Justice League Generations (Inactive)

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Aight, finished up. Couldn't think of any more thematic powers I wanted to have permanently...but then I remembered Luck was a thing. So I bought a rank in Improved Pin, and 4 ranks of Luck.


I find that I am unaware of complications for you guys. I can think of some, but are there any that you want to list. Most of you are fairly new heroes, but are there any rivals, enemies, etc.?


I have mine listed on my sheet. Hatred of the Air Force for how they treated him (or, at least the branch that experimented on him and then left him in the lurch when they f!#~ed up).

A secret that I PM'd to you, but not really any reason to keep it from the other players: Secret: His powers went out with a bang. When the serum kicked in and reduced his range, there was a telekinetic explosion, killing everyone in the room and observation area. The total death toll was six doctors, three lab techs, a janitor, and a respected Colonel.

The military covered this up due to the not strictly legal nature of these experiments, but it's still a shadow hanging over Patrick's head, and leverage they could use.

Also been thinking of adding another. Something like being really stubborn or wanting to take charge in combat situations.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Heh. =)
Imagine fully accepts the legion of complications that come with being Heir to the Throne. Her personal priorities and attitudes can and have changed on a dime to conform with the wishes of Lex Luthor. On top of that she's a rebellious megalomaniac that is among the most powerful telepaths in the world, and she's fully cognizant of that.

If you need more than that, I'm not sure I can help you. =D


Yeah, sorry. I have those. I was wondering more about interpersonal ones or specific relationships. Basically wondering if I should be including any particular NPC's to enrich interactions.

I enjoy the dynamic that is developing between the team mates. I am looking to gradually broaden the world.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Well....

None can deny that we've got an interesting "Will they/Won't they" romantic subplot with Imagine/Robo. It might be interesting if a romantic rival to one/both of them were to vie for attention? ;-)
(IMHO, I've found that romantic subplots, including ones with NPCs, have a good effect on the "immersion" of many games. It's also a little-used tactic, but, fortunately, if it doesn't work you can always just kill an NPC off and get roughly the same effect. =)

To that end, depending on the mental anguish that Sinter has about never being able to touch another person, he might have a bit of the Rogue syndrome, and how would he react if someone offered him a way to temporarily nullify his powers? What would he do for that?


I was thinking that Sinter should have a complication like Denied Humanity or something. I mean, he can't have a beer with the team, or recount war stories over a burger, or have human contact.

I have some ideas for moments that exploit that, but don't want to give them away. In a sense, he is taking on the Outsider role that Jonn plays.


Ah, you mean "Complications" as in "attachments". =)

TBH I didn't give much thought to it. I know Patrick isn't the family man sort. I'll see if I can figure out some close friends and acquaintances.


Besides his relationship with Kara Luthor and LexCorp, I think Neil's identity as Captain Robo would be public. He was mentored by Cyborg, works as a lead designer for WayneTech, and up until recently was on-call as JLA's go-to tech guy. He probably needs some sort of enemy. Oh! His physical disabilities (nanite constructed prosthetic arm and leg) along with a secret that he hasn't really told anyone (he's paralyzed, but the nanites running through his body solve that issue). Are those enough/worthwhile? I always forget about complications and whenever I do come up with them, I feel like they're BS.


Another complication is that he wants his technologies used for good, so I'd imagine any villain who is interested would probably have it out for him.


The way I like to use complications is as an invitation to the GM. Most games focus on the plot that the GM has in mind, but MNM turns that on it's head a little..

So Forzare is inviting me to involve the air force (which is coming quite soon), and naming someone an enemy or rival is saying, hey, use this if you want.

It is all about empowering the player to influence the plot and tell the story of their character. The ability of the GM or the Player to invoke a complication is, IMO, one of the best parts of the game. Right now there is a plane crisis and military crisis. What other game let's the player decide to include characters or conflicts in this problem.

For example, one of you could stick a complication on the flight and get a hero point but have to deal with it. Forzare can have the US air force based in Japan or from a carrier show up and start giving orders.

To use an analogy, people like to say that in Pathfinder the Wizard is most powerful because they have narrative power. MNM grants that power to every player. Never in Pathfinder can the player decide what monster is in the encounter. But here, they could. I have a plan for the villains in this encounter, but I'd be willing to alter that if someone said their complication was involved.

Certainly Sinter should get a hero point for "I can't touch things" in this scene. I can think of ways he might be useful, but if he decides to stay on the Watchtower so as not to accidentally kill civilians, that seems to me to be worth a Hero point.

In table games I run, it is awesome to me when a player says, "That guy is now a complication for me.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Yeah, Sinter has a constant issue of being estranged from humanity since he's hardly human anymore. It's part of why he maintains as much of his old routine as he can (watching sports-it keeps him connected to everyone, even if the connection is tenuous).

He has something of an internal struggle to decide between being around people to maintain some connection to humanity, but knowing that his proximity is extremely dangerous to them.

I don't think the idea of a power nullifier is all too good since it would just turn him into an expanding cloud of plasma. He simply doesn't have a body anymore.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

One thing to note, I find it annoying that for all the self imposed difficulty of my build, I yielded very little in the way of discount in PP. Just making it so I can't touch anything was drastically expensive in fact (such that I couldn't afford immune to fortitude effects).

I suppose getting hero points in return is some consolation, but it did annoy me when formulating the build. The idea that being unable to actually interact with the world is not really a point worthy limitation is very odd.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Word as to my wearabouts: I've moved city. From Alberta to British Columbia (from western Canada to even more western Canada). The weekend was all packin boxes, loading the truck, driving, unloading the truck, and so on. Right now I am up to my eyeballs in boxes. I've finally got Wifi hooked up, but time is still at a premium due to all the work.

I'll try to get some time to dedicate to the game, but I hope you can be patient with me. I'll be copying this message over to my other games as well.

Please bot me as necessary.


Are there any special rules for throwing something I grab? Could I pick up and toss the giant robot off the ship?


Throw: You can pick up and throw your opponent like an inanimate object (see Throwing, page 36). The throw occurs as a move action as part of the grapple (grabbing, grappling, and throwing an opponent is a full-round action).
The distance you can throw an opponent is based on weight like any other object and a throw automatically ends the grapple.

thRoWing
Characters can throw any object they can lift, up to a heavy load. (You
cannot throw your maximum load, only drop it adjacent to you.) Picking
up an object is a move action, while throwing it is a standard action, so
it’s possible to pick up and throw an object in one round.
The distance you can throw an object is based on its weight and
your Strength. You can throw your heavy load 5 feet. For every 5 points
of Strength you have over the minimum required to lift an object as a
heavy load, move the distance you can throw it one step up the Time
and Value Progression Table (see page 70). So, a Strength 40 character has 30 points more Strength than needed to lift 100 lbs. as a heavy
load.

That means (30 divided by 5) 6 steps up the Time and Value
Progression Table. So a Strength 40 character can throw a 100-lb.
object up to 500 feet!
When dealing with objects weighing less than 10 lbs., move throwing
distance one step up the Time and Value Progression Table every time
you halve weight. So a character can throw a 5-lb. object twice as far as
a 10-lb. one, a 2-lb. object five times as far, and a 1-lb. object ten times
further. Weights below 1-lb. can be treated as 1-lb. for simplicity. So the
aforementioned Str 40 hero can throw a baseball (weighing less than a
pound) over 25,000 feet (nearly 5 miles)!
For throwing objects as weapons in combat, see Chapter 8.


Nice.

Of course since this thing dwarfs a destroyer, looks like I can't throw it at all after looking at some basic weight stuff (my heavy load is only 50 tons).

I'll look into some stuff later tonight to see what's up and what I can do.


Oh, I like this :-)


I am back so what deus ex can we use to get me back in the action?


Your ring is machina enough. Just make an excuse for being late and get in there.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Tumbler:
Does Kara know what a Leviathon is? The message seemed to imply that she would. If not, would she be able to find out with a Gather Information check bu calling Jeanine? If yes, then is this thing a Leviathon?


Kara:
I think he would not tell you, but see it more as a test, but you could figure it out. And yes, it is.


Just had a cool idea for something that fits my theme and might somewhat fix my mobility issues. Telekinetic Railgun. Details to come.


Sundakan wrote:
Just had a cool idea for something that fits my theme and might somewhat fix my mobility issues. Telekinetic Railgun. Details to come.

I don't even need the details and I love it already


I'm going to need an OSHA review on that.


Basic idea, I use my telekinesis to turn myself into a human bullet. Main drawback is, I can only go in a straight line. On the plus side, I hit like a truck when I get there, and since it'd be an alternate power of my VERY EXPENSIVE Telekinesis, I can probably make it REALLY fast and probably add that juggernaut thing to my immovable power as an extra to it so I can slam people and launch them back.


And all for the low low price of 1 power point for an alternate power. The OSHA thing was supposed to be a joke, though I realize now it may have read as a demand for explanation coming from the GM.

As for movement, it occurred to me that you could try out fly with a 15 foot ceiling (which is listed as 2 point drawback, though it seems like it should be worth more to me). Then you could alternate power your wall crawling and what not off of that. Not sure if you could score more speed from the same number of points or not.


Looking into some stuff, that flight with a 15 foot ceiling might be neato as part of it. As an alt of telekinesis, for lolz I could get Flight 20 (near lightspeed!) for a mere 10 points, leaving me 30 to layer on a Trip with Knockback (24 points), and some points to spare for other stuff.

I'd need to figure out a few things though.

A.) Would merely linking these together work? Flight linked Trip linked Strike etc. so I can only hit ludicrous speed as an attack?

B.) How hefty would you call a drawback of "can only move in a straight line, cannot stop or change direction mid-way"?

I'm not sure how practical this would be, but it would be pretty damn funny.

Alternately, I could just get the Flight 15 for 5 points and trade out my Speed for that (I've been picturing it as basically moving like Doc Ock floating off the ground a bit anyway), but that's the boring route. ;)


I would go with a two point drawback comparing it to the low ceiling drawback. Straight line isn't a huge limitation if you can change the direction of the line every round.


All right, think I just about have it hammered out. Went ahead and traded Speed 5 for Flight 15 (low ceiling), and also made another alternate:

Alternate Effect (1 point): Telekinetic Slam: Trip + Knockback 12 (24 points), Touch Range (-12 points), Extended reach (1 point), Affects Insubstantial (1 point), Linked Strike 12 (12 points) (26 points, 14 remain).

I wanted to ask if I could toss in a semi-Growth ability. Not an actual size increase, but an effective one for the purpose of overcoming size bonuses to Trip and similar. If so, how much would that cost?

Once I get that figured out, I'm gonna use it in my next post. This seems like it'll be fun.


After much pondering, I don't think that makes sense as a power as much as a ranked feat.

It costs 12 power points to get one size increase. Of course, that comes with lots of other benefits and a few penalties. Even if you lower that to 1pp/rank for growth (only for overcoming size bonus to things).

Compare that to improved trip which gives a +4 to all trip attempts.

I'm thinking a feat that lets you ignore one size category per rank, added to that power, makes sense.

Anyone have thoughts about that?


In any case, go with that for now.


Aight, final power: Alternate Effect (1 point): Telekinetic Slam: Trip + Knockback 12 (24 points), Touch Range (-12 points), Extended reach (1 point), Affects Insubstantial (1 point), Linked Strike 12 (12 points) Penetrating 10 (10 points), Ignore Size Bonuses 4 (4 points)

Now let's see how that works out.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Sorry, sorry. Lost my Association with the character. Also I'm feeling pretty useless. Apparently I have a gaping blind spot where massive constructs are concerned. I should probably see to that.
But now a bunch of bios have shown up! I can participate! =)

Also, I've yet to spend those two points:

tumbler:

It's becoming apparent that I've invested too heavily in the "Tele-" market for Imagine to actually be useful in combat. Indeed, if all we faced was a Leviathan I can't actually do anything at all. My fault, I'll try to fix it. Hence, my gaze is shifting over to the minions to pick up the slack. 1 point for minions gives them 15 points. They get:

2pts: +1 attack
2pts: +2 Strength
1pts: +1 Fort save

12pts to Device: Suit (gives 15):
8pts: +4 ranks Flight
3pts: Defense +3
2pts: +2 Will save
2pts: +2 Strength

New gear: Attached to the Warhammer Blaster Rifle is an assault rifle (Masterwork). Adding Tear gas grenades

The one other point I'm saving for Imagine. I can't spend it now so I'm just saving it.


Imagine:
I wouldn't say you are useless. Your power set is just very specific. And your powers are kind of hard to deal with casually without completely nerfing you. I'm still working on that balance. For example, the Black Manta build I was using was completely immune to mind control as a defense against the Aquaman family and their mind control/influencing tricks. I changed that immunity to a nice device based bonus to will saves. That is more fun than saying he is immune to your power. Of course, then I rolled a 1 on the save. Don't forget that if you feel like your current power set isn't working for a power, you can power stunt an alternate power for the encounter. Your Z belt, telekinesis, and telepathy could stunt to almost any power imaginable (pun intended).


I'm not sure who is still around, but I plan to get this campaign back off the ground or relaunch it with a completely new group if necessary. I'll start up a re-recruitment Wednesday night.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Still in.


Ditto


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

OK, we ready to roll then?


Okie doke. I'm going to shop around for some ideas of a character with more personality and pizazz than Forzare. I was thinking a knight-like character, maybe somehow related to Shining Knight.

Second idea was an Etrigan-like character who has a human form but can transform into some kind of demon to gain powers beyond his norm.

In either case I want someone who's a bit less grumpy than Forzare. And I think the second idea sounds more fun and unique.

Is there any way my human form could have been a passenger on the ship (maybe knocked unconscious in the initial explosion) and can join the fray as soon as I'm done with him?


Sundakan, that sounds super. Lots of fun demons to tie your backstory into.

Having been blasted into the water from the plane sounds good.

Do we want to let Forzare use his new big slamming power on the way out on the robot?

Then we could jump into talking to/fighting with Black Manta?


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

I like the idea of heroic deaths for the characters which are going away. Forzare might as well be among them, going out with a bang.


Yeah, I wouldn't mind a horrible accident involving this new power. Takes out the robot but kills Forzare at the same time.

Hyper Railgun: SUPAHNOVAAAA!


Are we happy with this number? Do we want to recruit a couple of newbies?


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

How many do we really have?

Imagine
Sundakan
Me
Shudder
Captain Robo?

I'm OK if we have a reliable core. We just need to make a solid posting policy. Something like 1/day during the week or something.


How do I manage a proper transformation power in 2e? Alternate Form doesn't do what I thought it did (it seems pretty limited, and waay expensive) and has weird duration rules.

Would I just make an Array and then set it up with some kind of Flaw that requires me to activate it?

Edit: No, that wouldn't work either. I'd end up with only being able to use one power at a time there.


You take the Normal Identity drawback. Build a normal character and your super powered version.

Depends on how useful the Normal ID is.

Jason Blood to Etrigan is probably alternate form.

Thor to Donald Blake or Hulk to Bruce Banner is Normal ID.


Was looking more for a Blood to Etrigan situation. Magic in my "normal" form and better/faster/stronger in my transformed state.

The problem is...how exactly is Alternate Form supposed to work? It seems very limited on what you're allowed to do with it, seemingly being limited to state changes (solid/liquid/gas/energy/incorporeal) and having a weird 5 point per rank "cost" but not explaining exactly what you GET with those 5 points.


What you want is Morph power with Metamorph feat. That is super easy to break, so be gentle.


I don't think I'd want to continue as Captain Robo, but I'd like the character to persist in-universe in one way or another.

As for a replacement, I've gotta put some thought into that.

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