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Epic Builds

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Re: Epic Builds

Postby EPIC » Wed Jan 27, 2010 4:47 pm

Okay, so I've decided to write up some info blocks on my characters, some stats and background info. So, here we go.

Epic
Real name: [Adam Gallant] Age: [25] Height/Weight: [6'0" / 195lbs]
Hair: [Golden brown (White and Silver as Epic)] Eyes: [Blue (White-Silver as Epic)]
Identity: [Secret] Occupation: [Athlete(Training for Olympic events)]

Adam himself had no idea about the 'secret' of his family. Several generations back, Adam's great great great great grandfather was contacted by a cosmic entity, back then, as a religious practitioner, it was mistaken to be 'God'. The entity spoke to Adam's ancestor, granting him a prophesy of a time when the world would need a hero with spectacular powers. And so, the entity infused the Gallant bloodline with cosmic power by binding an 'avatar' to their destiny, to awaken when that hero of destiny would be needed.

This had unexpected side effects, as cosmic power bleed off granted direct members of the bloodline enhanced strength and endurance, leading to a line of highly talented athletes and warriors.

Moving ahead to present day, Adam was revieled to be the destined inheritor of the avatar's full power, saving his teammates and coaching team as their bus was knocked from the road off a cliff. In all the confusion, no-one noticed when Adam had transformed and saved them all by flying the bus back onto the road, but he took the supranym 'Epic' from a teammate who had described the whole ordeal as the most epic experience of his life, having briefly seen the silver flash of Adam's transformation.



Luminesce
Real name: [Samantha Avalon] Age: [17] Height/Weight: [5'6" / Confidential(98lbs)]
Hair: [Black(Dyed often. Glows when using powers)] Eyes: [Green(Glow when using her powers)]
Identity: [Secret(Claremont Academy known)] Occupation: [Student(Training for one of Claremont's teams)]

Sam was a regular girl, if a bit shy, which tended to manifest as an overcompensation in her attempts to be unique and colorful to garner attention. Her powers, being mutant in nature, did not manifest until she hit puberty. At first, her powers only manifested in her ability to bio-luminesce, or glow, which meant something new for her to try and use to get attention, but instead of the desired effect, she outed herself as a mutant, alienating herself from her 'normal' classmates.

As a result, Sam was transferred to Claremont academy where she could be around others with powers who would accept her for her difference rather than condemn her for it. Being around other mutants, meta-humans and non-humans, Sam felt more accepted than ever, eventually getting over her shy streak, becoming more outgoing and confident as her powers developed, though she harbors a secret fear of those powers and what they might be doing to her. Despite this, she continues to train so she might join one of the academy's several teen-aged hero groups.



Fate
Real Name: [Unknown(Damian Wilder)] Age: [Unknown(19)] Height/Weight: [5'10" / 142lbs]
Hair: [Dark Blue(Yes, naturally)] Eyes: [Blind (Glowing gold when powers are active)]
Identity: [Unknown(Fate is all he is known by)] Occupation: [Psychic Consultant]

Fate remembers nothing save for waking up in a hospital bed with a splitting headache and darkness. it took a few minutes, but just as he was about to freak about not being able to see, his Mind's Eye kicked in and the world awoke to a clarity unknown to all save a very special few. Fate is unaware of the fact he's actually from the future and was flung into the past, the trauma of the event inflicting him with amnesia.

Not being seriously injured, save for a concussion and a few bruises, Fate was observed and released, though with no identification and nowhere to go, Fate was picked up by an agency monitoring temporal activity, having picked up his entry into this time-line. They quickly learned of his amnesia and through a series of rather less than moral tests, his psychic powers, and the whole branch was nearly decimated by those psychic powers before they managed to convince Fate to leave, a number of brain-damaged agents in his wake.

After wandering, Fate learned he could use his ability to see the future to make an income for himself. Leaving the full extent of his ability secret for fear of potential moral abuse, Fate took a job as a psychic consultant, eventually getting his own office, making the business legitimate. Between consulting businesses and conflicted individuals, Fate makes enough to get by on with plenty of time to prevent crimes he sees happening before they ever happen.

SPOILER! Fate is actually a descendant of one of my other characters, Alexsia Wilder, AKA Valkyrie.
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Re: Epic Builds

Postby GlowingBall » Fri Jan 29, 2010 6:00 pm

Hiya again!

Thanks for all the help so far. My own build is coming along quite nicely. Just a question, I like your cosmic limbs a lot. I was just wondering what Dispersal is..as I can't seem to find it in the books. Once again I might just be blind as a bat..but I purchased them all through digital downloads...so I don't have physical copies and it makes it a bit more aggravating to go through.

If you could, please let me know where I can locate this feat/flaw/extra...I'm guessing it is a flaw as it gives a -2.
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Re: Epic Builds

Postby EPIC » Fri Jan 29, 2010 8:29 pm

GlowingBall wrote:Hiya again!

Thanks for all the help so far. My own build is coming along quite nicely. Just a question, I like your cosmic limbs a lot. I was just wondering what Dispersal is..as I can't seem to find it in the books. Once again I might just be blind as a bat..but I purchased them all through digital downloads...so I don't have physical copies and it makes it a bit more aggravating to go through.

If you could, please let me know where I can locate this feat/flaw/extra...I'm guessing it is a flaw as it gives a -2.


Dispursal is a special Flaw for Growth, and it's actually potent, thus the -2. Basically, when you grow, you do not get any bonus Strength, Constitution, Carry Capacity or Knockback Resistance! You still get the Reach, Grapple Bonus, Intimidation Bonus and Space Occpation, as well as the Atk/Def and Stealth penalties.

Basically you get bigger without increasing your mass, thus gain none of the benefits of increased mass, just the bonuses for pure size.
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Epic Builds - [Rage]

Postby EPIC » Fri Jan 29, 2010 10:50 pm

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OMG, I didn't think I could build him cheaper than 180 or so, but I managed it with a cool elegance that really works with the concept.

Rage is a character based on a real-life character of a friend of mine, lacking the prima donna personality and a WHOLE lot scarier.

While not as strong physically as say, Epic, Rage hits MUCH harder. First thing to note are the trade offs. That's right, FULL trade Defense into Toughness. And a modest 4 point trade from attack to DC cap. This guy is so used to just taking a hit, he doesn't warrant a defense bonus, though if he needed to, he could take total defense while not raged out, but still, he's got an 11 Toughness, so he really can just shrug off a lot and heal from what he doesn't.

For concept, he's really not all that hard to figure out and basically his powers are passive in nature, leaving him to think about one thing and one thing only, beating things until they stop moving.

So I used an 'alternate form' type set-up, again... this time to represent the true terror of his rage form beyond just what the feat grants. But what? He doesn't have Rage feat? Well, he does actually. It's in his Container, to be activated when the container activates.

Now, the trigger for his Container is "Rage" and has the Flaw "While Enraged" a focused Limitation as this guys's biggest weakness is Emotion Control(Hope and Love are the main counters to Rage, while conversely, Emotion Control: Anger triggers this automatically!). Since his Rage is IN the container, how does the trigger set? Well, normally, having a short temper to trigger rage as a normal feat would be a drawback, or otherwise a complication, but since it's a complication that works in his favor, it's not much of a complication, so it's really left to GM/Player discretion. I had thought about putting a Drawback on the Container, so that even though it's only a move action to set the trigger(which he essentially does at the very moment he has a chance to do so once the trigger is set off) it took a full round action for the container to actually activate, but I couldn't find a way to set the container's action to full but the trigger's to move or even more preferrably, Reaction.

Anyways, as it stands, he sets the container trigger as a move action, so when he becomes angered, the container activates immediately and as a free action, the Rage feat triggers with it. Again, couldn't think of a way to trigger rage as a reaction, but since the book says "when an Active Container is activated, any free powers may be activated simultanuously", I took the literal translation and applied it, so when he sets the trigger for his container, that same trigger sets up everything else in the container that can be activated by a free action.

After all, the container is to represent when he's enraged, wouldn't work so nice if he didn't actually get to use his Rage feat with it.

His Adaption is pretty potent, but not as useful as someone else with it given the particular flaws. Namely, Deathblow Trigger Only. A narrow focus Limited flaw, meaning he has no control over the activation except for the one thing that kills him (in the event of multiple factors, it triggers against them all and he gains immunity to all that he can fit within his 30 Adaption points).

This activates BEFORE he actually dies since it's a reaction, but even though it would normally save him from a fatal attack, because of the flaw, it only triggers once the attack hits him but before he dies, leaving him immune to what killed him. Any attacks on him while he's down won't change his Adaption at all. it's locked until he 'dies' again.

He does have a 5 minute res without being raged out. while his body theoretically heals itself internally, but further damage(besides his newly acquired immunity) could continue to keep him subdued or destroy him entirely, in theory. As usual, hero point or fiat can force an immediate recovery check, which with the recovery bonus, he automatically succeeds, comming back to disabled where another hero point or fiat can get him conscious again, or whatever, wait the 5 minutes to res, then hp/fiat out of disabled.

Now, before raging out, Rage is a heavy hitting thug. Improved Crit on his unarmed attacks means he'll crit more often than your average thug, even your average hero! But since only a natural 20 is an automatic hit, his crits may not actually hit anything, so just something to keep in mind.

Unarmed +7(DC21) is nothing to scoff at for someone who technically doesn't have any offensive powers, though the pathetic to hit bonus will prevent him from hitting all that much, but a 15 or higher on the die is a crit if it hits, forcing a DC26 toughness save.

However, with his Improved Grab and Improved Grapple, his favorite tactic his hitting an opponent, grabbing them, then throwing them into another enemy, or into something really hard. 12 ranks in Intimidate and Fearsome Might gives him the Demoralize option as well to soften up his enemies. Endurance gives him a hefty bonus for long duration swimming or holding his breath, etc, and Power Attack for when he finds himself lucky enough to get a helpless target to let rip with a DC26 standard punch with possibility to crit for DC31.

Scared yet? He's not even powered up. Enter the Ragefest.

So, when his rage triggers....he's in a whole new league all together. He gets nearly double his strength, his punches become penetrating AND get an extra 5 Improved critical, giving him a 50% chance of his attack being a critical(more likely an attack that HITS will be a crit, except maybe against other powerhouses with low Defense Bonus, crit range 10-20, +7 to hit, DC31, 36 with Power Attack at full or crit, and 41 maximum with crit and full power attack. Scared? I am), Immunity to Mental Effects and Fatigue effects keep this behemoth going and prevent mind controllers from trying to turn him against himself or his allies.

His protection nearly doubles as well with an Impervious boost! Making him more than a little durable. And Immunity to Critical hits...ouch. AND his regeneration maxes out! Seriously, FULL regen. This puts him on par with the Hulk in terms of invulnerability, factoring his Resurrection, he actually surpasses the Hulk.

Well, okay, i lied, his Regen is not fully maxed. He doesn't have the last rank of Resurrection, and there's a reason for that. He can still be knocked down, disabled, and killed, but same as before, he Adaption renders him immune to what killed him. The difference? He gets up a WHOLE lot quicker. Of course, this is a big if, considering it's really hard to damage him in the first place, much less make that damage stick.

And to round him off, he's got Hulk-style leaping, R.L.J stands for Running Long Jump if anyone didn't catch on. 16000ft is a lot of ground to eat..and usual, Standing Long Jump is Half that, and Vertical jumps are half the standing long jump, so 8000 and 4000 respectively. And his Super Strength, giving him a little extra umph for throwing cars are people,or buses....or perhaps a tank? Anyways....he's got Groundstrike to trip up enemys when they get a little too crowding, Counter Punch to show just how tough he is by punching energy blasts out of the air, and Bracing to simulate 20 ranks of Immovable(Though he doesn't get his Super Strength since it's essentially an Alternate Power).

So....a heavy hitter thug around PL 7 in effectiveness(I think, bad at eyeballing it), who turns into a PL11 Hulk-class bruiser. He's pretty straight for tactics....hit things, hit things with other, BIGGER things, and really just be a damage sponge.

That said, his big weaknesses, as mentioned, include Emotion Control (Love or Hope), which can only affct him while not enraged, or by somehow nullifying his immunity to mental effects, or it not being a mental effect(He's not immune to say, an emotion altering drug for example). The other being his resurrection has two limits. The first linking with the second. First, it only works while his adaption does. The second is linked in the fact Alteration has 7 'adaptions' before it runs out of juice until Rage gets a good rest. So beating him to death 8 times is the end for him!

That said... good luck. Seriously, DMs who want to use him, prepare for player hatred because this guy is as persistent as the Juggernaut and as difficult to deal with as the Hulk.

Final note, notice he only has Regrowth when enraged? Lopping off a limp while he's not raged out is more than likely enough to make him made, but remember it only regrows when he recovered from disabled, still...very scary to know he can grow back his arm, and you need to take out both to be safe from his grapple.

EDIT: Only, I had to make a little change. I didn't realize two things. 1 that Rage was capped even beyond just the PL caps, and that I had miscalculated anyways. i had 10 Rage feats, which should have only had him at +12 str, +6Fort/Will and -2 Def. Instead he was at +20 str, +10Fort/Will and -10Def.

Clearly a pretty large difference. So I fixed the Rage calculations, so he has 4 Rage feats improving the stats, and 5 improving the duration. This freed up one point, which I altered his Penetrating Strength into a Penetrating 6 Strike 4 with mighty so he can still go full haul on his unarmed attack. (DC30 Penetrating 6)

Not as nice as Penetrating 10, but oh well.
Last edited by EPIC on Tue Feb 09, 2010 9:03 pm, edited 1 time in total.
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Re: Epic Builds

Postby JoshuaDunlow » Sat Jan 30, 2010 12:28 am

That's just down right scary, :shock:

I'm not sure there is anything i can add to this. I'm not sure i would use this guy, and i'm not sure i'd let a player use something like this either. But you give great examples of how the system can be a Min/Maxed without having a GM to moderate it. I would just like to add, that even though this guy has a high range of critical threat. This is moderated by the characters to Hit Roll.

So yeah he's got a 50% chance to cause threat. But unless his actual unmodified "to hit roll" actually can hit the target normally, he still wont inflict an actual critical hit that does extra damage. So its my own personal opinion, your wasting your points here without having a high enough attack roll to help take full advantage of it.
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Re: Epic Builds

Postby EPIC » Sat Jan 30, 2010 12:45 am

JoshuaDunlow wrote:That's just down right scary, :shock:

I'm not sure there is anything i can add to this. I'm not sure i would use this guy, and i'm not sure i'd let a player use something like this either. But you give great examples of how the system can be a Min/Maxed without having a GM to moderate it. I would just like to add, that even though this guy has a high range of critical threat. This is moderated by the characters to Hit Roll.

So yeah he's got a 50% chance to cause threat. But unless his actual unmodified "to hit roll" actually can hit the target normally, he still wont inflict an actual critical hit that does extra damage. So its my own personal opinion, your wasting your points here without having a high enough attack roll to help take full advantage of it.


I thought I already pointed that out :P But with his low Attack Score, it just means it's more like that if he actually DOES hit someone, it's more likely to be a critical hit. I didn't add this due to him being a villain, but Ultimate Aim allows the use of a Hero Point to apply a 20 to an attack roll. Not a natural 20, so it's not an automatic hit, but for him that's a 27, or a 22 with Power Attack. Additionally, when he grapples, it's one handed. He can make attacks on his own pinned target with his other hand, thus the actual benefit of Improved Grapple.

Losing dodge bonus and an additional -4 really makes his chance to hit someone a lot better, especially people who put a lot into Dodge Focus, like Fate.
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Re: Epic Builds

Postby EPIC » Sat Jan 30, 2010 1:04 am

Oh, and about the min/maxing thing, you are right in that you CAN add flaws that are countered by strengths elsewhere (ie, Requires Check flaw and having a more than sufficient check to almost automatically, if not actually automatically succeed), however, this is sometimes suitable for certain concepts.

Looking at Rage, he's a thug. Not a sophisticated thug. An undereducated thug who likely spent whatever academic time he endured before dropping out as part of a gang, the only real intelligence in finding he could make money using his muscles.

As a player character, it wouldn't be very enlightening and besides combat, he'd find very little use. I've known people to make characters like this only to complain when there was no combat for them to steamroll over things.

Rage was made as more of a one-shot type, or a recurring henchman type villain who has an even more powerful boss, much like Bane. He's the muscle, not the brains.

If I had a player offer me this, I'd say no, simply because even though it does have some character depth in that it has some backstory possible to give it, it's very one dimensional. He was built to fight, and fight with aims on one-shotting things rather than nickle and dime.

As a villain though, he serves his purpose well in the hands of any DM.
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Re: Epic Builds

Postby Libra » Sat Jan 30, 2010 3:09 pm

Keep up the good work Epic! :D
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Re: Epic Builds

Postby EPIC » Mon Feb 08, 2010 12:43 am

Okay, I'm working on a new character. Something pretty cool. Mostly for someone else, but they inspired me to build it more than they asked me to. I need a bit of help on the character if anyone could be so kind as to take a look at this thread here: http://www.atomicthinktank.com/viewtopic.php?f=16&t=35738 and leave answers/suggestions either there or here.

Thanks in advance thread surfers!
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Epic Builds - [Artificer]

Postby EPIC » Tue Feb 09, 2010 3:56 am

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Real name: [Karina Castile] Age: [28] Height/Weight: [5'4" / 90lbs]
Hair: [Red] Eyes: [Green] Identity: [Public]
Occupation: [Fabricator/Artificer]

Karina comes from a fantastic fantasy world, so this build is based upon that idea, thus why she doesn't have ranks in Drive and Pilot, two things she would pick up on rather quickly as her specialty happens to be technology, albeit technology of her world, which is generally magic or clockwork in nature.

She was apprenticed under one of the more famous artificers of her world from a very young age, and surpassed her master by the age of 16, striking out on her own and opening her own artificing shop that became very famous in a very short period of time.

Karina was transported to this world when out with adventurers, delving a dungeon rumored to contain a legendary artificing matrix that held the design for an ancient, legendary artifact. However, while attempting to disable a portal trap, she was fowled up by a sudden attack and fell victim to the trap,resulting in her being hurdled through the multiverse, ending up in modern day Freedom city.

Using her brilliance, she quickly adapted to the change, learning the language as it held many similarities to her own, and quickly learning magical abilities such as her own were less common than they were in her world, however, also less powerful due to the less magic-enriched atmosphere.

Karina opened shop, using her keen business savvy and currently makes a living creating magical gadgets for heroes in need of them. Even though the magic charge in them is short-lived, it gives heroes the edge they so often need to keep the heroes safe. She is still learning modern technology, as she finds it utterly fascinating.


Alright, so there's Karina/Artificer's backstory. Now let's take a look at the build.

Karina is dangerous. Don't let her low combat scores fool you. See, I build Karina on an inspiration I got from an RP buddy of mine from years ago who liked to play the Artificer/Warlock character build in D&D and focused on making magical items for the whole party. Karina here does pretty much that, but here's the thing, due to how Gadgets and Empowerment work, she can turn HERSELF into a powerhouse with a few well-placed gadgets.

Karina has no trade-offs Defensively, allowing for a balanced defense and toughness. The toughness is more for dropping barrier domes to protect people and the like than it is for her own personal toughness, and her defense is limited by her lacking experience in combat, more often relying on flying shield disks to protect her from attacks (Shield and or Deflect).

On the offense, Karina still only have a little 2, however, she can make gadgets that home their attack on targets, a Seeking Staff or Wand of Magic Missiles in specific are her primary modes of attack, adding a few ranks of Accurate to improve her attack bonus.

Karina is brilliant by human standards, one of the brightest minds in the world of humans and many super-humans. At a 24, she ranks best in human achievement, but not quite super-human, though for this expertise, her physical attributes suffer, though her Wisdom and Charisma are both above average. Her saves reflect more training than natural defenses. Fort bolstered by healthy living, Reflexes by training. Her will is a combination of training and natural resilience to influence.

Karina's skills clearly mark her expertise in Craft and in Knowledge(Arcana) and (Technology). her tech knowledge is based on what she's learned since arriving her as well as what she knew of technology of her own world, and clearly, she has equal skill in crafting pretty much anything from marble sculptures to complex electrical systems, something she started learning with magical golems, but improved in this world. She does have business savvy, having opened her own shop in her own world, only to repeat that process in Freedom City, and her Diplomacy is showing her personable side and natural salewoman approach.

Feat-wise, of general note are Beginner's Luck, Luck and Jill-Of-All-Trades. Karina is brilliant,, so despite lacking in skills all across the board, she can use Hero Points as a kind of sudden inspiration, surprising allies with a sudden insight, performing skills one would not exactly expect. Even without the Hero Points, just busting out and performing skills untrained is pretty impressive with a good roll.

She has a few feats to reflect her self defense training, started on her world and improved here. Improved Defense, Defensive Roll and Dodge Focus. As potent as she can be in a fight, she's not a fighter. She'll take the defensive until allies can reach her or until she can find an opening to escape. Ambidexterity, Eidetic Memory, Improvised Tool and Attractive are mostly fluff but relevant details about her while Connected, Benefit and Equipment mostly reflect her business skills and the resulting perks.

While she is not exactly maxed out on Craft skill ranks, she DOES have Skill Mastery. She is not the absolute best craftswoman ever, but she is masterful at what she CAN do.

Karina only has three powers, all lumped into an Array. While I didn't use the actual Array power structure power(it would have been 22 ranks o.o), I don't see any real difference.

First, the base power, Gadgets. This power represents her designing and building all kinds of various magical gadgets in her spare time and pulling them out in the thick of battle to give her an her allies an edge. The thing is, these gadgets are often in field test mode. Since magical enchantments don't last as long in this world than they did in her own(at least, by her method of enchanting), she has to re-enchant them. She needs to make a Knowledge(Arcane Lore) check and a Craft check relevant to the gadget(they're all the same bonus for simplicity sake anyways), this is to represent the checks she made previously, kind of like an Instant Artifice invention. Side-Effect is for failing said checks. The DCs are based on the gadgets she makes, not gadgets itself, same with the Side-effect. So even though she has skill mastery, she's only safe on the crafting check and only up to DC25. Her Knowledge check can still fail her even at lower DCs.

Independent in nature, she can pull out gadgets up to 50pp cost and either use them herself, or pass them off to allies within 30 feet(Touch is 5, plus Extended Reach 5 times to add 25ft) and she can give devices to up to 50 people. I figure she'll never actually have to provide items for that many people at once, so I went high. Independent means these Gadgets will not vanish when she changes Array Settings, and that once created, do not lower the pool of points Gadgets give her to make more gadgets. The flaw in this is, all gadgets effectively have the Fades flaw, and she can't just switch them off. She DOES have reversible to turn them off, but she also has Limited Dismissal, which is a flaw from Weapon Summoning. She has to be able to touch the gadget to turn it off or put it away or whatever.

Slow Fade 2 means the gadget will function at a deteriorating rate(no total fade) for about half a minute per PP put into it's construction, so 2pp will last a minute, 10 will last 5 minutes, and so on. Every 5 rounds the gadget loses a PP until it has no more to lose or the rank drops to 0. To my understanding, fades drops ranks first and if there are only feats left, the power stops working.

Empowerment works basically the same way, except for two important things. One of which is kinda fluff in that she can only empower objects, turning mundane things into magical devices for the duration based on the PP invested. This wasn't good enough for a flaw since I've never heard of a superhero not wearing anything at all. If anything, this would be a -0 Flaw, so i didn't bother. Empowered is also Independent, however, lacking Reversible, so once she drop it, she's committed. Also, her Empowerments, while having only 40pp to deal out, last a minute(10 rounds) rather than half that(5 rounds). She needs to touch the item in question for a full round and make a Knowledge(Arcane Lore) check with DC based on the power she is imprinting on the mundane item. I didn't give this Side-Effect, so the price of failure is a wasted round.

She can use this power on herself, often imparting Protection on her own outfit, often Impervious, to make her clothing bullet-proof. But she is a support heroine, so if she does find herself in a fight, she'd be spending more time buffing her allies than worrying about herself.

Lastly is her Nullify. It's basically the counter-principal to her enchantment. So for the two point version, she can single someone out and disable all magical effects on them, or with Selective, only remove the ones she doesn't want on them, so if aiding an ally who is being snared by mystic bonds but also has one of her gadgets or empowerments, she can remove the bonds without disrupting her own magical effects.

Her Nullify has No Save, which apparently is only a +1 extra for Nullify since you still need to have a higher rank than the power you are nullifying. Correct me if I'm wrong here please. But with a 14 rank nullify, she is an effective counter measure against magical villains, able to simply prepare each round to counter whatever magical effect they throw out while her allies deal with the villain.

But anyways, this allows her to render her Gadgets and Empowerments useless at range(140ft increment) as long as she doesn't put more than 14 ranks on something for some silly reason.


So, there's Artificer. She is clearly broken and so utterly abuseable it's not even funny...well, okay, it kinda is. She'd work great in a game where characters are allowed to be extremely potent, but not so much in a game where GMs wish some semblance of balance in the party. She requires a little bit of honor on the side of the play not to openly abuse her flaws, like using every PP possible for Empowerment or Gadgets and the fact that her Nullify often bypasses the Limited Dismissal flaw or the fact she otherwise could not turn off her Empowerments.

I built this character on concept, not with the intention of it being so brokenly effective, but that's how she played out. Anyways, as always, comments and crits, but leave the flaming away.
Last edited by EPIC on Tue Feb 09, 2010 2:25 pm, edited 3 times in total.
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Re: Epic Builds

Postby Kal'El Wayne » Tue Feb 09, 2010 7:19 am

Epic thread is epic.
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Re: Epic Builds

Postby EPIC » Tue Feb 09, 2010 1:15 pm

Kal'El Wayne wrote:Epic thread is epic.


LoL, thanks!
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Re: Epic Builds

Postby MisterO » Tue Feb 09, 2010 3:52 pm

I must say that I am really liking your builds, especially the detailed commentary you give as to just why you built them the way you did.

BTW why do your builds come in those white boxes?
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Re: Epic Builds

Postby EPIC » Tue Feb 09, 2010 4:08 pm

MisterO wrote:I must say that I am really liking your builds, especially the detailed commentary you give as to just why you built them the way you did.

BTW why do your builds come in those white boxes?


I use Open Office Writer to format and lay out my characters. Since the forum doesn't allow for formatting the way I want, i just screen cap and post the sheet as a png image. It seems easier to read to me.

Also, thanks for the compliment. Like I said before, since these are OCs, not canon characters that everyone knows, I think it's important to explain how their powers are meant to work. it's also so people can point out mistakes though if I make an incorrect assumption. It happens. Sue me :P
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Re: Epic Builds

Postby The Ilethryl Knight » Tue Feb 09, 2010 6:24 pm

I like Artificer. Nice mix of tech and magic.

Rage is also cool, although I'm not sure you're allowed to get 'Rage' bonuses that high. I think the limit is supposed to be +10 strength, +5 fort, +5 will at rank 4. Further ranks just increase the duration. That is, if you're going by the rules as written in the book.

Is 'Fearsome Might' supposed to read Fearsome Presence, or is this a new feat I am unaware of?

Excellent start with this character thread. Keep 'em coming!
Last edited by The Ilethryl Knight on Tue Feb 09, 2010 6:57 pm, edited 1 time in total.
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