Monitor Duty (Freedomverse OOC)

Quickleaf

Legend
From the SRD: Multiple failed resistance checks against a Weaken effect are cumulative, up to a maximum of the Weaken rank, at which point the effect cannot weaken the trait further.

Ah, I missed that. Thanks, mate :)

So, what I've done is create the "Dim Mak" alternate effect power like this...

DIM MAK / FIVE POINT PALM EXPLODING HEART TECHNIQUE (Weaken rank 16 + Extras: Incurable +1, Progressive +2/rank, Reversible +1 + Flaws: Grab-based -1/rank, Side Effect -1/rank) [18]

...what this does is requires the target to make a DC 26 Fortitude resistance check. Which seems really high to me...

...is there some kind of power rank cap in M&M for resistance-based power (similar to the stipulation about attack + damage = PL *2)?

What I found in the SRD was:

[SECTION]If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level (i.e. 10).[/SECTION]

But...am I right in assuming that by putting the Grab-based flaw on the power that this limit is circumvented?
 
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KahlessNestor

Adventurer
The background may work for a Farsider in the Freedomverse. A group of Psionic offshoots of Humanity who live on the moon. (Think Inhumans with all Mental powers)

Here is my take on the sheet.

Astral - PL 10

Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 4, Awareness 4, Presence 2

Advantages
Attractive, Equipment 2, Ranged Attack 3

Skills
Acrobatics 3 (+4), Athletics 2 (+2), Close Combat: Unarmed 4 (+6), Deception 3 (+5), Expertise: Math 2 (+6), Expertise: Physics 2 (+6), Expertise: Psychology 2 (+6), Insight 2 (+6), Persuasion 2 (+4), Treatment 2 (+6)

Powers
Force Field: Protection 10 (+10 Toughness; Subtle: subtle, Sustained)
Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Subtle: subtle)
Mental Communication: Mental Communication 3
Psychic Powers
. . Astral Black Hole: Burst Area Nullify 8 (Counters: Psychic, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Increased Duration 2: sustained, Simultaneous; Concentration, Reduced Range: close)
. . Deflect: Deflect 8 (Increased Range: perception, Redirection, Reflect)
. . Illusion: Illusion 8 (Affects: All Sense Types, Area: 250 cft., DC 18; Resistible: Will)
. . Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception)
. . Mental Invisibility: Burst Area Concealment 10 (All Senses, DC 20; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Selective; Limited to Minds, Resistible: Will)
. . Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)
. . Mind Reading: Cumulative Mind Reading 10 (DC 20; Cumulative, Sensory Link; Feedback)
. . Psychokinesis: Move Object 10 (25 tons; Increased Range: perception, Precise, Subtle: subtle)
. . TK Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Strength, DC 18; Cumulative, Extra Condition, Increased Range 2: perception; Limited Degree)
. . TK Wave: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Selective)

Equipment
Cell Phone (Smartphone), Chain-mail, Commlink, Computer

Offense
Initiative +1
Astral Black Hole: Burst Area Nullify 8 (DC Will 18)
Grab, +2 (DC Spec 10)
Mental Blast: Damage 8 (DC Will 23)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Mind Reading: Cumulative Mind Reading 10 (DC Will 20)
Psychokinesis: Move Object 10 (DC 20)
Throw, +4 (DC 15)
TK Snare: Cumulative Affliction 8 (DC Fort/Will 18)
TK Wave: Cone Area Damage 10 (DC 25)
Unarmed, +6 (DC 15)

Complications
Motivation: Acceptance
Power Loss: Feedback from Asrtral Black Hole
Relationship: Farsider Family
Responsibility: Full time student

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 12

Power Points
Abilities 32 + Powers 73 + Advantages 6 + Skills 12 (24 ranks) + Defenses 27 = 150

Long story short you wanted a LOT(!!!) of powers...so one big array was the only way to afford it.

Toughness and Movement were promptly taken out of the array as it just sucks in game play.

As well as the Communication...Professor X or Jean Grey never go "silent" using other powers, so neither does she.

Yeah, I know I was asking for a lot of powers LOL Opposite of the only other character I've made for M&M, and he's not at PL10, either. Was going for the full-out TP/TK. Thanks for this! Never done an array before, so I tried :p

I don't know the Freedomverse. The Farsiders sound cool, except no one else in Heather's family has mental powers, but they're all mutants (or metas, or whatever it is in this universe). If the prejudice theme isn't there, I can adjust her motivation and backstory to a bit more generic.
 

KahlessNestor

Adventurer
Heather Todd, Astral

29lfrrr.jpg

Hero: Astral
Identity (Secret): Heather Stephanie Todd
Height: 5’5”
Weight: 115 lb
Eyes: Blue
Hair: Brown
Group Affiliation: ???
Base of Operations: Apartment
Power Level: 10 (150p)
Power Point Totals: Abilities: 32 + Powers 73 + Advantages 6 + Skills 12 + Defenses 27 = 150
Power Points Earned: 0
Unspent Points: 0


TRADE OFFS (PL10)
Skill Modifier (20): All skills open.
Attack/Effect (Unarmed)(20): 6/0 = 6
Attack/Effect (Mind Reading)(10): NA/10 = 10 (Full)
Attack/Effect (Mental Blast)(10): NA/8 = 8
Attack/Effect (Illusion)(10): NA/8 = 8
Attack/Effect (Mind Control)(10): NA/8 = 8
Attack/Effect (Concealment)(10): NA/10 = 10 (Full)
Attack/Effect (Move Object)(20): 4/10 = 14
Attack/Effect (Telekinetic Wave)(10): 10 = 10 (Full)
Attack/Effect (Snare)(10): NA/8 = 8
Attack/Effect (Astral Black Hole)(10): NA/8 = 8
Dodge/Toughness (20): 8/12 = 20 (Full)
Parry/Toughness (20): 8/12 = 20 (Full)
Fortitude/Will (20): 8/12 =20 (Full)




ABILITIES (32)
Strength: 0
Stamina: 2
Agility: 1
Dexterity: 1
Fighting: 2
Intellect: 4
Awareness: 4
Presence: 2




OFFENSE
Initiative +1
Astral Black Hole: Burst Area Nullify 8 (DC Will 18)
Grab +2 (DC Spec 10)
Illusion 8 (DC 18)
Mental Blast: Damage 8 (DC Will 23)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Mind Reading: Cumulative Mind Reading 10 (DC Will 20)
Psychokinesis: Move Object 10 (DC 20)
Throw +4 (DC 15)
TK Snare: Cumulative Affliction 8 (DC Fort/Will 18)
TK Wave: Cone Area Damage 10 (DC 25)
Unarmed +6 (DC 15)






DEFENSES (27p)
Dodge: 8
Parry: 8
Fortitude: 8
Toughness: 12
Will: 12



SKILLS (24 Ranks, 12)
Acrobatics 3 (+4)(Trained Only)
Athletics 2 (+2)
Close Combat: Unarmed 4 (+6)
Deception 3 (+5)(+2 Attractive)
Expertise: Mathematics 2 (+6)
Expertise: Physics 2 (+6)
Expertise: Psychology 2 (+6)
Insight 2 (+6)
Intimidation 0 (+2)
Investigation 0(+2)(Trained Only)
Perception 0 (+4)
Persuasion 2 (+4)(+2 Attractive)
Ranged Combat 0 (+1)
Sleight of Hand 0 (+1)
Stealth 0 (+1)
Technology 0 (+4)(Trained Only)
Treatment 2 (+6)(Trained Only)
Vehicles 0 (+1)(Trained Only)




ADVANTAGES (6)


Attractive 1: +2 situational bonus to Deception and Persuasion


Equipment 2 (10 ep)


Ranged Attack 3



EQUIPMENT (7/10)


Costume (3ep): Protection 3
Commlink (1ep)
Smart Phone (2ep)
Laptop (1ep)




POWERS (73)


Force Field: Protection 10 (+10 Toughness; Subtle: subtle, Sustained)
Levitation: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Subtle: subtle)
Mental Communication: Mental Communication 3
Psychic Powers
*Astral Black Hole: Burst Area Nullify 8 (Counters: Psychic, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Increased Duration 2: sustained, Simultaneous; Concentration, Reduced Range: close)
*Deflect: Deflect 8 (Increased Range: perception, Redirection, Reflect)
*Illusion: Illusion 8 (Affects: All Sense Types, Area: 250 cft., DC 18; Resistible: Will)
*Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception)
*Mental Invisibility: Burst Area Concealment 10 (All Senses, DC 20; Affects Others, Burst Area: 30 feet radius sphere, DC 20, Selective; Limited to Minds, Resistible: Will)
*Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception)
*Mind Reading: Cumulative Mind Reading 10 (DC 20; Cumulative, Sensory Link; Feedback)
*Psychokinesis: Move Object 10 (25 tons; Increased Range: perception, Precise, Subtle: subtle)
*TK Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Strength, DC 18; Cumulative, Extra Condition, Increased Range 2: perception; Limited Degree)
*TK Wave: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Selective)



COMPLICATIONS


Motivation: Doing good
Heather never really wanted to be a hero, but it was instilled in her that she had a responsibility to help others with her powers.


Responsibility: School
Heather is currently in college studying mathematics, physics, and minoring in psychology.


Relationship: Family
All of Heather’s remaining family are mutants with powers. Tamar is a powerful energy controller (fire/stellar plasma blasts). Matthew is a healer. Kenny is a sonic controller. Mary Ellen is just emerging as a bit of a pheromone empathic manipulator and succubus.


Power Loss: Astral Black Hole
This power requires her to also make a Will save or it shuts down her powers as well, leaving her vulnerable.


Languages: English


Background
Heather Todd is the second youngest daughter of a large family from Elkins, West Virginia, in Appalachian redneck country. Her father was an abusive drunk, but Heather’s older sister Tamar took the brunt of his abuse to keep her younger siblings from it.


Heather’s powers emerged when she was ten, the night her father killed the boyfriend of his eldest daughter. He didn’t stay dead, however, since he was a meta the leader of a cell of the terrorist group The Brotherhood. He returned to the farm and slaughtered most of the Todd family. Heather and her younger siblings Matthew, Kenny, and Mary Ellen were saved when Tamar’s own powers emerged in a violent explosion of stellar energy.


Unknown to Tamar, Heather’s powers also emerged. Her mind ripped a hole in the astral plane, created a small, safe demiplane out of the astral “stuff” that was sucked inside, and hid.


Tamar, meanwhile, was taken with the remaining family to a school in Atlanta where they protected and trained young metas in using their powers and serving the world. Tamar thought Heather was in severe catatonic shock from what had happened.


Slowly Heather started to emerge, first with small telekinetic promptings of items around her. Eventually her condition was realized by a telepath at the school and she was rescued from her little safe place when they realized she was the cause of localized disturbances in the astral plane. They taught her how to seal up the rift in the astral plane and then helped her develop her telepathic and telekinetic powers.


Currently Heather is attending university to study mathematics and physics. She studies some psychology on the side as well, to help her with her powers.

5.24.17
 
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Tim Jackson

First Post
I have been busy with some of my daughter's little league nonsense. Apologies for not being quick with fielding questions. I am limited to checking in and replying on my phone this moment. Which is a bit of a pain. BIG THUMBS tiny keyboard.
 

Tim Jackson

First Post
Re: Ninja Groups. There are plenty. But you can use Favored Enemy Martial Artists if you want.

Re: Final Sheets. You guys have been great posters, which is AWESOME. I plan on going over sheets tomorrow as I have another softball game today. Please be patient. The amount of softball has been unusual with a bunch of rescheduled games all at once. So I have been without my laptop.

Re: Weaken. Just like damage, the effect value ranks and attack bonus are limited by twice the Power level. In this instance a 16 weaken could only have up to +4 to hit.
 

Tim Jackson

First Post
Does anyone have objections to being new members of the Freedom League? I have an adventure I wrote that never got past the second scene. I think Shayuri may have played in it.

For this unfamiliar with the Freedom League. Think Justice League with twists on the iconic members. The team would have just gone through a recruiting drive, swelling thier ranks ( a LA Justice League Unlimited cartoon )
 



Quickleaf

Legend
Re: Ninja Groups. There are plenty. But you can use Favored Enemy Martial Artists if you want.

Re: Final Sheets. You guys have been great posters, which is AWESOME. I plan on going over sheets tomorrow as I have another softball game today. Please be patient. The amount of softball has been unusual with a bunch of rescheduled games all at once. So I have been without my laptop.

Re: Weaken. Just like damage, the effect value ranks and attack bonus are limited by twice the Power level. In this instance a 16 weaken could only have up to +4 to hit.

Thanks Tim, enjoy your daughter's softball game. :)

I'm beginning to get more savvy with the point-buy, but just when I think I've figured it out, it turns out I've misunderstood the rules. Haha.

So... trying to model Dim Mak / Touch of Death... I give a Weaken 10 (Stamina) effect the Grab-based flaw...

Does this means that in order to get the Weaken effect working I need to do all of the following:
  1. Attack the target in Close combat using my unarmed attack +10 to hit.
  2. IF that hits...the target would resist against my Strength (which is 3) or the rank of the grabbing effect (which I'll make 10) – obviously I choose the effect, which translates to a DC 20 Strength resistance check.
  3. IF the target fails...they then make a DC 20 Fortitude resistance check against the Dim Mak.

Is that right?
 

Quickleaf

Legend
Another question: I want to make a "Breaking Blow" alternate effect power to smash through objects...

First, would this step on Prometheus' toes [MENTION=6810779]jonathonhawke[/MENTION]? If so, I won't pursue it.

Second, is the following power legitimate?

BREAKING BLOW (Damage 3 (STR 6) + Extras: Affects Only Objects 0, Alternate Resistance (Fortitude) +1/rank, Penetrating 6) [18]


AFFECTS OBJECTS (+0 OR +1 COST PER RANK)
This modifier allows effects normally resisted by Fortitude to work on non-living objects (those with no Stamina). Generally, this extra applies to effects like Heal or Weaken, allowing them to work on objects in the same way as they do living creatures. If the effect Affects Only Objects, working on objects but not on living creatures, it has a net modifier of +0.

Objects do not get resistance checks; the effect works on the targeted object at its maximum degree of success. At the GM’s discretion, someone holding, carrying, or wearing an object can make a Dodge resistance check against the effect, representing pulling the object out of the way at the last moment.

Would this be, in most cases, a way to automatically destroy an object? I can't tell if it's legitimate or abusing the system, but if it's legitimate then it seems like I could even just invest 1 rank into Damage and still it would automatically destroy objects because...

If an attacker’s intention is to bend, break or destroy an object, then two degrees of failure on the Toughness check results in a bend or break (such as a hole punched through the object) while three or more degrees of failure means the object is destroyed (shattered, smashed to pieces, etc.).

The base resistance DC for Damage is 15 + rank. So...would being unable to make the resistance check be interpreted as a roll of 0?...I'm not sure how to interpret this.
 

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