M&M 3e: Young Justice!

Annoyingly so, Becuse I Don't think Mr. Fate would leave such a large loos end open. And I think he would have been asked why he kills his own 'side kick' every time his side kick dies.

that said, they might not be in on all the details. :3
 

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Abilities:18P
-Normal:
Str -1 Agi 2 Sta -1 Dex 2
Fgt 0 Awe -1 Int 6 Pre 2
-Shrank:
Str -3 Agi 2 Sta -1 Dex 2
Fgt 0 Awe -1 Int 6 Pre 2

Skills: 11PP
Athletics: 4 (+1/3, shrink/normal)
Expertise magic: 14 (+18/20)
Insight: (-1)
Intimidation: 4 (+1/6, shrink/normal)
Perception: (-1)
Persuasion: (+2)
Ranged Combat: +2)
Stealth: (+12/2, shrink/normal)

Advantages: 4PP
Artificer, Benefit, Wealth 2; Ritualist.

Powers: 63PP

Magic Array: [33PP]
-Kor Nith: Deflection 6 [24PP] [Chaos Magical]
[Reflect, Redirection, Increased range (perception)]

-Mage hands: Extra Limbs 5 [+1PP] [Magical]
[Improved Grab, Projection, Affect insubstantial 2, Increased range 2 (perception).]

-Vampiric Empathy: Healing 7 [+1PP] [Evil Magical]
[Energizing, Persistent, Restorative, Stabilize, Empathic]

-Kor Sha: Burst area Invisibility 4 [+1PP] [Darkness Magical]
[Affects Others, Area Burst, Selective.]

-Thor Nith Nak: Linked affect [+1PP] [Magical]
--Morph 2 [Cats]
[Affects Others, Increased Duration (continues), Insidious, Reversible, Increased action 2 (standared).]
--Shrinking 10
[Affects Others, Increased Duration (continues), Insidious, Reversible, Distracting, Increased action 2 (standared).]

-Nax: Magic 7 [Chaos Magical]
[Accurate 3(+6), Increased range (perception)]

-Thor Nax: Burst area Magic 8 [Chaos Magical]
[Area (burst) 1, Increased range (perception), Unerliable(5 uses)]

-Dra Holl Thor Nax: Burst area Magic 8 [Chaos Magical]
[Affects insubstantial 2, Area (burst) 2, Dimensional 3, Increased range (perception), incurable, insidious, Multiattack, Penetrating 10, Activation 1, Check Required 8(Expertise magic), Distracting, Side Effect 2(magic array unusable for one hour), Tiring.]

-Shin Kroll: Teleport 8 [Magical]
[[FONT=&quot]Change Direction, [/FONT]Change Velocity, Turnabout, Dimensional 2(Mythical), Increased Mass 3]

-Thor Shin Nix Kroll: Cylinder Area Teleport 7[Magical]
[Accurate, Extended, Limited to Extended, Area (Cylinder) 2, Increased Mass 10, Selective, Resistible (will), Side Effect 2(magic array unusable for one hour), Tiring.]

Eldritch tongue: Comprehend [4PP] [Magical]
[Speak/Understand all Languages]

Betrayer’s Curse: Immortality 16 [9PP] [Evil Chaos Magical]
[return after one minute; Innate, Side Effect 2 (forcibly loyal to killer).]
-immunity 1
[Aging]

Eldritch Armor: Protection 7 [11PP] [Magical]
[Improves, Noticeable (darkened Eldritch arua, steaming) Activation 2.]

Eldritch Eyes: Senses 4 [5PP] [Magical]
[magic, Acute, Analytical, Detect and ranged; Innate.]

Offence:
Grab +0(DC Spec 7)
Throw +2 (DC 12)
Unarmed +0 (DC 12)

Nax (DC 22) (Chaos / Magical Crit 20)
Thor Nax (DC 23) (Chaos / Magical Crit 20)
Dra Holl Thor Nax (DC 23) (Chaos / Magical Crit 20)

Defense: 24[PP]
Dodge: 10 / 5*[3PP]
Parry: 8 / 3* [3PP]
Fortitude: 1 [2PP]
Toughness: 6(impervious 7) / -1**
Will: 15 [16PP]
[* Shrank/normal]
[** With/Without protection]

Now to get to work on the character himself, and yesh, he likes to use spells out of his weight class. Dra Holl Thor Nax = Collateral damage is fun! ... it could even hurt Supes O_o;
 


Hee...I hope it doesn't seem like I'm picking on you, Zerith. I've got nothing against this concept at all, in fact with Zatara having to leave, it's probably a very appropriate one...though the whole compulsory obedience thing is weird to me, that's your RP cross to bear, not mine. :)

That said, I'd like to toss up a few possible mechanical issues. M&M can be a complex system, especially when you venture into advanced techniques like array building...

-Kor Nith: Deflection 6 [24PP] [Chaos Magical]
[Reflect, Redirection, Increased range (perception)]


- Giving a Deflect a Perception range is probably overkill. Simply making it Ranged will mean you can use it to protect anyone in a very large radius around you. The real limiter on Deflects isn't the range so much as it is the action required to use them.

-Mage hands: Extra Limbs 5 [+1PP] [Magical]
[Improved Grab, Projection, Affect insubstantial 2, Increased range 2 (perception).]


- Manipulating things at range is best purchased as a Move Objects effect. Improved Grab, you see, doesn't DO anything. It just adds a spiff to your characters innate, Strength based Grab attack. It's not really eligible for those enhancements. Extra Limbs is...but again, Extra Limbs doesn't technically allow you to use your strength at range. To move stuff at a distance from yourself, you want Move Object.

-Kor Sha: Burst area Invisibility 4 [+1PP] [Darkness Magical]
[Affects Others, Area Burst, Selective.]


- You need to specify the senses this applies to.

-Thor Nith Nak: Linked affect [+1PP] [Magical]
--Morph 2 [Cats]
[Affects Others, Increased Duration (continues), Insidious, Reversible, Increased action 2 (standared).]
--Shrinking 10
[Affects Others, Increased Duration (continues), Insidious, Reversible, Distracting, Increased action 2 (standared).]


- Okay, this puzzles me a little. It...turns a person into a cat? A few things. One...it will only work on a WILLING person. In order to make it work on an unwilling person, you need to add the Attack factor. Two, making it Insidious is nonsensical...the effect is inherently obvious; a guy turned into a cat. Three, the duration may be Continuous, but you still have to turn it off if you switch to another power in the array, which makes it of questionable utility.

My suggestion, if you want a spell that can turn an unwilling target into a cat, is to scrap this altogether and purchase the power as an Affliction. Buy the Cumulative modifier, and set the stages as gradually acquiring cat traits until the final condition is, "Becomes a harmless kitty." That strikes me as much more in line with the way the game is meant to work.

-Nax: Magic 7 [Chaos Magical]
[Accurate 3(+6), Increased range (perception)]


- Powers with Range: Perception hit automatically if the target can be accurately sensed. Accurate is completely redundant.

-Dra Holl Thor Nax: Burst area Magic 8 [Chaos Magical]
[Affects insubstantial 2, Area (burst) 2, Dimensional 3, Increased range (perception), incurable, insidious, Multiattack, Penetrating 10, Activation 1, Check Required 8(Expertise magic), Distracting, Side Effect 2(magic array unusable for one hour), Tiring.]


- Oy. Okay. First, Insidious is an odd inclusion here. Do you really want the wounds this spell causes to be difficult to detect? You cannot combine Multiattack with an area effect, nor with Perception range. Why? Because Multiattack only applies to powers that have an attack roll. Both area effects and perception range remove attack rolls, making the power ineligible for multiattack. And finally, you can't have more ranks in Penetrating than you have in the power alone. That would be silly. :)

I get what you're trying to do here...you want a big anime-style "final technique" that inflicts lots of penalties on you...so you don't use it often...but has a lot of punch for those times when the chips are down and you need a Hail Mary. Concept is sound, but mechanics are questionable. In fact, honestly? You can save yourself a point here and just use Power Stunts to simulate this kind of thing. Spend a Hero Point and get a one-time SUPER BOOM attack. No need to have it as a permanent part of your array since by its very nature it's something you won't be using very often.

-Thor Shin Nix Kroll: Cylinder Area Teleport 7[Magical]
[Accurate, Extended, Limited to Extended, Area (Cylinder) 2, Increased Mass 10, Selective, Resistible (will), Side Effect 2(magic array unusable for one hour), Tiring.]


- Is this supposed to be a teleport "attack?" If so, you need to stick the Attack modifier onto it. Just making it Resistible isn't enough.

Hm...also, an oddity in your Toughness save. You have a Toughness defense of 6, but Impervious 7? Pretty sure that doesn't work. :)

And as a final comment, your Will defense seems very high for the PL. Not sure if it breaks the limits or not, but you should double-check just to be sure.
 
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Oooo, Love it when I get nice feed back like this :3

[sblock=About his death thingy][FONT=&quot] A moment after being killed, something that has started happening much to commonly to be realistically possible if one were to ask him, Eldritch revives and is made loyal to his slayer. This Loyalty both is and is not mind control.
It is mind control in that it can cause him to do things he would not normally do; such as igniting those he considers friends if it advances his new master’s cause.
It is not mind control in that he does not have to fallow just any given command and he still maintains his mind.

While he does not become a mindless slave to his master’s commands, he is unconditionally Loyal; regardless of his own wants, he will not wittingly betray his master or allow his master come to harm from either action or inaction: even if doing so brakes direct orders from his master
[Allowing himself to be smote by an enemy of his master is a betrayal, as such, he will actively work to avoid it with all the means at his disposal.]

He will also proactively work to further his master’s cause and towards his master’s safety.
[For example, if he was smote by someone he was previously at odds with and knew of a operation to hinder his new master, he would work to foil the operation; doing anything from getting it sprung too early to deploying countermeasures (even going as far as abruptly moving his new found master across dimensions to avoid an imminent threat without order, or, as said before, against orders.)

The only order that he must fallow when given from his master is truthfulness, but he may still lie to his master so long as his master dos not say something expressing the desire for him to be truthful. (again, he cannot use his ability to lie to his master to betray said master.)
When he is being made to speak truthfully he does not have to disgorge information unless doing so advances his master’s cause (in which case he must give the information to his master)

[It should be noted, playing jokes at his master’s expense and generally being aggravating, so long as doing so does not hinder his master’s cause is well within what he can and can’t do.

-Summary: if he sees an action, or inaction, as advancing his master’s cause, he must do so, and if he sees an action, or inaction, as hindering his master’s cause, he cannot do so. Anything that dos help or harm his master’s case is open to his whims, which he will generally act on without regard to consequences.
-Note: If he kills himself, for whatever reason, his master remains unchanged; as such, he will kill himself the moment he belives he cannot defeat a foe without falling, preferably by blasting both himself and his foe(s), or by teleporting himself and his foe(s) up to a fatal height.
[/FONT][/sblock][FONT=&quot]
[/FONT]
About limbs, the grab thing was in the list in hero lap (says it grants it now that I look again), so I dropped it in :/
and about the range thingy, I had a lot of extra points for it left over, so I had to chose from Crazed number of hands (11) or letting them stretch out relay far, Say, what would happen if I combined it with elongate? :3


Deflection: again, had points to flush out for it :/


Invisibility: it's maxed, 8 base cost, (hero builder makes it cost 2 per a level in and of itself, so from what I under stand, Invis 4 is all) the full cost of the ability (as all/most of them) is 24 total


The Kitty spell: This was imormative O_o; I figured that if it was continuous it would last even after he started flinging other spells; I figured having a kitty cat randomly walk up to somone and then zap the bleeding hell out of them might be fun XD

That said, can an attack type spell be used on the character itself and can the character auto fail their own saves if they want to?

And about the Teleport thingy, good to know, but I also plan on it being a long range means of transportation (thus the accurate part)


Thanks for the insights though, I'll have to do some reworks :3



Also, got his name worked out
[FONT=&quot]Alphonse “Eldritch” Ehrlichmann
Or as he is more commonly known as “Fate’s intern” a title he loathes.

Addon, About Dra Holl Thor Nax: Yes, it looks all big and flashy, but then it seams to do nothing... Hmm, I think I'm going to add reversible to his three zaps so that he can kill people and then revive them latter O_o;
Addon2: Also, he is stealing 7 from fort for his insane will score, and I'm actually thinking of giving him a second chance vs Mind controll O_o;
[/FONT]
 
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Deflect - I'd suggest using points on reducing the action type of the Deflect. That's generally much more useful. Alternatively, make this power fairly cheap, and then make it Dynamic, so you can combo it with other Dynamic powers in the array.

Invisibility - You have 4 ranks listed. 2 are for normal vision (I assume). That leaves you with 2 other senses to go. Hearing and Smell are probably the most useful...though you could add Mental if you want it to shield from psychic and magic detection.

Kitty! - You can target friendlies with Afflictions, and they can fail. But note that Afflictions are not typically good. If you used this spell to turn yourself into a "harmless little kitty" then you'd be just that. Unable to use powers or attacks. That would be the equivalent of "helpless" in the Affliction list of effects.

Basically, you can make a spell that gives a friendly person the appearance and size of a cat (which would basically be a streamlined form of what you already have listed) OR you can have a spell that reduces or negates a foe's combat effectiveness by turning them into a cat.

Or you can buy both as separate spells. :)

If the Teleport is to be used only on willing passengers you need to remove Resistable.
 


Invisibility - only gos up to 4 ranks, each rank has a base cost of 2PP, it works vs all at a base cost of 8PP, ere go, 4 ranks is every thing :/

Kitty - on one side the idea is that he can turn into a cat, sneak around to were he wants to be, and then nuke the bloody hells out of people (then again, he could just teleport there, so this idea is redundant), on an other, he is an ass who likes turning people into fluffy things. on the third, he likes turning people who don't like him into fluffy things ... so he may better punt them into the sun O_o;
(last bit is actually out of character for him, I like punting, he likes nuking...)
Need to figure out a way for him to use the kity form and still be able to nuke ppl :/

And the telly port is suppose to be used on both willing and unwilling characters (including himself), at the same time, blink in with a normal telaport, then vanish the next turn with the big one, along with the full team, and the Boss/evil dude, pointless Minions be damned! XD
Also, room filled up with internal defenses? Handy :3
 

Invisibility - only gos up to 4 ranks, each rank has a base cost of 2PP, it works vs all at a base cost of 8PP, ere go, 4 ranks is every thing :/

- Argh, no book here so I can't quote chapter and verse, but Concealment (which is the M&M 3 word for Invisibility) works thusly:

Each rank costs 2pp and grants total Concealment against one sense. Vision, because it's by far the most useful sense (to most), costs 2 ranks. Thus, being concealed from all 5 normal senses costs 6 ranks (2 for vision, remember). If you want to throw in Radio (blocks radar) and Mental, you can do that too. That means 8 ranks, costing 16pp.

Kitty - on one side the idea is that he can turn into a cat, sneak around to were he wants to be, and then nuke the bloody hells out of people (then again, he could just teleport there, so this idea is redundant), on an other, he is an ass who likes turning people into fluffy things. on the third, he likes turning people who don't like him into fluffy things ... so he may better punt them into the sun O_o;

- That's all fine. I'm just saying you can't get both those effects in one spell. Solution is easy. Buy both. They're just 1pp each.

And the telly port is suppose to be used on both willing and unwilling characters (including himself), at the same time, blink in with a normal telaport, then vanish the next turn with the big one, along with the full team, and the Boss/evil dude, pointless Minions be damned! XD
Also, room filled up with internal defenses? Handy :3


I -think- (but am not sure) that if you add the Attack mod to this, it might work as you want. Resistable MIGHT also work, since it's an area effect. Can't look it up now. :(

As long as that's the Selective Attack extra, and not the Selective power feat, it could work, praps...
 

[sblock=INVISIBILITY]
Effect: Visual Concealment • 4 or 8 points
You can vanish from sight at will, gaining total visual
concealment, although other senses can still detect
you. This power costs 4 points if you are only invisible
to normal vision, 8 points if you cannot be detected by
any visual sense (including infrared and ultraviolet).[/sblock]
And interesting :3

Addon: If I make an affliction, bump it up to a continues affected and then make it into a permanent affect and add reversiable would it then be imposable to fully remove with out my character (or a plot device) undoing it? Also, would doing so need to add an other +1/r to the cost? :3
 
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