, so it's cheaper just to buy ranks in those specific skills or abilities.

I added 10 additional ranks to Dodge, Parry, and Will, because that felt in line with my "it's harder to hit what you can't see" philosophy.

For skills, I was shooting for a total skill of 10 for those skills I cared about, 5 for secondary skills. I probably would have come back to skills after I finished the rest of the character and knew how many points I'd have left over. Maybe add something to represent his career before he turned Invisible. I put ranks as below:

Agility = 7
Close Combat = 5 (Unarmed)
Deception = 8
Intimidation = 3
Persuasion = 8
Sleight of Hand = 5
Stealth = 7

My issue with Advantages was part not really "getting" the rules (and the math of the rules), but also decision paralysis, because there's quite a few to read through. Here's what I did select so far:

Move-by-Action
Improvised Weapon (5 ranks... I have no idea if that's a good amount or not)
Assessment

I suspect there's more I should pick, but I ran out of time.

Finally, I only had one Effect for the Invisibility power: Concealment with 8 ranks. The description said that this will cover visible means of detection, plus ultraviolet and infrared means as well. I added a Flaw of Permanent. What finally made me admit defeat was when I tried to figure out how to add an Extra of Impervious. My thinking was that if my PC is completely transparent, things like lasers would not affect him as much. He might be affected somewhat by the heat of a laser, but the beam of laser light should mostly pass right through him. But I didn't know the proper way to do this, since not every Effect triggers the Impervious extra. The part about fractional costs lost me. I'm not even confident that Impervious is the correct Extra. Maybe it's not even necessary?

Anyway, that's as far as I got! The character generator that I was using tells me that I've only used just over half of the available points. Thanks again!


Critzible, here is a rough build of your base digital form and downloaded flesh form.

It doesn't include a minion sphere, but I left points to build that if this works at all:

Digital Frankenstein - PL 10

Strength 0, Stamina 0, Agility 4, Dexterity 3, Fighting 8, Intellect 5, Awareness 5, Presence 3

Advantages
Eidetic Memory, Inventor

Skills
Deception 7 (+10), Expertise: Doctor 10 (+15), Insight 7 (+12), Intimidation 4 (+7), Perception 9 (+14), Persuasion 7 (+10), Ranged Combat: ???? 7 (+10), Technology 10 (+15), Treatment 7 (+12), Vehicles 7 (+10)

Powers
Array 1
Alternate Form (Digital Ghost) (Activation: Standard Action)
Concealment: Concealment 4 (All Visual Senses)
Immunity: Immunity 0
Insubstantial: Insubstantial 4 (Incorporeal)
Alternate Form (Heroic) (Activation: Standard Action, Advantages: Improved Critical)
Enhanced Trait: Enhanced Trait 34 (Traits: Strength +8 (+8), Stamina +9 (+9))
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
Computer Mind
Enhanced Trait: Enhanced Trait 1 (Advantages: Eidetic Memory)
Quickness: Quickness 1 (Perform routine tasks in -1 time ranks; Limited to One Type: Mental)
Protection: Protection 10 (+10 Toughness)
Tech Genius: Enhanced Trait 1 (Advantages: Inventor)

Offense
Initiative +4
Grab, +8 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +8 (DC 15)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude 0, Toughness 10, Will 5

Power Points
Abilities 56 + Powers 59 + Advantages 0 + Skills 19 (75 ranks) + Defenses 6 = 140

Validation: Complications: At least 2 Complications are required

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


Andostre wrote:

(Ah, I see I was ninja'd while I was posting this!)

DeathQuaker wrote:

As you are an awesome person, Andostre -- I hate to see you go. So please consider the following (same goes for to all the lovely folks who dropped out or who is hesitating to enter because they're not sure what to do):

I am very happy to try to help build out your or anyone else's character if you are struggling with just getting the framework of the character together.

GM SuperTumbler wrote:
Agree with everything DQ said. I'm also happy to build out concepts. It isn't necessarily something I can do quickly, but I'd hate to lose good players over character creation. Playing the game is super simple, creating characters is super complicated.

Andostre's heart grew three sizes that day!

I have no shame in using a pre-generated PC, nor in accepting help so that I get to play in a fun game, so I'll gladly accept any help offered. Thanks very much for the assistance!

Here's what I've been thinking: My guy, Bejamin Griffin, was just an ordinary guy with a life and a career, who was also an environmental activist against the overreach of large corporations. Some undetermined event triggered his genetic inheritance, the ability to turn invisible. I say "ability," but tragically, he's permanently invisible. After this event, he learns of his ancestor, Jack Griffin, the original Invisible Man, and his tragic story about how his madness drove him to commit numerous murders and other atrocities. He also learns of other people with same affliction, most somehow related to Dr. Griffin, and their descent into madness.

My PC is driven by the need to right the wrongs of his ancestor and the other Invisible Men, and he's constantly living with the assumption that his affliction will also drive him to madness.

The concepts that I'm trying to turn into M&M mechanics follows the line of thought that his Invisibility is the only extraordinary thing about him. He's completely transparent, and nothing he picks up or...

Take a look at what I posted and see what you think. My version is a much better fighter than what you are describing. It would be easy to push some of those points toward the face role.

In the system, there isn't quite a distinction enough in Permanent Invisibility to distinguish between someone who can be invisible even when wearing clothes, for example, or not.

I'm ruling that if you have the advantage of being able to wear clothes and be seen that way, that you have the disadvantage of being visible if someone splashes you with paint or flour. You can take actions to wipe or wash that off, etc. That seems to line up with what you are thinking.


I'm fine with extending the deadline for submissions if that is what we need. I just didn't want to stretch recruitment out and lose momentum.

RPG Superstar 2015 Top 8

bigrig107 wrote:

Coming back to work on my character, an ancient Chinese sorceress (Tomb of the Dragon Emperor) cursed with immortality to guard some artifacts that are the source of both her magical powers and immortality.

Some control over the five Chinese elements (wood, fire, earth, metal, and water), some other magical powers TBD, the ability to adopt draconic aspects for protection and offense, and eventually work up into taking the form of a full dragon but I am not sure I'll be able to get that done with the points yet or not.

Will hopefully have something up by tonight!

I am working onnyour ideas but am not going to get it to you tonight. I will tomorrow. SuperT should still have what he needs to consider you--but since I only offered earlier today and I've got to work, I've not been able to finish it.


bigrig107 wrote:

Coming back to work on my character, an ancient Chinese sorceress (Tomb of the Dragon Emperor) cursed with immortality to guard some artifacts that are the source of both her magical powers and immortality.

Some control over the five Chinese elements (wood, fire, earth, metal, and water), some other magical powers TBD, the ability to adopt draconic aspects for protection and offense, and eventually work up into taking the form of a full dragon but I am not sure I'll be able to get that done with the points yet or not.

Will hopefully have something up by tonight!

That is a fun idea. I'm happy to help with a build. That is a lot of varied powers that I have encouraged other players to narrow. I think this campaign will be most fun if people can't solve any problem by themselves. That said, all of this can be finagled depending on how it is built. You could have all of these powers if we build them with something slower like Rituals, or with modifiers that make it exhausting.

What do you need? Do you want a base build to modify, or just some power ideas?

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