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  1. - Top - End - #31
    Bugbear in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2016

    Default Re: The Age of Heroes [M&M 3E]

    Running a couple powers by you to see if they're too broad/powerful:

    Nullify (Probably would be Rank 10)
    Extras: Effortless, Simultaneous, Broad (Mutant), Sustained
    Flaws: Reduced Range (Close), Grab-Based
    Cost: 3/Rank
    - Alternate Power -
    Nullify (Probably would be Rank 10)
    Extras: Effortless, Simultaneous, Broad (Magic), Sustained
    Flaws: Reduced Range (Close), Grab-Based
    Cost: 3/Rank

    If so, I can reduce it to a number of effects instead of broad.

    Similarly:

    Variable (Not sure of rank)
    Limit: Copies powers of another in perception range
    Flaws: Limited: Only copies 'travel' powers: burrow, fly, speed, leaping, teleportation, etc
    Quirk: Points must be spent exactly as the original power. (Eg: if a copied flight power has aquatic, wings, and distracting, the variable power also must have those traits.)


    Edit: This is just the Mimic Power with Limited
    Last edited by El'the Ellie; 2019-04-11 at 12:18 PM.

  2. - Top - End - #32
    Dwarf in the Playground
     
    ElfMonkGuy

    Join Date
    Mar 2019
    Location
    UK (NE England)

    Default Re: The Age of Heroes [M&M 3E]

    So here is the base of Infiltrator.

    Spoiler: background
    Show

    Daniel Cassidy was a Detective in training, with his eye on internal affairs and a government job one day. He was good at his job and keen, but one day he learned...something... something that eludes him now. The reason being that the people that didn't want him to know what he learned sent men to kill him. He got caught in an explosion and put in hospital. After he got out, his investigation ran cold because of his localised amnesia, and the men that wanted him dead let him live (though under their surveillance)

    But the man that thinks he's Dan Cassidy isn't Dan Cassidy. Dan died in the explosion and a shapeshifter also caught in the blast adsorbed the other man's entire personality. The shaoeshifter's malleable mind may yet unlock Dan's secrets, but until that time Dan's moral code has made the Infiltrator a hero


    Spoiler: base human
    Show

    Daniel Cassidy - PL 4

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

    Skills
    Athletics 4 (+6), Deception 4 (+6), Expertise: Current events 2 (+4), Expertise: Police Officer 4 (+6), Expertise: Streetwise 3 (+5), Insight 4 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Pistols 4 (+5), Technology 2 (+4), Treatment 2 (+4), Vehicles 4 (+5)

    Offense
    Initiative +1
    Grab, +3 (DC Spec 12)
    Throw, +1 (DC 17)
    Unarmed, +3 (DC 17)

    Languages
    English

    Defense
    Dodge 2, Parry 3, Fortitude 4, Toughness 2, Will 3

    Power Points
    Abilities 30 + Powers 0 + Advantages 0 + Skills 26 (51 ranks) + Defenses 4 = 60


    Spoiler: Super
    Show

    Infiltrator - PL 10

    Strength 2, Stamina 2, Agility 1, Dexterity 1, Fighting 14/3, Intellect 2, Awareness 2, Presence 2

    Advantages
    Assessment, Defensive Roll 4, Equipment 3, Jack-of-all-trades

    Skills
    Athletics 4 (+6), Deception 2 (+15/+4), Expertise: Current events 2 (+4), Expertise: Police Officer 4 (+6), Expertise: Streetwise 3 (+5), Insight 4 (+16/+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 4 (+6), Persuasion 4 (+15/+6), Ranged Combat: Pistols 4 (+5), Technology 2 (+4), Treatment 2 (+4), Vehicles 4 (+5)

    Powers
    I know you...
    . . Damage: Strength-based Damage 4 (DC 21)
    . . Enhanced Trait: Enhanced Trait 55 (Traits: Dodge +12 (+14), Insight +10 (+16), Deception +11 (+15), Persuasion +9 (+15), Fighting +11 (+14), Advantages: Assessment, Defensive Roll 4, Jack-of-all-trades)
    Morph: Morph 3 (mental, +20 Deception checks to disguise; Broad group; Custom: Voice Mimi, Precise; Limited: Requires touch)
    Skill Map: Variable 2 (Limited: Morph target)

    Equipment
    Bulletproof Vest, Cell Phone, Club, Handcuffs, Light Pistol

    Offense
    Initiative +1
    Club, +14 (DC 19)
    Damage: Strength-based Damage 4, +14 (DC 21)
    Grab, +14 (DC Spec 12)
    Light Pistol, +1 (DC 18)
    Throw, +1 (DC 17)
    Unarmed, +14 (DC 17)

    Complications
    Identity (Who am i?): Daniel doesn't know that he isn't daniel, and there's always bleed of personality from the people he's mimicked. This can result in him making odd decisions... or sometimes him having done things he can't remember

    Power Loss (Tabula Rasa): His powers are based on a low-level telepathy / tap into an empathic field. In moments of stress, or after more than a day without touching another human, Dan will lose all his Morph templates, and all his other powers.

    After copying one person he is able to use his Skill Map. All the other ranked abilities under "I know you" are dependent on his tie to the field, and his ability to read and anticipate the people around him. He gains one rank in all those abilities for every person he is able to Morph into, up to their listed maximum. At the start of the game, Dan has copied 16 standard Bystanders and has no notable skills in his Skill Map

    Languages
    Native Language

    Defense
    Dodge 14/2, Parry 14, Fortitude 8, Toughness 6/2, Will 12

    Power Points
    Abilities 30 + Powers 85 + Advantages 3 + Skills 25 (49 ranks) + Defenses 17 = 160


    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.
    Last edited by BtripleM; 2019-04-13 at 03:21 PM.

  3. - Top - End - #33
    Troll in the Playground
     
    Belial_the_Leveler's Avatar

    Join Date
    Dec 2004
    Location

    Default Re: The Age of Heroes [M&M 3E]

    Will review characters tomorrow. Liking what I see so far.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  4. - Top - End - #34
    Ettin in the Playground
     
    John Cribati's Avatar

    Join Date
    Sep 2009
    Location
    NYC

    Default Re: The Age of Heroes [M&M 3E]

    Ok so here's my guy at PL4. Background: Teenaged singer, shooting to be a pop star, ends up getting sound powers. Fairly fit and good-looking, has a workout regimen that keeps his body in decent shape.

    Spoiler: PL4 Crunch
    Show
    Tinsley Heathe
    PL4

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

    Powers
    N/A

    Equipment


    Advantages
    Improved Initiative 2

    Skills
    Acrobatics 2 (+4)
    Athletics 3 (+4)
    Deception (+2)
    Expertise: Music 7 (+8),
    Insight (+2),
    Intimidation (+2),
    Perception 2 (+4),
    Persuasion (+2),
    Stealth (+2),
    Treatment 1 (+2)

    Offense
    Initiative +10


    Defense
    Dodge 5, Parry 0
    Toughness 3 (Def Roll 0), Fortitude 3, Will 5

    Power Points
    Abilities 24 + Powers 0 + Advantages 2 + Skills 8 + Defenses 6 = Total 40

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

  5. - Top - End - #35
    Titan in the Playground
     
    Quellian-dyrae's Avatar

    Join Date
    Dec 2006
    Location
    CA
    Gender
    Male

    Default Re: The Age of Heroes [M&M 3E]

    Definitely being a bit experimental on the Subconscious Duel feature, so let me know if that won't work (I mean, obviously let me know if anything won't work, but that one is the most experimental thing I'm doing so it deserves a specific call-out). My aim for it is that a big part of Keira's issues should be stemming more from "Is it right to do this?" than "What if I get caught?", but it's not meant to be a powerful tactical tool. Compared to Subtle 2 + Insidious it should be massively worse tactically, though have certain advantages in actually avoiding people knowing what's going on and it's technically a bit cheaper for Linked effects I suppose.

    Keira Styles AKA Tamer


    Spoiler: Mechanics
    Show

    Abilities

    STR: 0. STA: 10. AGI: 0. DEX: 0.
    FGT: 0. INT: 15. AWE: 0. PRE: 0.

    Attacks

    Initiative: +15.
    Attack: +10 (DC 25 Damage, DC 20 Effect).

    Defenses

    Dodge (10): +10. Parry (10): +10. Toughness: +10. Fortitude (-2): +8. Will (12): +12.

    Skills

    Deception 20 (+20), Expertise (Art, Business, Cooking, Criminal, Current Events*, Dance, Fashion, History*, Law, Law Enforcement, Literature, Local*, Music, Philosophy, Politics, Popular Culture, Psychiatry*, Streetwise, Sociology*, Theology) 0 (+15), Insight 0 (+0/+15), Investigation -15 (+0), Persuasion 15 (+15), Technology -15 (+0), Treatment -15 (+0).

    Advantages

    All Out Attack, Attractive 2, Benefit 2 (ADA, Wealth 1), Connected, Equipment, Fascinate (Deception), Luck 5, Power Attack, Speed of Thought, Teamwork.

    Equipment

    Modern Smart Phone with Bluetooth: Cell Phone, Computer, GPS, Commlink {4+1}.
    Alternate Applications: Camera, Audio/Video Recorder, Flashlight.

    Powers

    Aptitude: Enhanced Advantages 2 (Eidetic Memory, Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise), Quirk (Int modifier only applies to one Expertise skill per rank; Eidetic Memory's bonus also applies, but fields taken with it are for recalling facts only) {1}.

    Rapport: Enhanced Insight 15 (Limited [Only for purposes that can't substitute Deception]) {5}.

    Assail the Mind: Feature 1 (When using a Perception-range power, rather than accepting an automatic hit, may make an attack roll with an attack bonus equal to the effect rank against the target's Will defense rather than Dodge or Parry; all active defense modifiers apply to Will for this purpose) {1}.

    Telepathy: 20-point Array {20+5}.

    Mind Link: Communication 4 (2 ranks Area, Rapid 2).

    Mind Sense: Senses 10 (All Mental senses are Acute, Analytical, Accurate, and Radius), Senses 3 (Ranged Tracking Detect [Minds]), Senses 2 (Ranged Detect [Mental Powers]), Senses 2 (Ranged Detect [Emotions]), Enhanced Senses 4 (Penetrates Concealment; Feature [Can be applied to any mental sense, one at a time], Quirk [Can't precisely pinpoint through objects, insufficient for targeting], Concentration), Feature (May substitute Insight for Perception for purposes of mental senses). All are Sustained.

    Mind Walk: Teleport 4 (Accurate, Extended, Change Direction, Precise, Subtle 2, Increased Mass 4, Limited [Must appear adjacent to a sentient being]).

    Mind Boost: Mind Reading 10 (Concentration), Quickness 10 (Limited [Mental]), Immunity 2 (Hunger/Thirst, Need for Sleep), Feature 3 (Subconscious Duel).

    Mind Shield: Enhanced Fortitude 2, Reduced Will 12, Immunity 30 (Will; Sustained).

    Mind Surge: Enhanced Mind Control Array 20.

    Mind Control: 32-point Array {32+5}.

    Bestow Inspiration: Variable 4 (Improve Existing Traits; Variable Descriptor 2 [Mental Descriptors], Feature [May Limit bestowals to only working on opponents immune to Will/Mental effects with normal discounts], Affects Others Only, Concentration) Linked Deflect 10 (Subtle 2, Quirk 2 [Active defense penalties on the target also apply to the Deflect], Reduced Range [Close]).
    With Mind Surge: Add Linked Healing 10 (Restorative, Secondary Effect, Limited [Healing Points], Limited [Does not provide actual healing, only allows ignoring conditions - healing expires at end of scene and may be Countered beforehand]).

    Incite Emotion: Affliction 10 (Impaired+Vulnerable/Disabled+Defenseless; Will; Perception Range, Extra Condition, Variable Descriptor [Emotions], Feature [Can Team Attack with Toughness-resisted Damage as well as Will-resisted Afflictions], Limited Degree).
    With Mind Surge: Remove Limited Degree (Controlled+Transformed [Stats may be swapped around to reflect the emotional influence]), Add Cumulative.

    Project Imagination: Affliction 10 (Entranced/Compelled/Controlled; Will; Perception Area, Selective, Cumulative, Feature [May choose the sense targeted on use, though other senses may be included in the illusion], Feature [May also be used to create non-manipulative illusory displays or supplement Deception checks with minor illusions], Limited [Can't compel specific actions, can only dictate perceptions. Entranced targets may act normally so long as their move action each round relates to the dictated perceptions, Compelled and Controlled targets must act appropriately to dictated perceptions]).
    With Mind Surge: Add Progressive.

    Hypnosis: Damage 10 (Perception Range [Limited to Close], Feature 1 [Finisher], Precise, Sleep, Alternate Resistance [Will]) Linked Affliction 10 (Dazed/Stunned; Will; Perception Range [Limited to Close], Limited Degree).
    With Mind Surge: Add Linked Weaken Will 10 (Will; Perception Range [Limited to Close]).

    Domination: Affliction 10 (Vulnerable/Compelled/Controlled; Will; Perception Range [Limited to Close], Cumulative, Reach 2).
    With Mind Surge: Remove Limit on Perception Range, Enhanced Extra 10 (Contagious; Limited [Compelled/Controlled targets only]), Enhanced Extra 10 (Secondary Effect; Limited [Only if target successfully resists]), Reach now applies to Contagious function.

    Mass Suggestion: Affliction 10 (Entranced/Compelled/Controlled; Will; Perception Range [Limited to Close], Burst Area, Selective, Triggered 1, Variable Trigger, Limited [One command; Entranced targets may ignore that condition in any round that they spend at least a move action obeying the command]).
    With Mind Surge: Add Progressive.

    Spoiler: Shorthands
    Show
    Limited (Healing Points)

    This power removes conditions more slowly than normal Healing. It provides a number of "healing points" equal to the Healing check result as long as the check beats DC 10. Each condition removed costs 10 healing points. If insufficient healing points are generated to remove a given condition, they reduce the number of points required to remove that condition. If this power is also Restorative, each point of Weakens removed also costs one healing point. If the target failed at least one resistance check since the end of the healer's last turn, it receives half as many healing points.

    In addition, this power does not heal the target's worst conditions first. Like Regeneration, it has to heal all Bruises before moving on to more serious conditions. It then reduces Staggered to Dazed (with the normal Damage duration of one minute), and then removes Dazed. It then reduces Incapacitated to Staggered, then Staggered to Dazed, then removes Dazed. It doesn't interact with the one-round Daze from failing a resistance check by two degrees or more, but if a target receives such a Daze while still suffering from a lingering Daze from a reduced Stagger, the Dazed condition goes back to Staggered.

    Feature (Finisher)

    This power can be used as part of a Finishing Attack to cause a lasting effect other than death. If the Finishing Attack would ordinarily kill the target, you may forego killing it to instead render the attack's effect permanent. This cannot be used for any effect that would grant personal control over the target, but can do things like permanently transform the target, bind it in enchanted slumber, etc. Negating the effect requires a Counter with a DC of 20 + the power's rank, and the effect can only be Countered by a suitably specialized power; a power specifically intended to negate effects of this nature. Powers created "on the fly" for this purpose (such as using a Power Stunt, Variable, ritual, etc) have their effective rank for purposes of the Counter capped by the user's PL. A given character may only make one attempt to counter the effect.

    Feature 3 (Subconscious Duel)

    While this feature is active, Keira's powers are able to target the subconscious mind with no outward display. This feature renders her powers and effects virtually undetectable, but more from a narrative standpoint than a tactical one. When she uses an offensive power (including Mind Reading) on a target while this feature is active, the power goes entirely unnoticed, as if it were Subtle 2. The power's effects are felt, but don't feel obtrusive or threatening - the target rationalizes any compulsions it receives as its own choices. Targets are generally entirely unaware they have been controlled; even if they piece it together, they are entirely unaware that Keira is responsible.

    However, the target's subconscious mind is able to fight back. As soon as Keira initiates an offensive power in this way, a subconscious duel begins. The target's subconscious can attack Keira's mind as if the target were fighting physically, using all of its powers and capabilities in a sort of mental battlefield. Keira does not receive surprise or automatically win initiative when initiating a subconscious duel; the target's subconscious may attack her before she really lands her opening attack, if the target wins initiative. The subtlety of her powers is not sufficient to catch a target Vulnerable or otherwise hamper a defense.

    The subconscious duel takes place entirely mentally and subconsciously; the target is not consciously aware of it. This in no way inhibits the target's subconscious tactics from a mechanical standpoint. Subconscious duels do not have their own actions or condition tracks; if a regular battle or other active scene is going on at the same time, the target must spend its actions normally to attack Keira subconsciously, and any conditions it inflicts on Keira's mind hamper her just as much as if they had been inflicted physically.

    If Keira wishes to withdraw from the subconscious duel, she may do so as a free action if the target is Stunned or Defenseless. Otherwise, she must take a standard action and roll a Will check, DC 10 + the target's Will, to end the duel. Until she succeeds, the target's subconscious is free to continue attacking her mentally. Once Keira withdraws from a subconscious duel against a given target, she cannot initiate a new one against it in the current scene; if she wishes to continue using her powers against such a target, she must do so openly.

    While a subconscious duel is undetectable, it may come with vague feelings of dread, hostility, or the like, which may prompt the target to flee, attack Keira, or so on. So while a subconscious duel may have some degree of value in, say, engaging a single enemy without others realizing it, it can't necessarily be relied on to do so (a villain with a bunch of minions might give the attack order even though it has no conscious reason to do so, for example).

    Variable (Improve Existing Traits)

    This use of Variable functions according to the following rules:

    Allowed Traits: This Variable may grant targets additional Abilities, Stats, Effects, and Extras. It may also raise a target's existing skills, but may not directly grant a skill that the target has no ranks in (though it may do so indirectly by boosting Abilities). It may not grant Advantages by any means, even raising ranks of an advantage the target already has.

    Boosting Rank: The simplest use of this Variable is to boost another trait's rank directly. It can only add a maximum of five ranks to a given trait. This limit generally applies as a maximum measure increase as well, even if the trait providing the boost increases multiple measure ranks per application (although this limit rounds up to the nearest actual rank). For example, it couldn't add more than two ranks of Rapid or Extended to a Senses power, because at X10 effectiveness per rank, each rank is effectively +3 distance/time ranks.

    No trait or measure can be raised to a higher rank than the user's PL + 5, unless it is already equal to or greater than that rank. No trait can ever be raised higher than the user's PL + 10, regardless of its starting rank or the target's PL.

    Effects that allow a choice of options for each rank, such as Feature, Immunity, Movement, and Senses, may have their ranks augmented, but only to add choices that are a natural expansion of or improvement to the original option, not for choices that are entirely distinct capabilities. For example, a character with a unique Detect sense could have it augmented with things like Extended, Rapid, Accurate, Acute, Analytical, Counters Concealment, and so on, but couldn't be given other special senses unless they're thematically related to or an expansion of the original. A character with Extended Vision could receive other visual enhancements, but not enhancements to other senses. A character with Immunity to Fire Damage could have it upgraded to Immunity to All Heat Effects (strictly an improvement) but not to Immunity to Energy (a substantial broadening). And so on.

    Adding Extras: This Variable can add Extras to powers, as long as the target possesses those Extras somewhere in its native power list. However, it cannot add an Extra if doing so would bring a power's cost per rank above its rank. This Variable can add Features to powers if they clearly reflect an improvement on the power's function, not an entirely new capability, even if the target doesn't possess the Feature Extra.

    Removing Flaws: This Variable can remove Flaws from powers, as long as the Flaw isn't considered "iconic" to the power. An iconic Flaw is one that in the opinion of the target's player, the power would either be unbalanced without, or just wouldn't be the same without. Limits and Quirks are often (but not always) iconic, whereas Flaws that simply represent the power being weaker or harder to use are generally not and can be removed.

    Weakening Traits: This Variable may apply Flaws, including straight Reduced Trait Flaws, to gain additional points to spend boosting other traits, or to fine-tune the flavor of the boosts provided. It cannot more than double the total positive points in this way; for example, if using a 20 PP boost, no more than 20 points of Flaws will be counted towards the power's total. Any Flaws applied must be relevant in the current situation; reducing, say, a target's mental and investigative skills in the middle of a pitched battle won't fly, nor will Limited a power to only work on the specific type of enemy the target is currently fighting, and so on.

    Alternates and Variations: This Variable may create variations of existing powers, basically spending points to create a full or partial duplicate of a power. The cheapest way to do this is to spend 1 PP to grant the target a rank of the Alternate Effect Extra, which this Variable may do even if the target doesn't otherwise possess that Extra, although the target must still swap to that alternate normally. This Variable can, however, also spend the points to duplicate a power outright, often called creating a variation of the power. Generally, this is done to duplicate a power outside of its current array, allowing the target to use it simultaneously with other powers in the array. VERY IMPORTANTLY, this Variable may only create alternate powers by taking one or more existing powers and fully or partially duplicating them in a separate array or slot. It may then spend normal Variable PP to further augment that alternate power if desired, but it can't freely reassign an array's full point value for one Variable PP. In short, this power IS NOT A SUBSTITUTE FOR POWER STUNTS.

    An alternate or variation may, however, make different "choices" than the original power that don't involve changing its Effects or Extras. For example, a variation of an Affliction can cause different conditions, a variation of a Nullify can neutralize different descriptors, a variation of an Area power can affect a different area type, etc.

    Combining Powers: This Variable may combine a target's powers by adding the Linked Extra to them, even if the target doesn't possess the Linked Extra. This Variable cannot cause more than three Effects to be Linked together.

    Sharing Powers: While this Variable may grant the Affects Others Extra (provided the target has it somewhere on its sheet), anyone who receives the benefits of a power due to that Extra cannot also receive a separate instance of this Variable, not can they receive the benefits of other powers that this Variable imbues with Affects Others.

    Customizing Attacks: This Variable gets a special relaxation of some of its limits when boosting attack powers. It considers the Damage, Affliction, and Weaken Effects to be equivalent for all purposes. So if the target has a Multiattack Damage 14 power, it could create an alternate effect of it that is a Multiattack Affliction 14. She can also create the Affliction as a variation, allowing it to use the full Damage rank of 14 before counting the max +5 ranks for boosts (although PL limits still apply). It may add the Accurate Extra to any offensive power the target possesses, up to its highest attack bonus, before counting the max +5 ranks and regardless of whether the target possesses the Accurate Extra. Attacks bestowed must still be in theme for the target; a paragon gaining a Dazed/Stunned/Incapacitated Affliction makes sense as basically boosting the strength of its punch so it stuns enemies, but granting it an Entranced/Compelled/Controlled Affliction wouldn't work.

    This Variable may also bestow the Alternate Resistance Extra even if the target doesn't possess it. Whenever creating an alternate or variation of an attack power, it automatically defaults to the same resistance as the original was, applying Alternate Resistance at +0/rank if necessary. If this Variable Links an attack power to another, it defaults to the resistance it is being Linked to instead. Changing the resistance from the default always requires Alternate Resistance at +1/rank. If the target does not have any attack powers that target that resistance, Alternate Resistance must be applied again at +1/rank. This Variable may only apply Alternate Resistance (Dodge or Parry) if that is the default resistance of the power, and in that case it remains +1/rank at base (although in this case that would have already been paid for, but this means it can't be "bought down" by swapping to a different resistance). This Variable must apply the Alternate Resistance Extra once for each such condition, paying Variable points for each.

    In short, giving a power a different resistance than it normally targets is +1/rank. Giving a power a resistance the target can't normally target is +1/rank. And giving a power a resistance that differs from a power it gets Linked to is +1/rank. All applicable modifiers apply.

    Augmenting Flexible Powers: This Variable may augment powers gained through other uses of Variable, or from similar effects such as Inventor, Ritualist, Artificer, and even allied Power Stunts. However, it does not count any traits bestowed by those powers for purposes of determining what Effects and Extras it can bestow. It may in general directly boost Variable ranks, but not of itself or other Variable powers from the same user, either directly or indirectly. Because that's just silly. If any combination of boosts would result in an escalating loop of augments, it fails.

    This Variable may boost the powers bestowed by a Metamorph, but it only counts the traits of that form for purposes of determining what Effects and Extras it can grant. It can't add additional ranks of Metamorph even if the target possesses the Extra because please that would be so broken it hurts.

    This Variable may not boost the Summon power at all, because the very thought of it wants to make me curl up under the covers and weep. It may boost the traits of summoned creatures, however, but it only draws from the summon's Effects and Extras, not the master's, and certainly not those of other summons the master is capable of conjuring.

    This Variable may boost powers in an array, but it does so individually. It can't add points directly to the array and from there improve each power by the same amount. Raising the effective value of the highest-cost power in the array doesn't inherent raise the values of other powers in the array. This Variable may add points directly to a Dynamic array, but those points can't be used to directly boost any powers within the array; they simply allow more of them to be used at once. This Variable may make an array Dynamic by adding Alternate Effect one additional time for each power made Dynamic.


    Calculations

    PL: 10. PP: 0/160.
    Abilities: 50. Stats: 30. Skills: -5. Advantages: 16. Powers: 69.


    Spoiler: Pre-Powers
    Show

    Abilities

    STR: 0. STA: 0. AGI: 0. DEX: 0.
    FGT: 0. INT: 4. AWE: 0. PRE: 0.

    Attacks

    Initiative: +0.
    Attack: +0 (DC 15).

    Defenses

    Dodge (8): +8. Parry (8): +8. Toughness: +0. Fortitude: +0. Will (8): +8.

    Skills

    Deception 14 (+14), Expertise (Art, Business, Cooking, Criminal, Dance, Fashion, Law, Law Enforcement, Literature, Music, Politics, Popular Culture, Streetwise, Theology) 0 (+14), Insight 0 (+0/+14), Investigation -4 (+0), Persuasion 14 (+14), Technology -4 (+0), Treatment -4 (+0).

    Advantages

    Attractive 2, Benefit 2 (ADA, Wealth 1), Connected, Equipment, Fascinate (Persuasion), Luck 2, Teamwork.

    Equipment

    Modern Smart Phone with Bluetooth: Cell Phone, Computer, GPS, Commlink {4+1}.
    Alternate Applications: Camera, Audio/Video Recorder, Flashlight.

    Powers

    Aptitude: Enhanced Intellect 10 (Reduced Investigation/Technology/Treatment 8), Enhanced Advantages 1 (Jack of All Trades), Feature/Quirk (Jack of All Trades only applies to Expertise skills, but guarantees use of Int for Expertise), Quirk (Int modifier only applies to one Expertise skill per rank) {5}.

    Rapport: Enhanced Insight 14 (Limited [Only for purposes that can't substitute Deception]) {5}.

    Calculations

    PL: 4. PP: 0/60.
    Abilities: 8. Stats: 24. Skills: 8. Advantages: 10. Powers: 10.


    Spoiler: Complications
    Show
    For a Brighter World [Motivation - Doing Good]: Keira was raised with a very firm foundation of knowing right from wrong, and grew up believing in the ideals of making the world a better place. She does her best to leave the world around her better off than she found it, be that through bringing joy to others, donating to worthy causes, prosecuting criminals, or fighting giant monsters.

    Attorney at Law [Motivation - Justice/Responsibility]: Keira works as an ADA, tirelessly going after drug lords, gang leaders, mob bosses, and other dangerous criminals. Although she's well known for a few high-profile cases against major players in the Chicago underworld, she sees the actual prosecutions as in many ways the least important part of her job. She is a strong believer in redemption and rehabilitation, and while she will not hesitate to throw the book at serious criminals, she wields her prosecutorial discretion extremely judiciously. She would much rather point a kid in over their head or a person driven by desperation to get in over their head towards help and cut them loose then send them into the system. Even when that's not viable, she is quick to set up favorable plea deals for those who deserve leniency.

    Psychological Trauma [Accident]: Most of Keira's powers are not light-touch mind control. Bestow Inspiration is fine - it's more a telepathic nudge than anything, not really any more invasive than normal telepathic communication is - and Project Imagination is purely illusion drawn from her own mind, so it's only as traumatic as how she uses it. But the rest are profound mental invasions, probing the thoughts, forcibly altering the emotions, degrading the will, even usurping complete control. It may not hurt - it may even feel good - in the moment, but targets of most of Keira's open powers will have to live with the memories of being forced to do things by an intruding will, which can be extremely traumatic, especially if she forces them to do things against their nature.

    The subtle versions are worse.

    When Keira engages in a subconscious duel, the target isn't aware of the compulsion. They justify every emotion they felt, every action they took, as their own choice. In many cases, they can't even conceive of the possibility that it was someone else. As long as Keira only nudges them to do things that are already inclined to do, it can usually be rationalized as just a failing of will in the face of temptation or the like. But if Keira forces somebody to do something they wouldn't ordinarily do - even something that's good for them - her victim's brain could twist itself into knots or even break entirely trying to rationalize the action.

    Either way, Keira has to be extremely cautious with her powers. She can very, very easily cause far more harm than she intends, even when she has the best of intentions.

    Werther Anthony [Enemy/Responsibility]: Werther Anthony is a Chicago drug lord who is currently on trial (but out on bail). It's a high-profile case, and Keira's the lead prosecutor. The police have iron-clad evidence, but Werther is extremely well-connected, has incredible resources, and come down to it, is nowhere near above hiring assassins to go after the people trying to put him away. With her powers, Werther and the goons he can field and killers he can hire present only a modest physical threat to Keira at best. But if he manages to sabotage this case, Keira may find herself forced to choose between using her powers to ensure justice is done, or letting an unrepentent criminal mastermind back out on the streets.

    Cam Kearney AKA Headshrink [Enemy]: Cam Kearney is a mild-mannered psychiatrist who has done consulting work for the CPD for a while now. She's been called to the stand to provide expert testimony in numerous important cases, and Keira considers her a colleague, although they don't have much of a personal relationship. However, Kearney has recently acquired powers of her own, a powerful psychological intuition that makes her the next best thing to a mind reader and virtually precognitive. Combined with her psychiatric skills, she is a master manipulator and tactician, and her powers even let her stand on a superpowered battlefield by anticipating her foes' every action and exploiting their most crippling psychological weaknesses.

    However, this new power has convinced her that free will is an illusion and that people are barely more than meat puppets, stumbling along in a cloud of chemically-induced and utterly predictable urges, coming up with petty justifications for their actions in the aftermath when they bother to think about them at all. In this new world of incredible superpowers, brilliant leadership will be required to avoid descending into chaos. Convinced that she is the only clear-headed person in the city, Kearney has begun laying the groundwork for gaining control. She is building up a power base through manipulation, and plans to eventually use it to take over the city, and perhaps more beyond that. She has rejected political means of taking power because it would mean checks, balances, term limits, and ultimately not having the complete control that she believes she must have if the city - and perhaps beyond that, the state, nation, and world - to survive in this new so-called Age of Heroes.

    Put My Share Away [Enemy]: Keira's put away plenty of criminals, including a few high-profile crime lords. It's far from impossible that one or more of them - or their partners, families, lackeys, whatever - would move against her given a chance.

    Former Celebrity [Fame]: Keira has a strong artistic talent, and she was part of a fairly successful (albeit largely local) band before she passed the bar; they were good enough that she was able to pay her way through law school, so it wasn't nothing. While the band has since moved on, there are still plenty of people in Chicago who would recognize her as a singer first and a lawyer second. Fans can sometimes show up in rather inconvenient places.

    ******* Paparazzi [Hatred]: Speaking of showing up in inconvenient places. Keira's celebrity past means she's on the Paparazzi's radar, and her occasional high-profile cases keep her in the news enough to ensure she won't be getting off of it any time soon. Keira's a freakin' mind controller and she thinks these guys are the invasive parasites.

    Still Better Than A Killer [Hatred/Obsession]: Some people would call having the sanctity of their thoughts invaded, being forced to do something they would otherwise never do, to be a fate worse than death. While Keira in no way underestimates the horrific trauma her powers are capable of inflicting, she stills disagrees. Death is freakin' death. As much as Keira believes in rehabilitation and redemption, murderers earn no sympathy from her. She'll put them away for life without a second thought. If she gets a murder case on her docket, she'll focus on it to the point of obsession. More than a few people who work with her are kinda terrified by the thought of how she'll get if she's ever assigned to a serial killer case.

    Keira is staunchly opposed to killing (well, killing humans and other sapient beings; giant monsters it's kinda meh whatever) and while it might not provoke the obsessive hatred that cold-blooded murder would, she won't look kindly upon those who kill when they could have just as easily neutralized a threat another way.

    Officer of the Court [Honor]: Keira is an officer of the court, sworn to uphold the law and protect the Constitution. She takes it seriously.

    A Line Must Be Drawn...But Where? [Honor/Quirk]: Keira treats her powers with the respect one shows to live warheads. She is extremely aware of just how traumatic, invasive, and straight-up dangerous they can be. She knows that there have to be hard limits as to what she will do with them. And yet...she's not entirely sure where that line gets drawn.

    She does have a few things figured out. Controlling minds for personal gain or as a matter of convenience is wrong. It is better to compel a mind than to end a life (or allow one to end through inaction). That all's easy enough. But is it worth it to risk inflicting psychological trauma to prevent someone from hurting themselves? To force someone to improve? With her powers she could take the law into her own hands, but could that ever be justified? Is emotional and perceptual manipulation reasonable in certain cases where direct compulsion isn't? While she's fairly sure the best move is to err on the side of "don't meddle in peoples' heads," she has to admit that she isn't 100% sure.

    And while this is a point of ethics for her, she's not flawless. She's human, she's subject to temptation. She could use her powers for personal gain even though she thinks it's wrong, to say nothing for the more morally gray areas. She tries her best to use her powers only for good...but her best may not be good enough, and good intentions can pave a very dark road indeed.

    The Things I Could Do [Phobia]: Keira is, as a result, kinda terrified of her powers - or more precisely, of causing unintended harm with them. While she is subject to temptation, things can go the other way too. She could find herself in a situation where it probably is a good idea to use her powers, but hesitate or even refuse to do so out of concern for causing more harm than she intends. This is especially likely if she has just witnessed what she thought was a justified use of her powers backfiring.

    A Matter of Right and Wrong [Power Loss/Quirk]: At the end of the day, Keira's powers are tied to her will, her desires. That is, her true desires, not merely what she wants her desires to be. On the one hand, this means that if she really doesn't believe in what she's doing with them, they'll weaken or fail - her heart has to be in it. Flip side, it also means that if she does use her powers, it means that deep-down she believed it was right to do so. In some cases, this can be a pretty unflattering look into the proverbial mirror.

    Subconscious Awareness [Power Loss]: While Keira's Subconscious Duel feature allows her to render her powers virtually undetectable, even a subconscious attack isn't necessarily perfect. In some rare cases, it may be possible for her subconscious powers to be detected as a Complication, although typically only by those with a high degree of mental awareness or psychic sensitivity.

    Roman Paul [Relationship]: Keira's best friend since grade school, former bandmate, and currently a police detective (so, not quite a coworker, but someone she works with regularly), Keira and Roman have been through pretty much everything together. While she treasures their friendship, she also has it pretty bad for him. Now, Keira's not shy and awkward by a long shot; she showed interest several times over the years, and even came out and told him several years ago, but although he does love her dearly, he just doesn't love her like that. At the time, she accepted it gracefully, and for years now she's been sure she's over it.

    ...Until Keira got her powers, kinda-accidentally got a peek at his emotions, and realized thanks to the Analytical nature of her empathy that while he might not feel for her quite how she does for him, the potential for it is absolutely all there.

    Obviously, Keira would never use her powers to try to compel his affections. That would be absolutely unconsciable in numerous and very important ways. But...some empathy here, a peek at his thoughts there, maybe a teensy emotional nudge every now and again? She knows better than to think it would be right, and the thought that it could rightfully ruin their existing relationship definitely terrifies her...but still, it's tempting.

    Roman also has some tendency to be the first to volunteer for dangerous situations and get in over his head. Even with her powers, as far as he's concerned when it's a dangerous situation he's a cop, she's a civilian, and as such protecting her is his job. Keira's not looking forward to the day when she has to choose between letting him go into a situation that may well get him killed, and compelling him to be smart.

    Family Ties [Relationship/Responsibility]: Keira has a big, loud, tight-knit family that drives her regularly crazy and that she loves to death. Her parents Marcus and Conny are both devout Catholics and pretty much archetypal Good Christians, although her mother does have something of a judgmental streak - they had some pretty intense screaming matches in Keira's wilder younger years, and while they've mellowed since then, there's still some occasional tension there. She has flipping seven younger siblings - Adam (24), Heather (22), Lauren (20), William and Tanya (18), Nicole (16), and Harry (13).

    Keira's father is the only person she's told about the full extent of her powers (the rest of her family knows the public version, but her dad has pretty much always been her first choice when it comes to life advice, and this was no different). She's been...hesitant to tell her mom because of their past fights and she's worried how she'll react. Her father has agreed not to force the issue, but has told her she'll have to come clean about it sooner than later. He won't keep such a secret from his wife forever. She's considered telling her siblings too, but hasn't decided; she doesn't want them to feel weird around her.

    Law and Order [Relationship/Responsibility/Rivalry]: As an ADA, Keira works in the DA's office and regularly works with the CPD on cases. Naturally, she's also familiar with many defense attorneys around the city, and while she's generally friendly with them, they can be competitive and she definitely has a few rivalries.

    Keira has prosecuted a couple cops for excessive force and unjustified homicides. There's a fair few cops, especially in certain precincts, that are less than friendly with her as a result.

    Reformed Party Girl [Reputation]: Back in the day, especially during her time with the band and especially in college, Keira was pretty much a straight-up party-girl. She's always been smart, school was easy for her, so she could kinda afford to be. That's all well behind her, but again, there are still plenty of people in town who have no idea who Keira the ADA is, but would recognize Keira the singer at a glance. And of course the internet never forgets. And, she has come to learn, apparently neither do cops when they find something they can tease you mercilessly about.

    You Have No Idea What I'm Capable Of [Secret]: Keira can't keep her powers entirely a secret, because if she did she wouldn't be able to fight giant monsters. She could go whole-hog on a secret identity, sure, but that would be way too much stress and honestly she'd just as soon not give herself the shield of anonymity, her powers being what they are. Every little extra reason not to abuse them helps. Still, Keira's very leery of letting people know everything she's capable of. Part of it is that she doesn't want people to look at her differently, to be suspicious and guarded around her. But she has to admit, there's also a tiny part of her that knows that there are advantages to being a telepath when nobody knows it.

    So Keira's full range of powers is a closely-guarded secret. Currently, her father is the only person who knows about them. As far as everyone else knows, her powers include telepathic communication, the detection of minds (but not thoughts or emotions) in her vicinity, and personal mental enhancement. It's also known that with physical contact, she can strengthen her telepathic connection enough to share some of her mental enhancements to a limited degree (she calls it bestowing a "flash of inspiration"), and that she can empower her imagination to project extremely immersive illusions. Finally, she is able to manipulate the minds of beasts, but the official story is that she can't actually influence people at all - human minds are just too complex for her powers. Her ability to mind walk isn't strictly a secret, but it's not really something she mentions either. She just likes silently popping up beside people and them not having a clue where she came from.
    Last edited by Quellian-dyrae; 2019-05-23 at 05:23 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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  6. - Top - End - #36
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    Quellian-dyrae's Avatar

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    Default Re: The Age of Heroes [M&M 3E]

    Spoiler: Power Descriptions
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    Keira's power is best summed up as Mental Expansion; her mind has become faster, stronger, and able to reach beyond itself. While her power manifests primarily as telepathy, it has some shades of direct mental enhancement as well.

    Raw Stats: Many of Keira's base stats have improved since acquiring her powers. While she's not a full-fledged biokinetic, her mind is powerful enough that it has psychosomatically optimized her physical body to superhuman levels, making her supernaturally resilient to physical and physiological threats. Her more powerful mind has heightened her natural willpower, and allowed her to excel even further at her self defense techniques. It's also made her even better at the skills she was already trained in, particularly her social skills.

    While these changes are a direct result of her powers, they are not a manifestation of them. She is not constantly biokinetically enhancing her body or psychically boosting her willpower. These are entirely native trait improvements, not Enhanced Traits.

    Aptitude [Skill] [Knowledge]: Even before getting her powers, Keira was highly intelligent and a fast learner. She excelled in school and has proved highly proficient in a number of creative and societal fields. Since obtaining her powers, her raw intellect has been fundamentally increased, although just being smarter doesn't inherently mean you know more, so she still only excels in the fields she's dedicated time and effort to learning. However, her learning ability has also improved even further as her memory has become infallible.

    Rapport [Skill] [Social]: Even before acquiring her powers, Keira was a social butterfly. She may actually be an empath now, but she's always been empathetic. She has a keen sense of people.

    Assail the Mind [???] [Psionic] [Telepathy]: Keira can assail the will of her opponents aggressively. This makes it easier to defend against her attacks, but also gives her more control and flexibility over how she stages her assault, potentially allowing her to exploit vulnerabilities to crush a foe's will.

    Telepathy [???] [Psionic] [Telepathy]: Keira's powers allow her to detect and reach out to the minds of others, or reach inward to augment her own mental strength.

    Mind Link [Mental]: Keira can communicate telepathically with pretty much anyone she can unambiguously identify, world-wide and at a hundred times normal communication speed. While she can keep up multiple telepathic conversations normally, she can also broadcast a mass communication to everyone within about a mile.

    Mind Sense [Sensory]: Keira can sense the minds of others with just a bit of concentration. Her mental senses are as keen as human vision, but also give her far more detail and operate all around her. She can detect minds directly, scan for emotions like an empath, and detect the augmented mental activity representing mental powers. With intense concentration, she can detect one of these things at a time through solid objects, although not clearly enough for targeting. Her insight and intuition are more important than her physical senses for parsing the data these super-senses deliver.

    Mind Walk [Psychoportation]: Free the mind and the body will follow, is the best way Keira can explain it. At this point, Keira's body is in some ways more a projection of her mind than anything - it's part of the reason she was able to psychosomatically strengthen herself to such a degree. By shunting her very consciousness through her telepathy, Keira can cause her body to immediately teleport after it. Since she needs another mind to send her consciousness to, she must appear adjacent to another sentient being. She can bring along up to eight hundred pounds of passengers or cargo in this way, may alter her orientation on arrival, and only brings along what she wishes to. There's no display whatsoever when she appears; many people just assume she was already there and they only just noticed her. This takes a lot of mental effort, way more than just sending a single message, and is only effective to a 500' range normally. With additional focus, though, Keira can expand this up to 16 miles.

    Mind Boost [Augmentation]: Keira can boost her own mental abilities. This allows her to make telepathic connections that allow for more than just intentional sendings - she can peer into the thoughts of others actively. It also makes her mind operate vastly faster, putting in a subjective thirty minutes of thought in a single second. Her mind becomes strong enough to actively reinforce her body while doing this, refreshing it without need for food, water, and sleep. But perhaps most significantly, while boosted in this way, she can project her powers straight into a target's subconscious. This can be dangerous - the subconscious mind can be a wild place, and will not often tolerate invasion lightly. But when using her powers in this way, they are virtually undetectable.

    Mind Shield [Augmentation]: Keira's telepathic powers allow her to shield herself from external mental assaults, rendering her will entirely inviolable with concentration. Conveniently, this additional willpower also makes it easier to push through physiological assaults with sheer determination.

    Mind Surge [Augmentation]: Keira can focus everything she's got into her active powers. While this is by no means subtle, the full force of Keira's will can be tremendously powerful.

    Mind Control [???] [Psionic] [Telepathy]: Keira can use her telepathic powers to influence the minds of others actively in various ways. Typically, her eyes glow when she's doing so, and those nearby might feel a sort of mental pressure or detect a faintly audible hum. There is no display when she projects her will into the subconscious, though.

    Bestow Inspiration [Mental] [Inspiration]: The lightest touch of Keira's powers, not invading the mind at all. This is basically a tactical telepathic sending, giving the target a bit of a telepathic nudge, sudden flash of invigorating emotion, strategic mental suggestion, quick phantasmal diagram of how to do something, or even just sharing some of her own mental enhancement. It offers her no control, but gives the target additional mental resources to do things better, in effect enhancing their existing traits for a brief moment. In battle, Keira also alerts them to incoming threats, making it much easier for them to defend themselves.

    When fighting enemies who are immune to her powers, Keira has a tendency to pass along a share of her own spite and frustration when enhancing offensive capabilities. This can make the boost even stronger, at the cost of limiting it to only those opponents.

    With her full power behind it, this boost also grants the target a share of Keira's own formidable will, allowing them to straight-up ignore some of their injuries. While this is a powerful support, it does have to be used with some care - the injuries aren't gone, and the boost to the target's will is only temporary, and could be negated early by effects that counter mental or morale-based powers. This also means she can't actually provide healing to the sick and injured - at best, she can ease their pain for a time.

    Incite Emotion [Mental] [Emotion]: Keira manipulates the target's feelings, intensifying them to distracting levels. She can also boost allies with a sudden flash of hope, anger, or the like, to strengthen their attacks. With her full power behind it, this power can incite emotional urges so overwhelming that they compel the target to act on them. This works best on the weak-willed, but even strong wills can be worn down by repeated assaults.

    Project Imagination [Sensory] [Illusion]: Keira focuses her powers inwardly, infusing her own imagination with raw will and casting it out into the world as a visible illusion. This is not a [Mental] power, it's purely [Sensory] - the illusion is projected from her mind into the world, not directly into the minds of others, although Keira can telepathically reveal it as an illusion to anyone she wishes, causing them to perceive it as just a faint layer that doesn't impede their senses. The illusion is incredibly immersive and detailed, and can easily be used to manipulate people into making mistakes. Keira can also use this to create more minor illusions, more descriptive things that can't really manipulate others directly...but which might be able to enhance a deception.

    Even baseline, Keira can draw targets deeper in with repeated manipulations of the illusion, but with her full will behind it, the illusion becomes so deep and complex that it will naturally draw those affected in deeper and deeper until they have lost touch with reality.

    Hypnosis [Mental] [Charm]: Keira can use her powers to lull a target into passivity and potentially into slumber. Used on a defenseless target, she can potentially leave it in a permanently comatose state. This power is precise; it can be used to target only specific parts of the mind. For example, Keira could potentially put a target's subconscious defenses to sleep while leaving them otherwise awake and alert, or she could put certain personality traits, memories, or areas of knowledge to sleep - even things like addictions and phobias.

    With her full power behind it, Keira's hypnotic powers will rapidly degrade the will of her target, allowing her to much more easily affect it with other powers.

    Domination [Mental] [Compulsion]: Keira's most terrifying power by far, she can crush the will of her target and assume complete control. Though the weak-willed are the easiest to affect, given time she can batter down all but the strongest-willed victims.

    With her full will behind this power, Keira can dominate the mind at range and lay down a pounding repetitive mental assault. Even worse, once she does usurp a victim's mind, her power is contagious, lashing out at anyone who comes within ten feet of someone she's controlled, and spreading the mental plague further.

    Mass Suggestion [Mental] [Compulsion]: Keira can implant a single powerful command into any or all targets in 30', and she may set a command latent to await a specific trigger.

    With her full will behind it, this power forces the target to become more and more obsessive about fulfilling the command, until it either throws the effect off or devotes all of its attention to fulfilling it.


    Spoiler: Description
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    Spoiler: Backstory
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    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  7. - Top - End - #37
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    DrowGirl

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    Default Re: The Age of Heroes [M&M 3E]

    Sahara is very close to complete now, mechanics are done, only thing left is to add a bit more to the backstory as it is only one paragraph long at the moment, but the core concept is there. I will try to get some more written for it tomorrow, but I do not know if I can do that before the sheet is reviewed.

    PS: PL4 build at end of document.
    Last edited by Izzarra; 2019-04-11 at 11:27 PM.
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    Default Re: The Age of Heroes [M&M 3E]

    I should post what I'm working on, at least: a shapeshifter. Powers I'm good, but now I have to spend more points on non-powered stuff and I'm not sure what I'll end up with. Probably some more skills and advantages.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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  9. - Top - End - #39
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    WhiteWizardGirl

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    Default Re: The Age of Heroes [M&M 3E]

    Here is a pair of mechanical sheets for Ana, Aka Lock!

    Level 4 || Level 10

    I will have a more formal submission up when I finish the fluff bits.

  10. - Top - End - #40
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    OldWizardGuy

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    Default Re: The Age of Heroes [M&M 3E]

    I think I'm about done with Assembly. Just minor tweaks here and there, plus making sure the backstory didn't leave out anything important.
    Currently looking for: Something crunchy

  11. - Top - End - #41
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    Default Re: The Age of Heroes [M&M 3E]

    Aegis is complete.

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    Default Re: The Age of Heroes [M&M 3E]

    @Aegis:
    1) Nice character. Reminds me of Bane a little, except not evil. He's surprisingly small for peak human strength; I'd expected him around Angus MacAskil sized.
    2) Does "Half Life Support" mean 'life support, half effect' or 'Immunity: suffocation/poison/disease/environmental radiation'? I've seen it as both.
    3) Impervious is nerfed in 3rd edition. If you want to be tough, I'd suggest to add limited: not vs magic, and get Regeneration with the saved points.
    4) Any reason Massive Knockback isn't damaging?

    @Assembly:
    1) Interesting science-based character. Not making him a super-genius is a new take.
    2) For his "Cosmic Control", "Hardlight Constructs" and "Hardlight Flight" have you considered something like this; Create 10 (Close) linked Flight 7 (affects only objects, aquatic). This would let him extend constructs out of his body (the close range) than can then fly around independently (the granted flight). Less clunky mechanically, good potential with enough imagination.

    @Ana:
    Lacks conventional attacks/defenses. She'd be a bystander in many fights. For an anti-metahuman that works in most situations, I'd suggest "Nemesis" as a power, and a big Affliction (Impaired+Vulnerable/Disabled+Stunned/Helpless+Powerless).

    @Aya Khepri:
    1) Cute little sand demon.
    2) Going from Strength/Stamina 2 in her human body to N/A in her powered form would net 8 points.
    3) Immunity to Fortitude includes aging and sleep.
    4) Unfortunately, arrays specifically can't include permanent abilities like Immortality or Regeneration.



    I'll go through the rest of the sheets in a few hours.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  13. - Top - End - #43
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    WhiteWizardGirl

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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Belial_the_Leveler View Post
    @Ana:
    Lacks conventional attacks/defenses. She'd be a bystander in many fights. For an anti-metahuman that works in most situations, I'd suggest "Nemesis" as a power, and a big Affliction (Impaired+Vulnerable/Disabled+Stunned/Helpless+Powerless).
    How so? The ability to copy any movement form she sees ensures she can get into melee range where she can initiate a grapple, dealing strength damage, and rendering them powerless.

    That being said, that is a bit of a one track plan, so I'll add combat options. I'm getting a better sense of the expected power level looking at your comments to folks, and recently saved a bunch on my powers by switching to geico making Step Up an alternate power, which it should have been.

  14. - Top - End - #44
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    HalflingRogueGuy

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    Default Re: The Age of Heroes [M&M 3E]

    Wang Ho as
    The Crane
    Spoiler: background
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    Firstborn of a family of eight, living in poverty under the rule of the Chinese Triads, Wang Ho joined the street enforcers of Chicago by the age of 12, ratted out his own parent for disloyalty at the age of 15, and killed one of his own brothers for treason when he was 17, earning himself a privileged position among enforcers of the Triads. It came with the most prestigious training and the most dangerous missions.

    After twenty years of good and faithful service, the injuries accumulated after many street fights eventually added up to the point where Wang Ho became a liability, so the Triads politely but firmly pushed him under the metaphorical rug of forced retirement. He spent all of his ill-begotten gains in a few years, then spent the following three decades grasping more and more desperately to any way of getting back the physical fitness of his youth.

    Wang Ho was already half senile with a growing arthritis in his back when his faithfulness to the teachings of the Tao finally started to pay off. In only a few month, he regained full mental clarity (except for a very romanticized recollection of his past) and his "restored" might quickly exceeded by far everything he was ever able to do. He could finally get back to business. Since he outlived all of his contacts in the Triads, he decided to sell his "pest control" services at an outrageous price to the mayor's office.

    Spoiler: stolen pic
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    Spoiler: complications
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    Indoctrinated (Motivation : Patriotism)
    They may have forgotten his very existence, but Wang Ho's loyalty still lies first and foremost with the international criminal cartel known as the Chinese Triads.

    In it for the money (Motivation : Greed)
    Wang Ho's interest in the protection of all civilization is that of the shepherd protecting his cattle.

    Delusional (Quirk)
    Wang Ho was going paraplegic and senile before his taoist cultivation suddenly started having supernatural results. He mostly got better, but some of the damage on his mind wasn't fixed. He's convinced that he's "young again" and his memories of the "good old times of the prohibition" are mostly imaginary.

    Criminal (Secret Identity)
    Wang Ho doesn't trust anyone with his real identity, especially not his current allies of circumstance.

    Spoiler: Base character - PL 4 - 60/60pp
    Show
    The Crane
    Spoiler: combat abilities
    Show
    Initiative 6
    Dodge 4 Parry 4
    Toughness 4/2
    Will 6 Fortitude 2

    Attacks:
    Unarmed : +6, Damage 2

    Spoiler: skills
    Show
    Acrobatics : 10
    Athletics : 10
    Close Combat (unarmed) : 6
    Intimidation : 8
    Perception : 8
    Stealth : 2

    Languages : English, Chinese (Mandarin)

    Abilities (16 pp)
    STR 2 AGI 2
    STA 2 DEX 0
    FGT 2 AWE 0
    INT 0 PRE 0

    Skills (18 pp)
    Acrobatics +8
    Athletics +8
    Close combat (unarmed) +4
    Intimidation +8
    Perception +8

    Advantages (16 pp)
    Accurate Attack, Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 2
    Evasion, Fearless, Improved Critical (Unarmed), Improved Defense, Improved Disarm
    Improved Initiative, Improved Trip, Languages, Power Attack, Weapon Bind

    Defenses (10 pp)
    Parry +2
    Dodge +2
    Will +6
    Fortitude +0

    Spoiler: Powered character - PL 10 - 160/160pp
    Show
    The Crane
    Spoiler: combat abilities
    Show
    Initiative 10
    Dodge 12 Parry 12
    Toughness 8/6
    Will 14 Fortitude 6

    Attacks:
    Thousand Cuts : +14, Multiattack Damage 6
    Wind Blast : +14, Reach 6 Damage 6
    Burning Palm : +14, Secondary effect Damage 6
    Spirit Strike : +14, Alternate resistance (Will) Damage 6
    Paralyzing Touch : +14, Affliction 6 (Fortitude; imparied & vulnerable, disabled & defenseless, paralyzed)

    Spoiler: skills
    Show
    Acrobatics : 14
    Athletics : 14
    Close Combat (unarmed) : 14
    Insight : 12
    Intimidation : 8
    Perception : 16
    Stealth : 6

    Languages : English, Chinese (Mandarin)

    Abilities (16 pp)
    STR 6(2) AGI 6(2)
    STA 6(2) DEX 0
    FGT 6(2) AWE 8(0)
    INT 0 PRE 0

    Skills (18 pp)
    Acrobatics +8
    Athletics +8
    Close combat (unarmed) +4
    Intimidation +8
    Perception +8

    Advantages (16 pp)
    Accurate Attack, Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 2
    Evasion, Fearless, Improved Critical (Unarmed), Improved Defense, Improved Disarm
    Improved Initiative, Improved Trip, Languages, Power Attack, Weapon Bind

    Diehard, Trance, Instant up, Move-by Action, Precise attack [close, concealment]
    Prone Fighting, Takedown 2, Uncanny Dodge

    Defenses (10 pp)
    Parry +2
    Dodge +2
    Will +6
    Fortitude +0

    Spoiler: Powers - 100pp
    Show
    Fruitful Cultivation (49)
    Enhanced Trait 44 (STR+4, STA+4, AGI+4, AWE+8, Insight +4, Diehard, Trance)
    Regeneration 10, Limited (while trancing)
    Training, Chi, Tao

    Greater Kung Fu (25)
    Enhanced Trait 25 (FGT+4, Parry+4, Dodge+4, Close Combat (unarmed) +4, Instant up,
    Move-by Action, Precise attack [close, concealment], Prone Fighting, Takedown 2, Uncanny Dodge)
    Training, Chi

    Chi Strikes (13)
    Spoiler: Array
    Show
    Thousand Cuts (7)
    STR-based, Feature (count as an unarmed strike)
    Multiattack Damage 6

    Wind Blast (9)
    STR-based, Feature (count as an unarmed strike)
    Subtle Reach 6 Damage 6
    Feature (adds the Wind descriptor)

    Burning Palm (8)
    STR-based, Feature (count as an unarmed strike)
    Secondary Effect Damage 6
    Feature (adds the Fire descriptor)

    Spirit Strike (9)
    STR-based, Feature (count as an unarmed strike)
    Alternate Resistance (Will) Damage 6
    Affect Insubstantial 2

    Paralyzing Touch (7)
    STR-based, Feature (count as an unarmed strike)
    Extra Condition Affliction 6 (resisted by Fortitude; impaired & vulnerable, disabled & defenseless, paralyzed)
    Training, Chi, Tao

    Swift as the Wind (12)
    Movement 6 (Safe fall, Sure-footed 2, Wall-crawling 2, Water-walking)
    Speed 4
    Leaping 2
    Training, Chi
    Last edited by Cazero; 2019-04-15 at 01:37 AM.
    Yes, I am slightly egomaniac. Why didn't you ask?

    Free haiku !
    Alas, poor Cookie
    The world needs more platypi
    I wish you could be


    Quote Originally Posted by Fyraltari
    Also this isn’t D&D, flaming the troll doesn’t help either.

  15. - Top - End - #45
    Bugbear in the Playground
     
    Kyace's Avatar

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    Default Re: The Age of Heroes [M&M 3E]

    Rob Bernhardt, the Vulture is as done as I know how to make him. Still have a slot in the utility array to fill and some questions about some of the powers.

    Mechanically, I was aiming to make a healer but took some nods from the Power House archetype. Didn't skew the balance quite as hard towards stamina and am trying to keep most of the self-abilities just above 'peak human'.

    Using Quellian-dyrae's healing point option as a 0 point limit. Could someone more familiar with M&M check out if I did my powers correctly and/or if they are ok for this game? Of note, I have the Healing Resurrection extra, a unique sense for locating injured persons and the Closing Argument power has an Side Effect that I'm trying to balance to make it a big risky finishing move. Mechanically, I could drop Closing Argument's Increased Duration and Side Effect for an every-round, perception (sight) damage ability, but I didn't want to be my go-to attack.

    Secondly, I noticed that I'm trying to make a biokinetic lawyer in the same game as Jason Bourne Quellian-dyrae is making a sort-of-biokinetic lawyer. Well, crap. :P
    Quote Originally Posted by starwoof View Post
    Your manly chin makes Jay Leno weep.

  16. - Top - End - #46
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    Quellian-dyrae's Avatar

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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Kyace View Post
    Using Quellian-dyrae's healing point option as a 0 point limit.
    For what it's worth in a regular game I usually figure that as a -1/r Limit. It's a frankly massive nerf to Healing (I mean, with good reason, but still). Overall it removes well more than half of Healing's utility, so treating it as -1/r shouldn't be problematic. That said, looking at the sheet, it looks like you did price it at -1/r, so should be fine.

    Quote Originally Posted by Kyace View Post
    Could someone more familiar with M&M check out if I did my powers correctly and/or if they are ok for this game?
    I think some of the point costs might be off. I think I was counting like 61 in powers, 25 in skills, and 12 in advantages, but I may have miscounted. It's also not really huge but my general advice is that with certain exceptions, it's usually good form to avoid advantages in arrays.

    Quote Originally Posted by Kyace View Post
    Secondly, I noticed that I'm trying to make a biokinetic lawyer in the same game as Jason Bourne Quellian-dyrae is making a sort-of-biokinetic lawyer. Well, crap. :P


    Keira's "biokinesis" is super-limited though, mainly just an explanation for where her Stamina comes from, and kinda more of a "her body is in some ways more a projection of her mind" than "she has direct mental control of her body". They're probably more fundamentally different than say a paragon and powerhouse would be.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  17. - Top - End - #47
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    WhiteWizardGirl

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    Default Re: The Age of Heroes [M&M 3E]

    On second thought, I think I'm going to drop out of this. Have a good time folks!

  18. - Top - End - #48
    Bugbear in the Playground
     
    Kyace's Avatar

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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Quellian-dyrae View Post
    For what it's worth in a regular game I usually figure that as a -1/r Limit. It's a frankly massive nerf to Healing (I mean, with good reason, but still). Overall it removes well more than half of Healing's utility, so treating it as -1/r shouldn't be problematic. That said, looking at the sheet, it looks like you did price it at -1/r, so should be fine.

    I think some of the point costs might be off. I think I was counting like 61 in powers, 25 in skills, and 12 in advantages, but I may have miscounted. It's also not really huge but my general advice is that with certain exceptions, it's usually good form to avoid advantages in arrays.



    Keira's "biokinesis" is super-limited though, mainly just an explanation for where her Stamina comes from, and kinda more of a "her body is in some ways more a projection of her mind" than "she has direct mental control of her body". They're probably more fundamentally different than say a paragon and powerhouse would be.
    Thanks for the look over. I was building this on a spreadsheet and seem to have recorded healing as a 1 pp/rank by mistake. I guess two wrongs make a right but will correct it on my sheet and my spreadsheet. I'll re-scrub my point totals to make sure they're right and make sure it's documented right.

    Gotcha on the advantages in the array. I'll take them out and rework the melee attack. Attacks are the thing I have the most worry about because it seems easy to make an attack so weak to be useless. Thank you again.

    In your guide you mention:
    Heavy Hitter: A big gun. This could be a triple-threat attack, and usually has some sort of Flaw restricting its usage, so you can't pull it out just all the time but it's explicitly stronger than your normal attacks when you do. A good option is to make it Limited to enemies who do a certain thing that you don't want your enemies doing, such as targeting your weak resistance or attacking your allies or something.
    What did you mean by triple-threat attack?
    Quote Originally Posted by starwoof View Post
    Your manly chin makes Jay Leno weep.

  19. - Top - End - #49
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    Quellian-dyrae's Avatar

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    Default Re: The Age of Heroes [M&M 3E]

    Sure thing! And three effects (possibly all offensive, such as Damage+Affliction+Weaken) Linked together.
    Last edited by Quellian-dyrae; 2019-04-12 at 01:51 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

  20. - Top - End - #50
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    Default Re: The Age of Heroes [M&M 3E]

    I got a WIP draft of my character, here is her character sheet.

    Its very rough at the moment, but I wanted to get it down now to at least reserve my niche. The basic premise is that she was a low/middle weight criminal who got arrested, and nearly killed in prison due to gang violance, during which her powers manifested. She offered to work for the government in exchange for a full pardon (since her life of crime was driven more by pragmatism than anything).

    Build wise she's...a bit weird. The base frame started out as Martian Manhunter or Vision, but ultimatly ended up as a sort of low-grade cosmic force like silver surfer. She's the powers of someone like Captain Atom or Dr. Manhatten, but with the mind of a fairly average high school dropout who mostly just uses that immense power to punch bad guys. Like, she can see individual atoms, but doesn't have the brains to really put it together what she's fully capable of. And I imagine the government is kinda keen on keeping it that way. Plus, when she's not being used to smack down baddies, NASA borrows her to fly missions around the solar system.

    Hows that sound?
    High Reverend of the Church of the Icosahedron

  21. - Top - End - #51
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    OldWizardGuy

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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Belial_the_Leveler View Post
    @Assembly:
    1) Interesting science-based character. Not making him a super-genius is a new take.
    2) For his "Cosmic Control", "Hardlight Constructs" and "Hardlight Flight" have you considered something like this; Create 10 (Close) linked Flight 7 (affects only objects, aquatic). This would let him extend constructs out of his body (the close range) than can then fly around independently (the granted flight). Less clunky mechanically, good potential with enough imagination.
    I'll look at switching that in. Might save enough points to actually put something into defense beyond the bare minimum.
    Last edited by Blindfolded Ape; 2019-04-12 at 02:59 PM.
    Currently looking for: Something crunchy

  22. - Top - End - #52
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    John Cribati's Avatar

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    cool Re: The Age of Heroes [M&M 3E]

    Presenting Tinsley Heathe, AKA Pulse, the not-very-quickly-rising pop star who's also now a Superhero!

    Spoiler: PL4 Crunch
    Show
    Tinsley Heathe
    PL4

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

    Advantages
    Improved Initiative 2

    Skills
    Acrobatics 2 (+4)
    Athletics 3 (+4)
    Deception (+2)
    Expertise: Music 7 (+8),
    Insight (+2),
    Intimidation (+2),
    Perception 2 (+4),
    Persuasion (+2),
    Stealth (+2),
    Treatment 1 (+2)

    Defense
    Dodge 3 Ranks+ 2 AGL = 5
    Parry 0
    Toughness 3 (Def Roll 0)
    Fortitude 3
    Will 2 Ranks + 3 STA =5

    Power Points
    Abilities 24 + Powers 0 + Advantages 2 + Skills 8 + Defenses 6 = Total 40


    Spoiler: PL 10
    Show
    Tinsley Heathe
    PL10


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

    Powers

    Vapor wave (11 PP)
    Super-hearing: Senses, Sustained 7
    Ultrahearing (1)
    Analytical Auditory (2)
    Extended Auditory 2(4)
    Linked: Perception +16, Limited (Auditory) (4)]

    Sound Bite: (32 PP)
    Bursts of sound waves emitted from his body.
    Shatter : Weaken 10 [Weaken Toughness; Burst Area 2, Selective; Affects Only Objects]
    Alt: Sonic Burst: A wild, unfocused sonic burst caused by a stomp, a snap of the finger, etc.
    Damage 10, Burst Area 2
    Alt: Sonic Shove: A focused sound wave from the palm used to push objects and people away
    Moce Object 10:
    Damaging
    Limited direction (Away)
    Throwing Mastery 5
    Super-Sonic movement (9 PP)
    Sonic Leap: A mighty leap assisted by sound-based propulsion
    Leaping 8

    Alt: Speed of Sound: As above, but more horizontal.
    Speed 4

    Vocal Arrangements (38 PP)
    Lullaby: A Song with insidious sound waves that vibrate the water in the brain and cause unconsciousness.
    Affliction 9, Extra Condition, Burst Area, Selective:
    Dazed and Fatigued-> Stunned and Exhausted -> Incapacitated and Unaware, Fortitude Resist
    Alt: Silver Tongue: Uses sound manipulation to alter the tone of his voice, making interactions easier
    Enhanced Skills: Deception. +18, Intimidation +18, Persuasion +18]
    Enhanced Advantages 7:
    Attractive 2
    Daze [Deception]
    Fascinate 2: [Deception, Persuasion]
    Taunt
    Teamwork
    Alt: Sonic Shout: A high-frequency sonic wave emitted from the mouth
    Damage 10 [Sonic descriptor]; Cone Area, Selective; Quirk: Cannot use while gagged

    White Noise (13 PP)
    Sound Barrier: Protection 12 Amplifies and pulses the sound waves from his own heartbeat to protect his body from injury.
    Alt: Dampening Field: [I]Mutes footsteps and other such sounds, allowing for general skulduggery
    Enhanced Skills (Stealth +16)
    Burst Area, Affects others; Limited (Sounds only)

    Feature Presentation: (3 PP)
    Perfect Pitch: Feature 1 [can perfectly identify and sing notes]
    Bullhorn: Feature 1- Can amplify his speaking or singing voice (-20 DC to hear him from afar)
    Voice Acting: Feature 1- can mimic any sound and alter his own voice to mask his identity or match another person's voice


    Advantages
    Improved Initiative 2
    Ranged Attack 4


    Enhanced Advantages:
    Attractive 2
    Daze [Deception]
    Fascinate 2: [Deception, Persuasion]
    Taunt
    Teamwork


    Skills
    Acrobatics 2 (+4)
    Athletics 3 (+4)
    Deception (+20)
    Expertise: Music 7 (+8)
    Insight (+2)
    Intimidation (+20),
    Perception 2 (+4)
    Perception (Auditory only) 0 (+20),
    Persuasion (+20)
    Stealth (+2)
    Stealth (Dampening Field only) 0 (+18)
    Technology 2 (+3)

    Offense
    Initiative +10
    Lullaby +0, Damage 9
    Sonic Burst/Blast +0, Damage 10
    Sonic Shove (Just Shove) +5, Damage 10
    Sonic Shove (Move Object) +5, Damage 15"

    Defense
    Dodge 5, Parry 0
    Toughness 15 (Def Roll 0), Fortitude 3, Will 5

    Power Points
    Abilities 24 + Powers 106 + Advantages 6 + Skills 8 + Defenses 6 = Total 150

    Complications
    Motivation: Fame- So the pop star thing isn't really taking off as well as he'd hoped. But a pop star who's also a superhero? is that a gimmick or what?
    Celebrity (Identity): As a rising star, and now superhero, Pulse is fairly well-known. his being ""openly"" empowered as he is, he's often seen as the face of meta-individuals, for good or ill
    Weakness: While Super-hearing is active, Tinsley has a penalty to rolls to resist sound-based attacks.

    Formerly known as "Herpestidae."
    Most of my posts are done by mobile. Expect typos.
    Quote Originally Posted by Frozen_Feet View Post
    Things don't magically stop being fun when you reach a certain age.

  23. - Top - End - #53
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    OldWizardGuy

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    Default Re: The Age of Heroes [M&M 3E]

    Minor changes made to Assembly. I took out the ability to control external sources of the Cosmic Force, since A. it's not likely to come up (read: it will now happen explicitly because I said it wouldn't ) and B. it didn't make sense for him to barely be holding his own powers in while also being able to manipulate it around outside of him. Replacing it is some increased defenses and immunity to his own powers
    Currently looking for: Something crunchy

  24. - Top - End - #54
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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Belial_the_Leveler View Post
    @Aegis:
    1) Nice character. Reminds me of Bane a little, except not evil. He's surprisingly small for peak human strength; I'd expected him around Angus MacAskil sized.
    2) Does "Half Life Support" mean 'life support, half effect' or 'Immunity: suffocation/poison/disease/environmental radiation'? I've seen it as both.
    3) Impervious is nerfed in 3rd edition. If you want to be tough, I'd suggest to add limited: not vs magic, and get Regeneration with the saved points.
    4) Any reason Massive Knockback isn't damaging?

    1) I can make him bigger. Physique wise, lemme see... This is legitimately one of the strongest people in Pro-Wrestling. Size does not always equal power.

    2) Life support, half effect. He still needs to breathe.

    3) I wouldn't mind that if you'd give it to me as a limitation. But are you sure you're fine with high toughness and regeneration on the same character? Edit: I did edit my sheet accordingly. He now has Regeneration 5. Put the extra point into Ultimate Toughness, which he should've had to begin with.

    4) It is damaging. It's linked to his standard strength damage, like a punch. This is Superman punching someone into space.
    Last edited by SuperCracker; 2019-04-12 at 06:20 PM.
    Spoiler
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  25. - Top - End - #55
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    GreenSorcererElf

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    Default Re: The Age of Heroes [M&M 3E]

    Lily Song AKA Architect
    Spoiler: PL4
    Show
    Abilities (16pp)
    Strength: 0
    
Stamina: 2
    
Agility: 0
    
Dexterity: 0
    
Fighting: 0
    
Intellect: 0
    
Awareness: 6
    
Presence: 0

    Defences (12pp)
    Dodge: 6

    Parry: 6
    
Fortitude: 2
    
Toughness: 2
    
Will: 6

    Skills (16pp)
    Close Combat: Unarmed 8 (+8)
    Expertise 0 (Business, Computers, Current Events, Engineering, Geography, History, Mathematics, Music, Popular Culture, Science) (+10)
    Insight 2 (+8)
    Persuasion 10 (+10)
    Technology 12 (+12)

    Advantages (12pp)
    All-out Attack
    Attractive
    Benefit 2 (Independently Wealthy)
    Eidetic Memory
    Equipment 1
    Languages 2 (English, Mandarin; Base: Cantonese)
    Move-by Action
    Power Attack
    Speed of Thought
    Well-Informed

    Powers (4pp)
    Inspired Mind: Enhanced Intellect 10, Limited 2- Expertise, Quirk- Only Applies to One Expertise Skill Per Rank [4pp]

    Equipment
    Modern Smartphone with Bluetooth Earpiece: Array
    -Applications: Audio/Video Recorder, Camera, Flashlight
    -Communication: Cell Phone, Comm-link, Computer, GPS

    Workshop: Headquarters
    -Size: Large
    -Toughness: 6
    -Features: Computer, Gym, Laboratory, Living Space, Workshop

    Combat
    Initiative: +10

    Unarmed: +6/Close/DC15


    Spoiler: PL10
    Show
    Abilities (20pp)
    Strength: 0

    Stamina: 2
    
Agility: 0
    
Dexterity: 0
    
Fighting: 0

    Intellect: 0
    
Awareness: 8
    
Presence: 0

    Defences (22pp)
    Dodge: 6/10
    
Parry: 6/10

    Fortitude: 8
    
Toughness: 2/10
    
Will: 12

    Skills (21pp)
    Insight 6 (+14)
    Persuasion 18 (+18)
    Technology 18 (+18)

    Advantages (15pp)
    All-out Attack
    Attractive
    Benefit 2 (Independently Wealthy)
    Connected
    Eidetic Memory
    Equipment 1
    Improved Hold
    Improved Trip
    Inventor
    Languages 2 (English, Mandarin; Base: Cantonese)
    Move-by Action
    Power Attack
    Speed of Thought
    Well-Informed

    Powers (82pp)
    Aegis: Array, Removable [11pp]
    -Environmental Ward: Immunity 12 (Critical Hits, Life Support)
    -Force Projection: Create 12, Limited to Barriers

    -Kinetic Shroud: Deflect 12, Close, Secondary Effect

    Calculated Strike: Damage 8, Accurate 6; Enhanced Acrobatics 12, Limited 2 (Trips) [17pp]

    Fluid Armour: Protection 8 [8pp]

    Inspired Mind: Enhanced Intellect 18, Limited 2- Expertise [9pp]

    Stasis Generator: Removable [12pp]
    -Accelerated Healing: Regeneration 3
    -Replay: Senses 2 (Rapid Hearing; Rapid Vision)
    -Time-Lock: Array
    —Action: Quickness 10
    —Motion: Speed 10

    Tactical Computers:
    Enhanced Defences 8 (Dodge 4, Parry 4); Senses 2 (Analytical Hearing; Analytical Vision) [10pp]

    Techno-morphic Weaponry: Array, Easily-Removable [15pp]
    -Artillery: Calculated Strike Gains Extended Range 2, Indirect, Multiattack, Ranged
    -Blade: Damage 10, Alternate Resistance- HAD, Perception Range, Limited to Close
    -Cannon: Damage 10, Cone Area 2; Reduced Calculated Strike 14
    -Flail: Elongation 1; Extra Limbs 1, Projection, Sustained; Calculated Strike Gains Multiattack; Linked Move Object 8, Close
    -Hammer: Calculated Strike Gains Improved Critical 3; Linked Affliction 8 (Fortitude; Dazed+Vulnerable/Defenceless+Stunned), Cumulative, Extra Condition, Limited Degree

    Equipment
    Modern Smartphone with Bluetooth Earpiece: Array
    -Applications: Audio/Video Recorder, Camera, Flashlight
    -Communication: Cell Phone, Comm-link, Computer, GPS

    Workshop: Headquarters
    -Size: Large
    -Toughness: 6
    -Features: Computer, Gym, Laboratory, Living Space, Workshop

    Combat
    Initiative: +18

    Artillery: +12/Ranged/Multiattack/DC23
    Blade: Close/Perception/DC25
    Calculated Strike: +12/Close/DC23
    Cannon: Close/Cone Area 2/DC25
    Flail: +12/Close/Multiattack/DC23
    Hammer: +12/Close/DC23


    Spoiler: Descriptors
    Show
    Aegis [Technology]: A vambrace manipulating force-fields to provide enhanced protection.
    -Environmental Ward: The use of a full pressure seal and recycled oxygen to allow survival in hostile environments.
    -Force Projection: Creating a large-scale force-field in order to protect an area.
    -Kinetic Shroud: A more concentrated force-field, often used like a conventional shield, for personal protection.

    Calculated Strike [Talent] [Technology]: The combat AI within her micro-circuitry highlights openings and probable attack vectors to maximise the impact of an attack.


    Fluid Armour [Technology]: A colony of nano-bots integrated into her body, which flow about and for armour in response to incoming attack, and replenish themselves by converting local matter.

    Inspired Mind [Talent]: Lily is naturally intelligent, has earned a PhD in electrical engineering from MIT, and regularly views the fine details of technology and strategy far in advance of anything that exists on this planet.

    Stasis Generator [Technology] [Time]: Slows down the passage of time when activated, allowing the user to act faster relative to the surrounding world.
    -Accelerated Healing: As more time passes for the user, they have longer in which to recover from injury, and they seem to heal rapidly to those in slowed-time.
    -Replay: Other actions appear to occur in slow motion, so may be observed more closely.
    -Time-lock: Stepping out of the normal flow of time can be used for practical effect.
    —Action: Performing a variety of mundane tasks with the extra time available.
    —Motion: Moving around the battlefield, or even over long distances, appearing very quick.


    Tactical Computer [Technology]: A limited AI constructed for tactical purposes, stored within micro-circuitry implanted into Lily’s head, which takes charge of sensor systems and feeds through pertinent information in a human-friendly format.

    Techno-morphic Weaponry [Technology]: A versatile weapon using a cluster of nano-bots with pre-programmed forms to allow various functions.
    -Artillery [Ballistic]: A ranged weapon, such as a bow or gun, capable of firing in an arcing trajectory.
    -Blade [Slashing]: A bladed weapon which tears targets apart on a molecular level, making it very dangerous if it lands a solid hit.
    -Cannon [Ballistic]: A scatter-gun, firing a cloud of small projectiles over a short area.
    -Flail [Slashing]: A long, flexible weapon used for tripping and binding a foe.
    -Hammer [Bludgeoning]: A seemingly heavy bludgeoning weapon, capable of stunning a target upon impact.


    Spoiler: Background
    Show
    Name: Lily Song
    Aliases/Nicknames: Architect

    Age: 28
    Place of Birth: Hong Kong
    Gender: Female
    Height: 5’2”/157cm
    Weight: 110lbs/50kg


    Appearance
    Half-Chinese, with striking features and stunning looks, Lily can easily attract attention based on aesthetics alone. While athletic, she is more lithe and toned than broadly muscular, with a slim and well-proportioned figure. Raven hair falls in curls down her shoulders, and her eyes are a stunning green.

    Civilian clothing is certainly chosen with style in mind, and generally complements her looks, but is also considered on practicality. Despite her care for appearance, she isn’t one to sacrifice function on a regular basis. This philosophy follows her into combat, with costumes that might change in exact detail on a frequent basis, but that are always light-weight and contain various defensive and utility measures.

    Personality
    Lily is well-read and technologically gifted, but far from a stereotypical bookworm. Although raised in China and imparted with a strong work ethic, she is fairly westernised and no stranger to parties. Bubbly and magnetic, she looks for the best in any situation and always remains up beat. Very much a people pleaser, she is generally honest and easy to get along with, and has a way of attracting fans.

    What she isn’t, is particularly humble or reserved. It doesn’t quite take the form of actual narcissism, but she does enjoy being the centre of attention, and has a slight higher opinion of herself than might be entirely justified. While many heroes try to separate the different aspects of their life and keep a secret identity, Lily actively seeks fame and tries to carve a name for herself. As a result, although still heroic and pure at heart, she has suffered recently from a lack of normal interactions to ground her, and may dismiss some of the day-to-day concerns of normal people without giving them due consideration.

    History
    Born to an American mother and a Chinese father, Lily received a fairly standard middle-class upbringing. She was rather popular, academically gifted, and athletic, achieving success in various martial arts and speed skating competitions. In particular, she had a talent for science and mathematics, and after completing her education in China, she moved to the US to pursue a degree in Electrical Engineering at MIT. Study proved to suit her, and she excelled at her degree, eventually staying on to complete a PhD and subsequently walking into a very highly-paid industrial research job in Chicago. Financially, she surpassed most of her peers, and her job and qualifications were certainly prestigious, so she was clearly successful by most measures. However, these were the kind of things that were widely expected of her, and she seemed set for a prosperous but steady and predictable life.

    Then the dreams started. Vivid dreams of other worlds, beautiful or horrifying, that seemed every bit as real as reality. She saw worlds watched over by benevolent guardians, and others crushed under the heel of might tyrants. In some, mystical experiments had torn through the aether into infernal dimensions, or any of a thousand other apocalypses generating bleak hell-scapes. Others showed advanced utopias, where humans had reached the technological singularity, and existed as hybrid beings in organically-grown cities floating through the clouds. Many didn’t even show humans at all, instead displaying the goings-on of extraterrestrial civilisations in some foreign corner of the universe.

    It was impossible for Lily to dismiss these as mere fantasies. She didn’t fully understand the details, but was quickly sure that she had seen a glimpse of what could be, or what was elsewhere. With her own world falling apart in the face of emerging powers and monster attacks, she decided she could do something about it.

    From then on, she had a purpose every time she slept. Through practice and willpower, she guided her dreaming mind through the endless possibilities, and searched out the most advanced worlds. As she slept, she watched scientists and engineers work on technology centuries ahead of anything on her Earth. Poring over blueprints, cataloging tools and materials, she turned the full capabilities of her brilliant engineering mind to understanding what she was witnessing. When she woke in the early hours of the morning, she would rush to her workshop and build the devices she had seen.

    In a more peaceful time, Lily would have constructed things to help solve great world problems, parlay that into fortune and fame, and indeed some things were sold to finance her material costs. But humanity was under siege, so she needed arms and armour. Humanity needed heroes, and she couldn’t stand by with the power to help.


    Spoiler: Complications
    Show
    Alien Vistas [Quirk]: Some gadgeteers are super-geniuses who develop strange technology through thinking it up, and casually break the known laws of physics by themselves. Lily instead receives inspiration through dreams of other worlds, and therefore must sleep in order to plan new inventions.

    Experimental Tech [Accident]: The technology that Architect deals with often hundreds of years ahead of what the general public or even major governments have access to. Sometimes things go wrong, and the infrastructure isn’t really in place to deal with it.

    Human Ties [Relationships]: Lily spends increasingly more time either working as Architect or preparing her equipment, so it helps to have some people that still know her from before and try to keep her grounded. These mostly consist of her parents, Alice Green and Song Xiang, older brother Erik, and old university friends David Holmes and Alison Soto.

    Preparation [Addiction]: Physically, Lily is still just a fairly small woman, completely unsuited for super-powered fights. She relies on her advanced technology to level to playing field, and can’t develop her abilities organically with practice in the way that someone with actual powers could. Therefore, she is serious about preparation, and has started to feel the compulsion to work on improving her technology whenever she isn’t actively engaged in the role of Architect.

    Rising Star [Fame/Motivation- Recognition]: Many heroes skulk about in the shadows and hide their identities. Lily loves the spotlight, and is very public about her identity as Architect. Combined with her technological work and very active social media profile, she has become something of a celebrity, especially locally, although she would rather like to become a true household name, and leave a great legacy behind. Of course, dealing with hordes of screaming fans can have its downsides when trying to fight crime and unfriendly monsters.

    With Great Power… [Motivation- Responsibility]: Sophia is not motivated purely by personal gain. She has access to great power and would use it to help people even if she didn’t receive any recognition, simply because it is the right thing to do. The fact that she does is simply a bonus.
    Last edited by Lord of Gifts; 2019-04-21 at 07:38 PM.
    Quote Originally Posted by golentan View Post
    Quote Originally Posted by Lord of Gifts View Post
    Well, I go by Annatar on one or two other places.
    You're going to have one hell of a time proposing.

  26. - Top - End - #56
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    Default Re: The Age of Heroes [M&M 3E]

    Alright, Lyn Matthews aka Morph should be complete. PL 4 is literally the same block, just without the Powers section.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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    DrowGirl

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    Default Re: The Age of Heroes [M&M 3E]

    Quote Originally Posted by Belial_the_Leveler View Post
    @Aya Khepri:
    1) Cute little sand demon.
    2) Going from Strength/Stamina 2 in her human body to N/A in her powered form would net 8 points.
    3) Immunity to Fortitude includes aging and sleep.
    4) Unfortunately, arrays specifically can't include permanent abilities like Immortality or Regeneration.
    Thanks for the review.

    Did I miss something? N/A ability is equal to a score of -5, the Construct archetype is built like this.

    Sorry about permanent abilities in the array, I have rearranged a few things to fix it.

    Copy of previous link: Aya Khepri AKA Sahara
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  28. - Top - End - #58
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    ElfMonkGuy

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    Default Re: The Age of Heroes [M&M 3E]

    Infiltrator updated. Soryy for the short background. Juggling the demand of a 4 month old baby. I'll elaborate on it and powers when i can.

  29. - Top - End - #59
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    GreenSorcererElf

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    Default Re: The Age of Heroes [M&M 3E]

    Lily Song AKA Architect is finished.
    Quote Originally Posted by golentan View Post
    Quote Originally Posted by Lord of Gifts View Post
    Well, I go by Annatar on one or two other places.
    You're going to have one hell of a time proposing.

  30. - Top - End - #60
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    Default Re: The Age of Heroes [M&M 3E]

    Just poking my head in to say I'm still interested, been unexpectedly busy, which has delayed work on my sheet.
    High Reverend of the Church of the Icosahedron

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