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Author Topic: Mutants & Masterminds 2e  (Read 4081 times)

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Online Muse

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Re: Mutants & Masterminds 2e
« Reply #25 on: January 14, 2016, 09:10:07 PM »
Hmm...  What to play.

Do we have a gender spread or summary of basic concepts yet? 

Offline Ixy

Re: Mutants & Masterminds 2e
« Reply #26 on: January 14, 2016, 11:50:20 PM »
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.

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #27 on: January 15, 2016, 12:03:01 AM »
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.

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Re: Mutants & Masterminds 2e
« Reply #28 on: January 15, 2016, 12:51:57 AM »
  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. 

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Re: Mutants & Masterminds 2e
« Reply #29 on: January 15, 2016, 02:03:47 AM »
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?  :) )
« Last Edit: January 15, 2016, 04:14:28 AM by Muse »

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #30 on: January 15, 2016, 10:47:28 AM »
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.

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Re: Mutants & Masterminds 2e
« Reply #31 on: January 15, 2016, 11:15:33 AM »
^_^  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. 


Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #32 on: January 15, 2016, 11:26:54 AM »
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.

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Re: Mutants & Masterminds 2e
« Reply #33 on: January 15, 2016, 11:28:36 PM »
Oh1  Both of those are great, thank you.  :)

Online Jefepato

Re: Mutants & Masterminds 2e
« Reply #34 on: January 17, 2016, 03:51:48 AM »
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?

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #35 on: January 17, 2016, 10:40:12 AM »
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.

Offline MasterMischiefTopic starter

Daniel Way
« Reply #36 on: January 20, 2016, 09:44:09 AM »
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

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #37 on: January 20, 2016, 10:20:52 AM »
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.

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #38 on: January 20, 2016, 12:20:03 PM »
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.

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #39 on: January 20, 2016, 12:27:22 PM »
Ah, okay. That makes sense.

Offline MasterMischiefTopic starter

Re: Mutants & Masterminds 2e
« Reply #40 on: January 20, 2016, 12:40:20 PM »
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.

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #41 on: January 20, 2016, 12:42:22 PM »
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.
« Last Edit: January 20, 2016, 05:04:20 PM by TheGlyphstone »

Online Jefepato

Re: Mutants & Masterminds 2e
« Reply #42 on: January 20, 2016, 10:23:18 PM »
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.

Quote
Master 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

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #43 on: January 21, 2016, 12:34:35 AM »
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).

Online Jefepato

Re: Mutants & Masterminds 2e
« Reply #44 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?

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Re: Mutants & Masterminds 2e
« Reply #45 on: January 21, 2016, 05:11:31 AM »
   I've added Winterstar's sidekick Aura at the bottom of the sheet.  Hope you like.

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #46 on: January 21, 2016, 10:15:20 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.

Offline Isengrad

Re: Mutants & Masterminds 2e
« Reply #47 on: January 21, 2016, 04:55:22 PM »
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?

Offline TheGlyphstone

Re: Mutants & Masterminds 2e
« Reply #48 on: January 21, 2016, 09:22:03 PM »
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.


Offline Isengrad

Re: Mutants & Masterminds 2e
« Reply #49 on: January 21, 2016, 10:34:13 PM »
I think I know a few kickass places i can find a few things, thanks for the info.