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The Ilethryl Knight wrote:Nice work on Sgt. Rock. Love that character.
The Ilethryl Knight wrote:For some reason, Granny Goodness scares me more than Darkseid!
Arkrite wrote:I suspect it's because Darkseid is somewhat unknowable. You just can't see somebody on the street and go "Wow, that guy could be Darkseid".
But I think everybody's ran into at least one Granny Goodness in their life....
Mother-box unique function:
- Agony matrix (Stun 10; PF: Extended reach 2, Precise, Slow fade 1; Extra: Duration 2 [sustained], Independent, Total fade)
Severance wrote:Woodclaw, I feel that you hit Darkseid spot on. If I had to have players confront Darkseid, this would definitely be the one.
- Enhanced feats 2 (Improved block 1, Weapon bind; PF: Alternate power 1)
-- AP: Strike 1 (PF: Mighty)
Some Bucklers will also include a small hook or some kind of slit meant to lock the opponent blade and make disarming easier, these bucklers will add the Improved disarm feat to their options and will cost 4ep.
Small shield (3ep)
- Shield 2 (PF: Dedicated dodge)
Medium shield (4ep)
- Shield 3 (PF: Dedicated dodge)
Large shield (4ep)
- Shield 4 (PF: Dedicated dodge; Drawbacks: Bulky [the user can't move all-out; -1])
Provides a standard cover (core rules pp. 160-161), the shield is considered to have Toughness +7 for the purpose of breaking. It requires a Standard action to be set in position or removed from the ground, but no action to maintain.
- Create object 3 (Extra: Duration 1 [continuous]; Flaw: Limited [cover only])
- Protection 4 (Flaw: [shield only])
New Feat: Shield Bash (Combat)
When armed with a shield you can execute a shield bashing attack, if you do so you lose the shield's Dodge bonus for the current round. The shield's damage is +1, modified by the user Strength, Small shields had one rank of the Knockback feat added to this, Medium and Large shields two ranks.
Mechanicly this feats add the following AP to any shield used:
- AP: Shield bash [light shield] (Strike 1; PF: Knockback 1, Mighty)
- AP: Shield bash [medium/large shield] (Strike 1; PF: Knockback 2, Mighty)
New Feat: Shield Feint (Combat)
When armed with a shield you can use it to cover your weapon and make you attack harder to counter. At GM discretion certain weapon/shields combination (axe and buckler for example) won't be able to benefit from this manuver.
Special: at GM discretion this feat can also be used with a buckler or cape provided the blade is small or light enough (rapier, short sword or dagger) to benefit from such reduced cover. In this case the user must declare who is the target of the Shield Feint at the beginning of the round and it can't be changed before the start of a new round.
Mechanicly this feats works as Defensive Strike and Improved Feint, but only as long as the user increased his defense using the Shield Dedicated Dodge feat against that particular opponent
Jabroniville wrote:Haha, nice, in-depth stuff there, man. I like little differences between types of weapons & equipment- M&M kind of leans towards simplification of things like that, so this is nice to see. I'm glad you dumped the pointless "tiny ranks of Deflect" that made Shields a bit weird in-game. That Create Object trick there with the Pavises was great as well- never thought about it that way.
Trystero_Yoyodyne wrote:That Create Object effect on the pavis is cool -- am envisioning a phalanx of shield-wielders implacably moving forward, shield to shield.
Magic (Array 14; PF: Affect insubstantial 2, Accurate 1, Dynamic alternate power 8, Dynamic base power, Subtle 1 [mystic sense to detect], Variable descriptor 2 [any magical]; Extra: Wide; 66pp)
- Dynamic base power: Telepathy 9 (20000 miles; Extra: Area [Omnidirectional])
- DAP: Animate object 9 (PF: Progression 1 [2 Objects])
- DAP: Counterspell (Nullify 14 [all powers with Magic descriptor])
- DAP: Flight 6 (Extra: Affect others)
- DAP: Mystic blast (Blast 14)
- DAP: Mystic ward (linked: Force field + Shield)
-- Linked: Force field 12
-- Linked: Shield 4
- DAP: Permeating (Super-movement 3 [Permeate])
- DAP: Telekinesis 14 (Heavy load: 200 tons)
- DAP: Teleport 10 (1000'/200000 miles; PF: Change direction, Change velocity, Easy, Progression 5 [mass: 5000 lbs])
HQ: the Tower of Fate (Colossal; TOU: +15; Features: Communications [magical mirrors], Defense system, Dimensional portal, Dual size 3 [Large size from outside], Laboratory, Library, Living space, Power system, Sealed, Self-repairing 2, Temporal limbo (10 times slower); 23ep)
Power Level: 7 (110pp)
Abilities: STR: 12 (+1), DEX: 12 (+1), CON: 14 (+2), INT: 16 (+3), WIS: 18 (+4), CHA: 18 (+4)
Skills: Concentration 6 (+10), Craft (herbalism) 5 (+8), Diplomacy 6 (+10), Knowledge (arcane Lore) 6 (+9), Knowledge (theology & philsophy) 5 (+8), Language 4 (4 at GM choice; Native: English), Medicine 4 (+8), Notice 3 (+7), Search 3 (+6), Sense Motive 6 (+10)
Feats: Artificer, Attack Specialization 2 (Magic), Dodge Focus 3, Improved Initiative 1, Ritualist, Skill Mastery 1 (Craft [Herbalism], Diplomacy, Medicine, Sense motive), Trance
Mystical senses (Super-senses 8 [Acute (all mental senses), Communication link (to Kent, mental), Magical awareness (mental), Detect magic 2 (mental), Accurate (Detect)]; 8pp)
Magical mastery (Enhanced feats 4 [Luck 2]; Flaw: Limited [Magic power stunts]; 1pp)
Magic (Array 6; PF: Affect insubstantial 2, Alternate power 2, Precise, Subtle 1 [mystic senses to detect], Variable descriptor 2 [any magical]; 21pp)
- Base power: Telepathy 6 (20 miles)
- AP: ESP 6 (20 miles [Visual, Auditory and Mental]; Flaw: Action 2 [full-round])
- AP: Healing 6
- AP: Force field 6
Combat: Attack +4 (+8 magic); Damage +1 (Unarmed), or by power of choice; Defense +6 (+2 Flat-footed); Initiative +5
Saves: Toughness +8/+2 without mystic ward, Fortitude +6, Reflex +6, Will +9
Abilities 30 + Skills 12 (48 ranks) + Feats 10 + Powers 30 + Combat 14 + Saves 14 + Drawbacks 0 = 110
Complications: Responsibility (Kent Nelson's link to the world)
Why the bow? Ask again when you had a arrow right throught your kevlar jacket.
Power Level: 10 (181pp)
Abilities: STR: 16 (+3), DEX: 16 (+3), CON: 16 (+3), INT: 14 (+2), WIS: 16 (+3), CHA: 14 (+2)
Skills: Acrobatics 7 (+10), Bluff 8 (+10), Climb 7 (+10), Computers 4 (+6), Concentration 5 (+8),Craft [Mechanical] 6 (+8), Disable device 6 (+8), Drive 5 (+8), Escape artist 5 (+8), Gather information 6 (+8), Intimidate 10 (+12), Investigate 4 (+6), Knowledge [streetwise] 6 (+8), Knowledge [tactics] 10 (+12), Languages 8 (Burmenese [fair], Chinese [Mandarin; fair], Russian [fair], Thai [fair]; base: English [good]), Medicine 3 (+6), Notice 5 (+8), Search 6 (+8), Sense motive 7 (+10), Sleight of hand 3 (+6), Stealth 7 (+10), Survival 3 (+6), Swim 5 (8)
Feats: Ambidexterity, Assessment, Benefit 1 (MI-6 contacts), Blind-Fight, Contacts, Defensive Attack, Dodge Focus 5, Equipment 14, Improved Aim, Improved Initiative 1, Master Plan, Move-by Action, Precise Shot, Quick Draw 2, Set-Up, Skill Mastery 1 (Climb, Gather information, Stealth, Swim), Sneak Attack 2, Twin Weapon Strike, Two-Handed Attack
Challenges: Combat Clarity 2, Fighting Climb, Lip Reading, One Hand on the Wheel (Drive), Perfect Balance, Read Situation 2
Boar form Bando + Muay boran mix (Fighting style): Accurate attack, All-out attack, Defensive Strike, Improved block 1, Improved critical 1 (unarmed/knuckle taser), Power attack, Stunning attack, Sweeping strike, Takedown attack 1, Weapon bind
Equipment: Euroforce communicator (6ep), Compact gas mask (1ep), Grappling gun (Super-movement: swinging; 2ep), Modified MOLLE harness (+5 STR only for carrying purpose; 1ep), Multitool (1ep) Night vision binocular (NVG + Binoculars; 2ep)
Costume (Protection 3; Subtle, Camo [Urban]; 5ep)
Arsenal (Equipment array; 34pp)
- Knuckle taser (+1 blungeon damage + electrical stun 7; crit 20; Mighty)
- Hand-and-half sword (+3 slashing damage; crit 19; Adaptable, Mighty)
- Paired steel rattan sticks (+1 blungeon damage; crit 20; Improved block, Mighty)
- Flash bang grenade (Dazzle 4 [Visual and Auditory]; 20' [thrown]; Area [Burst], Ricochet 1)
- H&K MP-5k (+4 ballistic damage; crit 20; 40'; Autofire 1, Laser sight)
- 60 lbs compound bow (Weapon array; Laser sight, Subtle 1)
-- Titanium broadhead arrow (+3 piercing damage; crit 20; 75'; Penetrating, Mighty 3, Stun ammo)
-- Impact grenade arrow (+5 explosive blast; crit 20; 40'; Area [Explosion])
-- Smoke grenade arrow (Obscure 4 [Visual, 50' radius]; 40'; Indipendent)
-- Tear gas grenade (Dazzle 4 [Visual] + Nauseate 4 [sicken only]; 40'; Area [burst])Vehicle: Combat motorcycle (Size: Medium; Strength: 15; Toughness: 10; Speed 4 [100 mph]; Features: Alarm 1, Communications, Hidden compartments 1, Navigation system 1, Off-road capability; 15ep)
3 ep in mission specific equipment
Combat: Attack +13 (+14 with Compound bow and H&K MP-5k); Damage +3 (Unarmed), or by weapon; Defense +14 (+5 flat-footed); Initiative +7
Saves: Toughness +3 (+6 with costume), Fortitude +8, Reflex +8, Will +8
Abilities 32 + Skills 34 (136 ranks) + Feats 56 + Powers 0 + Combat 44 + Saves 15 + Drawbacks 0 = 181
Complications: Reputation (anti-hero), Responsibility (Ann Loxford [sister]), Secret (identity), Secret (worked for MI-6)