Corpsefolk Marine

M&M Concept: Vent's page

No posts. Alias of Black Dow.


About M&M Concept: Vent

A common staple of comic books is the battlesuit, also known as power-armor. It is an advanced suit of technological (sometime magical) armor, giving the wearer various powers. Battlesuits commonly grant the following powers:

Armor: Protection is the foundation power for a battlesuit. Whether it is armor plating, metallic mesh, flexible ballistic material, or some combination of these and other cuttingedge technologies, a battle-suit protects its wearer from damage. Some battle-suits provide Impervious Protection and some have Sustained Protection in the form of built-in force fields or the like.

Attacks: Battlesuits are typically equipped with some kind of weapon or weapons, based around various attack effects, particularly Damage. A battlesuit with an array of weapons may have a primary attack effect and several others as Alternate Effects (see the Alternate Effect modifier in Powers ).

Immunity: A part of the protection a battlesuit offers is a sealed environment, offering Immunity to various conditions and hazards.

Movement: After defense and offense, battlesuits typically allow the wearer to get around, whether it’s hydraulic-assisted Leaping, boot-jets or anti-gravity repulsion for Flight, turbines for Swimming, or some other movement effect.

Sensors: Battlesuits often come equipped with a suite of sensors providing Senses. Darkvision, direction sense (possibly from a global positioning system), infrared vision, radio, time sense (from a chronometer), and ultra-hearing are all common battlesuit sensors.

Strength: A battlesuit might have servomotors or other mechanisms to magnify the wearer’s Strength. This is typically a combination of Enhanced Strength and Limited ranks of Enhanced Strength to increase sheer lifting ability.

Use on U.S. Marines in the Silent War also proved that the mists, while providing temporary powers to humans who are certain in their purpose, also cause certain death.

Motivations

Patriotism: Heroes are often devoted to the ideals of their home (or adopted) nation, and seek to serve that nation and its people with their abilities. Patriotic heroes are often honored as champions of their homelands, but it is the service, and not necessarily the recognition, that matters.

Complications

Disability: You are limited by a particular disability, such as being blind, deaf, or paraplegic. When your disability places serious challenges in your path, your complication comes into play. Many “disabled” heroes have powers or other compensations for their disabilities, such as a blind hero with other enhanced senses or a paraplegic who is a powerful psychic with matchless mobility of mind over body. Even though their powers sometime make up for their disability, this complication is still appropriate because they may have to deal with it from time to time.

Power Loss: Certain circumstances cause some or all of your powers to fail or stop working, or rob you of them altogether. You might depend on particular objects others can steal or take from you, or lose your powers during the dark of the moon, or when exposed to exotic radiation. You may even simply lose faith in yourself, resulting in temporary weakness. When this happens, and poses a challenge for you, your complication comes into play.

Prejudice: You are part of a minority group subject to the prejudices of others, which create problems. Similarly, characters with unusual origins or appearance might face prejudice, such as a demonic-looking hero who is considered suspect. Some Gamemasters and gaming groups may prefer not to deal with issues of prejudice in their games, in which case the GM is free to ban this complication.