M&M 3e: Young Justice!

I'm not the GM, but I think something fastened to your wrist (watch) is more similar to something fastened on your waist (belt) than something you put loosely on your head (hat) or have to actively holding (gun). But that is just IMHO.
 

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Erm...am I missing something? Devices don't work the same way in 3rd Ed as in 2nd.

A device in 3rd Edition is just a power or set of powers that have the Removable flaw. The number of points you save via that flaw determines how easy it is to remove.
 

The average belt is not going to come off because it is durable enough that it can support the full weight of whoever is wearing it, thus if you yank really hard on it, your not pulling it off, your pulling the person it's attached to towards you.
Wrist watchers are not as durable, some might support the strain, others will just snap at either base of their band. and again, guns are, form what I can tell, easy recoverable; unless we are talking a particularly heavy watch, I would think it would be about as easy to yank a watch off someone's arm then the gun from their hand. the band is only held on by tiny lil pins that can snap right off if the bands themselves don't give first at the weak point the pins make in them. Belts lack this weak leak :\
 
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Look, it can be as easy or as hard to take away as you want it to be, depending on how many points of Removable you take.

If you make it easy, then your watch will be large and easily targeted, and flimsy enough to break off easily.

If you make it hard, then it will be small and tough and difficult to get off of you.
 

Look, it can be as easy or as hard to take away as you want it to be, depending on how many points of Removable you take.

If you make it easy, then your watch will be large and easily targeted, and flimsy enough to break off easily.

If you make it hard, then it will be small and tough and difficult to get off of you.

Thanks for explaining it better and clearer than me! :)
 

But, the pointless debate about random trivia! I needz it O_o;

But any ways, reworked his sats and as things are I've going with them
[sblock] Abilities: 44PP

STR 3 ALG 8 DEX 2 STA 2
FGT 2 AWE -2 INT 8 PRE 0

Skills: 18PP

Acrobatics: 7 (+15)
Athletics: 7 (+10)
Close combat(claws): 3 (+5)
Deception: (+0)
Expertise Baking: 2 (+10)
Expertise Genetic Chemistry/Geneticist: 10 (+18)
[Basic example, making Mutagen]
Insight: (-2)
Intimidation: (+0)
Perception: 3 (+0)
Persuasion: (+0)
Ranged combat: (+2)
Stealth: 2 (+10)
Technology: 1 (+9)
Treatment: 1 (+9)

Advantages: 5PP

Agile Feint
Defensive Roll 2
Move-by Action

Equipment 1

Powers:
32PP

Holographic Wrist Watch: Device [3PP] [Technological]
[Easley removable]
-Invisibility: 4
[Total concealment from all Visual senses; Blending, Passive.]
-Holographic normalcy: Illusion 1
[Sight, Independent]

Tail: Extra limbs 1 [1PP] [Mutant]
Claws: Strength-based Strike 1 [11PP] [Mutant]
[DC 19 (Slashing); Accurate 2, Improved Critical 1]

Heightened Senses: Sense 6 [6PP] [Mutant]
[Darkvision, Low-light Vision, Sent, Tracking, Ultra hearing]

Super speed: [13PP] [Mutant]
-Advantage: Improved Initiative 5
-Quickness 5
-Speed 8

Equipment:
5EP
Cell Phone (smartphone)
Commlink
[FONT=&quot]Gas mask
Mini-tracer

Offence:
Claws: +9 (DC 19) (Slashing, Crit 19-20)
Grab +2 (DC Spec 13) (Bludgeon, Crit 20)
Throw +2 (DC 18) (Bludgeon, Crit 20)
Unarmed +2 (DC 18) (Bludgeon, Crit 20)

Defence: 22PP
Dodge:
12
Parry:
10
Fortitude: 4
Toughness: 3/1 (with/without Defensive roll)
Will: 4
Initiative: 28[/FONT][/sblock]
 


hahahahahahhaaaaaaaaaaaaaaa. This is great.

Zerith: pick something.

Everyone: Let's move along the plot tomorrow. Pick where you're going first and I'll describe it.
 


[MENTION=59043]Walking Dad[/MENTION]
Bu' i's twu I am, wif gwamrz!!! Also, depends on what you mean, because the character is going to be a good bit annoying IC :P

[MENTION=75195]FirE[/MENTION]
Well, I'm could make the bio longer, more detailed, and more completed but since you want it know. Tah dah.
__________________________________________


Drake Francis “The Chirp”* Dorian
[*A title earned from his tendency to Chirp, Purr, and generally make odd sounds.][sblock=stats]Abilities: 44PP

STR 3 ALG 8 DEX 2 STA 2
FGT 2 AWE -2 INT 8 PRE 0

Skills: 18PP

Acrobatics: 7 (+15)
Athletics: 7 (+10)
Close combat(claws): 3 (+5)
Deception: (+0)
Expertise Baking: 2 (+10)
Expertise Genetic Chemistry/Geneticist: 10 (+18)
[Basic example, making Mutagen]
Insight: (-2)
Intimidation: (+0)
Perception: 3 (+0)
Persuasion: (+0)
Ranged combat: (+2)
Stealth: 2 (+10)
Technology: 1 (+9)
Treatment: 1 (+9)

Advantages: 5PP

Agile Feint
Defensive Roll 2
Move-by Action

Equipment 1

Powers:
32PP

Holographic Wrist Watch: Device [3PP] [Technological]
[Easley removable]
-Invisibility: 4
[Total concealment from all Visual senses; Blending, Passive.]
-Holographic normalcy: Illusion 1
[Sight, Independent]

Tail: Extra limbs 1 [1PP] [Mutant]
Claws: Strength-based Strike 1 [11PP] [Mutant]
[DC 19 (Slashing); Accurate 2, Improved Critical 1]

Heightened Senses: Sense 6 [6PP] [Mutant]
[Darkvision, Low-light Vision, Sent, Tracking, Ultra hearing]

Super speed: [13PP] [Mutant]
-Advantage: Improved Initiative 5
-Quickness 5
-Speed 8

Equipment:
5EP
Cell Phone (smartphone)
Commlink
Gas mask
Mini-tracer

Offence:
Claws: +9 (DC 19) (Slashing, Crit 19-20)
Grab +2 (DC Spec 13) (Bludgeon, Crit 20)
Throw +2 (DC 18) (Bludgeon, Crit 20)
Unarmed +2 (DC 18) (Bludgeon, Crit 20)

Defence: 22PP
Dodge:
12
Parry:
10
Fortitude: 4
Toughness: 3/1 (with/without Defensive roll)
Will: 4
Initiative: 28[/sblock]

[sblock=Complactions]

Dependence: He is dependent on chemical cocktails (One in the morning, one at night, and an additional one once a weak) to maintain his general physical and mental health.

Low, bazaar, tolerances and Hyper charged metabolism: He has, extremely, low tolerances to chemicals and drugs, including alcohol fumes and (among numerous other things) catnip. This low tolerance is partly due to his heightened metabolism that absorbs (and burns through) chemicals at an artificially fast rate casing server symptoms from what would normally be unnoticed afflictions; tear gas, for example, cases him to hyperventilate or entirely sense up.


The other part comes from his genetic makeup being made unstable and vulnerable from his tweaked physiology. Aspirin acts like synthetic pain (that luckily works its way through after only a few minutes) and instantly slows his heart rate to the point that he appears peacefully dazed and or asleep while also leaving him unable to move for an average of ten minutes; after this time he suffers from withdraws and is highly agitated.

High metabolism: He also requires a large amount of energy, causing him to, seemingly randomly, bolt off in search of food; he eats nearly ten times the amount of carbohydrates as someone of his height normally would. He also vanishes for a related reason.
-he also burns through Oxygen at an accelerated rate.

Phobia: He is manic about not having any kind of drug (including common medicine) unless he knows every detail about it; the threat of drugs also cases him to act irrationally as well as long as it is possible, to him, that someone might give them to him.
Madness: He has a reputation for being, randomly, insane; most of the time it is merely a joke, other times he is honestly talking to walls as if he is talking to an audience.[/sblock]


(Primary) Meteor: The Flash

[sblock=Bio] A Gotham native and Nephew to Emile Dorian; Drake inherited his mother’s frail frame, his father’s jawbone, and his uncle’s knack for genetics. Sometime after Emile’s apparent death after escaping from Arkham, Drake managed find a copy of his uncle’s formula for the T-99 mutagen; the science fair was coming up and Drake, then only twelve, figured turning partly into an animal would let him win hands down. Additionally, he also figured turning himself into a superhero would be awesome! After all, what could go wrong?

But, in his infinite wisdom he saw fit to improve mess around with his Uncle’s formula; Drake was, and is, far more whimsical then his uncle and only rarely pondered the final outcome of his actions. When the fair came about he was a bit of a laughing stock; by all appearances he came with only a vile of green soda; but he knew he was going to shocked them all away with what was going to happen, or at least he thought so.


His turn eventually came and he was humored while he he drank the contents of the vile and, after the briefest pause he decided that the concoction tasted foul; he should have droned the stuff is sugar, side effects be damned. He then fell down and started groaning in pain, the side effects did not like his potty mouthed mind apparently; he started foaming at the mouth and was rushed to the nearest hospital as his condition escalated.

He was sporting fur before he was even brought inside the ambulance; he started to thrash about soon after, he was in obvious pain. Doing what any compassionate person would do, the paramedics gave him “something for the pain”; it did wanders for the pain, but he wished it didn’t.

Later that night, back at the school, things were coming into focus; Emile Dorian’s Nephew, somehow, managed to get his hands on some of his, late, uncle’s mutagen and stupidly drank for the science fair. Giving credence this believable but incorrect theory was a not so small bat that visited the scene and attained a sample of the mutagen; when he examined it the mutagen had decayed to the point an accurate scan was imposable, however, what was left was consistent with Emile’s T-99 mutagen.

The prospect was made rock solid, but still incorrect, when one of his uncle’s old laps was examined; and had recently been disturbed; Drake’s condition then started degrading as well, his mixture was les then stable. Having already invested itself into the tragedy, the bat decided to end it by letting it end happily ever after; the bad gave the misguided child the cure for the T-99 Mutagen, after making sure no complications would arise if it was given to a child, two weeks later the tests showed it as safe… sadly, the child did not use T-99.

The reversal was incomplete, but it was decided that his other treatments, that were only done to halt his alleged pain, be at least momentarily stopped, half an hour latter he woke up, very crazed. He then fled, with unnatural quickness, before any reaction could be had; he was eventually, captured; over time it became evident that the medicine he was given was having adverse affects on him, and that his condition was still deteriorating.

He was eventually brought to a special wing of a Wayne Biotech lab; he was the latest charity of Bruce Wayne. Eventually his diminishing physical state was both stabilized and improved while he had counseling; weeks of constant, agonizing pain did little for mental health. He very keen about what happened in the lab during his stay, and those he interacted with were rather curious about just how much he knew; he understand the fin details of what was happening to his genetics, and even made a few recommendations about what he should be given; optimistic recommendations, but remarkably logical ones for a preteen none the less.

Over the next two years his treatment continued until he was released; while he was not cured, he condition was demand fully manageable; seemingly knowing of when he was to be released, there were a few justice league members waiting for him.[/sblock]
___

Hope its ok :/
 
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