Re: So, You Want To Save The World, Do You? (M&M3e, OOC, recruiting)
Posted: Thu Oct 12, 2017 6:40 am
Where everything is possible.
And the Tekarrier, the mobile headquarters of or technological hero. Some of the Features are from the Gadget Guide specifically, which I have so i can explain them further is necessary. The main one of consequence is Movable though. It allows the installation to be moved basically once per adventure (The book says per session or less and goes on the elaborate it's more meant for installations that can be a base of operations that moves where the heroes do if they adventure in different locations as these heroes will be).Name: Mechardt
Weight: 6k tons
Power Level: 12
Power Points: 165/165
Hero Points: 1
[ 8]ABI DEF [ 8]SKI [ 1]ADV POW
Strength: 16 (16 from Growth)
Unarmed: Pilot Skill DC31 Tgh (Bluedgeon)
E. Gattling: Pilot Skill DC27 Tgh (Energy, Multiattack)
Area Attacks: DC22 Dodge DC27 Tgh
Toughness: +16 (16 Growth)
Dodge: + 8 (5 Agi-8 Growth+11)
Parry: + 8 (6 Fig-8 Growth+10)
Energy Shield: (Toughness 20 Impervious, Dodge/Parry +4)
[ 8]Skills(16 sp)
C.C (Unarmed) 2(+8), Perception 7(+10), R.C (Mech Weaponry) 7(+12)
 Colossal: Growth 16, Permanent, Innate (+16 Strength & Toughness, +16 Mass, +8 Intimidation, +2 Speed, -16 Stealth, -8 Parry/Dodge, +4 Size)
 Construct: Immunity 30 (Fortitude Effects)
[ 4] Features: Autopilot, Lifepods, Remote Piloting, Transponder
 Flight Module: Flight 6 (1800 feet/move action, 120mph)
[ 9] Sensors: Senses 9 (Analytical, Extended 2 and Radius Vision(All), Communication Link(Tekarrier), Infravision, Radio)
 Weapon Systems: 36pp array, 4 Alternate Effects
- Energy Gattling: Damage 12, Multiattack, Ranged
- Photon Blast: Damage 12, Area(Burst), Ranged
- Mecha Beam: Damage 12, Area(Line) 2
- Beam Sword: Damage 12, Area(Cone), Penetrating
- Energy Shield: Protection 4, Impervious, Sustained, Distracting and Impervious Toughness 16, Sustained and Immunity 10 (Bullets, Slam Damage), Sustained
Tekarrier (PL12)[47ep Installation]
Size: [ 5ep] Colossal
Toughness: [18ep] +12 Impervious
Features: [24ep] Combat Simulator, Communications, Computer, Defense System(Ranged Damage 12), Fire Prevention System, Hangar, Holding Cells(Nullify 12), Infirmary, Intelligent, Isolated, Laboratory, Living Space, Movable, Personnel(Robotic), Power System, Security System 5(DC40), Self-Repairing, Teleport Lock, Variable Environment, Workshop
Fair point about the mass of earth, but I would like to point out two things.PeterPan wrote: ↑Fri Oct 13, 2017 2:54 am I pulled it straight from a power profiles, albeit I modified it a bit to be affordable. Earth to Air is a weird one since I don't think 800 lbs (I've got 10 points to work with) is enough to make a legit chasm, or even a legitimate damage effect. Earth is heavy.
Then again, the line area burrowing attack effect on it's own might suffice now that I think of it provided the GM is willing to let that be a damage effect wherein the opponents get dropped. What do you think?
Edit: I rebuilt it like a Burrowing Attack with Damaging (from Move Object) attached to it. Think there should be some benefit or modifier to it being easily countered by any Flight?
Technically burrowing 10 only puts the enemies 5 movement ranks out of the fight due to how slow burrowing is. This is lessened to 4 Ranks with packed earth and 3 ranks with stone. Your points remain wholly valid though.EpicEclipse wrote: ↑Fri Oct 13, 2017 4:19 amFair point about the mass of earth, but I would like to point out two things.
1) you have better ways of dealing damage. Doing damage shouldn't necessarily be the goal here.
2) putting an enemy 10 ranks of movement put of a fight could be encounter breaking in cases as not all enemies will necessarily have the means to get back to the fight or have to spend all their time getting back to the fight they are effectively "locked". (Coming from one who gmed a game where a boss type villain got telelocked into the air and was unable to do anything about it)
It might be better served as a stunt rather than an standard effect.
The Immunity to Will comes from lacking Intellect and Presence because they have no mind to be affected. On a side note, it means it gets no benefit from that bonus to Intimidate from Growth since it auto-fails Presence checks.Miracle wrote: ↑Fri Oct 13, 2017 10:29 am @EpicEclipse. You say the mecha is immune to Will defense, but I cannot find immunity to will defense on the sheet. As for making it a heroic summon, it's still a summon, It will need Active if you don't want it to be dazed and Controlled if you want to control it. That's 55 points in all. A hefty expenditure for one power!
As for the rest, you totally called it, Heroic and Controlled. 55pp total. That's a little over the 1/4 total. Factoring in the cost of the HQ and vehicle comes to around 22 ranks of Equipment as well. Besides that, just figuring the rest of the build out. Need a few points for technopathy of course as well. Just trying to get it done in parts between work xD3E 10 Year Penultimate Hero Handbook page 231 wrote:Constructs without Intellect and Presence are automatons,
operating on simple instinct or programmed instructions.
They are immune to Will effects and interaction
skills and automatically fail Intellect and Presence