kpenguin
2009-08-28, 03:06 AM
After finishing up a D&D campaign, my group has decided to try out M&M. As the only person who has any M&M experience, I of course am asked not only to GM but to build their characters.
I'd like help building these two characters.
The Plumbineer
He's an homage/parody/whatever of Luigi (not Mario) who uses various gadgetry that are themed around items and abilities you would find in the Super Mario games. Gadgets that we've already come up with:
A gun shaped like a flower or a pair of white gloves that creates/shoots fireballs (Blast with the Ricochet PF)
Red shells that are slided along the ground and home in on enemies (Blastwith Mighty and Homing PF)
A star-shaped force shield or a star shaped force-field generator (Shield or Force Field)
Spring-boots that increase jumping ability and perhaps have a stomping attack (Strike and Leaping)
A collapsible hammer (Strike)
Any other super mario gadgetry ideas? Any advice on how to model these gadgets? Should I make these Devices or give him the Gadgets power from UP or a combination of both?
The other thing he wants is a network of hidden green pipes all over the Plumbineer's hometown, sort of like how Batman has secret tunnels and bases all over Gotham. How should I model this?
Captain Awesome
A man who's soul has been bound with the Spirit of Awesome.
He can do Awesome things but, only by shouting out "Awesome" and whatever he's doing, like "AWESOME PUNCH!", "AWESOME JUMP!", "AWESOME RUN!". "AWESOME UNDERWATER BASKET WEAVING!", etc. He can only do things he can normally do, just at superhuman levels. He can't say "AWESOME FLY!" and start flying around or "AWESOME LIGHTNING!" and shoot lightning bolts. Also, for the most part, most of these will be physical powers. Things like "AWESOME INVESTIGATION!", "AWESOME STRUCTURAL ANALYSIS!" or "AWESOME KNOWLEDGE OF THE HISTORICAL SIGNIFICANCE OF BEAVERS!" are out.
Obviously, these are bunch of alternate powers with the Power Loss drawback. What sorts of awesome powers should I put in the main array and what should I leave to power stunting? Should I use the Boost power to model the skill enhancements (AWESOME SEWING!, AWESOME GUITAR ROCKING! AWESOME DANCE!)?
Another thought the player had was to link how powerful the AWESOME! powers are by how loudly Captain Awesome could yell them. How would I model this? Give a Require Perform (Oratory) flaw for all of the powers in the array?
...
As you might guess, the game is going to be fairly light-hearted.
EDIT: In case it matters, the game is going to be starting at the standard PL10/150.
I'd like help building these two characters.
The Plumbineer
He's an homage/parody/whatever of Luigi (not Mario) who uses various gadgetry that are themed around items and abilities you would find in the Super Mario games. Gadgets that we've already come up with:
A gun shaped like a flower or a pair of white gloves that creates/shoots fireballs (Blast with the Ricochet PF)
Red shells that are slided along the ground and home in on enemies (Blastwith Mighty and Homing PF)
A star-shaped force shield or a star shaped force-field generator (Shield or Force Field)
Spring-boots that increase jumping ability and perhaps have a stomping attack (Strike and Leaping)
A collapsible hammer (Strike)
Any other super mario gadgetry ideas? Any advice on how to model these gadgets? Should I make these Devices or give him the Gadgets power from UP or a combination of both?
The other thing he wants is a network of hidden green pipes all over the Plumbineer's hometown, sort of like how Batman has secret tunnels and bases all over Gotham. How should I model this?
Captain Awesome
A man who's soul has been bound with the Spirit of Awesome.
He can do Awesome things but, only by shouting out "Awesome" and whatever he's doing, like "AWESOME PUNCH!", "AWESOME JUMP!", "AWESOME RUN!". "AWESOME UNDERWATER BASKET WEAVING!", etc. He can only do things he can normally do, just at superhuman levels. He can't say "AWESOME FLY!" and start flying around or "AWESOME LIGHTNING!" and shoot lightning bolts. Also, for the most part, most of these will be physical powers. Things like "AWESOME INVESTIGATION!", "AWESOME STRUCTURAL ANALYSIS!" or "AWESOME KNOWLEDGE OF THE HISTORICAL SIGNIFICANCE OF BEAVERS!" are out.
Obviously, these are bunch of alternate powers with the Power Loss drawback. What sorts of awesome powers should I put in the main array and what should I leave to power stunting? Should I use the Boost power to model the skill enhancements (AWESOME SEWING!, AWESOME GUITAR ROCKING! AWESOME DANCE!)?
Another thought the player had was to link how powerful the AWESOME! powers are by how loudly Captain Awesome could yell them. How would I model this? Give a Require Perform (Oratory) flaw for all of the powers in the array?
...
As you might guess, the game is going to be fairly light-hearted.
EDIT: In case it matters, the game is going to be starting at the standard PL10/150.