"Necessary Evil" OOC

Any more questions or nearly finished builds?

BTW, what do you think of the group size? Enough PCs?
I only ask because we are down to four players, which looks like a good number, IMHO, but if we loose another player, three would be a bit small.
 

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[SBLOCK=Sorceress]Sorceress

sorceressi.png


Power Level 10
Power Points 150

Experience 3 (17.10.2011)
Hero Points 1

Abilities:
Strength 0
Stamina 0
Agility 0
Dexterity 0
Fighting 0
Intellect 6
Awareness 6
Presence 4

Power Points: 32 PP

Offense:
Initiative +4

Defense:
Dodge 4
Parry 4
Will 12
Fortitude 8
Toughness 0 (“Energy Shield” 16)

Power Points: 22 PP

Skills:
Deception +10(6)
Expertise: Magic +20(14)
Insight +15(9)
Investigation +15(9)
Perception +20(14)
Persuasion +10(6)

Power Points: 29 PP

Advantages:
Attractive 2
Improved Initiative 1
Ranged Attack 8
Ritualist

Power Points: 12 PP

Powers:
“Energy Shield” [Magic]
Force Field 16 - (Power Cost: 16-2 = 14 PP)
» Flaw : Activation (Standard) [2]

“Magic Spells” [Magic]
Array (32 PP per Configuration) - (Structure Cost: 32+8 = 40 PP)
» Extra: Alternate Effect 8x1 [8]
------------------------------------------------------------
[SBLOCK=Configurations]“Teleport” [Magic, Space]
Teleport 10 - (Power Cost: 10x3+2 = 32 PP)
» Extra: Change Direction [1]
» Extra: Change Velocity [1]
» Extra: Accurate [+1]
------------------------------------------------------------
“Town Portal” [Magic, Space]
Teleport 16 - (Power Cost: 16x2 = 32 PP)
» Extra: Portal [+2]
» Extra: Accurate [+1]
» Flaw : Action (Standard) [-2]
» Flaw : Distracting [-1]
------------------------------------------------------------
“Glacial Spike” [Magic, Cold]
Damage 10 - (Power Cost: 10x1+1 = 11 PP)
» Extra: Linked [0]
» Extra: Accurate 1 [1]
» Extra: Increased Range (Ranged) [+1]
» Flaw : Distracting [-1]
Affliction 10 - (Power Cost: 20x1+1 = 21 PP)
» Defense: Dodge (Fortitude to remove)
» Conditions: Hindered+Vulnerable/Immobile+Defenseless
» Extra: Linked [0]
» Extra: Accurate 1 [1]
» Extra: Alternate Resistance (Dodge) [+0]
» Extra: Extra Condition [+1]
» Extra: Increased Range (Ranged) [+1]
» Flaw : Limited Degree [-1]
------------------------------------------------------------
“Frozen Orb” [Magic, Cold]
Damage 10 - (Power Cost: 20x1 = 20 PP)
» Extra: Linked [0]
» Extra: Area (Cone) [+1]
» Extra: Secondary Effect [+1]
» Flaw : Distracting [-1]
Affliction 10 - (Power Cost: 10x1 = 10 PP)
» Defense: Dodge (Fortitude to remove)
» Conditions: Hindered+Vulnerable
» Extra: Linked [0]
» Extra: Alternate Resistance (Dodge) [+0]
» Extra: Area (Cone) [+1]
» Extra: Extra Condition [+1]
» Flaw : Limited Degree [-2]
------------------------------------------------------------
“Blizzard” [Magic, Cold]
Damage 10 - (Power Cost: 10x2+1 = 21 PP)
» Extra: Linked [0]
» Extra: Extended Range 1 [1]
» Extra: Area (Cloud) [+1]
» Extra: Increased Range (Ranged) [+1]
» Flaw : Distracting [-1]
Affliction 10 - (Power Cost: 10x1+1 = 11 PP)
» Defense: Dodge (Fortitude to remove)
» Conditions: Hindered
» Extra: Linked [0]
» Extra: Extended Range 1 [1]
» Extra: Alternate Resistance (Dodge) [+0]
» Extra: Area (Cloud) [+1]
» Extra: Increased Range (Ranged) [+1]
» Flaw : Limited Degree [-2]
------------------------------------------------------------
“Chain Lightning” [Magic, Electricity]
Damage 10 - (Power Cost: 10x3+2 = 32 PP)
» Extra: Affects Insubstantial 2 [2]
» Extra: Area (Burst) [+1]
» Extra: Selective [+1]
------------------------------------------------------------
“Fire Bolt” [Magic, Fire]
Damage 10 - (Power Cost: 10x3+2 = 32 PP)
» Extra: Accurate 1 [1]
» Extra: Extended Range 1 [1]
» Extra: Increased Range (Ranged) [+1]
» Extra: Multiattack [+1]
------------------------------------------------------------
“Fire Ball” [Magic, Fire]
Damage 10 - (Power Cost: 10x3+2 = 32 PP)
» Extra: Extended Range 2 [2]
» Extra: Area (Burst) [+1]
» Extra: Increased Range (Ranged) [+1]
------------------------------------------------------------
“Telekinesis” [Magic, Kinetic]
Move Object 10 - (Power Cost: 10x3+2 = 32 PP)
» Extra: Precise [1]
» Extra: Subtle (detected by Magic Awareness) [1]
» Extra: Damaging [+1]
» Extra: Increased Range (Perception) [+1]
» Flaw : Concentration [-1][/SBLOCK]

“Magic Dress” [Magic]
Feature 2 - (Power Cost: 2-1 = 1 PP)
» Effect: Quick Change 2
» Flaw: Removable [-1 PP]

Power Points: 55 PP

Complications:
Recognition (The Sorceress wants the people to like her, not fear her)
Power Loss (Gestures and Incantations required to cast spells)

Background:
It is not known why it happened, or how, but the kid who was playing his favorite video game at that time, was quite surprised to see his avatar suddenly standing next to him in flesh and blood.
The Sorceress was similarily surprised and also heavily confused, mistaking the kid for one of the numerous enemies she would encounter on a regular basis in her video game world. He barely survived the encounter.
In her confusion, the Sorceress went on a rampage through the city with liberal use of her destructive magical powers. By the time she realized the wrongness of her actions, she was already classified as a new villain.
The arrival of the alien invadors changed all this. Now she gets the chance to redeem herself and to make up for the damage she has caused. A simple 'Sorry!' surely wouldn't have been enough.

Power Point Summary: Abilities 32 PP + Defense 22 PP + Skills 29 PP + Advantages 12 PP + Powers 55 PP = 150 PP[/SBLOCK]
 
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Sorry, I will rule that linked distracting powers will not work. All but one power with Distracting at a time will be no flaw, as it changes nothing from the rules perspective.
or, we could rule, that the Vulnerable conditions stack to the Defenseless condition.

Also your town portal math is wrong. Teleport uses a Move action, changing that to Standard is only a -1 modification.
 

Okay, I've (finally) almost got something. I found both the density and the material mimic stuff really complicated (or, probably just as likely, I over complicated it). I wound up using two Alternate Form powers in the first case, and the Variable power you mentioned in the latter. However, because I find statting out abilities both tedious and stressful, I didn't want to just have an ill-defined "copy material abilities" on the power where I would have to essentially re-stat every time I touched something / wanted to use it.

My build for the mimic, then, is looking at four basic 'default settings,' with the assumption that Brick would basically be carrying a few primary materials, and that the 'base forms' would be an easier way to adjust for new materials (adding or subtracting an ability or two for unique materials). It's still been a slight headache statting, but hopefully it'll reduce my headache later, and allow for some on-the-fly adjustment in more niche cases.

Hopefully will have a reviewable draft up by tomorrow.
 

Sorry, I will rule that linked distracting powers will not work. All but one power with Distracting at a time will be no flaw, as it changes nothing from the rules perspective.
or, we could rule, that the Vulnerable conditions stack to the Defenseless condition.

Hmm... I'm not entirely sure that is the right way to think about it (though I perfectly see what you mean).

For example, if I have a Rank 10 power with a -1 Flaw or two Rank 5 linked powers each with the same -1 Flaw, wouldn't that be about the same thing?

It is also the same with Extras. I have to take the same Extra for both, not just for one.

I think you are seeing it as two seperate powers that are used simultaneously (which, technically, is absolutely correct, of course), whereas it could also be seen as a single big power, which has multiple effects.

One thing to keep in mind here is also, that the Affliction conditions are really among the weakest you can choose (i.e. compare hindered/immobile with dazed/stunned, which are the same level). But those are the ones that fit to the effect (similar to the Snare power).

Also your town portal math is wrong. Teleport uses a Move action, changing that to Standard is only a -1 modification.

The Portal Extra makes it a free action.

Unfortunately the old Flaws (like Anchor) aren't available anymore.

Bye
Thanee
 

Hmm... I'm not entirely sure that is the right way to think about it (though I perfectly see what you mean).

...
Alright, I will allow it right now and ask for other opinions on the M&M board. I may ask you to change it later if it seems abusive in play. Ok?


The Portal Extra makes it a free action.

Unfortunately the old Flaws (like Anchor) aren't available anymore.

Bye
Thanee
Missed that (and shortchanged a build of mine).
 

Okay, here's what I finally settled on for Ben. Hopefully this won't take major revisions, since I think my brain's about to melt trying to work M&M math. My assumption on the base power settings were that they were all things he could carry easily: steel belt buckle, water bottle, small pouch of sand, and either atmosphere or a whiff from his rebreather. The standard action to set the array would be fluffed as his touching whichever material.

[sblock=Ben O'hare]

Power Level 10 (150 PP)
PP awarded: 3 PP

Abilities [28 PP]

Str 2/10 (Base/Metal)
Sta 2/10 (Base/Metal)
Agil 2
Dex 2
Fighting 2
Int 0
Awe 2
Pre 2

Defenses [24 PP]

Dodge 10/6 (Base/Metal)
Parry 10/6 (Base/Metal)
Fort 2/10 (Base/Metal)
Tough 2/6/10 (Base/Def Roll/Metal with imp 10)
Will 10

Skills [24 PP]

Athletics 9 (+11 Base /+19 Metal)
Insight 6 (+8)
Intimidation 8 (+10)
Perception 8 (+10)
Ranged Combat (Pressure Spray) 8 (+10)
Stealth 8 (+10)

Advantages [21 PP]

Advantages: All-out Attack, Close Attack 8, Defensive Roll 4, Diehard, Equipment 1, Hide in Plain Sight, Interpose, Move-By Action, Power Attack, Takedown 2


Powers [56 PP]

[56 PP] Material Mimic: Variable 8 (7/r)
* 40 active PP for settings
* Standard action to activate

[sblock=Primary Settings]
Code:
Setting: Air
* [8 PP] Concealment 4 (2/r)
  All Visual Senses (4 ranks)
* [3 PP] Elongation 3 (1/r)
  60 feet
* [6 PP] Flight 3 (2/r)
  16 miles/hour, 250 feet/round
* [2 PP] Immunity 2 (1/r)
  Suffocation (all)
* [10 PP]Insubstatial 2 (5/r)
  Gaseous (2 ranks)
  Immune Physical Damage
* [11 PP] Low Oxygen: Affliction 10 (2/r)
  Fatigued/Exhausted/Asleep
  Fort DC 20
  Insidious (flat +1)

Setting: Metal
* [16 PP] Growth 8 (2/r)
  Density (+0)
  +8 Str/Sta
  -4 Active def
* [3 PP] Immunity 5 (1/r)
  Damage Effect: Electricity (5 ranks)
  Limited - Half Effect (-1/r)
* [10 PP] Impervious Defense: Toughness 10 (1/r)
* [1 PP] Power-lifting 1 (1/r)
  +1 STR for lifting
* [10 PP] Strength Effect: Penetrating 10 (1/r)

Setting: Sand
* [5 PP] Digger: Burrowing 5 (1/r)
  2 miles / hour, 30 feet / round
* [1 PP] Elongation 1 (1/r)
  15 feet
* [7 PP] Immunity: Immunity 7 (1/r)
  Damage Effect: Electricity (5 ranks)
  Suffocation (all) (2 ranks)
* [5 PP] Insubstantial 1 (5/r)
  Fluid (1 rank)
* [2 PP] Movement 1 (2/r)
  Slithering (1 rank)
* [5 PP]Sand Shapes: Create 5 (1/r)
  up to 30 cft
  up to DC 15
  Movable (+1/r)
  Proportional (-1/r)
  125/250/500 ft
* [10 PP] Sand Trap: Affliction 10 (1/r)
  Hindered/Immobile/Paralyzed
  DC 20
  Alt Resistance (Dodge) (+0/r)
  Fort to remove

Setting: Water 
* [20 PP] Drowning Grip (Affliction 10) (1/r)
  Dazed/Stunned/Incapacitated
  DC 20
  Alternate Resistance (Dodge) (+0/r)
  Fort to remove
  Cumulative (+1/r)
* [1 PP] Elongation 1 (1/r)
* [2 PP] Immunity 2 (1/r)
  Suffocation (all) (2 ranks)
* [5 PP] Insubstantial 1 (5/r)
  Fluid (1 rank)
* [9 PP]Pressure Spray (Move Object 4) (2/r)
  800 lbs
  DC 19
  Damaging (+1/r)
  Split (2 targets) (flat +1)
  Limited Direction: Away from self (-1/r)
  100/200/400 ft.
* [3 PP] Swimming 3 (1/r)
  4 miles/hour, 60 feet/round
[/sblock]

Equipment: Commlink, Flash Goggles, Flashlight, Rebreather, Night Vision Goggles (5 EP / 1 PP)

[Abilities 28 + Powers 56 + Advantages 21 + Skills 24 + Defenses 24 = 153 PP]

Complications

Motivation: Acceptance. Having lost the steadiness of his initial powers, Brick struggles to figure out his new, mutated abilities and find his role now that it's not as clear as it used to be.

Honor: Brick still has an overwhelming desire to to the right thing, though the current state of alien invasion makes what the 'right thing' is more difficult to always identify.

Background
Even as a child, folks told Ben he was "built like a brick s***house," a phrase which eventually became his nickname, Brick. What they didn't know was exactly how tough Ben was, a fact he kept hidden most of his life at the behest of his mother. When their low-income neighborhood (Tempest) began to get even worse in the wake of the alien invasion, however, the young man decided it was time to stop playing nice, and began acting as a neighborhood watchdog / enforcer against the creeping corruption and danger on his streets.

Recently, Ben fell in with a group of super-humans who have been coerced into working for Dr. Destruction, a common enemy against the occupying alien force. He's been struggling with allying with former villains, as he feels his sense of right and wrong being challenged on a recurring basis.

After his most recent mission, his life was upturned even more. Whether due to exposure to the alien power source Destruction sent them after, an infection caused by a fight with a genetically-unstable creature, or some unforseen combination the two with his unique physiology, Brick's powers have gone into flux. He is no longer constantly strong or durable. In fact, his form is now dependent on his available environment, as he has developed a tactile material mimicry, letting him take on the attributes of inorganic substances he touches.

Now Brick's identity struggle in this world turned upside-down is further complicated by his body's own inconsistency. He's bound and determined, though, to navigate his way through the chaos to see his world, his life, and maybe even his body, returned to normal.[/sblock]
 

Finished reviewing:

[sblock=Ben O'hare]

Power Level 10 (150 PP)
PP awarded: 3 PP

Abilities [28 PP] fine

Str 2/10 (Base/Metal)
Sta 2/10 (Base/Metal)
Agil 2
Dex 2
Fighting 2
Int 0
Awe 2
Pre 2

Defenses [24 PP] fine

Dodge 10/6 (Base/Metal)
Parry 10/6 (Base/Metal)
Fort 2/10 (Base/Metal)
Tough 2/6/10 (Base/Def Roll/Metal with imp 10)
Will 10
Toughness/Dodge&Parry PL is only 8. Will/Fort only in Metal Form at PL 10.

Skills [24 PP] you spent only 37 skill points

Athletics 9 (+11 Base /+19 Metal)
Insight 6 (+8)
Intimidation 8 (+10)
Perception 8 (+10)
Ranged Combat (Pressure Spray) 8 (+10)
Stealth 8 (+10)

Advantages [21 PP] fine

Advantages: All-out Attack, Close Attack 8, Defensive Roll 4, Diehard, Equipment 1, Hide in Plain Sight, Interpose, Move-By Action, Power Attack, Takedown 2
New stealth focus is surprising but no problem

Powers [56 PP] fine

[56 PP] Material Mimic: Variable 8 (7/r)
* 40 active PP for settings fine
* Standard action to activate
Standard action is the default

[sblock=Primary Settings]
Code:
Setting: Air [COLOR=Lime]fine[/COLOR]
* [8 PP] Concealment 4 (2/r)
  All Visual Senses (4 ranks)
* [3 PP] Elongation 3 (1/r)
  60 feet
* [6 PP] Flight 3 (2/r)
  16 miles/hour, 250 feet/round
* [2 PP] Immunity 2 (1/r)
  Suffocation (all)
* [10 PP]Insubstatial 2 (5/r)
  Gaseous (2 ranks)
  Immune Physical Damage
* [11 PP] Low Oxygen: Affliction 10 (2/r)
  Fatigued/Exhausted/Asleep [COLOR=Yellow]from your description, the third degree should be incapacitated[/COLOR]
  Fort DC 20
  Insidious (flat +1) [COLOR=Yellow]that you do something is still obvious, just not the effect. It is also not cumulative.[/COLOR]

Setting: Metal  [COLOR=Lime]fine[/COLOR]
* [16 PP] Growth 8 (2/r)
  Density (+0)
  +8 Str/Sta
  -4 Active def
* [3 PP] Immunity 5 (1/r)
  Damage Effect: Electricity (5 ranks)
  Limited - Half Effect (-1/r)
* [10 PP] Impervious Defense: Toughness 10 (1/r)
* [1 PP] Power-lifting 1 (1/r)
  +1 STR for lifting
* [10 PP] Strength Effect: Penetrating 10 (1/r)

Setting: Sand [COLOR=Yellow]uses only 35 pp[/COLOR]
* [5 PP] Digger: Burrowing 5 (1/r)
  2 miles / hour, 30 feet / round
* [1 PP] Elongation 1 (1/r)
  15 feet
* [7 PP] Immunity: Immunity 7 (1/r)
  Damage Effect: Electricity (5 ranks)
  Suffocation (all) (2 ranks)
* [5 PP] Insubstantial 1 (5/r)
  Fluid (1 rank)
* [2 PP] Movement 1 (2/r)
  Slithering (1 rank)
* [5 PP]Sand Shapes: Create 5 (1/r)
  up to 30 cft
  up to DC 15
  Movable (+1/r)
  Proportional (-1/r)
  125/250/500 ft [COLOR=Yellow]please note, that Create is for solid objects only, so this would be sandstone, not flowing/fluid sand.[/COLOR]
* [10 PP] Sand Trap: Affliction 10 (1/r)
  Hindered/Immobile/Paralyzed
  DC 20
  Alt Resistance (Dodge) (+0/r)
  Fort to remove

Setting: Water  [COLOR=Lime]fine[/COLOR]
* [20 PP] Drowning Grip (Affliction 10) (1/r)
  Dazed/Stunned/Incapacitated
  DC 20
  Alternate Resistance (Dodge) (+0/r)
  Fort to remove
  Cumulative (+1/r)
* [1 PP] Elongation 1 (1/r)
* [2 PP] Immunity 2 (1/r)
  Suffocation (all) (2 ranks)
* [5 PP] Insubstantial 1 (5/r)
  Fluid (1 rank)
* [9 PP]Pressure Spray (Move Object 4) (2/r)
  800 lbs
  DC 19
  Damaging (+1/r)
  Split (2 targets) (flat +1)
  Limited Direction: Away from self (-1/r)
  100/200/400 ft.
* [3 PP] Swimming 3 (1/r)
  4 miles/hour, 60 feet/round
[/sblock]

Equipment: Commlink, Flash Goggles, Flashlight, Rebreather, Night Vision Goggles (5 EP / 1 PP) fine

[Abilities 28 + Powers 56 + Advantages 21 + Skills 24 + Defenses 24 = 153 PP] fine

You could have just increased Fighting, than Close Attack and Parry separately.

Complications

Motivation: Acceptance. Having lost the steadiness of his initial powers, Brick struggles to figure out his new, mutated abilities and find his role now that it's not as clear as it used to be.

Honor: Brick still has an overwhelming desire to to the right thing, though the current state of alien invasion makes what the 'right thing' is more difficult to always identify.[/sblock]
 
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Think I should be able to tweak the others, but I'm confused on this:

Dodge 10/6 (Base/Metal)
Parry 10/6 (Base/Metal)
Fort 2/10 (Base/Metal)
Tough 2/6/10 (Base/Def Roll/Metal with imp 10)
Will 10
Toughness/Dodge&Parry PL is only 8. Will/Fort only in Metal Form at PL 10.

I thought it was Tough + Parry = double PL and Tough + Dodge = double PL. Why is the limit 8? I don't think I understand.
 

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