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  1. - Top - End - #121
    Halfling in the Playground
     
    ClericGuy

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    Mar 2024

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by The_Snark View Post
    Not necessarily; higher ranks in Morph are required if you want your shapeshifting to be more versatile, but it has nothing to do with how different from your base form they are. A hero with 1 rank in Morph has access to a single, specific alternate form: that form could be humanoid, or it might be a bald eagle, or a velociraptor, or a chair. Morph 2 gets you access to a narrow subset of related forms - like birds, or dinosaurs, or furniture. Morph 3 would get you a broader but still limited category, like all animals. And Morph 4 doesn't have limits - you can turn into anything, at least cosmetically speaking.

    It sounds like you would definitely want more than 1, but how much more depends on how you're imagining your shapeshifting working. If your character doesn't have the fine control needed to turn into a perfect simulacrum of a wolf, Dave the neighbor, or Dave's sofa, then you don't need Morph 4.

    It is also worth noting that you can cut down on the costs for Morph a fair bit by increasing the action needed to shapeshift; by default it's a free action, but if you bump it up to a Standard action you can save 2 points per rank.

    (Having said all this, I prefer dynamic arrays when building this sort of "my body is an organic toolbox" shapeshifter; I find Metamorph is overkill here.)
    Dynamic Arrays are probably best, but to add to this: Make it Distracting for saving 3 points per rank, making it a 2/rank power. 6 points total (before Metamorph) for "All Mythological Creatures," Or 4 points entry fee for "Monsters from [Specific Mythology]" or the like.

  2. - Top - End - #122
    Barbarian in the Playground
     
    Flumph

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Naysmith View Post
    Actually, "I would like each form to have a couple related abilities" implies Morph with the Metamorph extra - one metamorph per alternate form. Common powers to go outside the morph, powers that one or another form lacks going inside the morph forms that do have it along with that form's unique stuff.
    Variable does all that but sure use Morph if you prefer 👍

    Quote Originally Posted by Postmodernist View Post
    In terms of overall background, I'm thinking that Breakneck was military at some point, voluntold to take part in an experiment. When he and his former comrade Whiplash discovered that their bosses couldn't stop them, they stole a massive stockpile of their drug and went on a crime spree. They've been apprehended a few times, but speedsters are notoriously slippery, so they've never stayed trapped long. The drug stays in his system for a long time (no as-yet determined meaningful game effect, but we should have fun playing with this), and they left caches of the stuff in safehouses throughout the city.

    BN & WL teamed up regularly, engaging in crime sprees to fuel their drug use and lavish lifestyles. They frequently clashed with cheesy 70s Silver Age style speedsters Jacks B Nimble and Quick. Whiplash, overdosing on the drug, hospitalized one of the Jacks, causing a rift between him and Breakneck. They'd still occasionally cross paths, but they mostly worked solo, as a courier for very special packages, as speedster support for more powerful villains, or as part of a villainous gang. Since the invasion, he's been laying low as "Ryan O'Neill," a local delivery driver. In the wake of the alien invasion, Ryan has taken on this unassuming role for a local courier service. This job allows him to move freely throughout the city, gather information, and make connections with the underground resistance. And score drugs. Or engage of crimes of opportunity. Ryan rents a small, inconspicuous apartment in a busy part of town. He keeps a low profile, blending in with the hustle and bustle of city life. His job as a delivery driver provides the perfect cover for his clandestine activities, allowing him to stay one step ahead of both the aliens and those who might recognize him.

    EDIT: Oh, and looking to the future, if we get past what I assume is the usual villain competitive posturing, Breakneck would be willing to take Teamwork and Setup type advantages as we level. It suits his background, and it's always fun to zonk the enemy while the rest of the team beats him down.
    Actually (the meme continues 😜), Breakneck starts out in police custody with the other supervillains. But I really like how you've established him in Star City. Gives me hooks for you.

    Regarding "leveling-up": as your villain crew completes missions you will gain Power Points to improve and accomplish more. Read over "Team checks" because I'll be calling for them often and adding the Teamwork advantage makes the check even more effective. I like your plan.

  3. - Top - End - #123
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    AvatarVecna's Avatar

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    [Footage of superheroes busting in the doors of secret lairs, beating up villains, and loading cuffed villains into police cruisers. Muffled noises are audible that don't align with the footage.]

    "Are you infested with do-gooders and plan-thwarters? Are you tired of checking in on your patrolling minions, only to find they've been picked off one by one? Do you find yourself constantly thinking you just can't get good help these days? Looking for a way to even the odds with those cheaters blessed with more power than sense? Then it sounds like you need Hench Wench!"

    [Cut. A woman with an hourglass figure in a classic-but-generic henchperson outfit: dark jeans, shirt with no logo, leather jacket, ski mask, scary-looking gun. The environment seems to be cement floor and plaster walls, with no decorations.]

    "I'm Hench Wench. You might remember me from The Chase Through Tempest--"

    [Cut. Footage of a police chase. The roof of the pursuee car opens up, and Hench Wench pops out, spraying the pursuers with a burst of gunfire. Every tire on 5 different cruisers seems to pop at the same time, and they all crash together in a big pile-up.]

    "--The Northpoint Riots--"

    [Cut. Footage of an enormous crowd of rough-looking characters ransacking several office buildings. A speedster zips through the crowd, spiriting people away one by one too fast for even the camera to properly follow, until he suddenly catches a bat to the head from some normal guy, and the rest of the crowd descends on his dazed figure. Hench Wench is nowhere to be seen.]

    "--or my special collaboration with the incomparable Doctor Insidious, that resulted in the demise of his long-time nemesis Heatstroke!"

    [Cut. Three figures. The first figure: a short, balding doctor in classic villainous-scientist-chic. Behind him, several screens appear to be projecting hypnotic patterns, although none of them affect the viewer due to a moire effect. The second figure: A willowy woman wearing a burned artist's smock and a classic cowl, motes of fire sparking uselessly at her fingertips as she stares into the screens. The third figure: Hench Wench.]

    "Need someone to keep your minions on task, or give them practice fighting someone out of their weight class? I'll whip 'em into shape! Need a getaway driver? You won't be able to find anyone better out there on the street. Got a hero snooping around? I'll send 'em to the hospital...or maybe the morgue! Even if I can't take them down myself, I can at least soften them up for you and your mooks! For a bit extra, I also offer the Nemesis package, where you're guaranteed the last laugh, even if I've got the shot. If you don't mind me killstealing though, feel free to save me the headache and save yourself the money."

    [She approaches the camera, and lifts it off whatever stabilization device she was using.]

    "If you're still not convinced, listen to this testimonial!"

    [The camera swings around, and three battered heroes enter the frame. The first: Doll Queen, a classic magical girl, bound with tight ropes. Her tiara and puppet control rod are nowhere in sight. The second: Cinnabar, a man seemingly made entirely of a bright red gemlike substance, commonly considered close to invulnerable...currently heavily chipped and unconscious. The third: an unknown figure stripped to underclothes with a bag over their head, also bound with tight ropes. Several pieces of disassembled high-tech armor are scattered on the floor; their decorations tentatively identifying the third figure as Sir Vey, a knight-themed tinkerer focused on reconnaissance (so speed, stealth, and sensors). Hench wench taps on the bagged head, and the figure begins struggling in earnest.]

    "C'mon hun, we talked about this. Say the line, or the bag comes off!"

    [A tired voice with uncertain tone emanates from the bag]

    "We...we didn't stand a chance. We came here to try and capture Hench Wench in her home, see if we could take her by surprise. But it didn't matter. She beat all of us at the same time, without any help."

    "Cheers, sweetie. Thanks for playing along!"


    [She pecks the top of the bag, and the person flinches away.]

    "Don't worry about these three, I'll make sure they get home. After all, I haven't been paid to kill 'em by anybody. And you know what they say: if you're good at something, never do it for free."

    [Cut to black.]

    Spoiler: Basics (85)
    Show
    Abilities (16)
    • Strength -1
    • Stamina 5
    • Agility 0
    • Dexterity 0
    • Fighting 0
    • Intellect -1
    • Awareness 0
    • Presence 5


    Defenses (15)
    • Dodge 5 (+5/+13)
    • Fortitude 0 (+5/+13)
    • Parry 5 (+5/+13)
    • Toughness 0 (+5/+13)
    • Will 5 (+5/+13)


    Skills (32)
    • Acrobatics 6/14 (+6/+14)
    • Deception 0/8 (+5/+13)
    • Insight 10 (+10)
    • Intimidation 10/18 (+15/+23)
    • Perception 13 (+13)
    • Persuasion 0/8 (+5/+13)
    • Ranged Combat/Guns 10/18 (+10/+18)
    • Vehicles 15/23 (+15/+23)


    Advantages (22)
    • All-Out Attack
    • Attractive 2
    • Connected
    • Equipment 11
    • Favored Foe (Capes)
    • Improved Initiative 3
    • Move-By Action
    • Power Attack
    • Quick Draw
    • Set-Up
    • Taunt
    • Takedown 2
    • Teamwork


    Spoiler: Equipment
    Show
    Encrypted Modern Smartphone (3ep)

    Milspec Assault Rifle (24ep)[list][*]Damage 8
    • +1/r: Increased Range (Ranged)
    • +1/r: Multiattack


    Muscle Car (20 ep)
    • 1: Size (Large)
    • 2: Strength 6
    • 6: Speed 6
    • 3: Toughness +10
    • 5: Features
      • Alarm 3 (DC 30)
      • Communications (CB Radio)
      • Hidden Compartments 3
      • Navigation System


    Home Sweet Home (8ep)
    • 0: Size (Small)
    • 0: Toughness 6
    • 9: Features
      • Fire Prevention System
      • Garage
      • Living Space
      • Security System 3
      • Trophy Room
      • Workshop


    Spoiler: Powers (115)
    Show
    Absorb Confidence (120)
    Hench Wench's unconscious psychic powers sap her target's ability to act to their full potential, while bolstering her own capabilities to superhuman levels.

    Weaken 8
    • All Abilities
    • Will to resist
    • +1/r: Broad
    • +1/r: Increased Range (Ranged)
    • +1/r: Multiattack
    • +2/r: Progressive
    • +1/r: Simultaneous
    • -1/r: Limited (does not Debilitate abilities, so can't no-save incapacitate people)
    • +9: Accurate 9
    • +2: Affects Insubstantial
    • +1: Insidious
    • +2: Subtle 2


    Protection 8
    • -1: Quirk (Rank cannot exceed points currently weakened)


    Enhanced Dodge 8
    • -1: Quirk (Rank cannot exceed points currently weakened)


    Enhanced Fortitude 8
    • -1: Quirk (Rank cannot exceed points currently weakened)


    Enhanced Parry 8
    • -1 Quirk (Rank cannot exceed points currently weakened)


    Enhanced Will 8
    • -1: Quirk (Rank cannot exceed points currently weakened)


    Enhanced Acrobatics 8
    • -1: Quirk (rank cannot exceed points currently weakened)


    Enhanced Deception 8
    • -1: Quirk (rank cannot exceed points currently weakened)


    Enhanced Intimidation 8
    • -1: Quirk (rank cannot exceed points currently weakened)


    Enhanced Persuasion 8
    • -1: Quirk (rank cannot exceed points currently weakened)


    Enhanced Ranged Combat/Guns 8
    • -1: Quirk (rank cannot exceed points currently weakened)


    Enhanced Vehicles 8
    • -1: Quirk (rank cannot exceed points currently weakened)







    Spoiler: Complications
    Show
    Enemy - Phantom Menace

    Phantom Menace was a middling hero-detective when he was alive, a brilliant mind trapped in a mediocre body. He was scrappy enough in a fistfight to play at the street level, but eventually he bit off more than he could chew, and died to a gutshot. Whether it's cuz he had unfinished business, or was buried in a cursed graveyard, or made a deal with a devil, or whatever the hell happened, his spirit has stuck around. Death is the best thing that ever happened to him, as his "physical" capabilities are now determined by his wit and resolve instead of his fitness and stature. It's mostly just a quirk of fate that he's ended up as Hench Wench's nemesis: his ghostly abilities make him almost impossible to detect until it's too late; he moves at the speed of thought, making him almost impossible to hit; and he's always had a mind like a steel trap, so even the strongest psychic assaults seem to just slide right off him. All of this combines to make him one of very few heroes Hench Wench consistently fails to affect with her powers, and it drives her crazy.

    Motivation/Justice - We Live In A Society

    Most people who turn to crime aren't just psychopaths who want to hurt people, but normal folk in dire straits who need help and have few good ways to get any help. Villains redistribute wealth from the wealthy (via theft) to the poor (via minion wages), and lots of them are working on technology that'll help push society forward. Meanwhile, heroes are fighting in defense of the status quo that's responsible for so many people turning to crime in the first place - defending a system that demonstrably doesn't work, else it wouldn't have so many people trying to break it. And so, Hench Wench has joined the War On Crime on the side of crime. Bit of a twisted sense of morality, but that's how it goes sometimes.

    Motivation/Thrills - The Bigger They Are, The Harder They Fall

    The money is good, of course, but it's not about the money really. She makes enough to live comfy, and that's what matters. No, what keeps her coming back is the adrenaline rush of grinding some arrogant pissant into the ground. Bringing the high and mighty down to her level, making it so even normal mooks can kick the crap out of em...it's a deep satisfaction.

    Reputation - My Most Trusted Advisor

    Hench Wench mostly acts against heroes, but has on occasion made an exception and gone after some dyed-in-the-wool psychopath villain who just liked going on killing sprees. For most villains, she is a dependable assistant, and loyal enough. Of course, that doesn't stop rumors from spreading around. Every con artist is worried everyone's trying to scam him, and every supervillain is worried a rival with a bone to pick might have outbid them for Hench Wench's services. Her unwillingness to sign up long-term with any particular villain or even a league of evil doesn't help quell the doubts about her loyalty.

    Secret - Idiot Savant

    Hench Wench's power is monstrously strong, but she herself is a bit dim. She knows what she does isn't just skill, but can't really explain how her powers work - and nobody else seems to be sure she even has powers. Things just seem to go wrong for people around her she doesn't like, and things seem to just go right for her and those she's fighting alongside. Luck manipulation? Psychic sabotage? Ki theft? Pheromones? She's found a lot of neat theories on how this kind of thing might function, but nothing concretely provable. What really worries her, is that some people seem to be completely unaffected, and she doesn't know why. But if someone follows the patterns of fights she loses, or has the right sensory abilities, they might be able to figure out what she's doing...and thus figure out how it can be mitigated, outright countered, or even turned against her.


    EDIT: When I was initially doing the build, having it as a reactive power made sense. But as HW has developed into an anti-super activist (sorta), and the idea behind the power became that latent psychic potential manifested by stealing her hated targets' confidence for herself, something that's designed for shutting down crowds doesn't really fit as well as a single-target thing, and it was always weird for reactive+multiattack anyway. Getting rid of reactive gives me some points to work with elsewhere, probably to round out her skills a bit more...anyway it's probably gonna change a bit sometime today, just not sure about how exactly it'll look. The end goal where she's really good at shutting down supers will still be there. This also means that at the start of combat she's really squishy unless we get like a minion to volunteer to be a heat sink for her power to charge, but idk if she'd be on board with that.

    EDIT: Taking away Reactive (and Selective) saved me enough points that I can turn all the Limiteds to Quirks (that felt kinda cheesy too, initially), and still left a few points for fixing skills up a bit. The end result: a rapid-fire undetectable psychic blast where targets don't realize they've been depowered until they're getting their faces stomped in by regular mooks, but one that's not automatically turning whole crowds of people into useless lumps. As a result, she's also pretty squishy until she gets a turn, at which point a spray of Weaken brings her up to snuff with everybody else.

    EDIT: I'm not above a tiny bit of cheese, so the defenses and now the skills are split up so the Quirk is counting for each of them. I feel this is a very fair exchange for playing a PL 13 character who is, at the start of every fight, effectively PL 4.
    Last edited by AvatarVecna; 2024-06-20 at 01:22 PM.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

  4. - Top - End - #124
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    SamuraiGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    [Depreciated: Go Here]
    Last edited by Soras Teva Gee; 2024-06-24 at 01:28 PM.

  5. - Top - End - #125
    Halfling in the Playground
     
    ClericGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    @SwordCoastTaxi I'd just like to verify why Oblivion hasn't been added to the list in the OP. Is it because I need the picture, to actually copy over every detail from my sheet to the forum, just you haven't had time to review her yet, or something else?

  6. - Top - End - #126
    Ogre in the Playground
     
    Greenflame133's Avatar

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Skulk sheet update. Some point shuffled around, and some points in later parts of the backstory changed to include capture by the SCPD, I think that's a good state to call the sheet ready. Unless there is some DM feedback to account for
    Last edited by Greenflame133; 2024-06-18 at 01:31 PM.

  7. - Top - End - #127
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    I think I'll just commit to the Dynamic Array, at least unless I think of more things to add to the list. Actually, since, so far as I know, the cost goes up with each new effect added, it might be better to go for Variable after all... ugh. Either way, if time is critical, I can have Chimera done by tonight.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  8. - Top - End - #128
    Bugbear in the Playground
     
    SamuraiGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    I would enjoy the third or fourth of the four choices presented.

  9. - Top - End - #129
    Barbarian in the Playground
     
    Flumph

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by AvatarVecna View Post
    *snip*

    EDIT: Taking away Reactive (and Selective) saved me enough points that I can turn all the Limiteds to Quirks (that felt kinda cheesy too, initially), and still left a few points for fixing skills up a bit. The end result: a rapid-fire undetectable psychic blast where targets don't realize they've been depowered until they're getting their faces stomped in by regular mooks, but one that's not automatically turning whole crowds of people into useless lumps. As a result, she's also pretty squishy until she gets a turn, at which point a spray of Weaken brings her up to snuff with everybody else.
    Thanks and I'll add her to the OP list.

    Quote Originally Posted by Soras Teva Gee View Post
    I think I am finished...
    *snip*
    But one side question... is Language ever going to be relevant? If so since I have to buy a few anyways can I speak V'sori?
    It sucks when you buy Languages and the GM ignores it I'll make sure languages count and V'sori is a great choice.

    Quote Originally Posted by Naysmith View Post
    @SwordCoastTaxi I'd just like to verify why Oblivion hasn't been added to the list in the OP. Is it because I need the picture, to actually copy over every detail from my sheet to the forum, just you haven't had time to review her yet, or something else?
    I didn't see a Motivation or complications for the character so I thought it was a WIP.

    Quote Originally Posted by Greenflame133 View Post
    Skulk sheet update. Some point shuffled around, and some points in later parts of the backstory changed to include capture by the SCPD, I think that's a good state to call the sheet ready. Unless there is some DM feedback to account for
    Thank you for the update.

    Quote Originally Posted by Dusk Raven View Post
    I think I'll just commit to the Dynamic Array, at least unless I think of more things to add to the list. Actually, since, so far as I know, the cost goes up with each new effect added, it might be better to go for Variable after all... ugh. Either way, if time is critical, I can have Chimera done by tonight.
    The deadline is 6/21 so you have some time.

    Quote Originally Posted by zeone3000 View Post
    I would enjoy the third or fourth of the four choices presented.

  10. - Top - End - #130
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    SamuraiGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Alright now 105% complete then.

  11. - Top - End - #131
    Halfling in the Playground
     
    ClericGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    I didn't see a Motivation or complications for the character so I thought it was a WIP.
    Complications
    Motive: Control, Reveenge
    Other: Somatic and Verbal spell components (applies to Hellish Magic)

    It was listed, but while at the end of the sheet proper, it was above my useful notes (from some times I hosted something and provided it as a template for others) and I have my Ritualist and Artificer notes after that, so it was hard to find. Sorry about that.

    Done except that I may wish to use the presence houserule and sac some str and attractive for better claws and presence (giving me attractive anyway).

    Also, is "mutant" the only way to describe her? I viewed her power as being a dark, divine power from being half-demon, not any human mutations.

    EDIT 2: Sacrificed 2 Awe, 1 Str, and both Attractive ranks [8 points] for +1 damage rank on my claws [1], +innate on claws [1], +2 Presence with both Attractive ranks by the Presence houserule [4], and buying my Willpower back up by 2 [2], to what it was before losing the 2 Awe.
    Last edited by Naysmith; 2024-06-18 at 10:42 PM. Reason: Clarity

  12. - Top - End - #132
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    AvatarVecna's Avatar

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    Of course those of us familiar with Brainiac might consider him to be a bit beyond PL13 (I'd argue at least PL15) but he's here just to give you an idea of the scope of ability for a PL13 supervillain. This work?
    Just saw this for reasons. I'd agree with that conclusion. I'd also agree that Braniac would be a very good villain to submit for this game, constraints allowing.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
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  13. - Top - End - #133
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    NecromancerGirl

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Finally got a first draft of Chimera. I say "first draft" because I'm still unsure about how a few things work, and since I'm still new to this I expect to have to tweak things.

    Spoiler: Fluff, but it ain't cute and fluffy
    Show
    Supervillain Name: Chimera
    Real Name: Eshe
    Player: Dusk Raven
    Gender: Female
    Age: 21

    Eshe doesn't remember her last name, or who her parents were beyond them being Middle-Eastern, if her name and appearance were any indication. She just remembers spending more time on the street than in the "home," just trying to scrape by, and not succeeding. So it wasn't that much of a downgrade when she was kidnapped at age 8 by a supervillain called The Optimizer. Optimizer was something of a radical biologist, who believed he could refine the human body into something superhuman, without the need for random mutations, weird sorcery, or bizzare cosmic phenomena. But Eshe didn't know that at the time, she just knew that she went from poverty to being confined in a secret underground lab with dozens of other kids. She dealt with the change well, all things considered, but that's mostly because she was just trading one misery for another. On the one hand, Optimizer never lost his temper or yelled at her like her biological father had, but he was still quite strict with her, and he had far more effective means of enforcing discipline than what her parents had used. She was well-fed, but could no longer escape her "home" by wandering around.

    One thing was the same, though - the only source of social warmth she could feel was from other kids. But none really came as close to her as Madeline Shaw, a girl a few months older than her who'd been taken around the same time. Madeline missed her family very much, but she kept up a brave face, and did her best to try and keep morale up among the kids. Eshe was the one most receptive, and it wouldn't be too long before the two were best friends. For Eshe at least, this friendship had a particular intensity - after all, she'd never had a friend this close, or for as long. On top of that, being at the lab gave things a certain permanency that was quite a welcome change. It was nice to have someone you knew would be there the next day.

    When it came to raising the kids, Optimizer and the small cadre of scientists loyal to him were distant and cold, but never cruel, and the made sure all the kids basic needs were accounted for. The food was nutritious but bland, which meant the kids were quite eager to earn candy for good behavior. None of the staff were much inclined to take up an education role, but Optimizer did dump an avalanche of educational books, videos, and games, on the kids, on every conceivable topic. This worked quite well, the childrens' education aided both by boredom and by the oldest of the kids, Sarah, who with her glasses and mature appearance played the role of teacher quite well. Physical education was somewhat harder to come by, mostly due to the lack of space, but a makeshift gym and playground was provided. It could be worse, Eshe thought.

    And then it got worse, for Optimizer began his experiments once the oldest of the kids started to enter their early teens - he believed making radical biological changes was best done while a person was still growing. As such, Sarah was the first. Things initially went well - but things went rapidly downhill within a few months, beginning with the hemoraging and ending in death. Terrified by this, one of the other kids attempted to flee the base, and he ended up being killed by the automated defenses before Optimizer could stop either the escape or the AI's reaction to it.

    Despite this extremely poor first impression, the actual results of the tests were mixed - some experienced some measure of success, some were crippled or left deformed, and a few died. Eshe and Madeline, though frightened of this, made a promise - they'd both make it through the experiments together, whatever it took. They didn't know if there was anything they could do (other than eat well and exercise, as Optimizer suggested), but hope was all they had. And indeed, the two responded quite well to initial testing, so much so that Optimizer decided to take his tests to another level, pushing their physiologies even further. For Eshe, the next few months were a terrifying blend of feeling pain, nausea, and a strange sort of euphoria. Her body rebelled against the changes being forced on it, but at the same time she was getting stronger, faster, tougher. It was still up in the air whether she'd survive or not... but Eshe knew she would. She and Madeline had made that promise, after all, and Madeline was also progressing quite well. They'd make it, together.

    And then, one day, during a lapse in security, Madeline took advantage of her newfound strength to break out of the lab and escape into the wilderness... leaving Eshe, and the other test subjects, behind.

    Afterwards, for the first time, Optimizer showed cracks in the calm, calculating persona he'd shown so far. As he said it, he was left with only one prime specimen - Eshe. He redoubled his efforts, putting all his focus into making her, in his words, "the perfect living weapon." Eshe's superhuman abilities were enhanced even further - but, Optimizer had come to the conclusion that the human form was only capable of so much, and so Eshe needed to be able to became superhuman in shape as well as power. Every step of the process brought more pain to Eshe... but, in truth, the real pain was in her heart. As she saw it, Madeline had abandoned her. They were supposed to have stuck together no matter what, but as soon as the opportunity came, Madeline simply left, and didn't even bother trying to take anyone with her. Optimizer, consciously or not, fed into these perceptions, telling her that Madeline was so afraid of death she'd do anything to escape it - or, perhaps, just afraid of what she could become.

    Eventually, though, Optimizer pushed too far with his experiments, yet still succeeded. The end result was that Eshe gained the ability to control, at least to some extent, her muscles and bones, to the point of being able to change her very shape, from that of a human woman to that of a powerful brute, or of a lithe predator, depending on whether she needed speed or raw strength. In each form, however, she still had some of her "normal" agility and grace, but it was no longer the grace of a beautiful woman, but that of a deadly predator. On top of that, she could extrude claws from her fingers (or any part of her body, really), as well as extend her reach by dislocating entire sections of her body, even if she had to tear her own flesh to do it. After all, there was nothing her body could do to herself that she couldn't heal in seconds. However, just as there was always a trace of her in every form she took, she was no longer able to completely look human - every time she tried to change back, there was always something still off... and her eyes never became normal, their sclera turning from white to black, and her pupils dilating like that of a cat's, or a snake's.

    Optimizer was quite pleased with the results. He even gave her a new designation, of sorts: "Chimera." Eshe, on the other hand was horrified with her ability to transform - or, as she would come to call it, "deform."

    A few months later, Madeline returned, with a small group of lesser superheroes, and using her own enhanced abilities to fight her way through the lab, seeking to shut down Optimizer's experiments and rescue the remaining children. Optimizer, in turn, drafted the various test subjects as impromptu defenders... and when Eshe saw some of the heroes attacking her fellow test subjects, her family (even if she was never close to them), she lost control, fully gave in to her transformations, and fought back. But in the midst of the chaos, she came face-to-face with Madeline, and caught the letter's horrified reaction to what Eshe had physically become. That alone was enough to stop Eshe in her tracks, and make her shift back to her normal form in an attempt to reassure her friend. The two talked, each of them desperately trying to explain themselves - before one of Madeline's superhero allies took advantage of the distraction to try and restrain Eshe with a technological lasso. But this sent Eshe back into a rage. She became convinced that Madeline had abandoned her for new friends - if, indeed, she cared about things like "friends" at all. This rage gave her the strength to push herself even further, breaking free of her restraints and continuing the fight.

    Ultimately, Eshe would escape, along with Optimizer. Although the supervillain had lost a lot in the lab assault, he still had his most powerful experiment, because Eshe stayed with him - not out of any particular loyalty, but because, after interacting with "normal" people, she quickly realized something like her had no place in normal society. Meanwhile, Madeline became a superhero herself, under the moniker Retriever, so named because of her apparent obsession with finding victims of kidnapping and other missing persons, though of course her powers let her fight all sorts of crime. Eshe quickly developed her own obsession, with Madeline herself. Her feelings were extremely mixed. She saw Madeline in news reports, and was always so envious. Madeline had none of the flaws of Optimizer's experimentation, and many of the benefits - strength, speed, vitality, and a certain amount of beauty (an unintended side-effect of the healthy constitution she'd been given by Optimizer, including an extreme resistance to disease and poison). People liked her, not just because of her powers or apparent selflessness, but also because of her charm, and she soon had several superhero friends. Meanwhile, Eshe was once again friendless, and while she could do great good if she wanted, who would ever look at her as anything but a monster? Who but Optimizer... and, perhaps, Madeline? For Eshe truly wanted to be with her again, but that was made difficult when she couldn't decide whether Madeline must have had good reasons for what she did... or if she truly didn't care about Eshe.

    What followed were years of tumultuous adventuring, as the two former friends went through their own independent, but highly entwined, careers as supers. For a while, Eshe followed after Optimizer, but it soon became clear to the both of them that Eshe's increasing physical power, and emotional instability, meant he couldn't really control her - and he wasn't particularly good at influencing her, at least not in ways he actually wanted. The last straw was when Eshe, in a moment of self-hatred due to her monstrous abilities, asked Optimizer if she was still human - to which he responded "You're better than human," which was very much not what Eshe wanted to hear. And so she went off on her own, acting as she saw fit - and mostly, that was following after Madeline. Eshe's feelings towards her changed by the day and sometimes by the hour, and Madeline seemed just as conflicted, even if she was more... stable. Though much of this was because they kept finding themselves as enemies, then as friends. There was the time Eshe saved Madeline from the clutches of a villain who'd captured her by threatening hostages... followed by the time Eshe teamed up with an anti-mutant, human supremacist who promised a cure for her condition. Sometimes Eshe tried to win Madeline's approval, other times she tried to push her to the breaking point, trying to get her to show the world she wasn't the noble hero she claimed to be. Eshe even once kidnapped Madeline, planning to perform her own version of Optimizer's experiments on her, to make her "better than human" too so Eshe wouldn't be alone. She had a brief stint as a hero, trying unsuccessfully to fit in, and another time where she assembled her own team of villains to fight Madelin and her friends - she might not have had the best social skills due to her upbringing, but she was intelligent, had a certain amount of charisma about her when things were going her way, and she'd learned a few things about Optimizer about keeping people in line when you have power over them. That "team" didn't really fill the hole in her heart - but at the time, she thought she could fill it by killing Madeline.

    Speaking of Optimizer... there was also another time Madeline and Eshe teamed up to take him down. Optimizer had nearly completed his experiments, and was in the process of creating an army of superhuman soldiers. The two heroes broke into Optimizer's sanctum after fighting his minions, only to find that he had tested his newest enhancements on himself first. The battle pushed all of them to their limits, especially Eshe, who saved Madeline's life more than once. In the end, it was Eshe who brought Optimizer down - and then, to Madeline's protestations, finished him off. Optimizer's last words were, "You always were my greatest success."

    In the aftermath, Eshe tried to reconcile with Madeline... but Madeline, in turn, had her own reservations about Eshe, not the least of which being her willingness to kill, and seeming inability to care about anyone but Madeline. The two parted once more, not realizing that that would be the last time they would speak. For soon afterwards, the alien invasion occurred, followed by the second, true conquest. Eshe felt just as much shock and horror as anyone else at the betrayal - and not just because Madeline was sure to be in the thick of it.

    Shortly afterward, Eshe herself would be captured, trying to find her former friend, and during her captivity she has done nothing but seethe. She hasn't been able to confirm Madeline's death, but holds little hope of her survival - she might not have been at the ceremony where many of the top heroes were killed, but Madeline was never the strongest hero herself, and while her wits and ability to improvise had served her well, even she had her limits. Eshe wanted so many things when it came to Madeline - to punish her for abandoning her, to prove herself stronger, to find out what was really going on with her, and find a way to be on the same side again. Maybe even be friends, maybe even more. But the potential for all that is gone now. On top of that, Eshe is a prisoner once again, possibly bound for more experimentation, and not even of the type meant to improve her this time. Every negative emotion possibly, it seems, has gone through her lately... but the most dominant ones are rage and hate towards the aliens who took everything away from her, from everyone.

    Now if she could just escape...


    Spoiler: Sheet
    Show
    Ability Scores:
    Strength: 7
    Stamina: 8
    Agility: 8
    Dexterity: 6
    Fighting: 7
    Intellect: 4
    Awareness: 4
    Presence: 3

    94 Points Total

    Defenses:
    Dodge: 12 (8 + 4 Ranks)
    Fortitude: 16 (8 + 8 Ranks)
    Parry: 16 (7 + 9 Ranks)
    Toughness: 8
    Will: 7 (4 + 3 Ranks)

    Initiative: 8

    24 Points Total

    Skills:
    Acrobatics: 2 Ranks (10 total)
    Athletics: 2 Ranks (9 total)
    Close Combat (Natural Weapons): 8 Ranks (15 total)
    Deception: 10 ranks (13 total)
    Insight: 2 Ranks (6 total)
    Intimidation: 6 Ranks (9 total)
    Perception: 16 Ranks (20 total)
    Persuasion: 2 Ranks (5 total)
    Stealth: 6 Ranks (14 total)
    Treatment: 2 Ranks (6 total)

    28 Points total

    Advantages:
    All-out Attack
    Evasion x1
    Improved Critical (Natural Weapons) x1
    Move-by Action
    Uncanny Dodge

    Bonus Advantages (Presence):
    Daze
    Redirect
    Taunt

    5 Points total

    Powers:
    Superior Biology:
    Regeneration - 5 Ranks, 5 Points
    Immunity (Diseases, Poison) - 2 Ranks, 2 Points
    Speed - 2 Ranks, 2 Points
    Senses - Darkvision (Innate) - 1 Ranks, 3 Points (+1 flat for Innate)

    Deformation:
    Variable - Shapechanging and Biological Modification - 3 Ranks, 21 Points

    Independent Mutations:
    Damage (Claws) - +Multiattack - 2 Ranks, 11 Points (Multiattack: +1 per damage point for +9)
    Elongation - 1 Rank, 1 Point
    Growth - 2 Ranks, 4 Points

    49 Points Total

    Ability Scores: 94
    Defenses: 24
    Skills (56 Ranks): 28
    Advantages: 5
    Powers: 49

    Total: 200


    Things are still in flux, really. In particular, thinking of removing Multiattack, mostly since it's supposed to cost one point per point of damage the effect does, but I'm not sure how to cost that when the damage value goes up whenever Chimera boosts her Strength. Also, figuring out Defenses is also confusing sometime for the same reason. Really, I'm uncertain of a lot of stuff here, especially since I unexpectedly ran out of points to spend and trying to figure out what I really need, and what I ought to trim to get it.

    Also, I just realized I forgot to add complications, but it's late, I should have finished this, and should have gone to bed, over an hour ago, and I just want to get this done. I have an idea of what the complications are, I'm sure they aren't hard to figure out from her backstory.

    Quote Originally Posted by Naysmith View Post
    Also, is "mutant" the only way to describe her? I viewed her power as being a dark, divine power from being half-demon, not any human mutations.
    Just took a look at the list myself, we've got two unknowns and four "mutants." Makes me wonder what the categories actually are. Chimera is probably a mutant, but the supervillain who made her the way she is would object to that terminology - she's the result of augmentation, not natural genetic mutation.
    Last edited by Dusk Raven; 2024-06-20 at 07:46 PM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  14. - Top - End - #134
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Mar 2024

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    So, Oblivion is truly done now. Has been sort-of done for a bit, though with my Rituals and Artifices taking up space, Motive and Complications can be hard to find.

    Reposting them (including the amendment for Rituals being targeted with spell components)

    • Motive: Control, Revenge
    • Other: Somatic and Verbal spell components (applies to Hellish Magic and Rituals)


    I've also added her backstory to the document, and a picture, though I'm not sure how to post the image here.

    "Oblivion" (Charlotte Tanas)
    Species: Cambion (Human-Demon Hybrid)
    Powers: Umbrakinesis, Magic
    Age: 28, Female

    EDIT:
    Quote Originally Posted by Dusk Raven View Post
    ...So, I've still got a couple points to spend.

    I recommend Advantage: Equipment 5pts (1 power point)
    Comm-link, 1 Equipment point
    Modern Smart Phone, 4 Equipment points
    --> Cell Phone, Computer, GPS: 3
    --> Alt: Camera, Audio/Video recorder: 3 (1)
    Last edited by Naysmith; 2024-06-19 at 03:45 AM.

  15. - Top - End - #135
    Barbarian in the Playground
     
    Flumph

    Join Date
    Jul 2020
    Location
    USA

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Naysmith View Post
    Complications
    Motive: Control, Reveenge
    Other: Somatic and Verbal spell components (applies to Hellish Magic)

    It was listed, but while at the end of the sheet proper, it was above my useful notes (from some times I hosted something and provided it as a template for others) and I have my Ritualist and Artificer notes after that, so it was hard to find. Sorry about that.

    Done except that I may wish to use the presence houserule and sac some str and attractive for better claws and presence (giving me attractive anyway).

    Also, is "mutant" the only way to describe her? I viewed her power as being a dark, divine power from being half-demon, not any human mutations.

    EDIT 2: Sacrificed 2 Awe, 1 Str, and both Attractive ranks [8 points] for +1 damage rank on my claws [1], +innate on claws [1], +2 Presence with both Attractive ranks by the Presence houserule [4], and buying my Willpower back up by 2 [2], to what it was before losing the 2 Awe.
    I love the energy you're putting into this character. I can't not accept her but the full review is pending.

    Quote Originally Posted by AvatarVecna View Post
    Just saw this for reasons. I'd agree with that conclusion. I'd also agree that Braniac would be a very good villain to submit for this game, constraints allowing.
    Your supervillains are so "against type" it's almost annoying. But seeing them in a campaign intrigues me. I like how you approach the genre.

    Quote Originally Posted by Dusk Raven View Post
    Finally got a first draft of Chimera. I say "first draft" because I'm still unsure about how a few things work, and since I'm still new to this I expect to have to tweak things.

    Spoiler: Fluff, but it ain't cute and fluffy
    Show
    Supervillain Name: Chimera
    Real Name: Eshe
    Player: Dusk Raven
    Gender: Female
    Age: 21

    Eshe doesn't remember her last name, or who her parents were beyond them being Middle-Eastern, if her name and appearance were any indication. She just remembers spending more time on the street than in the "home," just trying to scrape by, and not succeeding. So it wasn't that much of a downgrade when she was kidnapped at age 8 by a supervillain called The Optimizer. Optimizer was something of a radical biologist, who believed he could refine the human body into something superhuman, without the need for random mutations, weird sorcery, or bizzare cosmic phenomena. But Eshe didn't know that at the time, she just knew that she went from poverty to being confined in a secret underground lab with dozens of other kids. She dealt with the change well, all things considered, but that's mostly because she was just trading one misery for another. On the one hand, Optimizer never lost his temper or yelled at her like her biological father had, but he was still quite strict with her, and he had far more effective means of enforcing discipline than what her parents had used. She was well-fed, but could no longer escape her "home" by wandering around.

    One thing was the same, though - the only source of social warmth she could feel was from other kids. But none really came as close to her as Madeline Shaw, a girl a few months older than her who'd been taken around the same time. Madeline missed her family very much, but she kept up a brave face, and did her best to try and keep morale up among the kids. Eshe was the one most receptive, and it wouldn't be too long before the two were best friends. For Eshe at least, this friendship had a particular intensity - after all, she'd never had a friend this close, or for as long. On top of that, being at the lab gave things a certain permanency that was quite a welcome change. It was nice to have someone you knew would be there the next day.

    When it came to raising the kids, Optimizer and the small cadre of scientists loyal to him were distant and cold, but never cruel, and the made sure all the kids basic needs were accounted for. The food was nutritious but bland, which meant the kids were quite eager to earn candy for good behavior. None of the staff were much inclined to take up an education role, but Optimizer did dump an avalanche of educational books, videos, and games, on the kids, on every conceivable topic. This worked quite well, the childrens' education aided both by boredom and by the oldest of the kids, Sarah, who with her glasses and mature appearance played the role of teacher quite well. Physical education was somewhat harder to come by, mostly due to the lack of space, but a makeshift gym and playground was provided. It could be worse, Eshe thought.

    And then it got worse, for Optimizer began his experiments once the oldest of the kids started to enter their early teens - he believed making radical biological changes was best done while a person was still growing. As such, Sarah was the first. Things initially went well - but things went rapidly downhill within a few months, beginning with the hemoraging and ending in death. Terrified by this, one of the other kids attempted to flee the base, and he ended up being killed by the automated defenses before Optimizer could stop either the escape or the AI's reaction to it.

    Despite this extremely poor first impression, the actual results of the tests were mixed - some experienced some measure of success, some were crippled or left deformed, and a few died. Eshe and Madeline, though frightened of this, made a promise - they'd both make it through the experiments together, whatever it took. They didn't know if there was anything they could do (other than eat well and exercise, as Optimizer suggested), but hope was all they had. And indeed, the two responded quite well to initial testing, so much so that Optimizer decided to take his tests to another level, pushing their physiologies even further. For Eshe, the next few months were a terrifying blend of feeling pain, nausea, and a strange sort of euphoria. Her body rebelled against the changes being forced on it, but at the same time she was getting stronger, faster, tougher. It was still up in the air whether she'd survive or not... but Eshe knew she would. She and Madeline had made that promise, after all, and Madeline was also progressing quite well. They'd make it, together.

    And then, one day, during a lapse in security, Madeline took advantage of her newfound strength to break out of the lab and escape into the wilderness... leaving Eshe, and the other test subjects, behind.

    Afterwards, for the first time, Optimizer showed cracks in the calm, calculating persona he'd shown so far. As he said it, he was left with only one prime specimen - Eshe. He redoubled his efforts, putting all his focus into making her, in his words, "the perfect living weapon." Eshe's superhuman abilities were enhanced even further - but, Optimizer had come to the conclusion that the human form was only capable of so much, and so Eshe needed to be able to became superhuman in shape as well as power. Every step of the process brought more pain to Eshe... but, in truth, the real pain was in her heart. As she saw it, Madeline had abandoned her. They were supposed to have stuck together no matter what, but as soon as the opportunity came, Madeline simply left, and didn't even bother trying to take anyone with her. Optimizer, consciously or not, fed into these perceptions, telling her that Madeline was so afraid of death she'd do anything to escape it - or, perhaps, just afraid of what she could become.

    Eventually, though, Optimizer pushed too far with his experiments, yet still succeeded. The end result was that Eshe gained the ability to control, at least to some extent, her muscles and bones, to the point of being able to change her very shape, from that of a human woman to that of a powerful brute, or of a lithe predator, depending on whether she needed speed or raw strength. In each form, however, she still had some of her "normal" agility and grace, but it was no longer the grace of a beautiful woman, but that of a deadly predator. On top of that, she could extrude claws from her fingers (or any part of her body, really), as well as extend her reach by dislocating entire sections of her body, even if she had to tear her own flesh to do it. After all, there was nothing her body could do to herself that she couldn't heal in seconds. However, just as there was always a trace of her in every form she took, she was no longer able to completely look human - every time she tried to change back, there was always something still off... and her eyes never became normal, their sclera turning from white to black, and her pupils dilating like that of a cat's, or a snake's.

    Optimizer was quite pleased with the results. He even gave her a new designation, of sorts: "Chimera." Eshe, on the other hand was horrified with her ability to transform - or, as she would come to call it, "deform."

    A few months later, Madeline returned, with a small group of lesser superheroes, and using her own enhanced abilities to fight her way through the lab, seeking to shut down Optimizer's experiments and rescue the remaining children. Optimizer, in turn, drafted the various test subjects as impromptu defenders... and when Eshe saw some of the heroes attacking her fellow test subjects, her family (even if she was never close to them), she lost control, fully gave in to her transformations, and fought back. But in the midst of the chaos, she came face-to-face with Madeline, and caught the letter's horrified reaction to what Eshe had physically become. That alone was enough to stop Eshe in her tracks, and make her shift back to her normal form in an attempt to reassure her friend. The two talked, each of them desperately trying to explain themselves - before one of Madeline's superhero allies took advantage of the distraction to try and restrain Eshe with a technological lasso. But this sent Eshe back into a rage. She became convinced that Madeline had abandoned her for new friends - if, indeed, she cared about things like "friends" at all. This rage gave her the strength to push herself even further, breaking free of her restraints and continuing the fight.

    Ultimately, Eshe would escape, along with Optimizer. Although the supervillain had lost a lot in the lab assault, he still had his most powerful experiment, because Eshe stayed with him - not out of any particular loyalty, but because, after interacting with "normal" people, she quickly realized something like her had no place in normal society. Meanwhile, Madeline became a superhero herself, under the moniker Retriever, so named because of her apparent obsession with finding victims of kidnapping and other missing persons, though of course her powers let her fight all sorts of crime. Eshe quickly developed her own obsession, with Madeline herself. Her feelings were extremely mixed. She saw Madeline in news reports, and was always so envious. Madeline had none of the flaws of Optimizer's experimentation, and many of the benefits - strength, speed, vitality, and a certain amount of beauty (an unintended side-effect of the healthy constitution she'd been given by Optimizer, including an extreme resistance to disease and poison). People liked her, not just because of her powers or apparent selflessness, but also because of her charm, and she soon had several superhero friends. Meanwhile, Eshe was once again friendless, and while she could do great good if she wanted, who would ever look at her as anything but a monster? Who but Optimizer... and, perhaps, Madeline? For Eshe truly wanted to be with her again, but that was made difficult when she couldn't decide whether Madeline must have had good reasons for what she did... or if she truly didn't care about Eshe.

    What followed were years of tumultuous adventuring, as the two former friends went through their own independent, but highly entwined, careers as supers. For a while, Eshe followed after Optimizer, but it soon became clear to the both of them that Eshe's increasing physical power, and emotional instability, meant he couldn't really control her - and he wasn't particularly good at influencing her, at least not in ways he actually wanted. The last straw was when Eshe, in a moment of self-hatred due to her monstrous abilities, asked Optimizer if she was still human - to which he responded "You're better than human," which was very much not what Eshe wanted to hear. And so she went off on her own, acting as she saw fit - and mostly, that was following after Madeline. Eshe's feelings towards her changed by the day and sometimes by the hour, and Madeline seemed just as conflicted, even if she was more... stable. Though much of this was because they kept finding themselves as enemies, then as friends. There was the time Eshe saved Madeline from the clutches of a villain who'd captured her by threatening hostages... followed by the time Eshe teamed up with an anti-mutant, human supremacist who promised a cure for her condition. Sometimes Eshe tried to win Madeline's approval, other times she tried to push her to the breaking point, trying to get her to show the world she wasn't the noble hero she claimed to be. Eshe even once kidnapped Madeline, planning to perform her own version of Optimizer's experiments on her, to make her "better than human" too so Eshe wouldn't be alone. She had a brief stint as a hero, trying unsuccessfully to fit in, and another time where she assembled her own team of villains to fight Madelin and her friends - she might not have had the best social skills due to her upbringing, but she was intelligent, had a certain amount of charisma about her when things were going her way, and she'd learned a few things about Optimizer about keeping people in line when you have power over them. That "team" didn't really fill the hole in her heart - but at the time, she thought she could fill it by killing Madeline.

    Speaking of Optimizer... there was also another time Madeline and Eshe teamed up to take him down. Optimizer had nearly completed his experiments, and was in the process of creating an army of superhuman soldiers. The two heroes broke into Optimizer's sanctum after fighting his minions, only to find that he had tested his newest enhancements on himself first. The battle pushed all of them to their limits, especially Eshe, who saved Madeline's life more than once. In the end, it was Eshe who brought Optimizer down - and then, to Madeline's protestations, finished him off. Optimizer's last words were, "You always were my greatest success."

    In the aftermath, Eshe tried to reconcile with Madeline... but Madeline, in turn, had her own reservations about Eshe, not the least of which being her willingness to kill, and seeming inability to care about anyone but Madeline. The two parted once more, not realizing that that would be the last time they would speak. For soon afterwards, the alien invasion occurred, followed by the second, true conquest. Eshe felt just as much shock and horror as anyone else at the betrayal - and not just because Madeline was sure to be in the thick of it.

    Shortly afterward, Eshe herself would be captured, trying to find her former friend, and during her captivity she has done nothing but seethe. She hasn't been able to confirm Madeline's death, but holds little hope of her survival - she might not have been at the ceremony where many of the top heroes were killed, but Madeline was never the strongest hero herself, and while her wits and ability to improvise had served her well, even she had her limits. Eshe wanted so many things when it came to Madeline - to punish her for abandoning her, to prove herself stronger, to find out what was really going on with her, and find a way to be on the same side again. Maybe even be friends, maybe even more. But the potential for all that is gone now. On top of that, Eshe is a prisoner once again, possibly bound for more experimentation, and not even of the type meant to improve her this time. Every negative emotion possibly, it seems, has gone through her lately... but the most dominant ones are rage and hate towards the aliens who took everything away from her, from everyone.

    Now if she could just escape...


    Spoiler: Sheet
    Show
    Ability Scores:
    Strength: 7
    Stamina: 8
    Agility: 8
    Dexterity: 6
    Fighting: 7
    Intellect: 5
    Awareness: 4
    Presence: 3

    96 Points Total

    Defenses:
    Dodge: 12 (8 + 4 Ranks)
    Fortitude: 16 (8 + 8 Ranks)
    Parry: 16 (7 + 9 Ranks)
    Toughness: 8
    Will: 7 (4 + 3 Ranks)

    Initiative: 8

    24 Points Total

    Skills:
    Acrobatics: 2 Ranks (10 total)
    Athletics: 2 Ranks (9 total)
    Close Combat (Natural Weapons): 16 Ranks (23 total)
    Deception: 4 ranks (7 total)
    Intimidation: 6 Ranks (9 total)
    Perception: 16 Ranks (20 total)
    Persuasion: 2 Ranks (5 total)
    Stealth: 6 Ranks (14 total)
    Treatment: 2 Ranks (7 total)

    28 Points total

    Advantages:
    All-out Attack
    Evasion x1
    Improved Critical (Natural Weapons) x1
    Move-by Action
    Uncanny Dodge

    5 Points total

    Powers:
    Superior Biology:
    Regeneration - 5 Ranks, 5 Points
    Immunity (Diseases, Poison) - 2 Ranks, 2 Points
    Speed - 2 Ranks, 2 Points
    Senses - Darkvision, Extended Sense (Visual), Tracking - 3 Ranks, 4 Points (+1 flat)

    Deformation:
    Variable - Shapechanging - 3 Ranks, 18 points (-1/r Flaw)

    Independent Mutations:
    Damage (Claws) - +Multiattack - 3 Ranks, 13 Points (+1 per damage point for +10 total)
    Elongation - 1 Rank, 1 Point

    45 Points Total

    Ability Scores: 96
    Defenses: 24
    Skills (56 Ranks): 28
    Advantages: 5
    Powers: 45

    Total: 198


    ...So, I've still got a couple points to spend. Things are still in flux, really. In particular, thinking of removing Multiattack, mostly since it's supposed to cost one point per point of damage the effect does, but I'm not sure how to cost that when the damage value goes up whenever Chimera boosts her Strength. Also, figuring out Defenses is also confusing sometime for the same reason. Really, I'm uncertain of a lot of stuff here, especially since I unexpectedly ran out of points to spend and trying to figure out what I really need, and what I ought to trim to get it.

    Also, I just realized I forgot to add complications, but it's late, I should have finished this, and should have gone to bed, over an hour ago, and I just want to get this done. I have an idea of what the complications are, I'm sure they aren't hard to figure out from her backstory.



    Just took a look at the list myself, we've got two unknowns and four "mutants." Makes me wonder what the categories actually are. Chimera is probably a mutant, but the supervillain who made her the way she is would object to that terminology - she's the result of augmentation, not natural genetic mutation.
    Very very deep. The part with the kids is cringe but it reminds me of villains like Dr. Light and Mastermind who were weird. Powers-wise, taking more ranks in Variable makes sense but we'll see.

    Quote Originally Posted by Naysmith View Post
    So, Oblivion is truly done now. Has been sort-of done for a bit, though with my Rituals and Artifices taking up space, Motive and Complications can be hard to find.

    Reposting them (including the amendment for Rituals being targeted with spell components)

    • Motive: Control, Revenge
    • Other: Somatic and Verbal spell components (applies to Hellish Magic and Rituals)


    I've also added her backstory to the document, and a picture, though I'm not sure how to post the image here.

    "Oblivion" (Charlotte Tanas)
    Species: Cambion (Human-Demon Hybrid)
    Powers: Umbrakinesis, Magic
    Age: 28, Female

    EDIT:

    I recommend Advantage: Equipment 5pts (1 power point)
    Comm-link, 1 Equipment point
    Modern Smart Phone, 4 Equipment points
    --> Cell Phone, Computer, GPS: 3
    --> Alt: Camera, Audio/Video recorder: 3 (1)
    Love it. The evil sorceress. I have to ask: has she ever been in love?

  16. - Top - End - #136
    Ogre in the Playground
     
    NecromancerGirl

    Join Date
    May 2014

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Naysmith View Post
    EDIT:

    I recommend Advantage: Equipment 5pts (1 power point)
    Comm-link, 1 Equipment point
    Modern Smart Phone, 4 Equipment points
    --> Cell Phone, Computer, GPS: 3
    --> Alt: Camera, Audio/Video recorder: 3 (1)
    I'm hesitant to spend points on equipment, since we're not going to start with it I believe, and also a cell phone ought to be easy enough to acquire - assuming our alien overlords still allow cell phone service.

    Quote Originally Posted by SwordCoastTaxi View Post
    Very very deep. The part with the kids is cringe but it reminds me of villains like Dr. Light and Mastermind who were weird. Powers-wise, taking more ranks in Variable makes sense but we'll see.
    You'll have to be more specific with the "cringe" bit since I'm not familiar with either of the villains mentioned. As for powers... I figured 15 flexible character points was enough to fit in any form I'd really want to take. Strength form, for instance, would be... +4 Enhanced Strength (8 points), +2 ranks of Growth (4 points), maybe another rank of speed, and a couple of points left for, I dunno, modifiers to my claws? Likewise the Speed form is mostly going to be enhanced Agility, more ranks in Speed, and a Movement effect or two. That, and I'm not sure where I'm going to get 5 more points, it's getting kinda hard to remove things at this point.

    Also I still need those social advantages you mentioned, for each of Chimera's 3 points of Presence.

    EDIT: ...Out of curiosity, how many points would you say it would take to have Immunity to pain? That's something that would probably benefit her.
    Last edited by Dusk Raven; 2024-06-19 at 06:37 AM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  17. - Top - End - #137
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Work in Progress. Updating from PL 12/180 pp to current character build.

    Sovereign

    Spoiler
    Show




    "In the end, all of my enemies will be mine. Mind, body, and if you'd like, soul."



    APPEARANCE"
    Height: 6'1"
    Weight: 145lbs
    Hair Color: Blonde
    Eye Color: Green
    Age: Appears mid-twenties, but her longevity means she could be in her 30s or 40s.
    Distinguishing Features: Unusually tall for her gender.

    Her general, overarching goal in life: "Have you ever read Plato's The Republic? I was born in America which was fostered more along the Aristotelian lines of thought, but I think over-all Plato had the right idea about people and what they need. He wrote about Kallipolis, the perfect society helmed by Philosopher Kings, he just didn't ever wager it'd be someone like me that realised it."

    Public Image and Recognition:
    Sovereign is a publicly known and greatly feared Supervillain of the modern area. Her powerful psychic mind and ability to reach in to read and control peoples thoughts have been demonstrated to have potentially devastating consequences, while her invulnerability and regenerative powers have made her an incredibly difficult target of assassination. What makes Sovereign particularly dreaded is the unseen range of her mind, as she has been recorded neutralising enemies and reading peoples minds from dozens of miles away, without even being in the same state. After all, what's to stop her from plucking from the highest authority the location of ballistic missile submarines, traveling to their locations, discerning their positions and psychically dominating their crews into launching some nukes at a foreign country? Terrifyingly little. If ever there was a case for the vigilance and pro-active measures of meta-human super hero teams, supervillains like Sovereign are Exhibit A, so hopefully those teams don't go and get themselves mostly killed by, oh wait...

    Unknown to the public, Sovereign, or Zara Darrows, was a former up-and-coming Air Force Lieutenant and pilot with the callsign 'Sovereign'. However her life was forever altered during a routine patrol over the skies of Afghanistan, when the radiation of a close-falling, tiny asteroid downed her aircraft. The crash almost killed her, but radiation of the falling rock entirely seeped into her body and re-wrote whole regions of her genetic code, granting her psychic powers and near invulnerable physical body. However, the Air Force lost any jurisdiction over her as the shadowy Agency claimed her, citing its purview of military personnel coming into contact with objects of an extra-terrestrial variety. As far as the Air Force records go, Lieutenant Zara Darrow was KIA while deployed overseas. The real Zara Darrow, however, disappeared into the shadowy world of government-metahuman relations and international espionage, where a powerful Telepath like her could make or break entire operations. Using her abilities, the Agency was able to uncover whole networks of foreign intelligence operatives working within the continental United States, ripping them out of society root and stem. If the Agency had not been so callous and utilitarian with Zara herself, things might have gone very differently.

    Public Infamies:

    - Acted as a sort of Big Bad for the rogues gallery of an up-and-coming 20s something super team out of Seattle called G-Force, until she "neutralised" them all, first by mind-controlling the groups paragon and having him smash the team wizards face in, before crushing the rest in a psychic blackhole like a car compactor.

    - Publicly humiliated and destroyed the reputation of Nike, a national sweetheart and paragon whose private fantasies and secrets she plucked from her head and mentally transmitted to the whole nation, followed by psychically dominating her on live TV news into kissing her feet. Nike swiftly retreated into the anonymity of private life and has never been seen since.

    - Her noted battle with the energy manipulator Gravitex which pushed both combatants to their limits, until Sovereign retreated to orbit where she used her opponents gravity-manipulating powers to wrench a commercial satellite out of orbit and crush him beneath its trajectory.

    - Fought the reality-warping and drone producing sueprvialliness Dr Aurora, with Sovereign having to rely on her Telekinetic powers until finally smacking off Dr Aurora's telepathy-resisting helmet, killing her, and destroying the wicked device by sending it on a trajectory with the sun.

    - Once transmitted the Presidents credit card numbers and highly sensitive Federal Reserve financial information into the minds of everyone in North America, just for fun. She didn't hold anyone to ransom, she didn't demand action from the citizen body etc she did it simply because she could and thought it would be funny.


    ABILITIES (Super/Normal): (48 pp)

    FIGHTING: 2
    AGILITY: 0
    DEXTERITY: 0
    STRENGTH: 0
    STAMINA: 12
    INTELLECT: 3
    AWARENESS: 4
    PRESENCE: 3

    DEFENSES (Super/Normal): (33pp)
    DODGE: 12
    PARRY: 12
    WILL: 14
    TOUGHNESS: 14
    FORTITUDE: 14
    Initiative: +8

    POWERS: (87pp)

    "Metahuman Physiology" (Multiple effects, 13 pp)
    - Immunity 3: Aging, Disease, Poison.
    - Regeneration 5: Every 2 rounds.
    - ‘Hovering’, Flight 1: 4 miles/hour, 60 feet/round.
    - Protection 2: +2 Toughness.
    - Quickness 2: Limited to one type (Mental)

    "Apex Mind" (74pp, Dynamic Array)

    Main Power:
    - Alt. Power: "Group Mind Control" (Cumulative Burst Area Affliction 9, 56pp)
    1st Degree: Dazed, 2nd Degree: Compelled, 3rd Degree: Controlled, Resisted by Will, Burst Area 60 feet radius sphere, Cumulative, Increased Range 2 (Perception), Subtle 1: (Exotic Sense DC 20).

    - Alt. Power: "Focused Mind Control" (Cumulative Mind Control)
    1st Degree: Dazed, 2nd: Compelled, 3rd: Controlled, Increased Range 2 (Perception), Cumulative, Subtle 1 (DC 20; exotic sense), DC Will 23.

    - Alt. Power: "Telepathy" (Linked Effects)
    - Communication: Mental Area Communication 4: Range: Anywhere on Earth, Area, Rapid, Subtle 2: Undetectable.
    - Comprehend 2: Languages - You’re Understood and understand all languages.

    - Alt. Power: "Mind Reading" (Cumulative Mind Reading 13)
    DC 23, Cumulative, Perception range, Subtle 1 ((DC 20; exotic sense).

    - Alt. Power: "Psychic Perception" (Multiple Effects)
    - Senses 12: Mental: Counters All Concealment, Penetrates Concealment, Counters Illusion Awareness, Acute, Extended 4 (x10k), Radius, Mass: Counters All Concealment, Penetrates Concealment, Darkvision, Awareness, Acute, Extended 4 (x10k), Radius
    - Enhanced Trait 8: Perception +16.

    - Alt. Power: "Psychic Blast" (Damage 13)
    Increased Range 2 (Perception), DC 28, Alternate Resistance: Will, Affects Insubstantial 2 (Full rank).

    - "Psi Storm" (Burst Area Damage 13)
    1,200 ft, Burst Area 2 (60 feet radius Sphere), DC 28 (damage).

    - Alt. Power: "Telekinesis" (Move Object 13)
    Increased Range 2 (Perception), Precise, Subtle 2 (Undetectable), Improved Mass 8, Advantages: Improved Grab, Improved Hold, 50,000 tons.

    - Alt. Power: "Mass Telekinesis" (Burst Area Move Object 13)
    1,300 ft range, 200 tons, Burst Area: 30 feet radius sphere, DC 23, Precise, Selective, Advantages: Improved Grab, Improved Hold.

    - Alt. Power: "Telekinetic Flight" (Linked Effects)
    - Flight 11: Speed 4,000 miles/hour, 8 miles/round, Stacks with ‘Hovering’ Flight 1 (8,000 miles/hour, 16 miles/round), Subtle 2 (Undetectable)
    - Immunity 10: Life Support.

    SKILLS: (25pp, 40 ranks)
    Expertise (Science) (Limited: Physical Sciences) +10 (+13), Insight +8 (+10), Intimidation +7 (+12), Perception +4 (+8), Persuasion +8 (+13), Vehicles +9 (+9) (Limited: Fixed-wing Aircraft), Technology +15.

    ADVANTAGES: (7pp)
    Attractive 1 (Free), Eidetic Memory, Favoured Environment (Aerials), Fearless (Free), Improved Initiative 2, Inventor, Jack-of-all-trades, Move-by Action, Uncanny Dodge.

    EQUIPMENT:
    None.


    OFFENSE (Super/Normal):
    * Movement (per round): 4 miles/hour, 60 feet/round, 4,000 miles/hour, 8 miles/round or 8,000 miles/hour, 16 miles/round.
    * Initiative N/A
    * Unarmed +2, DC 15
    * Grab +2, DC 10
    * Throwing +0
    * Psychic Blast Auto, DC 27.
    * Psi Storm Auto, DC 27.
    * Telekinesis Auto, DC 27.
    * Mass Telekinesis Auto, DC 26.

    COMPLICATIONS:
    Reputation: Criminal: Infamy: Sovereign is widely known to the public and is considered extremely dangerous as her mind control and mind reading abilities evoke particular fear. Telepaths are thankfully very rare, with most showing great restraint and respect for peoples right to privacy. Not Sovereign. She happily goes through peoples minds and uses it to her advantage. Think of every little action or thought you've ever had, especially the ones that are shameful, that you regret or are just downright cringe. You credit card numbers, accounts and passwords you think are safe? She knows. You cheated on your taxes? She knows. You looked things up on the internet and immediately regretted it? She knows. You cheated on your partner? She knows. You have silly personal fantasies or deviant lusts that you're ashamed of? She knows. There is no thought that is safe from her, and Sovereign has happily pulled those secrets from peoples minds and shared them with the world. The most infamous example was perhaps when she caused the breakup of the up-and-coming superhero team the Winters Family, who were a mother, father and their three teenage kids, all of them super-empowered in some way. It turns out that Mother Winter had been having an affair for three years behind Father Winters back and the eldest son was a kleptomaniac who had stolen thousands in credit card numbers. Ooops.

    Motivation: Power: All the heroes and mud-bloods of the world on all fours and kissing her feet. Everything will be so much simpler when the ‘free will’ of the world becomes ‘her will’.

    Motivation: Greed: Having grown up with very little, Sovereign can sometimes be rather covetous. Nice clothes, jewels, luxurious living, fine dining and wine, she developed expensive tastes during her days of freedom and greatly resents their absence in her apprehension. When the world surrenders its free will to her, it will have no use for the finest goods it can produce - but she will.

    Motivation: Thrills: However, Sovereign has a lot of fun doing what she does. It’s fun to mentally enslave a building full of civilians and put would-be heroes into predicaments concerning their safety. It’s fun to clash in battles with superheroes and government forces. It’s fun to fly at Mach 10.8 into the atmosphere. It’s fun to have a latte in a downtown cafe and pry in on everyone's thoughts, their dirty secrets, their salacious little lies, their hidden desires and shames and their credit card numbers. It’s fun to go to a casino and make hundreds of thousands of dollars at poker because no one can hide their thoughts. It’s fun to dig into the minds of a superhero team and turn them on each other because she can see each members dirty little secrets. It’s fun.

    Quirk: Mental Voyeur: See above. Having worked with team-mates in the past, she'll play good member and refrain from prying into those with whom she cooperates.

    Secret Relationship: Red Knight: In the past, Sovereign had a secret relationship with Red Knight, a prominent paragon and captain of the Enclave, a superhero team based out of New York. He was valorous, charismatic, that chiseled chin, green eyes and sandy-blonde hair won her heart, and for 2 years the two had a secret affair. Literally, as Red Knight was married to The Countess at the time - the female member of the team. The two don’t see each other any more ever since….

    Secret: Red Knight accidentally got Sovereign pregnant. She kept it, delivered a son and gave him up for adoption. Red Knight knows where their secret, illegitimate son is and he watches over him, while Sovereign willingly forsook any connection. It’s the most selfless thing she has ever done, and at her core Sovereign thinks this it is genuinely the best path for her son to not be involved with her. For his part, Red Knight keeps his side of the secret, both out of love of his illegitimate son and shame over how deeply he betrayed his wife, The Countess.

    Quirk: Model Collection and Quotes: Sovereign has little known, non-evil hobbies. She is a proficient model builder and painter, with a particular fondness for naval ships and science fiction movies, her favorite being Star Wars. In fact, Sovereign has sometimes even quoted some of her favorite lines from the Sci Fi opera (Emperor Palpatine is her favorite character), and a few from another of her other favorite movies, Highlander.

    Quirk: Flirtatious Soft Spot: Sovereign has a soft spot for handsome, confident male super heroes. That genuinely good-hearted, chisel-jawed, cool-headed, boyscout do-gooder, there's something idealistic about it all that cuts through her deeply cynical view of the world. She doesn't go gagga mindless, but she is noticeably kinder to them and gives them a bit more lee-way than she normally otherwise should.

    Quirk: Every Woman for Herself: By the same token, super heroines can expect exactly 0 mercy from Sovereign, as they're all rivals.

    Quirk: Surprisingly Forgiving: Being a telepath and having the worlds thoughts available to you, Sovereign has become very desensitized to the worst humanity has to produce. By experience she knows that even the most well-meaning people that have done a lot of good have or did have, harbored at least one dark impulse throughout their life, however they may have acted on it (or not). Because of this, if there's nothing in it for her one way or another, Sovereign can be surprisingly forgiving of an individuals short-comings.

    Enemy (Law Enforcement): Sovereign is a wanted criminal and considered an extreme threat. Interestingly, she hasn't killed any law enforcement or military personnel that have been sent against her.

    Responsibility (Teammates): Sovereign is surprisingly easy to get along with, despite her own ambitions and far-reaching plans.

    Disability: Half-deaf: A flight accident in the air force granted Sovereign pyschic abilities, but it also damaged one of her ear-drums before her regenerative powers were granted. As such, Sovereign is partially deaf in her left ear.



    What she thinks of her Team-mates:
    TBA


    Power Points: Abilities 48 + Defenses 33 + Powers 87 + Skills 25 + Advantages 7 = 200
    Last edited by BananaPhone; 2024-06-20 at 07:15 AM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  18. - Top - End - #138
    Barbarian in the Playground
     
    Flumph

    Join Date
    Jul 2020
    Location
    USA

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Dusk Raven View Post
    I'm hesitant to spend points on equipment, since we're not going to start with it I believe, and also a cell phone ought to be easy enough to acquire - assuming our alien overlords still allow cell phone service.



    You'll have to be more specific with the "cringe" bit since I'm not familiar with either of the villains mentioned. As for powers... I figured 15 flexible character points was enough to fit in any form I'd really want to take. Strength form, for instance, would be... +4 Enhanced Strength (8 points), +2 ranks of Growth (4 points), maybe another rank of speed, and a couple of points left for, I dunno, modifiers to my claws? Likewise the Speed form is mostly going to be enhanced Agility, more ranks in Speed, and a Movement effect or two. That, and I'm not sure where I'm going to get 5 more points, it's getting kinda hard to remove things at this point.

    Also I still need those social advantages you mentioned, for each of Chimera's 3 points of Presence.

    EDIT: ...Out of curiosity, how many points would you say it would take to have Immunity to pain? That's something that would probably benefit her.
    If you're good with 3 ranks that's fine. For immunity to pain I'd think 10 ranks covers it. Pain is an inherent aspect of damage in M&M so being able to ignore it should be kinda pricey. But it's fun to RP giggling your way through alien or SCPD "interrogation" 😜

  19. - Top - End - #139
    Ogre in the Playground
     
    HalflingRogueGuy

    Join Date
    Aug 2014
    Gender
    Male

    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Here we go.

    The Magnificent Seven

    Spoiler: Meet the mercs
    Show
    Codename : Jackal
    Status : detained
    Born in Chicago, raised in the streets, Jackal used his skills and wits to get by. He often got in trouble with law enforcement and local gangs, and never stayed long in the same place.

    Codename : Naja
    Status : detained
    Born paraplegic from ukrainian farmers, Naja's great life ambition was simple : to kill her dip**** of a brother in cold blood and get away with it by fleeing the country. The bastard never saw it coming.

    Codename : Wolf
    Status : detained
    Nobody knows where exactly Wolf comes from. He was raised in a lab to be some kind of supersoldier, and eventually escaped to seek the outside world. He was disappointed.

    Codename : Rhino
    Status : KIA
    Born in Texas from Mexican parents, Rhino really tried her best to fit in until her parents got deported without her over a technicality. She took a keen interest in demolishing state symbols after that.

    Codename : Hornet
    Status : KIA
    Hornet was a promising student living in Star City. Sadly for him, he paid his student debts with a loan from the wrong shark and choose to repay it with a criminal job that scored him permanent trouble.

    Codename : Scorpion
    Status : KIA
    Scorpion was a relatively young vampire from Wales who made the wrong enemies. He fled Europe and tried to lay low by hiding his need for blood with ferocious beatings of his victims, and got caught for that instead.

    Codename : Crane
    Status : KIA
    Crane was raised by the Triads to be an enforcer. She was shipped from China to Star City to secure some kind of package. And when it turned out to be a sting job, she was ditched by the Triads.

    Spoiler: Background
    Show
    Seven criminals, gathered by chance or by fate in the same jail in Star City. They had not much in common, yet they teamed up immediately. By breaking out together, they forged an unshakeable bond in battle. They became mercenaries of lost causes, selling their talents for cheap just for the thrill of it.

    Spoiler: Complications
    Show
    Reputation : criminal
    The Magnificent Seven have a long history of taking all kind of hit jobs for cheap. They made all sorts of trouble for all sorts of people.

    Enemies
    What's left of the Magnificent Seven are actively researched by the invaders and their lackeys in the Star City police.

    Responsibility

    Motivation : revenge - Honor the fallen
    Four of the Magnificent Seven were killed during the invasion. The remainder have sworn to enact revenge upon the invader. No matter what it takes, they will be kicked out of the planet and then some.

    Disability - Crippled
    Jackal lost his right arm in the invasion. His signature akimbo style is a thing of the past.
    Naja is partially paraplegic since birth and can't stand upright without mechanical assistance.
    Wolf never learnt how to speak. He has to communicate by writing or using the limited tactical vocabulary of the Magnificent Seven's sign language.

    Spoiler: Jackal, of the Magnificent Seven
    Show
    PL 13, 200/200pp
    free social advantage with each rank of PRE

    Abilities (24pp)
    STR 1 STA 1 AGL 2 DEX 6
    FGT 1 INT 1 AWE 0 PRE 0
    Initiative +12

    Defenses (44pp)
    Toughness 11 (1 base + 6 armor + 4 defensive roll)
    Fortitude 9 (10)
    Will 16 (16)
    Parry 10 (15)
    Dodge 9 (15)

    Skills (41pp)
    Languages : English, Magnificent Seven sign language
    Acrobatics 3 (5)
    Athletics 4 (5)
    Close combat (unarmed) 9 (10)
    Deception 15 (15)
    Insight 15 (15)
    Ranged combat (pistol) 12 (18)
    Sleight of hand 9 (15)
    Stealth 3 (5)
    Technology 4 (5)
    Treatment 4 (5)
    Vehicles 4 (10)

    Advantages (65pp)
    Assessment
    Daze (Deception)
    Defensive roll 4
    Equipment 1
    Improved initiative 2
    Languages 1
    Quick draw
    Set-up 2
    Sidekick 25 (Naja)
    Sidekick 25 (Wolf)
    Taunt
    Teamwork

    Powers (5pp)
    Pistolero (3)
    Skill
    Enhanced trait 6
    Limited (Attacks with a pistol)
    Advantages : Accurate attack, Improved disarm, Improved smash, Power attack
    Attack modifiers : Precise, Ricochet 1

    Trick shot (2)
    Skill
    Linked effect on pistol attacks : Move object 1

    Devices (21pp)
    Custom plasma pistol (9/17)
    Plasma
    Easily removable
    Ranged Damage 8
    Feature (spare)

    Custom Strider power suit (12/16)
    Power armor
    Removable
    Protection 6
    Enhanced trait 8 (Parry/Dodge +4)
    Speed 2

    Equipment (5/5ep)
    Commlink
    Smartphone

    Spoiler: Naja, of the Magnificent Seven
    Show
    Sidekick 25
    PL 13, 125/125pp
    free social advantage with each rank of PRE

    Abilities (22pp)
    STR 0 STA 0 AGL 4 DEX 2
    FGT 0 INT 1 AWE 4 PRE 0
    Initiative +4

    Defenses (38pp)
    Toughness 9 (0 base + 6 armor + 3 defensive roll)
    Fortitude 10 (10)
    Will 12 (16)
    Parry 10 (14)
    Dodge 6 (14)

    Skills (26pp)
    Languages : Ukrainian, English, Magnificent Seven sign language
    Acrobatics 6 (10)
    Insight 6 (10)
    Perception 10 (14)
    Ranged combat (rifle) 14 (16)
    Stealth 16 (20)

    Advantages (8pp)
    Defensive roll 3
    Equipment 1
    Languages 2
    Prone fighting
    Teamwork

    Powers (6pp)
    Expert crawler (2)
    Skill
    Movement 1 (Slithering)

    Sniper (4)
    Skill
    Enhanced trait 8
    Limited (attacks with a rifle)
    Advantages : Accurate attack, All-out attack, Improved aim, Power attack, Precise attack 2 (ranged, cover & concealment)
    Attack modifiers : Extended range 1, Precise

    Devices (25pp)
    Custom pulsar rifle (11/21)
    Laser
    Easily removable
    Ranged Damage 10
    Senses 2 (Extended sight, Distance sense), Limited (narrow angle)

    Custom Serpent power suit (14/18)
    Power armor
    Protection 6
    Enhanced trait 8 (Parry/Dodge +4)
    Movement 1 (wall-crawling)
    Concealment 2 (visual), Blending

    Equipment (5/5ep)
    Commlink
    Smartphone

    Spoiler: Wolf, of the Magnificent Seven
    Show
    Sidekick 25
    PL 13, 125/125pp
    free social advantage with each rank of PRE

    Abilities (32pp)
    STR 6 STA 6 AGL 0 DEX 0
    FGT 6 INT 0 AWE 0 PRE -2
    Initiative +15

    Defenses (30pp)
    Toughness 18 (6 base + 6 armor + 6 defensive roll)
    Fortitude 8 (14)
    Will 12 (12)
    Parry 2 (8)
    Dodge 8 (8)

    Skills (19pp)
    Languages : English, Magnificent Seven sign language
    Athletics 3 (8)
    Close combat (unarmed) 10 (16)
    Expertise : soldier 8 (8)
    Ranged combat (rifle) 17 (17)

    Advantages (19pp)
    Benefit : Ambidextry
    Defensive roll 6
    Diehard
    Equipment 1
    Fearless
    Great endurance
    Improved initiative 3
    Languages 1
    Move-by action
    Quick draw
    Teamwork
    Uncanny dodge

    Powers (3pp)
    Alpha strike (2)
    Skill
    Enhanced trait 4
    Advantages : Extraordinary effort, Power attack, Takedown 2
    Limited (first round of combat)

    Tactical insight (1)
    Skill
    Feature (can use Expertise : soldier instead of Insight to resist interaction skills in combat)

    Devices (22pp)
    Custom plasma shotgun (9/17)
    Plasma
    Easily removable
    Ranged Damage 9
    Diminished range 1

    Custom Hound power suit (13/17)
    Power armor
    Removable
    Protection 6
    Enhanced trait 8 (Strength 4)
    Senses 3 (Infravision, Tracking 2)

    Equipment (5/5ep)
    Commlink
    Smartphone
    Last edited by Cazero; 2024-06-19 at 01:56 PM.
    Yes, I am slightly egomaniac. Why didn't you ask?

    Free haiku !
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    I wish you could be


    Quote Originally Posted by Fyraltari
    Also this isn’t D&D, flaming the troll doesn’t help either.

  20. - Top - End - #140
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    If you're good with 3 ranks that's fine. For immunity to pain I'd think 10 ranks covers it. Pain is an inherent aspect of damage in M&M so being able to ignore it should be kinda pricey. But it's fun to RP giggling your way through alien or SCPD "interrogation" 😜
    Is that expecteded to be a significant part of the game?

  21. - Top - End - #141
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Dusk Raven View Post
    I'm hesitant to spend points on equipment, since we're not going to start with it I believe, and also a cell phone ought to be easy enough to acquire - assuming our alien overlords still allow cell phone service.
    An easy way to track and monitor the people? Of course they 'allow' it

  22. - Top - End - #142
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    I'm not entirely finished (I'm keeping some PP unspent in case I have to correct any errors and/or get any last minute ideas), but I might as well put what I have into the world. As much as I love creating M&M characters, I occasionally get lost in the math so any feedback on that part (or anything else, really) is appreciated.

    Also, I find it at little funny in that trying to get away from creating Cloak, I somehow ended up with a weird mix of Gambit, Nightcrawler, John Constantine and Mr. Mxyzptlk.

    Spoiler: Christopher Jane A.K.A. Jumpshot
    Show



    History: One very drunk evening, Christopher Jane bet his soul on a pair of nines after finding himself in a card game against a demon in the seedier parts of Star City. Through skill, chutzpah and a drink slightly spiked with holy water, Christopher woke up with not only his immortal soul intact but the demon's enchanted cloak. Not being much of a cloak guy, Christopher took it to his tailor and had it repurposed into a trenchcoat that quickly propelled him from minor hustler to major villain.

    Until that point, the life of Christopher Jane had been rather typical for the sort of morally flexible and somewhat lazy type of person who prefers to get ahead on a silver tongue and agile fingers rather than hard work. At 16, he drifted out of school, followed by being rather forcefully evicted by his parents. Although talented and brazen enough to avoid homelessness or starvation, Christopher had neither the experience, contacts or patience for the more profitable jobs of the Star City underworld.

    That all changed after that fateful card game, when Christopher suddenly found himself able to pretty much get in anywhere and take anything. As long as he stuck to stealing and rarely spent more than a minute at the crime scene, there wasn't even much interference from the city's many superheroes. But it didn't take long for Christopher Jane to learn a lesson that many had before him – no challenge means no satisfaction.

    So he joined the theatrical tradition of supervillainy, making his debut by stealing the cars of several prominent city politicians and leaving them in the apartments – quite literally in the middle of their living rooms – of several equally prominent city prostitutes. That established the tone of a career composed of half serious crimes and half immature pranks. That went on for several years, including violently meeting more than a few superheroes. He sometimes lost, but never badly enough that he couldn't teleport away when it was no longer fun.

    Like so much else, that changed after the aliens appeared. With the K’tharen, he kept up his self-appointed role as superpowered prankster, mostly stealing the occasional trophy from the aliens as he went about his life. After the V’sori showed their true colors he tried to do the same – but his luck had finally run out.

    Complications:

    Easily Bored (motivation): More than anything else, Christopher Jane fears boredom and avoids it even to the point of absurdity. School was boring, so he quit it. Work seems boring, so he doesn't try it. Stealing without effort got boring, so he found something better. The ability to move across the world in an instant hasn't exactly improved his patience but definitely improved the ways he finds to entertain himself – whether silly pranks or life-threatening feats of villainy.

    Lazy: Going hand in hand with his fear of boredom – though not quite as prominent – is his laziness. It's not that Christopher can't make an effort, but the moment it stops being fun or he loses sight of his goal, he tends to lose interest in continuing.

    Bad Habits: A hedonist at heart, Christopher collects bad habits like a philatelists collects stamps. Some of them come and go, but the baseline is usually smoking a pack a day and drinking just not quite enough to be labeled an alcoholic.

    Public Enemy Number 37: Over the years Christopher Jane has managed to not only break a vast number of laws, but also straight up annoyed a vast number of people among heroes, villains and aliens alike. He's rarely anyone's number one priority, but as he has never bothered wearing a mask or concealing his identity in any way he can run (very, very well) but he can never hide for long.


    Abilities: (Total 24 PP)

    Strength: 2
    Stamina: 0
    Agility: 2
    Dexterity: 3
    Fighting: 2
    Intellect: 0
    Awareness: 0
    Presence: 3

    Skills: (Total 70 PP)

    Acrobatics: 10 (+2)
    Close Combat (Unarmed): 15 (+2)
    Deception: 15 (+3)
    Insight: 15 (+0)
    Perception: 10 (+0)
    Persuasion: 15 (+3)
    Ranged Combat (Guns): 15 (+3)
    Sleight of Hand: 15 (+3)
    Stealth: 10 (+2)
    Technology: 10 (+0)
    Vehicles: 10 (+3)

    Advantages: (Total 14 PP)

    Attractive
    Beginner's Luck
    Benefit: Wealth 2
    Evasion 2
    Fearless
    Improved Initiative 2
    Improvised Weapon
    Jack-of-all-trades
    Skill Mastery: Deception
    Skill Mastery: Persuasion
    Skill Mastery: Sleight of Hand


    Equipment: N/A

    Defense: (Total 34 PP)

    Dodge: + 13
    Parry: + 10
    Fortitude: + 5
    Toughness: +/-0
    Will: + 10

    Powers: (Total 58 PP)

    Seventy-League Trenchcoat: (Array, Removable): Christopher's coat is not only fantastically fashionable, but also formidably functional with the demonic magic within enabling the wearer to move night-instantly from place to place (visually it looks as if the coat stretches out to envelop its wearer before collapsing into itself, only to reappear somewhere else and do the process in reverse) or even turn into a portal to some distant location, possibly to shower a target with something unpleasant (water, fire, etc.) from the other side of the portal. In addition to that, it can be used to summon objects from almost anywhere, appearing from within the coat (that can stretch to almost any size to allow for more massive summons), though some quirk of magic means that living beings always end up left behind and some technology appears to be irreversibly scrambled by the process. (This being the IC explanation for the limits of Create)
    • Teleporting (Teleport 16, Accurate, Change Direction, Change Velocity, Turnabout, Increase Mass 7):
    • Teleportportaling (Teleport 12, Accurate, Portal, Quirk: One of the portals is always the coat itself)
    • Teleportportalblasting (Damage 19, Ranged, Variable Descriptor 1 (Environmental Effects), Area: Cone)
    • Teledodging (Teleport 11, Change Direction, Change Velocity, Reaction: Being Attacked)
    • Telepunching (Damage 15, Strength-Based, Ranged, Area: Shapeable, Selective)
    • Telesummoning (Create 14, Impervious, Innate, Permanent, Subtle, Movable, Quirk: Always emerges from the coat itself)


    Lucky S.O.B: (Luck Control 2 linked with Senses 1: Danger Sense (Sight) ): Before Christopher ever laid eyes on his coat, things always seemed to go his way more often than not when he really needed them to. Even Christopher himself doesn't know whether it's some sort of innate power, some higher power taking a shine to him (his own preferred explanation, for reasons of ego rather than evidence) or something else.
    Last edited by Batcathat; 2024-06-23 at 03:17 PM.

  23. - Top - End - #143
    Barbarian in the Playground
     
    Flumph

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Cazero View Post
    Here we go.

    The Magnificent Seven
    I mistakenly thought you were making a Duplicator with variable clones. With 200 points, a Duplicator could have over a hundred dupes. My problem with TM7 is I've had more than one bad experience with a player running multiple characters. They tend to RP by themselves ignoring the other PCs. I'm not implying you would do that but it's made me require players to only run with one character.

    A Duplicator might have 100 clones but, it's only one character. Thoughts?

    Quote Originally Posted by BananaPhone View Post
    Work in Progress. Updating from PL 12/180 pp to current character build.

    Sovereign
    Cool name!

    Quote Originally Posted by Greenflame133 View Post
    Is that expecteded to be a significant part of the game?
    Pain? Or giggling?

    Quote Originally Posted by Batcathat View Post
    I'm not entirely finished (I'm keeping some PP unspent in case I have to correct any errors and/or get any last minute ideas), but I might as well put what I have into the world. As much as I love creating M&M characters, I occasionally get lost in the math so any feedback on that part (or anything else, really) is appreciated.

    Also, I find it at little funny in that trying to get away from creating Cloak, I somehow ended up with a weird mix of Gambit, Nightcrawler, John Constantine and Mr. Mxyzptlk.
    Awesome combination! I'll add the sheet to the list.

    Question for everyone: is the deadline of 6/21 too soon? I can bump it a few days if needed. I'm doing reviews of completed sheets tonight.

  24. - Top - End - #144
    Ettin in the Playground
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    I've managed to pick up some kind of bug and haven't really been able to focus on much these past couple days because brain fog, so I would personally like an extension, but equally I don't really know when I'm going to be back to writing cogent posts, or in this case backstories.
    "Follow the moonwalking Nosepass!"
    "Can you put the lich in a box?"

  25. - Top - End - #145
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    Cool name!
    Thank you!

    Any likes/dislikes before I buff it up to PL 13?
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  26. - Top - End - #146
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    Flumph

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Llyarden View Post
    I've managed to pick up some kind of bug and haven't really been able to focus on much these past couple days because brain fog, so I would personally like an extension, but equally I don't really know when I'm going to be back to writing cogent posts, or in this case backstories.
    Well I hope you recover quickly

    Quote Originally Posted by BananaPhone View Post
    Thank you!

    Any likes/dislikes before I buff it up to PL 13?
    I'll wait until you've updated it but she looks very cool.

    Reviews:

    Skulk: overall looks like a fun supervillain.

    Sol Invicta:
    • I have 28 points for Skills
    • I have 38 points for Powers but in the Offense section you have powers there. Are Heat Impact, Flare Arrow and Dragon Fire Damage-based powers?

    Hench Wench: ACCEPTED!
    • Modern smartphones are only 2 ep, 3 if encrypted (and they have all the capabilities listed on the sheet)
    • The Weaken rank is lower than it should be

    Chimera:
    • You get three free social advantages
    • What's the flaw (-1/r) on the Deformation power?
    • Claws: if it's Strength-based Damage 3 with multiattack, it should cost 20 points ([7 + 3] x 2)

    If your villain wasn't selected yet, they're still in the running. I noticed players are taking heroic Motivations. I'm adding some villainous Motivations below (from the Gamemaster's Guide) for players to use if you like:

    Spoiler: BBEG Motivations
    Show
    Annihilation
    The good guys are definitely opposed to this goal, as it means destruction, possibly of the entire universe! The
    villain may be a nihilist or a manifestation of an annihilating force, destroying for the mere sake of destruction,
    or it could be a means to achieve another goal, such as tremendous power (by destroying the world and then recreating it) or a truly over-the-top revenge scheme! Whatever the case, the heroes should be aware of the potential threat and of their foe’s ability to carry it out, given the opportunity. The focus of the struggle against the villain is preventing terrible destruction, or at least containing it. Most such villains do not succeed, obviously. If they
    do, either the heroes need a means of undoing the destruction or the series will take a very significant turn.

    Chaos
    The villain wants to sow chaos and confusion, flouting the laws of the land and the conventions of society. This
    might be out of an ideological devotion to chaos or anarchy and a desire to overthrow lawful institutions, or simply a childish desire to break the law and get away with it. Some villains want to riot simply to watch things burn. Chaotic villains are dangerous due to their unpredictable nature and their willingness to upset the status quo just for the sake of it. They sometimes try to enlist heroes in their efforts, or at least put them in the difficult position of having to choose the lesser of several evils in order to prove the criminals’ devotion to chaos and randomness is the only thing that makes sense in a disordered universe.

    Control
    Some villains seek to control people and things, from their immediate lives to everyone in the world! A villain’s desire for control may stem from a simple lust for power or a sincere belief that everyone involved would be better off. Control may be a means to an end (such as acquiring power) or the end in and of itself. One particular type of control villains seek is to corrupt the innocent and heroic, to exert influence over their choices and futures. Some do this because it feeds their power or egos; others want to prove everyone is corruptible, given the right circumstances, justifying the villain’s cynical attitudes and beliefs.

    Misguided
    A misguided villain is one who does the right thing in the wrong way, or the wrong thing for the right reasons, who could almost be a hero under different circumstances. More than any other type of villain, the misguided bad
    guy feels and appears justified, and may place the heroes in a quandary about dealing with such a sympathetic foe.
    Sometimes, a misguided villain sees the light and reforms, perhaps even becoming a true hero, while others stubbornly cling to their own views and never change. Misguided villains might even start out appearing to be
    heroes, until the main characters discover their true motivations or witness them about to step over the line. Handling a misguided superhuman poorly can also lead to them becoming true villains, embittered by their defeats and those who could not understand what they were trying to do. They may easily change their motive to revenge ... against the heroes.

    Power
    For some it is all about power: having it and using it. No matter how powerful they may be already, many villains lust after more power and will go to great lengths to achieve it. True master villains often seek ultimate power, apotheosis—to become like unto a god. Obviously, the heroes are going to have objections on that score, even if the steps their foe need to take to get there are benign, and that is rarely the case. Usually, acquiring greater power takes ruthlessness and a willingness to steal, murder, and do whatever is necessary. Some attempt to rationalize this as a sacrifice for the greater good; once they have ultimate power, they will be able to fix everything, perhaps even undoing all the wrongs they have done! For most villains the only justification they need for their power-lust is that the world would be better off with them in charge.

    Revenge
    The path to villainy often begins with steps toward revenge. It can be an obsession that takes over someone’s entire life, starting from the very moment a supervillain attains greater-than-human power. For example, many villains are born in tragedy: terribly disfigured in the accident that grants them their powers, driven mad by the arcane secrets they unlock, denied their ultimate triumph at the last moment, but gaining some measure of power in exchange. These are all moments that burn the need for revenge into one’s soul.

    The object of a villain’s hatred is often one or more of the heroes. If a crime-fighter causes an arsonist to fall into a pit of burning chemicals, transforming him into a charred creature with superhuman power over fire, the villain may obsess on seeing the hero die in flames for it. Likewise, a scientist who blames a hero for ruining his career and reputation may seek to do the same before finally ending his foe’s life. The same may apply to other objects of revenge, putting the heroes in the position of protecting people: politicians, attorneys, judges, police officers, and the like. It becomes even more complicated when the revenge focuses on the criminal elements of society! What about a revenge-obsessed vigilante going around killing the city’s criminals? Some grudges are more than personal; a villain could seek revenge on an institution, a city, or even the entire world for some perceived wrong.

  27. - Top - End - #147
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    Hench Wench: ACCEPTED!
    • Modern smartphones are only 2 ep, 3 if encrypted (and they have all the capabilities listed on the sheet)
    • The Weaken rank is lower than it should be
    I guess I'll shift some ep around, that's nice. But also uh...what do you mean by the second point? The weaken rank is lower than it should be?

    EDIT: Will change her "Justice" motivation to "Misguided". It wasn't a great fit, but it was the closest of the available Motivations to what I had in my head.
    Last edited by AvatarVecna; 2024-06-19 at 08:40 PM.


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

  28. - Top - End - #148
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    RedWizardGuy

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    I finally have a character for perusal

    Dreadstorm

  29. - Top - End - #149
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    NecromancerGirl

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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by SwordCoastTaxi View Post
    If you're good with 3 ranks that's fine. For immunity to pain I'd think 10 ranks covers it. Pain is an inherent aspect of damage in M&M so being able to ignore it should be kinda pricey. But it's fun to RP giggling your way through alien or SCPD "interrogation" 😜
    Hmm... bit expensive, even if I was going to take the Flaw limiting it to half effect. Don't really have the points for it.

    Quote Originally Posted by Soras Teva Gee View Post
    An easy way to track and monitor the people? Of course they 'allow' it
    Indeed... phones have microphones, cameras, GPS, what more do you want in a tracking device?

    Quote Originally Posted by SwordCoastTaxi View Post
    Chimera:
    • You get three free social advantages
    • What's the flaw (-1/r) on the Deformation power?
    • Claws: if it's Strength-based Damage 3 with multiattack, it should cost 20 points ([7 + 3] x 2)

    1: Working on it. ...Where can I find these social advantages, anyway? The SRD doesn't have a category for that that I've found, so I'm not sure what qualifies.
    2: Limited, although looking at the effect and flaw description, the actual flaw makes it more restrictive than what I've got, so I'll remove it.
    3: So far as I can tell, making something Strength-based doesn't actually add to the base cost. The effective rank when it comes to add-ons like Multiattack takes it into account, but from what I've read (including the description itself), making it Strength-based does not, in and of itself, increase the cost. Otherwise that would make Strength-builds rather expensive - you'd have to pay for the enhanced Strength itself and then the added cost to Damage on top of that. Of course, as it is I'm going to have to decrease the ranks anyway to pay for Variable...

    Hmm... I might also trim Senses as well, and just have it so I can develop sensory abilities with Variable whenever I actually need them. Except maybe Darkvision, could make that Innate... her eyes look different for a reason, after all...

    Still need to work on the Complications, but it's probably going to be something like Obsession (everything related to her old friend), Phobia (the fear that she's not really human and is just a monster), Lonliness, and Revenge.
    Last edited by Dusk Raven; 2024-06-19 at 09:11 PM.
    Quote Originally Posted by Potato_Priest View Post
    Honestly, most players would get super excited about Zenob the god of crabs because it's eccentric. I know I would.
    Quote Originally Posted by Paragon View Post
    But a friendly reminder that, by RAW, this game is unplayable

  30. - Top - End - #150
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    Default Re: Necessary Evil by Mutants and Masterminds 3rd edition

    Quote Originally Posted by Dusk Raven View Post
    1: Working on it. ...Where can I find these social advantages, anyway? The SRD doesn't have a category for that that I've found, so I'm not sure what qualifies.
    Quote Originally Posted by SwordCoastTaxi View Post
    Yes we're doing that (a free Social advantage for every rank of Presence). But by "Social" I meant the advantages in the "Skill" section that apply to Deception, Intimidation or Persuasion. That work?
    Here ya go


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    Quote Originally Posted by Xumtiil View Post
    An Abattoir Vecna, if you will.
    My Homebrew

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