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Superheroes of The Trust OOC Thread (Accepting Alts)

Ok, so the candidate roster so far. I am cutting off submissions from those not already listed. From those who are not done, I would like to see more complete characters pretty soon.

Complete:
Elric -- Johnny Nitro -- Wrestler
Shayuri -- Thessaly -- Witch/Support Caster
Necro_Kinder -- Brimstone -- Demonish Mutant
Raylis -- Nightweaver -- Darkness Controller
Victim -- The Shooting Star -- Plasma Controller


Mostly Complete:
Fenris2 -- Angel -- Angel
James Heard -- Spirit -- Spirit
hero4hire -- Mechanoid -- Half-Robot Tech-Controller


Concept Only or Partial Build
Jemal -- Optic -- Eye Beamer / Leader
Voidrazor -- Dr. Know -- Scientist
Blind Azathoth -- Selix -- Plant Guy (Or maybe another character...Electricity? Commando?
Moggthegobb -- Magnetic Mole -- Magnetic Controller (not sure if he is still here)
Unkabear -- Vision(-like) -- Living Virus
Relique du Madde -- some kind of techie character.

Expressed Interest:
Drerek
the_myth
VelenarJaeldira
 
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DM_Matt said:
Speaking of which, where IS Jemal...

Dunno. He said he'd be at some camp for a week or so (on the second), but he's been inactive for longer than that.

BTW, I had some questions about the tone of the game. Based on the opener, it seemed like you were going for a kind of darker, high pressure FC. Correct? Of course, I guess that's relative to my interpretation of the setting.
 

Victim said:
Dunno. He said he'd be at some camp for a week or so (on the second), but he's been inactive for longer than that.

BTW, I had some questions about the tone of the game. Based on the opener, it seemed like you were going for a kind of darker, high pressure FC. Correct? Of course, I guess that's relative to my interpretation of the setting.

The villains and plots will be more human than a standard FC campaign, so they may be more emotionally-relevant and thus darker. However, the PCs should not be especially dark, at least not Iron Age dark.
 

Well, I decided to go with Plant Guy after all. A Plant Guy who can cause allergic reactions leading to suffocation with a touch, or derange villains with a psychotropic drug excreted from his body... I also decided to use hero4hire's sheet format, just because I liked the look of it.

So, here he is--my first M&M character, with a very slightly tweaked backstory (summary of the one, tiny change: he destroyed the implant that allows him to turn into a human, embracing his alien nature). Feel free to rip him apart, point out the mistakes I've made, and note the myriad ways in which he will be hideously ineffective. ;)

[sblock=Statistics]SALIX

PL: 11 (165 pp)

Abilities: Str 14 (+2), Dex 12 (+1), Con 18 (+4), Int 18 (+4), Wis 12 (+1), Cha 10 (0)

Skills: Knowledge (life sciences) 10 (6+4), Knowledge (physical sciences) 10 (6+4), Language 7 (Arabic, English, French, German, Japanese, Mandarin Chinese, Spanish; also speaks Calliandran, native tongue), Medicine 6 (5+1), Survival 5 (4+1)

Feats: Diehard, Improved Sunder, Improvised Tools, Power Attack, Track

Powers:
Animate Objects 3 (extra: horde; flaw: plants only; power feat: progression (2)) [11]
Immunity 2 (disease, starvation and thirst) [2]
Plant Control 10 (extra: does not require pre-existing plants; power feat: alternate power (4)) [34]
- Confuse 11 (extras: alternate save (Fortitude), poison; flaw: touch range)
- Growth 15 (extras: affects others; flaws: limited to plants, permanent)
- Nauseate 10 (extra: ranged)
- Suffocate 10 (extra: sustained)
Protection 10 (drawback: noticeable – body coated in tough bark-like skin) [9]
Regeneration 1 (resurrection; does not work if body is cremated) [1]
Strike 8 (branch-like "claws") [8]
Transform 3 (plants into other plants; extra: area) [12]

Combat: Attack +11, Damage +8 (Strike), Defense 18 (14 flat-footed), Initiative +1

Saves: Toughness +14 (+10 Protection), Fortitude +9, Reflex +7, Will +8

Drawbacks: Vulnerable (fire-based attacks; common, major)

Tradeoff: +3 Toughness/-3 Defense

Abilities 24 + Skills 7 (28 ranks) + Feats 5 + Powers 77 + Combat 38 + Saves 18 – Drawbacks 4 = 165 / 165[/sblock]

[sblock=History]
Many plant-based superheroes and supervillains have appeared in the world over the years, and almost without exception they have all had one thing in common: they're all, for some reason, also scientists. From the deformed but noble Bog Creature, to the seductive and ambiguously aligned Venus Flytrap, to the vile villain called the Chloronic Man, these floral heroes and villains tend to be of a particularly intelligent nature, often with plant-related specialties that either result in their transformation or which simply serve as dramatic irony.

Isaac Ridley is no exception to this rule; he is an intelligent man, a learned scientist with degrees from highly rated universities. However... the Bog Creature, Venus Flytrap, and their ilk have all had something else in common with each other but not Mister Ridley: they were human before becoming photosynthetic freaks. For Isaac, it was the other way around...

Salix, son of Azedarach, was born far from Earth, to a people who could not only control plants—they also happened to also be plants. However, they were also a dying people. Almost all of Salix's brothers and sisters began to waste away, no matter their age; they became frailer, weaker of body and intellect, until death took them. They did not know what was causing this plague upon their race; they had no cure for this virus; they could not even produce an antidote based on the biology of those few who were not effected—like Salix.

So, the government made the decision to send a few healthy individuals to other civilizations in the universe, to gather information on their science and medical advances secretly, to converse—covertly—with the best minds in the field on these other planets, in the hopes of learning something about that which afflicted them. Salix was one of these individuals, sent to a planet about which little was known other than the strange biology of the majority of inhabitants; his people had passed by the planet some time ago, after brief and unpleasant contact with the species living on it. As with the others, Salix was fitted with a device implanted in his skin, a piece of technology his people had created that would allow him to take on the shape of a native.

His assigned planet, of course, was Earth, and he landed in the United States. Aside from the device implanted in his body, he possessed none of his people's technology; even the craft he arrived in disintegrated upon arrival. He was to live among humans, gathering data for five years—during which time millions of his people would have died, but the majority would still likely be able to utilize any information or treatment the travelers had discovered—before being retrieved.

The first months were hardest. Broadcasts from Earth had been studied on his trip to the planet in an attempt to decipher their language; he had quickly realized that there were many languages spread across the surface of the planet, but his aptitude for them allowed him to cope. He had little knowledge of human civilization, however, and this, coupled with his imperfect grasp of the native languages, led to much confusion and frustration. But he persevered, taking up a human identity (Isaac Ridley) before earning a GED so that he could then enroll at a local university, where he gained a Bachelor of Science in Biochemistry, then a master's degree, in four years.

You may be wondering how an alien with little knowledge of Earth found the money to attend college. Well, Salix was forced to do something a bit...naughty. He had only a short period of time available to him, and he needed money quickly, so—he stole it. He used his ability to manipulate plants to break into a bank vault and stole a large amount of money from it. He also left a note: "I am very sorry. I need to save my people. I will pay you back one day." Stolen money in hand, Salix was able to pay his tuition, although he later learned that if he had landed in another country he might not have had to pay at all and felt so guilty that when he did pay the bank back, he adjusted for inflation and paid interest as well.

All the while, Salix worked to perform his mission as best he could, spending almost all of his time outside of classes reading up on other subjects—anything that he believed might be able to help him, might provide a clue to the source of the virus or even provide an antidote. But he found nothing—no disease like this had ever struck Earth's plant life, and the plagues of its fleshier inhabitants were too different. Disheartened, Salix gave up and waited for his retrieval at the end of his five-year mission.

He landed in 1960. As you can probably imagine, his retrieval never came, and he has mourned what can only be the death of his race for forty long years.

As time passed, Salix began to live out a more normal—or at least more human—existence on Earth. He achieved a Doctorate at Freedom City University in the late '60s, and began to lecture there afterwards (it was by doing this that he earned enough money to eventually pay back the bank he robbed). He left behind the woods in which he initially dwelt, taking up residence in a real apartment in the city. He also left behind his true form, for the most part; for decades, he rarely took on his own shape, only occasionally doing so when he wondered if he still could.

Knowing everyone you ever knew has almost certainly withered away into dust is not a very cheering thought, as you can probably imagine. Salix—but now more Ridley than Salix—sank into a depression that lasted decades. He performed his duties at the college admirably, but outside of the classroom, he kept himself aloof from people—even though he began to think of them as other people, as if he were really one of them!—and lived a lonely life.

But one day...he became, for one person, a hero. It was late, and Ridley had come to the park in one of his occasional attempts to cheer himself up by surrounding himself with his fellow plants. But he was not the only one there; he heard noises as he walked through the park: cries for help. A woman was being chased through a heavily wooded area of the park; a man with a knife was her pursuer. Ridley saw them—and he instinctively summoned up powers that had long laid dormant, bringing to life the grass to grab the man's feet...and the trees to dislocate both of his arms.

The woman was afraid at first—the trees had just come to life, after all—but she soon recognized that she was no longer in danger. Then she saw Ridley, and knew it had to have been his doing. Assuming he was one of Freedom City's many mutants or superheroes, she thanked him for coming to her rescue. He stayed with her while she called the police and they apprehended the attacker, but he fled when it was his turn to answer the authorities' questions.

At home, Salix suddenly felt a tiny spark of hope in his life, a little light in the darkness, a flickering of warmth—he felt good for the first time in many years. And, well, you can probably imagine what happened next. He wanted to do it—help someone, that is—again. So he did. And then he did it again. Isaac Ridley finally became Salix once more, in both body and mind. He no longer thought of himself as Dr. Isaac Ridley, so he rid himself of the identity once and for all—he destroyed the implant that had allowed him to become human in the first place. He embraced his true nature, his true form, and his true name.

For two months now, the reborn Salix has hunted the predators and criminals and thugs and villains of the city; for two months now he has endeavored to make up for decades of doing nothing to help and protect the people of the city...of his city.

Salix has a new mission.[/sblock]
 
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Here is the overhauled (final?) version of Doctor Know. His background is slightly tweaked, and a personality section has been added.

[sblock=History]Dr. Emmanuel Knowles was a leading scientist on a black project for DARPA, the Department of Defence's agency for advanced technologies. But he discovered that his, admittely dangerous, nanotech research was being taken in some truly foolhardy directions by his project manager. But when he brought that information to his superiors, his project manager arranged for an 'accident'. But instead of being killed, the nano became integrated into Dr. Knowles body, while the rest of the building was reduced to grey goo. Thereafter dubbed Dr. Know in the press, he has prosecuted for sabotage, treason and terrorism. While awaiting trial, he developed devices to control the nanotech suffusing his body, and through his attorney, filed for hundreds of patents. But with his superhuman intellect he and his lawyer were easily able to get an acquittal. Since then, the doctor has worked assiduously for the betterment of mankind, largely in the background. But the press has been unrelenting in its condemnation.[/sblock]
[sblock=Personality]Doctor Know's personality is difficult to pin down. At times, he seems obsessive or moody. At others, he is outgoing and diplomatic. Beneath it all he is calculating yet uncompromisingly benign. He is commited to keeping his technology from causing harm. But in the end he knows that he may someday have to forego principle to save lives.[/sblock]
[sblock=Stats]Hero Name: Doctor Know
Real Name: Dr. Emmanuel Knowles

Abilities: 28pp
Str 06 -2 (-4pp)
Dex 12 +1 (2pp)
Con 22 +6 (12pp)
Int 18 +4 (8pp)
Wis 16 +3 (6pp)
Cha 14 +2 (4pp)

Skills: 24pp
Computers 20 (+4 Int 16 ranks)
Diplomacy 18 (+2 Cha 16 ranks)
Disable Device 5 (+4 Int 1 ranks)
Investigate 5 (+4 Int 1 ranks)
Knowledge: Behavioral Sciences 6 (+4 Int 2 ranks)
Knowledge: Life Sciences 8 (+4 Int 4 ranks)
Knowledge: Physical Sciences 8 (+4 Int 4 ranks)
Knowledge: Technology 20 (+4 Int 16 ranks)
Language: English, French, Spanish, Japanese, Chinese, Russian 5 ranks
Notice 19 (+3 Wis 16 ranks)
Sense Motive 19 (+3 Wis 15 ranks)
*Int skills gain an additional +12 when Enhanced Int is active

Feats: 4pp
Connected, Eidetic Memory, Inventor, Master Plan

Powers: 91pp,
Tensor field manipulator: Device 28pp (Disarmable, Restricted X2) 43 pool
- ESP 8 ranks (all senses, subtle) [33pp]
- Illusion 1 rank (All Senses, Continuous, Selective, Progression x3) [10pp]

Nanotechnology: Device Array 35pp (Disarmable, Indestructible, Restricted X2) 45 pool
- Boost 9 ranks (Immunity: age/disease/poison PLUS Protection 6, Area: burst, Effects Objects, Infectious, Selective, Slow Fade 8)
- Create Object 14 Ranks (Continuous, Innate, Precise, Subtle)
- Enhance Int 24 ranks PLUS Quickness 14 ranks
- Healing 8 ranks (Affects Objects, Perception Range, Resurrection, Restoration, Total, Limited to Others, Limited: Only heals damage that occurs after target gains nano-boost, Stabilize, Persistent, Regrowth)
- Regeneration +3 Recovery Total Regen (except after an EMP, 6 ranks True Resurrection, Regrowth) [DEFAULT]
- Summon 6 ranks (Fanatical, Independant, Perception Range, Total Fade, Mental Link, Progression 3, Can only have one out at a time)
- Super-Senses (Analytical Blindsight, Counters Concealment Illusion and Obscure, Extended X2, Penetrates Concealment, Radius, Ranged, Rapid X3, Tracking, Distance Sense, Microscopic 3, Limited: only areas in nano-boost field) PLUS Enhanced Defense 6 ranks PLUS Enhanced Attack 10 ranks
- Teleport 8 ranks (Affects Others, Standard Action for extended move, Sense Range, Limited: inanimate objects and robots only, Limited: only to destinations in nano-boost field, Change Direction, Change Velocity, Progression 3 [1,000lbs])

Miscellaneous Gadgets 28pp (Helpless Removal Only) 20 pool

Combat: 8pp
Attack +0 / +10
Defense +4 (+2 flatfooted) / +10
Init +1

Saves: 15pp
Toughness +12 (+6 without nano-boost)
Fortitude +9 Reflex +5 Will +11

Drawbacks: -5
Pacifist (V. com, Mod) 4
Individual configurations of Misc. Gadgets can be disarmed 1

Complication:
Infamous[/sblock]
[sblock=Summoned Robot]Cerebus Mk MMMIX (Nanotech Robot)

Abilities: -20pp
Str 10 +0 (0pp)
Dex 10 +0 (0pp)
Con 00 -- (- 10pp)
Int 10 +0 (0pp)
Wis 10 +0 (0pp)
Cha 00 -- (-10pp)

Feats: 22
Attack Focus: Melee 10, Dodge Focus: 6, Evasion, Grappling Finesse, Improved Init, Interpose, Power Attack, Prone Fighting

Powers: 64
Immunity: Fort Effects 30pp
Protection 6
Enhanced Strength 20 ranks (Limited: Only usable for grapple checks, Innate) 11pp
Speed 3
Stun 12 (Daze) 12pp
Super-Movement 1 rank (Air Walking) 2pp

Combat: 12
Attack +10
Defense 12 (+3 flatfooted)
Init +8

Saves: 10
Toughness 6
Ref +10[/sblock]
 

Blind Azathoth said:
Feel free to rip him apart, point out the mistakes I've made, and note the myriad ways in which he will be hideously ineffective. ;)
My pleasure :)

1) 14 Str gives you a +2 bonus.

2) Conceptually, you should have the mighty power feat on your Strike power- this adds your strength bonus to its damage (which judging by the concept should be the case).

3) Con is slightly under-priced and you could easily justify a higher Con (at least 18) due to your plant-nature. So increase Con and decrease the amount you spend on base Fort save and the Protection power to end up with the same bonuses.

4) Do you intend to use Transform and Animate Objects at the same time? If not, take Animate Objects as an alternate power of Transform (this saves a lot of pp, so you should seriously consider doing it).

5) With your +11 base attack, powers that force saves are limited to rank 11- Attack/(Damage or Modifier to DC for a non-damaging power) can't exceed 22 since we're at PL 11.
So confuse is too high at rank 15- it can only be rank 11. Also, I'm pretty sure that Confuse starts at range: perception, so going to Touch range is a -2 flaw.

6) Major vulnerability to fire is really severe. I'd spend 1 pp and downgrade it to moderate. This way 10 dmg Fire Blasts hit you for 15 damage rather than 20. That will still really hurt.

7) As your Toughness is +14 and Defense is at +8, it seems like your tradeoff is +3 Toughness, -3 Defense.
 
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Elric said:
4) Do you intend to use Transform and Animate Objects at the same time? If not, take Animate Objects as an alternate power of Transform (this saves a lot of pp, so you should seriously consider doing it).

IIRC, Transform is Lasting. So even if the 2 powers are meant to be used together, they could be put in an array with only some duration issues.

Permanent powers can't go into arrays, IIRC. So the Growth power could use some changes.

-----------------------------------------------------------

I'm not sure what Infectious does. Is that a UP tweak to Contagious?

Create Object is limited by PL, since it can be used to produce Area damage or entrapment. Consider flawing down some of the extra ranks if you want the extra toughness.

Code of Conduct issues are more generally a matter for Complications than Drawbacks.
 

Elric said:
My pleasure :)

1) 14 Str gives you a +2 bonus.

2) Conceptually, you should have the mighty power feat on your Strike power- this adds your strength bonus to its damage (which judging by the concept should be the case).

3) Con is slightly under-priced and you could easily justify a higher Con (at least 18) due to your plant-nature. So increase Con and decrease the amount you spend on base Fort save and the Protection power to end up with the same bonuses.

4) Do you intend to use Transform and Animate Objects at the same time? If not, take Animate Objects as an alternate power of Transform (this saves a lot of pp, so you should seriously consider doing it).

5) With your +11 base attack, powers that force saves are limited to rank 11- Attack/(Damage or Modifier to DC for a non-damaging power) can't exceed 22 since we're at PL 11.
So confuse is too high at rank 15- it can only be rank 11. Also, I'm pretty sure that Confuse starts at range: perception, so going to Touch range is a -2 flaw.

6) Major vulnerability to fire is really severe. I'd spend 1 pp and downgrade it to moderate. This way 10 dmg Fire Blasts hit you for 15 damage rather than 20. That will still really hurt.

7) As your Toughness is +14 and Defense is at +8, it seems like your tradeoff is +3 Toughness, -3 Defense.

Ah, I thank you, good sir! The "+1 Str" and tradeoff mistakes were just typographical errors, but the note about the save limitation I actually forgot (though I checked, and Confuse does have a Ranged, er, range), and I agree with you about Mighty Strike and the Con score...I'll fiddle with those shortly.

As for the major vulnerability, I figured it fit for a guy made of leaves and wood—but you're right, it is probably a bit nasty. I shall drop it to moderate...I mean, he's an alien, right? Clearly alien plants are naturally coated with chemicals that help ward off fire...

As for Transform and Animate Objects, I did intend to use them at the same time, yes; since I opted to remove Plant Control's need for pre-existing plants, Animate Objects is the primary reason I have kept Transform. Toss out a few seeds, Transform them into tiny little saplings, Grow them into much larger versions, and then Animate them for some handy bad guy-pounding tree servants. On the other hand, I could make Transform (or Animate Objects) an alternate power of Plant Control, and use Growth first... since making Growth permanent means the effect won't end if I switch to an alternate use of the Plant Control power (that is, Animate Objects or Transform), right?

EDIT: Though now that I actually think about what I'm saying, using Growth first would mean I'd need a much higher Transform rank to actually be able to affect the increased mass... definitely going to need to give this some more thought.

Victim said:
Permanent powers can't go into arrays, IIRC. So the Growth power could use some changes.

Really? I checked Ultimate Power's section on Arrays, and can see nothing limiting the use of Permanent powers in them... in fact, the Growth effect I've got is listed under Plant Control's suggested alternate powers in UP, and is definitely Permanent there.
 
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Blind Azathoth said:
As for Transform and Animate Objects, I did intend to use them at the same time, yes; since I opted to remove Plant Control's need for pre-existing plants, Animate Objects is the primary reason I have kept Transform. Toss out a few seeds, Transform them into tiny little saplings, Grow them into much larger versions, and then Animate them for some handy bad guy-pounding tree servants. On the other hand, I could make Transform (or Animate Objects) an alternate power of Plant Control, and use Growth first... since making Growth permanent means the effect won't end if I switch to an alternate use of the Plant Control power (that is, Animate Objects or Transform), right?

EDIT: Though now that I actually think about what I'm saying, using Growth first would mean I'd need a much higher Transform rank to actually be able to affect the increased mass... definitely going to need to give this some more thought.
If something along those lines is the plan, which is way cool BTW, I suggest reducing the action to Move or Free on one or more of those powers. Taking 3 actions to pull off your main trick would probably get frustrating.
 

Permanent doesn't mean it stays on after you change the array - you need lasting for that. Remember that permanent is flaw; it's worse than Continous.

Like I said, I don't have UP, but the core book: "Permanent powers cannot have alternate power feats, nor can they be alternate powers (since they can't be turned on and off)." While I know that UP changed some stuff with Arrays, I don't recall any changes about the definition of permanent.

I'm not even that sure that many terrestial plants are all that vulnerable to fire, despite the apparent commonality of the flaw (sure, some grasses and maybe pine stuff burn like crazy). The fact that plants can catch fire and continue to burn is usually the problem for tree like plants, not that they'll burn up instantly (which is kind of what that high of vulnerability suggets). So a drawback that adds Secondary Effect to fire based attacks might be more fitting than vulnerability.
 

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