M&M 3e: Young Justice!


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Question vs Riddler: wow that has the potential to be gimmicky. Question is all about conspiracies, not tricks. Frankly, I could see them teaming up against, say, Cadmus or something. Heh, or against Ozymandias from Watchmen ;)

Desireable: Advantage. Pheromones grant a +2 bonus per rank to attempts to persuade or seduce members of the appropriate sexual orientation to be attracted to user. Flaw: no control over who it works on or how hard they are affected.
 

Question vs Riddler: wow that has the potential to be gimmicky. Question is all about conspiracies, not tricks. Frankly, I could see them teaming up against, say, Cadmus or something. Heh, or against Ozymandias from Watchmen ;)

Well, if Question is into conspiraces, all Riddler would have to do is start one...

Desireable: Advantage. Pheromones grant a +2 bonus per rank to attempts to persuade or seduce members of the appropriate sexual orientation to be attracted to user. Flaw: no control over who it works on or how hard they are affected.

Deal. Phermones weren't the orignal plan, but what you suggest will pretty much get the intent across (and that Flaw sounds fun).

Will have to fix Solaris later. Meanwhile, I hope he and Echo get to move soon, 'cos I wanna introduce the teddy bears to the Super-Speed + Takedown + Solar Claws plan... :devil:
 

Almost got the revision for Solaris figured, I've just got a stray 1 point I need to figure out how to spend. Should be up some point tomorrow.

Edit: 74 posts? Already?
 


Ok, let's try this again. Fire, is the Benefit OK? If not I'll swap it for something else.

Otherwise, if anyone spots any errors, please let me know. Should be all correct now, though. Hopefully.

------
Simon Ray (Solaris) PL8


Abilities: STR: 0, STA: 0, AGL 4, DEX: 0, FGT: 0, INT: 2, AWE: 3, PRE: 2

Defenses: Dodge: 12/4, Parry 12/4 (+4), Toughness 0, Fortitude 0, Will 6 (+3).

Advantages: Animal Empathy, Benefit 1 [Can recharge Fade points using sunlight; GM fiat as to when & how much], Desireable 3 [Pheromones grant a +2 bonus per rank to attempts to persuade or seduce members of the appropriate sexual orientation to be attracted to user. Flaw: no control over who it works on or how hard they are affected]. Evasion 1 (2 w/ "Solar-Powered Speed"), Fascinate (Persuasion), Favored Environment (Broad Daylight), Fearless, Improved Critical (Solar Strike), Improved Initiative 2 (4 w/ "Solar-Powered Speed"), Instant Up, Languages 1 (Japanese; English Native), Move-by-Action, Power Attack, Takedown 2, Ultimate Effort (Solar Claws), Uncanny Dodge.

Skills: Acrobatics 2 (+6), Close Combat (Light Constructs) 8 (+8), Expertise (Tokusatsu) 1 (+3), Insight 1 (+4), Perception 1 (+4), Persuasion 2 (+4 (+10 w/ Desireable), Ranged Combat (Solar Flare) 8 (+8), Stealth 1 (+5)

---
Powers

Immunity (Damage Effect (Heat) Environmental Conditions (Light)) - 6pp

Living Sun: Environment 4 (Heat (Extreme), Light (Bright); Fades, Activation (Move action)) Linked Visual Dazzle 4 (Resisted by Fortitude; Perception Area; Reduced Range (close), Fades) - 16pp.

- AE Bright Eyes: Senses (Darkvision, Infravision; Sustained, Noticable (Eyes glow yellow)) & Environment 4 (Heat, Light; Selective, Precise)

Solar Claws: Damage 8 (Light Construct; Multi-Attack, Penetrating 4) - 23pp
- AE Solar Strike Damage 8 (Light Construct; Penetrating 8, Improved Crit (Solar Strike) 4, Split; Activation (Move Action))
- AE Solar Flare: Blast 8 (Light, Fire; Penetrating 4)
- AE Solar Breath: Affliction 8 (Light, Fire; Resisted by Fortitude; 1st Degree: Impaired (Toughness & Fortitude) & Dazed, 2nd Degree: Disabled (Toughness & Fortitude) & Stunned, 3rd Degree: Debilitated (Toughness & Fortitude) & Incapacitated; Cone Area, Extra Condition (Dazed, Stunned, Incapacitated; 4 ranks only)

Solar-Powered Speed (20 pp):
- Speed 6 (Fades) - 4pp
-- AE Leaping 6 (Fades)
- Enhanced Traits 16 (Dodge +8 (+12), Parry 8 (+12); Fades) - 8pp
- Enhanced Advantages (Evasion (second level), Improved Initiative 2 (+20) Instant Up, Move-by-action, Takedown 2, Uncanny Dodge) - 8pp.

Offenses

Initiative: +4 (+12 w/ Improved Initative 2, +20 w/ Improved Initiative 4)

Solar Claws: +8 DC23

Solar Strike: +8 DC23

Solar Flare: +8 DC23

Solar Breath: Cone Area, DC Fort 18 (Extra Condition DC Fort 14)

Dazzle: Perception Area Visual Dazzle DC Fort 14
----
Totals: Abilities 22, Defenses 7, Advantages 14, Skills 12 [24 ranks], Powers 65.

Complications
Motivation (Recognition): Sort of; Solaris can be noticed in ways Simon Ray never could. Though really, the person Solaris most needs to convince of his worth is Simon himself.
Motivation (Doing Good): Second hand, often involving the question "What would Superman do?"
Power Loss: Solaris draws some of his powers from the Sun and those powers will fail if not recharged.
Relationships: While not a sexual preadator as such, Simon has a habit of taking whatever chances he can get.
------

EDIT: And as a "I was bored on a Sunday" bonus, here's Solaris in HeroClix form: http://www.hcrealms.com/forum/showthread.php?t=300570

EDIT2: Missed one of his Offenses.
 
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