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Superheroes of The Trust OOC Thread (Accepting Alts)

Well, here's sort of an update to my previous Angel build, designed to be more like your current version. It still has some noticeable differences with the immunities, though- I eschewed the Life Support and of those immunities I only took Poison & Disease through Immortality.

[sblock]
JOSEPH
PL: 11 (165 pp)

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Bluff (+4), Climb (+4), Concentration (+2), Diplomacy 12 (+16), Disguise (+4), Drive (+3), Escape Artist (+3), Gather Info 8 (+12), Handle Animal (+4), Intimidate (+4), Arcane Lore 4 (+6), Theology and Philosophy 4 (+6), History 4 (+6), Notice 12 (+14), Search (+2), Sense Motive 12 (+14), Stealth (+3), Survival (+2), Swim (+4)

FEATS: Animal Empathy, Attack Focus (6), Attack Specialization: Swords (1) Dodge Focus (8), Evasion (1), Fearless, Interpose, Move-by Action, Power Attack, Second Chance (2)(Mind Control Possession), Takedown Attack,

POWERS: Celestial Power Array:
Healing Touch (Heal 5) (PF: Persistent) (11 pp) [5],
AP: Emotion Control 4 (Area- Burst, Selective Area, No-Range, Drawback: No Hate) (11 pp),
AP: Light Control 5 (100 foot radius) (10 pp)
AP: Teleport 9 (Long Range only) (9 pp) [9],
AP: "Enhance Razor" (10 pp) Add to Razor: Strike 3, Affects Insubstantial 2, Accurate, Improved Crit, Improved Block, Improved Sunder, Weapon Break

Heaven's Razor (Device 1, Easy to Lose) [1], Power Feat: Restricted (those worthy), Indestructible
Razor: Strike 3 (PF: Mighty, Improved Crit), ,

Anger Container (Power Feat: Innate), ,
Angel's Wings (Flight 3, Drawbacks: [3], Not in Liquids, Power Loss- when wings restrained) [1],
Super-Senses 12 (True Sight, Danger Sense (Visual), Uncanny Dodge (Sight)) [12],
Immunity 2 (Sleep, Starvation & Thirst) [2]
Immortality [1]
Angel's Grace (Protection 6) [6],
Tongues (Comprehend Languages 4- [4], read, write, speak any language, and several at once if needed) (8 pp)

COMBAT: Attack 2 [Unarmed +4 (Bruise), Sword +12 attack, 10 damage, 18-20 crit] Defense 22 (12 flat-footed) Init 3

SAVES: Toughness 10 (10 flat-footed) Fortitude 10 Reflex 8 Will 10

Abilities 38 + Skills 14 (56 ranks) + Feats 24 + Powers 58 + Combat 12 + Saves 19 – Drawbacks 0 = 165 / 165[/sblock]

notes coming...
 
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You can get by without environmental immunities in many cases just by having a good Fort save. Extreme environments like outer space and the depths of the ocean will still be a problem, but the character will able to withstand the environment for a few rounds (hopefully long enough to do something important, then get back to the airlock :)).

Skills via array does seem somewhat problematic. A skill array with the training fx would be more effective and cheaper than buying real skills, especially if you throw skill based feats into the array. Extra Effort for a skill AP or bonus ranks blows Beginner's Luck away even without the access cost. It seems to be much like Wide in that it's more of a change in the manner in which characters are built overall than something that would go into 1 specific character.
 

Notes on the build I posted above:
1) No morph. As Victim said, low-rank Morph is a very bad disguise and a lot of people will see through it. Not sure how to do the secret identity switching in this case. It's not a 1 pp drawback that you have a secret identity, though- it's a complication when having a secret identity interferes with something else (and the GM will award you an HP for it).

2) Note how I did the Enhanced Sword array. Hope that works and is roughly what Matt was intending. I didn't give it Vampiric b/c hopefully it lost that ability by being on earth- doesn't seem very angelic to me

3) Also no way to disguise the sword (which you presumably had Sleight of Hand for). This would probably be a 1 pp feature w/ appropriate flavor.

4) Emotion Control can represent his crowd control power.

5) Really hurt having to lower Knowledge ranks. Removed Eidetic Memory- with +6 to Know: History for an immortal, it felt kind of silly.

6) I like how I did the sword- it's a normal sword and the wielder's power is what enhances it. For an NPC who got it, it would just adopt powers depending on the wielder (making it effectively free pp)- since that doesn't work for a PC I made it part of your celestial power array- you use celestial ability to power the sword (roughly a translation of +3 Keen Ghost Touch with abilities ala. Crouching Tiger's green destiny because I imagine it was used in sword duels at one point)
 
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So... what about the skills I put in the array for my character then? For reference, that would be:

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)​

I might be revising the Improvised Tools and Quick Change 2 out of the array since they're functions of the morphing (she can turn her fingers into screwdrivers if she needs to). Basically the skills are information available from the super-duper alien organo-tech she's got hidden away somewhere inside her. She can access them one at a time, and because she's got to pay a lot of attention to the instruction manual she's pulling out of nowhere she loses her Dodge, plus the whole thing fritzes out like a lot of her abilities when magnets prevent her from "being together enough for the smart stuff to work." Honestly though, I'm not even certain I've built the damned thing right as is.

Champions is coming back to me, but it's been over 10 years since I played the game. M&M arrays are simpler...most of the time but I think they're still luring me into terror. :heh:
 

James Heard said:
So... what about the skills I put in the array for my character then? For reference, that would be:

I'm not sure how you constructed this array (doesn't mean it's wrong, but I can't see how you ended up at the pp cost you got). Distracting isn't much of a flaw on most of these skills (e.g., see Steve Kenson's warning about distracting on the Comprehend power in UP). Skill arrays are pretty dodgy in general...
 

I did some brainstorming on what Jemal's power suited, eye beamed, super sensing, leader guy might look like. I strongly suspect that the costs are in error somewhere, since I went back and forth, cutting.

[sblock]
STR 14
DEX 16
CON 14
INT 12
WIS 20
CHA 12

F: +8
R: +9 (+12)
W: +5


Spd: 30 (100) Ini: +7
Att: +5 +8 ranged
Dmg: +12 beam 19-20, +6 Fort, or +2 punch
AC: 20/14
Toughness: +10/+7 or +5/2


Assessment, Connected, Contacts, Defensive Roll 3, Equipment 1, Evasion 1, Imp Crit: Particle Eye Beam, Imp Initiative 1, Leadership, Luck 3, Master Plan, Precise Shot 1, Uncanny Dodge: visual, Track, Well Informed, Power Attack, Attack Focus: ranged 3, Dodge Focus 2

Gather Info 12 +13 (Connected, Well Informed)
Notice 16 +21
Sense Motive 12 +17
Survival 8 +13
Medicine 2 +7
Stealth 8 +11
Swim 4 +7
Climb 4 +7
Search 4 +5
Intimidate 6 +7
Diplomacy 8 +9

Neutrino Vision: Super Senses 13: Darkvision, X-ray, Micro 3, Radius, Extended 1, Danger Sense on sight (13)

Particle Eye Beam: Blast +12
AP: Neutrino Decay: Blast +6 Alt Save: Fort, Perception
AP: Find Weakness: Drain Toughness +10 (Fort based) Ranged Autofire 1 Split Attack 1, Selective, Subtle, Accurate; Limited: must be able to communicate with allies for them to attack reduced toughness, allies benefit from only ½ toughness reduction (1+2-1)=20+4=24 (26)

Super Suit: Device (hard to lose) 2 (8):
Assisted Movements: Speed 1, Leaping 2, Super Strength 1
Impact/Energy Dissipation: Protection 5

Master Tactician: Enhanced INT +12 (only for using Master Plan -2) (4)
Quickness 6 (x50) (only for Master Plan -2) (2)



Feats 8+8+7+2=25
Stats 4+6+4+2+10+2=28
Powers 2+4+8+26+13=53
Combat 10+16=26
Skills 21
Saves 6+6=12
Total 165/165[/sblock]

I don't have UP, so the super senses part could probably use some updating. The super eyebeam power came out pretty well, I think, though the flaw on the scanning attack might make things a bit complicated (could drop it down to a drawback or complication for must communicate, and then cut the Autofire). The suit is probably weaker than intended, serving mostly as some defense and a movement booster.

The skills are passable. And I feel bad about buying ranks in Swim, when the swimming power costs just as much.
 

I really like the idea of the sword being "boosted" by the angel, rather than the sword being kickass all on its own.

You could even count that Boost Sword to be fire damage. So when the angel gets mad, his sword bursts into flame and becomes really -really- dangerous.

Me like.
 

Shayuri said:
You could even count that Boost Sword to be fire damage. So when the angel gets mad, his sword bursts into flame and becomes really -really- dangerous.

Me like.

A descriptor change with the sword enhancement does sound cool.
 

Victim said:
I did some brainstorming on what Jemal's power suited, eye beamed, super sensing, leader guy might look like. I strongly suspect that the costs are in error somewhere, since I went back and forth, cutting.

[sblock]
STR 14
DEX 16
CON 14
INT 12
WIS 20
CHA 12

F: +8
R: +9 (+12)
W: +5


Spd: 30 (100) Ini: +7
Att: +5 +8 ranged
Dmg: +12 beam 19-20, +6 Fort, or +2 punch
AC: 20/14
Toughness: +10/+7 or +5/2


Assessment, Connected, Contacts, Defensive Roll 3, Equipment 1, Evasion 1, Imp Crit: Particle Eye Beam, Imp Initiative 1, Leadership, Luck 3, Master Plan, Precise Shot 1, Uncanny Dodge: visual, Track, Well Informed, Power Attack, Attack Focus: ranged 3, Dodge Focus 2

Gather Info 12 +13 (Connected, Well Informed)
Notice 16 +21
Sense Motive 12 +17
Survival 8 +13
Medicine 2 +7
Stealth 8 +11
Swim 4 +7
Climb 4 +7
Search 4 +5
Intimidate 6 +7
Diplomacy 8 +9

Neutrino Vision: Super Senses 13: Darkvision, X-ray, Micro 3, Radius, Extended 1, Danger Sense on sight (13)

Particle Eye Beam: Blast +12
AP: Neutrino Decay: Blast +6 Alt Save: Fort, Perception
AP: Find Weakness: Drain Toughness +10 (Fort based) Ranged Autofire 1 Split Attack 1, Selective, Subtle, Accurate; Limited: must be able to communicate with allies for them to attack reduced toughness, allies benefit from only ½ toughness reduction (1+2-1)=20+4=24 (26)

Super Suit: Device (hard to lose) 2 (8):
Assisted Movements: Speed 1, Leaping 2, Super Strength 1
Impact/Energy Dissipation: Protection 5

Master Tactician: Enhanced INT +12 (only for using Master Plan -2) (4)
Quickness 6 (x50) (only for Master Plan -2) (2)



Feats 8+8+7+2=25
Stats 4+6+4+2+10+2=28
Powers 2+4+8+26+13=53
Combat 10+16=26
Skills 21
Saves 6+6=12
Total 165/165[/sblock]

I don't have UP, so the super senses part could probably use some updating. The super eyebeam power came out pretty well, I think, though the flaw on the scanning attack might make things a bit complicated (could drop it down to a drawback or complication for must communicate, and then cut the Autofire). The suit is probably weaker than intended, serving mostly as some defense and a movement booster.

The skills are passable. And I feel bad about buying ranks in Swim, when the swimming power costs just as much.

Speaking of which, where IS Jemal...
 

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