Recruitment: Mutants and Masterminds Champions of the Cosmos Cosmic Heroes Space Opera


Recruitment

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The Universe is in trouble. The Universe is always in trouble. And you are one of the idiots who lives in it!

This is a Recruitment for a campaign using Mutants and Masterminds 3rd Edition. The spirit of the campaign is high adventure space opera in the style of Star Wars, Battlestar Galactica (not the dark edgy one, well, not too much), Flash Gordon, Guardians of the Galaxy, Green Lantern, Legion of Super Heroes, Starjammers, Adam Strange. Not full on silliness like Hitchiker’s Guide and Buckaroo.

The Player Characters will be a team of adventurers (may not start out as a team, but I’m leaning that way). They should be overall heroic, but an assassin or mercenary or smuggler would not be a problem. An alien or AI just trying to figure it all out is also fine. But overall the adventures will lean toward saving planets, fighting evil overlords, defeating living black holes, and otherwise solving troubles and standing up for the little guy.

Build rules:

PL 10

170 power points
(the party will have an additional pool of points to pay for a ship, something like 75 Equipment points)

House/Special rules:
3 Skill points per power point instead of the standard 2

Technology Level 3 from the Cosmic Handbook. So you can have equipment at roughly a Star Wars/Star Trek level of tech.

Note that I will mercilessly destroy and break equipment and make it not function for dramatic purposes. If you want something to work almost all of the time, buy it as a Device.

Skills:
Expertise: Astrogation skill (as described in Cosmic Handbook) is in effect. What this means is pretty much that all uses of Space Travel power (whether ship or personal) will require this skill check to navigate effectively. Of course with the Technology level you could also build it into a ship, droid, or other equipment.
You don’t need to specify expertise skills to apply to spacy things. For Example: Expertise: Biology will apply to Xenobiology. Possibly with penalties based on weirdness. Vehicles will apply to all vehicles. With a possible penalty for vehicles at different technology levels or of much alien strangeness.

Ranged Combat: Vehicular Weapons is a skill you can take.

We will begin with the published Prodigal Sun adventure.

Setting:

Base setting will be the Freedomverse setting as described in the all of those supplements. Earth will not play a big role but might come up. Elements of other settings may wander in either at your inclusion or mine. Star Knights will be more like Green Lanterns and less wearing power armor. Jedi or something like Jedi would be fine.

I am looking primarily for good players and strong and compatible concepts. I am happy to help out with builds, and I'm entirely comfortable with accepting a character who isn't completely built. I also tend to allow rebuilds once the character is in play. Sometimes things in this system just don't play like you thought they would and need tweaking.

No need to create an alias unless you are accepted.

I will accept up to 6 players.

Recruitment will be open for two weeks until October 1.

All necessary rules are in the core 3E book or the d20herosrd. All books are allowed. The Cosmic Handbook is useful.


Q: Can we be a no-human race, thinking of an Alien-Psion


Is the 75 point pool for the ship per player, or the total amount? Just curious.

I have a few ideas in mind, will need to look over options, books, etc.

RPG Superstar 2015 Top 8

I know I said I probably wasn't going to apply, but iiiiiif I did... I happen to have a character who was built for a DC/Marvel Amalgam game and is basically (very, very roughly) Carol Danvers (Captain Marvel)-meets-Ronny Raymond (Firestorm). An Earth-based astronaut who has merged with a cosmic energy being and now manipulates molecules. Certainly like Captain Marvel she could end up being a galactic adventurer. I didn't work hard on making the character too comic accurate, which would actually make the character work better in the Freedomverse.

Would this sort of character work?


I want to bring in my Doctor Night character but I will definitely need to tweak his background to fit the setting. I am thinking space adventuring Mad Scientist/Alchemist rather than graduate student and his weird experiments will be famous (or infamous) in the right circles depending on who you might ask. I will be adding a little more edge to this character for flavour as well as he is not technically a superhero (anymore) although he is still "heroic". :)

In terms of build it is quite a glow up from roughly 90 points to 170 points so that leaves a lot of room for additional weird abilities. You can click on the profile to see my original starting point if you like.

Incidentally I like the more affordable skill pricing. This is very nice.


Dot! I got overly excited and made a character. I'll keep working on his background and finalize point expenditure.

I need to figure out how much it will cost to extend the range on the multi weapon's 'blaster cannon' and if he'll have enough points left to build a 'Force Shield.' Which would also be device 'held,' sort of a buckler to the characters multi-purpose weapon. More of a sword and board instead of 'two weapon' fighter.

Oh also need to fix skills ;)


GM_Panic wrote:
Q: Can we be a no-human race, thinking of an Alien-Psion

Yes. Aliens abound. If I were playing in this campaign I think I'd play an psionic octopus who moves around in water filled power armor.


DeathQuaker wrote:

I know I said I probably wasn't going to apply, but iiiiiif I did... I happen to have a character who was built for a DC/Marvel Amalgam game and is basically (very, very roughly) Carol Danvers (Captain Marvel)-meets-Ronny Raymond (Firestorm). An Earth-based astronaut who has merged with a cosmic energy being and now manipulates molecules. Certainly like Captain Marvel she could end up being a galactic adventurer. I didn't work hard on making the character too comic accurate, which would actually make the character work better in the Freedomverse.

Would this sort of character work?

Sounds good to me.


OH boy I get to build Slid, who likes sliding into the big gaping holes of space-time.


Monkeygod wrote:

Is the 75 point pool for the ship per player, or the total amount? Just curious.

I have a few ideas in mind, will need to look over options, books, etc.

75 total, which might change once we get into it. There is a Federation Starship type ship in Cosmic Handbook for 140 points. I'm thinking you could build something like the Falcon or Milano with 75 points. If I'm wrong, we can adjust. Ships are pretty cheap until you want to start using them in battle. So a star fighter is 56 points or something, but making it big enough to live on and adding some comfort components are cheap.

Note that characters could have their own smaller ship or pod or fighter as well, or even an array of vehicles.


Replay:

You cause time to “jump” backwards, essentially replaying the recent past in a way that allows events to occur differently for a different outcome. For example, after a victim is struck by an oncoming car, you might replay the moment the victim steps off the sidewalk, allowing you the opportunity to intervene and save them. In game terms, this power is a Feature added to Precognition; you gain knowledge of the future by living through it, and can use that knowledge to “re-do” certain events, trying to cause them to come out differently. You can do this once per game session per rank in Feature. Replay: Senses 4 (Precognition), Feature 1 (retcon events) • 5 points +1 point per additional Feature rank.

How many feature ranks do I need to buy to make this effectively unlimited? +20 ranks? +30 ranks? +40 ranks?


GM SuperTumbler wrote:
Note that characters could have their own smaller ship or pod or fighter as well, or even an array of vehicles.

Roy can fly in space, but only withing the starsystem, not from system to system or further.

So, I'm trying to finish up the blaster, I think it's ok to call it a ewapons array right?
weapon array
Blaster Pistol (35 - 14 [easily removable]): 21 points
Damage: Damage 10 (+ 10)(force, DC 25; Increased Range (+ 10): ranged, multi attack (+ 10) )
Laser sword (Alternate + 1; Removable)
Damage: Damage 10 (force, DC 25; Alternate Resistance: Dodge, Penetrating 10)
Blaster Cannon (alternate + 1; Removable)
Damage: Damage 16 (+ 6) INACCURATE @ 3 ( - 3)

I know presently the blaster cannon is not 'multi attack' and it's the same range as the pistol. Generally increasing range is one point per damage, so to increase the blaster range would it be + 6 or 16? Would there be a detriment if it took two our three rounds to charge?

Edit: Are we doing nicknames or superhero names? I like 'The Praetorian' or may shorten it to 'Praetorian' any opinions? ie. is anyone else doing a 'nickname' or 'superhero name' (Praetorian was the name of the experiment/elite unite he was part of)


I was working on my stone boy psychic, but I'm having trouble with how you put in the limitation of being immobile. I mean it ought to be worth a good bit of points since the durability cost is going to be high and I'll need it.


Buy your strength and Dex down to 0.


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Dotting in!

Dark Archive

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I am interested. I am looking at building a Fallen Angel character seeking redemption.


Hi,

Here is the prelim build. Please let me know if it's ok.

Sled:

Abilities:

STRENGTH
AGILITY 2
FIGHTING
AWARENESS 6
STAMINA 10
DEXTERITY
INTELLECT
PRESENCE

Cost: 36

Powers:

Temporal Ambush(Rank 4)
By stopping (or vastly slowing) time, you can “set up” a target for an attack: placing an object to drop onto them, for example, or a projectile to hit them. When you restart time again, from the target’s perspective, the attack appears out of nowhere. This power is often used in conjunction with Temporal Shift, Temporal Movement, and Time Stop, which also rely on stopping time. Temporal Ambush: Perception Ranged Damage (objects and hazards of opportunity), Indirect 4 • 4 points +3 points per rank
Cost: 16 points

Immunity Defence (Rank 2)
Action: None • Range: Personal
You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). These assignments are permanent.
• 1 rank: aging
• 2 ranks: suffocation effects (no need to breathe at all)
Cost: 2 points

Regeneration Persistent(Rank 20)
Action: None • Range: Personal
Duration: Permanent • Cost: 1 point per rank You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with
Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Regeneration Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier).• 2 point per rank
Cost: 40 points

Replay (Rank 10)
You cause time to “jump” backwards, essentially replaying the recent past in a way that allows events to occur differently for a different outcome. For example, after a victim is struck by an oncoming car, you might replay the moment the victim steps off the sidewalk, allowing you the opportunity to intervene and save them. In game terms, this power is a Feature added to Precognition; you gain knowledge of the future by living through it, and can use that knowledge to “re-do” certain events, trying to cause them to come out differently. You can do this once per game session per rank in Feature. Replay: Senses 4 (Precognition), Feature 1 (retcon events) • 5 points +1 point per additional Feature rank.
Cost: 15 points

IMPERVIOUS (Rank 10)C11
A defense with this modifier is highly resistant. Any effect with a resistance difficulty modifier equal to or less than half the Impervious rank (rounded up) has no effect. So, for example, Impervious Toughness 9 ignores any Damage with a rank of 5 or less. Penetrating effects can overcome Impervious Resistance (see the Penetrating extra description). Impervious is primarily intended for Toughness resistance checks, to handle characters immune to a certain threshold of damage, but it can be applied to other defenses with the GM’s permission, to reflect characters with certain reliable capabilities in terms of resisting particular effects or hazards. Cost: 10 points

PRECOGNITION
Your senses extend into the future, allowing you to perceive events that may happen. Your precognitive visions represent possible futures. If circumstances change, then the vision may not come to pass. When you use this ability, the Gamemaster chooses what information to impart. Your visions may be obscure and cryptic, open to interpretation. The Gamemaster may require appropriate Perception skill checks for you to pick up on particularly detailed information, with a DC ranging from 15 to 30 or more. The GM can also activate your Precognition to impart specific information to you as an adventure hook or plot device. Your normal (present-day) senses don’t work while you’re using Precognition; your awareness is focused on the future. Your precognitive visions last as long as you concentrate. Precognition does not apply to sensory effects like Mind Reading or any other ability requiring interaction. Cost: 4 points

Time Stop level (Rank 9)
You can put time on “pause”, freezing the entire world and allowing you to move and look around at the tableau at your leisure. You cannot affect anything while time is stopped (for that, see Temporal Ambush). Still, this power allows you considerable opportunity for scouting and surveillance, such as stopping time, walking into a place and having a good look around before walking out and restarting time again. Your effect rank determines how much subjective time you get; with rank 9, for example, you have an hour “outside” of time to do things, then time returns to its normal flow. The Subtle modifier means no one notices you “move” when time is stopped.
Time Stop: Quickness (Subtle 2), Speed (Subtle 2), Quirk: Limited to routine actions while active (–4 points) • 2 points per rank.
Cost: 18 points

Total Cost: 105

Skills:

ACROBATICS 14 +4
INSIGHT 14 +6
PERCEPTION 14 +6
ATHLETICS 15

Cost: 19 points

Advantages:

LUCK FORTUNE (Rank 5)
Once per round, you can choose to re-roll a die roll, like spending a hero point (see Hero Points, page 20), including adding 10 to re-rolls of 10 or less. You can do this a number of times per game session equal to your Luck rank, with a maximum rank of half the series power level (rounded down). Your Luck ranks refresh when your hero points “reset” at the start of an adventure. The GM may choose to set a different limit on ranks in this advantage, depending on the series.

ASSESSMENT GENERAL
You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.

ATTRACTIVE SKILL (Rank 2)
You’re particularly attractive, giving you a +2 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks.

BEGINNER’S LUCK FORTUNE
By spending a hero point, you gain an effective 5 ranks in one skill of your choice you currently have at 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.

UNCANNY DODGE COMBAT
You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility

Cost: 10 points


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Setting wise, I'm thinking interstellar travel will use something along the lines of star lanes, hyperspace corridors, or something like that. Not just warping through space.


CucumberTree wrote:

Hi,

Here is the prelim build. Please let me know if it's ok.

** spoiler omitted **...

I don't totally understand the character, so you will need to fill me in on some of the descriptors. I get the time manipulation stuff going together. I don't understand why he has the toughness or impervious or immunity to suffocation. That isn't a no, just a question about what those mean from a flavor perspective.

Precognition is a hard power to run. We would need to work together to make sure we are on the same page about how it works/how time works.

I'm not loving the Replay power. It seems really hard to narrate and adjudicate in PbP and also kind of vague about what it can accomplish. It also seems kind of cheap if it is an auto reset button on anything that gives you trouble. I get the vibe of the power and I'm not opposed to that. seems like you could get the same thing with use of the Luck power.


Ok, going by the SRD you need to be down to -5 on stats to be disabled. I'll buy str, dex, agility and fighting down to -5 when in stone form.

https://www.d20herosrd.com/character-creation/3-abilities/


drbuzzard wrote:

Ok, going by the SRD you need to be down to -5 on stats to be disabled. I'll buy str, dex, agility and fighting down to -5 when in stone form.

https://www.d20herosrd.com/character-creation/3-abilities/

That sounds right.


Working on a background. Have to think about it a bit more. He's certainly from Zwem (Stone Boy's homeworld). He's there for maintaining communications during combat, or can be used as a shield, he can even probe minds. I did avoid any attacks since he's really supposed to be pretty inert.

Rockhead - PL 10

Strength -5/2, Stamina 4, Agility -5/0, Dexterity -5/2, Fighting -5/0, Intellect 4, Awareness 4, Presence 4

Advantages
Equipment 2, Leadership, Luck 2, Speed of Thought, Well-informed

Skills
Expertise (AWE): science 10 (+14), Insight 10 (+14), Perception 10 (+14), Technology 10 (+14)

Powers
Communication: Mental Communication 5
Comprehend: Comprehend 1 (Languages - Speak All)
Mind Reading: Mind Reading 10 (DC 20)
Remote Sensing: Remote Sensing 18 (Affects: 2 Types - Sight, sound, Range: 1000 miles)
Stone Form (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait -10 (Traits: Agility -5 (-5))
. . Enhanced Trait: Enhanced Trait -10 (Traits: Fighting -5 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Strength -7 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Dexterity -7 (-5))
. . Immunity: Immunity 40 (Fortitude Effects, Life Support)
. . Impervious Defense: Impervious Toughness 10
. . Protection: Protection 16 (+16 Toughness)

Equipment
Blaster Pistol

Offense
Initiative +4
Blaster Pistol, -5 (DC 20)
Grab, -5 (DC Spec 5)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, -5 (DC 10)
Unarmed, -5 (DC 10)

Complications
Honor
Obsession

Languages
Native Language

Defense
Dodge -5, Parry -5, Fortitude Immune, Toughness 20, Will 10/11

Power Points
Abilities 40 + Powers 96 + Advantages 7 + Skills 20 (40 ranks) + Defenses 7 = 170

Validation: Will: Exceeds Power Level limit by 1


drbuzzard wrote:

Working on a background. Have to think about it a bit more. He's certainly from Zwem (Stone Boy's homeworld). He's there for maintaining communications during combat, or can be used as a shield, he can even probe minds. I did avoid any attacks since he's really supposed to be pretty inert.

Two notes so far:

If you buy immunity to Fortitude, you lose the ability to trade off with Will saves, so your Will save is limited to 10 by Power Level.

One unfortunate effect of dropping Strength to 0 is that you become easy to move. You can buy Growth limited to density increase to make yourself heavy if you are looking to be immoveable.


Roy "The Praetorian" Cobb wrote:

There isn't really a way to do a "charge for three rounds" limitation. I have seen people house rule that as the Unreliable flaw, which I would buy. For that you could increase the range by 2 for the same cost. That would give you Perception range, I think. You could also take Unreliable (limited shots) so you could only do this 5 times before depleting that power cell.

You can't really boost damage above power levels, but you could keep it at the same range and use the points you get from the flaw to buy a linked power. Weaken Toughness combined with big damage would be pretty devastating. With a Linked power both powers have to be used at the same time. So the target would make a save vs the damage and a save vs the Weaken.


GM SuperTumbler wrote:
GM_Panic wrote:
Q: Can we be a no-human race, thinking of an Alien-Psion
Yes. Aliens abound. If I were playing in this campaign I think I'd play an psionic octopus who moves around in water filled power armor.

Tempting sooo sooo Tempting, But it seems we have two other applicants are going the mind reading/telepath root. So I'm going to have to be a little bit more creative with my Alien.

Rethink time.


Thanks for answering the question :)

GM SuperTumbler wrote:
There isn't really a way to do a "charge for three rounds" limitation. I have seen people house rule that as the Unreliable flaw, which I would buy. For that you could increase the range by 2 for the same cost. That would give you Perception range, I think. You could also take Unreliable (limited shots) so you could only do this 5 times before depleting that power cell.

The unreliable flaw sounds like it would work. The limited thing might work, I was thinking that the weapons array would holster/plug in directly to the suit, so when it was 'holstered' it would recharge. Would something like that work?

GM SuperTumbler wrote:
You can't really boost damage above power levels, but you could keep it at the same range and use the points you get from the flaw to buy a linked power. Weaken Toughness combined with big damage would be pretty devastating. With a Linked power both powers have to be used at the same time. So the target would make a save vs the damage and a save vs the Weaken.

I'll need to go read what 'weakened toughness combined with big damage' means, but it sounds interesting.

I love the idea of the weapons array having three or four different attacks, and Roy only having one 'weapon.' I'm hoping to spend any remaining points on a 'power shield' that looks similar to the weapons array but is for defense. (working on that once I figure out how many points he has left) I found where 'shields' cost two points for one defense. The largest physical shield is + 3 active defense, can a power shield have a higher active defense? Any recommendations on making this idea more effective?

GM_Panic wrote:
Rethink time.

Dude, do the sentient spaceship with an avatar!


GM SuperTumbler wrote:


I don't totally understand the character, so you will need to fill me in on some of the descriptors. I get the time manipulation stuff going together. I don't understand why he has the toughness or impervious or immunity to suffocation. That isn't a no, just a question about what those mean from a flavor perspective.

He's also unbelievably gorgeous.

Just think of current times, here, as the starting point. My character was in some experiment that blasted him into quantum reality. No future, no past just moments floating in the forever now. However only in linear time does action and consequence, good and evil actually exist.

Slid pulled himself back into existence through his Id and his Ego. He chose the most beautiful appearance that he had found. He shares his body with the infinite amount of other Sleds. Sharing their bodies to share the healing. Sharing their lifeforce. Sharing their breath. All Sleds are locked in time to their current age.

This Sled chose this timeline for the fun and the challenges.

GM SuperTumbler wrote:


Precognition is a hard power to run. We would need to work together to make sure we are on the same page about how it works/how time works.

Precognition is actually tied to Replay power.

Sled can see his future branch apart to the different potential futures. This also explains his luck and uncanny dodge in advantages

GM SuperTumbler wrote:


I'm not loving the Replay power. It seems really hard to narrate and adjudicate in PbP and also kind of vague about what it can accomplish. It also seems kind of cheap if it is an auto reset button on anything that gives you trouble. I get the vibe of the power and I'm not opposed to that. seems like you could get the same thing with use of the Luck power.

The Replay power(combined with Precognition) is more for an accidental discovery. For instance:

As GM you have a trap, assume:
I see someone who accidently triggers a trap. I get to tell them about the trap prior to the trigger.

As GM you have a room full of BBEG. Some one is about to open the door(Like a trap)
I see someone who accidently triggers a trap. I get to tell them about the trap prior to the trigger.

As a GM you kill an NPC with some accident, I can get in front of it...and so on.

The Replay power does not work for intent. Someone intends to disarm the trap and it fails...Trying to change the timeline for someone intending to do something dangerous and failing, will insure horrific consequences for everyone involved. (Let me tell you some stories)

I have timestop for scouting and to the other players will seem like teleportation. Temporal Ambush falls into a combat version of the same.


Might I suggest that you use Hero points to partially achieve some of these effects instead? Having a character that can automatically solve any problem with his powers will not be a fun character to play with or GM for.

I think the better way to go in creating a time based character is to pick specific time based effects (established powers, traits, skills and feats) that reflect your abilities rather than choosing a grab-all, "I win" made up power which is well beyond the abilities of a PL 10 character.


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Ok GM Panic here with my Alt, [Note: I love Doom Partol so I took inspiration from that]

IMAGE HERE

Quin-Tess-Ence [Sub-part Human assement] AKA Mrs Tess Ence
Part of an Alien hive mind that works as part of the Galactic Council of Races bureaucracy. Here is a repetitive, to learn and asses Humans for inclusion on the GCR. Arrived in the 1950s on Earth, took on the image of a 1950s housewife from a 50's TV ad, and has stuck to that form ever since. A being of comic Energy, who uses that force to affect the world around them. Mrs. Ence does not like bad language, or kissing before marriage, because all she learned about humans comes from early human TV.

Please be aware she thinks Godzilla is real and Tokio keeps being destroyed by it. That kind of thing. :) So she can be the butt of jokes and the perfect straight Alien.


GM SuperTumbler wrote:
drbuzzard wrote:

Working on a background. Have to think about it a bit more. He's certainly from Zwem (Stone Boy's homeworld). He's there for maintaining communications during combat, or can be used as a shield, he can even probe minds. I did avoid any attacks since he's really supposed to be pretty inert.

Two notes so far:

If you buy immunity to Fortitude, you lose the ability to trade off with Will saves, so your Will save is limited to 10 by Power Level.

One unfortunate effect of dropping Strength to 0 is that you become easy to move. You can buy Growth limited to density increase to make yourself heavy if you are looking to be immoveable.

Didn't know about the will save thing, so I'll lower that.

He is supposed to be kind of easy to move, though being stone he does have to be kinda heavy. Density of granite is around 2.6, so he would be about 2.6 times heavier when in stone form, but that's all. I'll see about a little bit of density increase.


Doctor Night wrote:
I think the better way to go in creating a time based character is to pick specific time based effects (established powers, traits, skills and feats) that reflect your abilities rather than choosing a grab-all, "I win" made up power which is well beyond the abilities of a PL 10 character.

To clarify, it isn't a made up power. It is in the Power Profiles for time powers. I just think it is very difficult to adjudicate.

CucumberTree, I think you could achieve all of those effects with an array of Luck based powers with exactly the same flavor and descriptors you have described.

We can also save you some points by putting those powers in an array. Time Stop and Temporal Ambush and the Luck powers you wouldn't need to use all at once, so they could be in an array and cost a lot less.


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Robert Henry wrote:
GM_Panic wrote:
Rethink time.
Dude, do the sentient spaceship with an avatar!

Now you've done it Henry, I like the 1950s Alien housewife idea,

but a sentient spaceship, oooo the idea of a sentient spaceship with a 1950s housewife Avatar, who has learned all she knows about humans from every human TV show.

HAhaha love it,

Right going to see if I can build it.


So had a look at possible builds for a Ship AI PC, and I feel it's a bit of a cheat unless the GM is happy with this.

PC has three stats AWE/INT/PRE being the ship AI,
and all others at Zero
As Space ship Eipment is its Str/Dex etc.

So I would end up with a PC that is part of a big Equipment list.
Equipment: Ep Space ship [Cruser] [Guns/Torps for space fighting/Str Hardness body/]
Linked Equipment: Ep AI core [With holo projected PC]
Linked Equipment: Ep Jump Drive [For intasteler flight power]
Linked Equipment: Ep Shilds/Effect unit [Shild move Objects Tractor beam etc power]
Linked Equipment: Ep Scense unit [Seneces power]
Linked Equipment: Ep Comms Unit [Comunication power]
Linked Equipment: Ep Medical bay [healing power for crew]
Linked Equipment: Ep Telepotor [traviel for crew off ship]
Linked Equipment: Ep Fabcrcation Unit [For space suit and other Eq as needed]
Linked Equipment: Minions as repair Bots

Now I am happy to make this for the party, so they have transport and some base of Operations.

GM would you allow this, the massive limit is once the crew leaves the ship, they don't have access to any of this ship other than comms and teleport to and throw. For me my PC would be something light a red dwarf light beed Rimmer, or StarTerk Doctor holo gram. Both but of jokes and a nice bit of in-game shenanigans.

I just love the idea of the Juxtaposition of a 1950s American housewife Ship AI and a massive utilitarian lump of an Alien spaceship

"O no this is not me, not really, no that big lump of metal in orbit that's me. I just like to dress like this when I go out to parties. Would you like more Salmon Puffs and cream chese?"


GM_Panic wrote:


I just love the idea of the Juxtaposition of a 1950s American housewife Ship AI and a massive utilitarian lump of an Alien spaceship

"O no this is not me, not really, no that big lump of metal in orbit that's me. I just like to dress like this when I go out to parties. Would you like more Salmon Puffs and cream chese?"

I don't think you have to take on all of the points expenditure of being the ship.

Starting with the holographic version of the character off the ship, you would have intangible (possibly permanent or innate). For attacks you could make indirect attacks with the ship, so phasers/lasers from elsewhere, torpedoes. Maybe lots of senses (ship sensors).

Or you could build the character as a ship and the hologram as a sidekick?

Love the concept. Just want to find the build that is functional and fun.

I've built a few intangible AI characters who live in the internet or whatever.


Right going to do this, The side kick idea sounds much more like it :)


GM SuperTumbler wrote:

CucumberTree, I think you could achieve all of those effects with an array of Luck based powers with exactly the same flavor and descriptors you have described.

We can also save you some points by putting those powers in an array. Time Stop and Temporal Ambush and the Luck powers you wouldn't need to use all at once, so they could be in an array and cost a lot less.

Here's a rework with an array

Sled:

Abilities:

STRENGTH 6
AGILITY 6
FIGHTING
AWARENESS 6
STAMINA 10
DEXTERITY
INTELLECT
PRESENCE

Cost: 46

Powers:

Time Manipulation Array:
Time Stop level (Rank 10)
You can put time on “pause”, freezing the entire world and allowing you to move and look around at the tableau at your leisure. You cannot affect anything while time is stopped (for that, see Temporal Ambush). Still, this power allows you considerable opportunity for scouting and surveillance, such as stopping time, walking into a place and having a good look around before walking out and restarting time again. Your effect rank determines how much subjective time you get; with rank 9, for example, you have an hour “outside” of time to do things, then time returns to its normal flow. The Subtle modifier means no one notices you “move” when time is stopped.
Time Stop: Quickness (Subtle 2), Speed (Subtle 2), Quirk: Limited to routine actions while active (–4 points) • 2 points per rank.
Cost: 20 points

Temporal Ambush(Rank 5)
By stopping (or vastly slowing) time, you can “set up” a target for an attack: placing an object to drop onto them, for example, or a projectile to hit them. When you restart time again, from the target’s perspective, the attack appears out of nowhere. This power is often used in conjunction with Temporal Shift, Temporal Movement, and Time Stop, which also rely on stopping time. Temporal Ambush: Perception Ranged Damage (objects and hazards of opportunity), Indirect 4 • 4 points +3 points per rank
Cost: 2 points

Luck Control(Rank 3)
Action: Reaction • Range: Perception
Duration: Instant • Cost: 5 points per rank
Area: Your Luck Control effect works equally on all targets in the affected area. You spend only one hero point, but the subjects are each affected individually. You must apply the same effect to all subjects at once. +1 cost per rank.
Selective: This extra, applied to Area Luck Control, allows you to choose who in the area is or is not affected by it. +1 cost per rank.
You can use hero points or ranks of Luck to affect others in various ways (see Hero Points, page 20). For each rank you have in this effect, choose one of the following capabilities:
• You can spend a hero point or use Luck on another character’s behalf, with the normal benefits.
• You can spend one of your hero point or uses of the Luck advantage to negate someone else’s use of a hero point, use of their Luck advantage, or a Gamemaster-imposed complication (at the GM’s discretion). The latter also eliminates the complication, however, so no hero points are awarded for it.
• You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls. The target of this last effect may spend a hero point or use Luck to avoid having to re-roll.
Cost: 2 points

Independant:
Immunity Defence (Rank 2)
Action: None • Range: Personal
You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). These assignments are permanent.
• 1 rank: aging
• 2 ranks: suffocation effects (no need to breathe at all)
Cost: 2 points

Regeneration Persistent(Rank 20)
Action: None • Range: Personal
Duration: Permanent • Cost: 1 point per rank You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with
Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
Regeneration Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier).• 2 point per rank
Cost: 40 points

Impervious (Rank 15)
A defense with this modifier is highly resistant. Any effect with a resistance difficulty modifier equal to or less than half the Impervious rank (rounded up) has no effect. So, for example, Impervious Toughness 9 ignores any Damage with a rank of 5 or less. Penetrating effects can overcome Impervious Resistance (see the Penetrating extra description). Impervious is primarily intended for Toughness resistance checks, to handle characters immune to a certain threshold of damage, but it can be applied to other defenses with the GM’s permission, to reflect characters with certain reliable capabilities in terms of resisting particular effects or hazards.
Cost: 15 points

Senses Rapid (Rank 2)
You can read or take in information from a sense faster than normal: each rank increases your perception speed by a factor of 10 (x10, x100, etc.) with a single sense, double cost for an entire sense type. You can use rapid vision to speed read, pick up on rapid flickering between frames of a film, watch video replays in fast-forward speeds, and such, rapid hearing to listen to time-compressed audio “blips,” and so forth
Cost: 2 points

Feature Temporal Inertia:
You are somehow uniquely “anchored” in the space-time continuum, making you immune to changes in history. You recall the “true” version of historical events, even if no one else does.
Cost: 1 points

Total Cost: 86

Skills:

ACROBATICS 15 +6
INSIGHT 15 +6
PERCEPTION 15 +6
ATHLETICS 15 +6

Cost: 20 points

Advantages:

LUCK FORTUNE (Rank 5)
Once per round, you can choose to re-roll a die roll, like spending a hero point (see Hero Points, page 20), including adding 10 to re-rolls of 10 or less. You can do this a number of times per game session equal to your Luck rank, with a maximum rank of half the series power level (rounded down). Your Luck ranks refresh when your hero points “reset” at the start of an adventure. The GM may choose to set a different limit on ranks in this advantage, depending on the series.

ASSESSMENT GENERAL
You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.

ATTRACTIVE SKILL (Rank 2)
You’re particularly attractive, giving you a +2 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. With a second rank, you are Very Attractive, giving you a +5 circumstance bonus. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance. While superheroes tend to be a fairly good-looking lot, this advantage is generally reserved for characters with particularly impressive looks.

BEGINNER’S LUCK FORTUNE
By spending a hero point, you gain an effective 5 ranks in one skill of your choice you currently have at 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.

UNCANNY DODGE COMBAT
You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility

JACK-OF-ALL-TRADES SKILL
You can use any skill untrained, even skills or aspects of skills that normally cannot be used untrained, although you must still have proper tools if the skill requires them.

Cost: 11 points

Gadjets
Space Suit 8 equipment points
Telepathic Transiever 10 equipment points
Supertech Flight belt(Rank 8) 17 equipment points

Cost: 7 points


That's good for now, CucumberTree. Who is this dude? What's he like? What's his story?


Robert Henry wrote:
I love the idea of the weapons array having three or four different attacks, and Roy only having one 'weapon.' I'm hoping to spend any remaining points on a 'power shield' that looks similar to the weapons array but is for defense. (working on that once I figure out how many points he has left) I found where 'shields' cost two points for one defense. The largest physical shield is + 3 active defense, can a power shield have a higher active defense? Any recommendations on making this idea more effective?
GM_Panic wrote:
Rethink time.
Dude, do the sentient spaceship with an avatar!

If you are building a Shield as a device, the Shield part is just the name of the device and a descriptor for the power or powers or array that the shield gives you.

You could have a shield that grants Enhanced Dodge and Parry, or that grants Toughness and Impervious Toughness. Probably those would come with the Sustained limitation because if you are unable to take actions you can't use your shield.

But I've seen Captain America builds that quite reasonably do crazy things with his shield. Like this:

Ultimate Defense: Immunity 80 (Dodge and Parry based attacks; Flaws: Concentration, Limited [not against surprise attacks or sufficiently large area effects]); 20 pts

Sustained requires a free action to maintain. Concentration requires a standard action.

RPG Superstar 2015 Top 8

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I recognize few or perhaps even none of you need the following, but just in case it is helpful:

In case it's not clear, in M&M 3e, "Devices" means Powers that have the Removable or Easily Removable Flaw. Depending on what you are using to build your character (e.g., Hero Lab vs Ski's CharGen vs book etc.) this may not be obvious. Difference between what should be Equipment and what should be a Power should have to do with how integral it is to your character. Frex, Green Arrow's bow is a "Device," i.e., Power because everything Green Arrow does has to do with his archery. But a guy who's main schtick is something else and he just keeps a bow on hand for ranged attacks in case he needs it, probably just bought that as Equipment.

General advice for building character powers: Don't look at the Power Effects and then pick the one that seems to sound right. Instead, first think of the thing that your power does at its very very core (e.g., does damage, causes a status effect, improves senses, etc.), stripped away of all descriptiveness. Then look up the Power that best reflects that base ability, and use descriptors, flaws, and extras to make it look and feel like the power you imagine.

For example, Green Arrow's pointy arrows, Superman's heat vision, Iron Man's blasts, Hulk's Smash, Thor's Hammer Strike (when just hitting to hurt someone), and Mr. Incredible's punch are ALL just the Power Effect called Damage. Some of them may have Extras that make the Power Effect ranged, and all will have different descriptors ("piercing weapon," "heat," "smash," "electricity") etc. And of course some may have more points put into them than others. But under the hood they're still all the same Power.

If you want a "I don't get hurt power," think about what that does. Are you getting hit but not being hurt, or are you avoiding getting hit in the first place? The former would be Protection, which boosts your Toughness save and is (usually) as passive defense. The latter would be Deflect, which affects Dodge/Parry (and is usually an active defense). EITHER of these could be fluffed as a shield of some kind, so it's more about what you want to do with it (and you could assign an array under the name "Shield" that does both of these things, but not at the same time).

An "I don't get hurt power" could also in some cases be an Immunity to certain things. You could just make yourself Immune to Physical Damage, but that would cost a lot.

I might just have complicated things rather than helped but I hope that made sense to someone.


All true, DQ.

I'll repeat that if you buy things as equipment I will take advantage of making them not work. That, to me, is the point of equipment. Equipment is not a key element of the character.

I Michael Keaton's Batman, the Bat wing is equipment because it is easily destroyed by the Joker. Batman without his utility belt is still Batman.

Star Lord's guns are devices. He is always going to have them. If he loses them, he will get them back pretty soon. Same with Green Arrow's bow and arrows.

In the DC Heroes build, they make Green Arrow's bow equipment. I would differ with that design.

But in this campaign we do have a Jetson level of tech. So you can have a flight platform or belt as equipment, but expect it to get busted pretty frequently.


So in a nutshell, if I made an AI PC that has its body as equipment, that body is going to break in the game a lot. Because I can't see a way of making a spacecraft a device. Devices just seem to have linked powers not linked equipment. And a spacecraft is under the equipment listing. Kind of discourages one from going this root.

So there are a few ways to go with this.

Keep my PC as is, and drop the idea of a team ship.

Or

PC has a SpaceCruser as equipment without the thrills, and expect it to get broke in game most of the time.

Or

the startrek root and have the ship with Bays, Labs, drives units that break in game. So in the game fixing the ship is part of the drama.
Lets face it thats what ST and SW dose a LOT! haha

Interesting.


GM_Panic wrote:

So in a nutshell, if I made an AI PC that has its body as equipment, that body is going to break in the game a lot. Because I can't see a way of making a spacecraft a device. Devices just seem to have linked powers not linked equipment. And a spacecraft is under the equipment listing. Kind of discourages one from going this root.

So there are a few ways to go with this.

Keep my PC as is, and drop the idea of a team ship.

Or

PC has a SpaceCruser as equipment without the thrills, and expect it to get broke in game most of the time.

Or

the startrek root and have the ship with Bays, Labs, drives units that break in game. So in the game fixing the ship is part of the drama.
Lets face it thats what ST and SW dose a LOT! haha

Interesting.

or

The ship is a living ship, like a person

RPG Superstar 2015 Top 8

CucumberTree wrote:
GM_Panic wrote:

So in a nutshell, if I made an AI PC that has its body as equipment, that body is going to break in the game a lot. Because I can't see a way of making a spacecraft a device. Devices just seem to have linked powers not linked equipment. And a spacecraft is under the equipment listing. Kind of discourages one from going this root.

So there are a few ways to go with this.

Keep my PC as is, and drop the idea of a team ship.

Or

PC has a SpaceCruser as equipment without the thrills, and expect it to get broke in game most of the time.

Or

the startrek root and have the ship with Bays, Labs, drives units that break in game. So in the game fixing the ship is part of the drama.
Lets face it thats what ST and SW dose a LOT! haha

Interesting.

or

The ship is a living ship, like a person

Yes. If a PC IS the ship, then the shipness is a series of statistics and powers. Equipment is not important. A PC is important. Therefore a PC cannot be Equipment.

If you're going with an AI that manifests as a hologram or small robotic construct but it also is the brain behind the ship, I'd give the AI as an Alternate Form based power, with one form being the hologram and the other being the ship itself.

I hope this doesn't confuse folks, but I also want to note that either way the math to build Equipment versus Devices boils down to the same numbers, usually. If I have a Rank 5 Damage Effect power called DQ Smasher, and I give it the Easily Removable Flaw (which is -2 points per 5 points) because the DQ Smasher is a giant Core Rulebook I pull out and hit people with, this is a Damage 5 Effect that costs 3 power points

If I purchase equipment that has a Damage 5 effect (for example an Assault Rifle), it will cost 15 Equipment points, which means I purchase the Equipment Advantage 3 times which costs... you guessed it... 3 power points.

So technically, you can actually just add an entire Vehicle as a power if you wanted to so you don't have to calculate out all the powers separately because the math should pan out the same. But you're going to call it a power, not equipment.

The real difference is narrative/descriptive. You signal to the GM this thing is something that needs to stick around narratively (though may be suppressed temporarily due to a complication or other event that earns you a hero point) by calling it a Device. If I lose my assault rifle, it's probably gone forever (though I should be able to use my Equipment Advantage I paid power points for to eventually get a replacement). If I lose my DQ Smasher, the GM will get it back to me when I need it. The way each gets replaced will be narratively different as well (e.g., I go to a Wal-Mart in Texas vs I find it under my bed right before the big fight).


Another point to remember is that you can purchase a power at full price that is flavoured thematically as a device but is not actually a device. My character's magical powers are setup that way (his magic/alchemical supplies are always with him/cannot be taken away without GM Fiat because... magic). This can also apply to something like Thor's hammer (which always returns to him and cannot be taken away from him etc.).

It is not strictly about real life logic as well. Iron Man's armor could be purchased at full price as well. It is all about the narrative agreement you make with the GM (and paying full price of course). So yes Death Quaker's last point is correct about the narrative difference between equipment and device.


thinking up a character


@DeathQuaker, Thanks for the great post, that really helped :)
Alt form I think is the way to go, with the AI either being in the 'ship' or the Alt form Hologram body.

:)


OK here it is.

Lar Wentim originated on the planet Zwen. As with all Zwemites, he inherently had the ability to turn into a very resilient stone form to hibernate safely during a long period of hostile climate on the planet (roughly half the time).

Lar, however, was a mutant. Instead of his mind going into a dormant state, he was left aware during this period. To avoid going mad, he was forced to expand the powers of his mind and unlocked a number of psychic abilities. Over time, he practiced with these abilities and become a renowned hero on his world, though also a bit of an outcast since he was awake for so much time that everyone else was dormant.

Eventually he found his way off world, deciding he didn't like to be inert so much of his life. He's in search of opportunities to use his gift to help others and explore the variety of knowledge available in the galaxy.

crunch:

Rockhead - PL 10

Strength -5/2, Stamina 4, Agility -5/0, Dexterity -5/2, Fighting -5/0, Intellect 4, Awareness 4, Presence 4

Advantages
Equipment 2, Leadership, Luck 2, Speed of Thought, Well-informed

Skills
Expertise (AWE): science 11 (+15), Insight 10 (+14), Perception 11 (+15), Technology 10 (+14)

Powers
Communication: Mental Communication 5
Comprehend: Comprehend 1 (Languages - Speak All)
Mind Reading: Mind Reading 10 (DC 20)
Remote Sensing: Remote Sensing 18 (Affects: 2 Types - Sight, sound, Range: 1000 miles)
Stone Form (Activation: Free Action)
. . Enhanced Trait: Enhanced Trait -10 (Traits: Agility -5 (-5))
. . Enhanced Trait: Enhanced Trait -10 (Traits: Fighting -5 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Strength -7 (-5))
. . Enhanced Trait: Enhanced Trait -14 (Traits: Dexterity -7 (-5))
. . Immunity: Immunity 40 (Fortitude Effects, Life Support)
. . Impervious Defense: Impervious Toughness 10
. . Protection: Protection 16 (+16 Toughness)

Equipment
Blaster Pistol

Offense
Initiative +4
Blaster Pistol, -5 (DC 20)
Grab, -5 (DC Spec 5)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, -5 (DC 10)
Unarmed, -5 (DC 10)

Complications
Motivation: Thrills: After a life spend immobile half the time, he's out in the galaxy to live his life. Being a hero is just an expression of this.
Obsession: Lar has dedicated his life to experiencing new things. This is very unlike his fellow Zwennites. He will take inordinate risks to do so, gamlbing on his stone form to keep him intact.

Languages
Native Language

Defense
Dodge -5, Parry -5, Fortitude Immune, Toughness 20, Will 10

Power Points
Abilities 40 + Powers 96 + Advantages 7 + Skills 21 (42 ranks) + Defenses 6 = 170


GM SuperTumbler wrote:
That's good for now, CucumberTree. Who is this dude? What's he like? What's his story?

background:

Doctor Treg Vance popped over the fence in an expert leap. The scientist parkoured in a lively dance of walls and ground. It was his period of exercise in the morning. It was his way to his lab. The campus provided so many steps and walls.

The doc comes into the backdoor of his lab. He strips naked and steps into the Cleanse Shower. A burst of cold water jets onto the man. He bristles and his blood pressure spikes. He finishes with dress pants and a cotten shirt strung with a tie.

Treg heads to his office inside, next to the front Lab. Through the office windows, He can see a man in his late thirties or early forties. He's balding and wears glasses. The doctor can see that he wears no wedding ring, but he also sees the shape of where a ring used to sit.

"Good morning Doctor Vance. I'm Bob Stevens." Bob reaches out his hand, and they shake. "You documents on quantum anti-gravity are astounding."

"I...I never published that." Said Treg.

"No but it is on the University's server. I'm from DARPA. A special section. I'd like to help you create a quantum anti-gravity generator." Special Section Bob ends up convincing Dr. Vance to move way deep into the Nevada desert. Bob then becomes Treg's shadow.

Is Bob a Mentor or a Friend? Treg groans at the thought.

-------------Area 51 Anti-Grav Lab-------------

Theresa prepared the voltage regulators via the pad that she carried in her hand. She also was one of thirty assistants that Dr. Vance had for the Lab. She was also Treg's on-the-down-low love interest. She was also Bob's ex-wife. Treg eyes her surreptitiously during test day.

A stable form of Elerium-115, created by Dr. Vance, was the power source for the anti-grav pulsations. A gram of the isotope hung in stasis waiting to be charged and utilized. Treg, via his pad, launches a tune. Afterward, he launches the physically secured engine in the containment lab.

A massive shift in the gravitational effects go off the scale. One assistant bursts into goo, as he is crushed against a wall with a gravitational smash. Another floats freely while fighting against the air. Using his parkour skills, Treg makes it to the engine. He slaps the isotope free of stasis chamber.

Theresa screams as she watches her down-low boyfriend disappears from existence.

Bob smiles.


Woot. Major Sarigar incoming

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