Heroes of Freedom City

Game Master Joey Virtue

Mutants and Masterminds 2nd Edition Game.

Heroes of Freedom City


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Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

I don't mind being isolated, I just don't want to be a special snowflake who is always pulling focus away from what everyone else is doing. Think Shadowrun Deckers or old fashioned rogue scouting.


Hero Points: 2 + Luck 2|Damage Condition: None |Status Condition: None|Fatigue Condition: None| Def:15 FF Def:10 KB:-15 |Saves T:13 IT:7 F:- R:+6 W:+9 |Init: +0|Notice: +11

I am all for the pool point, though given the character's lack of a physical form it may not be possible for him to use such a device for communication but having a base would not be a bad thing.

As for making Invictus tougher, if that is how you see him, then I would go that way. Given my performance vs. 1/10 of Phalanx I am not sure if heavy hitter applies. I was wondering if we need a bit more support. Not sure I felt all that useful but I have some ideas based on my character's origins that could make him better support oriented.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)
Dr. Quark wrote:
I don't mind being isolated, I just don't want to be a special snowflake who is always pulling focus away from what everyone else is doing. Think Shadowrun Deckers or old fashioned rogue scouting.

See, I never got the Decker thing. I ran Shadowrun for a year and a half, and I made the decker make simple rolls for info dumps that pushed the story along, but typically made the decker either run concurrent to the team:

ie. Team's in a run and gun battle through a corp tower, roll initiative, cyber sam shoots guard #1, mage blasts guard 4 & 5, decker defeats black ice # 1 and shuts down elevators securing teams flank.

Or I'd make the cyberspace security so tight, the decker would have to access a node inside the location and physically participate in the run until they find him a node.

As far as not feeling like a heavy hitter golem, just remember we were giving up 3 PL's to a guy who can make 10 copies of himself, we'd have stood a better chance downing Captain Thunder than Phalanx. Don't sell yourself short :D


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

I'd have to figure out his angle but we could possibly add on sections to Techno Priest's base? Maybe by some strange luck, Dr. Quark's medical office sits above the tunnel that leads to the cathedral, working as a secret entrance.


Hero Points: 3 + Luck 2 ||Damage Condition: none|Status Condition: None|Fatigue Condition:None | Def: 18; FF 12 Def: KB: -6||Saves T: +9 IT: F:+5 R:+5 W: +5|Init: +5|Notice: +7| Regen 12 (rate: B 2, I 4, S 4, R 2

is there a way we could do it using Quark's shrinking method? Sort of like how in Marvel they had an avengers base inside of subspace by shrinking it through Pym particles.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Or an extension into the harbor, for cool animae launch sequences! :D


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

One of the base forms in the main book is a magical brownstone that is bigger on the inside than on the outside. It is based on Dr. Strange's house. No reason that couldnt be scientific in explanation rather than magical.

I like the coincidence for Techno Priest being underneath the brownstone. Explains how he took notice of Quark. Also not reason it has to be coincidence. My searches for property could easily have been manipulated.


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Also, when it comes to shrunken and harbor launches, why not both?


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

I think Broadway definitely needs work. He did exactly squat in that fight. Hit them with my best shots, including a crit to exactly ZERO effect. Only problem is, I'm not sure how or where to make the changes. So any suggestions would be greatly appreciated. This is really the first M&M character I've ever made, so not sure where mistakes were made.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))
Praxiteles the Golem wrote:
As for making Invictus tougher, if that is how you see him, then I would go that way. Given my performance vs. 1/10 of Phalanx I am not sure if heavy hitter applies. I was wondering if we need a bit more support. Not sure I felt all that useful but I have some ideas based on my character's origins that could make him better support oriented.
Broadway in Freedom City wrote:
I think Broadway definitely needs work. He did exactly squat in that fight. Hit them with my best shots, including a crit to exactly ZERO effect. Only problem is, I'm not sure how or where to make the changes. So any suggestions would be greatly appreciated. This is really the first M&M character I've ever made, so not sure where mistakes were made.

Do not feel bad about being ineffective against Phalanx. A PL 9 character has about a 14% chance to get any effect on a PL 12 character each round. A PL 12 character has a 44% chance to have an effect on a PL9 character each round. Shifting points around doesn't change these odds too much, because they are all tradeoffs. If we had numbers on a pair of PL 12 character it would work. But we were outpowered and outnumbered and the enemy had planning advantage and there were a couple of deus ex machinas for the bad guys. We would have had to get really lucky to win this one. We only did as well as we did because the hero points were flowing.

Still, if anybody wants me to go over their character let me know. Broadway, can you post your full sheet?

Invictus Legacy wrote:
Or an extension into the harbor, for cool animae launch sequences! :D

I'm all into that! Harbor or a river works for me.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

I like the subspace idea, but I am 100,000% sure as we gain notoriety, Cathode Cathedral will be compromised, and I am equally as sure that encounter would be AWESOME. I say we go with the underground base with harbor port, and perhaps an above ground dummy building. Once the s#%t hits the fan, we take up realty in subspace, on the back of an unassuming, yet extraordinary, intelligent pigeon. Is that too Grant Morrison?


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

TP, you going to set the stage for the afterparty?


Waveform, the full sheet is on the OP page.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Okay, the big problem I see is your defenses. You are PL 4.5 defensively. This is because of your toughness of 4 and defense of 15. You only get to 6.5 with your alternate powers.

Your protection abilities should be separate powers, not an array. You have to choose between moving, attacking and having your rear hanging in the breeze.

Sadly, it's a lot of points to change.

Some of your attacks don't meet PL either. It's okay not to be good at everything, but realize that they are mostly useful against mooks.

I should be able to get some time to make suggestions on Saturday (depending on how the prep for my own game goes).


OMNIPOTENT OMNIPRESENT NARRATOR

He has it set up as two seperate arrays that write up there doesn't make it look right and his flight and force field array is dynamic so if he not moving he can pump his toughness save up to the level they need to be. I'll pm you the hero labs write up that looks better then the one on op


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

GM, if you get a chance, can you send me my sheet?


OMNIPOTENT OMNIPRESENT NARRATOR

Are you guys going to Roll play out the meeting or should I advance the story?


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

I think it may be best to let us role play it, considering how powerful of a moment it is, is formally forming as a team and all. I guess everyone's busy though.

I'm looking to make some changes to techno priest to make him more effective against people so that he won't be useless in a scenario where there are no robots.
Invictus recommended that I change my disintegration to transform. Would it be too pricey to make a transform that would basically do the same thing as my disintegrate (deconstruct mechanical objects) and then re combine them into weapons for TP to use?
Imagine him zooming by on his glider, zapping an unattended vehicle, the pieces pulling apart and reconstructing into a giant fist weapon that attaches itself to TP, which he then uses to pummel stupid dumb Phalanx to the ground.


OMNIPOTENT OMNIPRESENT NARRATOR

No I don't see that being able to happen that looks like it would cost a ton more points then you would be able to have. Im not the Mutants and Masterminds wizard like some of our players but I dont see it.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Honestly, me neither, not yet at least, but is something I'll work towards once we get up there in power points


Damage Condition: None Fatigue Condition: None Hero Points: 1 Def: 21 FF Def: 15 | Saves T:+7 IT: 4 F:+5 R:+12 W:+5 | Init: +10 | Notice: +5 (Uncanny Dodge [visual], Extended Sight, Accurate Hearing, Direction S., Distance S., Infravision, Radio, Ultra-Hearing, Ultravision)
Waveform wrote:


@Dr. Q: Yep, isolation is one of the side effects of shrinkers. For a lot of stories we'll be interacting with different worlds. At least until we do the Fantastic Voyage issue where we all slip into T.I.G.H.T.S.

Heroes should always slip into T.I.G.H.T.S. As long as they and ask nicely.

Also: I'm up for donating my pp to the base. Isaac could probably whip up some cool underwater dome thing.


OMNIPOTENT OMNIPRESENT NARRATOR

You should maybe wait to build it and spend your points an maybe look into freedom for people who might want to help you guys out financially.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

And Ares brings beer! :D Does Immunity: Poison include alcohol? >.>


Hero Points: 3 + Luck 2 ||Damage Condition: none|Status Condition: None|Fatigue Condition:None | Def: 18; FF 12 Def: KB: -6||Saves T: +9 IT: F:+5 R:+5 W: +5|Init: +5|Notice: +7| Regen 12 (rate: B 2, I 4, S 4, R 2

yup :) can't be a proper god of war if you have a buzz.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

As for spending points on the base, I think the idea is that some of us need communication devices and if we're buying an equipment point we may need to do something with the other points. Some of us aren't the utility belt type. And if people want my civilian cell phone number, then they're going to have to up their flirting game.

@Broadway, okay with dynamic pools it's a little clearer, but it still means that you can only hit PL defensively by bringing your attack below PL. I'll play around on Hero Lab tomorrow to look for better options. Perhaps having the base protection outside of the array and using array points for the invulnerable. Are all of your slots dynamic? It's not clear even on the sheet that Joey posted.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

I agree about the EP's but just because you spend points on it doesn't mean it happens over night. They could very well be unspent points until such time as we have in-game financials and resources to do what we need to do.

I am probably not changing my character, but I did do one thing that makes me kind of ugggh! I used a Passive Container for all my Powers to represent his cloned heritage. BUT, that means to up anything in the container I need to drop 5 points, for one rank of container. So I may fiddle with that a bit keeping the powers the same, but bringing them out of the container and into individual powers.

A question for Watcher, how does spent PP affect our PL's, if we spend 15 we are eligible for PL 10? ie. Can we bank PP's so when we break through to PL 10, we can up our Def/Tou & Atk/Effect right off? Or do you want us to spend 15 points, YAY, we can start, at that point, to increase our stats & saves to a PL 10 character?

As you can see I am in this for the long haul and want to get to the point where we can up stage the League, cuz eff that guy!


OMNIPOTENT OMNIPRESENT NARRATOR

It's 25 points to move up to level 10 and you can spend it or hold onto it when you hit 175 you can increase your PL


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

I plan to do some reworking. I want a few more secret id items, a little wealth, a little prestige. I would like to be known as one of the foremost metahuman biologists. I also would like to be able to do a little more in combat. Bestowing conditions and the like. Not sure how to get to that. I'm not totally happy with several things, but some of that may just be being a new hero. I am way more used to GMing and being able to spend power points at will.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

...and it's hard to build too diversified a character at this point value.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Watcher had a point re: searching for financial backing.
We have one unofficial outing under our belts. Maybe we're getting ahead of ourselves with a huge base. We could use The Cathedral as our makeshift base for the time being until we gain more renown.


Damage Condition: None Fatigue Condition: None Hero Points: 1 Def: 21 FF Def: 15 | Saves T:+7 IT: 4 F:+5 R:+12 W:+5 | Init: +10 | Notice: +5 (Uncanny Dodge [visual], Extended Sight, Accurate Hearing, Direction S., Distance S., Infravision, Radio, Ultra-Hearing, Ultravision)

Isaac might have enough influence to get a rich benefactor. He's probably made his boss a lot of money. But he'd have to out himself to get that. Not sure how he'd feel about that.


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

@waveform - The movement/protection array is not dynamic, but the offense/absorption array is.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Whoops! Sorry, Broadway, don't know why I thought you posted your arrival already


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

The part I hate is coming up ... what do we call ourselves!?! Also, I would suggest, since we haven't secured financial backing, that we spend 1 pp to buy Super Sense: Communication Link (Other Members of Unsung Heroes!). As a power it is far less likely to be damaged, jammed, etc, and save us the head ache of banked Equipment Points. I don't have my books at work (:p) but with a 2nd PP, we could put subtle on it, and we're good!


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

We've got inventors in our ranks. How would that work for us regarding our communication situation? Could we make our own communicators?

I don't want to have to think about a name. I've been dreading that. We could spend months coming up with a good one that we all agree on.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Inventor is for short term inventions. Fighting Xavier, Spend a Hero Point make some rolls, go to the Cathedral and wip us up some Tinfoil Hats that give the wearer Immunity Mental Effects (Limited to half Effect).

Inventor and Tech skills give us a reason, or descriptor if you want, so we can invest PP into secure communicators.

As for names, part of me (admittedly as a snub to Captain Thunderpants) wants to go with ... the Public Trust.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Okay, here is my suggestion for Broadway 2.0.

The differences:

1) His sonic field is a separate power, with the sonic wall as an alternate. The sonic wall doesn't have the affects others modifier because that doesn't make much sense, and because he won't have his normal protection without it.

2) He's slower most of the time, but his flight is't alternate with anything. His base flight speed is 7, which is pretty good, considering he's using sound to travel at Mach 1.3. However, there's 3 more ranks of flight connected to his phasing. He can travel all out when he's in sonic form, but he can't shoot anything.

3) His power array has changed some
...3a) I put sonic blast first because it's likely your main attack.
...3b) Absorption is the only dynamic power, so when you are absorbing, you can only mix that with blast. I also decoupled it from toughness, so you don't break PL. It just gives you healing when you're hit with energy.
...3c) Piercing scream is gone. Yes it would penetrate impervious, but most people who have impervious have a high toughness, so an attack 6 will be easily resisted. It's the least useful power, and we didn't have the point for it. If you really want it, let me know what else you want to drop and I'll figure a way to make it useful.
...3d) Phasing is linked to extra flight, as noted above.
...3e) Vertigo and Synapse Overload have lost their extra reach. I did that so you can roll to hit at +9 instead of +5 by using accurate attack.

crunch:

Broadway v2.0

Power Level: 9; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

Tough: +4/+13, Fort: +9, Ref: +11, Will: +13

Skills: Acrobatics 8 (+12), Bluff 6 (+10), Concentration 7 (+9), Diplomacy 6 (+10), Gather Information 4 (+8), Notice 10 (+12), Perform (acting) 5 (+9), Perform (singing) 5 (+9), Search 8 (+9), Sense Motive 5 (+7)

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Distract (Bluff), Evasion, Move-by Action, Power Attack, Precise Shot, Quick Change

Powers:
Friction Glide (Flight 7) (Speed: 1000 mph, 8800 ft./rnd; Limited (Only touching a Surface); Power Loss (Silence))
Sonar (Super-Senses 3) (sonar)
Sonic Blast (Blast 9) (DC 24)
. . Absorption (Healing 4) (Alternate; [0 active, 0/18 PP, 4/r+2]; Action 4 (reaction), Custom (Dynamic); Limited (Limited to level of Energy Attack), Personal; Persistent, Stabilize)
. . Phasing (Linked)
. . . . Flight 3 (Linked; Speed: 50 mph, 440 ft./rnd; Stacks with (Friction Glide (Flight 7)); Limited (Only in Contact with surface))
. . . . Insubstantial 3 (Linked; Energy)
. . Sonic Control 9 (Alternate; Radius: 45 ft., DC 19)
. . Synapse Overload (Stun 8) (Alternate; DC 18; Accurate 2 (+4))
. . Vertigo (Nauseate 8) (Alternate; DC 18; Accurate 2 (+4))
Sonic Shield (Force Field 9) (+9 Toughness; Impervious [5 ranks only]; Power Loss (Silence))
. . Sonic Wall (Force Field 7) (Alternate; +7 Toughness; Shapeable Area (7 cubes of 125 cu. ft. (5x5x5) - General); Power Loss)

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +6)

Attacks: Sonic Blast (Blast 9), +9 (DC 24), Sonic Control 9 (DC Fort/Ref 19), Synapse Overload (Stun 8), +9 (DC Fort/Staged 18), Unarmed Attack, +5 (DC 16), Vertigo (Nauseate 8), +9 (DC Fort/Staged 18)

Defense: +5 (Flat-footed: +3), Knockback: -9

Initiative: +4

Languages: Native Language

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 12 + Powers 47 + Combat 20 + Saves 23 + Drawbacks 0 = 150

Let me know what you think. I tried to keep as close to possible, let me know if I screwed anything up or any tweaks you want to do. Once it;s finalized I'll send the file to Señor Virtue.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Okay, I figured out how to get the penetrating attack back and make it useful. However, it's full power and lethal, and after you use it, you can't use it again for a round.

I forgot your sonar was active, so there's another point.

Broadway 2.1:

Broadway v2.1

Power Level: 9; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

Tough: +4/+13, Fort: +9, Ref: +11, Will: +13

Skills: Acrobatics 8 (+12), Bluff 6 (+10), Concentration 7 (+9), Diplomacy 6 (+10), Gather Information 4 (+8), Notice 10 (+12), Perform (acting) 5 (+9), Perform (singing) 5 (+9), Search 8 (+9), Sense Motive 5 (+7)

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 4, Distract (Bluff), Evasion, Move-by Action, Power Attack, Precise Shot, Quick Change

Powers:
Friction Glide (Flight 7) (Speed: 1000 mph, 8800 ft./rnd; Limited (Only touching a Surface); Power Loss (Silence))
Sonar (Super-Senses 3) (accurate: Ultra-Hearing, ultra-hearing; Noticeable)
Sonic Blast (Blast 9) (DC 24)
. . Absorption (Healing 4) (Alternate; [0 active, 0/18 PP, 4/r+2]; Action 4 (reaction), Custom (Dynamic); Limited (Limited to level of Energy Attack), Personal; Persistent, Stabilize)
. . Phasing (Linked)
. . . . Flight 3 (Linked; Speed: 50 mph, 440 ft./rnd; Stacks with (Friction Glide (Flight 7)); Limited (Only in Contact with surface))
. . . . Insubstantial 3 (Linked; Energy)
. . Piercing Scream (Blast 9) (Alternate; DC 24; Penetrating [5 ranks only]; Custom (Cannot use for 1 round after use), Full Power, Lethal, Reduced Range 2 (max range 225 ft.))
. . Sonic Control 9 (Alternate; Radius: 45 ft., DC 19)
. . Synapse Overload (Stun 8) (Alternate; DC 18; Accurate 2 (+4))
. . Vertigo (Nauseate 8) (Alternate; DC 18; Accurate 2 (+4))
Sonic Shield (Force Field 9) (+9 Toughness; Impervious [5 ranks only]; Power Loss (Silence))
. . Sonic Wall (Force Field 7) (Alternate; +7 Toughness; Shapeable Area (7 cubes of 125 cu. ft. (5x5x5) - General); Power Loss)

Attack Bonus: +5 (Ranged: +9, Melee: +5, Grapple: +6)

Attacks: Piercing Scream (Blast 9), +9 (DC 24), Sonic Blast (Blast 9), +9 (DC 24), Sonic Control 9 (DC Fort/Ref 19), Synapse Overload (Stun 8), +9 (DC Fort/Staged 18), Unarmed Attack, +5 (DC 16), Vertigo (Nauseate 8), +9 (DC Fort/Staged 18)

Defense: +5 (Flat-footed: +3), Knockback: -9

Initiative: +4

Languages: Native Language

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 12 + Powers 47 + Combat 20 + Saves 23 + Drawbacks 0 = 150


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

Couple suggestions, lose Reaction on his Absorption, it's in an Array so he has to WANT to use it anyway, he focuses on Absorbing Sound from his environment, all sorts of fun Power Feats he could afford on that by dropping Reaction.

Maybe I am used to 3E too much now, but Sonic Wall seems kind of meh. Shapeable Protection? Why not use Create Object, limit it to simple geometric shapes, and he can create bubbles of sound, since it is an object it would need to be destroyed before damage could be done to the people it's protecting. Maybe make it distracting as he feeds sonic energy into it to maintain, but I think Create Object is closer to what you want for force walls.

Just my opinion.


Hero Points: 1 | Damage Condition: 2 | Status conditions: | Fatigue Condition: 0 | Defense: 18 FF Def: 14 KB-5 | Saves T: 10 F: 8 R: 7 W: 7 | Init: +4 | Notice: +8 (Sense water-based fluids (acute, penetrating))

Absorption has to have reaction on it to work like absorption. If it's not rection he has to spend actions absorbing, and I don't think that's what he wants.

But good idea on Create Object.

Now his sound walls can block insubstantial and he can choose to let himself and allies shoot through it.

Broadway v2.2
. . Sonic Wall (Create Object 9) (Alternate; Max Size: 9x 5' cubes, DC 19; Limited (Basic shapes); Affects Insubstantial 2 (full power), Selective, Stationary)


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

Here is the rebuilt Dr. Quark. I changed up his attacks to make an array that can choose from several debilitating effects. I boosted his skills to make them a little more impressive. Things that will likely not come up much but he is really good a his science/medicine now. I went ahead and built the communication into his helmet and made sure it had disguise. I assume that one point is to have communication to some home base. He still isn't going to be very effective against powerhouses, but he has a lot of utility and stealth capabilities. I will give folks a chance to take a look before I change the profiles.

Dr. Quark:
Quark

Power Level: 9; Power Points Spent: 150/153

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +6 (22), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+5, Fort: +0/+10, Ref: +1/+13, Will: +0/+10

Skills: Acrobatics 8 (+8), Computers 8 (+14), Diplomacy 8 (+8), Knowledge (life sciences) 14 (+20), Knowledge (physical sciences) 13 (+19), Knowledge (technology) 4 (+10), Medicine 9 (+9), Notice 8 (+8), Stealth 4 (+24)

Feats: Defensive Strike, Eidetic Memory, Elusive Target, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Initiative 3, Quick Change

Powers:
Anatomic Manipulation (Paralyze 6) (DC 16; Limited (Only when Shrinking))
. . Drain 6 (Alternate; drains: single trait, DC 16; Limited)
. . Healing 6 (Alternate; DC 16; Limited (Only when shrinking))
. . Strike 6 (Alternate; DC 21; Limited (Only when shrinking))
. . Suffocate 6 (Alternate; DC 16; Limited (Only when shrinking))
H.E.L.M. (Device 12) (Easy to lose; Disguised)
. . Force Field (Force Field 10) (+10 Toughness)
. . Fortitude (Enhanced Trait 35) (Traits: Fortitude +10 (+10), Reflex +12 (+13), Will +10 (+10), Feats: Evasion 2, Quick Change)
. . Micronaut Life Support (Immunity 11) (critical hits, life support; Noticeable (Respirator Sound))
. . Team Communicator (Super-Senses 5) (communication link: Radio, darkvision, distance sense, time sense)
Microvision (Super-Senses 9) (analytical: Choose Sense, microscopic vision 4 (atom-size), x-ray vision)
Quantum Size (Shrinking 20) (quantum forces, -5 Toughness, -5 size categories, 1/16 movement speed; Normal Strength; Atomic Size)
Quantum Speed (Super-Speed 3) (Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3; Limited (Only when Shrinking); Wall Run)
. . Quickness 3 (Perform routine tasks at 10x speed)
. . Speed 3 (Speed: 50 mph, 440 ft./rnd)
. . Swimming 9 (Alternate; Speed: 1000 mph, 8800 ft./rnd)

Equipment: Cell Phone, Headquarters

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: -20)

Attacks: Anatomic Manipulation (Paralyze 6), +12 (DC Staged/Will 16), Drain 6, +12 (DC Fort/Staged 16), Strike 6, +12 (DC 21), Suffocate 6, +12 (DC Fort 16), Unarmed Attack, +12 (DC 15)

Defense: +13 (Flat-footed: +7), Size: Medium/Miniscule, Knockback: +3

Initiative: +0/+12

Languages: Native Language

Totals: Abilities 12 + Skills 19 (76 ranks) + Feats 6 + Powers 110 + Combat 2 + Saves 1 + Drawbacks 0 = 150


Damage Condition: None Fatigue Condition: None Hero Points:1 Def: 15 FF Def:13 |Saves T:+4 IT: F:+9 R:+11 W:+13 |Init:+4 |Notice:+12 Sonar(Blindsight): Hearing

Thanks! Those are some great suggestions. I'll get the new crunch up shortly.


OMNIPOTENT OMNIPRESENT NARRATOR

I am at a loss

There was one more player and he finally finished an acceptable character but I'm worried 8 is to many let alone nine and I don't want to be a jerk and tell the player no after he has had to build three characters.

How can I improve the flow with this many players?

What should I do?


OMNIPOTENT OMNIPRESENT NARRATOR

In game

I'm going to let you guys run with this for as long as you want after you guys can do a night patrols if you want, with more. Free reighn with me adding as a pick and choose.
It's Thursday in game and I'll advance the days as you guys choose.


Hero Points: 3 | Luck: 2 | Damage Condition: None | Status Condition: None | Fatigue Condition: None | Defense: 16 (14 w/o Dodge Bonus) KB: -9 | T: 12 (6 Impervious vs. Physical) F:12 R: 4 W: 7 | Initiative: +2 (+10 w/Super Speed Active)| Notice: +7 (Danger Sense (Hearing), Extended Vision & Hearing (-1/100'), Infravision, Ultrahearing, Microscopic Vision (Molecule size), Radio, X-Ray Vision)

At this point we are already on to team forming, I don't really feel like ret-conning him into the previous scene would work. If he wanted to be included, he'd have had to be there and fail spectacularly right along side the rest of us! :p

I also wouldn't want to see the next scene be an introduction devoted solely to him, let him come in organically, perhaps after we form the team. Offering to help, something like that.

Also, to the other players, lets wrap up the name discussion quickly. Is there a poll feature on these boards? Pick three or four we like and vote. I want to get us rolling in a direction, a patrol where we get to be the hero would be good. Maybe have Watcher throw two situations at us and split into two teams to deal with it.

A suggestion with this many players Watcher, rather than have a set initiative, do blocks of initiative. Lump all the villains together (maybe average their initiative, in case there is a speedster and a lumbering brute), then roll the heroes initiative. Those that beat the villains can post in whatever order they want, then the villains, then the heroes who rolled lower on the order. That way so-and-so isn't waiting for Invictus to post because they I got 17, and they got 15.

Also, again to the other players, lets focus this meeting up. I think we need to chase VIPER, Invictus has connections with FCPD through Captain Murtaugh, we need to talk to AEGIS, figure out why they had such a small presence, and then if anyone has contacts, or can find a list of the courthouse security that was replaced by VIPER agents, we can check on their families, and see if they were coerced, or kidnapped so that VIPER could slip in agents.

Just a couple thoughts is all!


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Name ideas:
New Freedom
The Longshots (The Underdogs, The Dark Horses, etc)
Justice Squad of Freedom City


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

New Kids on the Block?


Hero Points: 2|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 23 FF Def:17 KB:15 |Saves T: 5 F: 10 R: 13 W: 10 |Init:+0/+12 |Notice: 9 (microscopic, x-ray vision)

I like the Longshots.


Hero Points: 1 | Damage Condition: None | Status Condition: None | Def: 16 FF 11 KB: -5 | Saves T: 12 F: 7 R: 7 W: 12 | Initiative: +3 | Notice: +10 (Danger Sense: Mental), Mystic Awareness (Radius, Ranged, Mental), Uncanny Dodge (Mental)

Hey ya'll.

I have been following the game since the beginning, and you probably recall me as The Imaginator. I loved the idea of that character, but when it came to the reality of making him work, he was just too much. As a result, I was forced to go back to the drawing board and come up with a new idea, and try to find something that would complement the team as it is now.

I decided to go with a mystic, as there is very little in the magic in the party so far, but enough mystic flavour, with an ancient god and an undead spirit, that a wizard wouldn't be too out of place. There was another character after the Imaginator, but his theme and background turned out to be more Urban Fantasy that Four-Colour comic, and as a result didn't seem to be a strong fit for the present campaign. So, this guy is definitely a stronger comic book fit.

Feel free to have a look at the character, and give me feedback on flavour or mechanics. In regards to superheroes, he's more similar to Dr. Fate than your Dr. Strange types, as his magic is basically a boon provided by an artifact.

I set him up with the intent of complementing the existing team, and filling in some of their weaknesses without retreading familiar territory or infringing on anyone's role. As such, he has a lot of mental abilities, Mind Reading, Mind Control, and Astral Projection. As well he brings some more Healing (Healing never goes amiss), and while he can't heal at range like Techno, he can heal a wider array of conditions. For battlefield control, he has a pretty potent illusion power. And last, and possibly most useful, Teleportation portals. He'll be able to get the whole team anywhere they need to go extremely quickly, or extract them just as quick. Fighting wise, he's on par with most others, as long as it's against sentient creatures, but he's limited on options against machines or constructs, as he's kind of a psychic mystic type. In some ways, that seems like an interesting counterbalance to Techno, who has limited options against non-machines; the other side of the same coin.

If you have suggestions for any final rounding out or changes, please let me know.


Hero Points: 2|Damage Condition: 1 Bruise |Status Condition: Staggered, Stunned|Fatigue Condition: None| Def: 16 FF Def: 13 KB:-4 |Saves T: +9 F:+5 R: +5 W: +6|Init: +2 |Notice: +5 (Darkvision, Tech Awareness, Direction, Distance, Time,Radio)

Thoth, I like the counterbalance between our two characters. Very much the other side of the same coin. While I'm no power guru, everything seems all right to me.

My main concern is introducing you. Perhaps that should be our next outing?

Invictus, Waveform, your power-fu is needed.
If you were to make changes to Techno Priest, how would you go about it? Message Watcher for the .Por file if you'd like to play around with that. It will be a more accurate build than what I have up (we made some changes)

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