Captain Cosmos |
@xabulba: is there a reason we should be hiding? I am imagining cosmos as something of a glory hound. Unless there is a reason he shouldn't be. The ship can cloak, it's trivial to hide it. At this point he wants to be seen unless there is a reason to hide.
Reckless |
Attention all PbP GMs and players: I have spent the past five days in the hospital, having pretty much gone from returning from Gen Con to trying to spend a day feeling better and then checking myself in when the pain got too intense. I had a few minor surgeries, and am recovering well. I apologize if my sudden departure caused any issue in any of the games I run or play in, but I assure you there was no way for me to communicate the issue (I don't generally carry a cell phone, and my daughter "didn't get around" to logging in and letting you know like I asked her to.) Please let me know my statues if I am playing in your game (and believe me I understand if you had to move on.) For players of my X-Men game, hope you're still around and interested.
This message is being spammed to all relevant discussion threads, after which I will be catching up with any involved game threads and probably logging out for today; I will be back tomorrow and able to resume normal play (today I need extra rest still- hospitals DO NOT let you sleep.)
Thank you everyone sincerely,
Stratton Liberty aka Reckless
Radavel |
Ogami
Str 7 Sta 8 Agi 6 Dex 4 Fighting 10 Int 1 Awareness 4 Presence 4
Powers
Immunity (Aging, Sleep)
Super-Senses: Senses 10 (Accurate and Analytical Hearing, Danger Sense, Extended Hearing and Vision, Hearing Counters Illusion, Tracking Vision, Ultra-Hearing)
Sword, Unique (Damage 3, Penetrating 5, Strength-based, Easily Removable)
Advantages
Accurate Attack
Agile Feint
All-out Attack
Defensive Attack
Defensive Roll 2
Language (English)
Move-by Action
Power Attack
Ranged Attack 4
Takedown
Skills
Acrobatics +12
Athletics +12
Expertise (Tactics) +5
Insight +10
Intimidation +9
Perception +10
Stealth +10
Offense
Init +6
Ranged +10 Damage, as per weapon
Sword +10 Close, Damage 10
Defense
Dodge 10
Parry 10
Will 10
Fortitude 10
Toughness 10/8
GM Xabulba |
Ogami** spoiler omitted **
I like but need at least two conflicts.
GM Xabulba |
@Ogami - Finally got the chance to input Ogami into herolab here is his stat block.
Ogami - PL 10
Strength 7, Stamina 8, Agility 6, Dexterity 4, Fighting 10, Intellect 1, Awareness 4, Presence 4
Advantages
Accurate Attack, Agile Feint, All-out Attack, Defensive Attack, Defensive Roll, Languages 1, Move-by Action, Power Attack, Ranged Attack, Takedown
Skills
Acrobatics 6 (+12), Athletics 5 (+12), Expertise: Tactics 4 (+5), Insight 6 (+10), Intimidation 5 (+9), Perception 6 (+10), Stealth 4 (+10)
Powers
Immunity: Immunity 2 (Aging, Sleep)
Super-Senses: Senses 8 (Accurate: Hearing, Analytical: Hearing, Danger Sense: Choose Sense Type, Extended: Hearing 1: x10, Extended: Vision 1: x10, Tracking: Choose Sense 1: -1 speed rank, Ultra-hearing)
Sword: Strength-based Damage 3 (Easily Removable, DC 25; Penetrating 5)
Offense
Initiative +6
Grab, +10 (DC Spec 17)
Sword: Strength-based Damage 3, +10 (DC 25)
Throw, +5 (DC 22)
Unarmed, +10 (DC 22)
Complications
Code of Bushido
Sworn Enemy: You have an etrenal enemy named Aku. You have been blood enemies since childhood. You walked the path of the warrior he walked the path of magic.
Languages
English, Native Language
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 9/8, Will 10
Power Points
Abilities 88 + Powers 14 + Advantages 10 + Skills 18 (36 ranks) + Defenses 12 = 142
Your power point total only came up to 142 so you have 8 more power points to spend. I also need to know what sense tied to danger-sense and tracking. Herolab also shows 9/8 for toughness, you have 10/8.
Captain Cosmos |
Are we allowed to spend those 2 power points before the fight starts?
I was planning to put a multi-attack setting on my PPG, and horde the other one.
I bet cat would like to spend them on some more Dodge or Parry defense. ;) Sorry that I was so slow on this. Back to school is a rough time.
GM Xabulba |
Are we allowed to spend those 2 power points before the fight starts?
I was planning to put a multi-attack setting on my PPG, and horde the other one.
I bet cat would like to spend them on some more Dodge or Parry defense. ;) Sorry that I was so slow on this. Back to school is a rough time.
Spend them if you want but do it before your turn so I can adjust your profile on herolab.
Captain Cosmos |
Added Power Attack Advantage, and a multi-attack setting for the PPG. Sending the portfolio as email.
Advantages
Equipment 16, Evasion, Improved Aim, Leadership, Power Attack, Sidekick 7
Particle Projection Generator (Easily Removable)
. . PPG - Blast: Damage 10 (technological, DC 25; Increased Range: ranged)
. . . . PPG - Blast, Meason Tunneling: Damage 10 (Alternate; DC 25; Increased Range: ranged, Penetrating 10; Unreliable (5 uses))
. . . . PPG - Rapid Fire: Damage 10 (Alternate; DC 25; Increased Range: ranged, Multiattack; Unreliable (5 uses))
. . . . PPG - Stun Setting: Cumulative Affliction 6 (Alternate; technological, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 16; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
. . . . PPG - Stun, Heavy: Cumulative Affliction 10 (Alternate; technological, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Fades)
. . . . PPG - Stun, Wide Angle: Cone Area Affliction 10 (Alternate; technological, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20)
. . . . PPG - Temporal/Spacial Helix Setting: Damage 8 (Alternate; gravity, radiation, space, technological, DC 23; Affects Insubstantial 2: full rank, Increased Range: ranged, Variable Descriptor 2: broad group - Energy)
GM Xabulba |
QNetic added your new stuff to my herolab file,
Strength 0, Stamina 4, Agility 4, Dexterity 4, Fighting 2, Intellect 2, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Improved Initiative, Jack-of-all-trades, Power Attack
Skills
Expertise: Science 4 (+6)
Powers
Dimensional Awareness: Senses 1 (Awareness: Dimensional Awareness)
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Force Field: Protection 6 (+6 Toughness; Impervious [2 extra ranks], Sustained)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 4)
Telekinesis: Move Object 10 (25 tons, DC 25; Accurate 3: +6, Affects Insubstantial 2: full rank, Damaging, Dimensional 3: any dimension)
. . Blast: Damage 10 (Alternate; DC 25; Accurate 3: +6, Affects Insubstantial 2: full rank, Dimensional 3: any dimension, Increased Range: ranged, Penetrating 10)
. . Deflect: Deflect 10 (Alternate; Accurate 3: +6, Affects Insubstantial 2: full rank, Dimensional 3: any dimension, Redirection, Reflect)
. . Suffocation: Cumulative Affliction 10 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Affects Insubstantial 2: full rank, Cumulative, Dimensional 3: any dimension, Increased Range: ranged)
Offense
Initiative +8
Blast: Damage 10, +10 (DC 25)
Grab, +2 (DC Spec 10)
Suffocation: Cumulative Affliction 10, +4 (DC Fort 20)
Telekinesis: Move Object 10, +10 (DC 25)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Complications
Motivation: Doing Good: QNetic believes these powers were granted for a reason and wishes to aid people and serve the greater good.
Quirk: QNetic sometimes has difficulty separating the different Quantum realities he is exposed to and will confuse current events in one universe with events from another. He has a tendancy to see things from a wider perspective than those confined to a singular universe.
Languages
Native Language
Defense
Dodge 10, Parry 8, Fortitude 8, Toughness 10, Will 8
Power Points
Abilities 44 + Powers 81 + Advantages 5 + Skills 2 (4 ranks) + Defenses 20 = 152
--------------------
QNetic Biomanipulator - PL 10
Strength 0, Stamina 4, Agility 4, Dexterity 4, Fighting 2, Intellect 6, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Improved Initiative, Jack-of-all-trades, Power Attack
Skills
Expertise: Science 4 (+10), Investigation 4 (+10), Treatment 4 (+10)
Powers
Dimensional Awareness: Senses 1 (Awareness: Choose Type & Descriptor)
Healing: Healing 10 (Dimensional 3: any dimension, Energizing, Increased Range 2: perception, Persistent, Restorative)
. . Harming: Damage 10 (Alternate; DC 25; Affects Insubstantial: half ranks, Alternate Resistance: Fortitude, Dimensional 3: any dimension, Increased Range: ranged, Incurable, Insidious, Penetrating 10, Subtle 2: undetectable)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 4)
Offense
Initiative +8
Grab, +2 (DC Spec 10)
Harming: Damage 10, +4 (DC Fort 25)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Languages
Native Language
Defense
Dodge 6, Parry 2, Fortitude 10, Toughness 4, Will 10
Power Points
Abilities 52 + Powers 75 + Advantages 5 + Skills 6 (12 ranks) + Defenses 14 = 152
Validation: Complications: At least 2 Complications are required
--------------------
QNetic Dimensional Phase - PL 10
Strength 0, Stamina 4, Agility 4, Dexterity 4, Fighting 2, Intellect 2, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Improved Initiative, Jack-of-all-trades, Power Attack
Skills
Expertise: Science 4 (+6)
Powers
Dimensional Awareness: Senses 1 (Awareness: Choose Type & Descriptor)
Dimensional Obscurity: Concealment 4 (All Visual Senses)
Dimensionally Phased: Insubstantial 4 (Incorporeal; Increased Duration: continuous)
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 4)
Telekinesis: Move Object 10 (25 tons, DC 25; Accurate: +2, Affects Corporeal, Damaging, Dimensional 3: any dimension)
Offense
Initiative +8
Grab, +2 (DC Spec 10)
Telekinesis: Move Object 10, +6 (DC 25)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Languages
Native Language
Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 4, Will 8
Power Points
Abilities 44 + Powers 83 + Advantages 5 + Skills 2 (4 ranks) + Defenses 18 = 152
Validation: Complications: At least 2 Complications are required
--------------------
Qnetic Hybrid - PL 10
Strength 2, Stamina 6, Agility 6, Dexterity 4, Fighting 4, Intellect 2, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Improved Initiative 2, Jack-of-all-trades, Power Attack
Skills
Expertise: Science 4 (+6)
Powers
Dimensional Awareness: Senses 1 (Awareness: Dimensional Awareness)
Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Force Field: Protection 4 (+4 Toughness; Affects Insubstantial 2: full rank, Impervious, Sustained)
Life Support: Immunity 10 (Life Support)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Custom 2: Metamorph)
Regeneration: Regeneration 5 (Every 2 rounds)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Dimensional Jump: Movement 3 (Alternate; Dimensional 3: any dimension, 50 lbs.)
. . Quantum Breakdown: Teleport 1 (Alternate; 60 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 2 miles in 2 move actions, Turnabout)
Telekinesis: Move Object 5 (1600 lbs., DC 20; Accurate 3: +6, Affects Insubstantial 2: full rank, Damaging)
. . Blast: Damage 7 (Alternate; DC 22; Accurate 3: +6, Affects Insubstantial 2: full rank, Increased Range: ranged)
. . Damage: Shapeable Area Damage 9 (Alternate; DC 24; Affects Insubstantial 2: full rank, Shapeable Area: 30 cft., DC 19)
. . Damage: Strength-based Damage 6 (Alternate; DC 23; Accurate 3: +6, Affects Insubstantial 2: full rank, Penetrating 9)
. . Deflect: Deflect 5 (Alternate; Accurate 3: +6, Affects Insubstantial 2: full rank, Redirection, Reflect)
. . Suffocation: Progressive Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Increased Range: ranged, Progressive)
Offense
Initiative +14
Blast: Damage 7, +10 (DC 22)
Damage: Shapeable Area Damage 9 (DC 24)
Damage: Strength-based Damage 6, +10 (DC 23)
Grab, +4 (DC Spec 12)
Suffocation: Progressive Affliction 5, +4 (DC Fort 15)
Telekinesis: Move Object 5, +10 (DC 20)
Throw, +4 (DC 17)
Unarmed, +4 (DC 17)
Complications
Motivation: Doing Good
Quirk
Languages
Native Language
Defense
Dodge 10, Parry 8, Fortitude 8, Toughness 10, Will 6
Power Points
Abilities 60 + Powers 70 + Advantages 6 + Skills 2 (4 ranks) + Defenses 12 = 150
--------------------
Qnetic Personal Focus - PL 10
Strength 4, Stamina 10, Agility 10, Dexterity 2, Fighting 4, Intellect 2, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Evasion, Improved Initiative 4, Instant Up, Jack-of-all-trades, Move-by Action, Power Attack
Skills
Expertise: Science 4 (+6)
Powers
Accelerated Healing: Regeneration 10 (Every 1 round)
Damage: Strength-based Damage 6 (DC 25; Accurate 3: +6, Affects Insubstantial 2: full rank)
. . Damage: Strength-based Shapeable Area Damage 3 (Alternate; DC 22; Affects Insubstantial 2: full rank, Shapeable Area: 30 cft., DC 13)
Dimensional Awareness: Senses 1 (Awareness: Dimensional Awareness)
Life Support: Immunity 10 (Life Support)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Custom 2: Metamorph)
Quickness: Quickness 5 (Perform routine tasks in -5 time ranks)
Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
. . Dimensional Jump: Movement 3 (Alternate; Dimensional 3: any dimension, 50 lbs.)
. . Quantum Breakdown: Teleport 2 (Alternate; 120 feet in a move action, carrying 50 lbs.; Accurate, Extended: 4 miles in 2 move actions)
Offense
Initiative +26
Damage: Strength-based Damage 6, +10 (DC 25)
Damage: Strength-based Shapeable Area Damage 3 (DC 22)
Grab, +4 (DC Spec 14)
Throw, +2 (DC 19)
Unarmed, +4 (DC 19)
Complications
Motivation: Doing Good
Quirk
Languages
Native Language
Defense
Dodge 10, Parry 6, Fortitude 10, Toughness 10, Will 8
Power Points
Abilities 76 + Powers 55 + Advantages 11 + Skills 2 (4 ranks) + Defenses 6 = 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.
Your dimensional form was over by two points but if you remove precise and subtle from Dimensional Phased, useless for that power anyway, it works out to 152. You also need to pick an attack effect that can still affect you in your phased state, if you don't I will.
GM Xabulba |
QNetic I was studying up on your new forms and noticed a huge flaw in the Dimensional Phase telekinesis power. You only have 1 point in the effects corporal extra, that means your telekinesis only has a rank of 1 when effecting corporal items. With a TK rank of 1 you can only move up to 100 pounds and any damaging attacks against corporal targets would only be rank 1 also.
Captain Cosmos |
When I designed the transmat, I built it with the unreliable flaw; basically 50/50 odds of working on a given turn. The thinking was the operator is messing with the controls to get the lock, there is no way to tell how long that will take, but it takes move+standard each turn, so you have to spend most of your action futzing to get the lock, even in perfect conditions.
That way it's more like the Star trek transporter and less like a superpower.
QNetic |
Yeah, I screwed up on that form; here's a version with some fixes- I'll load it into the profile. I kept precise because that allows him to phase parts of his body if he wants.
QNetic Dimensional Phase - PL 10
Strength 0, Stamina 4, Agility 4, Dexterity 4, Fighting 2, Intellect 2, Awareness 4, Presence 2
Advantages
Accurate Attack, All-out Attack, Improved Initiative 2, Jack-of-all-trades, Power Attack
Skills
Expertise: Science 4 (+6)
Powers
Dimensional Awareness: Senses 1 (Awareness: Choose Type & Descriptor)
Dimensional Obscurity: Concealment 4 (All Visual Senses)
Dimensionally Phased: Insubstantial 4 (Incorporeal; Increased Duration: continuous, Precise)
Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 4)
Telekinesis: Move Object 10 (25 tons, DC 25; Accurate 3: +6, Affects Corporeal 10, Damaging)
Offense
Initiative +12
Grab, +2 (DC Spec 10)
Telekinesis: Move Object 10, +10 (DC 25)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Languages
Native Language
Defense
Dodge 4, Parry 4, Fortitude 8, Toughness 4, Will 8
Power Points
Abilities 44 + Powers 90 + Advantages 6 + Skills 2 (4 ranks) + Defenses 10 = 152
Type of effect that bypasses Insubstantial: Cosmic
Liberteen |
Ooh, a stylized flag in a heart shape.
Chris 114 |
@Chris 114 - Sorry if my response came off as snappy.
i didnt think it was snappy. i did change to melee form when i moved to attack him, however i didnt explicitly state it (i thought i had). I would have had to change to that form to attack him with my failed armblade attack.
GM Xabulba |
Don't forget that you have hero points that can do stuff like this;
You can “edit” a scene to grant your hero an advantage by
adding or changing certain details. For example, a hero
is fighting a villain with plant-based powers in a scientific
lab. You deduce the villain may be weakened by defoliants,
so you ask the GM if there are any chemicals in
the lab you can throw together to create a defoliant. The
Gamemaster requires a hero point to add that detail and
says the right chemicals are close at hand. Now you just
have to use them!
How much players are allowed to “edit” circumstances is up
to the individual Gamemaster, but generally hero points
should not be allowed to change any event that has already
occurred or any detail already explained in-game.
For example, players cannot “edit” away damage or the effects
of powers (hero points already allow this to a limited
degree, see the following). The GM may also veto uses of
editing that ruin the adventure or make things too easy on
the players. This option is intended to give the players more
input into the story and allow their heroes chances to succeed,
but it shouldn't be used as a replacement for planning
and cleverness, just a way to enhance them.
You can spend a hero point to gain the benefits of one
rank of a advantage you don’t already have until the end
of your next turn (see the Advantages chapter). You must
be capable of using the advantage and cannot gain the
benefits of fortune advantages, only other types. If the
advantage has any prerequisites, you must have them to
gain the benefits of the advantage as a heroic feat.
One hero point allows you to re-roll any die roll you make
and take the better of the two rolls. On a result of 1 through
10 on the second roll, add 10 to the result, an 11 or higher
remains as-is (so the re-roll is always a result of 11-20). You
must spend the hero point to improve a roll before the GM
announces the outcome of your initial roll. You cannot spend
hero points on die rolls made by the GM or other players
without the Luck Control effect (see the Powers chapter).
You can spend a hero point to get sudden inspiration in
the form of a hint, clue, or bit of help from the GM. It might
be a way out of the villain’s fiendish deathtrap, a vital clue
for solving a mystery, or an idea about the villain’s weakness.
It’s up to the GM exactly how much help the players
get from inspiration and how it manifests, but since hero
points are a very limited resource, the help should be in
some way significant.
You can spend a hero point to attempt to counter an effect
used against you as a reaction. See Countering Effects
in the Powers chapter for details.
You can spend a hero point to recover faster. A hero point
allows you to immediately remove a dazed, fatigued, or
stunned condition, without taking an action. Among other
things, this option allows you to use extra effort (previously)
without suffering any fatigue. Spending a hero
point to recover also lets you convert an exhausted condition
into a fatigued condition.
Unless otherwise noted, spending a hero point is a reaction,
taking no time, and you can spend as many hero
points as you have.
Please use them, you always have one at the start of a scene and extras are awarded for role-playing, amusing the GM, side stories and the like. It makes the game more fun for you and me.
GM Xabulba |
I am becoming more familiar with the combat rules for M&M3 and realized we were doing some of the combat wrong in the first scene, so here are some clarifications so everybody is on the same page;
1) the -1(bruise) damage and the staggered conditions are cumlitive but dazed is not. The dazed condition only lasts until the end of the of the characters next turn no matter how many times dazed is inflicted. A staggered character who is staggered a second time is knocked unconscious, if they are staggered a third time they are now dying.
2) You do not to roll to hit with area effect powers, if a character is in the area effect of a power they can (if able) roll a dodge check to avoid some of the attacks power, DC equals 10+PL of the attack. If the dodge DC is made the PL of the attacks is reduced by half (minimum of one) for the resistance check.