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Making Heroes fight themsleves

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Making Heroes fight themsleves

Postby Mister Astounding » Sat Sep 08, 2012 10:51 am

I'm working on a villain for my next M&M game who has the ability to create duplicates of others, which he uses to create versions of heroes to fight against them. Here's the preliminarily write up. Would there be anything I need to add to him to make his power work on others?

I think I'll drop the Heroic extra and switch it for Active instead.

Doppleganger - PL 11

Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 3, Presence 4

Advantages
Assessment, Daze (Deception), Defensive Roll 5, Equipment 2, Improved Initiative, Inspire, Seize Initiative, Teamwork, Uncanny Dodge

Skills
Acrobatics 6 (+9), Athletics 1 (+3), Close Combat: Unarmed 5 (+10), Deception 8 (+12), Expertise: Psycology 7 (+9), Insight 7 (+10), Investigation 5 (+7), Perception 6 (+9), Persuasion 7 (+11), Ranged Combat: Guns 5 (+8), Sleight of Hand 4 (+7)

Powers
Create Simulacrum: Burst Area Summon 12 (Burst Area 2: 60 feet radius sphere, Controlled, Heroic, Multiple Minions 3: 8 minions, Sacrifice)

Equipment
Heavy Pistol

Offense
Initiative +7
Grab, +5 (DC Spec 12)
Heavy Pistol, +3 (DC 19)
Throw, +3 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 7/2, Will 11

Power Points
Abilities 48 + Powers 157 + Advantages 14 + Skills 31 (61 ranks) + Defenses 31 = 281


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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
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Re: Making Heroes fight themsleves

Postby Arthur Eld » Sat Sep 08, 2012 11:00 am

You have to add the Broad or General Type extra to make sure he can summon different types of characters. But then add the Limited flaw if he can only make copies of nearby heroes, as opposed to summoning them out of thin air.

There was a character in Freedom Force like this-Deja Vu, I think. He could make copies of whomever (including himself), though his copies of normal people had superpowers and his copies of real superheroes weren't as strong.

I have no idea why you need Burst on Summon though.
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Re: Making Heroes fight themsleves

Postby Mister Astounding » Sat Sep 08, 2012 11:32 am

Thanks for the input. I appreciate it.
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Re: Making Heroes fight themsleves

Postby Mister Astounding » Sat Sep 08, 2012 12:01 pm

Here's the updated version:

Doppleganger - PL 11

Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 3, Presence 4

Advantages
Assessment, Daze (Deception), Defensive Roll 5, Equipment 2, Improved Initiative, Inspire, Seize Initiative, Teamwork, Uncanny Dodge

Skills
Acrobatics 6 (+9), Athletics 1 (+3), Close Combat: Unarmed 5 (+10), Deception 9 (+13), Expertise: Psycology 8 (+10), Insight 8 (+11), Investigation 6 (+8), Perception 7 (+10), Persuasion 7 (+11), Ranged Combat: Guns 5 (+8), Sleight of Hand 4 (+7), Stealth 5 (+8)

Powers
Create Simulacrums: Summon 12 (Active, Controlled, Multiple Minions 3: 8 minions, Sacrifice, Type (Broad): Humaniods; Limited: Can only create simulacrums from those in the immediate vicinity)

Equipment
Heavy Pistol

Offense
Initiative +7
Grab, +5 (DC Spec 12)
Heavy Pistol, +8 (DC 19)
Throw, +3 (DC 17)
Unarmed, +10 (DC 17)

Complications
Conniver: Doppleganger prefers to let his simulacrums fight for him, rather than getting his hands dirty.
Motivation: Greed: Doppleganger's primary motivation for comitting crimes is for the love of money. Although a chance to join the new Society would provide him with an even greater chance for wealth.

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 7/2, Will 11

Power Points
Abilities 48 + Powers 133 + Advantages 14 + Skills 36 (71 ranks) + Defenses 31 = 262


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
Mister Astounding
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Posts: 131
Joined: Mon Feb 26, 2007 3:40 pm


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