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I can get away with that for objects that do specific things like the chain we're using as an example. but the knight can definitely be used for so much more than just the Protection Power. She might use him as a shield to hide behind for the most part, but she could also move him to grapple with an enemy, or do heavy lifting.SquirrelLord wrote:Something I read in the Handbook, and I really took to heart, was the blurb in the section on Summon, "Minions as Descriptors". Now, in the book they specifically talk about Summoned Minions, but I think it applies to almost any power. Just cuz Pagemaster creates stuff from pages of artwork, doesn't necessarily mean she has to use Create, y'know?
For instance, the Knight. The Knight could be a sustained Protection, so as long as she keeps the Knight up, she has this enhanced defense. The Chain would be an Affliction, probably specifically Snare. You just use the descriptor that she brings these pieces of art to life, and apply the flaws and quirks, whatever, to the array as a whole.
I think what I'm going to have to do is put Summon with the Controlled and Variable modifiers into her array. Even though in terms of setting, all her creations are just intricate inanimate objects that she wills to move to her liking, in terms of game mechanics it's sometimes the summoning power. I'll have to spend some big power points in a dynamic array, and I won't have to worry too much about things being power stunts. There's only so much one can typically do with bringing art to life: summoning "creatures", dropping objects on people, trapping/ensnaring them, using an object to support/carry weight, create and use conventional weapons The fact that her Silver Age-esque superheroine costume is one of her works of art is easily the Feature power, and can be separate from the array. I might put a variable effect for her to bring to life any equipment she might need (weapons, cell phone, etc.; but otherwise, things like "I'll use my painting of the ocean to summon tons of "water!" will be power stunts.SquirrelLord wrote:Honestly, I think with such a varied power she could easily go with Variable, and you just prepare some of her usual tricks ahead of time. Otherwise, I think she'd be power-stunting a lot of things she doesn't have in her array.
Atadiusti wrote:Damion “Moloch” Powers: Damion was always a street tough through and through. He grew up in one of Paragon Town's slums, with a deadbeat father and alcoholic mother. At the age of 16. he emancipated and found work at a local auto mechanic shop. Working there, Damion came to be very intimate with his business' inner workings, including the fact that the shop was the legitimate face of a chop shop. Damion spent the following years, not only learning how to take cars apart and put them together, but also to steal them, as well as other highly priced merchandise. The recent event that created the outbreak of metahumans in Paragon Town has physically twisted Damion and emotionally traumatized him. Recently Damion encountered the Renegades, and grew romantically interested in Wicca. His current trauma has left him vulnerable to criticism, and he is looking back on his life hoping to change. It's hard for him to break the old ties that are pulling him back into crime though, and and there's another shadow looming over Damion that even he doesn't know about yet.
Damion's empowerment has left him with the ability to control the growth of his bones. In combat, he uses this ability to constantly grow and shed bones on the surface of his skin, changing not only his appearance, but also his defensive and offensive capabilities.
Damion "Moloch" Powers PL15
STR 10*/5, STA 15*/3, AGL 5, DEX 3, FGT 5, INT 2, AWE 5, PRE 3
*See Solid Bone power
DODGE: AGL +0=5
PARRY: FGT +0=5
FORTI: STA +5=20/8
TOUGH: STA +4 (+6)=25/7
WILL: AWE +5=10
All-out Attack, Assessment, Chokehold, Close Attack 10 Connected, Defensive Attack, Diehard, Fast Grab, Improved Grab, Improved Hold, Improved Smash, Jack-of-all-Trades, Power Attack, Ranged Attack 14, Takedown, Well-informed
Athletics 10, Deception 15, Expertise: Criminal 30, Expertise Pop Culture 30, Expertise: Streetwise 30, Insight 10, Intimidation 30, Perception 10, Persuasion 15, Security 10, Sleight of Hand 20, Stealth 20, Technology 10, Vehicles 10
Osteogenesis: Dynamic Array * 40 + 8 = 48
Bone Blade: Damage 20, Penetrating
Marrow Bolt: Damage 16, Ranged, Penetrating 12
Marrow Darts: Damage 10, Ranged, Multiattack, Penetrating
Bone Plating: Protection 20, Impervious
Bone Quills: Damage 10, Reaction
Solid Bone: Enhanced Strength 5, Enhanced Stamina 12, Permanent * 10 + 24 = 34
Horrific Bone Visage: Enhanced Toughness 6, Enhanced Intimidation 10, Enhanced Advantage 2: Startle, Improved Defense, Feature: Unrecognizable (Linked), Sustained * 6 + 5 + 2 + 1 = 14
Marrow Overtime: Immunity 2 (disease, poison) * 2
Regeneration 5 * 5
Membranous Wings: Extra Limbs 2, Flight 3 Subtle 1, Wings; (Linked) * 2 + 6 – 3 +1 = 6
Bone King's Tail: Extra Limbs 1 Distracting, Damage 18 Reach 1 * 1 – 1 + 15 + 1 = 16
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