Superheroes of The Trust OOC Thread (Accepting Alts)

I have returned from my adventures at GenCon! An adventure on which I met Gary Gygax! :D :D :D
But yes, I should be back to my normal posting, though I do start school this week. Hopefully that doesn't get in the way.
 

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Raylis- just saw your updated character sheet. Since you have 8 ranks in Forcefield, you'll want to get some ranks of Concentration so that when you're stunned the forcefield doesn't drop (DC 10+rank, so 18 to keep it up, so 8 ranks would get you a +12 Concentration check which would be pretty good). Alternately, you could change the power to protection to represent a constant effect that she doesn't have to think about- then you won't be able to use Extra Effort to Power Stunt anything off of it, but can't be dropped when you're stunned.
 

Hmmm. Matt? You invited me in as a possible alternate. I already posted my character. She's something of a Harry Dresden type superhero, the mystical investigator.
 

kirinke said:
Hmmm. Matt? You invited me in as a possible alternate. I already posted my character. She's something of a Harry Dresden type superhero, the mystical investigator.

Some comments: Matt's initial post of the thread isn't clear about this (no matter how many times I told him to write PL 11, 165 pp in the post... :\), but we're actually playing at PL 11, 165 pp.

Also, we're not using the wealth rules so if you want anything as equipment besides what the superhero team gives us (look at Johnny Nitro's character sheet where that's all listed as "free equipment"), and probably the basics, i.e., normal apartment/car type stuff, you'll have to buy it with the equipment feat. You can still take a benefit feat to be wealthy, but it won't let you get free equipment in game. For example, you'd have to pay pp for the sword.

You have no Cha score listed. That bad, eh? :)

I can't tell what you've done with your magic array. You have to list it in an easier to understand format for me. Maybe not Matt, though :)

Skills are 1 pp for 4 skill points. I don't think you have that right. Also, you aren't adding +7 for your Wis/Int bonuses to the skills based on Int/Wisdom.

Attack Bonus and Defense Bonus are 2 pp each. So that should be 24 pp for +12 to each, not 4 pp (maybe this was just a typo). Strength and Dex don't add to Defense or to Attacks, so there's no reason why your ranged attack would be higher than your melee attack as you haven't taken Attack Focus: Ranged.

The build needs a lot of work :) You should take a look at the character creation examples I've posted here, if you haven't done so already. We all made first characters once.

The Excel spreadsheet linked to in the first post of this thread is very helpful for making characters- that's what I use for all of my PCs. You should use that.
 

Lol. Bear with me, first time using these new rules. ;)

Basically, I'm heading for a kind of Harry Dresdenish type investigator/superhero. Also, majorly reworked the character, to reflect PP and such. Hope it's an improvement.
 
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Much better, but a way to go. She's nowhere near powerful enough in combat- you should be at your offense/defense PL caps, more or less. On defense: +11 Defense bonus/+11 Toughness save, as modified by the tradeoff rules (pg 24).

You need to specify just what powers you have at what ranks with what extras in your magic array. Also, you don't want to have to drop your Forcefield (or Flight) to use your Blast!

For example,
Blast (Mystic Fire) 10 (20 pp)
AP: Healing 10
AP: Telekinesis 10

In a separate power slot: Flight 3
In another separate power slot: Force Field 10

You don't have to spend nearly that many pp on equipment. The Heavy Pistol is almost identical to the free equipment item we all got (see my character's sheet, second from the top). A lot of the other minor equipment is identical to stuff we got. The Switch Blade is going to be useless. You don't need to pay pp for an ordinary house/car- you're just assumed to have it. Improved Block and Fearsome Presence (at one rank) will be useless. You have to specify what attack Improved Crit applies to.

Given the number of Int-based skills you have, you should increase your Int score while lowering your skill ranks some (it's magic- she can always justify 26 Int). Search is based on Int, not Wis. Notice is the one based on Wis- you should have ranks in that. Gather Info is based on Cha. If you used the Excel sheet, you wouldn't have to worry about this. Profession: Investigator isn't needed when you have the Investigate skill.

You can't buy up your Toughness save by just spending pp directly- you can only do that for the other 3 saves. Your Fort/Ref/Will saves are too low by about 2 points apiece. OK, that should do it for now :)
 
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Yeah, you've spent points on lots of equipment we've gotten for free.

For a magic blasting rod, I'm not sure that equipment is appropriate anyway. Also, she'd be able to stack a Device with her basic level 5 mystic blast to represent the item enhancing her power.

Odd ability scores are basically a waste of points.

Fire Control might be a good AP of the mystic blast.

You may want to do a more detailed write up of the powers in her magic array. Also, putting force field and flight in an array is often a bad idea. Flying or using one of her other utility powers creates a massive vulnerability.

I think that the ability to make potions would be covered by the Artificer feat (it's an equipment based version of ritualist).

While some overlap between characters is going to be unavoidable especially since the group is rather large, Hope's abilities are very much like Viridian's.
 

Victim said:
While some overlap between characters is going to be unavoidable especially since the group is rather large, Hope's abilities are very much like Viridian's.

That is an important point. Be careful about that. Mages can do almost anything in M&M, so their uniqueness and focus rely heavily on their concept. Viridian is a college wiccan mage -- her magics arent that aggressive (due to quasi-pacifist religious stuff about white and black magic) and magic is her entire set of abilities. You would be an FBI trained investigator mage. Your abilities should be different, but you have to figure out what you would be able to do in that line of work.
 

Hmm. I think I'm getting the concept down. :p Alrighty. Lemme rework it again.

Here's what I got so far

[sblock]
ABILITY SCORES: PP SPENT 50
(+2) STR: 15
(+2) DEX: 15
(+2) CON: 15
(+7) INT: 25
(+7) WIS: 25
(+2) CHA: 15

PP SPENT: 27
TOUGHNESS:.................+8 base + 2 ability modifier
FORTITUDE:.................. +8 base + 2 ability modifier
REFLEX:..........................+8 base + 2 ability modifier
WILL:.............................. +3 base +7 ability modifier

PP SPENT 20
DEFENSE: +10
ATTACK: +10
INITATIVE: +2
HERO POINTS
[/sblock]

Now, what sort of powers/feats/skills would be good for this sort of mage. I have 68pp left
I think maybe cold or electricity based spells might work as we already got a fire-bringer on hand.
 
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Viridian's powers cover a lot of traditional mentalism aspects (including remote viewing unfortunately), except outright mind reading stuff. She has TK, Mind Control, Emotion Control, can create TK bubbles with Create Object. Incidently, this makes it very easy for Shooting Star to dismiss magic as psionics with rituals. A different sort of magical theme would help differentiate. Maybe an elemental theme for her spells. (either generalized or single element)- wind TK instead of pure will for instance.

Some kind of Postcognition effect covers the sensing of lingering emanations that Dresden and other occult investigators sometimes employ. An investigator might find an invisibility spell handy, especially since the rules for evidence collection are a bit looser on the private side. Some kind of upgunned telepathy for group communication might be nice.
 

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