Insight said:This sounds a lot like Thor's origin... but there's nothing wrong with that. I like the basic idea. Now which god???
Shayuri said:I also have many ideas!
Also, does the 20pp limit count towards linked powers? Could a blast that's linked to a Blind have 20pp for each effect, or just 20pp to divide between them?
More postage tonight when I have time...
hero4hire said:Does the 20pp limit in "one power" include alternate powers added on?
Or could I have a Blast 10 with AP: Blast 5 [Area, Penetrating] ?
hero4hire said:Okay concepts are:
Arachknight gains powers from a spider-like symbiote.
Tension Martial artist with Elasticity
Gauntlet Gadgeteer with a Power Glove that boosts strength
Daddy-Longlegs Mutant artist wannabe who is unnaturally tall
Karapace invulnerable alien from a high grav world
Rumble from the grittier side of Freedom City. Rumble's power is he can fight.
He's never trained, never had to. He just instinctively knows what moves to make and when.
Mnemonic amnesiac with the Power to absorb memories and skills
Graf said:Love time-travel stuff but I can see why people wouldn't want it in a game.
I have a bunch of concepts and am not particularly picky.
The one I like the most is a little bit complex:
A failed superhero with a minor power (irradic precognition) gets developes a friendship with an imprisioned brilliant/ethical/very crazy supervillian after his only successful adventure involved stopping a killer who was using some of the supervillian's gear.
As a reward the supervillian gave him access to some of his gear and a special suit. Unfortunately the hero can't take off the suit and the supervillian has disappeared (or died mysteriously*).
He adopts/modifies the villians gear to act as a crimefighter.
The villian's name was the the Trapper he has picked the (oh-so-dorky) name Entrapper.
The character might be a bit irriating because
1. Hodgepodge of powers
2. Strong ethical component (no killing)
3. Can M&M do technological gizmos well?
Powers would be:
Precognition, probably actually going to have developed a lot relative to where he started his carreer, but very short term (i.e. he's got a very good idea of what is going to happen a second from now -- beyond that... not so hot)
Phasing (from the suit) -- the trick is that he can't breath while phased so it's short term. The suit only can (or is programmed to... he can't figure it out) let him phase a very small amount of matter (and the trapper gear)
Trapper gear -- lots of non-lethal type stuff. Goo-grenades are the basic but I'd like to have a few different types of things. The actually Trapper's stuff was much bigger/grander/crazier, but fair less pragmatic (like he'd try to turn all the water in the city into viscious glue-type substance).
I guess it may not be clear but I'm thinking about something like the Starman comic, the one where the younger brother takes over the cosmic rod (I think James Robinson wrote it?). I loved that book.
Other ideas:
Kid Frankenstein
The Daoist (a Chinese mystic who can turn his body to air)
A character with super-man type powers pretending to be a batman type character (probably too complex/not interesting enough for the game)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.