[2e] Paragons of the New World (recruiting)

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Re: [2e] Paragons of the New World (recruiting)

Postby Illusionista » Sat Apr 19, 2014 3:17 pm

So that's what it feels like to get the rug yanked from beneath you. I wasn't married to the psychic idea anyway ;) Oh well, here's a list of what everyone is playing.

John Shakespeare by Corrigan
Danielle Dynamite AKA Dynamite Lady by jemal
Citizen Zero (Andrew Quest) by Sakuro
Unnamed Psychic by Omnipotent Being
"Everyone sees what you appear to be, few experience what you really are."
- Niccolò Machiavelli

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Re: [2e] Paragons of the New World (recruiting)

Postby Sakuro » Sat Apr 19, 2014 6:35 pm

Thank you for organizing the list Illusionista.

Corrigon wrote:Does anybody have any suggestions how I might improve my character?

I noticed you only have one skill under Skill Mastery. You can have up to four. You could put his enhanced strength and constitution under powers. That would show they are Powers, rather than innate, and allow you to use Extra Effort on them. Also, if you bought one rank of Super-Strength (it is limited to lifting) for two power points you could get some neat Power Feats. Such as thunder clap and ground pound type effects.

It would be a good idea to flesh out his background more. Right now I can't see why he has so many combat related Feats. If he doesn't have a good reason for them, you could drop them and make him more of a smart muscle man (Super-Strength for lifting and strength related Power Feats/stunts). If they're a result of his Powers, that should be listed under Powers so you know what goes away should the character's Powers get nullified.
Roll Call thread: Character Cache

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Re: [2e] Paragons of the New World (recruiting)

Postby FuzzyBoots » Sun Apr 20, 2014 5:47 am

Corrigon wrote:John Shakespeare
Power Level: 12 Power Points Spent: 180/180

STR: +11(32), DEX: +3(16), CON: +10(30), INT: +4(18), WIS: +3(16), CHA: +3(16)

Tough: +12 (Imp: +2), Fort: +13 [3 pp], Ref: +11 [8 pp], Will: +11 [8 pp]

Skills: Bluff 5 (+8), Climb 0 (+11), Concentration 3 (+6), Diplomacy 5 (+8), Disguise 0 (+3), Escape Artist 0 (+3), Gather Information 0 (+3), Handle Animal 0 (+3), Intimidate 5 (+8), Investigate 2 (+6), Knowledge (behavioral science) 1 (+5), Knowledge (current events) 1 (+5), Knowledge (life sciences) 4 (+8), Language 3 (+3), Medicine 9 (+12), Notice 0 (+3), Profession 8 (+11), Search 0 (+4), Sense Motive 4 (+7), Stealth 0 (+3), Survival 0 (+3), Swim 0 (+11)

Feats: All-Out Attack, Attractive (+4), Defensive Attack, Eidetic Memory, Elusive Target, Fascinate (Diplomacy), Fearless, Improved Block, Improved Initiative 3, Power Attack, Skill Mastery (Medicine + 3 others?), Takedown Attack

Powers:
  • Protection 2(+2 Toughness; Impervious) - [4 PP]
  • Strike 1(DC 27; Accurate (+2), Mighty, Thrown (Range: 50 ft., incr 10 ft.)) - [4 PP]
  • Super-Speed 3(Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3) - [15 PP]

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +23)

Attacks: Strike 1, +12 (DC 27); Unarmed Attack, +12 (DC 26)

Defense: +12 (Flat-footed: +6), Knockback: -7
Initiative: +3/+15
Encumbrance: Light: 692 lbs, Medium: 1.4k lbs, Heavy: 2.1k lbs, Maximum: 4.2k lbs, Push / Drag: 5.2 tons
Languages: Native Language

Total: Abilities 68 + Skills 11 + Feats 13 + Powers 23 + Combat 48 + Saves 19 + Drawbacks 0 = 182

Background
Age 30
Height 6'3", 210lbs

Born to wealthy parents, he received a first class education becoming an exemplary doctor, his change took place as he was giving a key note speech to the medical community regarding the changes people undergo, becoming an idealized version of himself. (I will expand this later)
Divorced beforehand as he was married to his work
Father died during the breakouts, killed by one of the major gods.

Complications
Public identity - changing in front of a crowd meant everybody knows he has powers.
God Complex - Kent can be somewhat arrogant and can think he knows best. Some were surprised that he didn't become one of the Gods he fought.
Family - ailing mother and an ex-wife
Need to help - Though somewhat arrogant at times, he does want to help people. Sometimes that blinds him to the issue at hand
Revenge - His father died during the breakout and he wants the God that did it


Well, you're two points low on your skills (you have 42 skill points paid, but you get 44 for 11 pp), your Skill Mastery needs three more skills, you're 2 pp over, you didn't pick your free Super-speed feat, and you don't have your languages listed. That's the mechanical side. I'm a little hazy as to why he started fighting gods (and which pantheon of those?). I added Mighty to your Strike because otherwise, +1 seemed like an odd choice. And what does that represent? Based on the Thrown aspect, I assume it's not his fists, but it's not a Device, so it probably isn't a handheld weapon. You can fix the being 2 pp over by shaving off 2 points of skills and replacing one rank of Defense with one rank of Dodge Focus (since the penalty is rounded down, any even-numbered base defense bonus can have one point subtracted and turned into Dodge Focus with no overall effect). Your exotic saves are mildly high compared to the Freedom City archetypes, which average at about PL-2, but that's up to individual player/GM interpretations. Most of your skill bonuses are relatively low as well. They're basically at human level.

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Re: [2e] Paragons of the New World (recruiting)

Postby Omnipotent Being » Sun Apr 20, 2014 3:01 pm

Gods are the insanely powerful people in this setting. Paragons are the ones who fought against the selfish and/or malicious gods during the breakout. Paragons are protectors of the weak. Also everyone got powers when they were touched by the sun on March 15. Like it powered up everyone on Earth with some kind of power, be it minor or major. Which means there are some superbabies out there! :o

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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Sun Apr 20, 2014 10:21 pm

Omnipotent Being wrote:
jemal wrote:Smokin Hot: Emotion Control 3 (Will, Permanent +0, Area: Perception(Visual) +1/rank, Close range -1/rank, Limited: Love -1/rank, Limited: Those attracted to females -1/rank, Limited: Helpful -1/rank, Innate): 1/3 ranks +1 = 2pp
jemal wrote:Smokin hot : Essentially anybody who sees her has to make an easy will save (DC 13) or like her.. Failure = Friendly, Failure by 5 = Helpful. If they want to make a reflex save to avert their eyes from her awesome hotness, they can do so.
This is just an amusing power I wanted to play with something 'beyond' the attractive feat.
I really really like this, but here's something you should think about:. Unless it's reaction, you're going to have to spend a standard action to activate it every time. Also, permanent shouldn't be on attack powers, Continuous, maybe, but not Permanent. Here's a suggestion.

Emotion Control (Extras: Action 3 [Reaction], Areas [Perception (visual)]; Flaws: Limited [Attracted to females], Limited [Love], Limited [Helpful], Range 2 [Touch]; Feats: Innate)

This is 1pp a rank plus 1 for innate.


Just noticed this.
The difference you're suggesting is making it a Continuous Reaction instead of just permanent, but that's against the point of it, it's not supposed to be a power she uses, it's just natural (though staggering) sexiness, which is why it's permanent.
And the reaction thing is true, technically it takes a standard action to turn on.. but it's permanent and innate, so it never turns off (Which is the point - she doesn't get less attractive when she's not 'using' it.. it's not a power.)
Reaction and continuous would both make it something she's DOING.

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Re: [2e] Paragons of the New World (recruiting)

Postby Corrigon » Mon Apr 21, 2014 12:14 am

Cheers Sakuro and Fuzzy Boots. I lost internet for a couple of days so I will post up an updated character sheet later.

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Re: [2e] Paragons of the New World (recruiting)

Postby FuzzyBoots » Mon Apr 21, 2014 3:19 am

jemal wrote:Just noticed this.
The difference you're suggesting is making it a Continuous Reaction instead of just permanent, but that's against the point of it, it's not supposed to be a power she uses, it's just natural (though staggering) sexiness, which is why it's permanent.
And the reaction thing is true, technically it takes a standard action to turn on.. but it's permanent and innate, so it never turns off (Which is the point - she doesn't get less attractive when she's not 'using' it.. it's not a power.)
Reaction and continuous would both make it something she's DOING.

Right, but Emotion Control is something that you do in the game. Duration refers to how long the effect lasts rather than how often you're using it. Compare it to a Damage power. Bringing that up to Continuous (I don't think most GMs would go for Permanent) means it keeps afflicting damage round after round until you're knocked unconscious or choose to stop it. I believe the fundamental difference here is between active and passive powers. Passive powers, you can make them permanent and they always happen on you. Active powers, you raise their duration and they last longer on someone else.

I'd actually argue for using a combination of Aura and Area (Perception). Aura is an accepted way of basically turning an active effect into a passive one that can then be modified by turning it on, turning it off, or changing the duration of the effect (including Permanent). Adding Area to it is one of those sticky bits that never really got covered in the rules, but a number of people on the board use it to model an area effect which is "always on". Don't forget that, as of Ultimate Power, a power needs to be touch-range and sustained to get the Aura extra.

So, in that case, it would again wind up as a 3 ranks/1 pp power (plus one for Innate if it's simply part of who she is) so 2 pp such that anyone seeing her has a DC 13 will save to become friendly.
Smokin' Hot (Emotion Control 3) (DC 13; Perception Area (Visual), Aura, Permanent; Limited 2 (Only those attracted to women, only up to Friendly), Limited to Emotion (Love), Range 2 (touch); Innate)

:) Of course, in the end, it's all measuring the marigolds. The question is, does the GM feel that it's a reasonable power for the cost and something they want in their campaign.

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Re: [2e] Paragons of the New World (recruiting)

Postby Sakuro » Mon Apr 21, 2014 4:00 am

I think Mecha and Manga has a Feat similar to what you're aiming for Jemal. The name escapes me, but you may want to review the source book's selection of Feats.
Roll Call thread: Character Cache

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Re: [2e] Paragons of the New World (recruiting)

Postby Corrigon » Mon Apr 21, 2014 5:00 am

John Watt
Power Level: 12 Power Points Spent: 180/180

STR: +1/11(12/32), DEX: +3(16), CON: +1/10(12/30), INT: +4(18), WIS: +3(16), CHA: +3(16)

Tough: +12 (Imp: +2), Fort: +13 [3 pp], Ref: +11 [8 pp], Will: +11 [8 pp]

Skills: Bluff 3 (+6), Climb 0 (+11), Concentration 3 (+6), Diplomacy 6 (+9), Disguise 0 (+3), Escape Artist 0 (+3), Gather Information 0 (+3), Handle Animal 0 (+3), Intimidate 7 (+10), Investigate 2 (+6), Knowledge (behavioral science) 1 (+5), Knowledge (current events) 1 (+5), Knowledge (life sciences) 5 (+9), Language 3 (+3) (Spanish, Swahili, French), Medicine 9 (+12), Notice 3 (+6), Profession 8 (Doctor) (+11), Search 3 (+7), Sense Motive 4 (+7), Stealth 1 (+4), Survival 1 (+4), Swim 0 (+11)

Feats:  Attractive (+4), Defensive Attack, Eidetic Memory, Fascinate (Diplomacy), Fearless, Skill Mastery (Medicine, Diplomacy, knowledge Life Sciences, Intimidate),
Benefit (Status)

Powers:
Protection 2(+2 Toughness; Impervious) - [4 PP]
Enhanced Body str20, con18 (38PP) Super strength 1 (Groundstrike, shockwave, Power Attack, close combat 4)
Super-Speed 3(Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3, Water Run, Takedown Attack, Elusive Target, Move by Attack, Evasion) - [15 PP]

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +23)

Attacks: Unarmed Attack, +12 (DC 26)

Defense: +12 (Flat-footed: +6), Knockback: -7
Initiative: +3/+15
Encumbrance: Light: 692 lbs, Medium: 1.4k lbs, Heavy: 2.1k lbs, Maximum: 4.2k lbs, Push / Drag: 5.2 tons
Languages: Native Language

Total: Abilities 30 + Skills 13 + Feats 6 + Powers 64 + Combat 48 + Saves 19 + Drawbacks 0 = 180

Background
Age 30
Height 6'3", 210lbs

Born to wealthy parents, they spared no expense treating him to a first class education, expecting him to join his father at his fortune 500 company. However, a friendship at Prep school with a scholarship student named Chris Jackson opened his eyes to another option. Both studied to become exemplary doctors and soon as they completed their residency, they joined Doctors without Borders. His parents tried to convince him that this was not the best use of his talents, but after a furious argument, they cut him off in favour of his younger brother Thomas whom had done everything their parents had wanted. During his time in Africa, he met Claire Lewis, another doctor, in the Congo whom he married within the year. Everything seemed to be going well, but it was not to last. John became increasingly obsessed with doing good for people that he neglected his own life, causing a rift between him and Claire, which led to becoming divorced. Even his friendship with Chris suffered until Chris convinced him to return to the USA to deliver a keynote speech at a medical conference concerning epidemics in Africa. Chris then surprised him by setting up a call to John's parents where there was a tentative reconciliation. This was on March 14th.

On March 15th, in the middle of his presentation, the sunlight broke through, affecting everybody in the room. John physically changed, becoming taller and stronger. He quickly found himself in conflict with one of the gods and his face plastered over the news as one of the heroes of the world.

He discovered that his Father died during the breakouts, killed by one of the major gods and Chris was missing.

Complications
Fame/Public identity - changing in front of a crowd meant everybody knows he has powers. John is a public figure and recognisable.
God Complex - Kent can be somewhat arrogant and can think he knows best. Some were surprised that he didn't become one of the Gods he fought.
Family - ailing mother who is distraught at the loss of her husband and an ex-wife. His brother is now in charge of the family company. Ironically, gaining speed powers has helped him slow down and realise what he had previously lost. He is now trying to rebuild those relationships.
Need to help - Though somewhat arrogant at times, he does want to help people. Sometimes that blinds him to the issue at hand and needs someone to focus on the bigger picture.
Revenge - His father died during the breakout and he wants revenge on the God that did it.
Motivation- Goodness – John is generally a decent person and wants to help people.
Doctor without Borders – He was a member of this organisation on the African Continent and knows people from across the globe. Mostly this is people he helped and other doctors, but sometimes it is soldiers and warlords depending on where in Africa he was helping out.
Missing friend – Chris Jackson went missing during the Breakout.
Origin - Paragon


An adjusted character - Removed strike – meant it to be throwing large objects at people, but it doesn't seem right. Removed allout attack and improved block and skills I added up as 13 PP. I shifted a lot of the feats and str/con increases into powers and finished his background and complications. Skills are probably still quite low.

Amendment 2- Tweaked the character a little more. Dropped base attack to +8 as I don't really need as much ranged attack. Added close attack 4, Move by attack and Evasion and 2 points to skills for 8 more ranks. I tightened up his complications as well.
Last edited by Corrigon on Fri Apr 25, 2014 4:32 am, edited 1 time in total.

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Re: [2e] Paragons of the New World (recruiting)

Postby VampGuy » Mon Apr 21, 2014 7:20 am

Here is the character I'm gonna use, just gotta buff her up to 180pp when I get a chance.

VampGuy wrote:Name: Onatah Neasa Xavier
Hero Name: Onyx
Ability: Earth Control and Manipulation
Age: 22
Build: Athletic
Height: 5' 7" (6' 3" in Alternate Form)
Weight: 125 (220 in Alternate Form)
Ethnicity: Native American (Iroquois) / Irish
Personality: Kinda upbeat, into many traditional things and equally as many new, very down to earth and level headed,though her Irish temper does show sometimes. Since moving into the city she has become addicted to strawberry Twizzlers and has a bag of them on her at all times

Image

BACKSTORY

Onatah Neasa Xavier is Irish-Native American mix. Her Mother, who was a member of a tribe of Iroquois indians in the states who had grown up living a somewhat traditional life by her tribe's standards, however confined to whatever reservations their people were given. She decided at the age of 20 years old, she would try living the outsiders life, and moved into the nearest city, against the wishes of her mother the local priestess and seer. She located a member of their tribe who had done this previously and who now owned a shop selling indian nick-nacks to the pale faces, but also running a natural remedy shop for herbal medicines and things of the like. She moved in with him in his apartment above the shop and began working there.

A few months after moving into the city, she was working in the shop when an Irishman walked in looking for a remedy for headache, aggravated that no conventional medicine worked he was willing to try the obscure, and stopped mid-sentence after seeing the woman behind the counter. Onatah's mother was equally atracted to the man who had just walked in and after selling him some rot to help with his headache, she talked with the man for a bit. talk turned into a date, a date into a relationship, a relationship into a child on the way.

The day that the two concieved their child, they were playing around in a corn field near her home vllage and the goddess of the Earth disguised herself as the tribal woman while keeping the woman occupied and made love with the Irish man in the cornfield. Afterwards she ran off into the field and beyond the veil.

That night, as Onatah's mother slept, she delivered the would be baby into the mother's womb and their it grew into a child. he news made the two very happy and they named the little girl Onatah, after the corn goddess that blessed them that day in the field, Neasa, after the Irishman's mother, Xavier, being as they went and were married the afternoon they found out she was pregnant.

The day the baby was born, the father was rushing to get to the hospital and died in a car crash when a drunk man ran a red light. Crushed by the news of her husband's death, she moved back to the tribe and returned to the traditional life of her people. Illness took the mother away from the child at the age of 4 and her Grandmother raised her there-after, teaching her traditional ways as well as her learning's in the art of being priestess, like how to perform a proper tribute ceremony to their tribes totem, the goddess of the Earth. At 18, she followed in her mother's footsteps and moved into the city, on her own though and did very well for herself, getting a job as a librarian, but still went back to her grandmother every weekend to visit and to learn more from her.

After her grandmother died, she was heartbroken, and had a feeling of being lost in herself. Not knowing what to do, she did what she thought her grandmother would do, the only thing that felt right . . . . . .. she wandered around the city until she found a rock quarry and performed a tribute ceremony to Mother Earth in remembrance of her grandmother and afterward felt better than after any other ceremony she had ever done. She felt whole, she felt home, and she felt at peace as she left the quarry to go home. The following week, after the final ceremony, she was going about her business as usual, still grieving over her grandmother's passing when she passed by a mugging in an alley. Still with a sense of peace from the tribute, Mother Earth filling her with light, she decided to intervene, leading to her being overpowered as well as the original victim. However just as the muggers were about to deliver the final blow, and with Onatah having enough of their punishment, she began to resist, her anger building. She waved her arm to get them to move back when suddenly, a giant chunk of the alley uprooted beneath the attackers and threw them out of the alley, moving in time with her hand. Both the group of muggers and the initial victim ran in horror as the slab of concrete-covered rock fell back into place as if a rug being laid down. That was her first time she every used her "gifts from Mother Earth"

It's been several months since her first brush with her new talents and she has come to grip with her new responsibilities and helps when she can, though she is still learning to discover and control all of her abilities. She still is proud of her heritage and maintains her traditions to this day, though she goes by the nickname Onyx nowadays in lieu of her real name. When people ask "Why Onyx?", she just smiles and shrugs as she plays with an onyx pendant on her necklace about the size of a fifty cent piece . . . . . the first bit of stone she every made herself.

Onatah Neasa Xavier AKA Onyx - PL8 (150pp)


Totals = [14+14(28)+22(50)+22(72)+28(100)+53(153)-3(150)=150]

[14]Attributes
STR 12/26(+1/+8), DEX 14(+2), CON 12/18(+1/+4), INT 12(+1), WIS 12(+1), CHA 12(+1)

[14]Saves
Toughness +3(2+1)/+12(Impervious)(2+10), FORT +6(1+5), REF +6(2+4), WILL +6(1+5)

[22]Combat
Attack +6(Melee:+8, Ranged+7, Unarmed:+10), Defense +8(5+3)(FF: +3)

[21]Skills
Acrobatics 11(+13),
Bluff 3(+4/+8),
Climb 7(+8),
Computers 1(+2),
Concentrate 4(+5),
Craft(Art) 10(+11),
Diplomacy 3(+3/+7),
Gather Information 3(+3),
Investigation 6(+7),
Knowledge(Arcane) 10(+11),
Language([NL]Iroquois) 1,
Notice 2(+3),
Search 7(+8),
Stealth 8(+10),
Survival 8(+9)

[28]Feats
Acrobatic Bluff,
Artificer,
Attractive,
Attack Focus:Melee 2,
Attack Focus:Ranged,
Attack Specialization:Unarmed,
Chokehold,
Dodge Focus 3,
Favored Environment(Natural Environment),
Grapple Finesse,
Improved Critical,
Improved Disarm,
Improved Grab,
Improved Grapple,
Improved Pin,
Interpose,
Power Attack,
Redirect,
Ritualist,
Set-Up,
Sneak Attack,
Stunning Attack,
Teamwork,
Track,
Uncanny Dodge(Visual)

[53]Powers
[43pp]Alternate Form(Solid: Rock) 11 {Tiring(-1), Noticeable -1}
[12]`->Density 4 {Str+8/SS 1/Im 1/IT 2}
[ 8]`->Enhanced Strength 6 {Alternate Powers: Super-Strength 3, Immovable 6}
[ 6]`->Enhanced Constitution 6
[12]`->Protection 4 {Impervious 8}
[ 9]`->Immunity 9 {Life Support}
[ 3]`->Burrowing 6 {500mph; Limited(Natural Earth)(-1)}
[4]`->Concealment(Visual) 4 {Limited(Natural Environments)(-1)}


[4pp]Comprehend(Plant) 2

[6pp]Earth Control 10 {HL: 12tons; Duration(-1), Range(-1)}
ALT: Create Object 8 {Continuous(+1), Medium(Earth)(-1), Permanent(-1);PF: Innate}

[-3]Drawbacks
Involuntary Transformation: Uncommon Moderate(DC10 to overcome transformation when under extreme stress or anger)"What?! You have a breakdown.........I turn into a boulder. Sorry about your couch by the way"

Complications:
Proud Heritage: She tends to be very short with people who talk in a negative way about Native Americans, doubly so in regards to her people, the Iroquois


Edit: i will change up the back story to reflect the nature of power acquisition in this universe
"Aut viam inveniam aut faciam" -- I'll either find a way or make one

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Ultimate Showdown:Riddick

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Re: [2e] Paragons of the New World (recruiting)

Postby digitalangel » Tue Apr 22, 2014 12:30 pm

My (Edited) submission:

Image


Star shadow
Real Name: Shadya Brown
Height: 5' 6"
Weight: effectively nothing (165 before)
Stats -2, Defenses 24, Powers 144, Feats 12, Skills 7, Drawbacks -4 = 181/181

stats -2PP

STR -- -10PP
CON -- -10pp
DEX 10
INT 20(+5) 10pp
WIS 20(+5) 10pp
CHA 8(-1) -2pp

Attacks:
Steal Your Life: Touch Range Drain Con 15, DC 25, +9 to strike
Steal Your Energy: Touch Range Fatigue 13, DC 23, +11 to strike
Steal Heat: Cold Blast 13, DC 28, +11 to strike, split attack 2
Force of Will: Damaging Ranged Telekinesis 10, DC 25 +11 to strike, split attack 3

Defenses 24PP
Toughness 13
Fortitude --
Reflex 9/12* -- 9PP
Will 14 -- 9PP
Attack 0 melee/5 ranged (attack focus)
Defense 3**/7/10* --6PP
Initiative 0/4*
* With Speed of Thought
**flat footed

Powers 144PP
Shadow Form 79PP

---Insubstantial 4 (permanent, vulnerable to cold iron) 16PP
---Immunity 40 (all fortitude effects, mental effects)
---Regeneration (recovery check) 2 (heals at -3 recovery check penalty) 2PP
---Regeneration (true resurrection) 1, resurrect check = 1 week) 2PP
---Concealment (hearing, normal vision (limited to shadows/darkness)) 4PP
---Flight 1 2PP
---Dodge Focus 4
---Protection 13
---Flaw(No sense of taste, smell, or touch) (moderate, very common) -4PP

Sense Array (all considered mental senses) 10PP
Main Power [See Life Force] 8PP

---Aura Reading (5 ranks): You can “read” the invisible psychic auras that surround all creatures, showing their mood, physical condition, and any outside psychic influences affecting them. Aura Reading is a mental sense, although the information (the auras) is perceived as visual. Detect Mood and Physical Condition (both ranged), Life Force Awareness.
---Danger Sense (Life Force) 1PP
---Uncanny Dodge (Life Force) 1PP
AP [Soul Searching] 1PP (deeper form of see aura, focusing on a smaller area)
---Detect Weakness, ranged, acute, analytical 4PP
---Detect Powers, ranged, acute, analytical 4PP
---Noticeable (eyes glow brightly) -1PP
AP [Sense Energy] 1PP (basically read most of the EM spectrum)
---Infra Vision 1PP
---Ultra Vision 1PP
---Low Light Vision 1PP
---Radio 1PP
---Energy Awareness 1PP
---Danger Sense (Energy) 1PP
---Uncanny Dodge (Energy) 1PP
AP [Crossing Over] 1PP
---Comprehend (spirits) 2PP
---Senses (Detect spirits ranged, accurate, acute, radius) (mental, perceived as visual) 6PP
---Penetrates Concealment 4PP
---Cosmic Awareness 2PP
---Distracting -7PP

Bodies Slow You Down 8PP
--Main Power [Floats Around] 6PP

-----Flight(2/r) 3 (100 MPH total) 6PP
--AP [Blink Out] 1PP
-----Teleport(2/r) 3, short range(-1/r), change direction +1, change velocity +1, turnabout +1 6PP
--AP [Speed of Thought] 1PP
-----Dodge Focus 3 3PP
-----+3 Reflex save 3PP

Spirit Array 47PP
--Main Power [Steal Your Life 44PP] (Psychic vampire)

-----Drain(Con 1/r) 15, save vs. Will, Ranged(+1/r), affects corporeal(+1/r), check required(concentration)(-1/r), accurate 2 34PP
Linked With
-----Healing(2/r) 11 (personal(-1/r), standard action(+1/r),check required(concentration)(-1/r) quirk(only on successful drain -1)) 10PP
--AP [Steal Your Energy 1PP] (Psychic vampire)
-----Fatigue (2/r) 13, save vs. Fort, Ranged(+1/r), affects corporeal(+1/r), check required(concentration)(-1/r), accurate 3 42PP
Linked With
-----Healing(2/r) 3 (personal(-1/r), standard action(+1/r), check required(concentration)(-1/r), quirk(only on successful fatigue -1)) 2PP
--AP [Steal Heat 1PP] (cold based blast)
-----Blast(2/r) 13, affects corporeal(+1/r), check required(concentration)(-1/r), vampiric (+1/r) , accurate 3, split attack 2 44PP
--AP [Force of Will 1PP] (Telekinetic Force)
-----Move Object 10 (2/r), affect corporeal (+1/r), precise(+1), damaging(+1), Improvised Tools Feat(+1), accurate 3, split attack 3 39PP
-----Senses(mental, perceived as touch)(Ranged (1) Touch (1 to buy back form shadow form flaw), accurate (2), acute(1)) 5PP

Feats: 12PP
Jack of All Trades, Master Plan, Assessment, Eidetic Memory, Benefit (status), Speed of Thought Feat (use INT for initiative bonus), Second Chance (Concentration checks), Attack Focus(ranged) 5

Skills: 7PP
Computers 1(6), Concentration 12(17), Craft(mechanical) 4(9), Craft(Electrical) 1(6), Craft(Structural) 1(6), Disable Device 1(6), Knowledge(Physical sciences) 1(6), Knowledge(Business) 1(6), Knowledge(Tactics) 1(6), Notice 3(8), Sense Motive 1(6), Research 1(6), Intimidate 0(1), Handle Animals 0(-2), Ride 0(-2), Diplomacy 0(-4/-6), Gather Information 0(-4/-6)

Drawbacks: -4PP
No Poker Face (-4 to skills checks for Bluff and Disguise) -2PP
Death Aura (suffers -2 to Handle Animals (or ride) and -2 to Diplomacy or Gather Information against anyone who can sense death) -1PP
Kind of a Bitch (-1 to Gather Information and -3 to Diplomacy) -1PP total


Complications:
Iron:
She was transformed permanently into a spirit and no longer has a physical body. While this allows her a lot of freedom that a body did not, cold iron (at least 90% pure) will harm her, as will many magical effects.

Survivors: She has a girlfriend and a family that could be targeted to get to her. It's not like a ghost can go around wearing a mask after all.

Touch/Loneliness: Shadya can't feel taste or smell most of the time. It is stressful on her relationships that she can no longer do something as simple as be held by the person she loves. Though sheer will power she can affect the physical world with a sort of telekinesis; she has even managed to gain pretty good control over fine movements. When she uses this force of will to interact with the world she has a tactile sense that functionally is not that different from being able to touch things (and people), but the sensations are very different from touch in her mortal body. It isn't the same as truly being able to touch someone and this doesn't allow anyone else to touch her in return. She also really misses being able to take her classic Mustang out for a drive, the smell of taking a walk through the woods (or her girlfriend’s hair), or the taste of a really good steak.

Ghost: Star Shadow literally appears as a shadowy version of former self. People who knew her well can still easily recognize her as herself, even if her shadowy form sort of evaporates from around her constantly.

Psychic Vampire: It takes Star Shadow a long time to heal without draining life from others. She tries to avoid sucking life force from innocents whenever possible, but when feeling too weak she starts craving life force. She has only let herself drain very small amount from people so far to just leave them tired but unharmed or purposefully found someone with enough energy that she didn't have to worry about seriously hurting them. Still, she fears one day she may need a fix so badly she draws more life force from someone than they can live without.

Dispersion: Since she does not have a body anymore Star Shadow cannot be truly killed (see true resurrection), instead her form is just dispersed and then reforms at her home after she has slowly been able to collect her energy again. This does take about a week or longer and can remove her from action for some time.

Stench of Death: (in drawbacks) Animals and anyone that can sense death are generally uneasy around Shadya in her new form. Even her own pets are a little standoffish with her now.

Shadya was an Army brat going up, and a bit of a tomboy. Her father was stationed in the Middle East when she was born, and her mother named her after a family friend nearby. Her mother always said that in the US she wanted her daughter to have a name that would stand out some since she surname was so plain. Being the daughter of a military commander, she was taught to always have a plan before going off half cocked and to preferably have contingency plans because the first casualty or war is the battle plan. He also taught her chess from a young age, and she plays games with him by post to this day. He also taught her to shoot, well. Unfortunately, he had a habit of embarrassing her some when she started dating by telling her dates that if they hurt her he wouldn't have to shoot them, because she'd do it herself.

She was always curious, taking things apart to see how they worked, and extremely bright. However, she is extremely strong willed, has a temper at times, and is very protective of the people and things she cares about. She only got involved in all this god business because her girlfriend was in the wrong place at the wrong time when all hell broke loose with the world. Her name comes from being asked by someone who she was after helping deal with things that first day. Her response was a rather reflection "I'm just a star shadow.” The name stuck.

Diplomacy and people skills are not her strong suits, after all there is a reason why she works with machines. It's the same reason why she did better starting her own shop than dealing with someone else's red tape. She still loves tinkering with things, and has a fondness for classic cars, so she does well running her own restoration business. It's a good thing too, because what job would she be able to keep as a ghost. Shadya has had to prove herself all her life as an equal to the guys around her between growing up an army brat ad then being in such a male dominated field. She can be a bitch on wheels to anyone that doesn't take her seriously, especially if she thinks it is because she is a girl. She taught growing up that respect is a two way street, and she gives respect in return to those who give it to her.

Edit: After seeing the template on Ghosts from Book of Magic again, I revised her a little more. She is built as a kind of cross between the ghost template and the power profile for shadow powers. Her move object appears to onlookers as shadowy hands/tendrils emerging from her body possibly with tools in the hand to punch/squeeze/move/cut/whatever she is using it on. When swapping her movement array to the added ranks of flight, she sprouts shadowy wings from her back (no wings flaw, just a descriptor may change it up some from scene to scene). I also added the mental effects immunity from the ghost template, although she still has a pretty decent Will save on top of it.

I went ahead and moved all her powers in the attack array to ranged and shifted her attack all into ranged since she has no touch ranged attack left, and being insubstantial keeps her from being able to punch someone for any effect anyway. She is at PL caps offensively, and decent on defense now although still a little below caps defensively. Since her concept is that her attacks and interactions with the world are mostly based on force of will, I made most of them require a concentration check, and added the second chance feat for concentration. It means that there is a chance of most of her attack fizzling, but it also offset most of the cost of setting everything to ranged. I had to trim back some of her smaller powers, skills, and feats as well for some of the points. I dropped a couple skill ranks and the wealth and inventor feats, and made her more that auto mechanic/restorer instead of a full fledged engineering background since that was mainly for background purposes anyway and not the main concept.

Although Moira was willing to work with me on nullifying her dex and shifting the effects to Int and Wis, when I saw that the ghost and revenant templates still had dex, I just left her with a normal dex attribute.
Last edited by digitalangel on Thu Apr 24, 2014 8:22 pm, edited 7 times in total.

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Re: [2e] Paragons of the New World (recruiting)

Postby Omnipotent Being » Tue Apr 22, 2014 2:27 pm

digitalangel wrote:---Immunity 41 (life support, all fortitude effects, aging, hunger&thirst) 41PP
Aging, Starvation/Thirst, Need For Sleep, Disease, Poison and Suffocation are all Fortitude things. Plus they're only for the mundane versions of the effects, not the power versions. The immunity to all environmental effects might be useful though.

digitalangel wrote:Toughness 0
digitalangel wrote:Defense 4/7* -- 8PP
I know you're permanently Insubstantial, but this seems a bit off. Someone comes along with a piece of iron and/or affects insubstantial powers and/or mental effects and/or sensory effects and, well, see you in a week :P

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Re: [2e] Paragons of the New World (recruiting)

Postby digitalangel » Tue Apr 22, 2014 3:15 pm

Omnipotent Being wrote:
digitalangel wrote:---Immunity 41 (life support, all fortitude effects, aging, hunger&thirst) 41PP
Aging, Starvation/Thirst, Need For Sleep, Disease, Poison and Suffocation are all Fortitude things. Plus they're only for the mundane versions of the effects, not the power versions. The immunity to all environmental effects might be useful though.

digitalangel wrote:Toughness 0
digitalangel wrote:Defense 4/7* -- 8PP
I know you're permanently Insubstantial, but this seems a bit off. Someone comes along with a piece of iron and/or affects insubstantial powers and/or mental effects and/or sensory effects and, well, see you in a week :P


Doublechecking, environmental effects all fall under fort saves as well, so that 42 points of immunity is all covered under the 30 for fortitude. That helps a ton. Thanks for pointing that out, I was trying to make sure I was covered and wasted almost an entire PL worth of points.

The will save is close to maxed for PL, because I knew mental was one of the places I had to actually worry about. Sensory effects aren't going to do damage, plus I can fall back on some of the super senses to a point.

The toughness and defense being so low was partially on purpose and partially just running out of points. I'm used to much lower PL characters than this, but I've never built a power set like this to play in M&M either. I guess what they say about your wants growing to fill your budget no matter how big it is is true.

Insubstantial 4 covers all physical and energy attacks other than having to specify a common weakness and powers with affects insubstantial on them. I was building the character keeping in mind that she is relying on concealment, the linked healing effects on her 2 main attacks, and simply being immune to so much when it comes to combat. Also, in a modern setting most things are steel or some sort of alloy, actual cold iron isn't as common as you might think at first, although yes an old fire poker or a cast iron skillet could do her in even though she could ignore being nuked.

Depending on Moira's feedback, the 7PPs on the comprehend and sense spirits might be able to be freed up and sent towards upping defence if it is never going to come up in the setting. I figured it made sense for the character concept in that she is basically straddling the worlds of life and death.

I'll have to rearrange some of the points on teh build later tonight.
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Re: [2e] Paragons of the New World (recruiting)

Postby sirzanek » Wed Apr 23, 2014 7:13 am

I have an elemental shaman type character with a twist that I made of another game that I think I will tweak a bit and submit. He works with the modern versions of the classic four elements; so instead of earth, fire, air, and water he works with steel, electricity, smoke, and oil...

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Re: [2e] Paragons of the New World (recruiting)

Postby digitalangel » Wed Apr 23, 2014 8:26 am

@Being, Thanks again for the earlier feedback. I revamped her some *no pun intended* and replaced the entry above.

I fixed all the wasted points on specific Fort based effects, since she has Immunity to Fort effects already. I dumped all of those, plus 1 point from some of the other edits into Protection on her Shadow Form.

I actually dropped her base defence by 1 point, but used that and some of the other points freed up to add more enhanced dodge all the time as part of her Shadow Form. She is built to be a very mental character with no "real" body and I think this better reflects the speed of thought ocncept in some of her other powers.

I actually epanded her senses array some, including giving her danger sense and uncanny dodge through the senses array. What form of energies she is paying attention to changes depending on which array slot she is in. The main slot should give her protection on the danger sense and uncanny dodge from basically anything with a spirit, while the main AP focuses on reading electromagnetic energies including and well beyond light frequencies. I also moved her ability to sense and comprehend spirits into her senses array to free up some points, expanded it some and made it distracting to show that she is removing herself form the world of the living even further when she uses this power. Between the distracting and losing the uncanny dodge and danger sense from the other slots in that array, this does leave her extremely vulnerable when she uses her ability to commune with spirits but it can also potentially garner a lot of useful information for her to use.

Even when the Uncanny Dodge and Danger Sense are helping her, she is still under cap on defences, but not nearly as bad. She is also an intellectual character (most of mine are to some degree) whose abilities allow her to be ok in combat even at the PL we are talking about; she was never meant to be a combat mook and maxing out combat for the PL.
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