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Superheroes of The Trust OOC Thread (Accepting Alts)

James- a few comments:

1)
Enhanced Dexterity 16 [16pp]
This power is always active, but it isn't reflected in your above statistics. Also, it seems to me like your saves are slightly too high given that you've spent 2 points on saves and have a +3 Fort from Con, +10 Ref from Dex and +2 Will from Wis. So you've actually spent 3 pp to get the saves that you have.
2)
[Spirit can fly at extreme speeds, but when she's not airborne she can utilize that same power to express great strength and lift heavy objects.

Just making sure that you know that you have no strength when insubstantial. So you can only use Enhanced Str/Super-Str in practice when you're both not flying and not insubstantial.
3)
Morph (humanoids) 2 [2pp]
Isn't Morph (Humanoids) 2 pp per rank, making this 1 rank for 2 pp?

4) As you have spent over 100 pp on powers, this is the place to cut points. Are there any elements of your concept that you can live without (e.g., Speak/Understand machines, which doesn't seem critical as you have few machine/computer related abilities).
 

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Since Spirit can't often use her attack powers at the same time she's insub (no affects corporeal, so only other wind spirit creatures might be valid targets), so consolidating those powers into the same array would save some points. Or savagely start cutting everything to buy Affects Corporeal.

Strike 5 doesn't play well with your base 14 STR nor the enhanced strength on the flight AP. Consider adding mighty, trimming some base STR, and or sticking it into the Air Control array.

Your air powers are pretty weak in terms of raw damage/DC - Spirit's best attack is punching whilst using her STR from flight. And their attack bonus sucks. Plus you have no good defenses besides Insubstancial.

Trimming a few points from stats and then feeding some of the saved points into skills could preserve your capability with those skills and save some points.

I'd probably look at expanding your Air Mastery array by moving some of the other related powers into it. Move the Insub and Strike in there and you've just saved yourself 14 points, for no real loss of ability.
 

Victim said:
You could probably tweak defensive roll instead of using unreliable. It seems pretty obvious that he'll attempt to take all the hits on robot side, not the human one. So if he's aware of the attack and can move around freely, then he'll probably be able to cover the squishy half pretty well. But if he's surprised or outmanuevered, then the fleshy bits are probably getting shot. Maybe throw in an additional limit to reflect a vulnerability to multiple attackers, since he won't be able to present his tough half to every foe.

Just as defensive roll provides a bonus to Ref vs Area attacks besides the situational toughness benefit, maybe your machine half could provide a bonus to Fort saves (lost in the same conditions as the toughness), since the machine parts will dampen or block many attacks that only affect living beings.

I very much like this idea, and would allow the version with Fort instead of Ref.

Elric said:
It's possible that you could not take Unreliable and just interpret low Toughness saves as attacks that hit the human side of your body, causing extra damage (this minimizes work at DM_Matt's end as well)

I additionally would do this.

I like the general concept, so long as we find mechanics that work. I think these do.

I believe also that the limited flaw should work on super-strength, but not on regular strength, since your strength bonus applies directly to the damage of your main attack form, which the drawback does not limit. I could let you have a .5pp/rank flaw on it though, to represent that for half its purposes (lifting), it is limited, but the other half (attacks), it is not limited. Its basically a limited flaw applied to a limited flaw.
 
Last edited:

Revised...again

Spirit

Abilities: STR: 14 (+2) DEX: 30 (14) (+10) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: +12 Climb [10 ranks], +7 Diplomacy [5 ranks], Knowledge +10 (Business) [8 ranks], +4 Knowledge (Earth Sciences) [2 ranks], +6 Notice [4 ranks], +8 Profession (Accountant) [6 ranks], +5 Survival [3 ranks]

Feats:
Attractive 2

Powers:
Comprehend (Speak/Read/Understand Any Language, Speak/Understand Machines) 6 [9pp] (-1 Doesn't work in a strong magnetic field)

Phantom translations appear to Spirit of all written communications written in a pale blue glowing script that hovers over the text whenever she can't understand something. Similarly, Spirit hears a cold voice translating any spoken language she doesn't understand, while the same voice deftly translates Spirit's voice to any language she desires.​

Morphable Form Array [27 pp]
Mighty Strike 8 (Accurate, Indirect 3)
AP Elongation 4 (+1 Projection, Subtle, Indirect 3) LINKED Additional Limbs 3 (Subtle, Indirect 3)
AP Insubstantial 2 (+ 1 Action, + 1 Duration, Selective) LINKED Flight 4
AP Morph (Same Mass) 2 LINKED Protection 5 LINKED Snare 3 (Subtle, Reversible, Selective, +1 Aura, -1 Range Touch)
AP Density 6 (Subtle)
AP Regeneration (Injured 5 ranks, Disabled 2 ranks, Ability Damage 3 ranks, Resurrection 1 rank, Regrowth, -1 Doesn't work within a strong magnetic field)
AP Superspeed 4 (Rapid Attack, -1 Doesn't work within a strong magnetic field)
AP Flight 8 (Subtle, Moving Feint)

Able to deftly manipulate objects at range with her very form (though few would notice the difference between her aerated form and the surrounding air around her), Spirit is also able to manifest several other abilities by controlling her form such as making her body as dissipated as the air and flowing through cracks, changing her appearance, “throwing” a mighty strike that appears out of nowhere to assault her foes, healing her wounds through concentration, moving very quickly, and using her fine control over her body to lift enormous weights by increasing her mass.​

Enhanced Dexterity 16 [12pp] (-1 Doesn't work within a strong magnetic field)

Spirit isn't quite a physical body anymore, and so she moves herself with the speed of thought, allowing great agility.
Enhanced Skill Array [10pp] (-1 Doesn't work within a strong magnetic field)
Eidetic Memory, Evasion, Improvised Tools, Quick Change 2, Uncanny Dodge (Taken together)

+ 8 skill ranks in either Computers, Disable Device, Knowledge (Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology), Medicine, Pilot, & Search (All with -1 Distracting) (choose one at a time)

Much like her translation abilities, Spirit has access to an incredible wealth of knowledge to aid her in several important tasks. So much information, in fact, that it's nearly impossible for her to concentrate on other tasks while she's “being informed.”

Spirit can recall much of what she has learned or viewed simply by requesting it, and whatever unknown power source that grants her powers shows her. Often this occurs with bluish, hovering picture frames that only Spirit can see. When Spirit needs many tools, she finds her body changing to form them or the air forming to help accomplish the task. Since she's found out about her new powers she's never had to buy any new clothes either, as she easily creates and removes clothing out thin air and her own body.​

Immunity (Life Support, Age, Sleep, starvation & thirst, critical hits,electricity) [19pp]

Spirit has been freed from most of the most onerous weaknesses of the flesh and also finds no great difficulty enduring even the most extravagant of sources of electricity.
Protection 4 [4pp]

Super Senses (Danger Sense, Distance Sense, Infravision, Radio, Time Sense, Ultra-Hearing, All Senses At Radius, Analytical Vision, Rapid Vision 2) [15pp]

Spirit's insane senses are what first tipped her off about her new status, and it's easy to see why. Spirit's new form makes her aware of an incredible array of trivia about her environment.​

Combat: + 10 Atk, + 11 Def

Saves: Toughness +7 , Fortitude +9, Reflex +10, Will +7

Drawbacks:
Disability: No Identity (Uncommon, Minor) [-1pp]

Jessica Lane is presumed dead and/or missing in Europe. In any case, several police agencies would be very interested in talking to Jessica about her also missing friend if she were to suddenly turn up in the United States.
Disability: Penniless (Uncommon, Minor) [-1pp]

Spirit has a wealth score of 0. This would have more of an impact, except she doesn't need to sleep or eat so she can avoid most basic necessities. It does mean that something as simple as going to see a movie requires Spirit to break the law.​

26 Abilities + 10 Skills (38 Ranks) + 2 Feats + 96 Powers + 22 Combat + 11 Saves – 2 Drawbacks = 165

Identity: Hero Only

Gender: Female Height: 6'2 Weight: 165 Hair: Platinum Blonde Eyes: Blue

Origin: Jessica Lane was once a mousy, somewhat frumpy woman slowly advancing toward middle age and spinsterhood when she won a vacation to Europe. Simply put the vacation was life-changing even before came upon her mysterious abilities, but her trip became more fundamentally evolving when she decided to take a weekend rock climbing hike with a friend in the Alps. Wandering far off the beaten path, the pair of rock climbers were stranded in a sudden snowstorm when her friend injured herself. Jessica left to seek help, but soon became lost herself until she found a mysterious cave to seek refuge in. There inside she found bizarre glyphs and writings, and a glowing blue sphere made of a strange golden metal. Unable to resist the urge to touch the sphere, Jessica's life was thrown out of kilter ever since. She awoke at home, wearing an appearance that was not her own nearly a year later in her apartment, which was being shown to new renters.

Wandering the streets confused, Jessica suddenly found herself in a wash of new information and senses thanks to her powers. Even as she was nearly overwhelmed by the new sensations, a black van pulled up and goons with high-tech weaponry and strange religious symbols attacked her. Despite being more than a match for the attackers, there was much collateral damage from the attack. Jessica was despondent and pledged to somehow make up it.

Theme: Spirit is a set of arrays now to reflect her various “forms.” The limitations to some of her powers by “strong magnetic fields” have been bought as partial limitations, but I'm not sure if they shouldn't be bought more properly as power Drawbacks which would make things a lot more expensive? Anyways, throwing her out there for insight and suggestion again. I don't THINK I've overstepped any level caps this time, but who knows. She makes my brain hurt, because I've got this vague notion of how she should work, but it's hard to shove her into the rules I think.
 

Voidrazor said:
Actually it is because there is no pantheon, that I think Matt might rule that anyone, or at least any priest, shaman, rabbi, etc. could bless an item. The blessing wouldn't have any other game effect but would be a reasonable way to make the drawback meaningful.

Sorry, I wouldn't do that. Allowing clergy of all varieties any automatic magical effect effectively creates a pantheon of sorts. I want to religious structure of modern-day earth relatively intact.

How about what can kill Brimstone being a secret, not even known to him, tied into his mysterious background. Brimstone and his enemies will thus value knowledge of his origins, in order to find out how to avoid dying or how to kill him, respectively.
 

Voidrazor said:
I'd like to throw my hat in the ring as well.

Doctor Know is a gadgeteer with an reputation in the media as an evil genius. He is a genius, but the evil part is entirely undeserved.

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 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 somehow became integrated into Dr. Knowles brain, 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. But with his superhuman intellect he and his lawyer were easily able to get acquitted. Since then the doctor has worked assiduously for the betterment of mankind, but the press has been unrelenting in its condemnation.

[sblock=Stats - In Progress]Hero Name: Doctor Know
Real Name: Dr. Emmanuel Knowles

Abilities: 28pp
Str 06 -2 (-4pp)
Dex 12 +1 (2pp)
Con 10 +0 (0pp)
Int 30 +10 (20pp)
Wis 16 +3 (6pp)
Cha 14 +2 (4pp)

Skills:
Computers 26 (+10 Int 16 ranks)
Diplomacy 18 (+2 Cha 16 ranks)
Disable Device 11 (+10 Int 1 ranks)
Investigate 11 (+10 Int 1 ranks)
Knowledge: Behavioral Sciences (+10 Int ranks)
Knowledge: Business (+10 Int ranks)
Knowledge: Civics (+10 Int ranks)
Knowledge: Earth Sciences (+10 Int ranks)
Knowledge: History (+10 Int ranks)
Knowledge: Life Sciences (+10 Int ranks)
Knowledge: Physical Sciences (+10 Int ranks)
Knowledge: Tactics (+10 Int ranks)
Knowledge: Technology (+10 Int ranks)
Language: English, French, Spanish, Japanese, Mandarin, Cantonese, Russian 6pts
Notice
Sense Motive
Search (+10 Int ranks)

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

Powers:
Tensor field manipulator: Device 27pp (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 (Helpless Removal only, Indestructible, Restricted X2) 45 pool
- Boost 6 ranks (Any One Trait, Area, Effects Objects, Infectious, Selective, Slow Fade 9)
- Concealment 10 ranks (Close-Range, Dynamic) (20pp)
- Create Object 14 Ranks (Continuous, Innate, Precise, Subtle)
- Teleport 9 ranks (Affects Others, Free Action, Limited: inanimate objects and robots only, Limited: only to destinations in nano-boost field, Change Direction, Change Velocity, Progression 7 [10,000lbs])
[/sblock]

i have a bit of a problem with area infectious any trait boost. The lack of complicated other-boosting powers are one of the advantages that M&M has over D&D, and are generally not used in comics. I get what you are trying to do here, and it is creative, I just would prefer it not be used in this game.


(More posts later tonight)
 

DM_Matt said:
I believe also that the limited flaw should work on super-strength, but not on regular strength, since your strength bonus applies directly to the damage of your main attack form, which the drawback does not limit. I could let you have a .5pp/rank flaw on it though, to represent that for half its purposes (lifting), it is limited, but the other half (attacks), it is not limited. Its basically a limited flaw applied to a limited flaw.

As Enhanced Strength is 1 pp/rank, don't you mean a 0.25pp/rank flaw?
 


It allows you to use 2x movement power rank for feinting, but it requires you to use the power to move during the round. So a Move action to move + Standard action to feint.
 

Moving Feint:
You can substitute twice the power rank of a movement effect with this power feat for your Bluff check modifier when making a check to feint in combat (see Bluff, M&M, page 42, for details). You must use the effect to move during the round in which you feint, making the attempt a full round action (a move action to move plus a standard action for the feint check).

So when making a feint in combat while flying in that configuration (the speedy flier), she can make a Bluff check at +18 to feint...I think.
 

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