Superheroes of The Trust OOC Thread (Accepting Alts)

ValenarJaeldira said:
Honestly though, the Gestalt isn't his main thing, it is just the last-ditch craziness that funnels all of his main powers-victory over death.

In main form, he'll have touch-nauseate (alt healing), immunity to disease and fear (after all, if you can't die, what is there to fear?), and probably an area fear-effect, where basically he slightly disjoints his soul and body and makes himself look REALLY CREEPY.

I might make his disjoint an at-will sort of thing-that would change the way I build the power, but it could work.

This may be too creepy to work for a hero.
 

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Shayuri said:
Move along, nothing to see here. Yet. :)

[sblock]VIRIDIAN
PL: 11 (165 pp)

ABILITIES: (32pp)
STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3)

SKILLS: 72 ranks (18pp)
Bluff (+8), Concentration (+15), Craft: Artistic (+8), Diplomacy (+8), Intimidate (+8), Investigate (+8), Knowledge: Arcane (+10), Knowledge: History (+10), Knowledge: Theology (+10), Notice (+10), Sense Motive (+10), Languages (+6)

LANGUAGES:
English (native), Latin, Greek

FEATS: (5pp)
Artificer, Attractive +2, Quick Change, Ritualist

POWERS:
Battle 36pp
Mental Blast +8 (32pp)
AP - Paralyze (alt save: Fort, Perception) +8 (32pp)
AP - Nullify (all magic powers) +11 (22pp)
AP - Snare (Shapeable Area, PF Reversible) +10 (31pp)
AP - Telekinesis (perception) +10 (30pp)

Utility
Healing (Energizing, PF Persistant, PF Regrowth) +10 (32pp)
Concealment (all senses except tactile and magic) +10 (20pp)
Create Object (Continuous, Affects Insubstantial, Limited: Only a Dome, PF Subtle, PF Trigger) +10 (32pp)
Illusion (visual/audio/smell, Sustained, Phantasm, PF Selective) +10 (31pp)
Mind Control

Ritual
Astral Form
Summon
Teleport

Device
Force Field

COMBAT: (12pp)
Attack
Defense +6 (+3 flatfooted)

SAVES: (10pp)
Toughness +3
Fortitude +7 Reflex +5 Will +8

Abilities 32 + Skills 18 (72 ranks) + Feats 5 + Powers + Combat 12 + Saves 10 – Drawbacks 0 = 77 / 165[/sblock]

I suggest that if you have Ritualist and Artificer, you might want some ranks of luck , too, since on-the-spot use of them cost hero points.
 

Excellent point. Take a look at the crunch now and see if there's any goofy mistakes or power combos that seem questionable. The idea of this character is very "supporty." You'll note no Blasts or real damaging attacks...just incapacitatings and crowd control and a plethora of useful, but fairly limited noncombat powahs.

One question! I'm considering a power that works kind of like scrying...that is, you can use a sympathetic link to a target (personal possession or body part of target) to determine the target's location. But I have -no idea- how to model this using M&M! I was thinking perhaps ESP...but there's no 'finder clause' in that. A mental tracking sense maybe...but that implies time and multiple rolls to follow the 'trail.'

Help?
 

Shayuri said:
Excellent point. Take a look at the crunch now and see if there's any goofy mistakes or power combos that seem questionable. The idea of this character is very "supporty." You'll note no Blasts or real damaging attacks...just incapacitatings and crowd control and a plethora of useful, but fairly limited noncombat powahs.

One question! I'm considering a power that works kind of like scrying...that is, you can use a sympathetic link to a target (personal possession or body part of target) to determine the target's location. But I have -no idea- how to model this using M&M! I was thinking perhaps ESP...but there's no 'finder clause' in that. A mental tracking sense maybe...but that implies time and multiple rolls to follow the 'trail.'

Help?

That would be ESP with a Medium (Personal Object) flaw @ -1 pp/rank.

The rest looks fine, but it is hard to tell what abilities are appropriate without the fluff. You may want to max your Arcana though. Also, make sure that the fluff explains what your force field device is and how you got it.
 

Ever read or watch The Dresden Files? :)

(If not, he's got this way cool bracelet inscribed with magic symbols that shields him from direct attacks. I envision something similar here...and yar, it's the object that got the character started down the path of witchery. :))

Note that despite the feats, I don't see Vi as being an experienced magic crafter just yet. I'm sacrificing some raw power for some versimilitude, skillwise. Experience earned will go towards more skill points in the short term, since her powers are about right where I want them for now.

As for ESP...are you sure it'd be a limit? I ask because the base power of ESP lets you look over a distance, but doesn't necessarily tell you WHERE to look. You might be able to see the rice paddies of China, but you don't know where in the world the Archvillain is doing his thing.

What I envision is, if you can get the Archvillain's napkin, or a hair, or whatever...this power would indeed let you either peek in on his location, or just tell you where in the world he was. (leaving you to use other powers to actually SEE him)

That seems to me to be anything but a limiting factor. :)

And it's only fair to give the intended target a saving throw...perhaps modded by the intimacy of the object, a la D&D rules...perhaps not. Might be too much complexity for an unusual circumstance in M&M...
 

Shayuri said:
Ever read or watch The Dresden Files? :)

(If not, he's got this way cool bracelet inscribed with magic symbols that shields him from direct attacks. I envision something similar here...and yar, it's the object that got the character started down the path of witchery. :))

Note that despite the feats, I don't see Vi as being an experienced magic crafter just yet. I'm sacrificing some raw power for some versimilitude, skillwise. Experience earned will go towards more skill points in the short term, since her powers are about right where I want them for now.

As for ESP...are you sure it'd be a limit? I ask because the base power of ESP lets you look over a distance, but doesn't necessarily tell you WHERE to look. You might be able to see the rice paddies of China, but you don't know where in the world the Archvillain is doing his thing.

What I envision is, if you can get the Archvillain's napkin, or a hair, or whatever...this power would indeed let you either peek in on his location, or just tell you where in the world he was. (leaving you to use other powers to actually SEE him)

That seems to me to be anything but a limiting factor. :)

And it's only fair to give the intended target a saving throw...perhaps modded by the intimacy of the object, a la D&D rules...perhaps not. Might be too much complexity for an unusual circumstance in M&M...


Very good point. Perhaps then, ESP, plus the requirement of a medium, plus you need to win a power check against their will save (like mind reading), at the normal cost of ESP.
 

Okay updated Nightweaver both the character sheet (messed around with the concept and I like it alot better) and the exposition :D
 

Dang. Frist I wanted to do magic, then I though well okay that is covered. Okay how about shadow, now come home from work and and poop. . . Covered. Okay time to put the thinking cap on.
 

I'd like to throw a character into this game, if at all possible. He is Brimstone, a Demonic looking mutant, with ranks mostly in Blast, Strike, and Fly. I'll try to make up a stat block for him later.


[sblock= Brimstone's Background]

Brimstone was born with the name Michael Peterson, ironically named after the Arch Angel of the same name. He was born September 10, 1898. He was born like a normal child, no complications. The complications started after he was born. For you see, Michael Peterson was born…..different. His skin was not the pale pink of most babies, it was deep red with splotches of black, with lizard like scales. He also had two small horns coming from his forehead, wings, and a tail. Other than that he was a normal child; two arms, two legs, two eyes, right number of fingers and toes, etc. Everyone in the room promptly fainted, with the exception of the doctor, who died of a heart attack. His parents, once they recovered from the initial shock, immediately took him to the nearest priest and demanded that he do something about this “Demon”. The priest knew not what to do. All his years of training and religious schooling just failed him. His instincts told his to destroy the monster, but his heart told him not to. He called out to the heavens, asking god if he should destroy the beast. No initial sign was given so he decided to sleep on it. During the night, he had a dream where he was old and being helped around by an older Michael. The priest saw this as a sign he should raise the boy, so he did so. Michael grew up in the back of the church, out of site for the most part. The priest, Father Callahan, taught Michael how to read, write, and all the basics he would have learned in school. He also taught him theology and the basics of The Church. Michael also helped out around the church, cleaning and moving things too heavy for the Father. At night, he practiced flying around. He also learned that he could create fire in his hands, something he found useful for lighting candles and getting rid of the squirrels the sometimes got into the attic. He lived there until he was 18 (by then he was quite a proficient flyer and fire-thrower), when he decided it was time for him to move on. He spent the next few years flying, by night, all over the country and seeing everything he was told of back in that church. After 4 years of this, he went home to tell Father Callahan about his travels. When he arrived back at the church, he was not greeted by the Father, but by his funeral procession. Unaware it was his “father”, he sat in the rafters of the church and listened to the service. Turns out that after Michael left, a gang went through the town and robbed it. They killed Father Callahan when he tried to stop them from taking the church’s prized possession, a foot tall solid gold cross. Overcome with anger and grief, Michael flew off and followed the bandits trail to their hideout, where he did things too graphic for me to describe here. After his snap into vengeance, Michael repented and devoted his life to good. He went all over the country for the next 60 years helping those in need, most of whom didn’t want his help because he scared the crap out of them. He eventually settled in Freedom City, where was not the only freakish looking person around. He has made a name for himself as more of a vigilante than a hero, but he still remains on his mission. He now goes by the name Brimstone to match his appearance and because it was Father Callahan’s nickname for him.
[/sblock]
 

Major update to background. Cosmetic update to character sheet (added little names for each of the spells, corrected some grammar, etc).
 

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