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[M&M 2e] Red Sands Chronicles. (OOC)

"Intention" is sort of a weird type of new-age mumbo-jumbo. Paragons mentions something about it.It's not really 'magic' nor is it 'divine' nor 'psionics' nor is it caused by 'synchronicity.' The easiest way to describe it would be to say that if you want something to happen, or if enough people wants it to happen, then it does (often spontaneously).

Well, most of the time Brian generally wishes he didn't have his abilities, so unless there's a group of people who applied intention to him, I'd say that's out. :)

He's a thermomancer. :D

heh. I like it. 'mancer' has me thinking of magic more than psionics, but I don't know that that's particularly counter to the idea. Possibly his thermal control is due to mental aether manipulation, which would be a kind of psionic / magic hybrid if I understand what aether is.

You're correct. Since the planet's terraformation failed I see the temperature range as being -30 to about 50 (extremes being -50 to 70).

Okay, I had my head entirely backwards about the environment. Was thinking of a hot desert rather than a cold one. I don't think it especially changes the concept, since he changes temps in both directions, just have to keep it in mind when picking gear, I think.

Gah! everyone's being speedy with builds. I'll try to get something up later today.
 

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Here's the Puppeteer reviewed and enhanced.

[sblock=
Abilities ]( 12 pp)
Strength: 10 ( 0 )
Dexterity: 14 ( 2 )
Constitution: 14 ( 2 )
Intelligence: 12 ( 1 )
Wisdom: 12 ( 1 )
Charisma: 10 ( 0 ) [/sblock]
[sblock=
Combat ]( 16 pp)
Attack Melee: 6
Attack Ranged: 6
Damage melee: 0
Damage Ranged: 0
Grapple: 6
Defense: 2 [6 with Shield]
Initiative: 2 [/sblock]

[sblock=
Attacks ]
-Dehydrate: Ranged DC 21 Fortitude damage
-Water shock : Cone area DC 21 reflex damage
-Suffocate: Perception DC: 16 Fortitude suffocation
-Water Bubble trap: Regenerative, suffocating and entangling snare. Ranged attack (+6) DC 16 reflex saving throw.
-Blood Control: Power check (+6) vs Fortitude save, controls subject as mind control
-Scimitar of the Clouds: +6 attack for +6 penetrating damage (may spit in two attacks), critical 18-20, also drains saves (DC: 16 Fortitude)
[/sblock]
[sblock=
Saves ]( 12 pp)
Toughness: 2 [6 with Force Field]
Fortitude: 6
Reflex: 6
Will: 5
[/sblock]
[sblock=
Skills ]( 13 pp)
6 ( 4 ) Acrobatics
0 ( 0 ) Bluff
4 ( 4 ) Climb
1 ( 0 ) Computers
5 ( 4 ) Concentration
1 ( 0 ) Craft
0 ( 0 ) Diplomacy
1 ( 0 ) Disable Device
0 ( 0 ) Disguise
2 ( 0 ) Drive
6 ( 4 ) Escape Artist
0 ( 0 ) Gather Inf
0 ( 0 ) Handle Animal
0 ( 0 ) Intimidate
1 ( 0 ) Investigate
9 ( 8 ) Knowledge (Tactics)
0 ( 0 ) Language
1 ( 0 ) Medicine
9 ( 8 ) Notice
0 ( 0 ) Perform
2 ( 0 ) Pilot
1 ( 0 ) Profession
6 ( 4 ) Ride
1 ( 0 ) Search
1 ( 0 ) Sense Motive
2 ( 0 ) Sleight of Hand
10 ( 8 ) Stealth
5 ( 4 ) Survival
4 ( 4 ) Swim [/sblock]
[sblock=
Feats ]( 11 pp)
Power attack 1
All out attack 1
Evasion 2
Accurate attack 1
Master Plan 1
Move by action 1
Improved initiative 1
Hide in plain sight 1
Improved critical (Scimitar) 1
[/sblock]
[sblock=
Powers ] ( 55 pp)
Water Control 10
AP: Dehydrate (6) 1
AP: Blast (Cone area, 6) 1
AP: Obscure (12) 1
AP: Suffocate (6) 1
AP: Snare (7) 1
AP: Create object (10) 1
PF:Progresion 1
PF: Selective 1
AP: Blood Control 1

Device: Scimitar of the Moon 6
Strike (penetrating) Link 6
>PF: Split attack 1
Drain (any save) Link 6
>PF: Slow fade 1

Shield (Linked with FF) 4
Force Field (Linked with Shield) 4

Immunity: Aging 1[/sblock]

[sblock=
Drawback ]( -9 pp)
Power loss (restrained:WC) 3
Power loss (restrained:Forc Field) 3
Power loss (restrained:Shield) 3

[/sblock]
 
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[Sblock=Corrections to Seif al Mariam]
survivor of tragedy: Protection (transform power only -1) 6 ranks, 3pp [mutant]<---- This protection seems redundant since Seif already has +2 Toughness from con, and +4 from armor. However since Seif doesn't know he's a mutant.. it works.. but You'll need to adjust the number of ranks though.
Good point! I guess I just assumed mutation attacks would bypass physical armor, i.e. have the equivalent of No Normal Defense for the Hero system (which M&M doesn't seem to have) or, now that I think of it, would probably target Fort instead of Toughness, right? So how about:

Survivor of Tragedy: +6 Fort Save (Impervious +1, Only vs Mutations powers -3) 6 ranks, 3 pp

Used the 1 pp extra to buy 4 ranks of Medecine. Added Medecine to the list of skills he can use Skill Mastery with and added the free first aid kit that comes with the training.

Even with it's errors, your character's build amazed me.
Thanks! :) Took me long enough to make him, but I *am* rather pleased.[/sblock]
Languages: Native Language English, Spanish, Arabic, Chinese and Latin for "Languages 4."
No greek? And you dare call yourself a classicaly-trained sorceror? ;)
 
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Binder, that bonus to save vs "Mutations" thing has me scratching my head.

Lets take a step back, away from mechanics, and start with what your concept for the ability is. Is he hard for mutants to affect with their powers? Or is he resistant to being mutated as a result of exposure to aether and so on?

If it's the first, then I suggest setting up a nullify effect. Make it No Range, Continuous duration, and All Powers with 'Mutant' descriptor At Once. Oh, and buy the Action up to Reaction. Then, every qualifying attack will be resisted by a d20 plus your Nullify rank. A potent defense, since it stacks with all other existing defenses.

If he's resistant to being mutated, then just buy Immunity (Mutagenics), for a price decided on by our GM. If you take a -1 flaw, you can make it Limited Invulnerability, that halves the intensity of the hazard or attack rather than making you totally immune. With GM permission, this might work if you buy Immunity (Mutant Attack Powers) or similar too...but make sure it's okay before you do it.
 

Okay, here's my first go at Brian. I'm not sure if I'm using the subtle power feat correctly. I don't mean that it shouldn't be obvious when something catches fire that it's caught fire, of course, but rather that someone would have to be looking rather hard to make a connection between Brian and most of his power effects.

The 'flash freeze' power I just built using the Ignite power as a model. I figured they were pretty much the same. My assumption would be that, instead of catching flammables on fire, flash freeze would have the ability to ice up 'freezables', though I'm not sure if that works in practice the same way as 'you catch on fire' does. :)

I'm probably messing up math in other places, too, but this should be a decent draft. I used Hero Lab, but only have the demo version, which doesn't include some of the Ultimate Power updates I used to build him. Anyway, let's have a go at this:

[sblock=Brian Shaughnessy]Brian Shaughnessy, PL 6 [110pp]
ABILITIES: [18pp]
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)

SAVING THROWS: [27 pp]
Toughness +6 (Con +3, Defensive Roll +2, Leather Jacket +1)
Fortitude +11 (8 +3)
Reflexes +11(8+3)
Will +11 (11)

COMBAT: [14pp]
Base Attack +4 (8pp) (Ignite / Freeze +6)
Base Defense +6 (6pp) (Defense 16, flatfooted 13)
Initiative +7

SKILLS: 32 ranks [8pp]
Bluff 10 (+13)
Language 2 (Arabic, Chinese)
Notice 10 (+10)
Stealth 10 (+13)

FEATS: [16pp]
Attack Spec: Ignite, Attack Spec: Flash Freeze, Defensive Roll 2, Dodge Focus 3, Hide in Plain Sight, Improved Initiative 1, Set-Up, Sneak Attack 1, Teamwork 1, Uncanny Dodge (Infravision), Equipment 3

POWERS: [27pp]

--Thermomancy Array (24 pp)

* Environmental Control (Extreme Cold) 8 (2/rank PF: Subtle +1, APs +7)
* AP: Envir. Control (Extreme Heat) 8 (2/rank +1 PF Subtle)
* AP: Ignite 5 (3/rank PF: Reversable +1, Subtle +1) DC 20
* AP: Flash Freeze 5 (Perception Damage (cold)) (3/rank, PF: Reversable +1, Subtle +1) DC 20
* AP: Fire Shield 8 (Deflect, all ranged) (2/rank)
* AP: Ice Slick 6 (Trip) (1/rank, +1/r Area Shapable, PF: Subtle +1) DC 16
* AP: Flare 6 (Dazzle) (2/rank, PF: Subtle +1) DC 16
* AP: Melt 6 (Drain Toughness) (1/rank, +1/rank Range, +0/r Objects only, PF: Subtle +1) DC 16

--Immunity 2 (Extreme hot and cold environmental conditions)

--Super-senses 1 (Infravision)

EQUIPMENT:
Flash Goggles (1ep), Gas Mask (1ep), Knife (4ep), Quarterstaff (4ep), Leather Jacket (1ep)

Abilities 18 pp + Skills 8 pp + Feats 16 pp + Powers 27pp + Combat 14pp + Saves 27pp = 110 pp[/sblock]
 

Shayuri: yes, he's resistant to being mutated, not to mutant powers. It's a background thing to explain why he was the sole "un-mutated" survivor of his raiding group. Haven't decided if he was resistant before the aether explosion or if his mutation *is* being resistant to mutations, but I'm leaning towards the later right now (so I like irony, sue me :D). I did think about taking a straight Immunity since it's mechanically simpler, but I want fear of mutations to still have a (very real) hold on him, hence the build.

Shayuri said:
If you take a -1 flaw, you can make it Limited Invulnerability, that halves the intensity of the hazard or attack rather than making you totally immune.

That would work and I don't mind either way. What do you think, Relique? What's your preference? (By the by, what didn't you like about this perticular power build, Shayuri?)
 
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Shayuri: yes, he's resistant to being mutated, not to mutant powers. It's a background thing to explain why he was the sole "un-mutated" survivor of his raiding group. Haven't decided if he was resistant before the aether explosion or if his mutation *is* being resistant to mutations, but I'm leaning towards the later right now (so I like irony, sue me :D). I did think about taking a straight Immunity since it's mechanically simpler, but I want fear of mutations to still have a (very real) hold on him, hence the build.



That would work and I don't mind either way. What do you think, Relique? What's your preference? (By the by, what didn't you like about this perticular power build, Shayuri?)

I tend to lean towards the simpler the better, so the limited immunity route.

Immunity: Mutagenics would count as a 10 Rank Immunity (would prevent you from becoming mutated and being damaged by a mutagen). However, since you are only immune to becoming (further) mutated, it would be something like Rank 5 Immunity to "Obtaining Mutations."
 

Well, after fiddling and dithering all weekend and yesterday, I got nothing I like for a character. I guess I'll quietly exit stage left.

:)
 

Ok, so the Power Armor I'm thinking will look somewhat like the 40K marine armors. It will have a huge backpack-like structure that houses a combustion engine, fuelled with Aether. The abilities of the armor are mostly either pneumatic or hydraulic, shifting pressure through copper pipes running across the carapace. The armor is constantly exhausting small amounts of really really foul smelling smoke.

The weapon, I dubbed it Spartan Spear will gather and focus Aether to electric force that can charge the blade or be projected as a blast.
[sblock=WiP]PL 6 [110 pp]


------- CHARACTER INFO -------
Name: Aeaxeos
Age: Who knows, looks to be around 30
Height: 7'
Weight: 335
Skin: Olive
Hair: Dark
Eyes: Brown


Group Affiliation(s):
Allegiance(s): Olympian Council, Spartan Guard,


------- CHARACTER SHEET -------


Power Level: 6
Power Points: 110pp
Hero Points: 1

ABILITIES: 20pp
Str: 12+6 (1+3)
Dex: 16 (3)
Con: 14 (2)
Int: 12 (1)
Wis: 12 (1)
Cha: 14 (2)

SAVING THROWS: ?pp
Toughness: ? = Protection 3 +2 CON
Fortitude: ? = BASE ? + 2 CON
Reflexes: ? = BASE ? + 3 DEX
Will: ? = BASE ? + 1 WIS

COMBAT: ?pp
Damage Bonus:
Base Attack:
Defense:
Initiative:

SKILLS: ? ranks (? pp)

LANGUAGES: ?


FEATS: ?pp


POWERS: 29pp
Device (4pp/rank: 5 ranks) 20pp
Spartan Power Armor: (5x5=25)
-Enhanced ability 6 (6)
-Protection (Impervious) 3 (6)
-Immunity Life support (9)
-Supersenses Extended Vision (1)
-Super Strenght 1 (2)
-Immovable 1 (1)
Device (3pp/rank: 3 ranks) 9pp
Spartan Spear: (3x5=15)
-Strike (Mighty) 2 (3)
-Blast 6 (12)

EQUIPMENT:

COST SUMMaRY:
ABILITIES: ?pp, SAVES: ?pp, COMBAT: ?pp, SKILLS: ?pp, LANGUAGES: ?pp,

FEATS: ?pp, POWERS: ?pp[/sblock]
 

Comments in red.

[sblock=Brian]
Okay, here's my first go at Brian. I'm not sure if I'm using the subtle power feat correctly. I don't mean that it shouldn't be obvious when something catches fire that it's caught fire, of course, but rather that someone would have to be looking rather hard to make a connection between Brian and most of his power effects.
You actually are using it correctly, since powers are assumed to have some kind of visual or audible effect that links the user to the attack. This way the target might appear to spontaneously combust.
Another way of doing it would be to do Indirect, but then people might still know you used a power eventhought the attack came from 'above and to the right.'


[sblock=Brian Shaughnessy]Brian Shaughnessy, PL 6 [110pp]
ABILITIES: [18pp]
Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)

SAVING THROWS: [27 pp]
Toughness +6 (Con +3, Defensive Roll +2, Leather Jacket +1)
Fortitude +11 (8 +3)
Reflexes +11(8+3)
Will +11 (11)

COMBAT: [14pp]
Base Attack +4 (8pp) (Ignite / Freeze +6)
Base Defense +6 (6pp) (Defense 16, flatfooted 13)
Initiative +7

SKILLS: 32 ranks [8pp]
Bluff 10 (+13)
Language 2 (Arabic, Chinese)
Notice 10 (+10)
Stealth 10 (+13)

FEATS: [16pp]
Attack Spec: Ignite, Attack Spec: Flash Freeze, Defensive Roll 2, Dodge Focus 3, Hide in Plain Sight, Improved Initiative 1, Set-Up, Sneak Attack 1, Teamwork 1, Uncanny Dodge (Infravision), Equipment 3

You better hope that Mars doesn't have Undead, rock golems or Arnold Schwarzenegger caked with mud.

POWERS: [27pp]

--Thermomancy Array (24 pp)

* Environmental Control (Extreme Cold) 8 (2/rank PF: Subtle +1, APs +7)
* AP: Envir. Control (Extreme Heat) 8 (2/rank +1 PF Subtle)
* AP: Ignite 5 (3/rank PF: Reversable +1, Subtle +1) DC 20
* AP: Flash Freeze 5 (Perception Damage (cold)) (3/rank, PF: Reversable +1, Subtle +1) DC 20
* AP: Fire Shield 8 (Deflect, all ranged) (2/rank) <--- Please Adjust. Deflect is limited by PL limits on Max Defense.
* AP: Ice Slick 6 (Trip) (1/rank, +1/r Area Shapable, PF: Subtle +1) DC 16
* AP: Flare 6 (Dazzle) (2/rank, PF: Subtle +1) DC 16
* AP: Melt 6 (Drain Toughness) (1/rank, +1/rank Range, +0/r Objects only, PF: Subtle +1) DC 16
I see one possible issue with "melt." That being, that not all objects are melt-able.... as far as I know. But in that case it probably reduces the item to ash.
--Immunity 2 (Extreme hot and cold environmental conditions)

--Super-senses 1 (Infravision)

EQUIPMENT: 4 ep unused
Flash Goggles (1ep), Gas Mask (1ep), Knife (4ep), Quarterstaff (4ep), Leather Jacket (1ep)

Abilities 18 pp + Skills 8 pp + Feats 16 pp + Powers 27pp + Combat 14pp + Saves 27pp = 110 pp[/sblock]
This was a pretty decent build. The Puppeteer and Brian working together is a very scary thought. :lol:
[/sblock]


Blackrat, you already received my feedback elsewhere. So no need to repost them here until you make further changes. (Thanks btw for making my vision of Mars even more messed up :D)
 
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