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Thread: [M&M 3e] Defying the Future OOC

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    Quellian-dyrae's Avatar

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    Dec 2006
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    Default Re: [M&M 3e] Defying the Future OOC

    So assuming with the new PP we're allowed to do some respeccing (let me know if not), I did a modest update to Lily. My main priorities here were:
    -Lily's always been centrally a debuffer, but these rules preclude the typical means of really specializing in that in M&M (targeting weak saves, forcing multiple saves), so I wanted to come up with a build that really works as a debuff specialist.
    -In the past few fights, Lily's been playing more of a support role, and that's A) a role I like playing in general and B) a good direction to focus on when we have Helios and Nope as heavy-hitters and Ariadne as something of a DoT specialist. Debuffing is already good for support, but I wanted to be able to synergize it with Aid a bit better and reinforce Lily's heal-tank cred. She hasn't been getting nearly enough use out of her Interpose advantage.
    -The way Lily's powers work, it's a tad odd that being in direct sunlight mainly only serves to supply her regen.
    -Good grief does she need immunity to crits. I mean, please.

    So this is what I came up with. Let me know if it flies:

    Spoiler: Mechanics
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    Combat

    Defense: +10.
    Resistance: +10.
    Base Attack: +5 (DC 20 Damage, DC 15 Maneuver).
    Powers: +10 (DC 25 Damage, DC 20 Effect).
    Initiative: +8.

    Skills

    Deception: +10. Expertise: +20. Insight: +0. Intimidation: +0. Investigation: +0.
    Mobility: +0. Perception: +10. Persuasion: +10. Stealth: +0. Technology: +0. Treatment: +0.

    Fields of Expertise: Architecture and Engineering, Biochemistry, Culinary, Literature, Local, Medicine, Nature.

    +15 Bonus: Academics, Art, Current Events, Criminal, Dance, Gaming, Law, Law Enforcement, Military, Music, Physics, Popular Culture.

    +10 Bonus: Astronomy, Business, History, Magic, Politics, Sanitation, Streetwise, Tactics.

    Advantages

    All-out Attack, Animal Empathy, Attractive 2, Benefit 6 (Biochemistry Experimenter, Humanoid Plant, Natural Rapport, Proficiency Focus [Biochemistry], Proficiency Specialization [Biochemistry], Thorough Researcher), Connected, Defensive Attack, Equipment 1, Favored Environment (Forest), Favored Foe (Manchineel's Minions), Improved Initiative 2, Inspire, Interpose, Move-by Action, Power Attack, Teamwork.

    Equipment

    Modern Smart Phone with Bluetooth: Cell Phone, Computer, GPS, Commlink {4+1}.
    Alternate Applications: Camera, Audio/Video Recorder, Flashlight.

    Benefits

    Biochemistry Experimenter: This Benefit functions as the Inventor advantage, but using Expertise (Biochemistry) rather than Technology, and only to create inventions of a biological or chemical nature (such as acids, explosives, medicines, serums, mutagens, etc).

    Humanoid Plant: Lily's transformed nature makes her similar to Manchineel's minions, and the floral scent she gives off helps keep them docile or even in some cases allows her to influence them. Her Attractive and Animal Empathy advantages apply against them, and as long as she isn't actively acting against them, they generally treat her as "one of them"; by default they tend to ignore her, and she can substitute Deception for Stealth on attempts to avoid their notice, sneak past them, and so on (but not to ambush them, elude them when they're already after her, etc). This doesn't apply to those that are fully human-level intelligent, or to any Punishments. Obviously, it has no effect on Manchineel herself, and if Manchineel is present in the scene, her minions entirely ignore this Benefit.

    Natural Rapport: You may substitute the lower of Deception or Persuasion for Insight to Evaluate.

    Proficiency Focus: You gain a +2 circumstance bonus on Expertise checks made using this proficiency.

    Proficiency Specialization: Your circumstance bonus from Proficiency Focus improves to +5.

    Thorough Researcher: You may substitute Expertise for Investigation for purposes of downtime actions.

    Powers

    Plant Biology: Immunity 11 (Mundane Light, Partial Physiological; Quirk [Physiological Immunity doesn't apply against effects that apply to plant physiologies]), Weakness 10 (-5 Resistance vs. Plant-specific Attacks, -5 Resistance vs. Olfactory Attacks), Feature/Quirk (Lily's Physiological Immunity doesn't apply to hunger, thirst, or suffocation effects; however, she can subsist off of sunlight as well as normal food, and she breathes in "reverse", inhaling carbon dioxide and exhaling oxygen, which can be helpful in some situations of limited air, if other people are present) {0}.

    Rebloom: Immortality 1 (Limited [Not if body is destroyed]) {1}.

    Organs What Organs?: Immunity 2 (Critical Hits) {2}.

    Blooming Staff: Enhanced Flower Power Array 10 (Limited [Only while in direct sunlight]), Benefit 1 (Can Aid and Team Attack with self); Easily Removable {6-3}.

    Flower Power: 50-point Dynamic Array, Feature 1 (Powers in this array are treated as having Variable Descriptor, but only to use descriptors available to other powers in the array) {51+11}.

    Flower Girl: Multiple Effects.

    Transmute Plants: Transform 1 (Vegetable Matter into Vegetable Matter [3/r]; Continuous, Increased Mass 3 [12 lb], Precise, Feature [Can increase Mass rank transformed by increasing Time rank spent]), Feature 1 (Can make cosmetic changes to appearance as a free action) [10].

    Photosynthetic Regeneration: Regeneration 5 [10].

    Olfactory Clarity: Senses 10 (All Olfactory Senses gain Acute, Analytical, Accurate; Radius Smell improves to All Olfactory; Ranged Smell; Sustained) [10].

    Commune With Nature: Comprehend 2 (Plants), Feature 1 (Plants can draw upon her knowledge for purposes of identifying and recognizing things; for example, if she asked a tree if her father passed by recently, the tree would "know" who her father is and be able to accurately answer) [5].

    Scent Processing: Senses 4 (Ranged Olfactory Detect [Emotions, Biology]; Sustained), Feature 1 (Substitute olfactory Perception for Insight to Evaluate during face-to-face interactions) [5].

    Petal Wings: Flight 10 (Wings) [10].

    With Staff - Enhanced Regeneration: Regeneration 5 [10].

    Smell Good At Them Really Hard!: Multiple Effects.

    Scent Intensification: Senses 5 (Smell gains Counters Concealment [Overlapping Scents], Penetrates Concealment [Limited to Around Objects], Extended; Sustained); Enhanced Perception 5 (Limited [Only for Olfactory senses]); Enhanced Deception and Persuasion 5 (Limited [Only against those subject to her Attractive advantage and capable of smelling her pheromones]) [10].

    Overpowering Scent: Affliction 10 (Impaired/Disabled; Limited Degree) [5].

    Overwhelming Scent: Affliction 10 (Vulnerable/Defenseless; Limited Degree) [5].

    Heady Scent: Affliction 10 (Immobilized/Stunned/Incapacitated) [10].

    Pheromone Scent: Affliction 10 (Entranced/Compelled/Controlled; Limited [May only give one command, which cannot force the target to actively work against* their own goals or interests; targets may ignore Entranced in any round they obey the command]) [10].
    *It can still force them to fail to contribute to their goals or interests or to do so inefficiently. For example, she could compel targets to attack a heavily defended opponent over a more vulnerable one, or to refrain from attacking at all, but not to attack their allies.

    Miasmic Scent: Affliction gains Cumulative [10].

    With Staff - Enthralling Scent: Pheromone Scent loses Limit.

    Produce Nectar: Multiple Effects.

    Acidic Nectar: Damage 10 [10].

    Poisonous Nectar: Weaken Resistance 10 [10].

    Drugged Nectar: Weaken Effect Bonus 10 [10].

    Healing Nectar: Healing 10 [20].

    With Staff - Scented Nectar: Affliction gains Concentration [10].

    Biological Chemistry [2 Slots]: Multiple Effects.

    Potent Scents: Affliction gains Penetrating [10].

    Lingering Scents: Affliction gains Secondary Effect [10].

    Tactical Scents: Affliction gains Reaction (Upon taking an Aid action), Limited (Only against targets with a penalty for attack checks), Limited (Requires a move action to Ready Reaction) [10].

    Lingering Acid: Damage gains Secondary Effect (Feature/Quirk [Requires a free action to trigger]) [10].

    Potent Poison: Weaken gains Penetrating [10].

    Lingering Poison: Weaken gains Secondary Effect [10].

    Tactical Poison: Weaken gains Reaction (Upon taking an Aid action), Limited (Only against targets with a Defense penalty), Limited (Requires a move action to Ready Reaction) [10].

    Medicinal Nectar: Healing gains Restorative [10].

    Solar Nectar: Healing gains Persistent [10].

    Utility Nectar: Healing gains Stabilize, Precise, Feature 1 (Functions as having Affects Objects modifier for purposes of living plantlife), Feature 1 (Can extend Affects Objects feature to all vegetable matter if Transmute Plants is active), Feature 1 (If healing nectar is consumed, it is nutritious and satisfies hunger, or can fertilize plants), Healing gains Secondary Effect (Limited [Self Only]) [10].

    With Staff - Concentrated Poison: Weaken becomes +0/+10, gains Perception, Limited (One Degree) [10].

    With Staff - Concentrated Scents: Affliction becomes +0/+10, gains Perception, Limited Degree [10].

    Delivery Modes: Multiple Effects.

    Floral Blood: Enhanced Resistance 5 (Reduced Defense 5) [10].

    Floral Thorn: Array Powers gain Increased Range; Offensive Effects gain Homing, Quirk [Short Range Only] [10].

    Floral Vines: Healing, Affliction, and Weaken gain Shapeable Area, Limited (Full Action) [15].

    Floral Scent: Affliction gains Burst Area, Selective, Sense-dependent (Smell); Affliction gains Burst Area (Limited [Full Action]) [15].

    With Staff - Floral Spray: Damage gains Cone Area [10].

    Calculations

    Defenses 40 + Skills 25 + Advantages: 22 + Powers 68 = 155 PP, PL 10


    The staff I figure is something she basically used her powers to create out of her own cells. She's learned how to modify her cells for superior energy acquisition at the expense of storage capacity, but obviously until she can do this without cost to her storage capacity she doesn't want to modify her actual body in that way, so she constructed an external repository of cells in the form of a staff so she'd have a way to take advantage of the superior ability to gather energy in the right circumstances.

    Her Damage capability is notably reduced with this build, in accordance with a greater focus on debuffing; she can't add Penetrating or Selective to her Damage any more, and she needs her staff (and thus direct sunlight) to add Area to it. Her mind control capabilities are also more limited without her staff.

    I removed the "healing potion" Triggered setup from her Utility Nectar because I always felt weird about actually using it. Triggered is kinda iffy balance-wise.

    Her regenerative abilities are scaled up substantially in this build. She has access to up to five ranks of Regeneration baseline, with the other five still being tied to being in direct sunlight via being attached to her staff. She's capable of adding a self-only Secondary Effect to her heals. And Floral Blood basically represents using the attention she'd normally use for personal phytokinesis to instead heal injuries and ailments as they are inflicted, giving her the option of putting points into a Resistance shift for more heal-tanking goodness.

    As for the debuffs, she has options to give her significantly improved odds of landing one-degree debuffs, and to combo debuffs with Aid actions when attacking targets with existing penalties, which both helps with stacking penalties and reinforces her use of her mind as a weapon by allowing her to respond tactically to enemies who penalize their own stats with stances and such.
    Last edited by Quellian-dyrae; 2022-10-17 at 03:08 PM.