Super Mahou Wars Alpha

Chances are, one of us will be able to figure out how to do whatever it is you'd want.
 
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*smiles* I shall type up it all on a document and send it to the two of you later~
 

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    Name: Selene Delacroix
    Age: 15

    Personality: Hotheaded, cocky, and impulsive, Selene is a reckless girl that enjoys fighting for the sheer thrill of combat. Nonetheless, she only enjoys fighting for the sake of it, and is not overly sadistic or cruel. Selene also strongly believes in right and wrong, and tends to be rather judgemental as a result. Still, if Selene believes someone to be in the right, she will fight tooth and nail to defend them.

    Personal history: Selene hails from a rather ordinary family, with her parents being simple bureaucrats. However, they were often too busy working to properly take care of her, and she more often than not stayed with her grandfather. Selene's grandfather had been a combat mage during the war against the Bydo, and he often regaled Selene with war stories when she was a child.

    After months of pleading, Selene finally convinced her grandfather to begin training her in magic. She was found to have high magical potential, and her training began in earnest. As her training progressed over the years, Selene began to apply her magic towards practical purposes, wandering the streets in her free time and picking fights with bullies and other rather unpleasant schoolmates for shits and giggles. Eventually, her grandfather got word of this and expressed his displeasure in the form of a magical beatdown. He wasn't having his granddaughter become a juvenile delinquent. Afterwards, he strongly suggested to her that she apply her magic towards being a productive member of society. Since most employment paths for combat mages started in the LCE, Selene applied to join.

    In training, Selene was found to excel in physical combat, coming out at the top of her cadet class in hand-to-hand and magical sparring. However, her record was marred by some minor incidents of insubordination, mainly in regards to mouthing off towards her instructors. It wasn't severe enough to actually impact her squad postings, but her maverick tendencies were noted in her records.

    Magic: Selene fights in the style of a Sephira Knight, but with a bit of Kahr-Ithaca mixed in. Her magic is primarily centered around enhancing her physical attributes for melee combat as well as making her Barrier Jacket an actual suit of armor. However, she also uses her lance as a focus for Kahr-Ithaca style magical blasts, allowing her to comfortably fight at both close and long range, although she prefers melee.

    Complications:
    Motivation - Thrills: Selene joined the LCE solely because she'd be able to fight as much as she wanted without being arrested for disturbing the peace.
    Motivation - Justice: She has her own sense on what's right and what's wrong, and acts according to that. Upholding the law doesn't matter so much to her as making sure that shitty people get what's coming to them.
    Reputation (Maverick): Even in basic training, Selene developed a reputation for playing fast and loose with orders for her own convenience. This has been noted on her service record, and anyone who checked it would know.
    Temper: Selene's temper is set off if she believes that justice is being violated in some way, regardless of what the law says.




  • Attributes
    STR AGL FGT AWE STA DEX INT PRE
    5 3 8 3 5     4
    PP Spent: 56

    Initiative: +11

    Defenses
    Dodge Parry Fortitude Toughness Will
    6 8 8 8 6
    PP Spent: 9


    Skills
      Athletics Close Combat Deception Insight Intimidation Perception Persuasion
      (0) +5 (0) +8 (0) +4 (0) +3 (8) +4 (2) +3 (0) +4
    *Skills not shown have a +0 bonus
    **Numbers in parenthesis are points put into Skill
    PP Spent: 5


    Advantages:
    • Improved Initiative (2) - You have a +4 bonus to your initiative checks per rank in this advantage.
    • Accurate Attack - Take a penalty of up to -5 on your effect modifier and add the same number to the attack bonus of your attack.
    • Power Attack - Take a penalty of up to -5 on your attack bonus and add the same number to the effect bonus of your attack.
    • Uncanny Dodge - You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
    • Startle - Use Intimidation rather than Deception to feint in combat. Targets react with Insight, Intimidation, or Will defense.
    • Interpose - Once per round, when an ally within range of your normal movement is hit by an attack, you can choose to place yourself between the attacker and your ally as a reaction, making you the target of the attack instead. The attack hits you rather than your ally, and you suffer the effects normally. You cannot use this advantage against area effects or perception-range attacks, only those requiring an attack check.
    PP Spent: 7


    Powers:

    Armored Barrier Jacket:
    Selene's Barrier Jacket manifests in the form of a massive set of plate armor that covers her entire body. Weak attacks outright do not affect the armor, and only powerful blows and piercing attacks will damage her.
    Protection 3
    Impervious Defense 8

    PP Spent: 11

    Longinus:
    A magical weapon that takes the form of a massive spear. Outside of melee range, Selene can channel her magic through it to fire magical blasts from the tip of the lance.
    Easily Removable Device (Disappears when disarmed, requires a Standard action to resummon)

    Melee attack:
    Strength-based Damage 3
    Penetrating
    Reach 2: Melee (10 ft)

    DC 23

    Ranged blast:
    Damage 8
    Increased Range 2: Perception
    Penetrating 2
    DC 23


    PP Spent: 20

    Flight:
    Selene is a rather good flyer, capable of reaching up to 120 miles per hour at top speed.
    Flight 6 (120 mph, 1800 feet/round)

    PP Spent: 12

    PP Spent: 43
 
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Can I use gifs of anime characters~?
Try not to use too many. Some people have toasters for computers, and gifs kill their page-loading powers.
 
So I decided to redo my character, but I'm coming across a difficult issue.
My problem is that in trying to create a "Vampire Spell" (deals damage, heals you afterwards), I'm left without an Extra/Flaw that does such a thing. Currently what I've got is a Linked Effect power containing Blast and Healing. What I want to do is make it so the Healing effect only activates if the Blast effect scores a damaging hit. The Extra "Triggered" seems the most fitting, but that makes it cost more points rather than decrease them (considering its a limitation and all).
I'm thinking my best option is just to make a Flat-cost Custom flaw that does what I'm trying to do for the Healing portion of the Linked Effect. Opinions?
 
Well, the easiest solution is to just do a custom Extra to put the "Vampiric" extra from M&M 2nd right back into the game, because it did exactly what you're looking for. It costs 1 PP/rank. Whenever you damage a target with an attack using the extra, you can make an immediate recovery check against the same condition you inflicted (or a lesser one). You get a bonus on the check equal to the attack's damage bonus (or, if partial ranks in the extra, your ranks in the extra).

I think enough finagling with Healing would do the same thing overall, but this is a much more elegant solution.
 
What are partial ranks though?
In your case, it'd be something like Blast 8 with Vampiric 4, so the Power only has partial (4) ranks in Vampiric rather than full (8).
 
How would one go about making an undodgeable attack? One that simply dismisses Dodge rolls? Is it at all possible?
 
Perception (increased range 2) or AoE effects don't have dodge rolls. Aoe has a dodge check to receive half effects but it'll always hit.
 
It's definitely Perception range if it's not intended to be an area attack.
 
Perception just means it can hit anyone within a perception range of the user. It's probably still a skillshot, so to speak. Also individuals can have the Evasion extra to dodge AoE stuff better than normal, indicating to me that AoE stuff still has a dodge roll allowed.
 
No, Perception is an automatic hit, not simply "range: as far as you can see." The downside to it is you can't use anything that would interact with an attack roll on a perception (or area) effect. If you can accurately perceive a target, the power will work on them. No attack check needed.
 
Perception just means it can hit anyone within a perception range of the user. It's probably still a skillshot, so to speak. Also individuals can have the Evasion extra to dodge AoE stuff better than normal, indicating to me that AoE stuff still has a dodge roll allowed.
Yeah the Dodge roll is to see if they take full or half effects. They still get hit regardlessly, a successful dodge just halves the effect(s).
 
In case you haven't noticed, Mutants and Masterminds is mechanically overpowered. This shit is hilarious.
 



  • Name:
    Age: 15
    Personality:

    Magic:

    Complications:
    Motivation


  • Attributes
    STR AGL FGT AWE STA DEX INT PRE
    0 1 0 5 1 2 6 4
    PP Spent: 38

    Initiative: +6 (Speed of Thought)

    Defenses
    Dodge Parry Fortitude Toughness Will
    5/1 0 1 4 6
    PP Spent: 1



    Skills
    Deception Expertise: Magic Insight Intimidation Investigation Perception Persuasion Ranged Combat: Magic
    4 13 9 6 10 9 9 6
    *Skills not shown have a +0 bonus
    PP Spent: 15



    Advantages:
    • Benefit, Cipher (2)
    • Eidetic Memory
    • Fearless
    • Ritualist
    • Speed of Thought
    PP Spent: 6



    Power Array Magus Confluxum
    Aeon End Healing 3 (Action 3, Limited: Self Only, Source: Blast Damage)
    Damage 5 (Increased Range 2)
    Heal (Action: Reaction, Limited: Self Only, Source: Blast Damage)
    Blast (DC 20, Range: Perception)
    Emra strikes a perceived target with a rending blast of energy, disintegrating any damaged material and transporting it to the Conflux where it is turned into raw energy for fueling a subsequent healing spell.
    Dominion Affliction 2, Area (Perception), Increased Duration 3, Check Required 1 1st Degree: Hindered, 2nd Degree: Prone, 3rd Degree: Paralyzed, Resisted by: Fortitude DC 12, Perception Area DC 12 (Sight of user), Duration: Continuous, Check Required DC 11 (Expertise Magic) Emra creates an invisible aura around herself that creates a gravitational field upon anyone who witnesses it, pressing them to the ground as long as they look at her.
    Ego Annihilum Affliction 2, Cumulative, Progressive, Increased Range 2, Check Required 1 1st Degree: Dazed, 2nd Degree: Stunned, 3rd Degree: Unaware, Resisted by Will DC 12, Cumulative, Range: Perception, Progressive, Check Required DC 11 (Expertise Magic) Emra plants a vision in her target's mind, assaulting it with inconceivable thoughts that render them maddened and catatonic.
    Ontolus Finale Damage 10, Affects Objects, Alternate Resistance 1, Increased Range 2, Incurable, Distracting, Tiring Resisted by Will DC25, Affects Objects, Range: Perception, Incurable, Distracting, Tiring Emra's ultimate spell, utilizing the entirety of the Conflux's processing power to perform. As Emra channels the spell, the Conflux analyzes the target's location and generates a spacial copy of the area before replacing it without the target present.
    Spacial Transmission Teleport 2, Check Required 1 120 feet in a move action, carrying 50 lbs, Check Required DC 11 (Expertise Magic) Teleport Spell
    Tempus Reversum Weaken 8, Broad, Progressive, Simultaneous, Increased Range 2 Affects: Abilities, Resisted by: Will DC 18, Range: Perception, Progressive, Simultaneous Emra inflicts the target with a curse of time, slowly devolving their very being to prior iterations.
    PP Spent: 37

    Dismissive Barrier Protection 3 +3 Toughness
    Psychomnis Enhanced Trait 4 +4 Dodge
    Tautolic Freedom Immortality 8 Return after 4 hours Continued upload of Emra's being to the Conflux allows her self to be re-created by the magitech machine after several hours of processing.
    PP Spent: 23
 
In case you haven't noticed, Mutants and Masterminds is mechanically overpowered. This shit is hilarious.
The ridiculous part is it's actually balanced, despite this. It's why it works so well for animu bullshit. Of course, it's worth pointing out that one can probably minmax to make some sort of perfect character who can do everything. But, the more important thing is to make the character you'd want to read about or watch, not making the mechanically "best" one.

Also, "series" OP theme: