Mutants and Masterminds (Editors Thread & OOC)

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hmm ok Tokiwong a new one for you and he is a little off the wall BUT I am sort of interested in him (this is mostly as Gargoyle and Paladin might be a little to similar and I don't want to step on toes) ... I am thinking about a mountain gorilla that has "gained intelligence" along with some powers (minor psychic powers with telepathy, mind scan). His name would of course be Ape X

NOW the other character I am thinking about would be similar to the Twist character written up in the M&M books. Hardly anyone ever plays those kinds of characters so that might be fun to give that type a try...
 

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Samnell said:
Any thoughts on my duration issue, Sen?

Ya sort of :)... and this is up to the GM if it is legal... my ideas was this...

Alternate Form (liquid) 5pp/level [extras: Continuous +1 PP/level, Extra Form: SemiSolid +1 PP/level; flaws: Permanent (liguid form) -1 PP/level, Duration: Concentration to use Extra Form: SemiSolid -1 PP/level]

Now I am not 100% this is legal but I think it gets you want you want and get you want you want... You would be Permanently stuck in the Liquid form, and then with a Concentration duration (i.e. you have to spend a Half-Action each round, may require a Concentration check, etc) in order to use your SemiSolid form.

Oh I wanted to add, there is a lot of debate over on the GR formus about extras and flaws cancelling each other out etc. I personally think that it is all good, but there are some that don't think so...
 
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Alternate Form (liquid) 5pp/level [extras: Continuous +1 PP/level, Extra Form: SemiSolid +1 PP/level; flaws: Permanent (liguid form) -1 PP/level, Duration: Concentration to use Extra Form: SemiSolid -1 PP/level]

So If I'm understanding this right, I would have alternate form (water) with the permanent flaw. Thus he's always the human puddle. So far so good.

Then we have a continuous duration on Alternate Form for the water. So it's both permanent and continuous. I'm not sure I understand how this works.

Then we have the semisold form, which fits what I picture him being able to do with effort. I get that part, and this has a concentration duration. That's about what I described so all's well.

But how do the continuous and the permanent durations interact on the liquid form. Am I misunderstanding your notation?

It seems right to me in this case that some of the extras and flaws could cancel each other out. He gets things out of always being water, but he also pays a considerable price for that advantage in his trouble manipulating objects like a normal person would.

So breaking it down for the slow kids (namely me :) )
Alternate Form (liquid) 5pp/level
Extra: continuous. 1pp/level
Power stunt: extra form (semisolid) 2 pp
Flaw: concentration to use semisolid -1pp/level
Flaw: permanent liquid form. -1pp/level

So that's 5 + 1 - 1 - 1 = 4 pp/level? With 2 on top for the stunt?
 

You have to have continuous as the duration in order to take the permanent flaw. Oh yea and I did mess that Extra Form is a Stunt not an Extra, sorry about that, so yea it would be 4 pp/level with a +2 PP for the Stunt
 

Traveller

Concept: Teleporter
PL: 8

Real Name: James Miller
Age: 16
Sex: Male
DOB: July 16th, 1998
POB: Kalispell, Montana
Nationality: USA
Hair: dirty Blond
Eyes: light Brown
Height: 5' 1"
Weight: 131 lbs

Mr. and Mrs. Miller quickly found that their young son, James, was not a normal child. They constantly found him in the strangest places after he had vanished from where they had left him. Unable to deal with this, James's parents where forced to put him in foster care. The boy was bounced from foster home to foster home. Recently someone recognized that James's disappearances were not just some rebellious nature but the result of his Elite powers… he can travel great distances without passing though the intervening spaces - he is a teleporter. He has resided in the Elite special training school for a number of months, learning to control his abilities and learning how to defend himself.

ABILITIES (spent 21 PP)
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 13 (+1)
Charisma: 10

SAVES
Damage: +4
Fortitude: +4
Reflexes: +6
Will: +3

BONUSES (spent 20 PP)
Base Attack: +4
melee +5 (+1S punch), and ranged +8
Base Defense: +4
Defense: 14/18
Initiative: +4

SPEED: 30 ft Running (40 ft Teleport; 40,960 ft extended t-port; note can carry 400lb when teleporting)
HERO POINTS: 4

SKILLS (spent 14 PP)
Acrobatics 3/+7
Computers 1/+3
Concentration 1/+2
Drive 1/+5
Escape Artist 1/+5
Knowledge (super-powers) 1/+3
Listen 1/+4
Medicine 1/+2
Pilot 1/+5
Sense Motives 2/+3
Spot 1/+4

FEATS (spent 14 PP)
Dodge
Improved Grapple
Instant Stand
Move-By Attack
Rapid Strike
Surprise Strike (+4)
Talented (+2 to Listen & Spot)

POWERS (total spent 51 PP)
Amazing Saves (damage) +2 [extra: Fortitude, Reflex, Will; source: Mutation; cost: 4pp/level; total cost: 8 PP]
Teleportation +8 [stunt: Extended Teleport, Turnabout, Fusillade; extra: Blink, Disorient; source: Mutation; cost: 4pp/level; total cost: 38 PP]
Equipment: Armored uniform (protection) +4 [cost: 4pp], Communicator ear-plug [Radio Hearing; flaw: Device; cost: 1pp]

Weaknesses
none
 
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Sen Udo-Mal said:
You have to have continuous as the duration in order to take the permanent flaw. Oh yea and I did mess that Extra Form is a Stunt not an Extra, sorry about that, so yea it would be 4 pp/level with a +2 PP for the Stunt

Ok, I think I understand now. I'll run the numbers and see if I like my speedster or this guy more, unless Tokiwong doesn't like your solution. :)
 

Tokiwong, I'm gonna bow out before I'm even accepted into the game. :-) Between a two week vacation coming up in a couple of weeks and the other game commitments that I have here, I proabably shouldn't jump into another game. You seem to have some good players and characters, so good luck with the game!

Toric
 

Isn't this the weirdest thing? When I did up my speedster I had to scrape for points to get everything right for him. Now I'm doing up the water guy and he has his form and an energy blast tacked on and I've got like 80 points left and nothing to do with them. :p

Maybe I could redo him more simply, with some kind of device to give him a nearly normal body. It would take away the requirement for concentration to be solid, but he could still go into puddle form if he opted to by deactivating the device.

I hate to disregard all the work you've done, Sen, but it might make for a more elegant solution and give me something to do with all these spare points. It's also slightly more in fitting with the usual comic scenario. I think I'll take a look at how that plays out.

Edit: looks like that's going to take me too far in the other direction, since I have to buy up Alternate Form (liquid) and Alternate Form (semisolid) separately. Even with the device flaw, I'm topping out before I spend a point on abilities, saves, BAB, or anything else but powers. 5pp/level for a standard permanent Liquid form. 5pp/level for a semisold, -1pp/level for a device flaw for 4pp/level, both bought up to eight levels ...

Oh wait, this might work. (Nevermind me, I started thinking aloud while I play with my spreadsheet. :) ) I think I have this worked out. Guess I'll post both and see if I have any rules mistakes.
 
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