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So this is Nova, the completely insane character no GM should admit. I confess to not fleshing out the character as much as I should. I just wanted to play an agile, space-themed action girl kicking butt.
I'll admit there are a lot of cheap points-saving cheats in there, like the flaw and drawback on her comprehend/super-senses respectively, but it's the only way I could get all of my interdimensional space police equipment in; she really ought to have a universal translator and something to let her see past disguises MIB-style, but comprehend is so expensive. I'm not too happy about the Attack Specialization 3 either. She ought to have more base attack, to represent a really skilled fighter, but I couldn't find the points for that.
Nova can rematerialize her equipment at will, so it's not built with the device power. The GM specifically ruled out devices for this game.

Skylark's my first really 'complete' character, in that she's got a concept, background, look and powers that I'm all happy with. She should also have the most peaceful superhero theme song ever. Maybe it's just me, but there's a strain of innocence lost in the music which I think fits the character perfectly.
In costume Skylark's a mischievous, happy-go-lucky type, the Robin to her father's Batman (if I'm reading their relationship right, based off what's on Wikipedia
). Part of this is just acting, of course: she wants villains to take her less seriously, as the kid hero sidekick. Beneath the mask, she's only a girl looking for her dad. Sky's fought by her father's side her whole life, and without him she's lost... but still determined to be brave and get him back.
Skylark has a high Singing skill to represent how she's a gifted singer, and hint at why her codename's not something closer to her father's bird-of-prey theme.
For this character I asked the GM for, and was granted, a feat that adds +2 damage when using swords only. I also discovered it's really really expensive to give characters more than one attack that isn't arrayed, especially on a character like this where I have to buy lots of feats and skills. I think that, if I were to ever submit Skylark for another game, I might do her weapons as a single hard-to-remove device, with the footnote that the sword can still be disarmed from her. Like this:
"Skylark's Song" DEVICE 2 [10pp of effects; hard to lose 4pp/r] 8pp
ARRAY 4 [8pp of effects] (Array Feats: AP 1)
BASE "Collapsible Sword" Strike 3 (Feats: Improved Critical 1 [19-20], Mighty, Subtle 1 [collapsible])
-- AP "Feather Darts" Blast 4 (Feats: Accurate 2, Improved Critical 2 [18-20], Reduced Range [2 increments] -2pp)

Damage: The golden-banded staff is such an iconic part of Wukong, but I can't imagine him giving away the real thing, even to an avatar. So Vicky doesn't have the actual rod; instead, she has the magical power to turn any rod/staff-like object into an "echo" of the real weapon: quarterstaff, spear, broomstick, anything she can lift as a light load.
Morph: Wukong can transform himself into anything with his 72 transformations. However, in the novels, he never uses it the way a shapeshifter would, e.g. turning into a shark to fight underwater. It ends up being used for disguise and deception a lot more often. So 1) he probably really has the Morph power and not some sort of shapeshift, or 2) he has the real thing and Vicky only got Morph, I haven't decided.
Create, Summon: With a hair plucked from his body and a puff of air, Wukong can create anything, from objects to clones of himself. The joke here is that while the real Wukong can create vast numbers of clones and overrun everything with them, Vicky gets one measely one.
Enhanced Extra: Wukong regularly gave himself extra heads/arms to fight many enemies at once, but Vicky doesn't literally sprout 2 extra pairs of arms since I can't picture how that works. Instead, she attacks so fast she's just a blur.
Affliction: Wukong can point at an enemy and instantly paralyze them. It never ever fails, although for some reason he never used it on any seriously dangerous foes, so I assume it only works against people with low magic power (translation: plot relevance).


The third, and probably final version of this character, in 3e instead. This is Skylark in a bright, four-color world, the way she was always meant to be.
I was very lucky to make it into this particular game. Recruitment was extremely tough.
Wish list wrote:Insight 4
Persuasion 1
Investigation 2
Throwing Mastery 1
Uncanny Dodge
Fascinate [Expertise: Music]
Takedown 2


Changelog wrote:2012-Aug-27 Fixed a mistake where I was counting Sustained as a -1 Flaw on Immunity. It should be -0 instead. Reduced the Variable power to the 5/r pp version (1 power at a time) to compensate.
Design Notes wrote:Here's Witchgirl, who is what it says on the tin. I tried to give her a reason to actually carry a hat and broom around all the time other than looking the part of a witch. The broom was easy, the hat, not so much. Eventually I settled for Dimensional Pocket as a riff on stage magician hat tricks.
Witchgirl has a small Variable power instead of the Ritualist feat. To me, witches, as folk (rather than priestly or courtly) magicians, are more about lots of small effects rather than giant rituals. I suspect it's much more practical than rituals that take hours to cast anyway.
Despite the name, Witchgirl's forcefield is not actually Impervious, because I do not consider Impervious a points-efficient extra for the benefit it gives. Instead, to represent a very solid forcefield, she acquires Ultimate Toughness as a power feat of it and is immune to criticals as long as she has it up. She can still be overwhelmed by an army of mooks with guns, but when the giant demon tries to flatten her... "Thou shalt not pass!"
I've tried to get grammatically correct (or at least, not murderously wrong) Latin spell names for this character. In picking Latin names I've gone for names which I think sound impressive in English, rather than consistency or fidelity to the meaning I wanted. Corrections are very welcome if anyone actually knows Latin out there:
- Sagitta Magica - Magic arrow
- Magna Evocans - Great summoning
- Tempestas Irae - Storm of wrath
- Trucidator Titanos - Titan's slayer (this was supposed to be 'Titan Slayer' i.e. something that slays Titans in general, but Titanorum does not sound as strong; I also broke consistency and went with the masculine form of Trucidator because it's less of a mouthful)
- Transfigurans - Transfiguration
- Auspicium - Divination; scrying
- Veneficium - Witchcraft
- Mysteria Adclaro - I reveal mysteries (I wanted something like I perceive mysteries, but the closest I could find to 'perceive' was Latin video = 'see', too easily confused with the modern meaning)
- Obex Impervia - Impassable barrier


Warp is an agile teleporter/speedster with an accurate exotic sense and a number of options to help out teammates.
Warp does not have power attack, as a conscious decision to make a character who's very versatile but not overwhelmingly powerful. On the other hand, while she has a good selection of AEs she has almost no advantages; as someone who discovered her power early on in life she's leaned heavily on it and not learnt many unpowered tricks. Her 1 point of Sleight of Hand represents her experience surviving off petty theft before moving to Freedom City and her Streetwise represents knowledge of the criminal underworld. Despite not being very well-adjusted (no ranks in social skills at all) she has Presence 2 just for force of personality.
Teleport attack: This is 2 ranks of teleport, with another 6 ranks that only increase the DC, so that fall damage does not break caps. It has Change Direction and Velocity on it so that I can teleport friends out of falls or throws. With Precise, I hope to be able to do stuff like teleporting guns out of people's hands or teleporting a key into a keyhole.
Nullify: Warp can create portals that bypass armor, effectively nullifying it. Others will see 'holes' appearing in the armor for the attack to pass through. Warp can't teleport things into people, so this only works against Protection effects of the 'armor' descriptor. It won't do anything against e.g. a Paragon whose Protection had the descriptor 'impenetrable skin'.
Blast: Warp teleports in front of an enemy, punches them, and teleports back for a ranged Damage effect. It is Indirect 2 so she can e.g. teleport and attack someone on the other side of a glass wall. A layer of compressed space (force field) makes her punches hit much harder and she's also using her 'portal past armor' trick so it has a linked Nullify Protection.
Healing: Warp can turn back time a few seconds while retaining memory of future events. This allows her a second chance to avoid getting hurt, effectively "healing" her (the damage basically never happened).



Hellgirl's an energy controller who does most of her fighting in melee. This build is intended to represent an actual fallen angel who has, for whatever reason, come over to the side of the angels, although other origins are possible.
Affliction: Hellgirl snares someone with her hellfire whip, preventing them from moving. Taking a standard action to concentrate each round, the victim additionally burns with Damage 4 while they're in its grip, however if they successfully resist, the affliction ends at once.
Damage linked to Weaken toughness: This is an area shapeable attack used to represent a whip. Weaken toughness represents that the hellfire is actually corrosive to living flesh, although it has no effect on inorganic matter.
Perception damage: This represents a 'snap your fingers and make the enemy spontaneously combust' attack. The victim continues to burn for 1 round after the attack.
Hellgirl's Ritualist and Expertise: Magic represent the forbidden, arcane knowledge that demons have. She has Jack of all trades to represent how she's learnt all sorts of things in her immortal life.
- 10 Oct 2012 Corrected the math and fixed a lot of references to 'unarmed attacks' when I really meant claw attacks.
- 11 Oct 2012 Reduced Hellfire Whip and Abyssal Flame by 1 rank each. Increased Dex by 1, Insight by 2 and added Immunity: aging.
- 8 Nov 2012 Rebuilt the Affliction as a Concentration duration power with linked damage. Reduced Strength/Stamina by 5 each and increased defenses and Close Combat skill to remain at caps. Reduced Dexterity by 1 and Presence by 2. Added immunity to unholy, Languages: Infernal, and raised Insight/Perception to +9.


Turbo Girl is a powerhouse/speedster, able to be both strong and fast - just not at the same time. Weakness is definitely sneak attacks and anything that inflicts Vulnerable on her.
Strike linked to Affliction: Turbo Girl doesn't have a lot of the typical powerhouse super strength feats. Instead, she just punches someone so hard, they're stunned from the impact.
Area Strike: Turbo Girl braces her shield and charges at an enemy; the shockwave of the collision damages all who are in the area.
Enhanced parry, dodge: The Quirk represents not being able to bring her shield to bear if vulnerable, defenseless or caught by surprise.
- 8 Nov 2012 Reduced number of AEs in the attack array and added lots of powerhouse stuff. The character now derives more of her damage from enhanced strength (instead of strike) and uses Throwing as a ranged option instead.

Here's Skylark after the first adventure. I've thought a lot about the way I portrayed her and decided that she's going to have two shticks: 1) lots of nice toys and 2) she can fly. She picks up some tech skills and inventor, an improved version of her costume that allows her to truly fly, her VTOL jet and a very bare-bones HQ (Sky doesn't have the access codes for the Aerie, so she'll gradually hack through more of the security and unlock more features of her HQ. The size of the HQ represents the size of the space she has unlocked, not the entire base). She also gets a benefit representing how she has access to some of the Falcon's resources and friends and improved exotic saves.
In exchange, she lot a lot of her specialist combat feats: elusive target, takedown 2, improved block/critical/trip, accurate attack. Overall she should be less of a weapon master and more of a kid who's still really well trained, but doesn't have a lot of advanced tricks.
I made a few mechanical changes. 1) Her sword and throwing blades are both now equipment. 2) instead of the Sword Mastery feat (+2 to sword damage), she now has enhanced strength, limited to damage, to represent her weapons training. 3) Finally, the feats that were formerly in her fighting style are now Enhanced feats. Mainly, I've found that I don't like characters who can't stunt something every now and then. This is so that I can extra effort a feat or enhanced extra occasionally.
Skylark's skills here have mostly been standardized to represent her relative levels of ability:
+13: Acrobatics, singing
+10: tech skills (except computers), stealth
+8: detective skills, computers


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