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  1. - Top - End - #1
    Firbolg in the Playground
     
    BananaPhone's Avatar

    Join Date
    Apr 2012

    Default Supervillains (M&M3 Ed, GM Found, Closed to new interest)

    Supervillains!





    Hello all,

    I've been wanting to play an M&M 3rd ed game for a while where we, the humble players, write for a team of supervillains in one of two different scenarios. In short, I'm looking for a GM and other players to get a game going. I am NOT offering to run this, because my ability to run games is about as smooth as the Apollo 1 launch.

    This is my idea:

    We play supervillains who are PL 12, with PP depending on which scenario gets adopted. We are the "cream of the crop" of villains, internationally known and world-threats. We are not the street level punk just starting out, or the metahuman red-shirt that Superman takes out simply by flying past him in the background of an animated movie.

    1) Spiderman universe: we are Spidermans greatest enemies, and we are forming the Sinister Six. Our goal? The elimination of Spiderman, and the control of New York City. Unfortunately for us, Spiderman isn't alone...

    This'd be PL 12, PP 200.


    2) A Global Campaign: In the modern era, Metahumans are a new thing, but they've already shattered the world order. We are the elite team of an enigmatic mastermind known only as "The Master", who operates a global movement that is seeking to conquer the world, region by region. Opposing us are the remnants of NATO and the UN and various Superhero teams. This is the type of fun, team vs team metahuman battles w/ human forces that we'd want to see in cinemas as two sides and various factions struggle to either dominate the planet, liberate it or carve out their own little piece.

    This'd be PL 12, PP 220.


    And that's about it. As one can tell by the ideas, the tone is lighthearted villain fun, so nothing dark, depressing and gory.

    Would anyone be interested in playing this? Or more importantly - running it?


    _____________________________

    Big 16:

    Spoiler: Big 16
    Show
    1. What game system are you running?
    3E Mutants and masterminds

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed)?
    Character Creation will involve introducing broad elements into an otherwise 'blank' superhero setting. Example: if a character builds a character with his own nation and advanced technology, that nation becomes an element in the world we make.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3 - 5 Players, preferrably all willing to switch off GM duties from adventure to adventure.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    PBP on these forums with OOC covered in a Discord Chat

    5. What is the characters' starting status (i.e. experience level)?
    PL 12 with 210 PP

    6. How much gold or other starting funds will the characters begin with?
    Not relevant for this game

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Again, not really relevant. It's Mutants and Masterminds. If you can build it, go nuts.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    I expect this to be a 'kitchen sink' superhero setting, so whatever the heck you want.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    Point Buy, like normal
    10. Does your game use alignment? What are your restrictions, if so?
    Not really applicable, but it is a villain game so be as sinister as you wish.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Not relelvant

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make,
    Players roll for their characters, using some sort of die rolling website.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    The player will have to build a villain (your PC) and an NPC nemesis of the villain as an 'open source' character for whomever's turn it is to GM.
    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    A background is absolutely required. Your backstory should involve your villain and estanblish them as supervillains within this shared universe.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I'm hoping for heavy roleplaying with some combat and puzzle solving.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    I'm gonna stick with the core rules for 3E, but if you wanna use something from a supplement, bring it up and we can discuss it
    Last edited by BananaPhone; 2019-11-11 at 09:17 PM.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

  2. - Top - End - #2
    Barbarian in the Playground
     
    Flumph

    Join Date
    Apr 2018

    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I'd be down to be a player in this, since I do like the idea that we've got a unifying goal, in both cases. I've got a couple ideas that I can work with that would work well as a villain.
    Last edited by OutOfThyme; 2019-10-04 at 11:36 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
    Imp

    Join Date
    Aug 2008
    Location
    Belgium
    Gender
    Male

    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I'm currently running a game of M&M3 as a GM here.

    I would of course be very interested in participating in this game as a player.
    The second option seems more interesting to me but I'll still go with the first if needed.

    And here is a character concept :
    Though-as-nails badass with a close range reality warping.
    He is built to be someone's elite henchman.

    Spoiler
    Show


    Name : Igor Ouradnik
    Alias : The Determinator
    Power Level : 10

    Igor is a metahuman with low-level reality warping capacities, mainly limited to his own body and immediate surrounding.
    A former soldier turned gangster and then eventually mercenary, Igor made his name (in)famous by being a bounty hunter and a hitman for various criminal organizations, an occupation where his stubbornness, when combined with his power, was a real advantage, allowing him to shrug off many obstacles simply by ignoring their capacity for nuisance to him.
    Highly trained on the physical side, Igor likes the simple, direct approach : locate your target, close the distance, bash her skull with your fists until there ain't no skull. This doesn't mean he is stupid or incapable of cunning. It's just that it's not his style to go through with something subtle or complicated.
    Recently, he joined the metahuman supremacist cause less out of conviction than because he thought he could get the wealth, fame, influence and freedom he craved for.



    Abilities - 40 PP

    Strength 4 ; Stamina 4 ; Agility 4 ; Dexterity 4 ; Fighting 4 ; Intellect 0 ; Awareness 0 ; Presence 0

    Defenses - 8 PP

    Dodge 4 (+4) ; Fortitude 0 (+4) ; Parry 4 (+4) ; Toughness 0 (+4) ; Will 0 (+0)

    Advantages - 20 PP
    Accurate Attack ; All-out Attack ; Defensive Attack ; Diehard ; Evasion 2 ; Extraordinary Effort ; Improved Critical (Unarmed) 4 ; Improved Grab ; Improved Smash ; Improvised Weapon ; Interpose ; Power Attack ; Takedown 2 ; Ultimate Effort ; Uncanny Dodge


    Skills - 40 PP

    Acrobatics ; 8 (+4) ; Athletics ; 8 (+4) ; Close Combat: Unarmed ; 8 (+4) ; Deception ; 0 (+0) ; Expertise : Science ; 0 (+0) ; Insight ; 10 (+0) ; Intimidation ; 20 (+0) ; Investigation ; 0 (+0) ; Perception 4 (+0) ; Persuasion 0 (+0) ; Ranged Combat : Throwing 8 (+4) ; Sleight of Hand ; 2 (+4) ; Stealth 2 (+4) ; Technology 4 (+0) ; Treatment 0 (+0) ; Vehicles 6 (+4)

    Powers - 20+45+22+15 = 102

    Strength of Will - 20 PP [Array of 4 powers]
    Igor manipulates reality so that his body can gain a very temporary heighten mechanical strength.
    . . Flurry Of Blows: Damage (Strength) 8 (total 12) (DC 27; Multiattack; Alternate Effects 3) - 24 PP
    Igor accelerates slightly time around him to allow himself to move and attack at a faster rate, resulting in a true hurricane of punches and kicks.
    . . Angry Throw: Damage (Strength) 10 (total 14) (DC 29; Increased Range [Ranged] ; Inaccurate 3 ; Quirk 1 [Require a projectile to throw] ) 24 PP
    Igor bend gravity so he can hurl a heavy projectile at an enemy. The effect wears off quickly and the trajectory is affecte.
    . . Power Lifting: Enhanced Trait (Strength) 16 (total 20) (Limited [Lifting only]) 17 PP
    Igor massively decreases gravity around him so that he can lift things more easily.
    . . Massive Knockback: Move Object 20 (Reduced Range [Close] ; Inaccurate 4) 17 PP
    Igor back-hands someone… or something, sending it flying away without much care
    . . Mighty Punch: Damage (Strength) 20 (total 24) (DC 39 ; Penetrating 2 ; Inaccurate 6) - 17 PP
    Igor increases the density and shape of air pockets around his body, allowing him to deliver devastating blows that goes through most materials.

    Unyielding - 45 PP [Link of 3 powers]
    . . Undefeable Body: Immunity 30 [All effects resisted by Fortitude] (Innate ; Always Side Effect [Damage]; Linked) - 16 PP
    Igor's reality warping simply negates all poisons, diseases and anything that could affect his body.
    . . Undominable Mind: (Immunity 30 [All effects resisted by Will] (Innate ; Always Side Effect [Damage]; Linked) - 16 PP
    Igor's mind is sharp and his reality warping makes it virtually sharper against outside interference.
    . . Inhumam Resilience: Enhanced Trait (Toughness) 12 (Innate) - 13 PP
    Igor's reality warping has altered his skins and organs to endure better against various trauma.

    High Reality Warping - 22 PP [Array of 2 powers]
    . . Inward Focus: Regeneration 20 (Innate ; Increased Duration [Sustained to Continuous]; Distracting ; Alternate Effects 1) - 21 PP
    If Igor really does get injured, he can focus his capacities on himself alone. This takes a lot out of him and make him slower to react.
    . . Outward Focus: Weaken 10 [Toughness] (Innate ; Area (Burst) 1 ; Alternate Resistance [Will]) - 21 PP
    If angered, Igor can lash out against everyone around him, spraying his reality warping powers to their widest range.

    Freedom of Movement - 15 PP [Array of 5 powers]
    Igor can alter reality just enough that he can easily move across all terrains at inhumane speed.
    . . Long Strides: Speed 10 (Innate ; Alternate Effects 4) - 11 PP
    . . Jumps: Leaping 10 (Innate) - 11 PP
    . . Natation: Swimming 10 (Innate) - 11 PP
    . . Wall Walk: Movement 5 (Innate ; Water-Walking 2; Safe Fall 1; Wall-Crawling 2) - 11 PP
    . . Tunneling: Burrowing 10 (Innate) - 11 PP

    Offense
    Flurry Of Blows : Close Attack +12 ; Damage 12 (Toughness DC27/29/31) Multiattack, Critical on 16-20
    Angry Throw : Ranged Attack +6 ; Damage 14 (Toughness DC29)
    Massive Knockback : Close Attack +4 ; Move Object 20 (Dodge DC30) or target is sent at [Distance Rank 20 - Weight Rank]
    Mighty Punch : Close Attack +0 ; Damage 24 (Toughness DC39), Critical on 16-20
    Outward Focus : Close Area [Burst 30 ft] ; Weaken (Dodge DC20, Will DC20 or DC15) or target looses 1 Toughness per point of failure
    Unarmed : Close Attack +12 ; Damage 4 (Toughness DC19), Critical on 16-20

    Defense

    Dodge 8/8/4
    Fortitude 4 + Immunity
    Parry 8/8/4
    Toughness 16/16/16
    Will 0 + Immunity

    Power Points
    Abilities 40 + Powers 102 + Advantages 20 + Skills 40 + Defenses 8 = 210


    Spoiler
    Show
    The idea is to have a character who just keeps on going, whatever happens, while still being human at the core.

    He can "walk" at 250 mph or run at 500 mph, making him fast enough to follow a plane but not fast enough to be the Flash.
    He can make a standing vertical jump of 180 feet, which is enough to reach the top of a 12-storeys building but not to just take off in the atmosphere.
    He can make a running long jump of 1800 feet, which is long enough to by-pass most hostile terrain but not to fly over the ocean.
    He can swim at 60 mph, which is enough to keep up with a fleeing boat or a diving submarine but not enough to be a underwater missile.
    He can climb with ease but not much faster than a normal human.
    He can walk or even rest on water but only at "normal" human speed. (I might change that one)

    If obstacles are thrown his way, he can power-lift something as big as the Statue of Liberty.
    If people attempt to poison, weaken, dominate or scare him, he can simply ignore it... but he takes actual physical trauma instead.
    If the trauma is serious enough, it will incapacitate him, slowing him down until he heals the wounds.
    If the trauma isn't serious, he'll just keep going after his target.

    He CAN be stopped but it takes a concentrated effort or restricting his movement first.

    He is also not a heavy hitter :
    Mainly punches and kicks, with the occasional throw of whatever (or whoever) he can grab.
    The melee attacks are straightforward and accurate but weak, as befit a well-trained human.

    The range attack is inaccurate and not that powerful.

    The area attack is centered on himself and indiscriminate.


    Another potential build :
    An Indian metahuman supremacist with capacity to alter matter, temperature and momentum.
    He is specialized in large-scale actions rather than built for duels.

    Spoiler
    Show
    Name : Lakshmi Bhattacharyya
    Alias : Artisan
    Power Level : 12
    Power Points : 210

    Unlike other regions, very little attention has been given to India's metahumans. Most metahumans born there don’t ever see their power develop. Those that do are often abandoned or even killed out of superstition or fear of social shame. With a population of over a billion people, it is nevertheless a fertile genetic pool for random mutations. Even if the occurrence of such mutations has been far lower than in countries like America, one has to understand that the high birth and mortality rates also mean a much higher turnover and therefore many more opportunities for such occurrences. Each year, hundreds of metahumans are born in India, making the odds rather high that mutants with very strong powers emerge, if only through sheer statistical chance.
    In that regard, the birth of Lakshmi was inevitable. He can remember no family name, as his father abandoned his mother who then died in poverty in one of Mumbai's slums before he was old enough to bother with such things. An untouchable, he was forced to survive by sorting trash.
    As far as metahuman powers go, Lakshmi had won the genetic lottery, so to speak.
    At 15 years old, he manifested his first ability: to create a white stone-like substance out of thin air. This would be seen as rather lame for a superhero career but, for a poor orphan with nothing, it was a ticket to a certain idea of wealth: a home that truly shelter from rain, wind, thieves and pests. Being rather generous despite the though upbringing, he used his power to transform the slums into pristine pearly white towns and, for this, he was beloved by the disfranchised of Mumbai. He rechristened himself Lakshmi Bhattacharyya, a family name used by some aristocratic lines in Bengal and that he saw as both befitting his new status and calling ironically to his origins.
    Lakshmi Bhattacharyya was soon known by the press as "Mumbai Benevolent Slumlord", which was a bit of a paradox, as there were no more slums in the city now, only a landscape of pearly white towers, blocky complexes and hemispheres, each partially hollowed to accommodate thousands.
    They say, however, that no good deed goes unpunished. The buildings had been built on top of the slums. The slums had appeared at these locations because it was undeveloped land that nobody was interested in developing. But that didn't mean the land was without owner. At the minimum, the City Council members saw an opportunity to make a LOT of money by expropriating the "squatters" from the "unlawful constructions", which could themselves be seized by claiming "zoning code infractions" and then auctioned to the best bidders... which would be the politicians themselves or their toadies, of course.
    The resulting action was one of the main roots of the now infamous Mumbai Riots. Maybe the people expected their "lord" to act, to fight for them, to stand with them against the police. He didn’t: the law was clear and he was no criminal. All could be rebuilt elsewhere if needed. That argument was not accepted by the former slum dwellers. They protested, they fought, many died, and even more were wounded.

    In the legal actions that followed, Lakshmi’s lack of resistance, combined with his rather useful power, granted him a lot of leniency: he had only been a kid, well-meaning and too ignorant to even understand he was breaking the law. But with a correct education and government supervision, he could easily become one of the nation’s greatest assets. Meanwhile, the “White Citadel”, as people took to naming Mumbai’s former slums, would be administrated by the City Council, for the benefit of all its former residents.
    He was enrolled in high school, which he graduated easily enough, being rather bright. He went to University, majoring in physics and chemistry, with minor in history and economy. All the while, he honed his skills at manipulating the “white stone”. He also flew across the country several time, called upon by the government to build houses, infrastructures, monuments and even defenses at the border. He was doing good work. He was doing his part.
    He understood now that his crude creation of white stone was him instinctively transmuting surrounding matter into a very stable molecular composite material. He practiced to gain a conscious control, aiming to alter matter’s shape and atomic structure in more various patterns. And he did, which provided the subject of his degree: Possible Irrelevance of the Laws of Mass and Energy Conservations, which he demonstrated by creating gold out of lead, referencing the old tales.
    He refined his skills: since he could alter the structure of elements, there was a sudden loss or a sudden gain of atomic momentum and so of energy. He learned by gradual steps, raising or lowering ambient heat, controlling entropy, slowly increasing how wide he could spread his influence without the whole process collapsing. He was now called to alter the meteorological phenomenon and he loved it, even though he was only a drop in a bucket. The future for him was in a bright partnership with the State, to better the lives of all citizens.

    Close to finish his master degree, he returned to his old neighborhood. It had been close to 6 years since he had last seen the White Citadel. He was curious to see how happy some families might have been, living out of poverty with free homes, thanks to a strict, maybe a bit corrupt but ultimately benevolent and democratic government.
    What he found instead were slums. Well-built but unmaintained, the Citadel had been sold in poorly advertised auctions to politicians and their friends who had quickly milked it for all it was worth. Rents had been set as high as they could be. It wasn’t only big wealthy businessmen and political elites, though: many buyers from the auctions had then sold the estates pieces by pieces to local slumlords for a quick buck. These in turn acted with the same pettiness and greed, preying upon the desperate.
    The dream of free well-built homes for the poorest so they could both feed and house themselves was gone. And his own restrain for years, his unwillingness to do something great in fear of causing harm? It had done nothing to heal the misery. It had even done worse, helping a status quo of injustice to grow stronger. Where Lakshmi had seen a modern metropolis with equality and compassion for all, humans had only seen an opportunity to abuse each other’s weaknesses again and again.

    Something broke in him. He did not go back to school the next day.
    Instead, television broadcasted images of a fight in the center of Mumbai between local superheroes and a man in completely white suit, with no visible face. The man was riding a large white cube. Storms raged around the combatants.
    India, we said it before, does have far fewer metahumans per capita than some other, less populated countries. Lakshmi was an exception, a statistical hiccup. Local authorities and heroes in Delhi were simply not ready to fight against a man who could alter the climate, generate airborne skyscrapers out of nowhere, pilot debris at distance and disintegrate things with but a touch, all while flying, being invisible and managing to adapt to most threats.
    Artisan, as he renamed himself, boasted from this victory, making a public speech about how Humanity as a whole was failing, how it had spoiled this world, how its whole civilization was built upon a flawed system. He rambled about how the metahumans were only so many desperate genetic offshoots meant to offer a chance for change. He claimed that himself and a few select others would chisel Humanity so as to cleanse it of its imperfections, scrapping the worst aspects off of it, wiping out the slate to make space for a perfect work, a perfect world for a perfect civilization.
    All this was cut short when the rest of the nation’s heroes came. While he held his own for a few minutes, Artisan was clearly overwhelmed. He dropped several city-wide disks and used the fall to cover his retreat. He disappeared somewhere near the Himalayan mountains.

    Artisan has only reappeared a few times since then, usually in hit-and-run attacks against South Asia’s cities. He has been a thorn in local governments for a long time. With his ability to fly and turn invisible, he has eluded capture. The fact that he can have an impact over miles is also a factor that made him even harder to fight. And the fact he can literally create anything out of thin air means he does not lack resources.
    Recently, he has joined with a group of metahumans bend on world domination.



    Abilities - 10 PP

    Strength 0 ; Stamina 1 ; Agility 0 ; Dexterity 0 ; Fighting 0 ; Intellect 2 ; Awareness 1 ; Presence 1

    Defenses - 8 PP

    Dodge 0 (+0+20) ; Fortitude 4 (+1) ; Parry 0 (+0+20) ; Toughness 0 (+1+20) ; Will 4 (+1)

    Advantages - 11 PP

    Benefit (Wealth) 4 ; Connected 1 ; Evasion 2 ; Skill Mastery [Expertise : Science] 1 ; Uncanny Dodge 1 ; Take Down 2

    Skills12 PP

    Expertise : Science 22 (24) ; Technology 2 (4)

    Powers – 70+18+22+24+34 = 168 PP

    Breaking the Conservation of Mass - 70 PP [Link of 2 powers]
    . . Materialization : Create 20 (Permanent ; Stationary ; Movable ; Precise 1 ; Subtle 1 ; Distracting ; Reduced Range 1 [Close]; Check Required [Expertise : Science 12]) - 40 PP
    Artisan alters the fabric of matter to make appear items of variable shapes, sizes and masses, each of an stone-like white material as durable as the best alloys.
    He can make appear up to 1 million cubic feet per 6 seconds and is well-trained in the use of the following shapes :
    . . . . . . The Cube : 100 ft per side (30 meters)
    . . . . . . The Sphere : 62 ft radius (19 meters)
    . . . . . . The Half-Sphere : 78 ft radius (24 meters)
    . . . . . . The Disc : 1950 ft radius (594 meters), 1 inch thickness
    . . . . . . The Thin Disc : 9850 ft radius (1,8 miles) (3000 meters), 1 mm thickness
    . . . . . . The Square : 3450 ft per side (1000 meters), 1 inch thickness
    . . . . . . The Tile : 17400 ft per side (3,3 miles) (5300 meters), 1 mm thickness
    . . . . . . The Hollow Cube : 2000 ft per side (610 meters), 1 inch thickness
    . . . . . . The Hollow Sphere : 975 ft radius (300 meters), 1 inch thickness
    . . . . . . The Hollow Half-Sphere : 1380 ft radius (420 meters), 1 inch thickness
    . . . . . . The Pillar : 20 ft radius (6 meters), 190 ft high (58 meters)
    . . . . . . The Needle : 2 ft radius (610 millimeters), 79000 ft high (15 miles) (24 000 meters)
    . . Transmutation : Transform 10 (Permanent ; Type 5 [Anything to Anything] ; Distracting ; Check Required [Expertise : Science 20]) - 30 PP
    Artisan applicates his full attention to transmute a substance into another substance, be it solid, liquid or gaz. This is the source of his current wealth.

    Breaking the Conservation of Energy - 18 PP [Array of 6 powers]
    . . Intense Heat : Environment 12 (Heat 1 ; Alternate Effect ; Subtle 1 ; Precise 1 ; Check Required [Expertise : Science DC 11]) - 13 PP
    Artisan accelerates atomic movement of the ambiant air, this over a radius of up to 16 miles. This produces an intense heat.
    Once every 10 minutes, everyone inside the area must make a Fortitude checks (DC 10, +1 per previous check) or become Fatigued, then Exhausted, then Dying.
    . . Intense Cold : Environment 12 (Cold 1 ; Alternate Effect ; Subtle 1 ; Precise 1 ; Check Required [Expertise : Science DC 11]) - 13 PP
    Artisan slows down atomic movement of the ambiant air, this over a radius of up to 16 miles. This produces an intense cold.
    Once every 10 minutes, everyone inside the area must make a Fortitude checks (DC 10, +1 per previous check) or become Fatigued, then Exhausted, then Dying.
    . . Extreme Heat : Environment 8 (Heat 2 ; Alternate Effect ; Subtle 1 ; Check Required [Expertise : Science DC 14]) - 13 PP
    Artisan accelerates atomic movement of the ambiant air, this over a radius of up to 1 mile. This produces an extreme heat.
    Once every 1 minute, everyone inside the area must make a Fortitude checks (DC 10, +1 per previous check) or become Fatigued, then Exhausted, then Dying.
    . . Extreme Cold : Environment 8 (Cold 2 ; Alternate Effect ; Subtle 1 ; Check Required [Expertise : Science DC 14]) - 13 PP
    Artisan slows down atomic movement of the ambiant air, this over a radius of up to 1 mile. This produces an extreme cold.
    Once every 1 minute, everyone inside the area must make a Fortitude checks (DC 10, +1 per previous check) or become Fatigued, then Exhausted, then Dying.
    . . Fire Storm : Weaken 12 [Stamina] (Area 2 (Burst) ; Alternate Effect ; Subtle 1 ; Disturbing ; Check Required [Expertise : Science DC 22]) - 13 PP
    Artisan accelerates atomic movement of the ambiant air, this over a radius of up to 60 feet. This makes the air burst into flames.
    Everyone inside the area must make a Dodge check (DC22) then a Fortitude Check (DC27 or DC21). If failure, -1 to Stamina per 2 pts of failure
    . . Ice Storm : Weaken 12 [Agility] (Area 2 (Burst) ; Alternate Effect ; Subtle 1 ; Disturbing ; Check Required [Expertise : Science DC 22]) - 13 PP
    Artisan slows down atomic movement of the ambiant air, this over a radius of up to 60 feet. This makes the air freeze quickly.
    Everyone inside the area must make a Dodge check (DC22) then a Fortitude Check (DC27 or DC21). If failure, -1 to Agility per 2 pts of failure

    Breaking the Conservation of Momentum - 22 PP [Array of 3 powers]
    . . Targeted Manipulation : Move Object 12 (Alternate Effect ; Subtle 1 ; Precise 1 ; Check Required [Expertise : Science DC 16]) - 20 PP
    Artisan inprints momentum to a single object, guiding it with even greater precision through the air.
    . . Tornado of Projectiles : Damage 12 (Increased Range [Ranged] ; Area 1 (Burst) ; Alternate Effect ; Subtle 1 ; Check Required [Expertise : Science DC 15]) - 20 PP
    Artisan inprints wild momentum in a specific 30 ft radius bubble and send everything flying around.
    . . Precise Projectile : Damage 12 (Alternate Effect ; Accurate 6 ; Homing 2) - 20 PP
    Artisan inprints momentum to a single object, sending it against a single target.

    Adaptative Shell - Defense - 24 PP [Dynamic Array of 3 powers]
    . . Fast Fly : Enhanced Trait [Dodge] 20 (Alternate Effect) - 20 PP
    Artisan imbues himself with a violent, fast momentum, increasing the amplitude of his reflex movements to avoid danger.
    . . Floating Shields : Enhanced Trait [Parry] 20 (Alternate Effect) - 20 PP
    Artisan makes dozen of small panels appear and orbit around him, ready to intercept blows.
    . . Thick Armor : Protection 20 (Alternate Effect) - 20 PP
    Artisan encases himself in a form-fitting, articulated mold of high-density material he created from ambiant air.

    Creative Utility - 34 PP [Link of 4 powers]
    . . Displacement : Fly 5 (Subtle 2) - 12 PP
    Artisan imbues his body with momentum, defying gravity and cruising.
    . . Heat Resistance : Immunity [Fire] 10 - 10 PP
    Artisan decreases heat level in his immediate vinicity
    . . Cold Resistance : Immunity [Cold] 10 - 10 PP
    Artisan increases heat level in his immediate vinicity
    . . Light & Heat Reflection : Concealment [Visual] 2 (Activation 2 [Standard Action]) - 2 PP
    Artisan manipulates the molecular state of ambiant air to make himself invisible to sight.

    Offense
    Precise Projectile: Ranged Attack +12 ; Damage 12 (DC27) Homing 2
    Fire Storm: Close Area (Burst 60 ft) [Fire]; Dodge (DC22) ; Weaken 12 [Stamina] (Fortitude DC22 or DC18)
    Ice Storm: Close Area (Burst 60 ft) [Cold]; Dodge (DC22) ; Weaken 12 [Agility] (Fortitude DC22 or DC18)
    Tornado of Projectiles: Ranged Area (Burst 30 ft) [Bludgeoning]; Dodge (DC18) ; Damage 12 (Toughness DC27 or DC21)
    Unarmed : Close Attack+0 ; Damage 0 (DC15)

    Defense
    Dodge 0/20/0*
    Fortitude 5
    Parry 0/0/20*
    Toughness 21/1/1*
    Will 5
    * See Adaptive Shell power

    Power Points
    Abilities 10 + Powers 168 + Advantages 11 + Skills 12 + Defenses 8 = 209


    Spoiler
    Show
    He is a walking natural disaster :
    It can blast a 16 miles radius area with intense heat or cold.
    Every 10 minutes, people have to make a Fortitude Check DC10, with an increase of DC+1 every new check.

    Your average human has a Stamina (and so Fortitude) of 0.
    If he fails 3 checks, they are dying, which prompt a Fortitude Check DC15. If 25, the person stabilizes. Otherwise, it remains dying.
    He has then 5% to stabilize (natural 20), 25% to remain dying (15 to 19), 25% to remain dying with 1 degree of failure (14 to 10), 25% to remain dying with 2 degrees of failure (9 to 5), 20% to die.

    After 10 minutes, 55% of the population is fine, 45% of the population is fatigued, 0% of the population is exhausted, 0% of the population is dying, 0% of the population is dead.
    After 20 minutes, 27% of the population is fine, 50% of the population is fatigued, 23% of the population is exhausted, 0% of the population is dying, 0% of the population is dead.
    After 30 minutes, 12% of the population is fine, 37% of the population is fatigued, 38% of the population is exhausted, 13% of the population is dying, 0% of the population is dead.
    After 40 minutes, 5% of the population is fine, 22% of the population is fatigued, 37% of the population is exhausted, 28% of the population is dying, 8% of the population is dead.
    After 50 minutes, 1% of the population is fine, 11% of the population is fatigued, 27% of the population is exhausted, 34% of the population is dying, 27% of the population is dead.
    After 60 minutes, 0% of the population is fine, 4% of the population is fatigued, 16% of the population is exhausted, 29% of the population is dying, 51% of the population is dead.
    After 70 minutes, 0% of the population is fine, 1% of the population is fatigued, 7% of the population is exhausted, 19% of the population is dying, 73% of the population is dead.
    After 80 minutes, 0% of the population is fine, 0% of the population is fatigued, 2% of the population is exhausted, 9% of the population is dying, 89% of the population is dead.
    After 90 minutes, 0% of the population is fine, 0% of the population is fatigued, 0% of the population is exhausted, 3% of the population is dying, 97% of the population is dead.
    After 100 minutes, 0% of the population is fine, 0% of the population is fatigued, 0% of the population is exhausted, 0% of the population is dying, 100% of the population is dead.

    We can say that 2 hours after my character arrives in an area he wishes to wipe out, all normal humans will be dead.
    And he just has to stay conscious for this to happen.
    If he wants to speed the process, he can do the same in only 12 minutes but then he only affects 1 mile radius.

    He has more surgical options :
    He can burn or freeze people 60 feet around him, which attack their stamina or agility, depending of what he plans to do.
    He can scramble everything in a 30 feet bubble at range, basically moving items and people inside in an uncontrolled manner.
    He can pick up a item of up to 100 tons and fly it the general direction of the target.
    He can do the same more accurately with a smaller item, even "locking it" so it makes two other passes if it misses.

    On top of that, he can transform basically anything into anything, this up to 800 lbs at a time.
    Physical obstacles aren't a problem for him : even titanium alloy will be vaporized in less than a minute.

    Meanwhile, he can easily create obstacles by materializing large shapes of stone-like material.

    "The Needle", is a conical spire 15 miles high (start of the stratosphere) but only 4 feet wide.
    He uses it as a landmark after each attack on a city.

    "The Tile" is a gigantic 9-squared-miles square with barely 1 mm thickness.
    It's not much use for attack but it can be made to hover in the sky, effectively creating a opaque "roof" above a city.
    He can then move them as he wish.

    So imagine the unholy child of an earthquake and a tornado of ice and fire, either freezing, burning or throwing around everything around him while also reshaping the landscape.
    In a war, he isn't the skilled fighter that you deploy to duel the heroes. He is the mobile artillery you deploy to raze the battlefield while your skilled fighters keep the heroes busy.

    A practice situation :
    https://i.postimg.cc/qMv9xzj1/Carnage-NYC.png
    In two hours, everyone in this circle goes from happily busy to frozen corpses and desiccated husks.
    Most of the tall buildings won't be standing while dozens of weird cyclopean structures are going to be left hanging in the air.
    And in place of the Statue of Liberty, a giant spire is now rising, connecting the sea and the sky.
    Last edited by Johel; 2019-11-07 at 10:49 AM.

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    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Posting interest as a player if the second one is chosen. (I don't know enough about the Spider-Man continuity/rogues gallery to really participate in the first one). Seems like an interesting concept!

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Both of those look fun.
    Current Avatar (Sunny and Violet) was created by the incredibly talented AsteriskAmp.
    Many thanks!

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Interested in the second one. Don't really like taking over an established character.
    The name is "tonberrian", even when it begins a sentence. It's magic, I ain't gotta 'splain why.

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Well I mean I assume by the first one they just mean we take on the role of a villain against *insert hero here* by the eventual GM whether it be some custom character or what. In that case I’d want to be in a sinister six or whatever we’d call ourselves.

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    M&M 3e has been on my wishlist to play (and run) for a long time. I'm not in the position to run a game as of yet, since I've not seen the system in action yet so I'd put my hand in as a player for now.

    I've got (what I think are great) ideas for a M&M game one day down the road though. Hehe
    "Even in these chains, you can't stop me!" - In This Moment, Big Bad Wolf

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  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I could be interested in this, would likely make a variation on the below character ...

    This is a villain I utilized to great effect in my own M&M Tabletop game ... as a Villian he doesn't meet the PL 10 - 150 PP's of a player, but when my team found out he was involved they typically became *very* scared. Based, almost entirely, off of Marcus Ayers from Alpha's ... he is able to, innately, perceive causality, cause and effect, and manipulate that to trigger events in a number of ways, some overt, some subtle. I shared the build with my players after the game concluded, and they looked at me like it was one of the most evil things they had seen. My brother asked why the mind control ... I explained, in a number of sequences, that it represents Stanislav's ability to coerce people to do something they are inclined to do anyways ... with an Insight of 19 he knows which Guard is corrupt, which Inmates have a rivalry with whom, and which Nurse has been stealing morphine from the medicine cabinet, and can manipulate those motivations, to cause the entire prison to be thrown into a riot, while ensuring that the guard is sufficiently bribed to get him to medical, and which nurse is willing to declare him dead, so he can be shipped out. Captain America is chasing him, using a Bus is about to plow into a young woman walking down the street via his Perception Damage, so Cap can either let the girl get hit, or stop Stanislav from escaping. What's it going to be Hero?

    He wasn't the most powerful super-villain my character's faced, but he was the one that scared them the most, and I would love to play him at some point.

    Spoiler: Mechanics
    Show
    Novak Stanislav, the Architect - PL 10

    Strength 2, Stamina 3, Agility 2, Dexterity 4, Fighting 5, Intellect 7, Awareness 9, Presence 5

    Advantages
    Beginner's Luck, Benefit, Alternate Identity 3: (Various), Benefit, Cipher 2, Benefit, Status 2: (Criminal Mastermind), Benefit, Wealth 3 (millionare), Connected, Contacts, Defensive Roll 2, Eidetic Memory, Equipment 2, Fascinate (Deception), Fearless, Improved Defense, Improved Initiative, Languages 4, Luck 5, Set-up, Well-informed

    Skills
    Deception 12 (+17), Expertise: Business & Finance 4 (+11), Expertise: Criminal Organizations & Culture 6 (+13), Expertise: Military Tactics & Strategy 6 (+13), Expertise: Politics & Current Events 8 (+15), Insight 10 (+19), Intimidation 2 (+7), Investigation 10 (+17), Perception 8 (+17), Persuasion 6 (+11), Technology 2 (+9), Treatment 2 (+9), Vehicles 4 (+8)

    Powers
    Causality & Calculated Outcome
    . . Catastrophic Causality: Damage 10 (DC 25; Increased Range 2: perception, Indirect 4: any point, any direction, Innate, Subtle 2: undetectable, Variable Descriptor 2: broad group - Accidents & Triggered Events)
    . . Catastrophic Structural Failure: Weaken 10 (Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range 2: perception, Indirect 4: any point, any direction, Innate, Subtle 2: undetectable, Variable Descriptor 2: broad group - Accidents & Triggered Events)
    . . Observable Behavior & Predictable Outcome: Progressive Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range 2: perception, Innate, Insidious, Progressive, Subtle 2: undetectable; Limited: Subject will not act contrary to his Motivation)
    Predictable Offense & Tactics: Enhanced Trait 23 (Traits: Dodge +10 (+15), Parry +10 (+15), Advantages: Defensive Roll 2, Improved Defense; Innate, Sustained)
    . . Calculate every possible Attack & Counter Attack (Melee): Immunity 40 (Alternate; Custom: Attacks which target Parry 40; Innate, Sustained; Concentration)
    . . Calculate every possible Attack & Counter Attack (Ranged): Immunity 40 (Alternate; Custom: Attacks which target Dodge 40; Innate, Sustained; Concentration)
    Predictable Outcome & Turn of Events
    . . Causality Awareness & Observation: Senses 11 (Analytical (Type): (Visual Sense Group), Danger Sense: (Vision), Direction Sense, Distance Sense, Precognition, Rapid: (Vision) 1, Time Sense; Limited: Precognition: Observable Events & Causality [4 ranks only])
    . . Plan for every Possible Contingency: Immunity 7 (Interaction Skills, Uncommon Descriptor: Random Events & Bad Luck)
    . . Plan for every Possible Outcome: Immortality 2 (Return after 1 week; Limited: Situations of Plausible Survivability)

    Equipment
    Cell Phone (Smartphone), Light Pistol

    Offense
    Initiative +6
    Catastrophic Causality: Damage 10 (DC 25)
    Catastrophic Structural Failure: Weaken 10 (DC Fort 20)
    Grab, +5 (DC Spec 12)
    Light Pistol, +4 (DC 18)
    Observable Behavior & Predictable Outcome: Progressive Affliction 10 (DC Will 20)
    Throw, +4 (DC 17)
    Unarmed, +5 (DC 17)

    Languages
    Czech, English, German, Romanian, Russian (Native), Turkish

    Defense
    Dodge 15/5, Parry 15/5, Fortitude 7, Toughness 5/3, Will 13

    Power Points
    Abilities 74 + Powers 90 + Advantages 30 + Skills 40 (80 ranks) + Defenses 11 = 245
    Last edited by Zero Prime; 2019-10-05 at 06:08 AM.

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    Ettin in the Playground
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I'm excited about the prospect of the second scenario. I like the idea of wanting to make the world a better place and willing to oppose the current system to make it happen. I'm thinking similar to the bad guy in Aquaman in terms of goal though not in terms of personality/backstory.

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    RedWizardGuy

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I'd be rather interested in playing scenario 2 as well, although I could go for either.

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    BardGuy

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Truth preaching Wizard that sees himself as servant of Mankind at your service.
    Mankind should learn the truth aout all monsters.

    Scenario 2 preferred. ;-)

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    Orc in the Playground
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I’m leaning towards scenario 2 as a player, but are we limited in what our power source is? Can we play Mutants, wizards, tech geniuses or are we limited to one origin?

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Good to see lots of interest in this! Scenario 2 is seemingly the most popular, by a mile.

    Now we'll try and summon a GM...
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    An M&M villain game sounds awesome.
    "Can you do science to it?"
    "I can do science to anything."


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    BardGuy

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Hmm.... I definitely like the idea of playing this, but I find systems like M&M a bit too crunchy for PbP, at least most of the time.

    If a GM appears and wouldn't mind it, I could see adding a guy who is basically immune to stuff (Toughness Immunity, Fortitude Immunity, Will Immunity) and some sort of 'thrallherd' power, to control the populace, with a few focused mind control gimmicks for folk on par with him. Idea is that he generally stays out of fights (or just sits there taking hits until his enemies realize he's immune) while controlling the masses of normal humans in order to influence or force events.
    Mechanically, I think those immunities would cost 140 points. That should give me plenty for a few advantages and mind control powers.

    But I can see that seeming no fun as a character to have in a game for some groups.

    A similar, weaker, concept from another game, with the immunities but no other powers: http://www.giantitp.com/forums/shows...70&postcount=3


    Spoiler: Editing in a rough concept
    Show

    Richard Richardson, aka Thrallherd, doesn't care much for much anything except enjoying a good book or a good bowl of soup. But he found things kept interfering with his ability to focus on what he enjoys, and he is particularly gifted, so he figured the best way to get some peace and quiet is to conquer the world. But maintaining that control would be annoying, so best to conquer it with some friends.

    And the friends he can make aren't that strong, so he joined up with the others as real friends.

    Powers
    80 Immunity: Toughness
    30 Immunity: Fortitude
    30 Immunity: Will

    <calculate a spreading Affliction with a rather low save, so most everyone of 'importance' makes it but normal people randomly start being obedient to him>

    <calculate a good Affliction that is mind control>

    <if extra points, some mind-reading or telepathy>

    Advantages
    Depends on points left, but thinking Fearless, Wealth, and maybe some junk points put into Cooking.

    Last edited by JeenLeen; 2019-10-09 at 11:44 AM.

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    Imp

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Quote Originally Posted by JeenLeen View Post
    Hmm.... I definitely like the idea of playing this, but I find systems like M&M a bit too crunchy for PbP, at least most of the time.

    If a GM appears and wouldn't mind it, I could see adding a guy who is basically immune to stuff (Toughness Immunity, Fortitude Immunity, Will Immunity) and some sort of 'thrallherd' power, to control the populace, with a few focused mind control gimmicks for folk on par with him. Idea is that he generally stays out of fights (or just sits there taking hits until his enemies realize he's immune) while controlling the masses of normal humans in order to influence or force events.
    Mechanically, I think those immunities would cost 140 points. That should give me plenty for a few advantages and mind control powers.

    But I can see that seeming no fun as a character to have in a game for some groups.

    Spoiler: Editing in a rough concept
    Show

    Richard Richardson, aka Thrallherd, doesn't care much for much anything except enjoying a good book or a good bowl of soup. But he found things kept interfering with his ability to focus on what he enjoys, and he is particularly gifted, so he figured the best way to get some peace and quiet is to conquer the world. But maintaining that control would be annoying, so best to conquer it with some friends.

    And the friends he can make aren't that strong, so he joined up with the others as real friends.

    Powers
    80 Immunity: Toughness
    30 Immunity: Fortitude
    30 Immunity: Will

    <calculate a spreading Affliction with a rather low save, so most everyone of 'importance' makes it but normal people randomly start being obedient to him>

    <calculate a good Affliction that is mind control>

    <if extra points, some mind-reading or telepathy>

    Advantages
    Depends on points left, but thinking Fearless, Wealth, and maybe some junk points put into Cooking.

    The only way to get rid of him would be to grab him and then drop him somewhere he cannot do anything.
    Ex :
    • Bury him alive in the middle of Siberia or Sahara, "Ancient Greater Evil" style, except since he still ages, he'll die eventually, though there’s the risk of some lost traveler getting mind controlled into digging him out before.
    • Drown him in concrete and then sink him at the bottom of the ocean with an anchor. It’s a real “I must scream and I have no mouth” scenario here because, without any traction, he can only scratch the concrete for years and maybe try to dominate a fish or something IF he can feel its presence. Really depends on the range of his mental power.
    • Throw him into space with enough momentum that he keeps going, eventually meeting the Voyager probes or something. Alternatively, firing him toward the sun could be another good way : even if he never suffocate nor burn, he’ll never have a way to get free of gravity… and even if he does, he’ll need to be VERY precise about trajectory if he doesn’t want to then crash very far away from Earth.
    • Bring him to another dimension where sentient life is scarce and primitive, with only his underwear. Sure, he’ll probably mind control the local fauna but beside that? Let him play Robinson Crusoe for a few decades and the problem goes away by itself.


    If he is maxed out in Dodge and Parry (which he can since he doesn't need any Toughness), he'll be hard to catch. And hard to keep restrained too if he can potentially mind control some help.

    If he got enough character, it can be “fun” to play and to interact, what with the man being basically invincible, with the arrogance that can come from knowing there’s very few ways to retaliate against him. Emotional pressure and the likes might be one of the few ways to go through his invulnerability.

    What complications would you give to such a character?

    Please don't forget that, since we will be playing villains, it is very much possible that this fate is what awaits him, should he becomes too annoying... or simply too powerful / threatening.
    Most villains want a fair shot at ruling their world, not at being the powerless slaves of another villain.

  18. - Top - End - #18
    Ogre in the Playground
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Quote Originally Posted by JeenLeen View Post
    Richard Richardson, aka Thrallherd, doesn't care much for much anything except enjoying a good book or a good bowl of soup. But he found things kept interfering with his ability to focus on what he enjoys, and he is particularly gifted, so he figured the best way to get some peace and quiet is to conquer the world. But maintaining that control would be annoying, so best to conquer it with some friends.

    And the friends he can make aren't that strong, so he joined up with the others as real friends.

    Powers
    80 Immunity: Toughness
    30 Immunity: Fortitude
    30 Immunity: Will

    <calculate a spreading Affliction with a rather low save, so most everyone of 'importance' makes it but normal people randomly start being obedient to him>

    <calculate a good Affliction that is mind control>

    <if extra points, some mind-reading or telepathy>

    Advantages
    Depends on points left, but thinking Fearless, Wealth, and maybe some junk points put into Cooking.
    The problem with the above character is two fold, 1st, it makes no sense, complete immunity, what is the descriptor? Why? How does that mesh with Mind Control? Telepathy? There is no drama ... were I to emulate the character as an NPC for my players they would need a way to shut off his Immunity, a force field perhaps, so they need to figure out a way to bypass defenses and stun him. Even though we are villains, we are not trying to enter into a mechanical arms race with any potential GM. The character has no depth, no weakness, and is boring.

    That being said, there are a number of ways to outright kill him. Hit him with a Disintegration beam, a Stone to Flesh gaze, etc, etc. Secondly, a clever PL 10 Dr Strange type could eassily shift him to a pocket dimension, trap him in a mind maze, thereby neutralizing him and allowing the heroes to come up with other options to contain him as Johel mentioned up thread.

    Disintegration: Perception Ranged Damage, Precise, Alternate Resistance: Dodge. Bypasses every defense you have, and your dodge would be capped at 12.
    Flesh to Stone Gaze: Perception Ranged Affliction [Dazed, Stunned, Transformed, Cumulative, Continuous. Transformed Effect is permanent due to Continuous, even if the player switches their array from the Alternate Effect.
    Mind Maze: Perception Ranged Affliction [Dazed, Stunned, Incapacitated] Cumulative, Continuous. Incapacitated Effect is permanent as above.

    The above three are legal, succicint, and I would allow at my table. This is without even getting into abusive things I don't allow; Dimensional Movement, Affects, Others, Attack [Poof! Removed from the campaign with one failed save.] Teleport, Attack [Poof! Teleported into the Sun, Marianus Trench, etc, etc, one failed save.]

    Anyways, the problem with true Invulnerability is it is boring, I mean even Superman has his Kryptonite, and it invites an Arms Race your fellow players may not be able to withstand.

  19. - Top - End - #19
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    BardGuy

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I definitely get the criticisms of the character. I doubt it would get accepted into a game, but my feelings towards crunchy games with a decent bit of combat (as this one seems likely to be) are such that this is the only type I'd probably enjoy: staying out of combat most of the time, but being powerful as support (in this case, via controlling the masses, moving troops, etc.). I'd completely understand if a GM or other players wouldn't like this PC in the group.

    As for descriptor: I'd definitely have to think on it. The first character I made like this was with the idea of temporal lock, sort of like Alexandria from Worm mixed with Achilles from Grrlpower. Essentially, someone that cannot change physically (and maybe, to some degree, mentally). That doesn't work with the mind control. I'd probably go for magic, divine descent, or something convoluted that's obviously more an excuse to make the guy. Which I understand as against some of the premise of M&M and another reason the concept could be denied.

    I did plan on him having 0 Dodge and Parry--he's generally confident and doesn't try to dodge stuff--so anything that could potentially impact him would. So, yeah, I can see him having vulnerabilities of being captured, petrified, etc.

    On the other hand:
    Teamwork-wise, I think he'd work well with villains. He considers himself generally helpful to his friends, and he doesn't want to actively rule, just help conquer so he can relax without folk bothering him. I'd also plan on his mind control to be somewhat weak (low DC), so others on par with him don't need to fear him. I mean, hopefully high enough DC that it can at least influence heroes we fight, but nothing maxx'ed out such that he's getting full "you are now an NPC I command" on them. I think he'd be really helpful setting up schemes or getting access to places quietly, or putting minions as distractions to keep heroes busy.

  20. - Top - End - #20
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Here's my character concept so far.

    Spoiler: Sheet
    Show

    Man, in his hubris, has wounded the Earth, and the gods can no longer sit idle. I am their chosen champion, and in their name I command the thunder and lightning to strike down humanity. The gods are patient, and have tasked me with seeking allies and making humanity suffer for their crimes. In the beginning when I was still coming to grasp the ways of the gods I was led astray, I used my divine might for personal gain, wealth, revenge, but no more. They tried to label me as insane, but those nonbelievers have already felt Heaven's judgement. Now with time I have become more tempered, and have come to understand why the gods did not make me stronger, it is a test of my worthiness. But now I am ready, my body and power honed into a more perfect vessel for the god's might.

    Powers:
    Power Level 10
    Power Points: 220

    Abilities: 20ppts
    Str: 0
    Dex: 0
    Agi: 0
    Sta: 10
    Int: 0
    Awa: 0
    Pres: 0
    Fight: 0

    Initiative: +0
    Toughness: +10
    Fort: +10
    Dodge: +10 (10ppts)
    Will: +10 (10ppts)
    Parry: +10 (10ppts)

    Skills: 11ppts
    Insight +10, Perception +12

    Advantages: 17ppts
    Diehard, Fearless, Takedown 2, Improved Initiative 5, Power Attack, Accurate Attack, Defensive Attack, All-Out Attack, Improved Grab, Move-By Action, Prone Fighting, Taunt

    Powers: 72ppts
    Thunder God
    Unbound: Flight 8 (250mph) 16ppts
    Fast as Lightning: Teleport 1 (Magic, Turnabout, Change Velocity, 60ft) 4ppts
    I am the Storm: Immunity 11 (Electrical Effects, Aging) 11ppts
    Electrical Judgement: Damage 10 (Magic, Electricity, Ranged, Multiattack, Accurate 5, Alternate 6) 41ppts
    -The Godhand: Damage 10 (Accurate 5)
    -Shock Field: Reaction Cumulative Affliction 8 (Magic, Electrical, Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated)
    -Ball Lightning: Damage 10 (Magic, Electrical, Area: Burst, Penetrating 10)
    -Thunderpunch: Damage 10 (Magic, Electrical, Linked: Move Object 10 [Limited: only directly away], Accurate 5)
    -Mystic Barrier: Create 10 (Magic, Limited: Dome shape only, Impervious)
    -Divine Intervention: Teleport (Magic, Activation 2, Change Velocity, Extended, 16mi/4,000mi)

    Last edited by Rhyvurg; 2019-11-02 at 01:51 PM.
    "Can you do science to it?"
    "I can do science to anything."


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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Did a GM pop up and I just happened to miss it? Either way, interested at least at a conceptual level.
    High Reverend of the Church of the Icosahedron

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    AvatarVecna's Avatar

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Quote Originally Posted by NineOfSpades View Post
    Did a GM pop up and I just happened to miss it? Either way, interested at least at a conceptual level.
    I think people are doing wishful-thinking chargen hoping that whatever DM shows up doesn't deviate much from the OP.
    Current Avatar (Sunny and Violet) was created by the incredibly talented AsteriskAmp.
    Many thanks!

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Quote Originally Posted by AvatarVecna View Post
    I think people are doing wishful-thinking chargen hoping that whatever DM shows up doesn't deviate much from the OP.
    Don't jinx it!
    "Can you do science to it?"
    "I can do science to anything."


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    Ettin in the Playground
     
    Zhentarim's Avatar

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I'm going to do a variation o what I'm playing in Johel's game.

    I'll be playing an illusionist again, but this time, I'm a ghost, and my illusions affect the corporeal.

    Spoiler: Powers
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    Spoiler: He's a ghost
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    Jack Nicholson is a ghost, and as such cannot be personally seen or interacted with unless the person attempting to do so is a ghost or has powers with the ghost descriptor or has powers which explicitly affect ghosts
    Spoiler: Mechanics
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    Permanent Innate Incorporeal 4 (ghost, and only affected by other ghosts or powers with the ghost descriptor) with linked permanent innate concealment (rank 10, all senses) with linked flight 20 with linked life support immunity (10 ranks immunity) with linked aging immunity (1 rank) with linked Ghost Awareness (1 rank, can perceive other ghosts even if concealed or not in direct line of sight.)


    Villains are always easier for me to write for some reason.
    DnD Alignment: Neutral Evil
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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I would be very interested in playing scenario 2, assuming a GM appears.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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    Ettin in the Playground
     
    Zhentarim's Avatar

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Quote Originally Posted by bc56 View Post
    I would be very interested in playing scenario 2, assuming a GM appears.
    scenario 2 would be my preference as well
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    WolfInSheepsClothing

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    I like both scenarios I might make a character for the second on Monday given that it is thanksgiving and I am off work.

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    It's great to see enthusiasm from people.

    However, we need to collectively cast Summon GM for anythijg to come of it.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Hello prospective GM's?
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

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    Ettin in the Playground
     
    Zhentarim's Avatar

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    Default Re: Supervillains (M&M3 Ed, seeking GM and Players)

    Yeah, I want to play that ghost.
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