Superheroes of The Trust OOC Thread (Accepting Alts)

You could get that Summon power, maybe with some expanded class of being countered by a slow casting time (flaw, plus some drawbacks). Ritualist could be used to get the other types.

My brother reccomends a different sort of Transmute; one that turns people into animals or something. A classic for witches. :)

You could buy some Quickness to speed the research/design phase of your rituals or item creation. Speeding the design of rituals makes a bit easier to get Summon with them as well.
 

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Fangor the Fierce said:
Remove 1 point from Dodge Focus (since con went up) to bring Toughness back to +13 (+1pp)

I presume you mean Defensive Roll, since that adds to Toughness save, not Dodge Focus.

Force Field goes to 7, Imperv 7 as well, (-2pp)

This would leave you with a +14 Toughness save, 1 above your max. So to avoid this, I'd subtract another point from Defensive Roll.

Leaves me with 1pp to use up....... (outside of the Device Ring)

2 pp to use up if you drop a rank of Defensive Roll. Personally, I think 1 rank of Defensive Roll isn't worth the hassle of keeping track of it. So I'd drop it and up your Con to 22 and subtract 1 other pp from your Fort save.

But you'd still have 2 pp to spend. The Contacts feat to enhance your Gather Info skill? 8 ranks of Bluff (which also helps you feint in combat)? Buy back the 2 ranks in Diplomacy/Gather Info? Lots of choices and those are just in skills and related abilities.
 


I think this guy is completed. Sorry it took so long, but it was worth it!

[sblock=]
----------Ability Scores---------(28pp)
Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 22 (+6)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 18 (+4)

----------Saves---------(25pp)
Toughness: +13 (6 Con, +7 Force Field)
Fortitude: +10 (6 Con) 4pp
Reflex: +9 (1 Dex) 8pp
Willpower: +14 (1 Wis) 13pp

----------Combat---------(16pp)
Attack Bonus: +5 (+7 Ranged, +11 Cosmic Array Attacks) 10pp
Damage Bonus: Unarmed +2 (Bruise)
Grapple: +5
Defense Bonus: +9 (+3 Base, +6 Dodge) 6pp
Initiative: +1

----------Skills---------(14pp)
Bluff - 0 (+4)=4
Climb - 0 (+4)=4
Concentration - 12r (+1)=13
Diplomacy - 10r (+4)=14
Disguise - 0 (+4)=4
Escape Artist - 0 (+1)=1
Gather Info - 10 (+4)=14
Handle Animal - 0 (+4)=4
Intimidate - 0 (+4)=4
Notice - 12r (+1)=13
Search - 0 (+0)=0
Sense Motive – 12r (+1)=13
Stealth - 0 (+1)=1
Survival - 0 (+1)=1
Swim - 0 (+2)=2

----------Feats---------(22pp)
Dodge Focus (6): +6 dodge bonus
Eidetic Memory (): Perfect recall of everything you have experienced
Fearless (): Immunity to fear effects
Attack Focus Ranged (2): +2 bonus on ranged attacks
Attack Specialization (2): +4 bonus to Cosmic Array Attacks
Leadership (): Spend Hero point to remove adverse condition from ally
Inspire (4): Grant allies +4 to attacks, saves, & checks by spending Hero Point
Luck (3): Gain 3 Hero Points
Uncanny Dodge (); Retain Dodge bonus while Flat-Footed, Sight Dependent
Precise Shot (): No penalty for shooting or throwing into melee

----------Innate Powers---------(21pp)

Immunity 5
Effect: Defense
Range: Personal
Action: Reaction
Duration: Permanent
Suffocation [+2], Aging [+1], Disease [+1], Poison [+1]
Total Cost: (5pp)

Force Field 7
Effect: Defense
Range: Personal
Action: Free
Duration: Sustained
Extras: Impervious [+7]
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (14pp)

Flight 3 (Cosmic Board)
Effect: Movement
Range: Personal
Action: Move (Active)
Duration: Sustained
Extras: None
Flaws: Platform [-1]
Power Feats: None
Drawbacks: Reduced Load [-1] (Medium Load)
Total Cost: (2pp)

----------Device Powers---------(42pp)

Device 10
Effect: General
Range: Personal
Action: Reaction
Duration: Permanent (Innate)
4 point per rank option, Ring is Focus of Cosmic Power and Hard to lose
Extras: None
Flaws: None
Power Feats: Restrictions [2] (His Use Only)
Drawbacks: *Recharge*
Total Cost: (42pp)
*Allows 50pp for Device Powers

Super Strength 1
+5 to Strength score
Type: Trait
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (2pp)

Cosmic Awareness – Sense the use of powers or effects of Cosmic Energy.
Super Senses 1
Effect: Sensory
Range: Personal
Action: None (Passive)
Duration: Continuous
Extras: None
Flaws: None
Power Feats: None
Drawbacks: None
Total Cost: (1pp)

Regeneration 2
Effect: Alteration
Range: Personal
Action: Reaction
Duration: Permanent
Resurrection x2 (1 Day)
Extras: None
Flaws: None
Power Feats: Regrowth
Drawbacks: None
Total Cost: (3pp)

Cosmic Energy Control
Array 19 (38base, +6AP) 44pp

Cosmic Energy Control (Blast) 11
Effect: Attack (+11)
Range: Ranged (110')
Action: Standard
Duration: Instant
Extras: Autofire [+1], Partial Penetrating [+3]
Flaws: None
Power Feats: Affects Insubstantial x2
Drawbacks: None
Total Cost: (38pp)

Alt Power 1
Deflect Rank 9
Effect: Defense (Block +9, -2 per additional)
Range: Touch/(900’max, 90' Increments)
Action: Standard
Duration: Instant
3 Points per Rank Option - All ranged and mental attacks
Extras: Ranged (Increment of 10’x Power Rank) [+1]
Flaws: None
Power Feats: Triggered x2
Drawbacks: None
Total Cost: (38pp)

Alt Power 2
Strike 11
Effect: Attack (+11)
Range: Touch
Action: Standard
Duration: Instant
Extras: Partial Penetrating [+3]
Flaws: None
Power Feats: Incurable, Affect Insubstantial x2, Accuracy, Knockback x5
Total Cost: (23pp)

Alt Power 3
Snare 11
Effect: Attack (+11)
Range: Ranged
Action: Standard
Duration: Instant
Extras: Transparent [+1]
Flaws: None
Power Feats: Reversible, Tether
Drawbacks: None
Total Cost: (35pp)

Alt Power 4
Heal 10
Effect: Alteration
Range: Touch/Ranged
Action: Standard
Duration: Instant
Extras: Action [+1]
Flaws: None
Power Feats: Persistent, Regrowth, Stabilize
Drawbacks: None
Total Cost: (33pp)

Alt Power 5
Create Objects 8
Effect: General
Range: Ranged
Action: Standard
Duration: Continuous
Extras: Movable [+1], Duration (Continuous) [+1]
Flaws: None
Power Feats: Innate, Precise, Stationary, Subtle, Tether, Progression (10’Cube x rank)
Total Cost: (38pp)

Alt Power 6
Cosmic Energy Control (Blast) 11
Effect: Attack (+11)
Range: Ranged (100'max, -1 dmg per 10’)
Action: Standard
Duration: Instant
Extras: Area Burst[+1]
Flaws: None
Power Feats: Affects Insubstantial x2, Knockback x3
Drawbacks: None
Total Cost: (38pp)

----------Drawbacks------------

Ring of Cosmic Channeling requires a daily recharge from him. This can be anytime the ring is out of energy, usually lasting 23 hours at a time. After 23 hours of no recharging, the ring’s powers are lost. Recharging the ring is a meditative focus, where he has to have the following circumstances; the ring, a cosmic focus (single star, the moon, or the sun), and one hour of meditation. Meditation is a relative term, up to the GM’s discretion. Upon completion, the ring is recharged for another 23 hours of powers.

Type: Power Loss (*Recharge* Daily)
Frequency DC5
Severity DC5 (-3pp)

----------Trade Offs------------

Defense -2, Toughness +2

----------Cost Summary---------
Abilities: 28
Combat: 16
Saves: 25
Skills: 14
Feats: 22
Powers: 63
Drawbacks: -3
Total Cost: 165/165

[/sblock]

Removed Darkvision and added Flight 3, dependent on platform, reduced to medium load max.

Ring's additional powers include Cosmic Awareness, Super Strength 1, and Regrowth added to Regeneration (Resurrection) in case I am hacked up in pieces.

The CHA bonus is +4, so that's good for everyone.

Well, again, thanks for all the help, and I can't wait to see how Guardian rounds out the group.

DM_MATT, for the induction of Guardian into the trust, I am reading up from the beginning of this game, and when I catch up, I will send you a brief intro to Guardian and his movement to join the trust, and eventually transfer to the new group.

THANKS!
 
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Looks good. Nice job. M&M character creation is tough because as Matt said, it's more of an art than a science.

If you haven't played M&M before, take a look at my roll call thread on The Atomic Think Tank, the official M&M forums, here. I have two detailed fight examples from the perspective of players and the GM, so they're designed to help people learn the rules. I also have some detailed character creation examples, but I didn't realize that it was your first time creating an M&M character so I didn't link to them initially.
 

Ok, last edit on the character. I removed Darkvision, and added flight instead, flaw of Platform (cosmic energy shield or board), and flaw of reduced to Medium Load. I can't see this guy without the ability to fly, and Darkvision was the most sensible thing to remove.

DM_MATT, if approved, can I go ahead and move this sheet over to the Character Sheet thread?
 

Alright, go for it.

One note: Penetrating is not very good on his attacks, and can be bought as a partial extra anyway. Without penetrating, you'd have to encounter something with impervious 12 to have an issue (this is very rare) , and each point of penetration raising that by one. Certainly your ability to beat Impervious 22 is overkill. I would recommend replacing it with Autofire 1, and maybe taking a point or two of penetrating instead of incurable or indirect.

Once the character is finalized, you will get a chance to revisit your build after the first major combat (so you'll have gotten a chance to test drive him).
 

Matt? I kinda updated Hope's complications section. Here's the rundown per your approval.

Complications:
[sblock]
*Suffers disorientation/exhaustion when using fire/ground based spells, the disorientation is similar to being highly intoxicated with all of the problems therein. Lasts for at least a couple of rounds, dependant on the strength of the spells used.

*Superheroes tend to view her with mistrust and dislike at first, at least until she proves herself, this is mainly due to her reputation for using lethal force when dealing with supervillians. (The superheroes whose main focus is criminals and hardcore supervillans are the exception to this rule)

*On the other hand, law inforcement, criminals and supervillans tend to respect her. When dealing with them, her reputation for honesty, investigative skills and sheer ruthlessness are a plus.

*Healing is tiring: Using the Healing gift is tiring, often times making her fatigued.

*She is an orphan. She doesn't know who her parents are. She has in the past come across some evidence that her parents might be supervillians and she keeps this knowledge close to the vest as it has yet to be confirmed. The only other person who knows about this is the superhero Foreshadow, who was with her when she discovered this.[/sblock]

REPUTATION
[sblock]
REPUTATION
Hope is not exactly a superhero persae and has been characterized as a wildcard or an anti-hero and a general pain in the ass by most superheroes who have worked with her. The Saint is more of a nickname than a secret identity, stemming from her work in missing persons and helping the FBI solve some pretty nasty crimes.

The Hellborn Saint comes from her tracking down a necromancer to the gates of hell and impaling him on the spikes.

Most supers seem to be somewhat uneasy around her (at least until they get to know her), given her reputation for using lethal force when dealing with dark or corrupt mages, sorcerers, witches or the more truly dangerous mutants/supers.

Strangely enough, most law enforcement types and even some criminals tend to have a great deal of respect for her.[/sblock]
 

DM_Matt said:
Alright, go for it.

One note: Penetrating is not very good on his attacks, and can be bought as a partial extra anyway. Without penetrating, you'd have to encounter something with impervious 12 to have an issue (this is very rare) , and each point of penetration raising that by one. Certainly your ability to beat Impervious 22 is overkill. I would recommend replacing it with Autofire 1, and maybe taking a point or two of penetrating instead of incurable or indirect.

Once the character is finalized, you will get a chance to revisit your build after the first major combat (so you'll have gotten a chance to test drive him).

COOL! So, penetrating is overkill, understood. Changed to Autofire for the Blast, but what about Strike? Penetrating would go down to +5, yet would Autofire work with a Strike attack? Or should it be limited to Ranged attacks?
 

Fangor the Fierce said:
COOL! So, penetrating is overkill, understood. Changed to Autofire for the Blast, but what about Strike? Penetrating would go down to +5, yet would Autofire work with a Strike attack? Or should it be limited to Ranged attacks?

It can work for some melee attacks, but not for this character. It can be used to model being very fast or skilled with a certain weapon or martial arts style, but your guy just hits em hard. Maybe take some knockback instead of some of the penetrating.
 

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