GM & Players wanted for M&M 3e superhero game- MILFs training younger heroes

Started by TFcommando, September 09, 2022, 10:30:43 PM

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TFcommando

This idea was inspired by Crisisbeat's "Thick Hero 4" concept, in which Honey Lemon and Go Go from Big Hero 6 ask the more mature Elastigirl to help train them as superheroes.

So, adapting that to original hero characters, it'd be an all-female team with a mix of more experienced MILF heroes and around 18 year old heroes just starting out.  The MILFS might have been out of the hero game for a while when the younger ones found them.  They might also be cougars with a taste for their new charges, and have some things to teach about the more sexual side of superhero-ing.  "You'll get used to taking all your clothes off in an alley, believe me."

Sexual elements would (ideally) lean towards poly and semi-incest-y (or more if there's some related heroes) relationships among the team, since the older heroes would know how complex it is to date when secret IDs are involved.  And maybe some exhibitionism, skimpy costumes, cameltoe, etc.

Since there's lots of player interaction for the team to start, the GM would have a fair amount of leeway on the setup, villains, location, etc.  It could be pretty middle-of-the-road for bronze to modern comic tropes.  The team might be a trendsetter, or standards are a little more erotic than a normal PG hero world!  PL 10, 150 points, the usual character generation for Mutants and Masterminds, 3rd edition.  The experienced and newer heroes would have the same power levels, it'd be Complications and style that would make the difference there.

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Callie Del Noire



TFcommando

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Callie Del Noire

Can we use old characters from prior games?

I’m thinking of replaying Blitz from the N.U.D.E. Agents game

TFcommando

Recycling is an important part of online games! :)  I've certainly re-used plenty, though a GM might have some concerns about Blitz's time travel, that was pretty far-reaching as I recall.
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Callie Del Noire

Quote from: TFcommando on September 10, 2022, 10:02:49 PM
Recycling is an important part of online games! :)  I've certainly re-used plenty, though a GM might have some concerns about Blitz's time travel, that was pretty far-reaching as I recall.

And a flaw the GM could use to make her life a problem.

Outcast


TFcommando

Quote from: Outcast on September 11, 2022, 05:08:17 PM
How serious or light-hearted would this be intended to be?  :)

I was thinking “average Marvel comic” level as far as the hero side of things goes, with some Spinnerette or Empowered (without the more apocalyptic elements).  The sex and relationship side is perhaps a little more light… not too much angst getting in the way of something of a policule, or at least a very open and slightly incestuous team.  Sex-positive overall, villains and other heroes are getting their own action too. 

No mass-murdering villains or moral quandaries about killing said villains, the system works enough that that’s not a problem.  Stakes can be high, the fate of the city or world on the line sometimes.
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TFcommando

I'm curious as to which type of PC people are interested in, the more mature hero or the new one.  I have ideas for both, naturally.
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Thufir Hawat

Well, that sounds like a potentially fun idea. (I'd prefer FASERIP or Icons over any edition of M&M, though, because it would save us all about 5 hours per character in preparation :P).

Still, any side could be fun, possibly with the opportunity to play a FILF on the mature side... ;D
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Callie Del Noire

Here is my submission. A young new heroine.



Name: Valerie Hobson (Formerly Victor Hobson)
Aliases: 'Blitz'
Powers: Temporal Speedster/Teleporter
Face Claim: Kristen Kruek
Height: 5'6" Weight: 135 Eyes: Hazel Hair: Brown
Measurements: 34C
Age: Early 20s (Apparent), Actual 28
Nationality: American (Born: Hollywood California)
Religion: Jewish (non-practicing)


History:
It's hard living in the shadow of a father like Victor's. War Hero, genius, business tycoon, former playboy, philanthropist and so on, particularly when it seemed all you inherited was the 'bad parts' of your father's legacy. Victor was one of two sons, the one born after his father gained his powers, and it showed that something deep and ongoing was involved the process that had given Cyclonic aka Harold Hobson Sr. the energy generation powers that allowed him to power the Cyclonic Power armor that he thrashed the Germans throughout Africa and Europe during the war. Harold Jr, his brother, was like a second father too him having been born nearly sixteen years earlier at the beginning of his father's marriage to actress Stephanie Davis. So early into the marriage that some scandal mongers tried to infer that Jr was born far too early to have been a result of the couples honeymoon.

Victor grew up in a loving family that helped him cope with the numerous issues of his sickly body. By the time his father was killed in an industrial accident, Victor had developed a very introverted young boy with weak eyesight, bronchitis and numerous allergies, and a variety of other problems. His bother, Harold Jr, was determined to do what he could to assist his brother and undo the damage that the genetic damage from their father's powers had given him while Victor turned to trying to unravel the issue of making the legendary coilguns of Cyclonic into man portable weapon to assist in the defense of the country since he couldn't serve like his father and brother had done.

With the death of their father, Harold Jr. was in place to take over the company and dove into ensuring that the family legacy continued and encouraged Victor to 'find a way that worked for him'. For Victor that was attending the legendary Caltech campus, like his father, at a young age and showing amazing talent in engineering and scientific enquiry. He was one of the few who understood the power requirements behind his father's legendary Cyclonic armor and the coilgun that had been a tank killer throughout the war. The early guass weapon was decades ahead of anything else but without his father's power generation ability neither the suit or cannon could work. He did develop several electrical advancements from his research, but ultimately decided he simply didn't have the technology yet to effectively generate the power spikes needed to accelerate the five pound penetration round his father used to kill tanks.

While he was working on the mystery of generating sufficient power without creating some sort of atomic reactor for the suit, his brother was quietly filching his power generation research to rebuild the experiment that empowered their father. Harold had found the lost journals that their father had kept on the process and figured out enough to construct a bio-reactor to facilitate readjusting his younger brother's damaged genetics. With the genesample that he found in his father's research vault, Harold set about helping his brother before his deteriorating condition could go further. He slipped Victor a drugged drink after one stock holder's meeting and carried him down to the underground lab that his father had used to create his powers decades earlier.

Needless to say, neither brother was prepared for the radical changes that Victor underwent while the sample was infused into the bio-reactor, or the feedback that literally blew up in Harold's face. He awoke to find Victor had spontaneously changed sex and empowered with an entirely different set of powers than he had anticipated. Whereas their father had been empowered with the ability to generate, she was apparently able to accelerate time around herself and to a lesser extend 'pinch' space/time to teleport herself as well. They also discovered that her powers were more tied to temporal manipulation that outright acceleration as most speedsters experienced. She was able to time travel but without any control on the power's destination or activation. Typically the further she went in time from her current location, the shorter the duration of the trip. She's brought a few 'knick knacks' from the past and future to the present but typically nothing that she couldn't comfortably hold in the palm of her hand. She also has found evidence that she's interacted with her own timeline in the past.

For example she found a picture of her in the team that created her father's powers and that the sample that Harold had assumed was her father's formula was actually a modified version that was based off her new DNA pattern. Harold worked with her to develop a new identity, a distance cousin, and working with their mother brought her into the family business while she experimented with her powers and using them for good and hopefully controlling them one day. She's met several 'alternates' of herself, from various points in her own timeline and/or alternate timelines, each encounter barely lasting more than a second or two as the other fades back into the time stream.

As Valerie, she's resumed her life as an academic with less than expected success as a woman, as well as doing some modeling under the management of her mother with an eye towards pushing her 'niece' into acting rather than academics. 'Valerie' simply reminds herself that both fields aren't exclusive, after all she has met Hedy Lamar. She isn't quite as accepting of the men her mother pushes on her though.



Character Sheet:
Total: 148:  Abilities: +38,  Defenses: +20, Skills: +22,  Equipment: -,  Advantages: 7,  Powers: 57

To hit: strike: bonus, unarmed: bonus   Damage: type and amount
Flurry of Blows: Damage 5, +10 (DC 20)
Grab, +2 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +11 (DC 15)

Will Save: +8, Fort Save: +8
Toughness: +6 Parry +8, Dodge +8
Initiative +3, +27 (w/Superspeed)

Attributes 38 CP
Strength 0 (0)
Agility 3 (6)
Fighting 2 (4)
Awareness 1 (2)
Stamina 6 (12)
Dexterity 3 (6)
Intellect 4 (8)
Presence 0 (0)

Defenses Total CP 20
+8 Dodge 5                   Dodge Defense: +18  Dodge Resistance: +8
+8 Parry  6                     Parry Defense: +18
+8 Fort: 2                                                      Fortitude resistance: +8
+6 Tough:0                                                    Toughness Resistance: +6
+8 Will: 7                        Will Defense: +18     Will Resistance:+8

Skills: 22 CP,  44 skill points
Acrobatics 3 (+6)
Athletics 3 (+3)
Close Combat: Unarmed 8 (+10)
Deception: 0 (0)
Expertise: Physics 7 (+11)
Insight: 0(+1)
Intimidation: 0 (0)
Investigation 4 (+8)
Perception: 0 (+1)
Ranged Combat: Throw 4 (+7)
Stealth 4 (+7)
Technology 7 (+11)
Treatment 1 (+5)

Languages
English (Native Language)

Equipment Pts: total CP, total EP
name: cost

Advantages 7 CP
Attractive 2 (2)
Benefit, Wealth 3 (millioniare)  (3)
Eidetic Memory (1)
Inventor (1)

Powers: 27 CP  Descriptors: Space/Time

Immortality 1 (return from the dead after 2 weeks): 2CP

Immunity (Aging) 1CP.

Temporal Awareness: Senses 1 (DC10 Perception check to notice effects with the Temporal descriptor, -1 to check per 10' of range): 1CP  You charged yourself 2 points for this - did you have some extra effect in mind?

Super-Speed (Temporal Manipulation):  Speed 6 (Speed 120 mph, 1800’ per round): 6CP, Quickness 6 (do in 1 minute what would normally take an hour): 6CP, Evasion 2 (+5 circumstance bonus to dodge area effects), Improved Initiative 6 (+24 Initiative), Move-by Action 1.  21CP

Flurry of Blows (array):  10CP +1 for an alternate effect: 11CP

  • Focused Attack: Damage 5, Strength-based, Multi-Attack (may focus all attacks on a single target to boost resistance DC, or engage an arc), Selective targeting, Limited: Only when in Super-Speed.  10CP.
  • Rampage: Damage 5, Strength-based, 30’ radius Burst Area, Selective targeting, Limited: Only when in Super-Speed.  10CP value.

Fold the Spacetime Continuum (array): 4x (2+1) + 5 = 17CP + 2 for alternate effects = 19CP.

  • Long-Range Jump: Teleport 3 with Accurate +1/rank, Change Direction +1 flat, Change Velocity +1 flat, Extended and Limited to Extended +0/rank, Subtle 2 (undetectable).  Takes double move action to teleport distance of Teleport rank +8 (i.e. 8 miles); dazed and vulnerable for 1 round thereafter. ‘Easy’ is not a modifier that I have managed to identify: 14CP value without it.
  • Short-Range Jump: Teleport 4 with Accurate +1/rank, Change Direction +1 flat, Change Velocity +1 flat, Subtle 2 (undetectable) +2 flat, Turnabout +1 flat.  May teleport (with 50lb) up to 900’ without detailed knowledge of location; change orientation; be ‘at rest’ when moving from a fall or a vehicle; teleport, takes standard action, and return to starting point in a single round so long as total distance travelled is within teleport range limit.  17CP value.
  • Time Travel: Movement 5 (Space & time): Dimensional (Alternate Timelines) 2 ranks + Time Travel (+/- 100 years) 3.  Subtle 2 (undectable) +2 flat.  Uncontrolled (and can trigger when a teleport is attempted) -1/rank.  Sustained effect, so will return home if unable to take free action to maintain it.  7CP-value.  Is the 100-year limit a matter of personal preference?  It doesn't seem to be required in the rules (though I have no objection to it being there!)



Complications
Flashbacks (Chronologically Adrift): Due to the nature of her powers, she is temporally unstable and has a tendency understress to flip back and forth thru time. She can ‘jump’ back and forth in time, though with little to no control. She has been present for specific events in the past and found evidence other events she hasn’t experienced yet.
Motivation (Fixing/Stablizing the timeline): She has a different perspective on the flow of time than most folks, she has an idea of how things are ‘supposed to be’ or how she thinks it should be based on the flurry of histories or timelines she has experienced/seen/remembered.
Quirk (Timeline Knowledge): Due to the runaway events of her origin, she is aware of hundreds of potential times and future events. This could be helpful or it could be hindering as she is aware of the potential future events but not how they are caused, or prevented.
Secret (TG state/New Identify): Her change from male to female and the creation of an alterante identity sometimes comes up. Either from some faux pas she does or the revelation of who she was in the past or something else.



Other Pictures

Outcast

I've been actively trying not to sign up for new games, and I have zero experience with M&M... but this idea has been nagging away at me for a couple of days now.  The opportunity to mix some light-hearted silliness and character exploration with costumed superheroics is distinctly appealing.  ;D

I've not even had an initial attempt at creating any sort of character, but could (if I can get my head around the system) offer up either a youngster or a mentor.  For me, GMing would require a good bit of research (and help from understanding players) if it were ever possible at all.  Still, it's a tempting notion!

TFcommando

Quote from: Outcast on September 12, 2022, 08:50:24 AM
I've been actively trying not to sign up for new games, and I have zero experience with M&M... but this idea has been nagging away at me for a couple of days now.  The opportunity to mix some light-hearted silliness and character exploration with costumed superheroics is distinctly appealing.  ;D

I've not even had an initial attempt at creating any sort of character, but could (if I can get my head around the system) offer up either a youngster or a mentor.  For me, GMing would require a good bit of research (and help from understanding players) if it were ever possible at all.  Still, it's a tempting notion!

I've played with just about everyone who spoke up and know them to be understanding folks... and there's a massive amount of characters from comics and other media written up by fans available for free, since a lot of people do it for fun, which cuts down on having do design NPCs...
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Outcast

It's a little scary that the designers regard 2nd edition M&M as having been "a rules-heavy mechanics-driven game", with 3rd edition specifically intended to move away from that.  There is a lot of crunch and complexity in 3e, so what was 2nd like?!?   ???

I certainly approve of some of the design decisions made in M&M: damage being something you make a resistance roll to shrug off (rather than something that gradually depletes hit points) definitely seems to fit with the supers genre... and makes for an appealingly simple resolution mechanic.  But that lovely simplicity seems to have been entirely forgotten for other elements (such as the variety of ways - and costs - for improving your chances to hit with an attack).  And the sprawl of powers and options across books doesn't help a newbie to understand what's going on, either.  ;D

I can understand why there was mention of five hours to create a character!

Still, bits of it are starting to make sense.

As the originator of the proposal, @TFCommando, are there any characters you'd want to offer up to illustrate the kind of things you're hoping to see?

Callie Del Noire

I think that adding two additional stats and a few more things made 3e way more rules intense than 2e.

Ian Temero

I’d like to play if you’re still accepting players.

I’ll admit that I’m kind of a noob at… well, most of this. New to the site, new to writing smut, and new to M&M, though I’ve been wanting to try.

As far as characters go I’m thinking of going with one of the youngster, and I’m thinking of making her a little less sexually eager at first so that she (and I) can ease into things. Would that be cool? Or would you prefer someone who will get to the fun a little faster?

TFcommando

The first edition of Mutants and Masterminds hewed very closely to the base D&D D20 system… you’d have opportunity attacks, stats didn’t directly affect your to-hit, you’d buy the Base Attack Bonus too, and a variety of feats for more specific attacks.  They were skills at all and it wasn’t very intuitive.  There were lots of very narrow, granular skills, with both a Spot and a Listen, jump and climb and swim…

Third edition has streamlined a lot of that.  There are three options for your attack bonus, the relevant stat, advantage or feat, each cheaper and more narrow than the last, but also straightforward.  Penalties are mostly -2 or -5 for range, difficulty, etc, and up you get either a +w or +5 bonus from an advantage or circumstance.  Character creation can be complex but there are many tools to make it easy like the generator in the deluxe heroes handbook.  In play, combat will be resolved by the attacker rolling a D 20, then the defender rolling one if they were hit. Skill checks are all a simple D 20.

The system was inspired by champions/the hero system but takes out a lot of the complexity and more elaborate math.

Anyway!  I was inspired by this “visual novel” by Crisisbeat.

https://www.newgrounds.com/art/view/crisisbeat/thicc-hero-4-project


https://www.newgrounds.com/portal/view/756880

TL/DR, Violet of the Incredibles is in college, meets Honey Lemon and Gogo from Big Hero 6 before they became heroes, learn her secret and meet her mom, asking her to teach them how to be heroes, but she’s also seemingly more horny or pent up.  Love the versions of their costumes she must have helped with in the second link.

That brings to mind Super MILF from Spinnerette, who is an unabashed exhibitionist and wants to encourage others, as seen in the links below.

https://www.deviantart.com/krazykrow/art/Super-MILF-s-origin-183880201

https://preview.redd.it/7fddmg49r0o71.jpg?width=650&format=pjpg&auto=webp&s=32cec99fc06190d5725aa9e9072629c00b49855a

https://www.spinnyverse.com/comic/03-15-2013


There’s also Athena, the Eighth Wonder from the manga Don’t Meddle With My Daughter, which is really the opposite of the concept… she’s a hero who retired to raise her daughter, who then took up her mantle without knowing her mom was the original.  So her mom supports her from the shadows, not wanting her daughter to be subject to the same sort of perverted attacks the villains used on her.

What IS notable is the generational nature of the story.  The majority of superheroes comics keep their timelines very vague, along with the ages of their characters.  Children will frequently be aged up or written out, or, against all logic, kept the same (Franklin Richards was under 5 for a long time!).

And I love her build. 😀


https://comicvine.gamespot.com/a/uploads/scale_medium/1/15776/8473700-athena.jpg

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TFcommando


Quote from: Callie Del Noire on September 13, 2022, 07:15:46 PM
I think that adding two additional stats and a few more things made 3e way more rules intense than 2e.

Some of the stats aren’t really useful!  That’s a weakness in 3e.  Int is only good if you have 4 int-based skills, at which time you’re better off getting jack  of all trades and  eidetic memory…. Then you gain every expertise skill in the world p at the same level.  Dex only works if you’re an expert in all ranged combat, slight of hand and vehicles… Not a lot of heroes meet that standard. Presence is a complete waste, as you can buy the three skills it works off of for one and 3/4 points per rank instead of two points per rank for the stat.  So in many cases, that’s 3 stats to have at zero.

Quote from: Ian Temero on September 13, 2022, 08:28:24 PM
I’d like to play if you’re still accepting players.

I’ll admit that I’m kind of a noob at… well, most of this. New to the site, new to writing smut, and new to M&M, though I’ve been wanting to try.

As far as characters go I’m thinking of going with one of the youngster, and I’m thinking of making her a little less sexually eager at first so that she (and I) can ease into things. Would that be cool? Or would you prefer someone who will get to the fun a little faster?

Welcome!  There no GM yet, so it’s all just showing interest, discussing ideas and hoping one comes along!

It is a wide and open concept so that approach is just as valid though.
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Thufir Hawat

Quote from: Outcast on September 13, 2022, 06:57:16 PM
It's a little scary that the designers regard 2nd edition M&M as having been "a rules-heavy mechanics-driven game", with 3rd edition specifically intended to move away from that.  There is a lot of crunch and complexity in 3e, so what was 2nd like?!?   ???
I haven't played M&M2, but by this description I'd figure that it was inspired by the observation that if Phoenix Command is represents mortals faithfully (and it does), you'd need something more complicated for supers >:)!

QuoteI can understand why there was mention of five hours to create a character!
Just a slight correction, that's "five hours more" (than what you'd need for a character in many other supers games ;D)!
But let's see if a GM would appear first, and what system he or she would like to use (for all we know, the GM might want to use Icons).
So, I'm not planning to create a character until then...or if I do, he'd have no stats :P.
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Quote from: Callie Del Noire on September 13, 2022, 07:15:46 PM
I think that adding two additional stats and a few more things made 3e way more rules intense than 2e.

They didn't really add stats, Callie, so much as move them around. 

Quote from: Outcast on September 13, 2022, 06:57:16 PM
I can understand why there was mention of five hours to create a character!

*Smiles*  Well, try making a tenth level pathfinder character.  You have to choose skills, feats, class features, often spells, and then you have to shop for magic items.  Mutants and Masterminds lets you do that same degree of diversity.  You can use Power Profiles the way another game might use their PHB.  "I'm going to play a character with light powers.  I'll choose this power, that power, and that power.  Pay the points, then use what's left to flesh out the specific character."  Or you can just use that to get a better idea of how to organize effects into powers.  I've never really seen a better game for having the creative freedom to make any power set! 

What I should be saying, though, is that you could spend 5 hours polishing up the perfect character.  Once you get used to it, though, which can take a few days, you can make a basic character in a half hour.  If your the GM, make that half hour character and then back him up with minions and stock characters.  Save that five hour creation for a character who really inspires you.  :)
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Outcast

For all my intention to avoid signing up for new games, I am seriously tempted to give GMing Mutants & Masterminds a try.... ;)

Quote from: Thufir Hawat on September 14, 2022, 03:24:36 AM
I haven't played M&M2, but by this description I'd figure that it was inspired by the observation that if Phoenix Command is represents mortals faithfully (and it does), you'd need something more complicated for supers >:)!

I don't have the impression that things ever reached Phoenix Command's levels of detail, but the creators do seem to have rather frequently lost sight of the approach that had them turn damage into a simple, easy-to-use and genre-appropriate mechanic.  "Something hit you: succeed in a resistance roll or you will suffer bad effects" is a lovely little piece of game design that does away with the assorted kinds of health-tracker that most superheroic games have seemed to employ.  Bits of the rest of the system do seem to be comparably streamlined... but others very much aren't.

In the designers' own account, 2nd edition M&M successfully fixed quite a few balance issues and oversights that had caused problems in 1st edition, though it added a lot of clunk and complexity in the process.  3rd edition was then intended to make it all more accessible to new players, and simpler to use.  In some ways, 3e seems to have met those goals (e.g. the lengthy set of example characters are good not merely as options for play but as examples of how various elements of the rules can work), but in others....  Arrays (of alternate powers), for example, seem to have been a major topic of debate among fans ever since the rules were published. ;)

Quote from: TFcommando on September 14, 2022, 01:26:59 AM
Some of the stats aren’t really useful!

While nosing around online for advice on the system, I've seen a number of posts very much in agreement with you.  But - especially in a game like this - I could see raw Presence being really important to many Supers (while some others might benefit from avoiding it).  Who has attention paid to them simply for showing up - the character with Presence 10, or the one with Presence 0 but a stack of skills she can employ if she gets the chance to begin talking?  'Passive' effects should surely tend to depend upon abilities, while specific competences are enhanced by skills.  If someone has invested in a "Showing off for an audience" sort of skill, then they should get oppportunities to use it... but without it, the cameras will tend to be drawn to the person with inhumanly amazing Presence.

Of course, that sort of thing is very much a matter of GM interpretation of their setting, rather than anything built into the rules.  But I'd imagine that other stats could have similar roles to play.

And... thank you for the links.  I've already read (watched?) the first part of Crisisbeat's visual novel.  The second part isn't out yet, is it?  Spinnerette and Empowered, I've not read for years and years... I'll have to dip into them again!  Athena is wholly new to me, however.  :D

But I'd actually intended to suggest that perhaps you could give us a write-up of a character or two that you thought epitomised what you were looking for in a PC for this game.  Or would you prefer to build a team collaboratively?

Quote from: Muse on September 14, 2022, 12:49:06 PM
Well, try making a tenth level pathfinder character. 

I confess that the one time that I was asked to make a high-level Pathfinder character, I found the whole process of shopping for magical items to be a daunting chore rather than a fun opportunity.  ;D  But that's a useful comparison, thank you!