Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Villains Game - The World is Yours (Recruitment closed)

This forum is the place for Mutants & Masterminds Play-By-Post games. Please read the M&M Game Room rules before starting or joining a game. Enjoy!

Moderators: The Mod Squad, The Justice League

Villains Game - The World is Yours (Recruitment closed)

Postby TheLordofGlue » Tue Jan 24, 2012 2:53 pm

Interest check thread can be found here from here.



This is the recruiting thread for the proposed Villains game. For newcomers, the basic plot is thus:

Sometime in the near future global unrest over high unemployment, economic depression and perceived institutional corruption has sparked a Storming of the Bastile on a planetary scale. Anarchy envelops the globe as governments topple and populations riot in the street, targeting anything that may be perceived as corrupt. At the forefront of the chaos are the super heroes of the world, who have taken it upon themselves to preserve what order they can and steer their citizenry down the most peaceful route possible.

Operating in the background of this worlde-wide bedlam is a cadre of upstart supervillains eager to carve out a piece of the new world for themselves...

The game will come in three stages. Each stage will consist of a few adventures while centering around a plot-thread. As taken from the interest thread:

Stage 1: PL 8, 135 pp.
- The player characters are just starting their villainous careers. Whether escaping prisons designed to house Supers, or fleeing the peasantry of a country that has revolted against them, the player characters are united for the common concern of safety and shared goals. Superheroes have been emboldened by the love of the people and actively seek out villains to defeat and apprehend. Fortunately for them, an ancient secret society is seeking to take advantage of the global anarchy to resurrect a being known as "The Master", and is looking for a new group of enforces and lieutenants.

Stage 2: Pl 10, 165 pp.
- The content of this stage is largely depended on the characters actions in Stage 1, and their fresh ambitions. After the tumultuous events of Stage 1, the group of Pl 10 villains have likely tasted victories, endured defeats and now have the capability to engineer and achieve great visions. Are they still operating with their benefactors from Stage 1? Have they split off to form their own organisation? What have they set their minds towards achieving? How would a group of villains working together accomplish their goals? Do they seek control of a city, a nation, a continent, or are they seeking to be the power behind the throne of governments? etc

This stage introduces more sandbox elements for the players. The world at large has calmed since the first stage, but it is no less merciful for a group of villains and their dastardly schemes. Superheroes and reformed governments seek to oppose them, and other groups of villains are not necessarily friendly either.

Stage 3, PL 12-13, 210 pp.
- By now the player characters are the greatest bane that the free world knows. Once again this stage is framed by the prior two before it. Perhaps the players overtly dominate an entire continent by now, and seek to expand their grip across the world. Perhaps a union of super heroes and governments managed to thwart their attempts at monarchy in Stage 2, but now is the phase of the phoenix-esque resurgence to dark glory.

As the player characters embark on their campaign against their foes, an eerie presence of dread envelops the world.

Will the player characters finally achieve their grand designs? Will the heroes and governments of the world oppose and finally defeat this scourge once and for all? Or will this new intangible threat arise from the shadows to consume them all...


What I'm looking for:
  • Though this is a game that centres around the exploits of super villains, it is still greyscale in setting. Thus the level of magnificent bastardry needs to remain fun and entertaining for everyone, not dark and disturbing. I've have no interest in running a Dark setting of super villains, so please leave the ideas for insane serial killers, or rapists, or child slave traffickers, etc, at the door.

  • As you're supervillains arrayed against the resources of both super heroes and wealthy governments, you'll need to rely on your teammates to prosper, even moreso than a heroic team would. Characters don't have to like each other, but some form of cohesive loyalty to one another will keep the game fun for all players and for myself. Internal party politics are cool, but pvp'ing is not.

  • You're a supervillain team. No, you're more than that: you're a supervillain team that has a chance at winning. Think of the type of characters a super villain team would need to achieve its goals and how you can have fun filling one of those roles. Are a bunch of bricks already applied for? Perhaps think about a Mystique-esque character who more than earns her keep by providing invaluable intel gathering, infiltration skills and misinformation to opponents. Are there too many blaster builds? Think of how kick-ass Iron Monger looked at the end of Iron Man 1 and think of a sinister battlesuit build to help the team with science and military-industrial contacts etc.
Basic Stats:
3rd Edition
Setting: Freedom City
Setting type: Greyscale
Players: 5-6

Recruitment will end in 2 weeks. If there are any other questions please don't hesitate to ask or PM.
Last edited by TheLordofGlue on Tue Feb 07, 2012 1:20 pm, edited 2 times in total.
User avatar
TheLordofGlue
Comrade
Comrade
 
Posts: 411
Joined: Thu Jan 27, 2011 6:44 am

Re: Villains Game - The World is Yours (recruiting)

Postby EnigmaticOne » Tue Jan 24, 2012 3:52 pm

Roy Calvert

Image

Real Name: Roy Calvert
Weight: 160 lb.
Height: 6'0
Age (apparent age): 19-20
Gender: Male
Ethnic Background: Caucasian
Nationality (place of origin): American
Eye Color: Light Green
Hair Color: Blonde
Handedness: Right

Appearance: Roy traditionally wears fatigues on missions. Off-missions, he will still wear those, or on less common occasions, short shirts and shorts.

History:
For more than a century, the Calverts have been a line of amoral but highly effective mercenaries working for whoever will pay the clan for serious work- but possessing a code that required members to hold to their given word. This reputation has held them in good stead for a long time.

Their latest scion is Roy Calvert, son of the husband-wife assassin duo Albert and Marcia Calvert, and a clear prodigy was he. At five he began multi-mile runs in cold weather. By ten he could kill a man several ways without weaponry, and efficiently to boot. He was fourteen when he took his first job, paid by SHADOW to deal with a troublesome cell of AEGIS agents as part of the Midnight Invective.

AEGIS still hasn't figured out what the hell happened to those agents since.

During the bountiful period for villains prior to the uprising, Roy worked for a variety of employers, and the murderous bloodline as a whole prospered during that time. Unfortunately, the good fortune was dependent on the corruption and graft and tolerance of the general population. Eventually the masses did the unthinkable, the worldwide rebellion aided by superheroes wiped out the power structures that supported the Calverts.

The notorious clan itself was attacked at one of their compounds by a combined task force of AEGIS, the Raven and Lady Liberty, and though the price was high for the forces of justice, every Calvert was killed or captured. Excepting Roy.

Ordered to retreat and keep the family legacy intact, Roy vanished from the battlefield, into hiding as so many others were doing...

Powers:
A genetic legacy through the male line of his family, Roy Calvert possesses an intuitive ability to mimic practically any physical, mental or social skill he's been able to observe. Which means he can pretty much mimic anything along those lines, becoming a veritable font of knowledge on physics or a suave Casanova in the blink of an eye.

Abilities/Special Skills:
Roy Calvert has been trained since a very young age in the art of war and related skills. With his Reflexive Memory (see above), his practical skill set is nearly unlimited.

Personality:
Roy has pretty much only known the life of a mercenary and nothing else. Out of tradition he follows the Calvert custom of making war for those highest bidders, but he also finds the thrill of combat and challenge as equal an incentive as greed or heritage. As long as the bidder pays well and doesn't try to violate a deal in any way, he as a Calvert will work for and has worked for people from SHADOW to the Foundry. Superheroes and most foes- unless there is a mission-related or other good reason- are not spared from pragmatic, ruthless elimination. What is needed to get done gets done.

Despite that otherwise amoral mindset, Roy wholeheartedly believes in the family code of not breaking their word once it is given. Surprising perhaps, but a mercenary's reputation is his livelihood, and he makes it a point of pride that he is thorough about such a self-limitation.

Sheet

Abilities
STR 3, STA 3, AGL 3, DEX 5, INT 2, FGT 5, AWE 3, PRE 2

Defenses
Dodge 11, Fortitude 8, Parry 11, Toughness 5/3, Will 8

Skills
Athletics 5 (+8), Close Combat: Knives 7 (+12), Expertise: Tactics 6 (+8), Insight 5 (+8), Intimidation 5 (+7) Perception 6 (+9), Ranged Combat: Guns 6 (+11). Stealth 6 (+9)

Advantages
Equipment 6, Defensive Attack, Power Attack, Uncanny Dodge, Defensive Roll 2, Takedown, Precise Attack 4 (All), Attractive, Assessment

Equipment
Knife, Machine Pistol, Suppressed Sniper Rifle, Night Vision Googles, Cell Phone, Mini-tracer, Urban Camo-clothing, Gas Mask, Binoculars.

Powers
Reflexive Memory: Variable 2 (Enhanced Skills and Advantages; Action: Free +2)

Complications
Motivation: Thrills/Greed/Family Tradition
Enemies: Lady Liberty, The Raven
Family Code: Be polite, efficient, and keep your sworn word no matter what.

[Abilities 52 + Defenses 24 + Skills 23 + Advantages 18 + Powers 18 = 135]
Last edited by EnigmaticOne on Mon Feb 06, 2012 8:41 am, edited 1 time in total.
Impeach the peach!

Image
EnigmaticOne
Cosmic Scion
Cosmic Scion
 
Posts: 5679
Joined: Sun May 29, 2011 2:50 pm

Re: Villains Game - The World is Yours (recruiting)

Postby optionqb » Tue Jan 24, 2012 4:12 pm

Fog

Image
Image


Name: Blain Scott
Age: 28
Height: 5’11
Weight: 190
Hair: Black
Eyes: Brown
Native Language: English

PL 8 (135 pts.)

Abilities: (32pts.)
Strength: 1, Stamina 2, Agility 2, Dexterity 3, Fight 2, Intelligence 3, Awareness 2, Presence 1

Skills: (16 pts.)
Acrobatics 2, Athletics 2, Close Combat: Unarmed 2, Deception 2, Expertise: Electronics 5, Insight 2, Intimidation 2, Perception 2, Ranged-Combat: Pistols 2, Stealth 4, Technology 5, Vehicles 2


Advantages: (18 pts.)
Benefit: Ambidextrous, Defensive Roll 2, Close Combat: Unarmed 2, Equipment 5, Favored Environment (fog), Improved Aim, Improved Initiative, Improvised Weapon 3, Inventor, Language 1 (German)

Powers: (56pts.)
Alternate Form [Fog], Activation (Standard) (-2pts.)
Insubtantial 2 (precise) (11pts.)
Flight 1 (subtle 2) (4pts.)
Elongation 3 (60 feet) (3pts.)
Concealment (Visual, Attack) (4pts.)
Suffocation – Affliction 5 (dazed, stunned, incapacitated), Burst 2 (60 feet), Progressive, Resisted by Fortitude, Selective (30 pts.)
Protection 4 (4pts.)

Equipment: (25pts.)
Cell Phone
Laptop Computer
Video Camera (2pts.)
Lock Release Gun
Night Vision Goggles
Flashlight
GPS
Mini-tracer
Multi Tool
Camo-clothing (Black)
Light Pistol (6pts.)
Car (8pts.)

Offense:
Initiative: 2 +4 = 6
Close Combat: Unarmed (+6); 1 DC
Ranged Combat: Pistol (+5)

Defense: (13 pts.)
Dodge 2 +3 = 5
Parry 2 +3 = 5
Toughness 4/2, 8/6 as Alt.Form
Fortitude 2 +4 = 6
Will 2 +3 = 5

Abilities (32) + Skills (16) + Advantages (18) + Powers (56) + Defenses (13) = 135 pts.

History:

Blain Scott epitomized the ideal of “student-athlete” while studying electrical engineering at a reputable engineering school. A track and field scholarship allowed him to pay for an education that he otherwise could not have afforded. Upon graduation he went to work for an elite security-systems firm, designing state-of-the-art alarm, detection, and early warning technology for corporate (and government) research facilities. His record was spotless and his personal background check cleared him for the most sensitive engineering-projects.

But then Blain’s life took an unexpected turn. At a party, a friend of Blain’s introduced him to a beautiful young woman by the name of Erin Betencourt. The lovely and charming woman showed interest in Blain, and this sparked a whirlwind relationship that was to be the source of Blain’s future ills.

Erin was high-maintenance. Her habits included expensive dining, clothing, jewelry, and…drugs. Cocaine was her personal favorite. Shortly into their relationship, Blain began using the drug. At first, it was just a small amount at an occasional party, but within about 6 months, it started to become an obsession. His excessive drug-use soon became a wedge between Erin and himself. Their relationship soon ended, and Blain was in danger of losing his job as well.

This could have been a turning point for good in Blain’s life, but instead of entering re-hab. and facing his addiction, he decided upon a different course. To Blain giving up the drug was simply not an option. He needed an additional income to finance his habit. At first, he engaged in relatively petty thefts before moving on to vendors that had more sophisticated anti-theft protection. Eventually, he concocted a plan to pull off a major heist.

Blain was part of a team working on a security-contract with a major chemical company. He helped design an expensive, ultra-security, refrigerated-vault on the top-floor of its corporate headquarters. He did not know what was to be stored in the vault, but he knew it would be extremely valuable. Through his position as a supervising-engineer, Blain also possessed a “shut-down” device which could disable any of his own company’s security-systems. This device was used frequently during testing to override systems when inevitable “bugs” occurred. His plan was simple: open an off-shore bank account, steal the research-product by shutting off the security-system, and sell the product back to the company at an extortionate-price. He could then live “high-on-the-hog” until he needed to steal again.

He executed his crime at night during a driving thunderstorm. Landing on top of the building in a hang-glider, he rappelled down to a window on the level just below the vault. Shutting off the security system, he broke the window, entered, and opened the vault. Inside he found several vials of a chemical marked “Effluvium-Experimental-Stage G”. Placing them in a small cooler, he made his way back to the glider and off the top of the building. Shortly after he began his descent, he was struck by lightning. His glider erupted in flames, the chemicals in his cooler exploded, and he was stunned for a brief moment. Miraculously, he did not black-out.

He regained his orientation to find the ground rushing up at him. He let out a scream and then suddenly he began to rapidly decelerate. He came to a stop only a few feet from the ground. There he hovered face-down over the alley. In shock, it took him a few moments to process what had just happened. As he continued to float just above the ground, he worked up the courage to look around. It was then that he noticed that his body had transformed into some kind of fog-like mist. In the rain, he blended in perfectly with the haze that covered the city streets and alleys. He drifted out of the city under his own will-power. Once safe from observation he concentrated, “pulling” his body back together and assuming his normal form. His opportunity to sell the experimental chemical had failed, but he had gained ability beyond his wildest dreams. He would now steal for a living. He would steal enough to give Erin anything she wanted (and win her back). He would steal enough to satisfy all his desires.

Motivations:

Greed – Blain is tired of working for a salary. He wants to spend less time working and more time partying. His engineering knowledge about security-systems as well as his new powers will now serve his own avarice.

Love – Blain is obsessed with Erin. He is convinced that he can buy back her love.

Complications:

Drugs – Blain is a “functioning” drug-addict. He is sober long enough to devise new heists and to execute them, but then it’s right back to another fix.

Criminal – It didn’t take long for his company and federal law-enforcement to figure out who broke into the research lab. Although the police haven’t caught Blain yet, they know he’s responsible and they are determined to catch him.
User avatar
optionqb
Sidekick
Sidekick
 
Posts: 354
Joined: Sat Jul 30, 2011 8:08 am
Location: Marietta, Georgia, U.S.A.

Re: Villains Game - The World is Yours (recruiting)

Postby Neo-Paladin » Tue Jan 24, 2012 4:19 pm

I have two ideas, not sure which one to pick, though...

a) the typical "mad scientist" somewhat in the tradition of Dr. Doom or T.O. Morrow.

b) a fire controller/melee combatant.

Not sure which one to use atm....
Neo-Paladin
Titan
Titan
 
Posts: 3961
Joined: Thu May 21, 2009 10:06 am

Re: Villains Game - The World is Yours (recruiting)

Postby optionqb » Tue Jan 24, 2012 4:25 pm

Neo-Paladin wrote:I have two ideas, not sure which one to pick, though...

a) the typical "mad scientist" somewhat in the tradition of Dr. Doom or T.O. Morrow.

b) a fire controller/melee combatant.

Not sure which one to use atm....


Well, so far we have a highly-skilled assassin/mercenary type. He's stealthy with solid range and melee attack abilities.

Then we have a the professional thief. He's can turn into fog in order to aid his breaking-and-entering ability. We could use either one of your choices without stepping on any proverbial toes right now.
User avatar
optionqb
Sidekick
Sidekick
 
Posts: 354
Joined: Sat Jul 30, 2011 8:08 am
Location: Marietta, Georgia, U.S.A.

Re: Villains Game - The World is Yours (recruiting)

Postby Nineofspades » Tue Jan 24, 2012 4:26 pm

I've have no interest in running a Dark setting of super villains, so please leave the ideas for insane serial killers, or rapists, or child slave traffickers, etc, at the door.


This is concerning, given that the Mysical Faerie Mystic idea I've been scheming on is
  • Insane. Well, sort of. Her mind is warped, and has a very inhuman perspective on things, as well as a fluid and shifting grasp on what is and is not real.
  • Does kidnap children. Not for trafficking or rape or anything, but because her Fair Folk masters tell her to. What they do with the children is up to the GM.
User avatar
Nineofspades
Luminary
Luminary
 
Posts: 2818
Joined: Thu Sep 30, 2010 11:37 am

Re: Villains Game - The World is Yours (recruiting)

Postby Neo-Paladin » Tue Jan 24, 2012 4:30 pm

Ach, I am playing the mad scientist. Always wanted to since I read "Soon I will be invincible." Maybe he (or she) even suffers from "malign hypercognitive syndrome" ;)
Will do the crunch sometimes during this week.
Neo-Paladin
Titan
Titan
 
Posts: 3961
Joined: Thu May 21, 2009 10:06 am

Re: Villains Game - The World is Yours (recruiting)

Postby Neo-Paladin » Tue Jan 24, 2012 5:11 pm

The Brit
PL 8, 135 PP

Abilities

STR: 2
STA:2
AGL:1
DEX:0
FGT: 3
INT: 12
AWE:2
PRE:1

--46 pp

Skills
Expertise(Biology):5 (+17)
Expertise(Chemistry):5 (+17)
Expertise(Physics): 4 (+16)
Expertise (Philosophy): 4 (+16)
Investigation:4 (+16)
Technology:4 (+16)
Treatment:4 (+16)

---15 pp
Advantages
Jack-of-all-trades, Eidetic Memory, Inventor, Improvised Tools, Equipment 4, Defensive Roll 4

--- 12 pp

Powers

Hyper-Mind: Comprehend 2 (all languages), Immunity (Mental Effects) 10, Quickness 16 (Mental Only), Analytical Visual Sense, Rapid Sight 5 ---29 pp

Calculated Strike:
STR-Based Damage 10 - 10 pp

----39 pp

Defenses
Dodge: 8
Parry: 8
Fortitude: 6
Toughness: 2 (6)
Will: 8
---23 pp

HQ: Stately manor (see 3rd. ed. corebook) - 19 ep

Complications
Motivation: Recognition of his unparalleled genius!

Quirk: Arrogance: The sheep can never understand the power of his incredible mind!

Rivalry: Magic Users: Science(!) will always triumph over supersitious humbug!

Background:
What can you do when you are bored out of your mind? When nothing can hold any long-term interest to you because you exhaust the subjects faster than they can crop up?
When you have six different degrees by the time you are twenty and can get a lot more if you would only apply yourself? When you can master anything you set your mind to?
Those were the questions that plagued Anthony Steward for years. Having been born with an IQ of more than 300 and the ability to grasp any mental concept within mere seconds, nothing could hold his fancy for long.
Nothing except for the heroes and villains he observed on tv, the net and the newspapers. Here were presented outlandish threats and unpredictable fights, a world of a thousand exciting events every single day. Slowly, by degree, Anthony decided to immerse himself into this world. After all, with a mind like his, he pretty much was superhuman already.
Unfortunately, he also was something of a snob and he had no inclination to waste his time fighting villains who only escaped time and again. Working on the other side, with the underdogs of society, this had a certain ring to it, a way to excite him out of his deathly ennui. And so, he emerged as the Brit, villain and consulting criminal from the British Isles.
Last edited by Neo-Paladin on Fri Jan 27, 2012 4:39 pm, edited 2 times in total.
Neo-Paladin
Titan
Titan
 
Posts: 3961
Joined: Thu May 21, 2009 10:06 am

Re: Villains Game - The World is Yours (recruiting)

Postby Plan B » Tue Jan 24, 2012 5:34 pm

I was considering a shapeshifting assassin on the vain of carnage/alex mercer proably going end up close range scrapper with some stealth.
    Insert witty comment here.
User avatar
Plan B
Superhero
Superhero
 
Posts: 2077
Joined: Tue Nov 03, 2009 1:07 pm

Re: Villains Game - The World is Yours (recruiting)

Postby Leviathan » Tue Jan 24, 2012 5:34 pm

Now this looks highly entertaining :D

Would a liquid-metal Electro-Magnetic controller with some shapeshifting (think a combination of The Engineer from the Authority, and, well, any of numerous EM controllers) be stepping on any toes?
There'd be some overlap with the Mad Scientist, but rather than all sciences we'd be talking mechanical and electronics only.
Leviathan
Heavyweight
Heavyweight
 
Posts: 545
Joined: Tue Feb 23, 2010 4:33 am

Re: Villains Game - The World is Yours (recruiting)

Postby EnigmaticOne » Tue Jan 24, 2012 5:38 pm

My two bits: it would still be a bit too much overlapping, but that just means you have to make your concept better than his in background to get chosen. :D
Impeach the peach!

Image
EnigmaticOne
Cosmic Scion
Cosmic Scion
 
Posts: 5679
Joined: Sun May 29, 2011 2:50 pm

Re: Villains Game - The World is Yours (recruiting)

Postby Leviathan » Tue Jan 24, 2012 6:31 pm

Ok, new idea breaking through: A great Beast, able to change shape into any animal form but those changes being largely cosmetic. Think a huge lycanthrope type deal, all the usual animal instincts and thoughts etc.

Seems that this group needs some *muscle* :D
Leviathan
Heavyweight
Heavyweight
 
Posts: 545
Joined: Tue Feb 23, 2010 4:33 am

Re: Villains Game - The World is Yours (recruiting)

Postby optionqb » Tue Jan 24, 2012 7:42 pm

Leviathan wrote:Ok, new idea breaking through: A great Beast, able to change shape into any animal form but those changes being largely cosmetic. Think a huge lycanthrope type deal, all the usual animal instincts and thoughts etc.

Seems that this group needs some *muscle* :D


Although no one has submitted any "muscle" builds yet, there were a couple of people who were planning to do so (based on the interest-thread). Still, that doesn't mean you can't submit one.
User avatar
optionqb
Sidekick
Sidekick
 
Posts: 354
Joined: Sat Jul 30, 2011 8:08 am
Location: Marietta, Georgia, U.S.A.

Re: Villains Game - The World is Yours (recruiting)

Postby Nineofspades » Tue Jan 24, 2012 7:45 pm

Character Name: Titania

Description:
Age: 25
Gender: Female
Height: 5'3"
Weight: 108lbs
Eyes: Shimmering Aquamarine
Hair: Purple

Image

History:


Personality :



Complications:
Name: [Description]


Abilities: 2+6+10+8+8+4+8+8 = 54PP
Strength: 1
Stamina: 3
Agility: 5
Dexterity: 4
Fighting: 4
Intelligence: 2
Awareness: 4
Presence: 4


Offence:
Initiative: +5
Attack: +4 Melee, +4 Ranged
Grapple: +5


Defenses: 6+3+7+4 =20PP
Dodge: +11 (+5 Agl, +6)
Fortitude: +6 (+3 Sta, +3)
Parry: +11 (+4 Fig, +7)
Toughness: +5 (+3 Sta, +2)
Will: +10 (+4 Awe, +4)


Skills: 18PP
Acrobatics 6 (+11)
Deception 6 (+11)
Expertise: Wind Instruments 10 (+12)
Expertise: Magic 0 (+2/+18)
Intimidate 6 (+10)
Perception 4 (+8)
Slight Of Hand 4 (+8)




Advantages:7PP
Defensive Roll 2
Fascinate (Wind Instruments)
Ritualist
Fearless
Luck 2


Powers: 29+4+3=36 PP

Flute of the Sidhe (50pp Container Flaws: Easy-To-Lose Feats: Indestructible Drawbacks: Quirk (requires both hands to use)(-2)) [29PP] (Instrument of the Fair Folk)

Faerie Music (Variable 40ppsExtras:Free action (+2) Flaws: Limited to Powers (-1), Powers Only (-2) Feats: Accurate 2 ) [50PP] (Faerie Magic over Nature and Deception)


Magical Savant (Enhanced Skill (Expertise: Magic) 8Flaws: Limited (Only for Rituals)(-1)) [4PP] (Intuitive understanding of magic)

Magical Talent (Quickness 9 Flaws: Limited (Ritualist Only)(-2)) [3PP] (Intuitive grasp of magical energies)


Totals: Abilities (54) + Defense (20) + Skills (18) + Advantages (7) + Powers (36)= 135 Power Points
Last edited by Nineofspades on Sun Jan 29, 2012 3:02 pm, edited 6 times in total.
User avatar
Nineofspades
Luminary
Luminary
 
Posts: 2818
Joined: Thu Sep 30, 2010 11:37 am

Re: Villains Game - The World is Yours (recruiting)

Postby EnigmaticOne » Tue Jan 24, 2012 7:49 pm

About your power, Nine: There's no Container. You have to put the Easily Removable flaw on the Variable... Powers would not be enough to be a Limitation, and Check Required is now a flaw where you must make a DC 10 + flaw ranks check, each increment of 1 above the DC allows you to use a rank. And you have to have a reasonable chance of failure.
Impeach the peach!

Image
EnigmaticOne
Cosmic Scion
Cosmic Scion
 
Posts: 5679
Joined: Sun May 29, 2011 2:50 pm

Next

Return to M&M Game Room

Who is online

Users browsing this forum: CaptainChaos, Coyotzin, flynnarrel, kenseido, Neo-Paladin, Walking Dad and 0 guests