Mutants & Masterminds 2e

Started by MasterMischief, November 14, 2015, 03:02:49 PM

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MasterMischief

I am running two real life M&M games and would love the chance to actually play.  I really prefer 2e.  I would be open to a variety of settings, low power to high power.  Any GMs out there itching to world build?

MasterMischief

Giving this a bump.  I know it's not Pathfinder, but surely there is some love out there.

Muse

  Well, if it helps any, I'd love to play too.  ^_^;; 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

MasterMischief

Two, count them, two...willing and eager players for a creative Game Master.  Who can resist such a temptation?

wander

Not sure if it counts, but I do own DC Adventures, which is based off M&M, not sure what edition though. It came out in 2010.

Oh and I'd want to play also, if the games are super similar. ^^;

MasterMischief

DC Adventures is 3rd edition.  There are some similarities, but there are a lot of differences too.  Nothing wrong with 3rd edition, it's just not my cup of tea.

eternaldarkness

Quote from: MasterMischief on January 10, 2016, 02:50:25 PM
DC Adventures is 3rd edition.  There are some similarities, but there are a lot of differences too.  Nothing wrong with 3rd edition, it's just not my cup of tea.

See, if you were after 3rd i'd be all over it as a GM. I'll play 2nd though, if a GM shows up.

TheGlyphstone

Hm. How committed would people be to a game? I've tried a few times (eternal was there for both iterations, in fact) for an M&M game that was based around the world's last surviving superheroes leading a resistance against a massive alien invasion of Earth. It keeled over and tied really fast both times, though, from lack of people posting OOC or otherwise. Third time might be the charm.

I could be talked into a more conventional four-color capes game, but I had all that material prepared for the other game that I haven't gotten to use.

eternaldarkness

Quote from: TheGlyphstone on January 10, 2016, 08:23:43 PM
Hm. How committed would people be to a game? I've tried a few times (eternal was there for both iterations, in fact) for an M&M game that was based around the world's last surviving superheroes leading a resistance against a massive alien invasion of Earth. It keeled over and tied really fast both times, though, from lack of people posting OOC or otherwise. Third time might be the charm.

I could be talked into a more conventional four-color capes game, but I had all that material prepared for the other game that I haven't gotten to use.

Yeah, that premise was good but I think it lacked something to really get people excited and posting. I can't put my finger on what it was, but if you did it again i'd say drop the characters right into the action and make sure the initial plot hooks come to them rather than them having to find the plot-drivers. It has potential, though.

TheGlyphstone

Start en media res? Certainly worth trying, though it'd meant a bit more pre-game chatter to establish ties and relationships.

Muse

  Ooh, interesting.  :) 

  I'm very interested. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

Alright, let me make a pitch then.

The basic concept is for a world, Twenty Minutes Into The Future, where technology has developed to the point where it makes natural superhuman abilities redundant - powered exoskeletons, anti-gravity generators, handheld energy weapons, medical nanobots - essentially a realization of Syndrome's intent for 'when everyone is super, no one will be'. Any beat cop can do the job of a superhero/ine, while supervillains are no longer distinguishable from your run-of-the-mill criminals. So they start retiring, on both sides, with fewer and fewer natural superhumans being born, until new superhumans just stop appearing entirely with only the (slowly) aging veterans of the last generation to show the Age of Capes ever happened.

And then the aliens attack. An extradimensional swarm of Bug People, they rapidly overwhelm and crush Earth's defenses by means of projecting strange anti-tech fields that shut down modern technology while allowing their own bio-tech to function. As they settle in and begin strip-mining the planet of anything and everything of value, humanity is driven underground (sometimes literally), fighting a desperate resistance movement to save their own planet. But the only people who can really turn the tide are those veteran capes; ex-hero or ex-villain, united under the shared banner of their planet and people.

It's meant to be more on the gritty side of the scale - a grim setting that makes the shiny bits of heroism stand out all the better, plus a moderate amount of Body Horror from the aliens, so I'd want to stash the game in Extreme if possible (though not at all required).

Either 2e or 3e is acceptable as a base ruleset (assuming this is interesting), using whatever the 'average' Power Level is for starting characters.

MasterMischief

I would be game for that as long as it was 2e.  If that falls through, I would be interested in a more 'generic' Supers game as well.

wander

I got a PL 10 DC Adventures guy (3e M&M?) but I don't want to hijack MM's thread at all.

If interested, they're a guy with a sufficiently advanced science ring (with a sexy Cortana styled AI) that makes him a kinda pulpy scifi hero, with a Gantz styled lifesupport suit and magitek rayguns. That can travel through space, dimensions or time with his transport ray. ^_^ He's not very tough and has lower defences, but I built him to be more a stealthy sniper anyways. Oh, he also has a mind hacking raybeam attack.  ;D

TheGlyphstone

#14
But how do you feel about the premise I've pitched? If the game is solid, your character can probably be rebuilt fairly easily in 2e rules (the time travel thing will probably have to go, but nothing else there seems objectionable at a glance).

wander

Cool concept, though not the game for my character really, as he is powered by a magitech ring, so he's not a natural super at all.

I'mma gonna bow out here, though if anyone wants to reach me about a DC game, please do send a PM my way.

TheGlyphstone

I guess that's the problem with trying to find a game to fit a pre-written character, instead of making a character to fit a game.


Sounds like the rest of you are onboard, and is everyone okay with 2e? MM definitely prefers it, and he did start the thread to gather interest.

MasterMischief

Trying to fit a pre-existing character into a story never seems to go well in my experience.  To fit well, the character concept needs to take the setting into account from the very beginning.

Sorry to be so unbending on 3rd edition.  It is a perfectly good system.  I just really don't like it.  I do not want to bog this thread with any kind of edition war, so I leave it at that.

I am totally on board with saving the world from bugs.  I am even thinking I would like to play a former villain that has joined the cause because bros before bugs!

Thinking speedster or teleporter, but not set on either yet.  Want to see if there is enough interest and what Glyph wants for concepts.

TheGlyphstone

#18
I'm fairly flexible as far as concepts go. The only real 'requirements' are being 60+ or older (at least chronologically, your character can still be physically youthful thanks to anti-aging drugs or magic or whatever), and being retired due to obsolescence. Super-geniuses find their unique inventions are equalled or outpaced by mass-produced technology, magicians fall victim to Clarke's Third, natural superhumans/mutants no longer stand out from augmented baseline humanity, etc.

Mechanically:

PL10, 150 PP. No Alien origins/descriptors.
The Temporal Movement extra of Super-Movement is off-limits (no time travel, sorry), as is the Space Travel power (no FTL). Time Control is okay though, since despite the name it's just a buffed Super-Speed. The Minions and Sidekick feats are iffy, but can be discussed if you have a really, really good concept that is super-dependent on customized disposable goons of some kind. Anything else is conditionally okay, and I'll make specific note if I see something I think will cause a problem.
Feats and Drawbacks related to social situations will want to be looked at on a case-by-case basis; a semi-apocalyptic scenario like this renders things like the Wealth feat wasted points. You can still be super-wealthy, it's just not mechanically relevant and thus won't be charged points as a background element. Having Benefit: Military Rank, on the other hand, would still be useful for recruiting and commanding resistance fighters.

The only variant rule I'll be using is inverting the usual Lethal/Non-Lethal switch - characters will be assumed to strike for Lethal damage and killing blows, but can specifically declare bruising and non-lethal attacks at no penalty.

MasterMischief

Will that change impact the cost of Immunity to Lethal Damage?

TheGlyphstone

#20
No, because Immunity to Lethal (physical/energy) and Immunity to Nonlethal (physical/energy) are already on the same cost tier for Immunity. Their respective costs would be swapped, but that makes no difference.

Though I will break out the whiffle bat if I see Immunity (Alien) or Immunity (Biological). :D

RubySlippers

No aliens, what about native Earth cultures not part of normal humanity in the comics they had Atlantians, Amazons, Magical Humans and others not technically truly alien just they grew up or from certain backgrounds.

TheGlyphstone

#22
I'm specifically banning the Alien origin/descriptor as a character who is an extraterrestrial, not from Earth, or powers derived from such. As long as you are from Earth (or a colonist/descendant of such from one of its in-system colonies, Mars or the Moon etc.), knock yourself out. The difference between a native Atlantean and a surface-human who has undergone genetic treatments and surgeries to be adapted for underwater life would be, no pun intended, entirely cosmetic, so I see no reason to limit parallel earth cultures if a player wants to have that included in the world. It's their planet too, after all.

MasterMischief

Anyone interested in playing a former nemesis to my villain?  Obviously, putting aside past differences to fight the aliens, but there could still be hard feelibgs there.  Maybe we are part of the reason the other retired.

TheGlyphstone

Eternaldarkness (cause I can't abbreviate your name to ED, that's just weird), are you going to rewrite Rulk 3.0 for a 2e ruleset, or did you have ideas for someone else this time around?

Muse

Hmm...  What to play.

Do we have a gender spread or summary of basic concepts yet? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Ixy

This sounds like a cool game.  I would be interested in playing a former villain or a darker heroic character, so long as I don't feel helpless in the game due to being the worst at rules and such :)  Do we have posting guidelines, a gender mix, or anything?  Smut-wise, I'd be down for brainstorming a character of either sex or any sexuality, so long as I get a grasp that this is what other players would be into.  And do you have a specific group size in mind-- I keep preachin' it, but Elliquiy and any RP by Post runs smoother with small groups and fast action.
______________________
The big print giveth, the small print taketh away.

TheGlyphstone

The most I want to have is four or maybe five players. Nothing else has been established as to what or who people are playing.

Muse

  Okay.  :)  now that I've had some time to brainstorm, I'm thinking about a gal with ice powers.  :) 

  Graceful and mobile, and not afriad to get physical with weapons and armor frozen from thin air.  :) 

  Will get on a build soon. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Muse

#29
Niobe Daniels/Winterstar

Let's see if i can remember how to play this editon.  :) 

Edit:  Started with a 3+ page character history.  (What did you expect when  you asked for a superheroine in her 70s?  :) )
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

Looks excellent.

Small side note, but something like Immunity to Aging is only really necessary if you want to be truly un-aging - geriatric drugs or nano-treatments or whatever we want to make the excuse for already doubles or triples most human lifespans are available. Those treatments might not work on everyone, though, so you don't need to mod your backstory at all to account for Alva's death; it'd just give you one free point to add another effect to your Array if you wanted to.

Muse

^_^  okay. 

I had hoenstly gotten to where i was thinking she'd been 25 for the last 40ish years, but if you think it's not nessicariy, lord knows I need the poitns! 

(I forgot that I needed to buy attack and defense, then had to start shuffling for them at the last minute!  I kind of decided to justify it that I was 'out of practice.' ) 

Oh, is my sidekcik okay?  I never figured out why you were saying supers stopped happening, just why they weren't needed anymore? 

(That and if you don't want a sidekick in the game, I understand.) 

Do we need ot take the equipment feat for basic stuff?  (I guess most things i would normaly use it for with a character like this--cell phones, motorcycles--aren't working right now. 

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

The general idea was just that since they weren't needed, the 'mutant gene' or whatever causes metahumans started manifesting less frequently, and when it did, the effects became harder and harder to distinguish from baseline enhanced man.

25 is just above the timeline cutoff I had for the last-known birth of a metahuman, though. I think my Sidekick reluctance is more an expression of repeated bad experiences with similar abilities like Leadership in D&D, though intellectually I know it's different since Sidekick comes out of your total power pool instead of adding a full-character multiplier to it. But your story supports it just fine.

As for 'generic' equipment - the tech-blocking fields aren't a global constant phenomenon, but something the aliens project into place when they are attacked or attacking. So while you might have a cell phone or motorcycle, it'll be useless in most dramatic situations or scenes (aka most of them), so I won't charge you equipment points for it.

Muse

Oh1  Both of those are great, thank you.  :)
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Jefepato

So how many players is that currently?  I might be interested if you haven't hit your limit yet.

If there's room, I'm considering a character who is basically an elite soldier, around peak (normal) human in physical abilities and highly trained in combat and tactics.  (Whether he would actually be genetically modified like Captain America, or just incredibly gifted and talented, I haven't quite decided but I'm leaning toward the latter.)

(If that doesn't work, plan B would be a costumed adventurer type who uses his relatively low-end superpowers instead of a utility belt.)

Incidentally, what are the limits on the tech-blocking fields?  Would, say, 20th-century firearms (i.e. slug-throwers) work?

TheGlyphstone

As a matter of fact, yes. The tech-fields don't inhibit base chemical reactions, so chem-propelled slug throwers like 20th-century guns do function. They're incredibly rare and valuable antiques, but they're around.

I've only had one complete submission so far, so you're in the clear.

MasterMischief

First Draft pending approval.  I do not have a back story yet.  I had originally planned for him to be a professional gymnast but I am not sure if such a thing existed with enhancements available.  Were there professional athletes?  Were they simply the ones that could afford the most expensive enhancements?

Daniel Way

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +10 (30), CON: +4 (18), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +4/+8, Fort: +4, Ref: +10, Will: +5

Skills:
Acrobatics 1 (+11)
Escape Artist 1 (+11)
Medicine 4 (+4)
Ride 1 (+11)
Sleight of Hand 1 (+11)
Stealth 1 (+11)

Feats:
Acrobatic Bluff
All-Out Attack
Attack Focus (melee) 4
Attractive (+4)
Defensive Attack
Defensive Roll 4
Defensive Strike
Dodge Focus
Evasion
Follow-Up Strike
Grappling Finesse
Improved Critical 5 (Unarmed Attack)
Improved Defense 2
Improved Grab
Improved Grapple
Improved Throw
Improved Trip
Instant Up
Monkey Climber
Move-by Action
Power Attack
Prone Fighting
Reversal
Takedown Attack

Powers:
Leaping 1 (Jumping distance: x2)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Teleport 9 (900 ft. as move action, 20000 miles as full action; Accurate; Change Direction, Change Velocity, Easy, Progression, Mass 5 (carry 5000 lbs))
. . Redirect Attacks (Deflect 8) (Alternate; deflects: all ranged attacks; Reflection)
. . Redirect Missiles (Blast 10) (Alternate; DC 25; Range (perception); Indirect 3 (any point, any direction))
. . Teleport Body Parts (Disintegration 5) (Alternate; DC 20; Range (perception))
. . Teleport Other (Teleport 8) (Alternate; 800 ft. as move action, 2000 miles as full action, DC 18; Attack (Reflex), Range 2 (perception); Change Direction, Change Velocity, Easy)

Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +22)

Attacks: Redirect Missiles (Blast 10) (DC 25), Teleport Body Parts (Disintegration 5) (DC Fort/Tou ), Teleport Other (Teleport 8) (DC Harmless/Ref 18), Unarmed Attack, +12 (DC 15)

Defense: +12  (Flat-footed: +6), Knockback: -4

Initiative: +10

Languages: English

Totals: Abilities 28 + Skills 3 (9 ranks) + Feats 35 + Powers 41 + Combat 38 + Saves 5 + Drawbacks 0 = 150

TheGlyphstone

I hadn't thought about it. So it's up to you what the professional sports environment was like pre-invasion, if that is your intended background.

As for the sheet, the only thing that jumps out at me is the Redirect Missiles (Blast) alternate of Teleport - how do you envision that working/what is the actual form of his attack? A Redirect effect would normally be a (Deflect) with extras, which you already have, and area attacks can't be redirected.

MasterMischief

What I was envisioning with that is he fires a gun or whatever missile weapon is handy, then teleports the missile from its current trajectory to behind the enemy/from the peripheral/whathaveyou.  He would need some kind of missile weapon which might be worth a Drawback, but I did not think it would be difficult to find and not worth a full point.

TheGlyphstone


MasterMischief

We can limit it to whatever the damage of the weapon he has at hand too.  Again, maybe worth a Drawback, maybe not.  I error on the side of not being too greedy.

TheGlyphstone

#41
It's M&M, the fluff is mutable. It's a Blast 10 Attack is the only crucial bit - teleport bullets, missiles...chunks of scenery if you need to. Tele-fragging enemies with chunks of rock or dirt could do plenty of damage on its own without needing ammunition other than what's at hand.

Jefepato

IMO, "this power only works if I have something to use as a projectile" might be a valid Complication for those instances when there is genuinely nothing at hand, but improvised weapons of opportunity are generally all over the place in super-fights.  I had a character once whose Strike power was fluffed as "any weapon is deadly in my hands," which is roughly the same principle.

What's confusing me is the 5 ranks in Improved Critical (unarmed).  As far as I know it's perfectly rules-legal, but it's also pretty weird (and kinda suboptimal) to crank up the Improved Critical on an attack that does +0 damage in the first place.

I have a draft sheet I was working on the other day.  The backstory isn't really complete yet, but the long and short of it is that this guy has a long family history of military service, his exceptional abilities are the byproduct of his father's volunteering for a super-soldier program back in the day (that didn't seem to pan out until the subjects started having kids) -- and although his leadership credentials aren't great he does have the military rank to get people to listen to him, the skills to build and maintain weapons that still work, and the tactical know-how to apply those resources.

I'm a little unsatisfied with his relative lack of options in combat, though.  I might rework the idea somewhat.

QuoteMaster Sergeant Eric Settle, Power Level 10

Abilities:
STR 22
DEX 22
CON 22
INT 14
WIS 18
CHA 14

Saves:
Toughness +8 (+6 CON, +2 armor)
Fort +10 (+4 base, +6 CON)
Reflex +10 (+4 base, +6 DEX)
Will +8 (+4 base, +4 WIS)

Skills: Acrobatics 4 (+10), Climb 4 (+10), Craft (chemical) 8 (+10), Craft (mechanical) 8 (+10), Intimidate 8 (+10), Knowledge (tactics) 12 (+14), Notice 8 (+12), Sense Motive 8 (+12), Stealth 4 (+10), Swim 4 (+10)

Feats: Attack Focus (ranged) 1, Benefit (military rank), Elusive Target, Equipment 4, Evasion 2, Improved Initiative 1, Luck 1, Master Plan, Power Attack, Precise Shot, Tiger Leap, Uncanny Dodge (auditory), Windrunner

Powers: none


Equipment:
Assault rifle (+5 damage, Autofire)
Fragmentation grenades (Blast Explosion 5)
Undercover shirt (Protection 2, Subtle)

Combat: Attack +14 (melee), +15 (ranged), Grapple +20, Damage +6 (unarmed), +5 autofire (rifle), Defense +12 (+6 flat-footed), Initiative +10

The Math: Abilities 52 + Skills 17 (68 ranks) + Feats 17 + Powers 0 + Combat 52 + Saves 12 = 150

TheGlyphstone

A (relatively) mundane/unpowered character certainly isn't what I had in mind at first, but it's workable.

As for combat options...eh. Maybe try and specialize in debuffs with other types of grenades? Or a Tripping specialist? Not having any powers, even Devices, is an interesting puzzle to work around, but it would let you contribute in combat. Or at least a rocket launcher (some of them aliens get awfully big).

Jefepato

An arsenal of trick grenades would be interesting, although I worry about the effectiveness of low-tech grenades at PL 10.

If I were to go the debuff route, I would probably just scrap the super-soldier concept and instead make a mystic of some kind (I was looking at Instant Superheroes earlier and the Raven totem looks like a fun idea).

I assume that powers like Summon (and variants thereof, like Duplication) are considered suspect for basically the same reasons as the Minions and Sidekick feats?

Muse

   I've added Winterstar's sidekick Aura at the bottom of the sheet.  Hope you like.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

Quote from: Jefepato on January 21, 2016, 02:02:40 AM
An arsenal of trick grenades would be interesting, although I worry about the effectiveness of low-tech grenades at PL 10.

If I were to go the debuff route, I would probably just scrap the super-soldier concept and instead make a mystic of some kind (I was looking at Instant Superheroes earlier and the Raven totem looks like a fun idea).

I assume that powers like Summon (and variants thereof, like Duplication) are considered suspect for basically the same reasons as the Minions and Sidekick feats?

Stuff like Summon would actually be more preferably to outright Minions/Sidekick. The bigger problem, when i filter out my Leadership bias, with the latter is that they are hard to justify an endless replacement source of, as you are typically entitled to. Summoning, on the other hand, explicitly brings the Minions out of nowhere/somewhere else as part of its power. Duplication.....huh. Yeah, that's actually exactly the sort of thing I was more emotionally concerned about. I'll go ahead and add it to the 'please no' list, and thanks for pointing it out.

Isengrad

This looks very interesting and I have a few supers I could throw in. Seraphim or Lode stone could both be interesting. I just need to find the MM rules and read up on them.

I did a MM game before, but it was one session and a very long time ago. Do you know where I could find the information I need?

original artwork by karabiner

TheGlyphstone

Sadly, 2e does not have an online SRD the way 3e does. There are certain swashbuckling-related places you could go for copies of the 2e books, though I do not encourage or endorse such activity.


Isengrad

I think I know a few kickass places i can find a few things, thanks for the info.

original artwork by karabiner

Isengrad

So, I am using the demo of Heros lab and useing the pl 10 and 150pp....I keep hitting the PL limit for attack and Damage or DC. least that's the warning.

original artwork by karabiner

MasterMischief

The combined total of your Attack Bonus and Damage Bonus can not exceed PL * 2.  So you can have a 10 and 10 or an 8 and 12, for example.  The same applies to your Defense Bonus and Toughness.

Isengrad

Ohhh, ok. i was looking through the book but did not see that. thank you.

original artwork by karabiner

TheGlyphstone

Power Level, page 24, for future reference.

Isengrad

Thank you, think I have him worked out now. will post once i get all his info transcribed.

original artwork by karabiner

Isengrad

#55
Name: Nathaniel Vetrov
Codename: Lodestone
Sex: male
Sexuality: Bisexual
Age: 85
Size: Medium
Height: 7'0"
Weight: 255 lbs

Str: 15/35(powered)
Dex: 13
Con: 13
Int: 12
Wis: 12
Cha: 15

Toughness:+1(unpowered)|(powered)+7/+12(11 impervious)  Defense: +8
Fortitude: +6 Reflex: +4 Will: +5 Knock back resist:(unpowered)-1|(powered)-11/-14

Attack(melee): +8
Attack(ranged): +8
Grapple:(unpowered)+10|(Powered)+20/+23

Skills
+2 bluff
+2 climb
+1 Concentration
+6 diplomacy
+2 disguise
+1 escape artist
+2 gather information
+6 intimidate
+5 investigate
+5 notice
+1 search
+1 sense motive
+1 stealth
+5 survival
+2 swim
Feats
Fearless
Improved crit(unarmed)3
Inspire 2
interpose
luck 2
leadership
Powers
Mag shift(Linked powerset)
Density:Rank 10|+20 strength, Weight multiplier x10, Adds: Immovable 3, Protection 5(impervious), Super Strength 3
Electromagnetic Flight:Flight 3 keyword:Magnetic|Speed: 50mph/440ft/rd.|Drawback: Power loss, Strong magnetic Attack or Strong Magnetic Field
Ferromagnetic Nodes:Electricity Control 10|Dc25 Range 100ft / Cone 60 ft
Obsidian Shell: Protection 6|+6 toughness/Impervious

Attacks
Powered
  • Unarmed|+12 dmg, Dc27, 17-20 crit
  • Electrical control|+10 dmg, Dc25
    Unpowered
  • Unarmed|+2 dmg, Dc17, 17-20 crit

    Drawbacks
  • Vulnerable|Moderate|Uncommon|Magnetic attacks

    Complications
  • Prolonged use of his power Floods his body with hormones, increasing Anger and base drives (hunger, libido and the like)



    Point breakdown
    Abilities-20, Skills-5, Feats-10, Powers-73, Combat-32, Saves-12, Drawbacks - -2

original artwork by karabiner

TheGlyphstone

Good so far. Is there a reason you've distinguished between his Powered and Unpowered states when Density is a Free Action to activate/de-activate? It'd be a cleaner sheet to just list his 'powered-up' stats, since we can assume he would be empowered any time it matters.

As far as your Vulnerability - Magnetism will definitely be an Uncommon frequency, but you left out what Frequency you assigned to it in HeroLab.

Isengrad

Made the Edits, I Differentiated because there is always a chance he may be caught unaware, or be knocked unconscious. but I can just drop the unpowered if you like.

original artwork by karabiner

TheGlyphstone

Fair enough, on the surprise. Unconscious is less important because he'd be Helpless anyways, so leaving it there is a better idea than I thought at first.

Isengrad

Yeah Density is Sustained so if he gets knocked out, he reverts to his normal density. Since I linked his powers when the density shuts off, the extra protection does as well. He is as Vulnerable as a regular Human, Like attacking Colossus before he can Armor up.

original artwork by karabiner

TheGlyphstone

So of the various people expressing interest, I've gotten sheets from MasterMischief, Muse, Jefapato, and Isengrad. You all still around and want to be in the game?

RubySlippers

I just am having some issues with powers, I want to play a half-devil three inches tall permanently and some interesting powers. She will be kind of power heavy over talents or skills not she won't have those but I figure her main strengths will be innate supernatural gifts.

TheGlyphstone

You want to be permanently three inches tall? Well, I don't see why not.

What issues are you having?

RubySlippers

Mostly the number crunching, and balancing her out. She will be power heavy like I said.

Jefepato

I'm still interested, yeah (sorry, RL has been kinda busy), although as noted I'm likely to adjust the concept a bit.

I still like the magic-trickster idea, but if RubySlippers is playing a tiny devil, she might already be doing something along those lines?  (Not really sure what powers you were planning on, RS, so by all means correct me if I'm wrong, but "tiny devil" makes me think "trickster imp.")

I might just scare up a few more Equipment ranks (who needs Improved Initiative anyway) so the character as-otherwise-written can have a rocket launcher and a few other tricks.  Does tear gas work on aliens?

TheGlyphstone

Regular tear gas probably wouldn't, since their physiologies are different, but the six months since A-Day woud give you enough time to concoct an equivalent that does affect their biologies in a manner similar to tear gas. So you can take some alien tear gas grenades or whatever.

Ixy

So... what does this game actually 'need' right now?  Or does the GM need someone to write various NPC roles?
______________________
The big print giveth, the small print taketh away.

MasterMischief

I am very much still around and still very much interested in being part of the game.

TheGlyphstone

Quote from: Ixy on January 27, 2016, 07:01:32 AM
So... what does this game actually 'need' right now?  Or does the GM need someone to write various NPC roles?

Nothing except potential players, if you want to whip together a sheet before I close recruiting and pick a final group.

Ixy

sorry, I  don't think I even have the rules for 2nd edition... all I really have to work with is the d20herosrd.  If that's compatible-- or close enough that someone would donate the time to help me line it up correctly-- then I'll be glad to throw a concept up tonight.
______________________
The big print giveth, the small print taketh away.

TheGlyphstone

Sadly, the HeroSRD is for 3e, which is fairly different. Enough of the core concepts are the same, but the devil is as always in the details.

Isengrad

you can actually get the Demo of heroslap and load the M&M 2nd edition mod. I did that with mine, also helped me build it pretty well and warned me when i was making it to powerful.

original artwork by karabiner

MasterMischief

I would be willing to help you, Ixy, if you still need.  You can drop me a PM.

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone

Quote from: Isengrad on January 27, 2016, 07:44:08 PM
you can actually get the Demo of heroslap and load the M&M 2nd edition mod. I did that with mine, also helped me build it pretty well and warned me when i was making it to powerful.
That, on the other hand, is an excellent idea.

And yeah, all of us will be happy to help you turn a concept into dots on a sheet if you need it.

Isengrad

you can't use anything beyond core with that, but then again it's still pretty powerful without it.

original artwork by karabiner

Ixy

I appreciate the suggestions very much.  I'm thinking of flat-out 'cheating' by looking at other 150 pt. PL 10 builds (or close enough that I can adjust) for canon Marvel and DC characters.  Will save me time :)
______________________
The big print giveth, the small print taketh away.

TheGlyphstone

That's an option too. Go to Atomic Think Tank if you weren't already headed there.

MasterMischief


TheGlyphstone

That'd be great for D&D in M&M.

But I think Elric's Build Compendium will be a better resource for Ixy. Sorts heroes and villains by their name and the PL the build is at.

MasterMischief

#80
Quote from: TheGlyphstone on January 27, 2016, 08:03:46 PM
That'd be great for D&D in M&M.

Keep scrolling.

I should clarify.  There are some actually Super Hero write ups at the bottom.  But even the D&D write ups can be useful if you are wondering how to do something.

Ixy

Quote from: TheGlyphstone on January 27, 2016, 07:59:32 PM
That's an option too. Go to Atomic Think Tank if you weren't already headed there.
I quite literally was just looking :D
______________________
The big print giveth, the small print taketh away.

Jefepato

Quote from: Isengrad on January 27, 2016, 07:51:23 PM
you can't use anything beyond core with that, but then again it's still pretty powerful without it.
How much non-core material even is there that isn't just extrapolation from core stuff?  (I know there's some, but not a huge amount, although Ultimate Power does explain some things better than the corebook.)

Anyway, how does this look, Glyphstone?  I haven't quite finished with the equipment points because I'm a bit unsure what I can justify as Equipment and not Devices, but it does leave him with a few more options in combat.  Would tasers work in the anti-tech field, or is anything electrical pretty much out?

(BTW, since I forgot to mention it before and I don't know if you have the book: Tiger Leap and Windracer are from Warriors & Warlocks, and are basically just Leaping 1 and Speed 1 in feat form.)

QuoteMaster Sergeant Eric Settle, Power Level 10

Abilities:
STR 22
DEX 22
CON 22
INT 14
WIS 18
CHA 14

Saves:
Toughness +8 (+6 CON, +2 armor)
Fort +10 (+4 base, +6 CON)
Reflex +10 (+4 base, +6 DEX)
Will +7 (+3 base, +4 WIS)

Skills: Acrobatics 4 (+10), Climb 4 (+10), Craft (chemical) 8 (+10), Craft (mechanical) 8 (+10), Intimidate 8 (+10), Knowledge (tactics) 12 (+14), Notice 8 (+12), Sense Motive 8 (+12), Stealth 4 (+10), Swim 4 (+10)

Feats: Attack Focus (ranged) 1, Benefit (military rank), Equipment 8, Evasion 1, Luck 1, Master Plan, Power Attack, Precise Shot, Tiger Leap, Uncanny Dodge (auditory), Windracer

Powers: none

Equipment:
Rocket launcher (+10 damage, Area (explosion))
Plastic explosive
Assault rifle (+5 damage, Autofire)
Big-ass battleaxe (+3 damage, Mighty, Improved Critical)
Anti-alien tear gas grenades (Dazzle (visual) 6 + Nauseate Explosion 6)
Smoke grenades
Undercover shirt (Protection 2, Subtle)
2 equipment points unspent at this time

Combat: Attack +14 (melee), +15 (ranged), +11 (axe), Grapple +20, Damage +6 (unarmed), +9 (axe), +5 autofire (rifle), +10 (rocket launcher), Defense +12 (+6 flat-footed), Initiative +6

The Math: Abilities 52 + Skills 17 (68 ranks) + Feats 18 + Powers 0 + Combat 52 + Saves 11 = 150

I'll probably mess around with a few other concepts given time, but I do kinda like how this guy is shaping up.

TheGlyphstone

Looks fine overall.

For the tech-fields - presume anything running on electricity or energy gets nullified, not counting any unique Devices carried by PCs (they are presumed to use some sort of exotic power source that the inhibitors can't counteract). Maybe spend those last two points on upgrading the Undercover Shirt to a Tactical Vest?


Also, I'd like people to start thinking about what they did or how they made a living pre-invasion, as well as any anecdotes they might have from their hero days. With Ixy and RubySlippers, that'll make a group of 6 which is the largest I want to be dealing with. So you guys can start swapping ties and background connections now as well, potential team-ups or relationships or chance encounters pre- or post-retirement. I think I'm going to experiment with opening the IC game en media res as was suggested far upthread, so we can get the "everyone meets in a tavern grubby underground cave and forms a adventuring party super-team" done OOC.

Jefepato

Quote from: TheGlyphstone on January 27, 2016, 09:55:54 PM
Maybe spend those last two points on upgrading the Undercover Shirt to a Tactical Vest?
That'd break PL limits, since his Defense is +12.

I guess there's always stuff like binoculars and whatnot though.

TheGlyphstone

Ah, true. Hold on to them then - Equipment points can be spent on other stuff; if the game doesn't keel over and die in its infancy, you might work up to a secure base of some kind, and you can stock it/improve it with equipment points.

Ixy

K, I copied The Puma and tried to modify it, but then I just kind of got overwhelmed.  I'm going to have to withdraw my earlier expression of interest... best of luck you guys
______________________
The big print giveth, the small print taketh away.

TheGlyphstone


Isengrad

Do we want to set up an OOC and planning thread since we are doing this, we can share and build our backstories further to incorporate the others and provide explanation as to what we Did once Supers were no longer needed.

original artwork by karabiner

PhantomPistoleer


Teen Archer; Kid Arrow (PL 10, 150PP)

Real Name:  Cristobal Herman McKenzie
Aliases:   The Fourth Estate;
Identity:   Publicly known
Occupation: Crime Fighter, Adventurer, College Student;
Base of Operations:   San Francisco, California; Mobile
Citizenship:   U.S.A., with no criminal record, listed as Special Operative for CIA
Place of Birth:  San Francisco, California
Known Relatives:  Edward McKenzie (The Iron Tiger; father), Marisa Del Toro-McKenzie (The Blue Bullet; mother)
Group Affiliation:  None
Education:  Extensive paramilitary training, partial B.S. in Electrical Engineering
Religion: Protestant
Ethnicity: Caucasian (Spanish)
Age:  19
Gender: Male
Sexual Orientation: Heterosexual
Height:  6'1
Weight:  160 lbs.
Hair:  Black
Eyes:  Brown

Powers:  Kid Arrow possesses uncanny accuracy.

Abilities:  Kid Arrow is a master archer and marksman.  He is also formally trained in several martial arts, including boxing, karate and tae-kwon do.  Since he's a natural athlete, he is a capable aerialist, acrobat and climber.  In accordance with special governmental provisions, the Kid has been formally trained in subterfuge for the purposes of assassinations, sabotage and military intelligence. 

Weapons:  Kid Arrow relies on a fiberglass compound longbow and an array of trick arrows for combat; he finds firearms impersonal.

Paraphernalia:  Kid Arrow's hi-tech nomex, fire-retardant armor houses an advanced array of technology, including night vision goggles and fingertip-microphone sensors.  Fingertips can extend into talons that can break into concrete to permit wall-climbing.  The Kid also employs a grapple gun.

Appearance:  A dark blue WW2 pilot uniform armor replica hugs a tight, wiry frame; black riding steel-toed boots with steel greaves and heavy gloves give the ensemble an inertial appearance.  A forearm guard on his left arm doubles as a radio.  A sleek white helmet with a beak-like visor covers the entire face except the chin.  A red WWI flying scarf finishes the ensemble.

Personality:  Personality profiles conducted by federal psychiatrists indicate that the Kid is a mature, confident 19-year-old;  however, he does demonstrate immaturity when it comes to things that go fast, pretty women and organized sports.  He is respectful, courteous, idealistic and disciplined.



Attributes:
STR 16 [+3]; DEX 22 [+6]; CON 18 [+4]; INT 12 [+1]; WIS 14 [+2]; CHA 12 [+1];

Skills:
Acrobatics 8 [+14]; Bluff 4 [+5]; Climb 4 [+10]; Disable Device 9 [+10]; Escape Artist 4 [+10]; Investigate 8 [+9]; Notice 8 [+10]; Sense Motives 8 [+10]; Sleight of Hand 14 [+20]; Stealth 8 [+14];

Education:  Knowledge [Mathematics] 2 [+3], Knowledge [Biology] 2 [+3], Knowledge [Chemistry] 2 [+3], Knowledge [Technology] 2 [+3]

Feats:
Kid Arrow's Fighting Style (Accurate Attack, All-out Attack, Attack Focus [Ranged] 6, Defensive Attack, Improved Aim, Precise Shot 2, Quick Draw 1

Acrobatic Bluff, Attractive, Benefit (Climb based on DEX), Dodge Focus 6, Eidetic Memory, Elusive Target, Equipment 4, Evasion 1, Improved Initiative, Martial Strike, Uncanny Dodge (Perception)

Combat:
BaB: +8; +14 [Ranged]
Grabble: +10;
Damage: +4 [Unarmed]; +6 [Arrows]
BdB: +8 [+14 With Dodge Focus; +4 Flat-footed];
Initiative: +10 [+6 Dexterity; +4 Improved Initiative];

Saves:
Toughness: +6; Fortitude: +6; Reflex: +10; Willpower: +8;

Powers:
Devices 5 (Easy to Lose)

Bow and Trick Arrows (25pp total)
Blast 3 (Power Feats: Improved Critical, Mighty 3, Variable Descriptor 2 [any technological]; 12pp)
AP: Blast 3 (Power Feats: Homing, Improved Critical, Mighty 3, Ricochet; 1pp) Boomerang Arrow
AP: Blast 3 (Power Feats: Improved Critical, Improved Range, Mighty 3, Progression [maximum range]; 1pp) Jet-Propelled Arrow
AP: Corrosion 4 (1pp) Cutting Torch
AP: Dazzle 6 (Auditory; Extra: Area [Burst; +1]; 1pp) Siren Arrow
AP: Dazzle 4 (Visual; Extra: Area [Burst; +1]; 1pp)
AP: {Dazzle 2 (Visual; Extra: Explosion [+1]) and Nauseate 2 (Extra: Explosion [+1]); 1pp} Tear Gas Arrow
AP: Drain Toughness 3 [Acid] (Extras: Affects Objects [+1], Explosion [+1], Ranged [+1]; 1pp) Acid Arrow
AP: Obscure 6 (Visual; 1pp) Smoke Arrow
AP: Snare 6 (1pp) Net Arrow
AP: Snare 5 (Power Feats: Reversible, Tether; 1pp) Cable Arrow
AP: Stun 4 (Extra: Range [+1]; 1pp) Boxing Glove Arrow
AP: Super-Movement 1 (Swinging; 1pp)
AP: Trip 6 (Extra: Knockback [+1]; 1pp) Bolos Arrow

Equipment:
Kid Arrow Costume 20 ep / 4pp
Armor Protection 2
Nomex Immunity 6 (Environmental Heat; Fire Damage) Limited (Half effect) [-1];
Tech Gasmask, Radio, Microphone Gun, Night Vision Goggles, Flashlight, Multitool
Gloves Strike +1 Feats: Mighty, Split-Attack.
Alternate Super Movement (Wall Crawling)
Grappling Hook Snare 4 Flaws Limited (Move Action after one shot to load) [-1]
Alternate: Super Movement (Swinging) Extra: Affect Other [+1];
Alternate Super Movement (Slow Fall) Feat: Improved Reach.

Attributes 34pp + 20pp [80 ranks] + Feats 32pp + Combat 32 pp + Saves 12pp + Powers 15 = 150 pp
Always seeking 5E games.
O/O

Jefepato

#90
BTW, are we using the optional rule that allows Knowledge (tactics) to be used in place of a straight INT roll for Master Plan?

TheGlyphstone

Quote from: Isengrad on January 28, 2016, 01:46:54 PM
Do we want to set up an OOC and planning thread since we are doing this, we can share and build our backstories further to incorporate the others and provide explanation as to what we Did once Supers were no longer needed.

Good idea, doing that now.

Quote from: Jefepato on January 29, 2016, 04:16:02 AM
BTW, are we using the optional rule that allows Knowledge (tactics) to be used in place of a straight INT roll for Master Plan?

Where is that optional rule? Mastermind's Handbook?

TheGlyphstone


Jefepato

Quote from: TheGlyphstone on January 31, 2016, 01:25:50 PM
Where is that optional rule? Mastermind's Handbook?
Yeah.  Mastermind's Manual, page 35.

TheGlyphstone


TheGlyphstone

Paging Jefepato and Phantom to the OOC thread, paging Jefepato and Phantom to the OOC thread...

Jefepato

Right, sorry.  Offline life has been a bit crazy.  I'm about to hit a long-ish weekend (kinda; short workday tomorrow), so I'll go over my sheet again and get a background properly written tomorrow.

freeko

I guess this ship sailed already?

Muse

PRetty sure there's allready people on the waitign list, Bro. 

Welcome to Elliquiy, by the way. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

TheGlyphstone


Jefepato

Honestly, if other people would like to join I don't mind stepping down.  I suspect I'm stretching myself too thin on games as it is.

TheGlyphstone

If you think so, that's perfectly fine - rather to step out early rather than have to drop mid-game. No harm done.

One other person already contacted me about a waitlist, but freeko's got the #2 slot if they decline or someone else drops out.