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Most interesting power


pookaking

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A lot of you seem fairly experienced with MnM. So I'd like to know:

What is the most unique/interesting power, power mod, power combo, or power use you've ever used/created?

Though I've never had a chance to play him, I've had a character in mind named, Kindom. He has Animal Control and Growth (Affect Others, Affect amimals only). He personally was no real threat, but when one could control giant animals, you didn't really need to be very intimidating yourself.

I also had a goofy anime teen girl, who had a large spiked club that had the Healing power (with many of the extras and feats). The idea was taken from an anime clip I once saw. http://en.wikipedia.org/wiki/Bokusatsu_ ... okuro-chan

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I'd like to think that I've come up with some interesting ones in the past, but maybe that's just my ego ;)

I liked this one from Instant Superheroes, a "mini-blizzard" power fro the Battlesuit/Cryosuit:

Cold Control 4 (50-ft. radius; Extras: Linked Environmental Control 4 [50-ft. radius; Distraction, DC 10], Linked Environmental Control 4 [50-ft. radius; Hamper Movement, one-quarter])

Thinking along those lines, I came up with this:

Darkness Control 4 (50-ft. radius; Extra: Linked Confuse 8 [Extras: 40-ft. Burst Area])

and this:

Light Control 4 (50-ft. radius; Extras: Linked Environmental Control 4 [50-ft. radius; heat, extreme], Linked Environmental Control 4 [50-ft. radius; radiation, moderate])

The first creates a cloud of darkness that confuses those inside it. The second generates an intense field of burning irradiating white light.

I also did a "Create True Sunlight" power once:

Light Control 4 (50 ft. radius; Extra: Linked Blast 8 [lethal sunlight; Extra: 40-ft. Burst Area, Penetrating; Flaws: Limited/Only damages beings that have a Weakness to sunlight; -2pp])

I've also seen some over-the-top power builds. Like this:

Transform 10 [Alteration, Divine, partially Mental](7 PP/Rank + 5 PP = 75 PP)

Name: Men to Beasts

Changes humanoid targets into subservient animal pets until Circe is done playing with them

Transforms any humanoid target into any animal with a DC 20 Fortitude Save

Mentally transforms the target's personality as Circe wishes with a DC 20 Will Save

EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified

EX: Range 1 (+10) Range Increased to Perception

FL: Action 1 (-10) Full-Round Action to activate

Alternate: Illusion 10 linked with Blast 1 and Comprehend 2 [sensory, Divine, partially Attack[Physical] ] (5 PP/Rank Illusion + 6 PP/Rank Blast + 2 PP/Rank Comprehend + 12 PP = 70 PP)

Name: Capricious Phantasms

Creates richly detailed and complex illusions with little effort. Illusions can speak and understand the languages of all intelligent creatures, thanks to Comprehend. The illusions can even attack for real damage, albeit incredibly weakly

Illusions affect all senses

If the illusions attack, they automatically hit, DC 16 Toughness Save. The attacks can be melee or ranged, depending on the illusion.

Circe and the illusions can understand and speak the languages of all intelligent creatures

EX: Action 1 (+10) Can maintain even an interactive illusion as a free action

PF: Selective 1 (+1) Only those Circe chooses are affected by the illusions

PF: Progression 9 (+9) The radius of Circe's illusion is 5000 feet

EX: Range 1 (+1) The range on the illusions' attack is increased to Perception.

EX: Action 3 (+3) The illusions can produce the 'Blasts' whenever necessary, as a reaction from Circe. They attack each possible target up to once per round.

Alternate: Emotion Control 10, Comprehend 4, Fascinate 4, Enhanced Charisma 18 [Mental, Divine, partially Sensory, Trait] (4 PP/Rank Emo Control & 2 PP/Rank Comprehend + 1 PP/rank Charisma + 1 PP/rank Feat + 0 PP = 70 PP)

Name: Bewitch

Circe's presence overloads the minds of those nearby, allowing her to rewrite their emotions to her liking and fascinate them with her overwhelming presence. Less destructively, she can speak and understand their tongues

Controls Emotions with a DC 20 Will Save

Can also speak, read, and write all languages, plus speak with animals while this is active

EX: Duration 1 (+10) Duration of the Emotion Control is increased to Continuous

EX: Contagious 1 (+10) The Emotion Control is Contagious

EX: Area 1 (+10) Emotion Control affects a 50' radius around Circe when she first activates it

FL: Sense-Dependent [Voice] 1 (-10) The Emotion Control effect only works when Circe can speak and the target can hear her, whether or not the target understands her (though they probably will considering Comprehend is also in effect)

PF: Subtle 2 (+2) The fact that Circe is using this power is completely unnoticable

Fascinate as the Feat using Diplomacy, as a reaction--when this power is activated, her every word Fascinates any who hear her. The DC is equal to her skill check, which is either 1d20+30 or 1d20+22, depending on if they are of a species that finds her attractive.

Alternate: Blast 10 linked with Confuse 10 [Attack, Divine, partially Mental] (5 PP/Rank Blast + 2 PP/Rank Confuse + 0 PP = 70 PP)

Name: Phantasmal Surge

Unleashes a roiling mass of phantasmal divine energy that engulfs all selected targets, assaulting them with illusions that confuse and confound them, makng it hard to discern reality from illusion.

Blast strikes targets who fail a DC 20 Reflex Save, and they then have to make a DC 25 Toughness Save

Whether or not they make the Reflex save, if they can see, they are confused unless they make a DC 20 Will Save

EX: Selective 1 (+10) The Blast only hits selected targets

EX: Area 1 (+10) The Blast affects a 50 foot radius

EX: Penetrating 1 (+10) The Blast penetrates Impervious Toughness by 10

EX: Selective 1 (+10) The Confusion only affects selected targets

EX: Area 1 (+10) The Confusion affects a 50 foot radius

FL: Sense-Dependent [Vision] 1 (-10) The Confusion only affects those who can see the Blast

Alternate: Nauseate 10 linked with Drain 10 and linked with Emotion Control 10 [Attack, Trait, partially Mental and Sensory] (3 PP/Rank Nauseate + 2 PP/Rank Drain + 1 PP/2 Ranks Emotion Control + 15 PP = 70 PP)

Name: Caress of Eternal Bliss

Contact with Circe fills any target with feelings of intense pleasure that overload the target's mind and eventually leave the target in an intense rapturous stupor, their minds unable to contemplate anything but love, bliss, and devotion.

Nauseates those who touch or are touched by Circe Touch Attack +10 (or automatic if they touch her) who fail a Will Save DC 20.

Also lowers their Will save bonus by 10 using the same touch if they fail a Fortitude Save DC 20

Instills love in targets using the same touch and Will Save as the Nauseate effect.

EX: Aura 1 (+10) The Nausea affects any who touch or are touched by Circe once she activates this power. Activating the aura is a Free Action with a Sustained Duration

EX: Alternate Save [Will] 0 (+0) The Nausea effect causes an addictive craving to the pleasure that can only be overcome by force of will

PF: Accurate 5 (+5) Perhaps because of the aura that surrounds her whole body, the touch attack for Caress of Eternal Bliss is surprisingly accurate (+10 to hit)

PF: Reversible 1 (+1) The Nauseate effect can be ended on Circe's whims

EX: Aura 1 (+10) The Will Drain effect is also part of the same aura as the Nauseate

PF: Slow Fade 9 (+9) It takes 3 months for each point of Will save to come back unless the effect is somehow nullified before then

FL: Range 2 (-20) Range on the Emotion Control is reduced from Perception to Touch (the next Extra will change that to Aura)

EX: Aura 1 (+10) The Emotion Control is also part of the same aura as Nauseate and Drain

EX: Duration 1 (+10) Emotion Control has the duration extended to Continuous

FL: Sense-Dependent [Touch] 1 (-10) Targets that lack a sense of touch cannot be affected by the Emotion Control portion of this power

FL: Limited [Love] 1 (-5) The Emotion Control is limited to love alone

Alternate: Device 23 with Subtle PF (69 + 1 = 70) ->

Enhanced Strength 22, Impervious Toughness 10, Attack Focus Melee/Ranged, Power Attack, Accurate Attack, Defensive Attack, All Out Attack, Immunity 41 (Life Support, Fortitude Saves, and Critical Hits), Super Strength 23 [Trait], Regeneration 34 (added to the 1 she has, that's total), Super-Senses 4 (Tremoresense and Tracking[Tremorsense]), Burrowing 8 (22 + 10 + 11 + 4 + 26 + 19 + 17 + 2 + 4 = 115 PP)

Name: Ring of Antaeus

Grants Circe a surge of divine energy that gives her strength and immunity to weak attacks, as well as rapid regeneration. Much like the mythical Antaeus, a significant amount of this power is lost when she loses contact with the earth

FL: Source (-1) The Immunity to Fortitude Saves, 8 of the Super Strength, all the Regeneration, The Super Senses, and the Burrowing are lost unless Circe is in contact with the ground (i.e. not flying, thrown in the air, swimming, etc).

PF: Subtle--the ring is subtle, and it isn't obviously what is providing the power. Still, it can easily be disarmed by anyone who knows what it is, or just guesses

Alternate: Telekinesis 24 (4 PP/Rank TK*10 + 3 PP/Rank TK*1 + 2 PP/Rank TK*13+1 = 70)

Name: Telekinetic Mastery

An extremely powerful and precise telekinesis

EX: Attack (+10 PP) Circe can attack with her Telekinesis (limited as an extra to only 10 of the 24 ranks)

EX: Perception (+11 PP) Circe can affect anything she can perceive without an attack roll (also limited as an extra to only 11 of the 24 ranks)

PF: Precise (+1) The Telekinesis can perform precise tasks

Alternate: ESP 9, Quickness 10, Enhanced Int 24, Mind Reading 10, Enhanced Search 2 (3 PP/Rank ESP + 1 PP/ 2 Rank Quickness + 1 PP/Rank Enhanced Int + 1 PP/Rank Mind Reading + 1 PP/Rank Enhanced Search + 2 = 70)

Name: Limited Omniscience

FL: Skill Check (-9) Using Clairvoyance requires a Knowledge(Arcane Lore) check.

FL: Limited Mental (-5) Quickness is limited to Mental actions only

PF: Subtle (+1) The Mind Reading is completely unnoticable

PF: Subtle (+1) The ESP is completely unnoticable

Alternate: Transform 10 (7 PP/Rank Transform = 70)

Name: Mastery of Shaping

Transforms anything into anything else.

EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified

EX: Range 1 (+10) Range Increased to Perception

FL: Action 1 (-10) Full-Round Action to activate

Alternate Device 23 with Morph 1 (3 PP/ Rank Device + 1 PP / Rank Morph = 70)

Name: Diamond of Eris

The Diamond can Morph itself only into any sort of unassuming-looking object, including a golden apple. However, its true power is the ability to bend space, allowing Sierra to Teleport and Rebound any attacks near her if she channels her own energy into the gem

Device--The Diamond provides 115 PP of powers, which are spent on Deflect 10 (8 PP/ Rank) and Teleport 8 (2 PP / rank + 3 Power Feats) and Strike 10 (1 PP / rank + 5 Power Feats), with the last point paying for the Alternate Blast 10 (3 PP / rank + 4 Power Feats) that replaces Teleport and Strike.

Deflect's base PP / Rank is 3 because it deflects all melee and ranged attacks, including mental attacks

EX: Action 3 (Sierra can Deflect attacks as a free action)

EX: Ranged (Sierra can Deflect attacks targeted at allies as well as herself with a range increment of 100 feet.

EX: Reflection (When Sierra successfully Deflects an attack, it rebounds on the originator)

PF: Change Velocity (Sierra can change velocity while teleporting, which can help avoid a nasty fall)

PF: Easy (Sierra is not disoriented or flat-footed after Teleporting)

PF: Turnabout (Sierra can Teleport, make a standard action, and then Teleport away)

PF: Accuratex5 (Sierra's strike distorts space to make it preternaturally accurate and powerful)

PF: Dimensional (Sierra's Spatial Blast affects targets in other dimensions)

PF: Affects Insubstantial (Sierra's Spatial Blast affects targets that are insubstantial)

PF: Indirect (Sierra's Spatial Blast originates around the victims, so it ignores cover and the like)

PF: Extended Range (Sierra's Spatial Blast has a range increment of 250 feet)

(GM Hint Note: Don't want Sierra teleporting during a certain part of the adventure? That's cool--just have someone nab the diamond. It's a Device for a reason, I won't mind)

After much discussion, the array was changed to this:

Transform 10 [Alteration, Divine, partially Mental](7 PP/Rank + 5 PP = 75 PP)

Name: Men to Beasts

Changes humanoid targets into subservient animal pets until Circe is done playing with them

Transforms any humanoid target into any animal with a DC 20 Fortitude Save

Mentally transforms the target's personality as Circe wishes with a DC 20 Will Save

EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified

EX: Range 1 (+10) Range Increased to Perception

FL: Action 1 (-10) Full-Round Action to activate

Alternate: Illusion 10 linked with Blast 1 and Comprehend 2 [sensory, Divine, partially Attack[Physical] ] (5 PP/Rank Illusion + 6 PP/Rank Blast + 2 PP/Rank Comprehend + 12 PP = 70 PP)

Name: Capricious Phantasms

Creates richly detailed and complex illusions with little effort. Illusions can speak and understand the languages of all intelligent creatures, thanks to Comprehend. The illusions can even attack for real damage, albeit incredibly weakly

Illusions affect all senses

If the illusions attack, they automatically hit, DC 16 Toughness Save. The attacks can be melee or ranged, depending on the illusion.

Circe and the illusions can understand and speak the languages of all intelligent creatures

EX: Action 1 (+10) Can maintain even an interactive illusion as a free action

PF: Selective 1 (+1) Only those Circe chooses are affected by the illusions

PF: Progression 9 (+9) The radius of Circe's illusion is 5000 feet

EX: Range 1 (+1) The range on the illusions' attack is increased to Perception.

EX: Action 3 (+3) The illusions can produce the 'Blasts' whenever necessary, as a reaction from Circe. They attack each possible target up to once per round.

Alternate: Emotion Control 10, Comprehend 4, Fascinate 4, Enhanced Charisma 18 [Mental, Divine, partially Sensory, Trait] (4 PP/Rank Emo Control & 2 PP/Rank Comprehend + 1 PP/rank Charisma + 1 PP/rank Feat + 0 PP = 70 PP)

Name: Bewitch

Circe's presence overloads the minds of those nearby, allowing her to rewrite their emotions to her liking and fascinate them with her overwhelming presence. Less destructively, she can speak and understand their tongues

Controls Emotions with a DC 20 Will Save

Can also speak, read, and write all languages, plus speak with animals while this is active

EX: Duration 1 (+10) Duration of the Emotion Control is increased to Continuous

EX: Contagious 1 (+10) The Emotion Control is Contagious

EX: Area 1 (+10) Emotion Control affects a 50' radius around Circe when she first activates it

FL: Sense-Dependent [Voice] 1 (-10) The Emotion Control effect only works when Circe can speak and the target can hear her, whether or not the target understands her (though they probably will considering Comprehend is also in effect)

PF: Subtle 2 (+2) The fact that Circe is using this power is completely unnoticable

Fascinate as the Feat using Diplomacy, as a reaction--when this power is activated, her every word Fascinates any who hear her. The DC is equal to her skill check, which is either 1d20+30 or 1d20+22, depending on if they are of a species that finds her attractive.

Alternate: Blast 10 linked with Confuse 10 [Attack, Divine, partially Mental](5 PP/Rank Blast + 2 PP/Rank Confuse + 0 PP = 70 PP)

Name: Phantasmal Surge

Unleashes a roiling mass of phantasmal divine energy that engulfs all selected targets, assaulting them with illusions that confuse and confound them, makng it hard to discern reality from illusion.

Blast strikes targets who fail a DC 20 Reflex Save, and they then have to make a DC 25 Toughness Save

Whether or not they make the Reflex save, if they can see, they are confused unless they make a DC 20 Will Save

EX: Selective 1 (+10) The Blast only hits selected targets

EX: Area 1 (+10) The Blast affects a 50 foot radius

EX: Penetrating 1 (+10) The Blast penetrates Impervious Toughness by 10

EX: Selective 1 (+10) The Confusion only affects selected targets

EX: Area 1 (+10) The Confusion affects a 50 foot radius

FL: Sense-Dependent [Vision] 1 (-10) The Confusion only affects those who can see the Blast

Alternate: Nauseate 10 linked with Drain 10 and linked with Emotion Control 10 [Attack, Trait, partially Mental and Sensory] (3 PP/Rank Nauseate + 2 PP/Rank Drain + 1 PP/2 Ranks Emotion Control + 15 PP = 70 PP)

Name: Caress of Eternal Bliss

Contact with Circe fills any target with feelings of intense pleasure that overload the target's mind and eventually leave the target in an intense rapturous stupor, their minds unable to contemplate anything but love, bliss, and devotion.

Nauseates those who touch or are touched by Circe Touch Attack +10 (or automatic if they touch her) who fail a Will Save DC 20.

Also lowers their Will save bonus by 10 using the same touch if they fail a Fortitude Save DC 20

Instills love in targets using the same touch and Will Save as the Nauseate effect.

EX: Aura 1 (+10) The Nausea affects any who touch or are touched by Circe once she activates this power. Activating the aura is a Free Action with a Sustained Duration

EX: Alternate Save [Will] 0 (+0) The Nausea effect causes an addictive craving to the pleasure that can only be overcome by force of will

PF: Accurate 5 (+5) Perhaps because of the aura that surrounds her whole body, the touch attack for Caress of Eternal Bliss is surprisingly accurate (+10 to hit)

PF: Reversible 1 (+1) The Nauseate effect can be ended on Circe's whims

EX: Aura 1 (+10) The Will Drain effect is also part of the same aura as the Nauseate

PF: Slow Fade 9 (+9) It takes 3 months for each point of Will save to come back unless the effect is somehow nullified before then

FL: Range 2 (-20) Range on the Emotion Control is reduced from Perception to Touch (the next Extra will change that to Aura)

EX: Aura 1 (+10) The Emotion Control is also part of the same aura as Nauseate and Drain

EX: Duration 1 (+10) Emotion Control has the duration extended to Continuous

FL: Sense-Dependent [Touch] 1 (-10) Targets that lack a sense of touch cannot be affected by the Emotion Control portion of this power

FL: Limited [Love] 1 (-5) The Emotion Control is limited to love alone

Alternate: Telekinesis 24 (4 PP/Rank TK*10 + 3 PP/Rank TK*1 + 2 PP/Rank TK*13+1 = 70)

Name: Telekinetic Mastery

An extremely powerful and precise telekinesis

EX: Attack (+10 PP) Circe can attack with her Telekinesis (limited as an extra to only 10 of the 24 ranks)

EX: Perception (+11 PP) Circe can affect anything she can perceive without an attack roll (also limited as an extra to only 11 of the 24 ranks)

PF: Precise (+1) The Telekinesis can perform precise tasks

Alternate: ESP 9, Quickness 10, Enhanced Int 24, Mind Reading 10, Enhanced Search 2 (3 PP/Rank ESP + 1 PP/ 2 Rank Quickness + 1 PP/Rank Enhanced Int + 1 PP/Rank Mind Reading + 1 PP/Rank Enhanced Search + 2 = 70)

Name: Limited Omniscience

FL: Skill Check (-9) Using Clairvoyance requires a Knowledge(Arcane Lore) check.

FL: Limited Mental (-5) Quickness is limited to Mental actions only

PF: Subtle (+1) The Mind Reading is completely unnoticable

PF: Subtle (+1) The ESP is completely unnoticable

Alternate: Transform 10 (7 PP/Rank Transform = 70)

Name: Mastery of Shaping

Transforms anything into anything else.

EX: Continuous 1 (+10) All transformations last until Circe chooses to reverse them or they are nullified

EX: Range 1 (+10) Range Increased to Perception

FL: Action 1 (-10) Full-Round Action to activate

Alternate Boost 69 (1 PP/Rank = 69)

Name: Empower Magic Device

Allows Sierra to use a selected number of mystic devices to which she is attuned

EX: Action 2--Free Action to Activate

FL: Limited (Selected Magical Devices)--this power only applies to devices that Sierra already owns and has attuned or else whenever the GM would like it to apply for plot reasons.

FL: Limited (One at a Time)--Unlike with normal Boost, where you can go around boosting lots of different things until Boost fades, Sierra can only Boost one Device at a time. Using Boost again immediately overrides the old boost, as her mystic energy link shifts

FL: Limited (Holds the Array or Total Loss)--Unlike with normal Boost, all the power is lost immediately if Sierra switches to a different Alternate Power

Diamond of Eris

Device 1 (3 PP/ Rank Device = 3)

Restricted 1 (Magic-users)

+2 Charisma

Danger Sense [Mystic]

Uncanny Dodge [Danger Sense]

At Full Power:

Name: Diamond of Eris

The Diamond can Morph itself only into any sort of unassuming-looking object, including a golden apple. However, its true power is the ability to bend space, allowing Sierra to Teleport and Rebound any attacks near her if she channels her own energy into the gem

Device--The Diamond provides 115 PP of powers, which are spent on Deflect 10 (8 PP/ Rank) and Teleport 8 (2 PP / rank + 3 Power Feats) and Strike 10 (1 PP / rank + 5 Power Feats), with the last point paying for the Alternate Blast 10 (3 PP / rank + 4 Power Feats) that replaces Teleport and Strike.

Deflect's base PP / Rank is 3 because it deflects all melee and ranged attacks, including mental attacks

EX: Action 3 (Sierra can Deflect attacks as a free action)

EX: Ranged (Sierra can Deflect attacks targeted at allies as well as herself with a range increment of 100 feet.

EX: Reflection (When Sierra successfully Deflects an attack, it rebounds on the originator)

PF: Change Velocity (Sierra can change velocity while teleporting, which can help avoid a nasty fall)

PF: Easy (Sierra is not disoriented or flat-footed after Teleporting)

PF: Turnabout (Sierra can Teleport, make a standard action, and then Teleport away)

PF: Accuratex5 (Sierra's strike distorts space to make it preternaturally accurate and powerful)

PF: Dimensional (Sierra's Spatial Blast affects targets in other dimensions)

PF: Affects Insubstantial (Sierra's Spatial Blast affects targets that are insubstantial)

PF: Indirect (Sierra's Spatial Blast originates around the victims, so it ignores cover and the like)

PF: Extended Range (Sierra's Spatial Blast has a range increment of 250 feet)

(GM Hint Note: Don't want Sierra teleporting during a certain part of the adventure? That's cool--just have someone nab the diamond. It's a Device for a reason, I won't mind)

Ring of Antaeus

Device 1 (3 PP/ rank = 3 PP)

Restricted 1 (Magic-users)

Enhanced Strength 2

Subtle (it isn't obvious that the ring is granting any benefits)

At Full Power:

Enhanced Strength 22, Impervious Toughness 10, Attack Focus Melee/Ranged, Power Attack, Accurate Attack, Defensive Attack, All Out Attack, Immunity 41 (Life Support, Fortitude Saves, and Critical Hits), Super Strength 23 [Trait], Regeneration 34 (added to the 1 she has, that's total), Super-Senses 4 (Tremoresense and Tracking[Tremorsense]), Burrowing 8 (22 + 10 + 11 + 4 + 26 + 19 + 17 + 2 + 4 = 115 PP)

Name: Ring of Antaeus

Grants Circe a surge of divine energy that gives her strength and immunity to weak attacks, as well as rapid regeneration. Much like the mythical Antaeus, a significant amount of this power is lost when she loses contact with the earth

FL: Source (-1) The Immunity to Fortitude Saves, 8 of the Super Strength, all the Regeneration, The Super Senses, are lost unless Circe is in contact with the ground (i.e. not flying, thrown in the air, swimming, etc).

Though even that is nothing compared to something I saw on a HERO board once (though it was, admittedly, intentionally trying to be as broken as possible). Rings of Summoning (Hard to Lose Device with a high Summon, Fanatical) that summoned critters whose only power were assorted Devices, which they would then give to you.

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I'd say my favorite ones are found here: http://www.atomicthinktank.com/viewtopic.php?t=19945

Some of my favorites are:

- Black Hand- (30 PP [3 PP/ rank]): Damage 10 (Extras: Sustained Duration (+2), Independent (+0))

You touch them and they take damage every round till the power runs out of power points.

- Steal Breath- (40 PP [4 PP/ rank]): Suffocate 10 (Extras: Alternate Save: Will (+0), Perception Range (+2), Mental (+0))

They don’t breathe, because they believe they can’t.

- Music Powered Guy-

Boost 11 (Extras: Total Fade, Flaws: Self-Only, Limited: Must listen to music) Heavy Metal: Enhanced Strength 12 , Strike 2 (Feats: Mighty, Extras: Autofire), AP: Techno Music: Datalink 10 (Feats: Machine Control), AP: Dance Music: Speed 4, Quickness 4, Shield 2, Super Senses 1 (Accute Touch), AP: Rap Music: Blast 5 (Feats: Improved Critical)

- Green Light Ring-

Device 4 (Source: Magic, Hard to lose, Feats: Indestructible, Restricted x2):

Create Object 4 (Extras: Movable, Wide, Flaws: Check Required: Concentration, Feats: Stationary, Tether, Precise)

AP: Summon Minion 3 (Extras: Type x2 Humanoids, Horde, Flaws: Check Required: Concentration, Feats: Mental Link, Progression x2)

AP: Flight 4 (Extras: Affect Others, Ranged, Flaws: Check Required: Concentration, Feats: Progression x2, Subtle)

AP: Telekinesis 6 (Extras: Damaging, Flaws: Check Required: Concentration, Feats: Precise, Accurate, Improved Range)

AP: Blast 6 (Feats: Split Attack, Homing, Accurate)

AP: Force Field 7 (Extras: Impervious 7, Feats: Selective)

Drawbacks: Normal Identity (-3), Power Loss: If not recharged every 24 hours (-1)

The Green Light Corp is a group of normal people who want to be Green Lanterns and lacking the chance to ever be so, they have discovered how to make magic rings of their own. The Rings are minor in power, but to the normal people who use them, they are amazing. The Green Light Corp is dedicated to the ideals of the Green Lanterns and do their best to be true heroes. They are not officially connected to any of the Green Lanterns or the Green Lantern Corp, but they will follow any directions from those groups without question. Occasionally mocked as Green Lantern wannabe's, which is what they are at heart, the Green Lights do strive to make the world a better place.

The Green Light Corp is very selective about who they let join and teach to forge their own magic ring. They also assign different Green Lights to areas of the cities they live in, and each Green Light takes protecting his sector very seriously. The Green Light Corp is a democracy, and is largely made up of very imaginative people of all faiths, ethnics, and ranging in age from 18 to 35 mostly. The Green Light Corp is not very large, currently consisting of a little more than a dozen people.

The Green Light Ring looks like a Green Lantern's Ring only with a solid center. The effects of a Green Light's Ring are green as well. A Green Light Ring must be recharged every 24 hours by being kept next to any light source for about 10 minutes. Many Green Lights like to use a Lantern to recharge their "Power Rings" but this is not necessary. Each Green Light Ring is keyed to it's creator's/ user's DNA, and is immune to destruction. The Green Light Corp is made up only of normal people, the Green Light Ring cannot be crafted by anyone with Super-Powers, as such most Green Lights are new to the "Super Hero" business and relatively inexperienced. The Extra Effort strain of a Green Light Ring is applied to the user. The ritual involved in making the Green Light is highly specific, as such no feat is needed for it or any special skills. You know how to craft only one magic ring, YOUR magic ring and you cannot duplicate this process.

The Green Light Corp always has a base set up in any city that they are stationed in. All Green Light members keep in contact with the main base and with each other as often as they can, via comm links, cell phones, and some Green Lights have learned to communicate over distances using their Power Rings. The Green Light Corp is largely unknown and has limited resources, but all Green Lights work towards forwarding the group and each other.

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And to think, it could get so much worse with a simple PF: Mighty, thrown it at the end there, or for an extra 1PP/rank you can make it ranged. Not that big of a nusiance to those with Impervious, but potential death on a stick for those without.

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Most interesting character I've seen was a theoretical pl 10 villian named Tycoon..never put to use though since he could'nt fight.

Create Object 20-Money only(Precise,Subtle)-Duration

Oddlt enough, even though he was'nt a direct threat, he was a pain to deal with since he'd pay off other villians to fight us-and eventually got control of the city via collapsing the economy through inflation, and using his criminal army to take it.

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That reminds me of a power I'd once thought up, essentially Create Object (Extras: Duration/Continuous; Flaw: Only to create things which had been inside an empty fully enclosed container; Power Feats: Innate, Precise, Progression #, Subtle).

Guy has some container, which must be fully sealable (not necessarily air- or water-tight, but enough that you cannot see what's in it when closed). He concentrates a moment (i.e., uses his power), opens it, and whatever had been in there is now in there again.

If he had an empty discarded pizza box, his power would recreate the pizza in it, fresh and warm as the day it was delivered. Pick up an empty gun, use his power, it's reloaded with whatever rounds had last been in it. Touch a car with an empty fuel tank, use his power, the fuel tank's filled with whatever substance has last been in it. Pick up an empty wallet, use his power, it's now filled with whatever had last been in it. (Most of these stunts also required additional powers.)

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