Fraternity of DOOM!!!

Game Master Xabulba

Since mythic times tales of Heroes appearing from obscurity and shadows to fight the machinations of evil monsters, dictators and kings.
Over the long centuries these heroes have been given many titles like gods and magicians and holy crusaders. Evil is again rising in the world, will new heros step forward to fight? Stay tuned to find out in the Fraternity of Doom.


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Male Weremonkey Rogue/Ranger/Trickster

Yup, creepy little goth girl.

Doubt I would play that, as a creepy little goth girl is too close to another PC I have for a different game.

Would likely try to just duplicate the power set, if that's what I decide on.

Is there a deadline? I gotta settle on a concept but it's so hard as a die hard comic fan. I wanna play like 10 characters lol


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

@Monkeygod: Do you know Captain Trips from the WildCard series?

http://en.wikipedia.org/wiki/Captain_Trips_(Wild_Cards)

Play all of them.


Monkeygod wrote:
Yup, creepy little goth girl.

Cool, liked how that showed her power working.

Monkeygod wrote:
Is there a deadline? I gotta settle on a concept but it's so hard as a die hard comic fan. I wanna play like 10 characters lol

I'd like to be able start next week sometime, Tues or Weds maybe.


@Capt. Cosmos

Hero Lab is telling me that your Dodge and parry defenses are too high, by 2 points each.

@lberteen

Got it.

@Qnetic

Cool, do all of your forms look the same and do they have the exact same personality or does each one have it's own quirks?


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

Odd, I will double check when I get home tonight.

They should work out to 12 each for dodge and parry,
+2 toughness from Stamina
+6 toughness through gravity shield or space-suit depending on equipment in use.

Humn, looking at the stats on my profile, It looks like the shields on the Zephyr are 2 points too good. Could that be what the system is finding?


Found the reason,

Note that the averaging effect of power level—the fact that all the traits it limits are paired with other traits—allows for a measure of “trade-off.” For example, attack bonus and effect rank added together cannot exceed twice the series power level, but this does not mean the two traits must themselves be equal, or that neither can be greater than the series PL.

Max dodge and Parry are 10.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

I have grabbed a couple of examples of Archetypes that are PL10 from the SRD website that have dodge and parry over 10.

http://www.d20herosrd.com/character-creation/archetypes/crime-fighter

http://www.d20herosrd.com/character-creation/archetypes/weapon-master

I think that sentence taken as a whole is saying that it's okay for Dodge or Parry to be over 10. I think they are trying to clarify that there are 2 conditions that are not true based on this rule. I would interpret that sentence this way:

For example, attack bonus + Effect rank cannot be more than PL x2. The PLx2 limit is not the same thing as saying attack bonus and effect rank must be the same, or that attack bonus and effect rank must each be less than the series PL.

I think the intent is that the total should not be greater than 20. Let me check out the file tonight, see if I can reproduce your result, and correct it.


Regardless that is how hero Lab is built. What it comes down to is A GM call, do I follow RAW or intent?

I'm going to think about it for bit.


M Humanborn

Yeah I think I read on there that the real concern if the balance becomes higher than 15/5.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

I will, of course follow your call.

Still going to check my file tonight.

Liberty's Edge

Male Human Commoner 2
Xabulba wrote:


@Qnetic

Cool, do all of your forms look the same and do they have the exact same personality or does each one have it's own quirks?

I was thinking he would look exactly the same, except the location and size of the "rising sun" changes for each form. That makes him even more curious about what it means.

Their core personalities will be (essentially) the same, but yes, they will have unique quirks as well. I would say this is part of the reason he currently maintains only three versions... there are other versions "out there" whose personalities and powers stray a little too far from what he considers his base personality. He worries a bit about developing a dissociative identity disorder if he tries to assimilate too many.

And, of course, about if his evil "quantum twin(s)" exist somewhere, and whether they will gain access to the dimension jumping capability he has discovered.

Liberty's Edge

Male Human Commoner 2
Xabulba wrote:

Found the reason,

Note that the averaging effect of power level—the fact that all the traits it limits are paired with other traits—allows for a measure of “trade-off.” For example, attack bonus and effect rank added together cannot exceed twice the series power level, but this does not mean the two traits must themselves be equal, or that neither can be greater than the series PL.

I'm pretty sure that sentence is saying it the way I bolded it. Double negative for the win?

It's probably giving him an exception based on the Zephyr's Shielding increasing his Toughness save to 10. Most of the time HL will give you bluish purple arrows by a stat that is above PL but ok, but will reduce your conflicting stats to campaign PL with a parenthetic notation of the higher number.) Essentially, it's saying "Hey Toughness is too high to have Parry/Dodge at this level, at this PL." Hero lab prioritizes Toughness over the defenses and Effect over to-hit modifiers.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

I'm home looking at the file.

Yep it's the purple trade off arrows saying "Linked trait must be limited to 8" Which it is.

If you click on fighting or agility to raise it, (and lower something else to keep the point total legal) the Red diamond in the corner pops up saying that the linked traits are too high for the power level.

I think the purple arrows pop up to let you know you are going over the nominal power level, and then the Red diamond appears when you have really broken the Power level x2 rule.

The ship is not above power level because it's effective "dodge" is -8 due to size. Which lets it have some serious shielding.


Male Weremonkey Rogue/Ranger/Trickster

The Ace under JLU is the one I'm interested in

Pretty sure the girl in the Batman Beyond episode is also Ace.

So, how to go about re-creating her powers?

Dark Archive

Alrighty! Finally got something together that feels 'right' now all I really need is some critique on if the character would actually be functional. Jo is not much of a fighter she prefers to never be spotted in the first place but when she does have to get into combat she prefers to focus on disabling her opponents and when faced with multiple opponents uses them against one another rather than fighting directly.

The Cat:

Name:
Joanna Landon

'Hero' Name:
The Cat

Mark Placement:
Around her left eye, generally hidden behind makeup when she is out in public and hidden beneath her cowl while 'working'

Abilities:
strength 1, Agility, 3, Fighting 3, Awareness 4, Stamina 2, Dexterity 5, Intelligence 8, Presence 4

Defenses:
Dodge: 5, Parry: 5, Fortitude: 4, Toughness: 1, Will: 5

Advantages:
Assessment, Attractive 2, Wealth 2, Chokehold, Connected, Contacts, Evasion 1, Grabbing Finesse, Improved Defense, Improved Grab, Improved Hold, Improvised Tools, Instant Up, Redirect, Speed of Thought, Taunt, Tracking

Equipment:
Audio Recorder, Camera, Smartphone, Handcuffs, Lock Release Gun, Mini-tracer

Vehicle:
Motorcycle(Basic)

Base:
Subway Station
Communications, Computer, Garage, Gym, Holding Cells, Infirmary, Living Space, Personnel, Security System 5, Concealed 5, Power System, Workshop

Skills:
Acrobatics(4) +7, Athletics(4) +5, Close Combat(Grab)(12) +15, Deception(10) +14, Expertise(Streetwise)(2) +10, Insight(6) +10, Intimidation(0) +4, Investigation(2) +10, Perception(6) +10, Persuasion(6) +10, Slight of Hand(5) +10, Stealth(17) +20, Technology(2) +10, Treatment(1) +9, Vehicles(4) +9

Powers:

The Cat's Cowl: (Total 10 Points)
Senses 13
Accurate Hearing, Accurate Vision, Analytic Vision, Communication Link over Radio, Darkvision, Distance Sense, Infravision, Radio, Ultrahearing, Ultravision. Removable 1.

Catsuit: (Total 6 Points)
Movement 4
Surefall, Sure-Footed 1, Trackless(Sight) 1, Wall Crawling 1. Removable 1.

The Hideaway:

Joanna's base of operations is a long forgotten subway station that has been completely reconfigured to suit her work adding more or less everything that Jo and the others might find necessary for day to day life along with a number of extra's.

The Cage: The name for the holding cells built into The Hideaway these cells very rarely actually receive use, the few times they have been used however it was for the most part just Jo tossing someone in over night in order to give them time to cool down(if powers have been cropping up slowly over time they also likely were used to give those who cannot control themselves because of there power somewhere to stay for a while while they regain control)

Personnel: The Hideaway is maintained by people who Jo has 'taken in' mostly those with nowhere to go and interesting skills who could use somewhere to learn to develop them and a place off the streets, in return for a roof over there heads and a bit of training they keep the Hideaway up and running while Jo is away along with providing information for Jo while she is working through the link between the Cowl and the Hideaway's computer system.


@Capt. Cosmos

You're not exceeding a total of 20 nor are you min-maxing so I gonna rule it legal.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

@Xabulba: Hooray!

Hey Photon and Overload, It's possible that we could have met before the game starts, because both of you have a reasonable chance of showing up on the Zephyr's sensors and are enough out of the ordinary that you are worth investigating.

Liberty's Edge

Male Human Commoner 2
Monkeygod wrote:

The Ace under JLU is the one I'm interested in

Pretty sure the girl in the Batman Beyond episode is also Ace.

So, how to go about re-creating her powers?

I'm going to check my DC Game books (based off M&M 3e) to see if she's in there for you.

Edit Nope, But Telepathy, Illusions, and driving people crazy... I think I can get that done for you...

I would build the crazy stare as an Affliction, with the extra Area(Perception(Vision)) and a custom extra (Broadcastable), and the flaw Limited Degree(third only). Not sure if I would go with Controlled or Transformed. This would be 2 points per rank, 20 points at rank 10.

Illusions are expensive, especially if they affect all senses, but it's a basic Effect, so that's covered in the rules.

Telepathy I'd go with an Array, based off Mind Reading, with Mental Communication, and maybe some mind shield, a telepathic blast, or similar "Psychic" array abilities.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

@Zain: please tell me she calls her hideout "the cradle"...

Dark Archive

Captain Cosmos wrote:
@Zain: please tell me she calls her hideout "the cradle"...

That was not the original plan... but it might need to be now, at the very least it might be what Jo's crew calls it.


Zain Ashvale wrote:
Captain Cosmos wrote:
@Zain: please tell me she calls her hideout "the cradle"...
That was not the original plan... but it might need to be now, at the very least it might be what Jo's crew calls it.

No silver spoons ever.


Tenro - (Prototype?)
Reckless - QNetic
bilbax - Capt. Cosmos
EldonG - (Brick?)
Monkeygod - (Ace/Creepy Girl?)
WhtKnt - Liberteen
Sable - Photon
ViciousDabbler - ?
Zain Ashvale - the Cat

Tenro, EldonG & ViciousDabbler I need characters very soon, I would like to start the game this week.

For those not using Hero Lab I'm going to imputing your character into Hero Lab and checking everything then give you back the BBCoded character sheet. If you are using Hero Lab send the .por file to xabulba@gmail.com


M Humanborn

working on the character, trying to wrap my head around metamorph.


Morph allows you to change your appearance. The metamorph extra allows you to change your traits, essentially for each rank of metamorph you have a separate 150pp character you can transform into. You can change from one to another once per round as a free action.

Morph 1 with metamorph 1 gives you two forms your original and one extra. The original form is the one with the morph/metamorph power. One form can have nothing but melee attacks and large toughness and no defenses while another from can be all ranged attacks with no toughness but huge defenses.

for your Prototype like character;
Original form, human looking skilled and articulate
Alt form 1, specialized in melee attacks
Alt form 2, specialized in ranged attacks
Alt form 3, regeneration form

The only downside to building a hero this way is the nullify power can take away your alternate forms.


M Humanborn

yeah, nullify can really screw just about anyone, though.

ok for the range versus the melee:

. . GROUNDSPIKE (21 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Ranged
. . . . Indirect (4 pts)
. . . . Flaw: Distracting (-1/rank)
. . . . Penetrating 7 (7 pts)

. . WHIPFIST (21 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Close
. . . . Feature: (1 pt) can be used like a grappling hook

of these two powers, should either be technically melee?

the whipfist i see as a melee attack versus all within a burst centered on me, but also able to reach out at range to grab a helicopter or something.

the groundspike is him essentially plunging his fist in the ground (rooting him in place, giving him the distracting flaw) and his biomass traveling underground/through walls/etc to burst out somewhere else to hit the enemy (so i figure this is for sure a ranged attack)


A burst is always considered a ranged attack. The only way a melee attack can target more than one thing is if you add multi-attack.

To make whipfist a melee attack take the damage power (around 10) add extended reach 5 and multi-attack 5. With that you can attack up to 5 targets within 30 feet of you.

Multi-Attack rules:
MULTIATTACK +1 COST PER RANK
A Multiattack effect allows you to hit multiple targets, or a
single target multiple times, in the same standard action.
Multiattack can apply to any effect requiring an attack
check. There are three ways in which a Multiattack effect
can be used:
SINGLE TARGET
To use a Multiattack against a single target, make your
attack check normally. If successful, increase the attack’s
resistance check DC by +2 for two degrees of success, and
+5 for three or more. This circumstance bonus does not
count against power level limits.
If an Impervious Resistance would ignore the attack before
any increase in the DC, then the attack still has no effect
as usual; a volley of multiple shots is no more likely to
penetrate Impervious Resistance than just one.
MULTIPLE TARGETS
You can use Multiattack to hit multiple targets at once by
“walking” or “spraying” the Multiattack across an arc. Roll
one attack check per target in the arc. You suffer a penalty
to each check equal to the total number of targets. So
making a Multiattack against five targets is a –5 penalty
to each attack check. If you miss one target, you may still
attempt to hit the others.
COVERING ATTACK
A Multiattack can provide cover for an ally. Take a standard
action and choose an ally in your line of sight, who
receives the benefits of cover against enemies in your
line of sight and in range of your Multiattack. (You have
to be able to shoot at them to get them to keep their
heads down or this maneuver won’t work.) You cannot
lay down a covering attack for an ally in close combat.
An opponent can choose to ignore the cover provided
by your covering attack at the cost of being automatically
attacked by it; make a normal attack check to hit
that opponent.


M Humanborn

CHRIS "SUBJECT 114" - PL 10

Stats shared by all forms:

Strength 1
Stamina 1
Agility 3
Dexterity 2
Fighting 1
Intellect 1
Awareness 1
Presence 0

Skills
Acrobatics 6 (+)
Athletics 4 (+)
Expertise: Streetwise 4 (+)
Insight 1 (+)
Stealth 4 (+)
Vehicles 1 (+)

Powers
Based on Current Form

Offense
stuff goes here about attack powers and DCs

Complications
Motivation: Thrills
Enemy: research organization trying to capture me or collect specimens for study

Languages
English

Defense
Based on Current form

Power Points
Based on Current Form

Form 1, base form:

\\\\FORM ONE\\ . . . . BASE FORM
. . MORPH 1 (7 pts)
. . . . METAMORPH 2

Powers
. . MOVEMENT 3 (6 pts)
. . . . Safe Fall
. . . . Wall-Crawling 2
. . SPEED 5 (5 pts) 900ft
. . LEAPING 5 (5 pts) 250ft
. . FLIGHT 5 (5 pts)
. . . . Glide only
. . REGENERATION 10 (10 pts)
. . ENHANCED STRENGTH 4 (8 pts)
. . ENHANCED AGILITY 7 (14 pts)
. . ENHANCED DEXTERITY 8 (16 pts)
. . ENHANCED STAMINA 5 (10 pts)

Advantages (15 pts)
Close Attack 6
Improvised Weapon
Move-By Action
Uncanny Dodge
Benefit: Ambidexterity
Equipment: Smartphone, Flashlight, Lock Gun, GPS
Fearless
Great Endurance
Connected
Skill Mastery: Acrobatics

Defenses (19 pts)
Dodge x
Parry 6
Fortitude 4
Toughness 3/x
Will 6

Abilities 20 + Powers 86 + Advantages 15 + Skills 10 (20 ranks) + Defenses 19 = 150
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Form 2, melee form:

\\\\FORM TWO\\ . . . . MELEE FORM
. . MORPH 1 (7 pts)
. . . . METAMORPH 2

Powers
. . MOVEMENT 3 (6 pts)
. . . . Safe Fall
. . . . Wall-Crawling 2
. . SPEED 5 (5 pts) 900ft
. . LEAPING 5 (5 pts) 250ft
. . FLIGHT 5 (5 pts)
. . . . Glide only
. . DAMAGE ARRAY: (Claw, Blade, Hammerfist) 22 pts
. . . CLAW (21 pts)
. . . . Multiattack (+1/rank)
. . . . Reach (flat 1 pt)
. . . BLADE (21 pts)
. . . . Penetrating 10 (10 pts)
. . . . Reach (flat 1 pt)
. . . HAMMERFIST (21 pts)
. . . . Multiattack (+1/rank)
. . . . Feature: (1 pt) Better against objects somehow?
. . SHIELD (20 pts)
. . . . PROTECTION (10 pts)
. . . . Impervious (10 pts)
. . ENHANCED STRENGTH 9 (18 pts)
. . ENHANCED STAMINA 5 (10 pts)

Advantages (18 pts)
Close Attack 10
Diehard
Improved Smash
Move-By Action
Power Attack
Takedown
Fearless
Great Endurance
Interpose

Defenses (4 pts)
Dodge x
Parry x
Fortitude x
Toughness x/x
Will 4

Abilities 20 + Powers 98 + Advantages 18 + Skills 10 (20 ranks) + Defenses 4 = 150
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Form 3, ranged form:

\\\\FORM THREE\\ . . . RANGED FORM
. . MORPH 1 (7 pts)
. . . . METAMORPH 2

Powers
. . MOVEMENT 3 (6 pts)
. . . . Safe Fall
. . . . Wall-Crawling 2
. . SPEED 5 (5 pts) 900ft
. . LEAPING 5 (5 pts) 250ft
. . FLIGHT 5 (5 pts)
. . . . Glide only
. . DAMAGE ARRAY: (Groundspike, Whipfist) 25 pts
. . . GROUNDSPIKE (24 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Ranged
. . . . Indirect (4 pts)
. . . . Flaw: Distracting (-1/rank)
. . . . Penetrating 10 (10 pts)
. . . WHIPFIST (24 pts)
. . . . Area: Burst (+1/rank)
. . . . Range: Close
. . . . Reach: flat 3 ranks
. . . . Feature: (1 pt) can be used like a grappling hook
. . ENHANCED AGILITY 7 (14 pts)
. . ENHANCED STAMINA 4 (8 pts)
. . ENHANCED DEXTERITY 8 (16 pts)

Advantages (4 pts)
Uncanny Dodge
Fearless
Great Endurance
Skill Mastery: Acrobatics

Defenses
Dodge 5
Parry 15
Fortitude x
Toughness x/x
Will 5

Abilities 20 + Powers 91 + Advantages 4 + Skills 10 (20 ranks) + Defenses 25 = 150
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Backstory:

Chris, known to his pursuers as Subject 114, was always an active person who was extremely interested in studying various martial arts. He also took to parkour, ending up with a group of friends whose urban exploration crossed into trespassing on innumerable occasions.

During one such occasion, his group ended up in what he would later realize was a secret science facility. During his attempt to jump from one part of the roof to another, he slipped and fell through a skylight and landed roughly on a floor in the entry way of the building. Crashing through the skylight caused the alarm to go off, and a heavy metal gate crashed down over the entryway, barring egress. His friends, never to be seen again, fled like cockroaches.

He went through a side door and looked around for a security override, but there was none to be found. Two security guards burst through another door and attempted to subdue him, but two rent-a-cops were far beneath his ability. Having subdued them instead, he took a ring of keys and made his way to the security control room. That was when the room filled with gas.

...

When he awoke, his whole body felt... heavy, maleable, and filled with dull pain. He was strapped to an operation table, with a huge cable plugged into his chest. He couldnt understand what the folks in the room with him were saying. They were speaking english, but it was a bunch of technical mumbo-jumbo. In any event, they started counting down, and then they flipped a switch, causing his whole body to erupt in sharp, fiery pain. His body expanded, straining against his restraints. He flexed against them, increasing the pressure and bursting them. The scientists tried to flee, but it was no use. He recalls only flashes of the event, but the basics were there. His body, covered in goop of a color ranging from brownish red to black. Smashing into scientists, walls, shields of men dressed like riot police inside this strange complex. Bullets ricocheting off of the goop that had coated him. Bursting through the final wall and out into the silent air of the night, fleeing to the dumps. Waking up the next day as the last of the goop went back inside the wounds on his body.

As weeks went by, the wounds had healed, leaving only a strange mark... what looked like a sunburst on his collarbone. He found that when he touched it, the goop would come out. It appeared to be a fluid, but then became hard, similar to blood scabbing over. It was quick, but disgusting to look at. After a time he didn't even need to touch the mark to make it happen, he found that with a thought he could control the form to an extent. He could turn his fingers into claws, claws into a single blade, blade into a whip, whip into a hammer. He could feel other, more alien, processes taking place inside of his body as well. He became acutely aware of every cubic inch of his body.

He was just thankful that he could hide all the goop and look like a normal person, at least.


@Sable

Here is the Hero Lab stat block.

Photon:
Photon - PL 10

Strength 1, Stamina 2, Agility 3, Dexterity 1, Fighting 2, Intellect 1, Awareness 2, Presence 0

Advantages
Close Attack, Equipment 1, Favored Environment: Choose Environment, Fearless, Improved Initiative, Move-by Action, Ranged Attack 2

Skills
Acrobatics 1 (+4), Athletics 1 (+2), Close Combat: ???? 3 (+5), Deception 1 (+1), Insight 3 (+5), Investigation 1 (+2), Perception 3 (+5), Persuasion 3 (+3), Ranged Combat: ???? 6 (+7), Stealth 1 (+4), Technology 1 (+2), Treatment 1 (+2), Vehicles 1 (+2)

Powers
Immunity: Immunity 10 (Life Support)
Movement: Movement 2 (Environmental Adaptation: Zero G, Space Travel 1: within solar system)
Photonic Energy Manipulation
. . Move Object: Move Object 10 (25 tons)
. . Photon Beam: Damage 10 (DC 25; Increased Range: ranged)
. . Photon Missle: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Photon Needle beam: Damage 10 (DC 25; Increased Range: ranged, Penetrating 10)
. . Photonic Barage: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Photonic Constructs: Create 10 (Volume: 1000 cft., DC 20; Tether)
Photonic Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Photonic Pretective Feild: Protection 9 (+9 Toughness; Impervious, Sustained)
. . Protection: Burst Area Protection 6 (Alternate; +6 Toughness; Burst Area: 30 feet radius sphere, DC 16)
Senses: Senses 3 (Infravision, Low-light Vision, Ultravision)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +7
Grab, +3 (DC Spec 11)
Move Object: Move Object 10, +3 (DC 20)
Photon Beam: Damage 10, +3 (DC 25)
Photon Missle: Burst Area Damage 10 (DC 25)
Photon Needle beam: Damage 10, +3 (DC 25)
Photonic Barage: Damage 10, +3 (DC 25)
Throw, +3 (DC 16)
Unarmed, +3 (DC 16)

Complications
Identity: Bram Corbin
Motivation: Doing Good

Languages
Native Language

Defense
Dodge 9, Parry 6, Fortitude 6, Toughness 11, Will 8

Power Points
Abilities 24 + Powers 85 + Advantages 8 + Skills 13 (26 ranks) + Defenses 20 = 150

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

Each pp spent for equipment give you 5ep, a cellphone costs 2ep you still have 3ep to spend.


@Tenro:
You must be reading my mind, your back story fits almost perfectly into the first adventure I have planed. Here's a few other thing you might have gotten a glance or two at;
Guard's
This symbol
?
also there where many more operation theater/cages than the one you were in.


M Humanborn

gm:

That's good.

My stats look good? I wasnt sure, I know I spent the points right but I was wondering if you saw any glaring oversights that might cripple the character or concept.

is that symbol ours or theirs?

That guard looks crazy haha


@Tenro here is the Hero Lab stat block for 114.

Base Form:
114 - PL 10

Strength 5, Stamina 6, Agility 10, Dexterity 10, Fighting 1, Intellect 1, Awareness 1, Presence 0

Advantages
Benefit: Ambidexterity, Close Attack 6, Connected, Fearless, Great Endurance, Improvised Weapon, Move-by Action, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 6 (+16), Athletics 4 (+9), Expertise: Streewise 4 (+5), Insight 1 (+2), Stealth 4 (+14), Vehicles 1 (+11)

Powers
Base Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 2)
Enhanced Ability: Enhanced Agility 7 (+7 AGL)
Enhanced Ability: Enhanced Dexterity 8 (+8 DEX)
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 4 (+4 STR)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Protection: Protection 4 (+4 Toughness)
Regeneration: Regeneration 10 (Every 1 round)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +10
Grab, +7 (DC Spec 15)
Throw, +10 (DC 20)
Unarmed, +7 (DC 20)

Complications
Enemy
Motivation: Thrills

Languages
Native Language

Defense
Dodge 10, Parry 7, Fortitude 10, Toughness 10, Will 7

Power Points
Abilities 20 + Powers 90 + Advantages 14 + Skills 10 (20 ranks) + Defenses 16 = 150

Melee Form:
- PL 10

Strength 9, Stamina 6, Agility 3, Dexterity 2, Fighting 0, Intellect 1, Awareness 1, Presence 0

Advantages
Close Attack 10, Diehard, Fearless, Great Endurance, Improved Smash, Interpose, Move-by Action, Power Attack, Takedown

Skills
Acrobatics 6 (+9), Athletics 4 (+13), Expertise: Streetwise 4 (+5), Insight 1 (+2), Stealth 4 (+7), Vehicles 1 (+3)

Powers
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 9 (+9 STR)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Form 2: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 2)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Melee
. . Blade: Strength-based Damage 1 (DC 25; Penetrating 10, Reach (melee): 5 ft.)
. . Claws: Strength-based Damage 1 (DC 25; Multiattack, Reach (melee): 5 ft.)
. . Hammerfist: Strength-based Damage 1 (DC 25; Feature: More danaging against objects, Multiattack)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Shield: Protection 10 (+10 Toughness; Impervious)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +3
Blade: Strength-based Damage 1, +10 (DC 25)
Claws: Strength-based Damage 1, +10 (DC 25)
Grab, +10 (DC Spec 19)
Hammerfist: Strength-based Damage 1, +10 (DC 25)
Throw, +2 (DC 24)
Unarmed, +10 (DC 24)

Complications
Enemy
Motivation: Thrills

Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 7, Toughness 16, Will 4

Power Points
Abilities 16 + Powers 90 + Advantages 18 + Skills 10 (20 ranks) + Defenses 6 = 140

Ranged Form:
- PL 10

Strength 1, Stamina 5, Agility 10, Dexterity 10, Fighting 1, Intellect 1, Awareness 1, Presence 0

Advantages
Fearless, Great Endurance, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 6 (+16), Athletics 4 (+5), Expertise: Streetwise 4 (+5), Insight 1 (+2), Stealth 4 (+14), Vehicles 1 (+11)

Powers
Enhanced Ability: Enhanced Agility 7 (+7 AGL)
Enhanced Ability: Enhanced Dexterity 8 (+8 DEX)
Enhanced Ability: Enhanced Stamina 4 (+4 STA)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Form 3: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 2)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Ranged
. . Blast: Damage 1 (DC 16; Feature: Grappling hook, Increased Range: ranged)
. . Groundspike: Burst Area Damage 1 (DC 16; Burst Area: 30 feet radius sphere, DC 11, Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 10; Distracting)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +10
Blast: Damage 1, +10 (DC 16)
Grab, +1 (DC Spec 11)
Groundspike: Burst Area Damage 1 (DC 16)
Throw, +10 (DC 16)
Unarmed, +1 (DC 16)

Complications
Motivation: Thrills
Quirk

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 5, Will 5

Power Points
Abilities 20 + Powers 83 + Advantages 4 + Skills 10 (20 ranks) + Defenses 13 = 130

Base form - you can't add point directly to toughness so I used those points and added a protection power.

Melee form - I presumed that the attacks are str based. My total only came to 140pp, you have 10pp more to spend on the melee form.

Ranged form - You didn't add any ranks to the attacks damage. without any adjustment their power rank is 1, even if they are str based in this form you only have a str of 1. You really need to get those damage ranks up near 10. I also removed the extended ranges from the attacks because a burst power with rank 2 in increased range gives you 'range perception', if you can see it you can hit it. My total only came to 130pp, you have 20pp more to spend on the ranged form.

Let me know what changes you make so I can change them on my end.


@QNetic - I just noticed a fault in Hero Lab the will affect you. Each morph/metamorph form you have has to deduct the cost of the morph/metamorph power. Hero Lab doesn't automatically deduct these points from your two alternate forms so you will have do it manually. When you do it manually Hero Lab will add two alt forms to your alt forms, ignore those extra forms added.

Liberty's Edge

Male Human Commoner 2

What I did to fix that was add Morph with 2 levels of "Custom" extra in each form; it spent the required number of points without generating the extra alts.


Status: Normal | Dodge 12(22), Parry 12(22), Fortitude 2, Toughness 2(8), Will 2 | ATHENA Status: Normal

Are we still on track to start tomorrow?

The Zephyr is fueled and raring to go!


Reckless wrote:
What I did to fix that was add Morph with 2 levels of "Custom" extra in each form; it spent the required number of points without generating the extra alts.

Or you could do that, apparently I wasn't thinking fully last night.


Captain Cosmos wrote:

Are we still on track to start tomorrow?

The Zephyr is fueled and raring to go!

Looks that way.

Dark Archive

Oh so a question for those in the group who may have been at the 'heroing' for a while, would anyone be interested in having crossed paths with Jo while she was more actively thieving? Could make for some fun interaction.


M Humanborn

First off, thanks for the comprehensive look-over of my sheet. This is the first MnM character I have made in awhile, and the first I've made in this edition of the rules. And of course it was kinda complicated (at least to me)

To spend more points on my melee form:
- (2 pts) I'd put 2 more points into Enhanced Strength to max it out for PL.
- (X pts) Improve that Fortitude
- (4 pts) Get Chokehold, Fast Grab, Improved Grab, Improved Hold
- (? pts) Try to boost that Throw somehow.

To spend points on my ranged form:
- Increase the damage of the attacks, spending all points if necessary.
- I must have misunderstood the ranged thing, I thought I was moving it to something like 40ft instead of 30.
- How far can i reach with my Whipfist when used as a grappling hook?
- Add Grabbing/Throwing to the Whipfist if I can afford it?


@ Tenro - As they are now both your ranged attacks have the 25/50/100 ranged increment, -2 to hit for each increment after the first. If you make the increased range rank 2 your range would be sight, no penalties for range. If you added the extended range all it would do is add 5 for each point spent to the base ranged increment, 25/50/100 to 30/60/120 for one 35/70/140 for two and so on.


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@Tenro - Updated 114

Base Form:
114 - PL 10

Strength 5, Stamina 6, Agility 10, Dexterity 10, Fighting 1, Intellect 1, Awareness 1, Presence 0

Advantages
Benefit: Ambidexterity, Close Attack 6, Connected, Fearless, Great Endurance, Improvised Weapon, Move-by Action, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 6 (+16), Athletics 4 (+9), Expertise: Streewise 4 (+5), Insight 1 (+2), Stealth 4 (+14), Vehicles 1 (+11)

Powers
Base Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 2)
Enhanced Ability: Enhanced Agility 7 (+7 AGL)
Enhanced Ability: Enhanced Dexterity 8 (+8 DEX)
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 4 (+4 STR)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Protection: Protection 4 (+4 Toughness)
Regeneration: Regeneration 10 (Every 1 round)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +10
Grab, +7 (DC Spec 15)
Throw, +10 (DC 20)
Unarmed, +7 (DC 20)

Complications
Enemy
Motivation: Thrills

Languages
Native Language

Defense
Dodge 10, Parry 7, Fortitude 10, Toughness 10, Will 7

Power Points
Abilities 20 + Powers 90 + Advantages 14 + Skills 10 (20 ranks) + Defenses 16 = 150

No changes

Melee Form:
Melee Form - PL 10

Strength 9, Stamina 6, Agility 3, Dexterity 2, Fighting 0, Intellect 1, Awareness 1, Presence 0

Advantages
Chokehold, Close Attack 10, Diehard, Fast Grab, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Interpose, Move-by Action, Power Attack, Takedown

Skills
Acrobatics 6 (+9), Athletics 4 (+13), Expertise: Streetwise 4 (+5), Insight 1 (+2), Stealth 4 (+7), Vehicles 1 (+3)

Powers
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 9 (+9 STR)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Form 2: Morph 1 (+20 Deception checks to disguise; Single form; Custom 2: Morph forms)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Melee
. . Blade: Strength-based Damage 1 (DC 25; Penetrating 10, Reach (melee): 5 ft.)
. . Claws: Strength-based Damage 1 (DC 25; Multiattack, Reach (melee): 5 ft.)
. . Hammerfist: Strength-based Damage 1 (DC 25; Feature: More danaging against objects, Multiattack)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Shield: Protection 10 (+10 Toughness; Impervious)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +3
Blade: Strength-based Damage 1, +10 (DC 25)
Claws: Strength-based Damage 1, +10 (DC 25)
Grab, +10 (DC Spec 19)
Hammerfist: Strength-based Damage 1, +10 (DC 25)
Throw, +2 (DC 24)
Unarmed, +10 (DC 24)

Complications
Enemy
Motivation: Thrills

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 10, Toughness 16, Will 4

Power Points
Abilities 16 + Powers 90 + Advantages 22 + Skills 10 (20 ranks) + Defenses 12 = 150

Added - Chokehold, Fast Grab, Improved Grab, Improved Hold. Bumped fortitude up to 10. Couldn't increase strength it's already maxed out. Noticed that your Dodge and Rarry were very low so I used the remaing points to bump them up.

Ranged Form:
Ranged Form - PL 10

Strength 1, Stamina 5, Agility 10, Dexterity 10, Fighting 1, Intellect 1, Awareness 1, Presence 0

Advantages
Chokehold, Fast Grab, Fearless, Grabbing Finesse, Great Endurance, Improved Grab, Skill Mastery: Acrobatics, Uncanny Dodge

Skills
Acrobatics 6 (+16), Athletics 4 (+5), Expertise: Streetwise 4 (+5), Insight 1 (+2), Stealth 4 (+14), Vehicles 1 (+11)

Powers
Enhanced Ability: Enhanced Agility 7 (+7 AGL)
Enhanced Ability: Enhanced Dexterity 8 (+8 DEX)
Enhanced Ability: Enhanced Stamina 4 (+4 STA)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding)
Form 3: Morph 1 (+20 Deception checks to disguise; Single form; Custom 2: Morph forms)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Movement: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
Ranged
. . Groundspike: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Indirect 4: any point, any direction, Penetrating 10; Distracting)
. . Whipfist: Damage 10 (DC 25, Advantages: Fast Grab, Grabbing Finesse; Feature: Grappling hook, Increased Range: ranged, Precise)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +10
Grab, +1 (DC Spec 20)
Groundspike: Burst Area Damage 10 (DC 25)
Throw, +10 (DC 16)
Unarmed, +1 (DC 16)
Whipfist: Damage 10, +10 (DC 25)

Complications
Motivation: Thrills
Quirk

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 5, Will 5

Power Points
Abilities 20 + Powers 101 + Advantages 6 + Skills 10 (20 ranks) + Defenses 13 = 150

Added Fast Grab, Grabbing Finesse to whipfist. Bumped ranged attacks to rank 10.

Dark Archive

Hey Xabulba any opinions on how Jo is built? I'm still not sure if everything feels quite right. Also need to find somewhere to extract 1 point for Inventor...


@Zain here is the Hero Lab stat block for cat and her Cradle.

Cat:
Cat - PL 10

Strength 1, Stamina 2, Agility 3, Dexterity 5, Fighting 3, Intellect 8, Awareness 4, Presence 4

Advantages
Assessment, Attractive 2, Benefit 2: Wealth, Chokehold, Connected, Contacts, Equipment 2, Evasion, Grabbing Finesse, Improved Defense, Improved Grab, Improved Hold, Improvised Tools, Instant Up, Redirect, Speed of Thought, Taunt, Tracking

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Close Combat: Grab 12 (+15), Deception 10 (+14), Expertise: Streetwise 2 (+10), Insight 6 (+10), Investigation 2 (+10), Perception 6 (+10), Persuasion 6 (+10), Sleight of Hand 5 (+10), Stealth 17 (+20), Technology 2 (+10), Treatment 1 (+9), Vehicles 4 (+9)

Powers
Cat's Cowl (Easily Removable)
. . Cat's Cowl: Senses 18 (Accurate (Type): Vision, Accurate (Type): Hearing, Analytical (Type): Vision, Communication Link: Radio, Darkvision, Distance Sense, Infravision, Radio, Ultra-hearing, Ultravision)
Device (Removable)
. . Catsuit: Movement 4 (Safe Fall, Sure-footed 1, Trackless: Sight 1, Wall-crawling 1: -1 speed rank)

Equipment
Subway Station

Offense
Initiative +8
Grab, +15 (DC Spec 15)
Throw, +5 (DC 16)
Unarmed, +15 (DC 16)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 2, Will 5

Power Points
Abilities 60 + Powers 16 + Advantages 21 + Skills 41 (81 ranks) + Defenses 7 = 145

Double check me cause I only used 145pp, you have 5pp more to spend.
Edit - you also need to add at least 2 complications.

The Cradle:
Subway Station - PL 10

Toughness 8, Size Medium

Features:
Concealed 1, Holding Cells, Personnel, Power System, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7

Each pp spent on equipment give you 5ep, you only spent 7ep on the Cradle you have 2ep left to spend. Also need more info on the Cradle like where in Manhattan is the entrance, How many entrances, how loyal are the personnel, how secret it is and stuff like that.


M Humanborn

Strength maxed out? I see that it is 9, i thought max was 10.


Tenro wrote:
Strength maxed out? I see that it is 9, i thought max was 10.

The max total of your power + combat skill cannot exceed twice the game's power level, in this case 20.

Str 9 + power rank 1 + close attack advantage 10 = 20

You would have to lower the close attack advantage to increase str.


Tenro - 114
Reckless - QNetic
bilbax - Capt. Cosmos
WhtKnt - Liberteen
Sable - Photon
Zain Ashvale - the Cat

Are you ready to go?

EldonG - (Brick?)
Monkeygod - (Ace/Creepy Girl?)

I need your characters pronto. You have until tomorrow night (mountain time) or we are starting without you.

ViciousDabbler - Haven't heard from you since you joined so I'm presuming you quit the game.


M Humanborn

Would you advise lowering it? or would it matter?

I don't fully understand the difference between them all.

as it is now, i basically have +10 to hit and +10 damage? if that is the case, sounds good to me.


Tenro wrote:

Would you advise lowering it? or would it matter?

I don't fully understand the difference between them all.

as it is now, i basically have +10 to hit and +10 damage? if that is the case, sounds good to me.

A powers rank determines how hard it is to resist damage from it but because it is balanced out by the attack skill you have to choose if you want to hit more often or hit harder. 10/10 is evenly balanced and I would not object to skewing the numbers as long as there isn't a 5 point difference, basically no min/maxing.

In applicational effect the difference between str 9 & 10 is str 9 can lift 12 tons and str 10 can lift 25 tons. Roughly each power rank level is twice as powerful as the rank below it.

Dark Archive

Xabulba wrote:

@Zain here is the Hero Lab stat block for cat and her Cradle.

** spoiler omitted **

Double check me cause I only used 145pp, you have 5pp more to spend.
Edit - you also need to add at least 2 complications.

** spoiler omitted **

Each pp spent on equipment give you 5ep,...

I think you forgot to add in Jo's equipment, also 'The Cradle' was 'statted' with a few more features than what your version listed

Me wrote:


Equipment:
Audio Recorder, Camera, Smartphone, Handcuffs, Lock Release Gun, Mini-tracer

Vehicle:
Motorcycle(Basic)

Base:
Subway Station
Communications, Computer, Garage, Gym, Holding Cells, Infirmary, Living Space, Personnel, Security System 5, Concealed 5, Power System, Workshop

I'm not sure on a specific location at the moment so if you have any preferences/suggestions I'm open otherwise I will figure out something before the game begins. I am however thinking of switching it up slightly using a different base setup as now that I think of it as cool as the abandoned subway concept is it sort of falls apart when I put thought into location and access to the building.

Instead I think I will go with a 'Urban Fortress' which is concealed to appear as a homeless shelter(and perhaps does actually function as such on the outside) Points wise it ends up costing the same as the SubwayCradle but trades off points in the security system and concealed for a few added defenses(I would prefer not to have the 'Defense System' but its required by the basis of Urban Fortress) and being a physically larger and tougher building.

The new cradle is as such

Cradle 2.0:

Urban Fortress
Toughness: 12
Size: Large
Features: Personnel, Combat Simulator, Communications, Computer, Concealed 3, Defense System, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Living Space, Power System, Security System 1, Workshop.

Those who are actually apart of Jo's crew and not just those seeking shelter in the actual shelter portion of the Cradle are generally very loyal to her, they are people whom she has actively taken an interest in bettering the lives of, I see them all as a sort of big weird family of sorts. There would be probably 3 entrances into the cradle the first being the obvious entrance through the main doors of the actual Shelter though to access the 'real' parts one would need to get past security measures and probably a few of the Cradle Personnel guarding it, the second would be some form of rooftop entrance and the third a form of almost literal 'back door' that avoids accidental use by A) being secured in a manner that (outside of successful tech roll) only Jo's crew could get into it(I like the idea of a keypad lock that is actually a fingerprint scanner as one of the primary methods of security throughout the building) The Cradle is both to an extent openly known and completely unknown, its face of being a homeless shelter is fairly well known as its perhaps one of the better shelters in the city, few actually realize that its other purpose is to be the hideout for The Cat.


Champaign Thread

Gameplay Thread


Male Weremonkey Rogue/Ranger/Trickster

I'm unsure if I'll get a character finished by tomorrow. My weekend from Fri-Mon ended up being far busier than I planned and I had to get an x-ray and go to a follow up appointment with my surgeon today related to my work injury back in Jan.

If that means I am out, so be it. If I can join after the official start, than I will do my best.

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