Superheroes of The Trust OOC Thread (Accepting Alts)

Alright, I have most of Brimstone's stats done, but they still need some work. I would like to submit them to you as a work in progress, and please look them over and see if there are any mistakes

[sblock=Brimstone's Stats (work in progress)]

165 pp

Attack +7 (14 pp)
Defense +15 (+12 Flat Footed) (12 pp, +3 Dodge)

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

Init +4

Abilities (28 pp)

Str 14 (+2) (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 (15 pp)

Acrobatics +8 (4 Ranks, +4 Dex)
Climb +12 (10 Ranks, +2 Str)
Intimidate +11 (10 Ranks, +1 Cha)
Knowledge (Theology) +12 (12 Ranks, +0 Int)
Notice +8 (8 Ranks, +0 Wis)
Stealth +12 (8 Ranks, +4 Dex)
Survival +8 (8 Ranks, +0 Wis)

Feats (17 pp)

Diehard
Dodge Focus (3)
Elusive Target
Evasion (2)
Fearless
Fearsome Presence (6) (DC 16)
Precise Shot
Startle
Track

Powers (51 pp)

Additional Limbs (Prehensile Tail) (1pp)
Hellfire Control 7 (Blast, Strike (Hellfire Weapons)) (15 pp)
Flight 3 (Wings) (6 pp)
Immunity (Aging, Heat, Fire) (7 pp)
Regeneration 16 (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: Persistent, Regrowth (18 pp)
Protection 3 (Scales) + Power Feat Impervious (4 pp)



[/sblock]
 
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DM_Matt said:
When you write the fluff, explain what your plasma orbs do. Their extras and power feats make for an unusual set of features. Also, your knowledge: tech and computers might be better being less extremely different (besides, we need more people good at such things).

I was planning on it. The basic idea is that she's developed her control over fairly weak manifestations of her power to such a degree that the little plasma spheres are basically programmable. That's why they can be set to chase specified targets, take indirect routes, and lie in wait. It's a sort of reaction to the dangerous powers she can't really control like the cone blast and a nasty aura that burns both ways.

That's also why her computers is so high without the knowledge to go with it - lots of experience intuitively programming the powers without all that much technical education. Hmm, I can probably shift some skills around to narrow the gap a bit though.
 

Re: Brimstone
You haven't bought any ranks of Attack/Defense (or any feats to this effect besides 3 ranks of Dodge Focus) and you only have 25 pp left. You also haven't spent any points on exotic (Fort/Ref/Will) saves yet. That means that you have almost certainly spent too many points on other things. You also have no defensive powers that increase your Toughness save, which is currently at +3 (that's bad!). Scales ought to give you the Protection power to boost your Toughness (that's good!).

Your Blast/Strike power + Sneak Attack means that you'd need to take a tradeoff of +6 damage, -6 attack in order for the Blast/Sneak Attack to be legal. I doubt you intended this, so you should lower the rank of Blast.

(Side note: Note that Strike isn't Mighty so you don't apply your Strength modifier to it- if you did have Mighty Strike you'd be at 22 damage and wouldn't be able to buy an attack bonus at all (i.e., this is too extreme of a tradeoff to ever take))

Recovery Bonus is terrible for the pp cost. Constitution is slightly too cheap for what it does (which includes adding to recovery checks), and you could probably easily justify a somewhat higher Con. I house-ruled the Recovery Bonus function of Regenerate to a +2 per rank bonus when I GMd a campaign last year- if you're set on having a very high Recovery bonus without very high Con ask and I'd imagine Matt would do the same (as any min/maxer would still take Con even with this modified version of recovery check power).
 

Re: Brimstone.

To show you what a demonic character might look like, here's a rough conversion of Glory Hound, a Demonic Pomeranian Man-Dog played by a friend in our 1e M&M campaign.

[sblock=Glory Hound "Now I'm going to go look for my soul"]GLORY HOUND
PL: 11 (165 pp)

ABILITIES: STR: 24 (+7) DEX: 22 (+6) CON: 28 (+9) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 4 (+10), Bluff 8 (+8), Gather Info 12 (+12), Handle Animal 8 (+8), Intimidate 12 (+12), Investigate 4 (+4), Know: Theology and Philosophy 8 (+8), Notice 12 (+13), Profession(Dogcatcher) 2 (+3), Search 8 (+8), Sense Motive 10 (+11), Sleight of Hand 4 (+10), Stealth 10 (+16)

Feats: Animal Empathy, Attack Focus: Melee (5), Benefit (Glory Hound has no soul), Contacts, Dodge Focus (5), Evasion (1), Improved Critical: Bite (1), Improved Throw,
Improved Trip (1), Uncanny Dodge (Scent), Well-Informed

POWERS: LEAPING [2], SPEED [1],
DEMONIC YIP (EMOTION CONTROL 10, AREA- BURST, FLAWS: limited to fear, must be self-centered)
AP of Demonic Yip: STRIKE (VICIOUS BITE) [5], Power Feat: Mighty
SUPER-SENSES [5], (Acute & Accurate Scent, Tracking [Scent], Ultra-Hearing),
REGENERATION (3 BRUISE, 6 INJURED, 4 STAGGERED, 5 DISABLED, 3 ABILITY) [21], Bruised/Injured 1 per round with no rest, Staggered 1 round, Disabled 1 minute, Ability Damage 20 minutes

COMBAT: Attack +5 [Unarmed +7, Bite (+10 attack) +12 damage] Defense 23 (18 flat-footed), Init +6

SAVES: Toughness +9 (9 flat-footed) Fortitude +9 Reflex +9 Will +7

Abilities 46 + Skills 26 (L ranks) + Feats 19 + Powers 39 + Combat 26 + Saves 9 – Drawbacks 0 = 165 / 165[/sblock]
 
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I agree with Elric. With no attack, toughness, defense, or saves, your character will have a tough time in most fights, and buying them is probably going to take more points than you have available. Remember that DEX and STR don't add to attacks or defense. Even if you stick your attack bonus in the hellfire array via the accurate feat, and buy only dodge focus, points will still be tight.

I agree that replacing the recovery bonus with additional Con is a good way to go. Since your Strike isn't Mighty, your STR does little to help you in melee (only if you want to hit someone without using a hellfire weapon). You could replace your 20 STR with 2 ranks of Super Strength to preserve lifting ability, still use the strike in melee for damage, and come out with pretty much the same abilities (slightly less grapple) and 6 extra points.

EDIT:

Generalized attack bonus costs 2 points per +1. Dex doesn't add to defense - of course, 12 points of defense plus 3 ranks in dodge still leaves you with 19 defense. With 10 toughness, you'll be a bit below the caps on defensive stuff but all your regen should make up for it.
 
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Defense is also 2 points per +1, but you start with 10 base. So with current spending, you'd have 19 defense, and 13 when flatfooted (ordinary defense is 1/2 defense, and 1/2 dodge; you can't buy just pure defense bonus without adding some custom extras or flaws).
 

Brimstone's still not correct, but getting closer.

Defense +15 (+12 Flat Footed) (12 pp, +3 Dodge)

It's generally easier if you list your Defense score rather than your bonuses to your defense score (since your defense score= 10+ your bonuses). This is still wrong. If you've spent 12 pp on Defense, that's +6 Defense (2 pp per +1), or +3 Defense when flat-footed. Dodge Focus add +1 when you're not flat-footed, and nothing if you are.

So your Defense is 19 (13 flat-footed) (10 base + 6 ranks of Defense for 12 pp + 3 ranks of Dodge Focus for 3 pp).

Hellfire Control 7 (Blast, Strike (Hellfire Weapons)) (15 pp)

Presumably Strike (Hellfire Weapons) is an alternate power of Hellfire Control i.e., Blast. But what rank is Strike at? Given that you only have +7 attack at the moment, PL limits only mean that Strike has to be at rank <=15. You'd have to have a +4 damage, -4 attack tradeoff to do this.

Since the base power only costs 14 pp, you can only take 14 pp worth of your Strike ability here. So this could be:

Hellfire Control (Blast) 7 (14 pp)
Power Feat- Alternate Power: Strike 14 (1 pp)

Protection 3 (Scales) + Power Feat Impervious (4 pp)

Impervious isn't a power feat. It's an extra that you can apply to a power like Protection or to your constitution bonus directly. You're immune to attacks with a damage bonus below your rank in Impervious. 1 rank of Impervious won't be very good- all you'll be immune to is the punches of level 0 commoners. :) Given your great regeneration, Impervious is probably overkill, so I'd just get rid of that last pp.

Fearsome Presence (6) (DC 16)
Nothing wrong with this rules-wise, but it's not going to be a very good ability in a PL 11 game, even though you've spent 6 pp on it. If you took something more along the lines of an actual fear effect (ala Demonic Yip in my Glory Hound build) as an alternate power of Hellfire Control, that would save you pp and get you a stronger ability. Having a frightening appearance can be a Complication.

Edit- actually, looking at your most recent build if your point totals are correct, your character only costs 152 pp at the moment. I thought that your character still cost 165 pp, in which case you'd be in more of a crunch for points.

Flight 3 (Wings) (6 pp)
Winged flight should impose certain limitations, which take the form of drawbacks that also give you back power points. Fenris's Angel got this exactly right, in my opinion. Here's what this would look like for you.
Flight 3 "Demon's Wings" 50 MPH (4 PP, 3 Ranks @ 2/Rank- 2 Drawback)
Drawback(s): Not in liquids, Power Loss- When wings are restrained

Also, I feel like your character ought to have access to greater than normal men strength, but the way you've set the character up you get very little out of buying a high Strength score (since your attacks are a Blast and a Strike that isn't Mighty). One potential solution that doesn't require you to spend a lot of pp:

Add an alternate power of enhanced strength to your Hellfire Control Array. I'd call this something like Inner Fire and it represents how when you aren't chanelling Hellfire, you can apply the power to your strength. So this would look like:

Hellfire Control (Blast) 7 (14 pp)
Power Feat- Alternate Power: Strike 14 (1 pp)
Power Feat- Alternate Power: Enhanced Strength 14 (1 pp)

The main difference that this will make in combat is that you can grapple (and resist grapples) more easily, if you want to use a melee weapon you've picked up you'll also be good at using it, and if you find someone who is energy resistant you can switch to old-fashioned brawling and still do good damage. You'll also be able to lift much heavier objects (Heavy Load 1200 lbs with your 28 Str score). Well worth it for 1 pp and very fitting with your character concept.

Edit: since you have more pp than I thought, 2-3 ranks of Super-Strength is also a possibility.
 
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Alright, let's try this again. Third time's a charm, eh?

Elric, many thanks. I went with most if not all of your suggestions for Brimstone. Not sure how i messed up the math, but oh well, thanks for catching that. I upped his Defense as well as his Dodge, Upped his attack just a little, went with the alternate powers for Strike and Enhanced Str (need to add that to his backstory), upped his Protection, upped his Toughness, added Fenris' things about wings, and also upped his fearsome presence back to DC 20, but i might change that. I'm just going to re-post him again here

[Sblock=Brimstone (Mostly Done)]
165 pp

Attack +8 (16 pp)
Defense 23 (14 Flat Footed) (16 pp, +5 Dodge)

Fort +10 (3 pp +7 Con)
Ref +9 (5 pp +4 Dex)
Will +7 (7 pp +0 Wis)
Toughness +17 (+5 pp, +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 (15 pp)

Acrobatics +8 (4 Ranks, +4 Dex)
Climb +12 (10 Ranks, +2 Str)
Intimidate +11 (10 Ranks, +1 Cha)
Knowledge (Theology) +12 (12 Ranks, +0 Int)
Notice +8 (8 Ranks, +0 Wis)
Stealth +12 (8 Ranks, +4 Dex)
Survival +8 (8 Ranks, +0 Wis)

Feats (17 pp)

Diehard
Dodge Focus (5)
Elusive Target
Evasion (2)
Fearless
Fearsome Presence (10) (DC 20)
Precise Shot
Startle
Track

Powers (51 pp)

Additional Limbs (1pp)
--Prehensile Tail
Hellfire Control (Blast) 7 (16 pp)
-- 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
Protection 5 (5 pp)
--Scales
[/sblock]
 

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