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Metropolis After Dark ("hiatus")

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Re: Metropolis After Dark (2e recruiting)

Postby MrMellow » Wed Apr 18, 2012 2:10 pm

I've a vague idea of a kind of shadow/voodoo/horror-themed character. Possibly some kind of former con man inspired by Anton LaVey, Zato-1 and Dr. Facilier. Could just do a twist on my Stygian character as well.

The idea would essentially be "a guy who hates magic... so he learned everything there is about it". Like Kria from KOTOR2. He was horribly shamed or damaged or hurt by something magical at some point, and then just basically broke down and delved deep, deep into the occult, so he could find ways to turn magic against those who use it or just plain destroy it. And because he didn't have any special gift or any particular fantastic talents other than sheer intellect and stubborn will, he didn't hesitate to go over the edge to gain more power and skill. So he bargained away his humanity, committed a lot of atrocity... You get the picture.
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Wed Apr 18, 2012 3:23 pm

kirinke wrote:Been trying to figure out the crunchy bits for a detective magician... Dang it, it's hard to make one that isn't a munchkin.
Do you have Instant Superheroes? If so, look at the Supernatural Scholar or the Psychic Investigator and go from those. If not, I can send you the builds.

Crazyivan777 wrote:Still mulling over details, but I'm considering playing someone who's sort-of been 'taken over' by an artifact. I'm thinking mask, gauntlet, or a weapon. Both they and the item struggle for the 'drivers seat' from time to time. Not sure what powerset I'm shooting for; I'm still in the 'concept' stage.
I like this idea, but I'd ask that you make it work well with others. While I'm not looking for shining paragons of virtue, I'm looking for heroes. Take a look at the protagonists from Buffy, Angel, Charmed, Supernatural, Dresden, even Twilight (but not for long, your mind will implode) I've never read Dresden by the way, but I'm sure it's protagonists are ones that you'd want to root for. And really, that's what I'm looking for, heroes in this genre are not always good people, but they generally care about doing the right thing. Yes, the whole cursed character is a staple of the genre, but when they're possessed by the bad they're usually the antagonist of the whole story.

dreamking89 wrote:I have a good idea for a character who can shapeshift into a amalgamation of different animals thanks to a curse put on him by an ancient wizard or god. I don't have much of a story for him, but I like the concept.
As do I. Keep on!

XeroKhan wrote:Any Problems?
Actually, a few.

- You never answered my question.

- Maybe it's the small blurb, but your character seems more like a plot hook than a character with a goal. Tell me, what will he do when his problem is solved?

- You nailed the fantasy part fine, but missed the urban part. Look I'm sure there's a ton of books and shows that will entertain you immensely while learning what it's all about. Go find them, then come back.

Right now I'm not accepting your character.

MrMellow wrote:The idea would essentially be "a guy who hates magic... so he learned everything there is about it". Like Kria from KOTOR2. He was horribly shamed or damaged or hurt by something magical at some point, and then just basically broke down and delved deep, deep into the occult, so he could find ways to turn magic against those who use it or just plain destroy it. And because he didn't have any special gift or any particular fantastic talents other than sheer intellect and stubborn will, he didn't hesitate to go over the edge to gain more power and skill. So he bargained away his humanity, committed a lot of atrocity... You get the picture.
I hope I'm not sounding like a broken record, but your character has to work well with others and has to be identifiable as a protagonist.
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Re: Metropolis After Dark (2e recruiting)

Postby poodle » Wed Apr 18, 2012 7:20 pm

I am still keen to rework the golem, and will do so if I get a life back at any stage. I think it would probably be easier just to redo it from the start.
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Re: Metropolis After Dark (2e recruiting)

Postby kirinke » Wed Apr 18, 2012 7:31 pm

Here is my Detective-mage concept. It's a very rough draft. Note, mystic fire control is the same as hellfire control, just a different descriptor (magic). Magical awareness would be the same as Cosmic awareness crunch wise, just for magical thingies instead of cosmic thingies.

Image
Concept art linkie: http://th00.deviantart.net/fs70/PRE/f/2 ... 40rc6r.jpg

NAME: Helena Rose Black. Concept: Consulting Occult detective
Power Level: 10; Power Points Spent: 150/150.
Gender: Female
Age: 30
Hgt: 5ft 6inches
Wgt: 130
Build: Slender, willowy
Hair: Reddish Brown
Eyes: Blue
Quote: Yes, I'm a mage and I'm a private detective. What of it? With guys like Doctor Fate, Etrigin and Solomon Grundy running around, do you think magic is too far-fetched? At least I don't run around in a silly cape, mask and revealing undies. You can find me in the yellow pages. My prices are reasonable, subject to change depending on the job and the hazards there-in.

HISTORY
Helena Rose Black was born into a family of well known mages and magicians, some using their skills on the stage, others in more secretive ways. Helena decided to use her skills in combination with her natural inquisitiveness to become a detective, helping the police and various people whose problems dip into the supernatural/mystical community.
***
Metropolis. What can I say. It's shiny, it's new and we have a big boyscout in blue flying overhead protecting us from oogies during the day. At night?
Different story. Night-time, the moon draws out the magic in Metropolis, not all of it is good and even the Faeries will gut you as soon as look at you if given half the chance and that's even true for the Seelie Court. Untrustworthy bunch if you ask me.

That's where I come in. I like to solve puzzles, always have and nothing is more puzzling than a good mystery or murder and even though we got supers aplenty in this burg, we have precious little mages willing to lay it out on the line for private detective-wages. I don't do anything for free, magic doesn't work like that, if you can't pay in cash, I'll bank on a favor down the line. My magic and my services are for sale, but not my soul or my principles. If you want somebody to kill something or cast a hex on someone go elsewhere, that's not my gig. I solve puzzles, mysteries and crimes.
***
COMPLICATIONS
Known Identity: Helena is a known empowered individual, as such, any enemies she does have or acquires can easily find her.

Honor: Helena's code of honor dictates that she'll do her utmost to complete whatever goal her client sets for her. In other words, her clients get full value for what they pay her. She won't use her powers to kill and she considers hexes, love potions and curses to be tacky at the best.
***
Reputation: Helena has a fairly good reputation in the magical, criminal and detective-police communities. Principled and fair-minded is the first thing people say, mercenary is the second.
***
Power Level: 10; Power Points Spent: 150/150

ABILITES
STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +2 (14), WIS: +4 (18), CHA: +4 (18)

SAVES
Tough: +0/+10, Fort: +8, Ref: +8, Will: +8

SKILLS
Bluff 4 (+8), Concentration 4 (+8), Craft (chemical) 6 (+8), Craft (structural) 6 (+8), Diplomacy 8 (+12), Gather Information 8 (+12), Intimidate 4 (+8), Investigate 8 (+10/+12), Knowledge (arcane Lore) 10 (+12), Knowledge (streetwise) 6 (+8), Notice 8 (+12), Craft Chemical 4 (+10), Perform (stringed instruments) 4 (+8), Profession (PI) 4 (+8), Search 6 (+8), Sense Motive 4 (+8), Stealth 12 (+12)

FEATS
Artificer, Benefit (wealth), Connected, Contacts, Equipment 4, Fearless, Improved Initiative 3, Luck 2, Ritualist, Improvised tools, Well-Informed

DEVICES
Amulet of Protection (Device 5) (Easy to lose)
Enhanced Trait 10 (Traits: Defense Bonus +5 (+8))
Enhanced Trait 5 (Feats: Improved Initiative 3, Luck 2)
Protection 10 (+10 Toughness)

POWERS
Mystic Fire (Hellfire Control 10) (DC 25; Precise)
Comprehend 6 (Alternate; codes & ciphers, languages - read all, languages - speak all, languages - understand all, languages - you're understood, spirits)
Create Object 10 (Alternate; Max Size: 10x 5' cubes, DC 20)
Dazzle 10 (Alternate; affects: visual senses, DC 20)
ESP 7 (Alternate; affects: 2 types, inc. visual - sight/hearing)
Exorcism 10
Healing 9 (Alternate; DC 19; Regrowth, Stabilize)
Snare 10 (Alternate; DC 20; Tether (1000 ft.))
Super-Senses 20 (Alternate; Magic Awareness (Analytical, Accurate, Acute, Ranged) aura reading, darkvision,
detect: spirits 2 (ranged), spatial awareness, trace teleport)
Telekinesis 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)
Teleport 8 (Alternate; 800 ft. as move action, 2000 miles as full action; Progression, Mass 4 (carry 2500 lbs))

EQUIPMENT
HQ: Abandoned Warehouse, Investigator's Kit, Laptop Computer, Mini-Tracer, Multi-Tool, Survival Kit, Toolkit (Basic)

COMBAT
Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +10)
Attacks: Dazzle 10, +10 (DC Fort/Ref 20), Exorcism 10 (DC 20), Mystic Fire (Hellfire Control 10), +10 (DC 25), Snare 10, +10 (DC Ref/Staged 20), Unarmed Attack, +10 (DC 15)
Defense: +3/+8 (Flat-footed: +4), Knockback: -5
Initiative: +12

DRAWBACKS
Power Loss (All Powers), common, minor, Needs to meditate 2 hrs every day, in order to replinish personal power reserves
Languages: English

Totals: Abilities 20 + Skills 28 (110 ranks) + Feats 12 + Powers 46 + Combat 26 + Saves 20 - Drawbacks 2 = 150
Last edited by kirinke on Wed May 09, 2012 7:40 pm, edited 17 times in total.
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Re: Metropolis After Dark (2e recruiting)

Postby MrMellow » Thu Apr 19, 2012 10:14 am

Crikey Kid wrote:I hope I'm not sounding like a broken record, but your character has to work well with others and has to be identifiable as a protagonist.


Well, that's incorporated in the character from the get-go in every build of him I have; despite all of that dark stuff he has a heart of gold, perplexingly. He's slightly insane in that manner, in a way that facilitates him separating what he can do and what he has become, and the choices he makes on the other hand.

Alternatively, I could easily do a one-eighty and feature someone with decidedly angelic powers, but a lot more of a creep. Then I'd definitely make him an ex con-man. He'd play up the whole divine and beatific part, but in fact be pretty gritty and low personality-wise. He could have acquired his power through some tricky technicality or "stolen the wings from an angel" or something like that...
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Re: Metropolis After Dark (2e recruiting)

Postby kirinke » Thu Apr 19, 2012 12:28 pm

Um.... The dark brooding type works well as a solo character, but in a group, it can destroy a game pretty quick. Sorry, me personally, I wouldn't accept a character like that in a game.
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Re: Metropolis After Dark (2e recruiting)

Postby dreamking89 » Thu Apr 19, 2012 1:38 pm

Image




Chimera

Power Level: 10; Power Points Spent: 150/150

STR: +6 (20/22), DEX: +5 (20), CON: +0 (10/11), INT: +1 (13),
WIS: +1 (13), CHA: +0 (10)

Tough: +8, Fort: +0, Ref: +5, Will: +1

Skills: Acrobatics 3 ( +8), Bluff 1 ( +1), Climb 4 ( +9), Escape
Artist 3 ( +8), Intimidate 9 ( +9), Investigate 6 ( +7),
Knowledge (arcane Lore) 8 ( +9), Notice 4 ( +5), Search 8 (
(+9), Sense Motive 4 ( +5), Stealth 4 ( +9)

Feats: All-Out Attack, Benefit 2 (Wealth), Diehard, Elusive
Target, Evasion 2, Fearsome Presence 2, Improved Block,
Improved Grapple, Instant Up, Rage 2

Powers:
Comprehend 2 (Animals - Speak To, Animals - Understand)
Immunity 1 (Aging)
Shapeshift 10 (Action (free))
Power Setting (Powers: Claws and Bite (Strike 7),
Growth 1, Protection 8, Super-Strength 1, Tail (Linked))
Claws and Bite (Strike 7) (DC 28; Mighty)
Growth 1 (+2 STR, +1 CON)
Protection 8 (+8 Toughness)
Super-Strength 1 (+5 STR carry capacity, heavy load:
1k lbs; +1 STR to some checks)
Tail (Linked)
Corrosion 10 (Linked; DC 25)
Snake head Tail (Additional Limbs 1) (Linked; 1
extra limb, Feats: Improved Grapple)
Strike 8 (Linked; DC 23)
Super-Senses 2 (Scent, Tracking: Olfactory 1 (half speed))

Power Settings:
Power Setting (Powers: Claws and Bite (Strike 7),
Growth 1, Protection 8, Super-Strength 1, Tail (Linked))

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +6/+7)

Attacks: Claws and Bite (Strike 7), +0 (DC 28), Corrosion 10,
+0 (DC Fort/Tou «), Strike 8, +0 (DC 23), Unarmed Attack, +0 (DC 21)
Defense: +0 (Flat-footed: +0), Knockback: -4
Initiative: +5
Languages: English

Totals: Abilities 26 + Skills 14 (54 ranks) + Feats 13 +
Powers 97 + Combat 0 + Saves 0 + Drawbacks 0 = 150


Chimera doesn't remember much about his past. He occasionally gets flashes in his dreams of warriors running in terror, a man on a winged horse and horrible agony. His earliest solid memory was in 1895, when he appeared before a sorcerer who demanded him to, "Bow to your master, Chimera." He escaped the sorcerer and ran into the wilderness, but he kept the name; it sounded familiar to him.

Despite being little more than a wild monster, Chimera learned fast. He found out that his powers allowed him to not only mimic the most deadly aspects of animals, but also allowed him to disguise himself as a human. He managed to set up an identity as Charles Mira in America, accumulating a small fortune during that time. He has become quite smart (considering his monstrous origins) and very protective of his adoptive species.

Despite being very animalistic in nature, Chimera isn't stupid. He has been able to keep the secret Charles Mira (and his 'descendants') hidden for more than a century and intends to continue doing so.


(If his origin seems vague, it's because Chimera doesn't know much about his origins. However I do, so if the GM wishes me to explain it more, i will.)
Last edited by dreamking89 on Fri Apr 20, 2012 10:45 pm, edited 1 time in total.
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Fri Apr 20, 2012 10:05 am

kirinke

- Craft (armor and weapons) should be Craft (structural), Knowledge (otherworlds) is covered by Knowledge (arcane lore)

- your defense + toughness = 15 which puts you at PL8? PL 7.5? If you don't have a problem with it, i don't, just be aware that there are some nastier threats out there.

- you power array equals up to 32 if i'm looking at it right. 20 points for fire control 10, 1 point to make it dynamic, 2 points for the dynamic visual dazzle, 9 non-dynamic alternate powers. 20 + 1 + 2 + 9 = 32

- with your boost and weaken (which I think you mean drain?) what trait group are you messing with?

- Accurate Teleport and Sight/Hearing Scrying are 24 points and it seems like you're going for a 20 point array

dreamking89

- I'm sorry, your build is a bit too scrunched up, can you make it a more readable? I'll give my opinion on it when you do

- as for the story, yes, more explanation would be great. Keeping secrets from the person running the story would be rude :P
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Re: Metropolis After Dark (2e recruiting)

Postby NwoSpringfield316 » Fri Apr 20, 2012 10:30 am

so we just link a character idea? i am looking for a game and so far this kind of setting is what im lookin for, i was going to make a dresdenesque character, since a dresden type seems here already, ill prob go with a Michael Build or Thomas...if thats ok
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Re: Metropolis After Dark (2e recruiting)

Postby Crazyivan777 » Fri Apr 20, 2012 1:19 pm

Sorry it took so long to respond, been having a bit of a week.
Anyway, to address the concern (and it's a good one)- I'll make sure my character is a team player and not a dark-brooder-in-the-shadows. Promise!

I've got a couple of ideas, and I pitch them not only for GM input, but because I want to make sure I'm not stepping on others' toes.

One- The object in question is an ankh, held at one point by Ma'at, the Egyptian deity of order, balance, and justice. It pushes the bearer to keep justice in the world, and gives him enhanced physical abilities, as well as some truth-and-order based magics. This one I'm not wild about the powerset, but the deific connection seems interesting.

Two- The object in question is a pair of seemingly ordinary gloves. There's no 'mental' battle, per se, but the gloves sometime animate the user's hands on their own, usually to help or stop someone, and sometimes to carve runes of power into the air, giving spell-effects. This one is a bit more open of a background for the GM to play with.

Three- The object is a shamanistic mask from Australia, and allows contact with the dreamtime. In solid terms, it gives the bearer a sort-of 'skill pool' to draw from out of the cosmic unconsciousness (the character would, in essence, be a skill monkey). It may give other abilities as well, and while the bearer wants to be heroic, it's fully possible the mask also has its own agenda. This is my favorite of the ideas, but I know 'skill monkey' might be (and seems to be) ground already trod upon.

Four- The object is Sufficiently Advanced Technology [tm] - Think Flash's enemy, Abra Kadabra. I'm not fully sure what the gear does... Again, I'm having problems with power-set... But I'm intrigued by the idea of a guy getting his hands on some 64th century technology that probably even -he- believes is magic. (Heck, this one could link to either number two or three, come to think of it...)

So, thoughts? Suggestions? Input?
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Re: Metropolis After Dark (2e recruiting)

Postby kirinke » Fri Apr 20, 2012 6:04 pm

Crikey Kid wrote:kirinke

- Craft (armor and weapons) should be Craft (structural), Knowledge (otherworlds) is covered by Knowledge (arcane lore)
- your defense + toughness = 15 which puts you at PL8? PL 7.5? If you don't have a problem with it, i don't, just be aware that there are some nastier threats out there.
- you power array equals up to 32 if i'm looking at it right. 20 points for fire control 10, 1 point to make it dynamic, 2 points for the dynamic visual dazzle, 9 non-dynamic alternate powers. 20 + 1 + 2 + 9 = 32
- with your boost and weaken (which I think you mean drain?) what trait group are you messing with?
- Accurate Teleport and Sight/Hearing Scrying are 24 points and it seems like you're going for a 20 point array


Yeah, you're right.... Like I said, it was a rough draft. Anyway, I cleaned it up, worked it through Hero Lab instead of trying the maths on my own. :| I think it's a better build overall now.
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Re: Metropolis After Dark (2e recruiting)

Postby Nineofspades » Fri Apr 20, 2012 6:09 pm

How much of a focus will there be on combat? I have a few idea's, but none of them are especially useful on the battlefield, and I don't want to make a character who's going to just end up standing around.
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Re: Metropolis After Dark (2e recruiting)

Postby baixiwei » Fri Apr 20, 2012 6:39 pm

I would potentially be interested in this and have a bunch of seemingly appropriate characters I've made previously that I could fix up in a jiffy. Which, if any, of these concepts would be acceptable?

Geist - a former cop turned vigilante. Previously drawn unwillingly into the world of the occult, he learned some magic of his own and now strikes against both natural and supernatural criminals from the darkness he once feared, but later mastered. Basically a badass normal type with a shotgun in one hand and a few spells in the other to back him up.

Enigma - more of a lighthearted, traditional superhero type - a stage magician by day, hero when called for, in the line of Zatanna & her father. He tries to do stuff with flair and make it look like trickery, not real magic.

Wanderer - sort of a young Doctor Strange type from old Europe - scion of an ancient family of wizards in France, recently became aware of his mystic heritage and with it, the responsibility to protect the world from supernatural threats. Has many old-world resources to draw on including a mansion full of mystic artifacts.

Michael O'Brien - John Constantine-ish type, kind of a normal Joe, but unable to resist his curiosity about dark secrets from a young age, gradually became more and more embroiled in supernatural affairs and is now more or less a full-time hunter of things that go bump in the night - and, still more importantly, for knowledge of things *other* men were not meant to know.

The Ghoul - a macabre street-level paragon type. He doesn't have magic powers but his powers come from his supernatural nature, which is, as the name suggests, that of a ghoul. Strong, fast, regenerating, fangs and claws, can smell the scent of death and follows in unerringly to whoever caused it.

By the way, have you decided definitely on a PL?
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Re: Metropolis After Dark (2e recruiting)

Postby Nineofspades » Fri Apr 20, 2012 7:28 pm

Ignore my previous question.

I got a better idea. I'd like to make some kind of transmuter (Transform: Inanimate to inanimate; continuous, touch range). Hopefully, this won't be to big an issue.

Story wise, I'd either like to make someone who uses a Philosophers stone, or more accurately, someone who IS a philosophers stone.The idea being That the completed form of the stone isn't a stone at all, but a living, breathing human being, infused with the stones power. So, she'd be a very new individual, having only been recently 'born'. As a complication, the stone is made through numerous human souls being condensed down. Occasionally, when triggered by something around her, she might flash back to their memories. Doing this isn't a pleasant experience, and would likely either knock her unconscious, or at least leave her stunned for a bit.

Work in progress profile
Name: Red

Description:
Age: 7 days
Gender:Female
Height: 6'0"
Weight: 160lbs
Eyes:Red
Hair:Red

Image


History:


Personality:





Complications:
Name: [Description]



Abilities: 0 + 4 + 8 + 0 + 4 + 0 = 16PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 4 + 12 = 16PP
Initiative: +2
Attack: +2 Melee, +2 Ranged
Grapple: +0
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Knockback: -4


Saving Throws: 6 + 6 + 4 = 16PP
Toughness: +8 (+4 Con, +4 [Other])
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+2 Dex, +6)
Will: +8 (+2 Wis, +6)


Skills: 9PP
Craft (Chemical) 6
Craft (Structural) 6
Craft (Artistic) 4
Knowledge (Arcane Lore) 2
Knowledge (Physical Science) 2
Perform (Dance) 4
Profession (Writer) 4 (+6)
Profession (Accountant) 4 (+6)
Profession (Chef) 4 (+6)




Feats: 17PP
Attractive 2
Attack Specialization (Unarmed) 3
Benefit (Wealth) 2
Defensive Roll 4
Dodge Focus 6

Equipment 0PP = 0EP wrote:Name (power breakdown, if applicable) [XEP]



Powers: 60+16= 76PP
Alchemy (59pp array Feats: Alternate Power 1) [60PP] (Power of the Philosophers Stone)

    Base Power: Transmute (Transform (Inanimate to Inanimate) 10 Extras: Continuous (+1)Flaws: Touch Range (-1) Feats: Progression 8, Precise) [59PP] (Restructuring matter through alchemic energy)

  • Alternate Power: Restoration (Healing 14Extras: Total (+1), Resurrection (+1), Standard Action (+1) Flaws: Others only (-1)Feats: Stabilize, Regrowth, Persistent ) [59PP] (The Stone restores life and heals wounds)

Recover (Regeneration 12 (Bruised/Unconcious No action; Injured/staggered (1 minute), Disabled/Ability 20 minutes; Resurrection 5 hours) Extras:True Resurrection (+1) Feats: Regrowth ) [16PP] (Repairing damage through alchemic energy)




Totals: Abilities (16) + Combat (16) + Saving Throws (16) + Skills (9) + Feats (17) + Powers (76) - Drawbacks (0) = 150 Power Points
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Re: Metropolis After Dark (2e recruiting)

Postby dreamking89 » Fri Apr 20, 2012 10:50 pm

I fixed the thing. It should be easier to read now.

As for the backstory, I was thinking that he was the actual Chimera from mythology and that the sorcerer was somehow able to remove him from Tartarus and bring him back to life. Needless to say, he became his own being and wasn't bound to serve the sorcerer, so he ran. Considering there is a Greek legend that your memories are left behind when you die (I believe it is the River Lethe), I felt it was appropriate to give him amnesia.
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