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Baixiwei's Builds - Mister Miracle (3rd Ed)

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Postby Khantalas » Mon Jun 23, 2008 7:41 am

Mendicant wrote:Sorry _ just realized where you were going with the DAP. Just using shape shift you couldn't get more than 6 ranks of growth, shrinking, air control, etc. The DAP allows for a much more Godlike growth and shrinking, combined with the versatility of shape shift- very clever.


Actually, GR decided against that and as of Instant Superheroes, allowed powers in Variable structures to have higher ranks than the rank of the Variable structure.
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Postby baixiwei » Mon Jun 23, 2008 7:59 am

Erin Feytouched is one of a group of PL 8 magic-based characters that I envision composing a team in a mystic-type campaign. Which will probably never happen. The goal here was to create a group of characters who were all distinctively magic based, unlike those vanilla mystics whose powers are virtually indistinguishable from those of non-magical heroes (Magic 10: Blast 10, Snare 10, Dazzle 10, blah blah blah), and at the same time were distinct from each other, each one embodying an entirely different style of magic with correspondingly different effects.

Erin was an Irish storyteller and dabbler in occult lore who one day found herself inside one of her own stories - she had carelessly stepped into a fairy ring, and found herself bound to service in the twilight lands. But she watched her new masters with a sharp eye, learning well their skills of glamor and deception, and before long she was able to escape back to her own world.

The other members of the group are:

Jean-Paul Devereaux: the social magician
Chen Ling, the Monk: master of esoteric disciplines of mind and body
Takacs Magdalena, the Seer: all-seeing, all-knowing, mistress of gypsy charms
Emmanuel Agyeman, the Saint: holy mage whose purity and faith is his weapon against evil


Erin Feytouched
PL 8, 120 pp


ABILITIES: Str 12, Dex 16, Con 10, Int 12, Wis 12, Cha 16

COMBAT: Attack 4, Damage 1 unarmed, Defense 12 / 2 flatfooted, Initiative 3, Grapple 7, Knockback -2

SAVES: Toughness (4), Fortitude 5(5), Reflex 7(10), Will 5(6)

SKILLS: Bluff 8 (11), Concentration 6 (7), Diplomacy 4 (7), Notice 6 (7), Ride 4 (7), Sense Motive 6 (7), Sleight of Hand 6 (9), Swim 3 (4), Languages 1 (Base: English, Second: Gaelic)

FEATS: Defensive Roll 4, Dodge Focus 7

POWERS:

Concealment 10 (all senses; phantasm [-1])
AP: Morph 5 (any form; phantasm [-1])

Illusion 8 (all senses; phantasms [-1], area progression 2)
AP: Confuse 8 (ranged [-1], burst area [+1], selective attack [+1])
AP: Emotion Control 8 (ranged [-1], burst area [+1], selective attack [+1])

Immunity 10 (magic effects; limited [-1])

Flight 2

DRAWBACKS:

Power loss, Illusion array and Concealment array, when exposed to cold iron (uncommon, -1)

Weakness: exposure to cold iron (uncommon, minor, -2)

THE MATH: Abilities 18 + Combat 18 + Saving Throws 17 + Skills 11 + Feats 11 + Powers 48 - Drawbacks 3 = 120
Last edited by baixiwei on Wed Jun 25, 2008 4:31 am, edited 2 times in total.
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Postby Mendicant » Mon Jun 23, 2008 8:05 am

Khantalas wrote:
Mendicant wrote:Sorry _ just realized where you were going with the DAP. Just using shape shift you couldn't get more than 6 ranks of growth, shrinking, air control, etc. The DAP allows for a much more Godlike growth and shrinking, combined with the versatility of shape shift- very clever.


Actually, GR decided against that and as of Instant Superheroes, allowed powers in Variable structures to have higher ranks than the rank of the Variable structure.


Cool, I didn't realize that- sounds like a good ruling, considering shapeshift is so damn expensive.
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Postby baixiwei » Mon Jun 23, 2008 8:06 am

Khantalas wrote:
Mendicant wrote:Sorry _ just realized where you were going with the DAP. Just using shape shift you couldn't get more than 6 ranks of growth, shrinking, air control, etc. The DAP allows for a much more Godlike growth and shrinking, combined with the versatility of shape shift- very clever.


Actually, GR decided against that and as of Instant Superheroes, allowed powers in Variable structures to have higher ranks than the rank of the Variable structure.


I didn't know that, interesting. But anyway, you still have fewer points to play with if you're building Growth out of Shapeshift rather than doing it directly.
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Postby Mendicant » Mon Jun 23, 2008 8:25 am

baixiwei wrote:Fourth in my series of PL 8 mystic characters.

Erin Feytouched, an Irish storyteller and dabbler in occult lore who one day found herself inside one of her own stories - she had carelessly stepped into a fairy ring, and found herself bound to service in the twilight lands. But she watched her new masters with a sharp eye, learning well their skills of glamor and deception, and before long she was able to escape back to her own world.

Erin Feytouched
PL 8, 120 pp


ABILITIES: Str 12, Dex 16, Con 10, Int 12, Wis 12, Cha 16

COMBAT: Attack 4, Damage 1 unarmed, Defense 12 / 2 flatfooted, Initiative 3, Grapple 7, Knockback -2

SAVES: Toughness (4), Fortitude 5(5), Reflex 7(10), Will 5(6)

SKILLS: Bluff 8 (11), Concentration 6 (7), Diplomacy 4 (7), Notice 6 (7), Ride 4 (7), Sense Motive 6 (7), Sleight of Hand 6 (9), Swim 3 (4), Languages 1 (Base: English, Second: Gaelic)

FEATS: Defensive Roll 4, Dodge Focus 7

POWERS:

Concealment 10 (all senses; phantasm [-1])
AP: Morph 5 (any form; phantasm [-1])

Illusion 8 (all senses; phantasms [-1], area progression 2)
AP: Confuse 8 (ranged [-1], burst area [+1], selective attack [+1])
AP: Emotion Control 8 (ranged [-1], burst area [+1], selective attack [+1])

Immunity 10 (magic effects; limited [-1])

Flight 2

DRAWBACKS:

Power loss, Illusion array and Concealment array, when exposed to cold iron (uncommon, -1)

Weakness: exposure to cold iron (uncommon, minor, -2)

THE MATH: Abilities 18 + Combat 18 + Saving Throws 17 + Skills 11 + Feats 11 + Powers 48 = 120


nice little flying, concealed, manipulator. 2 questions, what distinguishes "cold iron" from Iron. Also, I thought there was an issue with any mortal who visited Faeryland and ate of there fruit, I'm reminded of the girl from Gaimen's books of magic who, after doing so, could not set foot upon mortal soil.
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Postby Mendicant » Mon Jun 23, 2008 8:27 am

Also, I thought there was an issue with any mortal who visited Faeryland and ate of there fruit


mea culpa, should be: "their" fruit
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Postby baixiwei » Mon Jun 23, 2008 8:30 am

I confess to having no clue about the difference between iron and cold iron.

I think the idea of a taboo fruit is pretty old and not limited to fairy legends (e.g. Persephone and the pomegranate in Hades). I believe the usual idea is that if you eat the local fruit, you can't leave. So let's assume Erin was smart enough not to do that.

Interesting thing is that a lot of fairy stories go in the other direction with regard to food, i.e. fairies, due to a lack of really sustaining essence in their own lands, would steal the vital essence ("foyson") from things like livestock and milk. Cattle from whom the "foyson" had been stolen would die after a few days.
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Postby JoshuaDunlow » Mon Jun 23, 2008 8:32 am

Cold Iron, is just Iron. Its a superstitous folklore, because Iron was always cold to the touch.

In more fantasy like settings, cold iron is Iron that has mined deep underground. Being forged at lower temperatures to keep its qualities. or Meteoric Iron, that has been beat into shape instead of being forged.
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Postby Mendicant » Mon Jun 23, 2008 8:37 am

Interesting thing is that a lot of fairy stories go in the other direction with regard to food, i.e. fairies, due to a lack of really sustaining essence in their own lands, would steal the vital essence ("foyson") from things like livestock and milk. Cattle from whom the "foyson" had been stolen would die after a few days.


Presumably there is a relationship here with their proclivity for stealing children and replacing them with a changeling as well- or perhaps that's just part of their mischevious/malignent nature.

Any plans for Robin Goodfellow, Titania, or Oberon?
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Postby JoshuaDunlow » Mon Jun 23, 2008 8:48 am

That particular pension for stealing children, has been addressed in the "Book of Magic" 8)
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Postby baixiwei » Wed Jun 25, 2008 4:15 am

I think you mean "penchant" :). Sorry, bad habit, can't resist.

The Hungarian mystic Takacs Magdalena, the Seer is the last of a group of PL 8 magic-based characters that I envision composing a team in a mystic-type campaign. Which will probably never happen. The goal here was to create a group of characters who were all distinctively magic based, unlike those vanilla mystics whose powers are virtually indistinguishable from those of non-magical heroes (Magic 10: Blast 10, Snare 10, Dazzle 10, blah blah blah), and at the same time were distinct from each other, each one embodying an entirely different style of magic with correspondingly different effects.

Magdalena (I'm told that the surname comes first in Hungarian), like Devereaux, is totally useless in a fight, but what a woman to have on the team. Besides having almost every super-sense imaginable, she has a variety of useful charms (based on gypsy magic) at her disposal. Some of these overlap with the Saint's magic, but a little redundancy never hurt anyone. The most useful is probably her luck charm and evil eye (she has some extra luck points to play with when using these spells). The ability to nullify any harmful magical effect of rank 8 or lower (no save) is also useful. Finally, she is an excellent artificer, specializing in preparing trinkets and potions (craft artistic and chemical).

The other members of the group are:

Jean-Paul Devereaux: the social magician
Erin Feytouched: adept of concealment, glamor, and deception
Chen Ling, the Monk: master of esoteric disciplines of mind and body
Emmanuel Agyeman, the Saint: holy mage whose purity and faith is his weapon against evil

Takacs Magdalena, The Seer
PL 8, 120 pp


Image

ABILITIES: Str 8, Dex 10, Con 12, Int 12, Wis 22, Cha 16

COMBAT: Attack 0, Damage -1 unarmed, Defense 4 / 2 flatfooted, Initiative 0, Grapple 0, Knockback 0

SAVES: Toughness (1), Fortitude 6(7), Reflex 5(5), Will 4(10)

SKILLS: Bluff 6 (9), Concentration 4 (10), Craft (artistic) 11 (12), Craft (chemical) 9 (10), Diplomacy 6 (9), Knowledge (arcane) 11 (12), Notice 8 (14), Sense Motive 6 (12), Languages 3 (Base: Hungarian; Others: Romani, Italian, English)

FEATS: Luck 8, Artificer, Attractive 1, Ritualist

POWERS:

True Sight - Super Senses 10 (vision counters concealment, illusion, and all obscure, and detects hidden)

Detect Magic - Super Senses 4 (mental, ranged, radius, acute)

ESP 9 (vision; subtle; drawback: requires crystal ball or an unmoving reflective surface [-1])

Magic 8
BP: Sixth Sense - Super Senses 16 (Precognition, Postcognition, Aura Reading, Danger Sense, Mental Awareness, Trace ESP)
AP: Love Charm - Emotion Control 8 (limited to love [-1], continuous [+1])
AP: Luck Charm / Evil Eye - Luck Control 4 (enhanced feat: luck 4; these hero points can only be used for luck control)
AP: Restorative Charm - Healing 8
AP: Break Curse - Nullify 8 (any one magic effect @ 1 pp/rank, limited: only harmful effects [-1], no saving throw [+2])
AP: Ward 8 (evil supernatural creatures, continuous [+1])
AP: Mind Reading 8 (extras: reduced action [+1])

DRAWBACKS: Power loss - all Magic except Sixth Sense, if both unable to speak and unable to gesture -1

THE MATH: Abilities 20 + Combat 8 + Saving Throws 15 + Skills 16 + Feats 11 + Powers 51 - Drawbacks 1 = 120
Last edited by baixiwei on Wed Jun 25, 2008 4:53 pm, edited 1 time in total.
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Postby Mendicant » Wed Jun 25, 2008 9:57 am

Magdalena (I'm told that the surname comes first in Hungarian), like Devereaux, is totally useless in a fight,


With defense 4, toughness 1, and no initiative you're probably right, but if she's got someone to provide cover or concealment, she could be quite a handful. The emotion control, given her attractiveness , charisma and diplomacy is pretty nasty for interactions. I'm also really digging on the luck control with 12 HP to dish out, I've been meaning to work out a probability controller and you've got my wheels turning.

I'm assuming "third eye" refers to her true sight power. Also, if she's either a Gypsy, or learned from them, you might want to think about giving her a rank of language in Romani (aka Romany/Ramano), the Gypsy language.

Keep up the good work :wink:
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Postby JoshuaDunlow » Wed Jun 25, 2008 10:02 am

Reminds me of the Gypsy Villain, someone asked me to build. Jettatore.
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Postby Mendicant » Wed Jun 25, 2008 11:45 am

Magdalena and Jettatore: separated at birth? :shock:
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Postby baixiwei » Wed Jun 25, 2008 4:49 pm

Mendicant wrote:
Magdalena (I'm told that the surname comes first in Hungarian), like Devereaux, is totally useless in a fight,


With defense 4, toughness 1, and no initiative you're probably right, but if she's got someone to provide cover or concealment, she could be quite a handful. The emotion control, given her attractiveness , charisma and diplomacy is pretty nasty for interactions. I'm also really digging on the luck control with 12 HP to dish out, I've been meaning to work out a probability controller and you've got my wheels turning.

I'm assuming "third eye" refers to her true sight power. Also, if she's either a Gypsy, or learned from them, you might want to think about giving her a rank of language in Romani (aka Romany/Ramano), the Gypsy language.

Keep up the good work :wink:


Thanks!

Ah, Third Eye refers to the additional scrying powers which are the base power of her magic array. It's separate from the True Sight which is outside of her array. I guess I renamed this as Sixth Sense and forgot to change it in the Drawback description. I'll go change that now.

I didn't really think of her as being a Gypsy, she's Hungarian, I just used a website about Gypsy magic as the inspiration for her spell list. But adding Gypsy language isn't a bad idea.
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