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Smiley0713

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  1. @XQbitor I know more from Marvel then DC besides what I have watched from the CWDC universe. Legends of Tomorrow is my favorite. I still need to finish watching all of them. Do you have any suggestions on how an Elasti-Girl/Elongated Man/Plastic Man style character got their abilities? Besides being a metahuman from dark matter exposure. I was thinking more water based then rubber. Sort of like Robert Kelly from the X-Mana movie or Rita Farr from Doom Patrol.
  2. When larger I would expect him to get stronger otherwise he wouldn't be able to help much against large targets, stopping cars and such. Unless his base strength is high enough to do all of that already. When smaller it would be nice for his stats to stay the same. He would be more useful that way. With Insubstantial/Morph I was picturing him squeezing under doorways, shaping body parts into useful things (Lock pick, Hammer, ect), possible camouflage. Using Alternate Form would there be restrictions on how large or small I could get?
  3. PL 6. 100PP INSUBSTANTIAL 1 Ranks. + Innate and Fluid) = 6PP ELONGATION 1 Rank. 15ft = 1PP GROWTH 4 Ranks 15ft tall. = 8PP SHRINKING 4 Ranks 3ft Tall = 8PP - 23 PP Str -1 = +2 PP Sta -1 = +2 PP Agi 0 = 0 PP Dex 0 = 0 PP Fgt 0 = 0 PP Int 1 = -2 PP Awe 1 = -2 PP Pre 1 =-2 PP -2 PP
  4. ELONGATION GENERAL (5 Ranks. Giving 250ft Reach.) Action: Free • Range: Personal Duration: Sustained • Cost: 1 point per rank You can elongate your body and/or limbs to extend your reach. Add your effect rank to your normal size rank to determine how far you can elongate; for a normal-sized human (size rank –2) this is 15 feet at rank 1, 30 feet at rank 2,and so forth. Rank 20 Elongation can stretch 1,000 miles! “Snapping back” to your normal shape is a free action. You can use Elongation to make “close” attacks at a greater distance by elongating your limbs. Once elongated, you can make melee attacks within your new reach as a standard action. If you can’t accurately sense your target (you’re elongating around a corner, for example), apply the rules for concealment (see Concealment in the Action & Adventure chapter). In addition, Elongation allows you to wrap up and entangle an opponent so it grants a +1 bonus to grab checks per rank (limited by PL). GROWTH GENERAL (16 Ranks. Giving 120ft tall.) Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank You can temporarily increase your size, gaining Strength and Stamina at the cost of becoming a bigger, heavier, less agile target, unable to maneuver through small spaces. Growth modifiers are restricted by power level limits. Each rank of Growth adds 1 rank to your Strength and Stamina (constructs add 1 rank to Strength and Toughness if they lack Stamina) and adds 1 rank to your mass. Every two ranks adds a +1 bonus to Intimidation. Every 8 ranks adds 1 to your Speed. Every rank of Growth subtracts 1 from your Stealth checks. Every 2 ranks (rounded up) subtracts 1 from your Dodge and Parry defenses. Every 4 ranks of Growth increases your size rank by 1 (ordinary humans start out at size rank –2, between 3 and 6 feet tall). So at Growth 8, you have +8 Strength and Stamina, +4 to Intimidation, +1 Speed, but -8 to Stealth, –4 Dodge and Parry, and you are size rank 0 (around 30 feet tall). Increases to your Strength and Stamina also improve related traits like your Strength Damage, Fortitude, and Toughness. SHRINKING GENERAL (12 Ranks. Giving 6inch tall.) Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank You can temporarily decrease your size, becoming smaller, harder to see — and hit — at the cost of losing Strength and speed. Every 4 ranks of Shrinking reduces your size rank by 1 (normal humans are size rank –2 by default) and each reduction in size rank subtracts 1 from your Strength and every two reductions in size rank subtract 1 from your ground speed rank. Add half your Shrinking rank (rounded down) to your active defenses. Add your Shrinking rank as a bonus to Stealth checks, since you are harder to spot, but apply half your rank (rounded down) as a penalty to Intimidation checks (hard to be imposing when you’re tiny). Shrinking modifiers are restricted by power level limits. So at Shrinking 12, you are size rank –5 (about 6 inches tall), and have a +6 bonus to active defenses and +12 Stealth bonus, but –3 Strength, –1 speed, and –6 Intimidation penalties. MORPH GENERAL (4 Ranks Changing body shape into anything) Action: Free • Range: Personal Duration: Sustained • Cost: 5 points per rank You can alter your appearance. Your traits do not change; your new form is merely a cosmetic change. You gain a +20 bonus to Deception checks to disguise yourself as the form you assume (see the Disguise guidelines for Deception). Your Morph rank determines what form(s) you can assume: At rank 1 you can assume a single other appearance. At rank 2 you can assume any of a narrow group of forms, such as people of roughly your size and gender, a type of animal like birds or reptiles, and so forth. At rank 3 you can assume any of a broad group of forms like humanoids, animals, machines, and so forth. At rank 4 you can assume any form of the same mass as your own. For the ability to change size as well as appearance see the Growth and Shrinking effects. To take on the other traits of forms you assume, see the Metamorph extra, following, or the Variable effect, later in this chapter. EXTRAS Attack: A Morph Attack imposes a different appearance on the target creature. Unlike an Affliction that imposes the transformed condition, a Morph Attack is entirely cosmetic: you can’t change the target’s traits other than appearance. +0 cost per rank. INSUBSTANTIAL GENERAL (8 Ranks.) Action: Free • Range: Personal Duration: Sustained • Cost: 5 points per rank You can assume a less solid form, with each Insubstantial rank becoming progressively less solid. You do not gain the ability to assume lower-ranked Insubstantial forms at higher ranks, but you can acquire a lower-ranked form as an Alternate Effect of a higher-ranked one. You can switch between normal and Insubstantial form at will as a free action once per round. The default is that substantial is your “normal” form, but the GM may permit you to make Insubstantial your “normal” form, in which case remaining solid is a sustained duration for you! Insubstantial offers four ranks of effect: RANK 1 - FLUID You become a fluid mass. You can flow through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grab—that is not watertight. So you cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still push or carry objects, although your manual dexterity may be limited (at the GM’s discretion). A fluid character may attempt to catch a falling person or object, cushioning the fall with the character’s flexible form. This requires a move action, and reduces the falling damage by the cushioning character’s Toughness bonus (representing flexibility in this case). Both characters must make resistance checks against the remaining damage. Higher rank insubstantial forms—lacking physical Strength—cannot attempt this. Innate: Use this modifier if your character’s form is naturally or innately Insubstantial, particularly if the effect is permanent in duration. Flat +1 point. Precise: This modifier allows you to selectively make some portions of your body insubstantial while keeping others substantial (or vice versa). This allows you to do things like reach through a wall, solidify your hand to pick up an object or tap someone on the shoulder (or punch them in the face), and become incorporeal again to withdraw it on the following round. Flat +1 point. Subtle: This extra makes your Insubstantial nature less noticeable to observers. Rank 1 requires a Perception check (DC 20) to detect that you are Insubstantial, while 2 ranks mean you look entirely normal in Insubstantial form (which may cause opponents to waste effort on you, not knowing you are immune to their attacks, for example). Flat +1 or 2 points. MOVEMENT MOVEMENT (4 Ranks) Action: Free • Range: Personal Duration: Sustained • Cost: 2 points per rank SWINGING You can swing through the air at your normal ground speed rank, using a swing-line you provide or available lines and projections (tree limbs, flagpoles, vines, tele- phone- and power-lines, etc.). SAFE FALL So long as you are capable of action, you can fall any distance without harm. You can also stop your fall at any point along a distance so long as there is a handhold or projection for you to grab (such as a ledge, flagpole, branch, etc.). If you have the Wall-crawling power (later in Movement), any surface you can climb provides you with a handhold. Safe Fall may be Limited to only when you are near a surface (such as the side of a building); you’re assumed to be using the surface to help slow your fall. This is my thought for abilities. I know this is a lot of Ranks and Power level for starting character. This would be hero tier. I need help figure out how to reduce or adjust things to work for a student in training. I am fine removing some as well with the plan of adding some as I grow and learn. You said you had some variant concepts for Growth. What would those be?
  5. Max PL: 12 Current PL: 6 (this is not a hard limit, just recommended build level for points) Power Points: 100 Banned Powers: Variable Example Sheet Below Costumed Image Name: Alias: Age: Height: Weight: Hair Color: Eye Color: Nationality: Species: Civilian Image Attributes (00) Strength (Str) Stamina (Sta) Agility (Agi) Dexterity (Dex) Fighting (Fgt) Intellect (Int) Awareness (Awe) Presence (Pre) -1 -1 0 0 0 1 1 1 Saves (00) Dodge Parry Fortitude Toughness Will Agi (00) + Mod + Rank Fgt (00) + Mod + Rank Sta (00) + Mod + Rank Sta (00) + Mod + Rank Awe (00) + Mod + Rank Total Total Total Total Total Skills (00) & Advantages (00) Skill Name Total Ability Rank Mods Acrobatics Agi Athletics Str Close Combat Fgt Deception Pre Expertise Int Insight Awe Intimidation Pre Investigation Int Perception Awe Persuasion Pre Ranged Combat Dex Sleight of Hand Dex Stealth Agi Technology Int Treatment Int Vehicles Dex Spare Skill Section Spare Skill Section Spare Skill Section Spare Skill Section Advantage Name & Rank A B C D E F G Powers (00) Complications // Motivations A-Day B-Day Class 1 Class 1 Class 2 Class 2 ~Lunch~ ~Lunch~ Class 3 Class 3
  6. I would love to join. I have not played much M&M. I might need some help figure out character creation. There are a lot of nuances to M&M I don't fully understand. I have been wanting to play a Eleongated Man style character. Able to change sizes sort of like The Atom. Stretchy body parts like Mr. Fantastic. Any suggestions on how to make someone like this would be great.
  7. The Gods Must Be Crazy Campaign is a variant game play in the DMG as read below. It is all on page 269 of the DMG The Gods Must Be Crazy With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes. At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off. Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses. In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session. For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans. Plot Points Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you. Using Plot Points Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point The Game plan is that we would find 4-6 players/DMs. Once gathered, we would discuss Character Creation Rules, Campaign Rules, Homebrew Rules, Plot Point Rules, and anything else we could think of. I do not think the Plot Point system will work well for a forum-style game since there are no sessions. My idea was that everyone starts with 1 Plot Point but gains a Plot Point when they roll a Natural 1 or Natural 20. A Player/DM can use a Plot Point whenever they want, but they must wait until 2 other Players/DM use a point to use theirs again. This should prevent one player/DM from hogging the DM seat all of the time. I think it would be best for a fun, lighthearted style of campaign. Not extremely serious or dark, but it could be interesting to switch genres every so often. It might be interesting to run a hardcover or game from a Compendium and, when another DM takes over, switch to another. If anyone finds this interesting or has questions, let's talk! I can start a game and invite those who are interested.
  8. Good Morning. I am newish to Myth-Weavers and would love to join. Thinking of making a Trtion Genie Warlock. Sort of Half-Blood of Thassa, God of the Sea. Going Heroic Destiny My son and I love the Percy Jackson books. Going to see the musical this Saturday.
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