The Fall of Heros- A Mutants and Masterminds Game


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Howdy once again, now that I have my internet back up, and a good stable connection, I'll be able to post more often!

Therefore I now have time to post this-

First- If you are unfamiliar with the rules for mutants band masterminds 3e, they can be found Here

Anyways, I will be running a game based in the old man Logan universe-

For those unfamiliar here's what I can give Without spoiling too much- Heros are loosing. It all started with an event that resulted in the death of all the X-Men save for wolverine. From there it trickled down. All the mainline heros began to fall, turn evil, or die at the hands of their villans.

Now I'll be starting this off shortly after the X-Men incident, So that we don't have to worry about the basically a post apocalyptic world... Because your in the apocalypse! From the start I'm gonna have SHIELD be guiding you, and you'll be basically trying to help them reestablish control before things get too much for them to handle.

Other than that- All you need is some basic knowledge on the marvel universe and a character concept.

Creation rules
We will be starting at power level 8- as this is the baseline for most actual heros in marvel.

From there I only have a few limits- 1) IMMORTALITY MUST BE LIMITED. This means if your are the immortal power you best expect me to kill you a few times- and you must have a way that will keep you dead- at least temporarily...
2) Aliens are gonna be on a case-by-case basis. Most aliens in marvel could care less about earth, the only ones really around being the Skrul and symbiotes.
3) you will have to specify of your powers are from being a mutant- Being augmented via experiments or accident, or are magical/occult in nature- as all exist and all have quite different ramifications... For example being a mutant- means your more likely to be blasted by a Sentinel while simply being an iron-man rip-off doesn't.
4)NO BASES- America is at war- you have no hiding places to go sneaking off to.

If you have any other questions please ask ^-^


How much do you want on background/personality?


Dαedαlus wrote:
How much do you want on background/personality?

Right I'm gonna need at least some basics- Give me a reason why SHIELD would pick you out rather than some other hero

Also this will be approximately 1 year after the X-Men incident- And the united States is at war with the villans attacking it- Red skull and Hydra are assulting the East coast with the help of several iron Man/fantastic 4 villans, While magneto and the brotherhood of evil Assult the west with Hulk and Thor villans.

Of the heavy hitters still alive- Captain America, Thor, The Punisher, Goliath, Moon Knight, and and Ant-Man(Yellow jacket at this point) will still be alive, Although not for long ;P
Hulk is nowhere to be seen, Hawkeye and Black widow are rogue, And any I missed are missing or dead.

Dark Archive

Here I am. I'll be working on a background. Was the psychic in the fore book okay to use?


Caelhal Lantherian wrote:
Here I am. I'll be working on a background. Was the psychic in the fore book okay to use?

Only if you reflavor it for yourself :P and also lower it down to power level 8- as the one they give you is power level 10- Because 10 is supposed to be the baseline or standard- but Marvel is a little lower power level for most non-heavy hitters.

For the most part half the universe is super powerful the other half is stuck to a small area on Earth.
A good example of what I'm looking for is early Spider-Man: Strong and capable but not yet completely aware of all your powers

Dark Archive

Ok.

Dark Archive

What I am thinking in terms of background is that SHIELD is interested in a psi since they have not had access to many since the XMEN, XFACTOR, NEW MUTANTS, EXCALIBUR, etc. have seemed to have a corner on the market of training psis. With the Mutant groups gone now is their chance to train one who can help spy, alter memories or mind control if he needs to, in covert operations.


I didn't post in the interest thread for this but I am definitely interested, so I'll think about things. My last M&M idea was a power suit type, but I might see if anything else takes my fancy.

Sczarni

Interested.

I'm thinking about Wilson Bateman, a member of SHIELD who received a form of the SuperSoldier serum and has been in active duty for a few years.

Strong, Agile, and tough, his only real power is a kind of minor concealment from visual detection. Combine that with good stats and some SHIELD agent skills, maybe a pistol or stun baton, and you've got an infiltrator and stealth operator.

Gotta nail down the points, but if someone has HeroLab and wants to fire one up, that'a grand.


Remember- you could always grab a power, place "removable" on it and say "It's a gadget" because that's how freeform the system is.

So if you want to turn invisible but not really be a super, Then just Explain it as a chameleon suit. Or be Batman and have a utility belt.


First draft of my character, a Technopath named Mia. I might keep working on it later - gotta get ready to go for now.

Crunch:
Mia - PL 8

Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 8, Awareness 0, Presence 2

Advantages
Eidetic Memory

Skills
Expertise: General Education 1 (+9), Expertise: Law 1 (+9), Expertise: Medicine 1 (+9), Expertise: Science 1 (+9), Perception 4 (+4)

Powers
Computer Mind
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Eidetic Memory)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental)
Monofilament Blade (Removable)
. . Damage: Damage 8 (DC 23; Penetrating 4)
Nanoblood
. . Immunity: Immunity 15 (Custom: Immune-System Effects 5, Life Support)
. . Protection: Protection 6 (+6 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)
Tech Savant: Enhanced Trait 5 (Traits: Technology +10 (+18))
Technopathy
. . Assemble: Transform 5 (Affects: 1 Thing > 1 Thing - Parts Into Finished Machine, Transforms: 25 lbs., DC 15; Increased Duration: continuous, Increased Range: ranged)
. . Control Technology: Cumulative Affliction 8 (3rd degree: Controlled, Resisted by: Fortitude, DC 18; Affects Objects Only, Cumulative, Increased Range 2: perception; Limited: Technology, Limited Degree (third only))
. . Cyberspace: Movement 1 (Dimensional: Cyberspace 1: one dimension, 50 lbs.)
. . Deactivate Technology: Burst Area Nullify 6 (Counters: Technology, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous)
. . Disassemble: Transform 6 (Affects: 1 Thing > 1 Thing - Assembled to Disassembled, Transforms: 50 lbs., DC 16; Increased Duration: continuous, Increased Range: ranged)
. . Interface
. . . . Communication: Radio Communication 2 (Linked; Sense Type: Tech Devices Only)
. . . . Interface: Comprehend 2 (Linked; Machines / Electronics)
. . Manipulate Technology: Move Object 5 (1600 lbs.; Increased Range: perception, Precise, Subtle: subtle; Limited: Operating Machines)
. . Nano Disassemblers: Burst Area Progressive Weaken 3 (Affects: Toughness, Resisted by: Fortitude, DC 13; Affects Objects, Burst Area: 30 feet radius sphere, DC 13, Incurable, Penetrating, Progressive, Selective, Subtle: subtle; Distracting, Limited: 1 rank per failed check)
. . Nano Healing: Healing 7 (Affects Objects, Stabilize)
. . Network Jump: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Extended: 250 miles in 2 move actions; Medium: Networks)
. . Sensor Masking: Concealment 10 (All Senses; Limited: Technology)

Offense
Initiative +2
Assemble: Transform 5, +2 (DC Dog 15)
Control Technology: Cumulative Affliction 8 (DC Fort 18)
Damage: Damage 8, +0 (DC 23)
Deactivate Technology: Burst Area Nullify 6 (DC Will 16)
Disassemble: Transform 6, +2 (DC Dog 16)
Grab, +0 (DC Spec 10)
Manipulate Technology: Move Object 5 (DC 15)
Nano Disassemblers: Burst Area Progressive Weaken 3 (DC Fort 13)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Motivation: Acceptance: Mia identifies more with machines than with people - a detail which is something of a problem when robotic entities like the Sentinels cause trouble for normal people. She actively works to try and promote the positive aspects of technology, and managing this takes a fair amount of her attention.
Motivation: Responsibility: Mia believes that the world in its current state requires people to step up and work to make it better - if you have the ability, then honestly, you have a responsibility to use that ability. She doesn't particularly like fighting, but the chaos on the coasts means she feels like she has little choice but to get involved.

Languages
Native Language

Defense
Dodge 2, Parry 0, Fortitude 2, Toughness 8, Will 5

Power Points
Abilities 32 + Powers 79 + Advantages 0 + Skills 4 (8 ranks) + Defenses 5 = 120

Fluff:
Overview: Mia is a technopath - someone with an unusual degree of control over technology of varying levels, from simple cogs and gears to advanced alien nanotech.

Origin: Mia gained her abilities during an experiment involving the Techno-Organic virus. At the time, Hydra had just started attacking the East Coast while Magneto's forces had begun working on the West Coast, and SHIELD was of the opinion that they needed more help to handle a rapidly-worsening situation. The result was a basically-stable version of the virus tuned to the user's genetic codes to help prevent misuse. She is currently an employee of SHIELD, though the relatively recent development of her powers means she hasn't quite mastered them.

Abilities: Mia's primary abilities are her natural intellect - which is well into genius range - and her technopathy. Her control over machines of all technology levels has helped her augment her intellect with a Computer Mind - while not actually a computer (despite what the name implies), it does grant her immense familiarity with technology and the ability to think at lightning-quick speeds.

For offense, she uses a Monofilament Blade - she is not especially good in close combat, but the weapon's deadly edge mean she only needs to contact people to damage them, making it surprisingly dangerous in close combat.

Her Nanoblood offers a variety of defenses to help keep her alive, including enhanced toughness, healing, and immunity to most environmental effects and things that would target her immune system (like other diseases). Notably, this gives her resistance to anti-technology environmental effects, such as broad-range electromagnetic pulses.

Her Technopathy encompasses her other abilities, including a variety of powers related to the use of technology. She's able to assemble, disassemble, interface with, repair, and generally manipulate technology, as well as direct the nanomachines in her body to heal others or even let her move through networks and into cyberspace.

Mia is at her best when she is around technology - while not all of her abilities require external items, she's significantly more effective when she has at least some scrap metal to work with, and she's been known to assemble and disassemble her Monofilament Blade to turn it into other items when needed.


Well damn, I got three separate ideas that I'm gonna have trouble picking between... I assume Doctor Strange is dead, but what is Mephisto doing? It'll help me decide which idea to present.

Dark Archive

Mephisto is probably still in hell, :)

Dark Archive

When will you be making a determination as to who is in and who is not? The reason I ask is that I am contemplating just buying the Herolab version of the game since it might be easier for me to keep track of thing that way.


Building a kid who looks like an extra in the background of your normal comics. Magically charmed to blend into crowds and being highly forgettable. Most people just assume he is supposed to be there, cognitive processes tend to just ignore him like the blindspot in your vision.

This charm was placed on him as a last act of protection by Magik before she teleported him out of the X-mansion along with a few other students as it is all going down.

Mutant powers are superhuman stamina and inorganic biology trapping him in a body that will forever look as he did when his powers activated at puberty even though he is mentally a young adult and at the same time without the hormonal hangups his age would normally have created.

The charm has started to break down, though it is mostly intact. But, the knowledge that he is no longer protected weighs on the young man's mind as he has finally been picked up by Shield.


Having a look at the rules and trying to think of something.

One problem I see is that Marvel is (or was) so prolific that everything I can think of has already a character representing it.

Lightning bolts, checked.
Fire, checked.
Animal themed, checked in multiple ways.
Gravity, checked.
Shifting, checked.
And on and on.

Which makes me feel like I'm sort of an imitator of a true superhero. I'll have to come up with a nice story to make the difference.


Caelhal Lantherian wrote:
Mephisto is probably still in hell, :)

well, Officially there is no actual explanation as to where Ghost Rider, Doctor strange, or any of the more magically based heros are... Half the fantastic 4 is dead, the other half are spinning through time and space..

Actually it is known that Ghost Rider later became the "ghost riders" which is a biker gang with the ghost rider's powers. This Probably means that The previous ghost Rider died and Mephisto probably made a deal with this gang after that.

However it isn't elaborated quite yet...


Dotting for interest

Lonely DM - are we aiming for original concepts here? As a fan of Marvel (comics o'er the movies) and the M&M system my interest is piqued by possible canon characters who might play a role in this...

Mulling the following:

Roughhouse - the Madripoor based merc/brawler who sports an Asgardian bloodline. While typically a protagonist of Wolverine's he has exhibited a code of honour and its possible that SHIELD could have recruited him/bankrolled his services in the coming conflict?

If its original concepts then potentially a SHIELD agent (or former HAMMER operative seeking redemption) who has taken Osbourne's Goblin Serum whilst working for him previously. Possible moniker of Red-Cap or Bogey Man...


I would preffer original concepts- But nothing is really off the table... I personally am a fan, although I haven't read quite that many comics- so I'm not intricately familiar with every organization in marvel.

But up to you, so long as you can fit them into a power level 8 Character.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

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Crunch:

Tempest - PL 8

Strength 10, Stamina 12, Agility 4, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
All-out Attack, Fearless, Improved Initiative 2, Move-by Action, Power Attack

Skills
Acrobatics 1 (+5), Athletics 1 (+11), Close Combat: Lightning Sword 1 (+5), Close Combat: Unarmed 1 (+5), Perception 2 (+4), Stealth 1 (+5)

Powers
Enhanced Ability: Enhanced Stamina 8 (+8 STA)
Enhanced Ability: Enhanced Strength 6 (+6 STR)
Impervious Defense: Impervious Fortitude 9
Impervious Defense: Impervious Toughness 11
Lightning Sword (Easily Removable)
. . Bottled Lightning: Strength-based Damage 1 (DC 26; Penetrating 9)
. . . . Lightning Bolt: Line Area Damage 5 (Alternate; lightning, DC 20; Line Area: 5 feet wide by 30 feet long, DC 15)
. . . . Thunderclap: Burst Area Affliction 5 (Alternate; sound, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Burst Area: 30 feet radius sphere, DC 15)
Multiple Effects
. . Movement: Movement 2 (Sure-footed 1, Wall-crawling 1: -1 speed rank)
. . Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round; Limited: Top 2 Ranks only overland running [2 ranks only])
. . . . Leaping: Leaping 6 (Alternate; Leap 500 feet at 120 miles/hour)
Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +12
Bottled Lightning: Strength-based Damage 1, +5 (DC 26)
Grab, +4 (DC Spec 20)
Lightning Bolt: Line Area Damage 5 (DC 20)
Throw, +0 (DC 25)
Thunderclap: Burst Area Affliction 5 (DC Fort 15)
Unarmed, +5 (DC 25)

Complications
Enemy: Sentinels
Prejudice: Mutant

Languages
English

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

Power Points
Abilities 36 + Powers 72 + Advantages 6 + Skills 4 (7 ranks) + Defenses 2 = 120

Tempest is a mutant from the Savage Lands with tremendous strength, stamina, and speed. Bulletproof and faster than a car, his strength is only matched by his fury. Tempest wields an alien device he calls the Lightning Sword, capable of generating incredible voltage and burning through the toughest armor.

Tempest left the Savage Lands for the States after a Sentinel attack killed his fellow mutant tribemates. He's ready to take the fight to the Sentinels and the shadowy organizations behind them.

Shield has recruited Tempest by promising to give him the resources needed to take down the worldwide Sentinel operation.

Image


I've managed to get to v2 of my character. Currently working to fill in more backstory and stuff. o wo/ Basic idea of a tech-controller remains, though.

Dark Archive

Is it expected to use the full 120 pts at character creation?


Caelhal Lantherian wrote:
Is it expected to use the full 120 pts at character creation?

no

Dark Archive

thread? Us helpful. How many should we use?


Ok - decided to go with an original (if slightly macabre/bizarre) concept... Given that the world is at war, and the tide is turning against the heroes I see SHIELD looking at all options to reinforce their side and tip the scales.

They have been researching a new version of Project: Rebirth - the super soldier programme that created Captain America, however the newly coined Project: Resurrection is looking to raise fallen superhumans from the dead to continue the fight for SHIELD. As the cost of the war grows, so too might the potential to the dead to fight anew.

My pitch is the prototype for this project - a simian test subject who has been revived through the fledging necro-technologies and is being field tested.

Essentially an undead super ape... working moniker: Chimpan-Z

If its too "off the scale" let me know as I'm just spitballing :)

Dark Archive

Legacy - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 0, Intellect 2, Awareness 3, Presence 3

Advantages
Choose Advantage Name, Defensive Attack, Fascinate (Persuasion), Fascinate (Persuasion), Leadership

Skills
Deception 2 (+5), Insight 1 (+4), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: ???? 1 (+2)

Powers
Telekinetic Blast: Damage 2 (DC 17; Increased Range: ranged)
Force Field: Protection 2 (+2 Toughness; Sustained)
Illusion: Illusion 1 (Affects: Two Sense Types, Area: 2 cft., DC 11; Affects Corporeal)
Mental Blast: Damage 2 (DC 17; Alternate Resistance: Will, Increased Range 2: perception)
Mind Control: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree:
Controlled, Resisted by: Will, DC 13, Advantages: Fascinate (Persuasion); Cumulative, Increased Range 2:
perception)
Mind Reading: Mind Reading 2 (DC 12)
Telekiesis: Move Object 2 (200 lbs.)
Telekinesis: Flight 1 (Speed: 4 miles/hour, 60 feet/round, Advantages: Choose Advantage Name)
Telekinesis: Move Object 2 (200 lbs.)
Telepathy: Mental Communication 2

Offense
Initiative +2
Telekinetic Blast: Damage 2, +1 (DC 17)
Grab, +0 (DC Spec 10)
Mental Blast: Damage 2 (DC Will 17)
Mind Control: Cumulative Affliction 3 (DC Will 13)
Mind Reading: Mind Reading 2 (DC Will 12)
Telekiesis: Move Object 2, +1 (DC 12)
Telekinesis: Move Object 2, +1 (DC 12)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Complications
Prejudice: Mutant
Secret: Has dreams about a bird of fire
Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 3, Toughness 3, Will 5

Power Points
Abilities 24 + Powers 53 + Advantages 3 + Skills 4 (8 ranks) + Defenses 7 = 91

Dark Archive

This is my first attempt at creating a character in this system. How does it look?

Dark Archive

I am looking at other character builds and I seem to be underpowered?


Caelhal Lantherian wrote:
I am looking at other character builds and I seem to be underpowered?

Well, Obviously- you haven't spent all your points. But you'll be able to spend those points to Strengthen yourself later so overall you are just as balanced just less spendy.

Also, one thing you might Note- Most bulky tough characters with lots of toughness or strength won't be able to resist your mental blasts as well. Especially that mind control. Hence- the juggernaut wears a metal block helmet.

Being strong in one area means you're gonna be weak in others. If you try to build yourself to be good at all you'll only end up being average at everything. Hence- alot of blasters and magic users in a fight with a bruser or basher look like they'll lose... Well obviously- but only of they try Fighting hand-to-hand. Blasters gotta use their range and manuverability to their advantage.

You're alot like a Mage, think of it that way. You do great, but only in your area of expertise

Now something that would be a threat would be a "Paragon"(superman) build hard hitting, Fast, and can fly, with Immunity to basically everything physical.


Yeah, that happens a lot in M&M. XD My character up there (and as tinkered with - I'm still tweaking things to get them just right) has a lot of supporting abilities in her Technopathy array, especially while around any level of technology, but she doesn't actually have much in the way of real offense. Definitely better in a support role, rather than being right up in the enemy's face.

Dark Archive

Oh okay. I haven't really played a superhero game since the 1980s Marvel Superheros game that had FACERIP. I knew that system. Not this one but it seems much more customizable

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

By arranging your powers into arrays (groups) of similar powers, you make higher power levels while limitting yourself to one power from the array at a time. With a dynamic array, you can achieve higher power levels as a "Nova" type effect by pouring all the power points in the array to one power, but maintain lower power levels for "normal use" by putting the array's points into multiple powers.

I'd recommend going with two dynamic arrays, one for telekinetic effects and one for telepathic/mental effects. Using this theory, I have created this, using roughly the same power points you did:

Unnamed Hero - PL 8

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

Advantages
Defensive Attack, Fascinate (Persuasion), Languages, Leadership

Skills
Deception 2 (+5), Insight 1 (+4), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: ???? 1 (+2)

Powers
Telekinesis (14 Power Points to divide between)
. . Flight: Flight 7 ([0 active, 0/14 PP, 2/r], Speed: 250 miles/hour, 0.5 miles/round)
. . Force Field: Protection 12 ([0 active, 0/14 PP, 1/r], +12 Toughness; Sustained)
. . Telekinesis: Move Object 6 ([0 active, 0/14 PP, 2/r], 3200 lbs.)
. . Telekinetic Blast: Damage 7 ([0 active, 0/14 PP, 2/r], DC 22; Increased Range: ranged)

Telepathic Powers (24 Power Points to divide)
. . Mental Blast: Damage 6 ([0 active, 0/24 PP, 4/r], DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Communication: Mental Communication 4 ([0 active, 0/24 PP, 4/r])
. . Mental Illusions: Illusion 6 ([0 active, 0/24 PP, 4/r], Affects: All Sense Types, Area: 60 cft., DC 16; Limited to Minds)
. . Mind Control: Cumulative Affliction 6 ([0 active, 0/24 PP, 4/r], 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)

Offense
Initiative +2
Grab, +0 (DC Spec 10)
Mental Blast: Damage 6 (DC Will 21)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Telekinesis: Move Object 6, +1 (DC 16)
Telekinetic Blast: Damage 7, +1 (DC 22)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 3, Toughness 1, Will 5

Power Points
Abilities 24 + Powers 52 + Advantages 3 + Skills 4 (8 ranks) + Defenses 7 = 90

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.

So an active "normal use" of your powers could look like:

Powers
Telekinesis
. . Flight: Flight 7 ([2 active, 14/14 PP, 2/r], Speed: 8 miles/hour, 120 feet/round)
. . Force Field: Protection 12 ([4 active, 14/14 PP, 1/r], +4 Toughness; Sustained)
. . Telekinesis: Move Object 6 ([3 active, 14/14 PP, 2/r], 400 lbs.)
. . Telekinetic Blast: Damage 7 ([0 active, 14/14 PP, 2/r], DC 22; Increased Range: ranged)

Telepathic Powers
. . Mental Blast: Damage 6 ([2 active, 24/24 PP, 4/r], DC 17; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Communication: Mental Communication 4 ([2 active, 24/24 PP, 4/r])
. . Mental Illusions: Illusion 6 ([2 active, 24/24 PP, 4/r], Affects: All Sense Types, Area: 4 cft., DC 12; Limited to Minds)
. . Mind Control: Cumulative Affliction 6 ([0 active, 24/24 PP, 4/r], 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)

In this configuration, you can fly at 8 mph, have a 4 point force field, can move up to 400 lbs, throw mental blasts, communicate telepathically within a mile, and create a 4 cu ft illusion in someone's mind that they will see, hear, taste, touch, feel, and smell. You can't telekinetically blast someone or control their mind without shifting points around.

The thing is with the dynamic arrays you can dump all your points into a power and have it have a stronger effect, for instance, you could dump your points into Force Field (12 Ranks) and Mind Control (6 Ranks) if that's what you want to do that round of combat.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The game designed it that way so that things you aren't likely to be using all at the same time can be alternate uses of your powers, kind of like power stunts, but with things you're more likely to use all the time, just not all at once.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The others got it spot on too, M&M characters that do everything aren't any fun to play with. Teamwork makes the dream work, as they say.

Dark Archive

Thank you. I am off to Mass and will try to fix him according to the build in Herolab.

Dark Archive

Reckless, could you email me the herolab file please?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

PM sent

Dark Archive

Thank you!

Dark Archive

how do we gain levels or points in the game?

Scarab Sages

Late to the party due to internet issues will have something up soon though.

Dark Archive

Legacy - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 0, Intellect 2, Awareness 3, Presence 3
Advantages
Defensive Attack, Equipment 1, Fascinate (Persuasion), Languages 1, Leadership
Skills
Deception 2 (+5), Insight 1 (+4), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: ???? 1 (+2)
Powers
Telekinesis
Flight: Flight 7 ([2 active, 14/14 PP, 2/r], Speed: 8 miles/hour, 120 feet/round)
Force Field: Protection 12 ([4 active, 14/14 PP, 1/r], +4 Toughness; Sustained)
Telekinesis: Move Object 6 ([3 active, 14/14 PP, 2/r], 400 lbs.)
Telekinetic Blast: Damage 7 ([0 active, 14/14 PP, 2/r], DC 22; Increased Range: ranged)
Telepathic Powers
Mental Blast: Damage 6 ([2 active, 26/30 PP, 4/r], DC 17; Alternate Resistance: Will, Increased Range
2: perception)
Mental Communication: Mental Communication 4 ([2 active, 26/30 PP, 4/r])
Mental Illusions: Illusion 6 ([2 active, 26/30 PP, 5/r], Affects: All Sense Types, Area: 4 cft., DC 12)
Mind Control: Cumulative Affliction 6 ([0 active, 26/30 PP, 4/r], 1st degree: Dazed, 2nd degree:
Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)
Equipment
Undercover Shirt
Offense
Initiative +2
Grab, +0 (DC Spec 10)
Mental Blast: Damage 6 (DC Will 17)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Telekinesis: Move Object 6, +1 (DC 13)
Telekinetic Blast: Damage 7, +1 (DC 22)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)
Complications
Enemy: Sentinels
Prejudice: Mutant
Secret: Has dreams about a bird of fire.
Languages
English, Spanish
Defense
Dodge 4, Parry 1, Fortitude 3, Toughness 5, Will 5
Power Points
Abilities 24 + Powers 58 + Advantages 5 + Skills 4 (8 ranks) + Defenses 7 = 98

I added one foe: Sentinels, one language, Spanish and an undercover shirt


Caelhal Lantherian wrote:
how do we gain levels or points in the game?

Well normally one would grant a single point per session- more of a player participated well or did something noteworthy-

But due to the nature of PBP I will instead grant more power points as you complete tasks and solve problems.

When you reach the next power level I points you unlock rhe ability to raise alk your stats and such to that level

Sorry, half dead while posting this, sorry for misspells beci sleep is important

Dark Archive

When are you looking to start and when will character choices be made?


Well! Thats a question!

Honestly- I don't have a definite date set, I'll let you guys biod and brew for now, and I'll announce an end when we have a few more submissions and I have an idea of what I'm gonna be dealing with.

Dark Archive

ok.


Here's the updated version of Mia. o wo/

Crunch:
Mia - PL 8

Strength 0, Stamina 2, Agility 1, Dexterity 0, Fighting 0, Intellect 8, Awareness 0, Presence 0

Advantages
Eidetic Memory, Speed of Thought

Skills
Technology 2 (+18/+10)

Powers
Computer Mind
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Eidetic Memory; Noticeable: Techno Circuits Visible Below Hair Above The Ears)
. . Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental, Noticeable: Circuits Visible In Eyes When Performing Mental Tasks Faster)
Machine Translation: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics; Noticeable: Small Swarm of Nanobots Near Ears/Mouth When Active)
Mind Mask: Concealment 2 (Other Sense Type: Mental)
Monofilament Blade (Removable)
. . Damage: Damage 8 (DC 23; Accurate 4: +8, Penetrating 4; Noticeable: Obviously a Weapon)
Nanoblood
. . Immunity: Immunity 15 (Custom: Immune-System Effects 5, Life Support; Noticeable: Faint Glowing Lines Under Skin When Resisting Effects)
. . Protection: Protection 6 (+6 Toughness; Noticeable: Nanobots Visible When Defending Mia)
. . Regeneration: Regeneration 5 (Every 2 rounds; Noticeable: Nanobots Visibly Swarm Over Wounds)
Tech Savant: Enhanced Trait 4 (Traits: Technology +8 (+18))
Technopathy
. . Alternate Form (Nanobot Swarm) (Activation: Standard Action)
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Immunity: Immunity 2 (Uncommon Descriptor: Tech Disabling Effects)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . . . Movement: Movement 5 (Permeate 2: speed rank -1, Slithering, Wall-crawling 2: full speed)
. . Assemble: Transform 5 (Affects: 1 Thing > 1 Thing - Parts Into Finished Machine, Transforms: 25 lbs., DC 15; Increased Duration: continuous, Increased Range: ranged)
. . Control Technology: Cumulative Affliction 8 (3rd degree: Controlled, Resisted by: Fortitude, DC 18; Affects Objects Only, Cumulative, Increased Range 2: perception; Limited: Technology, Limited Degree (third only))
. . Cyberspace: Movement 1 (Dimensional: Cyberspace 1: one dimension, 3200 lbs.; Increased Mass 6)
. . Deactivate Technology: Burst Area Nullify 6 (Counters: Technology, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous)
. . Disassemble: Transform 6 (Affects: 1 Thing > 1 Thing - Assembled to Disassembled, Transforms: 50 lbs., DC 16; Increased Duration: continuous, Increased Range: ranged)
. . Interface
. . . . Communication: Radio Communication 2 (Linked; Sense Type: Tech Devices Only)
. . . . Interface: Comprehend 2 (Linked; Machines / Electronics)
. . Manipulate Technology: Move Object 5 (1600 lbs.; Increased Range: perception, Precise, Subtle: subtle; Limited: Operating Machines)
. . Nano Disassemblers: Burst Area Progressive Weaken 3 (Affects: Toughness, Resisted by: Fortitude, DC 13; Affects Objects, Burst Area: 30 feet radius sphere, DC 13, Incurable, Penetrating, Progressive, Selective, Subtle: subtle; Distracting, Limited: 1 rank per failed check)
. . Nano Healing: Healing 7 (Affects Objects, Stabilize)
. . Network Jump: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Extended: 250 miles in 2 move actions; Medium: Networks)
. . Sensor Masking: Concealment 10 (All Senses; Limited: Technology)
. . Skill Software: Variable 4 (Limited: Skills / Advantages Only, Source: Wireless Network Access )
. . Techno-Shelter: Enhanced Trait 23 (Traits: Dodge +6 (+8), Parry +8 (+8), Fortitude +6 (+8), Will +3 (+8); Concentration, Limited: Prevents Movement, Noticeable: Metallic Shelter)

Offense
Initiative +8
Assemble: Transform 5, +0 (DC Dog 15)
Control Technology: Cumulative Affliction 8 (DC Fort 18)
Damage: Damage 8, +8 (DC 23)
Deactivate Technology: Burst Area Nullify 6 (DC Will 16)
Disassemble: Transform 6, +0 (DC Dog 16)
Grab, +0 (DC Spec 10)
Manipulate Technology: Move Object 5 (DC 15)
Nano Disassemblers: Burst Area Progressive Weaken 3 (DC Fort 13)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Motivation: Acceptance: Mia identifies more with machines than with people - a detail which is something of a problem when robotic entities like the Sentinels cause trouble for normal people. She actively works to try and promote the positive aspects of technology, and managing this takes a fair amount of her attention.
Motivation: Responsibility: Mia believes that the world in its current state requires people to step up and work to make it better - if you have the ability, then honestly, you have a responsibility to use that ability. She doesn't particularly like fighting, but the chaos on the coasts means she feels like she has little choice but to get involved.

Languages
English

Defense
Dodge 2, Parry 0, Fortitude 2, Toughness 8, Will 5

Power Points
Abilities 22 + Powers 90 + Advantages 1 + Skills 1 (2 ranks) + Defenses 6 = 120

Fluff:
Overview: Mia is a technopath - someone with an unusual degree of control over technology of varying levels, from simple cogs and gears to advanced alien nanotech.

Personality: Mia has been working with SHIELD for several years now and basically approves of their mission to protect innocent people. She particularly enjoys it when she has the opportunity to talk to and work with other intelligent people - who, alas, have been in pretty short supply lately. Mia is something of a technophile and somewhat prefers machines to people, particularly the machines she makes - although it's important to note that she doesn't dislike people, and she certainly doesn't dream of replacing all organic life with computers. Rather, she just finds machines to be more reliable since things haven't exactly been going well in the world.

Origin: Mia gained her abilities during an experiment involving the Techno-Organic virus. At the time, Hydra had just started attacking the East Coast while Magneto's forces had begun working on the West Coast, and SHIELD was of the opinion that they needed more help to handle a rapidly-worsening situation. The result was a basically-stable version of the virus tuned to the user's genetic codes to help prevent misuse. She is currently an employee of SHIELD, though the relatively recent development of her powers means she hasn't quite mastered them. Notably, her gene-locked virus is not transmittable and she cannot infect (or grant powers to) others.

Abilities: Mia's primary abilities are her natural intellect - which is well into genius range - and her technopathy. Her control over machines of all technology levels has helped her augment her intellect with a Computer Mind - while not actually a computer (despite what the name implies), it does grant her immense familiarity with technology and the ability to think at lightning-quick speeds.

For offense, she uses a Monofilament Blade - she is not especially good in close combat, but the weapon's deadly edge mean she only needs to contact people to damage them, making it surprisingly dangerous in close combat.

Her Nanoblood offers a variety of defenses to help keep her alive, including enhanced toughness, healing, and immunity to most environmental effects and things that would target her immune system (like other diseases). Notably, this gives her resistance to anti-technology environmental effects, such as broad-range electromagnetic pulses.

Her Technopathy encompasses her other abilities, including a variety of powers related to the use of technology. She's able to assemble, disassemble, interface with, repair, and generally manipulate technology, as well as direct the nanomachines in her body to heal others or even let her move through networks and into cyberspace.

Arguably her most notable technopath power is her Nanobot Swarm transformation, which completely reshapes her body. While she can't use her other Technopathy abilities in conjunction with it, it turns out that transforming into a swarm of tiny robots is pretty convenient for getting into places.

Mia is at her best when she is around technology - while not all of her abilities require external items, she's significantly more effective when she has at least some scrap metal to work with, and she's been known to assemble and disassemble her Monofilament Blade to turn it into other items when needed.

----------

Abilities In Detail:

Mia's most potent ability is her intellect, which was naturally high to begin with (and the main reason she was recruited by SHIELD at all). Her Mind Mask conceals her thoughts from others, effectively making it impossible for anyone to read her mind (or, for mental-based detection systems, realize she's there) unless they have a way of piercing her concealment.

As a Tech Savant, Mia is naturally adept with technology of all levels - indeed, she's about as adept as her powers allow her to be, and her most routine performance when working with technology is well into the formidable range. Meanwhile, her Machine Translation system allows her to read, speak, and understand languages, including those of machines. As such, interpreting programming is fairly easy for her.

Many (though not all) of her technopath powers are ranged. Notably, her Interface ability allows her to comprehend any machine language, including alien systems, and to interact with them as if she was present. Sensor Masking can help her hide from other systems, while her Skill Software nanobots let her download information from the internet or other types of databases to improve her skills whenever she's in range of a signal.

Her Techno-Shelter is less convenient than most defenses since it uses her nanobots to construct a defensive barrier around her. While not impervious, it does generally improve her defenses outside of straight toughness, helping her to endure things while she waits for others to come and help.


I'm gonna withdraw from this one - work and RL are stymieing my ideas.

Enjoy all :)

Dark Archive

We might have a good group :)


Well, I can say that if you happen to run into Ultron you'll probably disassemble him pretty quickly... There are actually quite a few Marvel Villans purely Mechanics based, or ones that heavily rely on mechanics. Most B-list villans are just a a bit stronger than normal humans and happen to have some piece of Technology that helps them out- or they are Craven the hunter.

Also, I'll probably be arranging Villans into categories, and assign point values to them- this is gonna be alot of work for me, as I'm basically gonna have to make most of your opponents from scratch. Basing them off of real villans

S-rank(power level 12+):anyone or anything that requires the Avengers to assemble to beat- Ie. Thanos, Galactus, Main body Ultron, ect.

A-rank (power level 10-12): most mainstream villans- Ie. Loki, Magneto, Abomination

B-rank (power level 8-10): most villans fall into this catagory

D-rank (power level 1-7): lakies or anyone The anti-heroes kill on a regular basis

Please mind that marvel has only a few rare heros beyond power level 12- and these few heros typically are in space or have little to no control over what they can do- or they just are too lazy to do anything.


Yeah, Mia's pretty good against anything purely machine-based... though, y'know, save DCs and defenses still apply, and it's not like I can just ignore those. A lot of that is more for flavor than anything else, or maybe cobbling together some gear to use when we have no better solutions. I certainly don't expect to be destroying robots every fight. XD They're not that common of an enemy in most games... but it would be weird if a technology-manipulator wasn't pretty good against them on the occasions they show up.

The good news is that most existing villains probably have sample sheets already? So if you just grab and maybe tweak those, or just rename something you find that looks good... it's probably not as much work as it could be.

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