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Superheroes of The Trust OOC Thread (Accepting Alts)

The reason why you cannot have Permanent powers in an array is that Permanent is a -1pp/rank flaw applied to a Continuous power. you get points back for the inconvenience of not being able to turn it off. However, in an array, you CAN turn it off, by switching to another array element. Thus, you have to remove the -1 flaw to put it into the array as continuous. You can have an otherwise permanent power in an array, you just have to raise its cost.
 

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Blind Azathoth said:
Well, I decided to go with Plant Guy after all. A Plant Guy who can cause allergic reactions leading to suffocation with a touch, or derange villains with a psychotropic drug excreted from his body... I also decided to use hero4hire's sheet format, just because I liked the look of it.

So, here he is--my first M&M character, with a very slightly tweaked backstory (summary of the one, tiny change: he destroyed the implant that allows him to turn into a human, embracing his alien nature). Feel free to rip him apart, point out the mistakes I've made, and note the myriad ways in which he will be hideously ineffective. ;)

[sblock=Statistics]SALIX

PL: 11 (165 pp)

Abilities: Str 14 (+2), Dex 12 (+1), Con 18 (+4), Int 18 (+4), Wis 12 (+1), Cha 10 (0)

Skills: Knowledge (life sciences) 10 (6+4), Knowledge (physical sciences) 10 (6+4), Language 7 (Arabic, English, French, German, Japanese, Mandarin Chinese, Spanish; also speaks Calliandran, native tongue), Medicine 6 (5+1), Survival 5 (4+1)

Feats: Diehard, Improved Sunder, Improvised Tools, Power Attack, Track

Powers:
Animate Objects 3 (extra: horde; flaw: plants only; power feat: progression (2)) [11]
Immunity 2 (disease, starvation and thirst) [2]
Plant Control 10 (extra: does not require pre-existing plants; power feat: alternate power (4)) [34]
- Confuse 11 (extras: alternate save (Fortitude), poison; flaw: touch range)
- Growth 15 (extras: affects others; flaws: limited to plants, permanent)
- Nauseate 10 (extra: ranged)
- Suffocate 10 (extra: sustained)
Protection 10 (drawback: noticeable – body coated in tough bark-like skin) [9]
Regeneration 1 (resurrection; does not work if body is cremated) [1]
Strike 8 (branch-like "claws") [8]
Transform 3 (plants into other plants; extra: area) [12]

Combat: Attack +11, Damage +8 (Strike), Defense 18 (14 flat-footed), Initiative +1

Saves: Toughness +14 (+10 Protection), Fortitude +9, Reflex +7, Will +8

Drawbacks: Vulnerable (fire-based attacks; common, major)

Tradeoff: +3 Toughness/-3 Defense

Abilities 24 + Skills 7 (28 ranks) + Feats 5 + Powers 77 + Combat 38 + Saves 18 – Drawbacks 4 = 165 / 165[/sblock]

[sblock=History]
Many plant-based superheroes and supervillains have appeared in the world over the years, and almost without exception they have all had one thing in common: they're all, for some reason, also scientists. From the deformed but noble Bog Creature, to the seductive and ambiguously aligned Venus Flytrap, to the vile villain called the Chloronic Man, these floral heroes and villains tend to be of a particularly intelligent nature, often with plant-related specialties that either result in their transformation or which simply serve as dramatic irony.

Isaac Ridley is no exception to this rule; he is an intelligent man, a learned scientist with degrees from highly rated universities. However... the Bog Creature, Venus Flytrap, and their ilk have all had something else in common with each other but not Mister Ridley: they were human before becoming photosynthetic freaks. For Isaac, it was the other way around...

Salix, son of Azedarach, was born far from Earth, to a people who could not only control plants—they also happened to also be plants. However, they were also a dying people. Almost all of Salix's brothers and sisters began to waste away, no matter their age; they became frailer, weaker of body and intellect, until death took them. They did not know what was causing this plague upon their race; they had no cure for this virus; they could not even produce an antidote based on the biology of those few who were not effected—like Salix.

So, the government made the decision to send a few healthy individuals to other civilizations in the universe, to gather information on their science and medical advances secretly, to converse—covertly—with the best minds in the field on these other planets, in the hopes of learning something about that which afflicted them. Salix was one of these individuals, sent to a planet about which little was known other than the strange biology of the majority of inhabitants; his people had passed by the planet some time ago, after brief and unpleasant contact with the species living on it. As with the others, Salix was fitted with a device implanted in his skin, a piece of technology his people had created that would allow him to take on the shape of a native.

His assigned planet, of course, was Earth, and he landed in the United States. Aside from the device implanted in his body, he possessed none of his people's technology; even the craft he arrived in disintegrated upon arrival. He was to live among humans, gathering data for five years—during which time millions of his people would have died, but the majority would still likely be able to utilize any information or treatment the travelers had discovered—before being retrieved.

The first months were hardest. Broadcasts from Earth had been studied on his trip to the planet in an attempt to decipher their language; he had quickly realized that there were many languages spread across the surface of the planet, but his aptitude for them allowed him to cope. He had little knowledge of human civilization, however, and this, coupled with his imperfect grasp of the native languages, led to much confusion and frustration. But he persevered, taking up a human identity (Isaac Ridley) before earning a GED so that he could then enroll at a local university, where he gained a Bachelor of Science in Biochemistry, then a master's degree, in four years.

You may be wondering how an alien with little knowledge of Earth found the money to attend college. Well, Salix was forced to do something a bit...naughty. He had only a short period of time available to him, and he needed money quickly, so—he stole it. He used his ability to manipulate plants to break into a bank vault and stole a large amount of money from it. He also left a note: "I am very sorry. I need to save my people. I will pay you back one day." Stolen money in hand, Salix was able to pay his tuition, although he later learned that if he had landed in another country he might not have had to pay at all and felt so guilty that when he did pay the bank back, he adjusted for inflation and paid interest as well.

All the while, Salix worked to perform his mission as best he could, spending almost all of his time outside of classes reading up on other subjects—anything that he believed might be able to help him, might provide a clue to the source of the virus or even provide an antidote. But he found nothing—no disease like this had ever struck Earth's plant life, and the plagues of its fleshier inhabitants were too different. Disheartened, Salix gave up and waited for his retrieval at the end of his five-year mission.

He landed in 1960. As you can probably imagine, his retrieval never came, and he has mourned what can only be the death of his race for forty long years.

As time passed, Salix began to live out a more normal—or at least more human—existence on Earth. He achieved a Doctorate at Freedom City University in the late '60s, and began to lecture there afterwards (it was by doing this that he earned enough money to eventually pay back the bank he robbed). He left behind the woods in which he initially dwelt, taking up residence in a real apartment in the city. He also left behind his true form, for the most part; for decades, he rarely took on his own shape, only occasionally doing so when he wondered if he still could.

Knowing everyone you ever knew has almost certainly withered away into dust is not a very cheering thought, as you can probably imagine. Salix—but now more Ridley than Salix—sank into a depression that lasted decades. He performed his duties at the college admirably, but outside of the classroom, he kept himself aloof from people—even though he began to think of them as other people, as if he were really one of them!—and lived a lonely life.

But one day...he became, for one person, a hero. It was late, and Ridley had come to the park in one of his occasional attempts to cheer himself up by surrounding himself with his fellow plants. But he was not the only one there; he heard noises as he walked through the park: cries for help. A woman was being chased through a heavily wooded area of the park; a man with a knife was her pursuer. Ridley saw them—and he instinctively summoned up powers that had long laid dormant, bringing to life the grass to grab the man's feet...and the trees to dislocate both of his arms.

The woman was afraid at first—the trees had just come to life, after all—but she soon recognized that she was no longer in danger. Then she saw Ridley, and knew it had to have been his doing. Assuming he was one of Freedom City's many mutants or superheroes, she thanked him for coming to her rescue. He stayed with her while she called the police and they apprehended the attacker, but he fled when it was his turn to answer the authorities' questions.

At home, Salix suddenly felt a tiny spark of hope in his life, a little light in the darkness, a flickering of warmth—he felt good for the first time in many years. And, well, you can probably imagine what happened next. He wanted to do it—help someone, that is—again. So he did. And then he did it again. Isaac Ridley finally became Salix once more, in both body and mind. He no longer thought of himself as Dr. Isaac Ridley, so he rid himself of the identity once and for all—he destroyed the implant that had allowed him to become human in the first place. He embraced his true nature, his true form, and his true name.

For two months now, the reborn Salix has hunted the predators and criminals and thugs and villains of the city; for two months now he has endeavored to make up for decades of doing nothing to help and protect the people of the city...of his city.

Salix has a new mission.[/sblock]

I worry about whether his methods can properly fit a superHERO. Poison, suffocation, hallucinogenic drugs, etc are usually the sorts of things that villains use. Now I very well might accept Salix anyway, but the flavor of his power set is a concern, and one that probably is inherent in his concept and one that I should have probably thought about earlier.
 

What I think would be funny is if Salix's time on earth had specific time periods that had left an impression on him, and he was some sort of Austin Powers retro-hippie 60's guy now. You know: big huge sideburns, a medallion of some sort, a "secret hideout" with lots of beanbag chairs and eight-track tapes?

"Feel the power of PLANTS, baby! Green is groovy!"

"Medicinal purposes? No way baby, I grow that to get high!"
 

DM_Matt said:
I worry about whether his methods can properly fit a superHERO. Poison, suffocation, hallucinogenic drugs, etc are usually the sorts of things that villains use. Now I very well might accept Salix anyway, but the flavor of his power set is a concern, and one that probably is inherent in his concept and one that I should have probably thought about earlier.

You have a point- he feels a little too much like "Swamp Thing" and not enough like Green Man (or a heroic nature archetype). The Suffocation (sustained duration!) and the confuse poison are the most obvious problem powers.

Maybe consider taking him in a gentler utility nature power direction and less in the "poison pollen" direction. Teleport (Medium: Plants), Comprehend (Plants) and ESP (medium: plants) are all useful, heroic-themed powers. Also, you could probably justify a comparatively higher Str and lower rank in Strike.

Edit- Shayuri had some good ideas above
You could always broaden your scope. What about Nature Guy? Get some animal control/communication going on. Get a ranged Cloud Nauseate, possibly linked to a Sight Obscure, and define it as a swarm of bugses. Maybe even toss in some weather effects for that good ol' Wrath of Nature touch.

You could be The Green Man!
 

Alright, scrapped the previous version and went backwards towards the paragonish version of Spirit, and unlike many previous versions I think I've got all my math correct and even the PL caps in place. Physically, this version of Spirit is a monster, but a monster who should have a lot of interesting internal rules she'll be obligated to obey much of the time.

[sblock]
Spirit

Abilities: STR: 16 [36], DEX: 14, CON: 14 (34), INT: 10, WIS: 12, CHA: 14

Skills: Diplomacy 4 (+6/+10), Notice 4 (+5), Perform (Singing) 4 (+6), Search 4 (+5)

Feats: Attack Specialization (Unarmed), Attack Specialization (Blast), Attractive, Improved Grab, Interpose, Takedown Attack

Powers:
Enhanced Constitution 20 (20pp)
AP: Insubstantial 4 (1pp)
Enhanced Strength 20 (20pp)
AP: Blast 10 [Electrical] (1pp)
Super-Strength 4 (Effective Strength 56, Light Load:~20 tons; PF: Shockwave, Super-Breath; 10pp)
Flight 8 (2,500 MPH; 16pp)
AP: Super-Speed 3 (Rapid Attack; 2pp)
AP: Space Travel 8 (1pp)
Immunity 9 (Life Support; Sleep, Starvation & Thirst, Electricity; 16pp)
Regeneration 8 (Recovery Rate: Injured 3, Staggered: 2, Disabled 3, Resurrection 1; PF: Persistent, Regrowth; Flaw: Source [sunlight; -1]; 6pp)
Impervious Toughness 12 (12 pp)
Morph 3 (Humanoid only; 6pp)

Combat: Attack +9 ( +9 Unarmed, Attack +11 Blast); Damage (+13 Unarmed, +10 Blast); Defense 10

Saves: Toughness +12; Fortitude +15 (3pp), Reflex +8 (6pp), Will +10 (9pp)

Drawbacks: Power Loss (All Powers; Spirit must recharge her powers once a day with electricity; Minor, Common; 2pp), Normal Identity (Full Round Action; Common, Major; -4pp), Vulnerable (EMP; Minor, Uncommon; 1pp), Weakness (Using Extra Effort with Powers; Very Common, Moderate; -4 to Constitution; Lethal; -5pp), No Healing (Healing powers do not work on Spirit because of her unique alien physiology; Uncommon, Minor; 1pp)

Abilities 20 + Skills 4 (16 ranks) + Feats 6 + Powers 111 + Combat 18 + Saves 18 – Drawbacks 13 = 164

Jessica Lane

Abilities: STR: 14, DEX: 16, CON: 14, INT: 10, WIS: 12, CHA: 14

Skills: Diplomacy 4 (+6), Notice 4 (+5), Perform (Singing) 4 (+6), Search 4 (+5)

Feats: Attack Specialization (Unarmed), Attractive, Interpose, Takedown Attack

Combat: Attack +5 (Attack +7 Unarmed); Damage (+2 Unarmed); Defense 5

Saves: Toughness +4 (2pp); Fortitude +4 (2pp), Reflex +8 (5pp), Will +10 (9pp)

Abilities 20 + Skills 4 (16 ranks) +Feats 4 + Combat 20 + Saves 18= 68
[/sblock]

Edit: Ok, fixed the math errors and the typo I didn't catch (removed the last traces of the "magic" build). Now she's got an extra PP to spare from removing Precise, that hopefully I'll figure out what to do with before the day is over.
 
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James:
1) Did you really buy no points in your defense score? I'd look into that.
2) Weakness: Using Extra Effort on powers doesn't feel right. Losing access to extra effort is a serious drawback, but the system has it for a reason!
3) You need to specify some (preventable) action that you have to take to turn into your powered form for Normal Identity.
4) Super-Str costs 2 pp/rank, not 1 pp/rank.
5) When you're buying an Alternate Power, you can include the power feats on the alternate power in the points you get from the alternate power feat. This can be abusive if used to take a lot of enhanced feats, but that's not what you're doing here.

E.g., Enhanced Strength 21 (21 pp)
AP: Blast 10 (PF: Precise) (1 pp).

(Note that w/ Enhanced Str 20 (20 pp) you couldn't have Blast 10, PF: Precise (21 pp) as an alternate power)
 

Elric said:
James:
1) Did you really buy no points in your defense score? I'd look into that.
2) Weakness: Using Extra Effort on powers doesn't feel right. Losing access to extra effort is a serious drawback, but the system has it for a reason!
3) You need to specify some (preventable) action that you have to take to turn into your powered form for Normal Identity.
4) Super-Str costs 2 pp/rank, not 1 pp/rank.
5) When you're buying an Alternate Power, you can include the power feats on the alternate power in the points you get from the alternate power feat. This can be abusive if used to take a lot of enhanced feats, but that's not what you're doing here.

E.g., Enhanced Strength 21 (21 pp)
AP: Blast 10 (PF: Precise) (1 pp).

(Note that w/ Enhanced Str 20 (20 pp) you couldn't have Blast 10, PF: Precise (21 pp) as an alternate power)
1)Well, she's already got 12 points of impervious toughness.
2) She doesn't not have access to it, she takes Con damage from it. Basically, using extra effort knocks 2 points of toughness/fortitude off each time she does it and can kill her if she goes for broke.
3)I know, I've been thinking about it to put into her fluff.
4) D'oh. Oh well, that certain will bring her back in line and keep her from flying around with Aircraft Carriers strapped to her shoulders.
5)Double D'oh.
 

James Heard said:
1)Well, she's already got 12 points of impervious toughness.

Minions won't be able to hurt you, but you're just asking to be power attacked with this setup. A Blast at +6 attack/+16 damage will really hurt. Your exotic saves are quite high, which means always being hit by exotic attacks won't be as big of a problem, but normally it would be a major problem as well. Even if you think your character isn't great at dodging stuff, in superhero terms that's more like 6 points of base defense (and maybe 14 total Toughness- this gives you a very Toughness over defense shifted feel).

Edit- also, did you remember that Flight at 2500 mph means that you can double-move (your sustainable long-term speed) at 5000 mph and can sprint at 10000 mph? If not, you can save some points here (nevermind- your APs require a 16 pp base power).

Further edit- by the way, there's no reason you can't have
Blast 10 (PF: Precise) (21 pp)
AP: Enhanced Strength 20 (1 pp)
Then specify that the Enhanced Strength power is the one that's on by default (the base power of an array has to be the one that costs the most, but it doesn't have to be the default setting of the array).

So you don't have to drop Precise- you just have to reconfigure the array so that Blast is the base power (since it's the more expensive one). Also, you should save 1 pp on your Super-Speed AP, since Super-Speed is 15 pp and Rapid Attack is a 1 pp power feat, so this comes out to 16 pp and is a normal AP.
 
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Hmm. I suppose that is a valid problem with Salix. Especially with Confuse. The random nature of the attack can actually make it very dangerous to use in typical superfight locations. Attack nearest target could easily be some civilian, and flee at top speed can make containing supers difficult. And getting flee then attack is just bad news.

If you still want mostly attack powers instead of some utility, some "gentler" ones might not be out of place.

Of course, struggling to be heroic with somewhat messy powers could be good too.

------------------------------

IIRC, there was a rule in UP that prevents Space Flight from being an AP of Flight. Of course, that seems like BS to me.

We seem to have lots of regenerators, especially of the sort that come back from death regularly. More people seem to have self rez ability than there are without it. It kind of makes me worry.
 

In regards to Spirit...is an inability to benefit from Healing really a drawback to someone who can regenerate even back from the dead?

As for Salix, pollen clouds are fine, I think. Confuse probably isn't the best choice though, for reasons Victim explores a bit. Coughy itchy irritant pollen could be Nauseate or even Stun perhaps...both good incapacitators with no lasting damage done. I'm not as big a fan of teleporting through plants...it feels more fantasyish to me (says the player of the witch :)); hard to phrase in terms of modern day 'science.' As a magical effect, that's one thing, but how else would it be explainable? Growing and animating plants could be cool if you like...infected them. Little gas-powered pods that you shoot out into trees and things that link the infected plant to your consciousness.

It's worth pointing out that Salix isn't a druid, isn't a nature-lovin' tree-huggin' guy. He's an alien plant. It'd be cool if his powers reflected that alienness. Like, maybe he blooms flowers with wide crystalline petals, that expel the clouds of pollen. Maybe the color of the flowers change with his mood? Color, odor...these are things about Salix that his kind might use to communicate that could emphasize his nonhumanity. Consider too some Extra Limbs (roots/tendrils/etc). Perhaps a limited Morph that lets him emulate terrestrial plants (in lieu of emulating human beings).

If you want to go even farther in the, "Uh, hey...that's kind of weird and disturbing" direction, consider a ranged transform from Human Into Plant Minion. You shoot a little spore pod into a person, instead of a tree. They break out in fungus and grassy growths and become shambling slaves to your will! Rah!

...probably not. Might be cool if an evil one of your kind ever finds his way to Earth though.

*wink to the GM*
 

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