Superheroes of The Trust OOC Thread (Accepting Alts)

Almost there!

0) While being a mutant who happens to look like a demon and has fire powers, flight, scales, a prehensile tail, regeneration, and Immunity to Fire and Aging is cool, to me being a character who is descended from an actual demon seems cooler. Note that Hellfire sounds cooler than Fire (see next point). Plus, you already have most of a demon's iconic powers and a demon's appearance, which makes it hard to explain why you don't have demonic heritage. I think the character would be cooler with actual demonic heritage. Maybe his "father" wasn't really his father after all...see Incubus (the demon, not the band).

1) If you don't intend to have any connections to actual demons, you might consider changing Hellfire Control to Blast [Fire], which is the exact same thing, but lacks the mystical connotations of Hellfire Control (which isn't really normal fire). Then instead of "Hellfire Weapons" you'd have "Fire Weapons".

2) If your listed pp are correct, then by my count your character only adds up to 164 pp.

3) Explosion is an Extra- it increases the cost of Blast by 1 pp per rank, not a power feat. This is the same mistake you made earlier with Impervious- both of these are Extras that add 1 to the cost of each rank of the power.

So you can't afford to have Blast 7 (Explosion), as it would cost 21 pp, not 15 pp. In general, Burst Area is simpler to work with than Explosion (as it has the same damage throughout its area of effect) and has a smaller range, which is generally better. So if you're going to take an Area Blast, Burst might be better

With the 15 pp you have spent on this power, you could get Blast 5 [Extra: Area- Burst or Explosion, your choice]. This wouldn't be that strong but could be a good minion-killer. As it is, Blast 7 is significantly weaker than your Strike power and since you fly Blast isn't likely to be used much- this change would make it more useful than before.

4) You have to specify an effect that will prevent your Resurrection from working.

5) If you buy 5 points of Base Defense, you round down to get your Dodge bonus and round up to get your "non-Dodge" bonus. So your flat-footed Defense should be 13.
 
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I'm interested in this game, but I'm unfamiliar with the M&M system and I'm also having a bit of trouble narrowing down exactly which of the myriad ideas I have is easiest/best to narrate with the rules set.

I'm ALMOST thinking that it might be an interesting slant to make YET ANOTHER mystically aligned character simply because with so many other heroes proposed have magical angle. Most of the ideas I have bouncing around are variations on a Skilled Hero, maybe with some sort of minor body shaping/body control (or maybe major, because Skill Heroes look really cheap in M&M).
 

Thanks, Necro. But I did not. These pics are just for informal purposes, really...to give an idea of what's in my head. I trawl the net from time to time, doing that. Especially when I have a new character I really like. :)
 

James Heard said:
I'm interested in this game, but I'm unfamiliar with the M&M system and I'm also having a bit of trouble narrowing down exactly which of the myriad ideas I have is easiest/best to narrate with the rules set.

I'm ALMOST thinking that it might be an interesting slant to make YET ANOTHER mystically aligned character simply because with so many other heroes proposed have magical angle. Most of the ideas I have bouncing around are variations on a Skilled Hero, maybe with some sort of minor body shaping/body control (or maybe major, because Skill Heroes look really cheap in M&M).

I actually worry about having TOO MANY mystical heroes. Look at the kinds of villainry in the into. While done by super-powered individuals (some including mystical ones), the motives, organization, etc of villains in this world are rather human. Too many mystical heroes can mean not enough heroes grounded in modern Earth, which can put the group at a disadvantage and hurt group-world compatibility. This i not to say that any of the current mystical heroes are at risk of being rejected for being mystical, only that the ones not so far along should consider other routes.

Also, regarding character build critiquing, Elric is doing so good a job of it that I am only butting in when I feel the need.
 

Elric said:
Almost there!

0) While being a mutant who happens to look like a demon and has fire powers, flight, scales, a prehensile tail, regeneration, and Immunity to Fire and Aging is cool, to me being a character who is descended from an actual demon seems cooler. Note that Hellfire sounds cooler than Fire (see next point). Plus, you already have most of a demon's iconic powers and a demon's appearance, which makes it hard to explain why you don't have demonic heritage. I think the character would be cooler with actual demonic heritage. Maybe his "father" wasn't really his father after all...see Incubus (the demon, not the band).

1) If you don't intend to have any connections to actual demons, you might consider changing Hellfire Control to Blast [Fire], which is the exact same thing, but lacks the mystical connotations of Hellfire Control (which isn't really normal fire). Then instead of "Hellfire Weapons" you'd have "Fire Weapons".

2) If your listed pp are correct, then by my count your character only adds up to 164 pp.

3) Explosion is an Extra- it increases the cost of Blast by 1 pp per rank, not a power feat. This is the same mistake you made earlier with Impervious- both of these are Extras that add 1 to the cost of each rank of the power.

So you can't afford to have Blast 7 (Explosion), as it would cost 21 pp, not 15 pp. In general, Burst Area is simpler to work with than Explosion (as it has the same damage throughout its area of effect) and has a smaller range, which is generally better. So if you're going to take an Area Blast, Burst might be better

With the 15 pp you have spent on this power, you could get Blast 5 [Extra: Area- Burst or Explosion, your choice]. This wouldn't be that strong but could be a good minion-killer. As it is, Blast 7 is significantly weaker than your Strike power and since you fly Blast isn't likely to be used much- this change would make it more useful than before.

4) You have to specify an effect that will prevent your Resurrection from working.

5) If you buy 5 points of Base Defense, you round down to get your Dodge bonus and round up to get your "non-Dodge" bonus. So your flat-footed Defense should be 13.

As a corollary, are you saying that he should know that his resemblance to a demon is coincidental only, or for his mutation to be of unknown origin. What I mean to ask is: If he were to find out in game that he does have demon blood, that his mutation and certain demonic powers have a common source, etc, would that be a problem?
 

Ok, pending any mathematical errors, Brimstone should now be complete. I got rid of his Frightful Presence (too much pp) and instead upped his blast to 8, and explosive 8. His resurrection is also fixed. As for the whole Demon / Not Demon thing, for all Brimstone knows, he is only a mutant who looks like a demon. In reality, it is unknown whether he is or not. Later in game it could be revealed that he is actually demon-spawn, which could lead to a very Skywalker-esque "You're not my father!!!!" shouting match. That being said, Hellfire stays.

[sblock=Brimstone]
165 pp

Attack +8 (16 pp) (-3 Attack, +3 Damage)
Damage:
--Blast +8 (Explosion)
-- Strike +14
--Unarmed +9

Defense 20 (13 Flat Footed) (10 pp, +5 Dodge) (-1 Defense, +1 Toughness)

Fort +10 (3 pp +7 Con)
Ref +9 (5 pp +4 Dex)
Will +7 (7 pp +0 Wis)
Toughness +12 (+7 Con, +5 Protection)

Init +4

Abilities (28 pp)

Str 14 / 28 (+2 / +9) (4 pp)
Dex 18 (+4) (8 pp)
Con 24 (+7) (14 pp)
Int 10 (+0) (0 pp)
Wis 10 (+0) (0 pp)
Cha 12 (+1) (2 pp)

Skills (17 pp)

Acrobatics +10 (6 Ranks, +4 Dex)
Climb +19 (10 Ranks, +9 Str)
Intimidate +13 (12 Ranks, +1 Cha)
Knowledge (Theology) +14 (14 Ranks, +0 Int)
Notice +8 (8 Ranks, +0 Wis)
Stealth +14 (10 Ranks, +4 Dex)
Survival +8 (8 Ranks, +0 Wis)

Feats (16 pp)

Diehard
Dodge Focus (5)
Elusive Target
Evasion (2)
Fearless
Improved Grab
Improved Grapple
Improved Trip
Precise Shot
Startle
Track

Powers (63 pp)

Additional Limbs (1pp)
--Prehensile Tail
Hellfire Control (Blast) 8 (26 pp)
--Explosion (+8)
---- Alternate Powers (+2): Strike 14, Enhanced Strength 14
Flight 3 (4 pp)
--Wings
----Drawbacks (-2): Not in liquids, Power loss when wings are restrained
Immunity (7 pp)
--Aging, Heat, Fire
Regeneration 16 (18 pp)
-- Bruised 3= once per round w/ no rest; Injured 4 = once per round (need rest), Disabled 5 = once per minute; Ability Damage 3 = 20 minutes, Resurrection 1)
----Power Feats (+2): Persistent, Regrowth
------To prevent Resurrection, Brimstone must have a clove of garlic placed onto his tongue and must be beheaded (Placing his head more than 5 feet from his body)
Protection 5 (5 pp)
--Scales
Super Senses (Infravision) (1pp)
[/sblock]
 
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That's pretty cool stuff, right there.

Suggestion on Rezzing. Why not make the condition that he can't rezz if he's buried in consecrated/holy ground? That is, traditionally, one way to lay demons to rest. :)
 

Necro_Kinder said:
Ok, pending any mathematical errors, Brimstone should now be complete. [/sblock]

You're essentially done. The last few things:
1) By my count, your powers only add up to 62 pp, not 63 pp. So you should have 1 more pp to spend.

2) Precise Shot no longer does anything useful for you, as Area attacks do not roll to hit, so you have no ranged attacks that roll to hit (using an extra is not optional, so your Hellfire Control power can only be used as an area). In theory it could still help you out if you picked up a ranged weapon and wanted to use it, but I'd trade this out for something else.

3) Your condition for losing Resurrection is almost certainly too specific. Here's the text "You must specify a reasonably common effect (or set of uncommon effects) that keeps you from recovering from death, such as beheading, cremation, a stake through the heart, and so forth." I like Shayuri's suggestion here.
 

Fenris- I began to think about what it would take to build your character on 165 pp- Angels from D&D have a ton of abilities active all of the time and it's hard to deal with this in M&M. Here's my take on what your character might look like at. I'm not using Container because I haven't had UP long enough to be that familiar with using it.

ANGEL
PL: 11 (165 pp)

ABILITIES: STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4)

SKILLS: Bluff (+4), Climb (+5), Concentration (+4), Diplomacy 12 (+16), Disguise (+4), Drive (+3), Escape Artist (+3), Gather Info (+4), Handle Animal (+4), Intimidate (+4), Know: Arcane Lore 8 (+11), Know: Theology and Philosophy 8 (+11), Know: History 8 (+11), Notice 12 (+16), Search (+3), Sense Motive 12 (+16), Stealth (+3), Survival (+4), Swim (+5)

FEATS: Animal Empathy, Attack Focus (6), Dodge Focus (6), Eidetic Memory, Evasion (1), Fearless, Interpose, Move-by Action, Power Attack, Second Chance (2) (Mind Control and Possession), Takedown Attack

POWERS:
Divine Power Array: (13 pp)
Healing Touch (Heal 5) [5],
AP: Tongues (Comprehend Languages 4-read, write, speak any language, and several at once if needed) (8 pp),
AP: Emotion Control 10 (Area- Burst, No-Range, Only Hope) (10 pp),
AP: Light Control 5 (100 foot radius) (10 pp),

Angel's Wings (Flight 3, Drawbacks: Not in Liquids, Power Loss- when wings restrained) (4 pp)
Morph 1 "Angel to/from Leang Wu secret id" [1 pp],
Super-Senses 11 (True Sight, Danger Sense (Visual)) [11 pp],
Immortality (5 pp)
Angel's Grace: Protection 5 (5 pp)
Sword of the Heavens (Device 2, Easy to Lose), Power Feat: Restricted (those worthy) (Total: 7 pp): Strike 6 (PF: Mighty, Affects Insubstantial, Accurate, Improved Crit)

COMBAT: Attack +3 [Sword +11 attack, +11 damage (crit 19-20)] Defense 22 (13 flat-footed) Init +3

SAVES: Toughness 10 (+10 flat-footed), Fortitude +10, Reflex +8, Will +10

Abilities 48 + Skills 15 (60 ranks) + Feats 22 + Powers 46 + Combat 18 + Saves 16 – Drawbacks 0 = 165 / 165


Some notes:
1) Divine Power Array including Comprehend is kind of a kludge, but it was the only way I could get the character down to 165 pp. To me, Tongues is more of a magical-type ability that could be part of an AP array and Super-Senses is an innate ability that's always active.

I've got Healing, Hope and Light in here- Fear didn't seem as appropriate so I left it out. Another way to go with Heal would be something like Heal 3 (Standard Action, PF: Persistent), but Heal is quite front-loaded and good even when bought at 5 ranks so this felt a little abusive.

2) The skills are very bare-bones, but I got the 3 most important Knowledges, Diplomacy, Notice and Sense Motive.

3) Ability Scores and Feats came out pretty well. Charisma 2 points higher might have been nice, but I only had so many pp. I also wish I had the pp for some ranks in Inspire- but 2 ranks of Inspire isn't a very useful ability and there weren't enough pp for Inspire 4-5.

4) My conception of an Angel didn't call for so many immunities because I'm thinking of an Angel as a more mortal creature- no Life Support because you do need to breathe- Angels are similar to men. This has the advantage of saving quite a few pp, if you don't mind feeling like an Enhanced Being rather than a Godly Being Above It All.

I used Second Chance against Mind Control/Possession instead of Immunity. I used Immortality to represent how different Angels are from Mortals. If I had 1 immunity to add back that I took out, it would probably be Immunity: Starvation and Thirst.

5) No Aura Sight. I thought True Sight was the more flavorful and important Super-Sense (and requires less work from the GM) and I only had so many pp. Note that Sense Motive can let you detect people under the influence of Mental Powers and you have a very high Sense Motive score.

6) I think the Sword came out reasonably well. It isn't flaming, but you could always interpret 3 points of its Strike (beyond a normal sword's 3) as coming from flame damage.

7) Getting this character to come in at 165 pp was a huge pain.
 
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Shayuri said:
Why not make the condition that he can't rezz if he's buried in consecrated/holy ground? That is, traditionally, one way to lay demons to rest.

I'd go with that, but he was raised in a church....so It seems kinda odd. How bout being decapitated by a blessed / holy weapon? Sealed in concrete? Submerged in holy water?
 

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