Remedy Posted November 19, 2010 Posted November 19, 2010 Hullo all! I'm a newbie to the board and to the system of M&M, though not a newbie to RP's. I thought I'd post a description of the character I'm trying to create (her concept) and see what folks would suggest to me far as making her work well within the system for ease of play please? Code Name: Remedy Real Name: Emily Ferrell Identity: Secret Age: 23 Date of Birth: November 26, 19?? Place of Birth: Edmonton, Alberta, CANADA Height: 5 foot, 5 inches Weight: 150lbs Hair Colour: Brown/ Mahogany Eye Colour: Amber Legal Status: Canadian Citizen living in the USA Fighting Ability: guns, martial arts (karate), acrobatics Agilty: Athlete level Constitution: Exceptional/ Ultra Fast Healing Factor Strength: Olympic Athlete level Intelligence: Near genius Genetic Mutation: Mutant Healer Mutant Powers: Healing/Killing (killing only in self defence and under EXTREME DURESS & may not affect some beings -corpereal only), Partial Empathic/Telepathic ( receiver ONLY! limited range unless the sender is VERY powerful. or the person is under extreme duress and in range) Because of the trauma in her early childhood from neglect and abuse, Emily has a mental shield that cannot be breached unless completely negated somehow. Healing powers CAN: Regenerate limbs and organs (self and others) Manipulate organic tissue (grow hair, do flesh shaping etc) Heal someone completely Adapt her body to fight (manipulate her physical stats with her powers but is limited to the top of human capacity) Hearing boost etc? Cause a threatening person to fall asleep/lose consciousness Paralyze Nauseate Energize Resurrection - CANNOT bring someone who has been dead TOO LONG (ie: when brain death has occurred) back to life. Once brain death has occured, all she can do is re-animate the body. Given blood or living tissue from an unknown person can track them within 1 mile, can tack a person she has healed before the same distance. Immune to poison, age Control a person's nervous system from a short distance away (optional) Extended Reach (?) LIMITATIONS and liabilities: Creates a bright blue violet light to manifest when powers activate Tires out when using her powers After regenerating tissues for a certain duration needs food/fluids to replenish herself/ person healed may also need this ** NEW** Power is always on. **NEW** Can get overwhelmed due to being able to sense the minute details of everyone's living processes unless she actively works to block them out. SPECIAL EFFECTS (or character point altering notes ??) Severe abuse/neglect in early childhood - physical/ emotional/mental abuse: mother's many boyfriends had substance abuse issues and beat her up. Shy around men (she LOVES men) is a bit inept at romance Has a weakness for gorgeous blonde men Sometimes has precognitive dreams (GM controlled) Has post traumatic syndrome (older men (Age 50+), especially if of authority) - might this give her some extra body language sensitivity? Is terrified of being mobbed (Press, desperate people wanting her to heal them/relatives etc) Avoids crowds usually (uncomfortable but not phobic) Can get caught in a feedback loop if she smooches a guy romantically unless he has a regen or similar ability (just cause it's amusing, don't worry I won't go all non PG13 !) ==================== Someone in chat mentioned Control Life as a possibility? Another suggested Healing with Boost? Any suggestionson which books might be most helpful please? Any and all help is very deeply appreciated! ^_^
Raveled Posted November 19, 2010 Posted November 19, 2010 Abilities: 8+6+6+10+2+2 = 34 PP Str: 18/30 (+4/+10) Dex: 16/28 (+3/+8) Con: 16/28 (+3/+8) Int: 20 (+4) Wis: 12 (+1) Cha: 12 (+2) Physical ability scores have to be high in order to blend with the Boost and help her meet caps; don't worry about Toughness, Equipment is inbound. Intelligence is 'near genius.' Wis wasn't mentioned, so I kept that low, and the character is shy, which to mean means not much Charisma. Combat: 8+8 = 16 PP Initiative: +3/+8 w/ Boost Attack: +4, +6 Melee, +10 Stun, +10 Strike Grapple: +10/+16 w/ Boost Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Everything hits caps, blah-blah. V 0.2, nothing to change here. It all stays the same. Saving Throws: 0 + 0 + 0 = 0pp Toughness: +5/+10 (+3/+8 Con, +2 Equipment) Fortitude: +3/+8 (+3/+8 Con, +0) Reflex: +3/+8 (+3/+8 Dex, +0) Will: +1 (+1 Wis, +0) Gonna leave those for the moment. W/ the Boost they're all actually pretty good, except for Will. They hit suggested levels, at least. Skills: 48r = 12pp Acrobatics 7 (+10/+15) Medicine 5 (+10) Knowledge (Life Sciences) 5 (+10) Languages 1 (English[Native], French) Notice 11 (+12) Search 8 (+15) Sense Motive 11 (+12) Focused on medical knowledge and Acrobatics, here. Also gave her good Notice, Search, and Sense Motive, so not much should slip by her. Gave her French, too, because she's Canadian... What? Not all Canadians know French? Silly boy, this is comic books! V 0.2, not much to say. Knocked down Medicine and Know/Life Sciences, buried them into Notice and Sense Motive. Feats: 15PP Acrobatic Bluff Attack Focus (Melee) 2 Attack Specialization (Strike) 2 Dodge Focus 6 Eidetic Memory Luck 2 Move-by Action Feats are juicy. Acrobatic Bluff synergies w/ her high Acrobatics score and her high Dex in general to make her more effective in combat. Eidetic Memory ties in with her 'near-genius' level intellect. V 0.2, removed Equipment because of POWERS!! Powers: 50+5+8 = 61 Life Control Array (Mutant; Alternate Power 3) [50 PP] BE: Healing 15 (Mutant; Feat: Regrowth, Persistent; Extra: Total) [47 PP]AP: Healing 9 (Mutant; Feats: Stabilize, Selective; Extra: Action/Standard, Energizing, Area/Burst) [47/47 PP]AP: Stun 10 (Mutant; Feats: Accurate 3, Sleep; Extra: Ranged) [33/47 PP]AP: Strike 0 (Mutant; Extra: Autofire 1) [15 PP] + Boost 12 (Mutant; All ability scores; Feat: Slow Fade [1/min]; Drawback: Physical ability scores only) [45/47 PP] Immunity 10 (Mutant; Mental effects; Flaw: Limited [Half effect]) [5 PP] Device 2 (Flight belt; Hard to lose; 10 PP) [8 PP] Force Field 2 [2 PP] Flight 2 (Feat: Subtle) [5 PP] Super-Senses 3) (Communication link, direction sense, time sense) [3 PP] Powers are the real meat of things. This set-up gives her two distinct Healing effects; one that can be used on the fly to patch folks up during combat, and the other which can be used to heal all of a person's injuries if she has the time; a Stun effect that can put the target to sleep; and with the Boost + Strike, she should still be able to contribute to combat. Feel free to stunt Morph and Nauseate as needed. V 0.2, some changes here. AP Healing is now an Area/Burst effective w/ Selective, so with luck Rem could heal the whole team at once. Added a "flight belt" Device with some Force Field and Super-Senses. Abilities 34 + Combat 16 + Saves 0 + Skills 12 + Feats 15 + Powers 61 = 138 Still mondo PP left.
Remedy Posted November 19, 2010 Author Posted November 19, 2010 Thank you Raveled! *runs off to go read details in the books to further understand*
Dr Archeville Posted November 19, 2010 Posted November 19, 2010 ... why is Boost linked to Strike like that?
Raveled Posted November 19, 2010 Posted November 19, 2010 ... why is Boost linked to Strike like that? Part of an AP. Reducing cost. Also, the Autofire is basically her swinging just that fast, and is linked to her boosted Dex.
Dr Archeville Posted November 19, 2010 Posted November 19, 2010 No, it isn't, it's Linked to a Boost All Physical Ability Scores power. AP: Strike 0 (Mutant; Extra: Autofire 1) [15 PP] + Boost 12 (Mutant; All ability scores; Feat: Slow Fade [1/min]; Drawback: Physical ability scores only) [45/45 PP] A Boost not limited to herself, so that power as built represents her punching fast & amping her own Str, Dex and Con, and her throwing a rapid succession of punches that then amp up the target's Str, Dex and Con. Also, Boost sucks. If it's to be amping herself up, use Enhanced [Ability Score].
Remedy Posted November 20, 2010 Author Posted November 20, 2010 Players Name: Remedy Characters Name: Emily Ferrel Power Level: PL 10 Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent PP: 0 Gold Status: 0/30 In Brief: Remedy is a powerful mutant healer who can use her powers to cure and to incapacitate if necessary. She's a warm, genuine and friendly woman who is honourable and dependable. Alternate Identities: Remedy Identity: Secret Birthplace: Edmonton, Alberta CANADA Occupation: Medical Student Affiliations: FCU, Freedom Medical Center Family: Elaine Ferrel (mother) Victoria Ferrel (maternal aunt) Age: 23 : November 23, 1987 Apparent Age: 20 Gender: Female Ethnicity: Caucasian: Irish/Welsh Height: 5' 5†Weight: 150 lbs Eyes: Amber Hair: Chestnut Description: Emily is a strikingly pretty girl, with classic pale clear irish skin, small refined features and large tilted almond shaped amber eyes. She has a very open and expressive face and an air of trustworthiness thanks to her kindly nature. Her hair is worn in a short glossy asymmetrical chin-length bob (it's shorter in the back and longer in the front) that enhances her elfin features. Her figure is nothing short of amazing. Compact, muscular and well padded, she resembles a figure skater or a moderate weight lifter. She tends to dress comfortably and tastefully, mostly in dark tones, favouring nice fabrics rather than things that are flashy. Now that she is a medical student, she tends to be a bit conservative while with patients or at the hospital. When running around as Remedy and NOT wearing her armor, Emily tends to wear close fitting and comfortable outfits, usually stretch pants "with pockets" and a long sleeved shirt, combat boots, fingerless leather gloves, and a long trench coat. She also sports a half mask that covers her face from brow to halfway down her nose. Her colours can be all black or the same blue violet as her power signature. Power Descriptions: Remedy's eyes glow an eye-searing blue-violet when her powers are being used actively, and when she actually touches a person to be healed she emits an aura of the same color around her hands. When she heals in a radius, she is physically lifted off her feet and is the center of a huge beacon of blue-violet light. History: Emily Ferrell's childhood was full of shocking neglect and abuse, with her mother being into drugs and her many boyfriends over the years beating up the young child. The abuse was also at school, since the children could sense Emily's differences. Things came to a head when Emily was hospitalised by the then-most recent of her mother's live-in boyfriends and she was taken into protective custody. It was at this time that her maternal aunt (having no idea of the situation due to her being out of country for her job), Victoria Ferrell, adopted her. With years of counseling and an obsessive need to be independent and no longer a victim, young Emily took up karate and the arts, enrolled in International Baccalaureate in high school and earned a BA in English/ Celtic Studies before she was 22. Despite morbid obesity and her violent background thanks to her years of councelling, she made friends easily and befriended many of the folks in the pro-super group in her university. At what was supposed to be a peaceful student demonstration at the University of British Columbia in Vancouver on a particularly hot summer day, things got ugly. Unbeknownst to the peaceful rallyers, someone slipped a designer drug into the water cooler. The result was explosive and tragic in the extreme. The drug caused the afflicted to manifest super powers instantly, in most cases causing the afflicted person to die. It was only luck and the type of power Emily manifested (healing) that saved her life and those of the remaining people around her. Horrified by the deaths of her friends, Emily tried to flee with the other survivors, and when she felt a surge of energy tear through her, she created a wave of healing energy that saved many lives by accident. The event was caught on film by a student's cellphone. Emily slipped into a coma and was taken to the local hospital where she lay unresponsive for a month, her burgeoning powers consuming her extra weight and making other changes to her body. Meanwhile, the video of her manifestation went viral, and when it was discovered that this anonymous young woman laying stricken in the hospital had saved lives, an intense interest was taken in her well being and location. She was given the nickname “Angel of Mercy†among others, and the fascination with her abilities grew. When she recovered at last and was released, an unruly mob was there to greet her ... religious fanatics, people desperate for healing and over-eager press agents all trying to reach the panic-stricken young woman. She was hustled, masked, into her aunt's SUV and taken to a secretive location, where her aunt's military contacts enabled her to get some specialized help with Emily's new powers. It was here that Vickie managed to get AEGIS to take in her niece and offer to pay her way through medical university – the downside being that Emily would have to do so in the United States at their headquarters in Freedom City. Personality & Motivation: Personality: Emily is a very warm, friendly, polite and genuine person with a heart of gold and empathy to spare. At other time she can be a quiet and strong sort of woman, her strength having been forged from a background of extreme duress and poverty "see character history". A kind heart and gentle nature don't mean that she's a push over however, once Emily's dander gets up, she's nearly impossible so placate. It takes a lot to make this woman angry, a long fuse followed by a spectacular temper and/ or cold fury. Like the celts of old she honours even her enemies to a certain extent, and will not tolerate a liar or an oath breaker. One of Emily's weaknesses is the downtrodden or unlucky, or women and children who have been victimized. She will give the very shirt off her back to help those in need, part of why she took up the name of Remedy and runs around helping others. She has a HUGE warm heart and as such can be taken in by the unscrupulous, but once she finds she's been duped, she is an implacable enemy. Rem also has a weakness for handsome men, loving to admire them and often becoming tongue tied as any teenaged girl. Emily likes to believe in the best of everyone, and that can lead to some awkward and hurtful situations when those unscrupulous sorts are around. She just can't make herself believe bad things about folks, but has to when evidence is presented... which makes her very unhappy. Remedy has a grand sense of humour, even a sense of the ridiculous sometimes. She loves to laugh, and be surrounded by lovely things, music, laughter and warmth from loving friends. Being as her family is rather distant, Emily can be a bit needy without meaning to, something she's very careful about and embarrassed about if she catches herself. In some ways Emily is still very fragile emotionally, and can be vulnerable at the oddest of times, but once hurt instead of completely retreating, she often comes out with both barrels blazing once she comes to terms with the initial hurt. Em is wiccan, and subscribes to the lifestyle of an earth worshipping/spirituality, open minded type. She doesn't like hurting others, but if she has to she will, especially if innocents are involved. So far Emily has found superheroing to never be the black and white simple thing she had once thought it was. With the gentling/ remission of her “feral†side, Em finds herself more and more wondering about the demarcation of what makes a hero and what makes a villain, and uncomfortable with the moral dilemma's offered. Powers & Tactics: Complications: Healing powers are always on - Can get overwhelmed due to being able to sense the minute details of everyone's living processes unless she actively works to block them out. Severe abuse/neglect in early childhood - physical/ emotional/mental abuse: mother's many boyfriends had substance abuse issues and beat her up. Shy around men (she LOVES men) is a bit inept at romance Has a weakness for gorgeous blonde men Sometimes has precognitive dreams (GM controlled) Has post traumatic syndrome (“obviously†older men (Age 50+), especially if of authority) Has had therapy, but they still make her a bit edgy. Is terrified of being mobbed (Press, desperate people wanting her to heal them/relatives etc) Avoids crowds usually (uncomfortable but not phobic) Can get caught in a feedback loop if she smooches a guy romantically unless he has a regen or similar self-healing ability (just cause it's amusing, don't worry I won't go all non PG13 !) Abilities: 6 + 6 + 6 + 10 + 2 + 2 = 32 pp Str 16 (+3) Dex 16 (+3) Con 18 (+4) Int 18 (+4) Wis 12 (+1) Cha 12 (+2) Combat: 8 + 8 = 16pp Initiative: +3 Attack: +4, +6 Melee, +10 Stun, +10 Strike Grapple: +10 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 3 + 4 + 6 = 13pp Toughness: +8 (+4 Con, +4 Equipment) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 27r = 7pp Acrobatics 7 (+10/+15) Diplomacy 10 (+10) Medicine 5 (+10) Knowledge (Life Sciences) -Jack of all trades Notice 11 (+12) Sense Motive 11 (+12) Feats: 16 PP Acrobatic Bluff Attack Focus (Melee)2 Attractive 1 Defensive Roll Dodge Focus 6 Eidetic Memory Jack of All Trades Luck 2 Move-by Action Powers: 66 PP Life Control Array (Mutant; Alternate Power 3) [50 PP] BE: Healing 15 (Mutant; Feat: Regrowth, Persistent; Extra: Total) [47 PP] AP: Healing 11 (Extras: Area [burst], Selective, Power Feats: Stablising, Persistent, Regrowth) [47 PP] AP: Stun 10 (Extras: Sleep [+0], Range [Perception], Feats: Sedation, Incurable, Insidious, Affect Insubstantial 2, Precise, Reversible) [47 PP] AP: Strike 10 (Extras: Duration 2, Aura. Feats Accurate 2, Improved Critical 2, Incurable, Selective Aura) [66 PP] Immunity 5 + 3 = 8PP total (Mutant; Mental effects; Flaw: Limited [Half effect (10 pp - 50% = 5PP] [5 PP] Aging, Disease, Poison)[3 PP] Device 2 (Flight belt; Hard to lose; 10 PP) [8 PP] Force Field 4 [4 PP] Flight 2 (Feat: Subtle) [5 PP] Super-Senses 1) (radio) [1 PP] DC Block: ATTACK   RANGE   SAVE            EFFECT Unarmed   Touch   DC15 Toughness (Staged)   Damage Abilities 32 + Combat 16 + Saves 13 + Skills 7 + Feats 16 + Powers 66 = 150
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