M&M for Marvel & DC heros.

Just out of curiosity, how would you guys handle Cable's cybernetic parts and techno-organic virus (taking into account that storyline where it raged out of control and transformed him for a short while)?
 

log in or register to remove this ad

Neowolf said:
Just out of curiosity, how would you guys handle Cable's cybernetic parts and techno-organic virus (taking into account that storyline where it raged out of control and transformed him for a short while)?

Techno Organic Virus ala Cable, Douglock, Warlock, Phalanx etc..

Techno Organic Virus [Alternate Form - Semisolid (Liquid Metal); Extra: Delay Flaws: Permanent, Obvious, Uncontrolled, Contagious; Power Stunts: Dodge, Attack Focus (ranged), Darkvision, Toughness, Ultra Hearing Cost: 4pp*].

The Techno organic virus is an infection that threatens to turn all organic material into liquid steel and organic metal anything it touches must make a Fortitude save DC10+PL to avoid becoming infected.

Those infected by the Technoorganic virus are powerless to prevent it spreading as it converts the infected one power point of statistics per round from a random statistic (roll 1d6) until they are completely Techno organic. (If all Intelligence is converted then Head is techno organic, if all Constitution is converted then internal bodyparts are techno organic, if all Dexterity is converted then legs are techno organic, if all Strength is converted then arms are converted, if all Wisdom is converted then Senses are converted and finally if all Charisma is converted then all exerior body mass is converted; any percentage of a stat changed reflects a similar percentage of the relevant area converted also) for every 4 points converted the virus PL raises by +1.
The Techno organic virus can extend Pseudopods or liquid organic metal from the infected person outwards to a distance of (5 feet x PL) as a half action (twice that as a full action), these pesudopods can strike at people in order to infect them attacking with a BAB equal to PL, it also allows the infected to move upto this distance by stretching the body and also makes it almost impossible to contain providing PL as a bonus to Escape artist checks and allowing the infected to move through openings of any size, these things are uncontrollable by the infected who is powerless to prevent the virus's spread.
The virus also as a result of converting the infected to organic metal allows the infected to reduce the virus PL from any damage bonus of any attack made against them before a Damage save is made as thier bodies become harder.
It also adds its PL as a bonus to any Melee damage the infected does.
As the virus spread and parts fo the infected character are converted to techno organic machinery they are able to purchase certain power stunts, which reflect a variety of techno organic machine advancements that may result.
The virus can be prevented from spreading any further halting any further Power point conversion indefinitely through the use of Telekinesis providing the PL of the Telekinesis is greater than that of the virus, holding the virus in check in this way prevents the liquid elongation effects of the virus by stabilising the infected parts into solid mass and prevents the spread of the contagion.
 
Last edited:

Neo said:
I'd disagree, but as you say later each to thier own :) But nowhere is any example or suggestion provided that "any old joe" or equivelant should be able to take somethign with the device flaw. but it is "feasibly" possible for anyone with the means or know how to remove the Adamantium grafts from Logans skeleton so it still falls within this criteria from a certain point of view.
Well there's the point balance side of this too. If someone takes the Device flaw, but describes it in such a fashion that it's almost impossible to remove, is it really a flaw? In my opinion, unless it's fairly easy to 'steal' the power in question, it doesnt really merit the device flaw. Wolvie's power removal was fairly complicated and required a special situation to remove, so device flaw isnt justified
 

D.Shaffer said:
Well there's the point balance side of this too. If someone takes the Device flaw, but describes it in such a fashion that it's almost impossible to remove, is it really a flaw? In my opinion, unless it's fairly easy to 'steal' the power in question, it doesnt really merit the device flaw. Wolvie's power removal was fairly complicated and required a special situation to remove, so device flaw isnt justified

The ease of its removal isn't really a factor and a player need not rationalise it, all the device flaw stipulates is that IF it is removed then the character no longer has access to that power, which is literally all the Device flaw represents.

Look at it from a comic book standpoint, shouldn't be easy to get the adamantium from wolverine but it happens all the same, and if any GM wants it to or needs it for story reasons they could just as easily see that it's removed from thier player with it also.

But as I say whether it is easy or not to remove is irrelevent if by removing it they lose access to the powers it bestows then it is by the very Definition of what the Device flaw defines a Device.

Each GM is of course free to rule otherwise if they feel it should work any different in thier own games, I merely made Adamantium Skeleton to reflect exactly what the skeleton is or does. It is inevitable people will have thier own ideas or opinions on how it should be though...and thats cool :)
 
Last edited:

Neo said:


Techno Organic Virus ala Cable, Douglock, Warlock, Phalanx etc..

Techno Organic Virus [Alternate Form - Semisolid (Liquid Metal); Extra: Delay Flaws: Permanent, Obvious, Uncontrolled, Contagious; Power Stunts: Dodge, Attack Focus (ranged), Darkvision, Toughness, Ultra Hearing Cost: 4pp*].


:eek:

Thanks! You very well may have just provided me with the next story arc in my game. :D
 


A Marvel Gadget here for folks

Neutralising Collar[Neutralise, Energy Blast;Flaws:Limited - Mutation, Ranged -Personal, Full Power, Device; Extras: Explosive Blast, Triggered, Duration - Continuous; Cost:6pp per rank]

The Neutralising Collar is a band of metal that is locked around the neck, it is produced by a number of government agencies as well as used by the occasional villain in order to restrain the mutant populace.

Once the Neutralising Collar is in place the collared wearer finds all thier Mutations neutralised indefinitely and unavailable for use.

These collars are also booby trapped in order to prevent thier wearers from removing them, should the collars locks be tampered with or forced. The locks on these collars are DC25 +PL to pick as are the explosive devices to disable, failing such an attempt Triggers the explosive. (Collars have a hardness equal to thier PL) then they explode doing PL damage in a Pl x 5ft area radius, no to hit roll is necessary for this as the wearer cannot avoid it.
 


Just worked out a preliminary conversion for the Mark 1 Sentinel (earliest model) and it comes out as a PL12 construct.

Sentinel Mk1; PL 12 Construct; Init +1; Defense 14/13 flat-footed (+5 defence ; 10 pp, -2 Size); Spd 30 fly 30; Atk +7 melee (+6 attack; 18 pp) Dmg: (+12 S, punch), +5 ranged (+6 S/L, energy blast); Hardness 15; SV Dmg +17, Fort --, Ref +1, Will --, Str 18, Dex 12, Con --, Int --, Wis 16, Cha 8. (23 pp)
Skills: Spot +5 (5 pp)
Feats: Detect (Mutants), Standard Construct Immunities, Accurate Attack, Assessment, Darkvision, Toughness, Radio Broadcast, Radio Hearing (14 pp)
Powers: Growth +8 (Flaws:Permanent; 40 pp), Super-Strength +8 (from Growth), Immovability +8 (from Growth), Protection +12 (from growth and +4 extra; 4 pp) Flight +6 (Power Stunts: Super Flight; 18pp), Energy Blast - Fire +6 (Power Stunts: Dual Damage; Extra: Additional Energy - Electricity, Cold, Sonic, Kinetic, Magnetic 44 pp), Disintergration +6 (12 pp), Datalink +1 (2 pp)
Weakness: Programmed (Follows strict set of directive, simply will not act outside of this) (-10 pp)
total = 180 pp (PL 12)

This is the earliest model sentinel and lacks a lot of the weaponry, add ons and also the adaptability all the successive models had.
 
Last edited:

If it hasn't been said before, Neo, you rock! My only complaint is that you don't come out with this stuff faster! You don't need a life!:D

Seriously, keep up the good work.

Starman
 

Remove ads

Top