phd's Wilcards game


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P.H. Dungeon wrote:

Actually the machine pistol looks fine. I think I was confusing the +7 to hit with a +7 damage bonus, which seemed high for a machine pistol.

50 mph is a perfectly reasonable flight speed, but I thought the original speed was 500mph (or at least that was what Niel had posted I believe).

My apologies if that was not the case. I admit that I was pretty busy the past couple of days, and haven't looked super closely at the sheet.

np

but i have made some significant changes based on niel and your comments - all in an effort to make a character fit into this campaign better and to keep it a little more simple. Unfortunately - I updated Hero Lab and now the pdf generator is not working so I no fancy pdf sheet this time :(

Here are the new stats...

Pixie

STR: +0 (10), DEX: +3 (16), CON: +1 (12), INT: +3 (16), WIS: +1 (12), CHA: +4 (18)

Tough: +5, Fort: +4, Ref: +5, Will: +3

Skills: Acrobatics 2 (+5), Concentration 4 (+5), Diplomacy 2 (+6), Disable Device 3 (+6), Escape Artist 1 (+4), Gather Information 4 (+8), Investigate 3 (+6), Notice 5 (+6), Search 3 (+6), Sense Motive 4 (+5), Sleight of Hand 1 (+4)

Feats: Attractive 1, Distract (Bluff), Equipment 1, Evasion 2, Fascinate (Bluff), Hide in Plain Sight

Powers:
Shrinking 12 (-3 size categories; Power Feats: Innate, Extras: Duration 1 (continuous), Normal Strength, Flaws: Permanent)
Wings (Flight 2) (Speed: 25 mph, 220 ft./rnd; Drawbacks: Power Loss 1 (Constrained wings))
Protection 4 (+4 Toughness)
Super-Senses 5 (Darkvision, Infravision, Tracking: Infravision 2 (normal speed))
Growth 4 (+8 STR, +4 CON, +1 size category; Alternate Powers: Shrinking 8 [Alt])
---Shrinking 8 [Alt] (-8 STR, -2 size categories; Power Feats: Custom 1 (Atomic Size))
Nauseate 6 (DC 16, Alternate Powers: Confuse 8 [Alt], Strike 8 [Alt], Extras: Poison)
---Confuse 8 [Alt] (DC 18, Flaws: Range 2 (touch))
---Strike 8 [Alt] (DC 23)

Equipment: Commlink

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: -11)

Attacks: Unarmed Attack, +5 (DC 15), Nauseate 6, +5 (DC Fort 16), Confuse 8 [Alt], +5 (DC Will 18), Strike 8 [Alt], +5 (DC 23)

Defense: +5 (Flat-footed: +3), Size: Diminutive, Knockback: +1

Initiative: +3

Languages: Native Language

=============================================================
Notes:

Stinger power array: Nauseate is the primary power with alternate powers Strike and Confuse. Confuse is no longer linked to strike, only one stinger power can be used at a time.

I reduced flight speed by one rank.

I removed the metamorph to human form and made her permanent size to be diminutive (~9"). I gave her a growth power with a shrinking power so that she can grow one size rank or shrink 2 size ranks from her permanent size. I added the atomic size feat to her non permanent shrinking power.

I removed super-strength power and added normal strength extra to her permanent shrunk size. I left her strength at 10. I felt that overall this is a much simpler solution. She will still loose strength if she shrinks from her permanent size as per M&M rules dictate.

I added the power loss drawback to her flight powers for situations where her wings are constrained.

Let me know if you have any questions.

dean


male human

I like the new version. I think it still sticks to your core concept, but is a little slicker than the original, and solves the couple of little problems in the original

One thing to consider is that right now she had no ranged attacks. If she uses her growth power I'm sure she could use guns, but in her small form she'll be pretty limited to natural attacks, which is fine.

Does her second shrinking power allow her to go even smaller than her regular size?

Would she be able to pull the kind of stunts Wasp does, like when she flies in someone's ear stings their brain and then comes out the other side?

I'm not against that, I'm just trying to figure out if her powers actually let her get that small.


Het-Flexible Poodle PC Coddling Elitist Drama Queen 13 / Anti-D&D Paladin 3 / Gygaxian Naturalism Unbeliever 1

Joseph Charme

Abilities 14 + Combat 8 + Feats 28 + Powers 32 Saves 12 + Skills 26 = 113

Abilities [14]
STR 10 DEX 10 CON 10 INT 10 WIS 10 CHA 24

Combat [8]
Attack + 2, (ranged) +5 Defense +5, (flatfooted) +1

Feats [28]
Attack Focus (ranged) 3, Attractive, Connected, Contacts, Defensive Attack, Distract, Dodge Focus 3, Equipment 2, Fascinate (Diplomacy), Leadership, Minions 8, Redirect, Second Chance (Diplomacy), Set-Up, Skill Mastery (Bluff, Diplomacy, Search, Sense Motive), Well-informed

Saves [12]
Toughness +0 Fortitude +3 Reflex +3 Will +6

Skills [26]
Bluff [8] +15, Diplomacy [9] +16, Gather Information [8] +15, Investigate [8] +8, Knowledge (Behavioral Sciences) [8] +8, Knowledge (Current Events) [4] +4, Knowledge (Popular Culture) [4] +4, Knowledge (Streetwise) [4] +4, Language (English, French, Latin Spanish), Notice [8] +8, Perform (Comedy) [4] +11, Perform (Dance) [4] +11, Profession (S.C.A.R.E. Agent) [4] +4, Search [10] +10, Sense Motive [10] +10, Stealth [8] +8

Powers [32]
Emotion Control 8 (Extras: Action – Reaction, Duration – Continuous; Flaws: Limited to Love, Sense-Dependent; Power Feats: Subtle 2, Alternate Powers - Summon (Minion) 8 (Extras: Fanatical, Type))


Het-Flexible Poodle PC Coddling Elitist Drama Queen 13 / Anti-D&D Paladin 3 / Gygaxian Naturalism Unbeliever 1

Joseph is not much of a front line fighter, obviously. His standard tactic will be to keep a distance (Defensive Attack) and taunt (Distract) the opponent constantly to allow others to bring the foe down. He has a considerable feint (Bluff +15 with Skill Mastery he can take10 making it an easy 25) which he can transfer to an opponent (Set-up). He can also encourage his team mates (Leadership) to push themselves further.

P.H. Dungeon, I hope you do not mind if I do not write up the minions (Feat – Minions & Power – Summon Minions). I do not expect you to write them up either. These are not powerful allies. Just representing that Joseph knows a guy for almost every situation. I do not want this to be the focus of the campaign where every challenge you put before us is Joseph calling in one of his friends. I want it to be more of a last resort, when everything else has failed. "Oh! Hey, I know a guy that might help."


Het-Flexible Poodle PC Coddling Elitist Drama Queen 13 / Anti-D&D Paladin 3 / Gygaxian Naturalism Unbeliever 1
niel wrote:
Courtfool, these are the stats for The Envoy (the Ace from Wildcards with a similar power).

Thanks for the post, niel. I used that as a baseline and then flavored to taste. I was a little concerned about having a +0 Toughness save despite not being a direct combatant, but after seeing another model doing exactly that, I thought I would give it a try.


Male Efreeti, advanced manthing 45HD

wow you guys been busy beavers; lot of reading to catch up on...


Male Efreeti, advanced manthing 45HD

could you share the pdf or link? Or the name of the books; am having trouble locating player material; thanks.

Radavel wrote:

Downloading Wild Cards PDF.

Should be able to post my PC soon. However, I might need some help with the math. I still am very much confused on the costing for power feats and alternate powers. Please bare with me.


Male Efreeti, advanced manthing 45HD

I like to play the muscle; am good for it; just dont have any source material; have some ideas :)

Radavel wrote:
Fellow agents, do we have enough muscle?


Male Efreeti, advanced manthing 45HD

Am ok with someone building me a brick if that is ok since I dont have the books yet.

What are the choices for damage reduction; or armored skin; and hyper strength and some movement like hyper running? What is the name of the country we are gonna play in. Am thinking of a cool name but it would help to know what choices we have for how characters get super powers and what kind of things are available; anyone know a good web site? I cant find jack; suck as a surfer sorry.


male human

Valegrim where you been? You're kind of late, but if you can get a character together in the next day or two you can join in.

Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband
Valegrim wrote:

Am ok with someone building me a brick if that is ok since I dont have the books yet.

What are the choices for damage reduction; or armored skin; and hyper strength and some movement like hyper running? What is the name of the country we are gonna play in. Am thinking of a cool name but it would help to know what choices we have for how characters get super powers and what kind of things are available; anyone know a good web site? I cant find jack; suck as a surfer sorry.

Any sort of name generator would be good - but most wildcard names stem from their power/s in some respect. Good examples include Peter Pann, Captain Tripps, The Sleeper, and so on.

How would you feel about a charcetr with a certain level of natural strength/durability (he could actually be larger than normal for that Joker feel)? Perhaps on top of that, he can push his body beyond his normal limits for a time, but it wears him out (like some sort of controlled adrenaline boost). It could give him things like increased speed, and increased strength.

In mechanics terms it would be something like Growth 4 (for large size, made permanent), Enhanced strength, Protection and low-level super-strength.

Then through the use of the boost power, can gain more strength or speed, which fades slowly, and leaves him fatigued afterwards.

Alternatively, you could replace the growth and protection with some level of density for a little variation...

I could stat that up tonight and see what you think.


male human

SCARE would very much like to limit the ammount of freakish Joker types in the agency. The more human looking the better. They are already struggling to deal with Pixie, and then Manny got dumped on them, though at least he more or less looks normal.

Maybe a fairly nondescript looking fellow who is capable of punching through walls.

PsionicFox wrote:
Valegrim wrote:

Am ok with someone building me a brick if that is ok since I dont have the books yet.

What are the choices for damage reduction; or armored skin; and hyper strength and some movement like hyper running? What is the name of the country we are gonna play in. Am thinking of a cool name but it would help to know what choices we have for how characters get super powers and what kind of things are available; anyone know a good web site? I cant find jack; suck as a surfer sorry.

Any sort of name generator would be good - but most wildcard names stem from their power/s in some respect. Good examples include Peter Pann, Captain Tripps, The Sleeper, and so on.

How would you feel about a charcetr with a certain level of natural strength/durability (he could actually be larger than normal for that Joker feel)? Perhaps on top of that, he can push his body beyond his normal limits for a time, but it wears him out (like some sort of controlled adrenaline boost). It could give him things like increased speed, and increased strength.

In mechanics terms it would be something like Growth 4 (for large size, made permanent), Enhanced strength, Protection and low-level super-strength.

Then through the use of the boost power, can gain more strength or speed, which fades slowly, and leaves him fatigued afterwards.

Alternatively, you could replace the growth and protection with some level of density for a little variation...

I could stat that up tonight and see what you think.

Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband
P.H. Dungeon wrote:

SCARE would very much like to limit the ammount of freakish Joker types in the agency. The more human looking the better. They are already struggling to deal with Pixie, and then Manny got dumped on them, though at least he more or less looks normal.

Maybe a fairly nondescript looking fellow who is capable of punching through walls.

That's understandable - and don't forget, Prodigy looks odd too.

Okay, so a normal-looking guy with strength and endurance, and possibly a controlled adenaline-style boost.


P.H. Dungeon wrote:
Does her second shrinking power allow her to go even smaller than her regular size?

Yes - she can shrink two size ranges smaller than her normal size and with the Atomic-Size feat "If you have Shrinking 20, you can shrink down past Miniscule size to the atomic scale, allowing you to pass through solid objects by slipping between their atoms. You’re effectively immune to attacks at a higher scale, although the GM decides the effect of any given attack or hazard while you are at atomic size."

P.H. Dungeon wrote:
Would she be able to pull the kind of stunts Wasp does, like when she flies in someone's ear stings their brain and then comes out the other side?

Theoretically yes - but she does not know how to implement such an effort safely.

Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband

Courtfool, are you going to make a profile for your character? Just curious.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

The poodle face is a bit of an odd fit to Mr. Charme's posts.
A real llama avatar would be fine- everyone knows that llamas are famed for their wit and diplomacy.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)
PsionicFox wrote:

P.H. Dungeon wrote:

SCARE would very much like to limit the ammount of freakish Joker types in the agency. The more human looking the better. They are already struggling to deal with Pixie, and then Manny got dumped on them, though at least he more or less looks normal.

Maybe a fairly nondescript looking fellow who is capable of punching through walls.

That's understandable - and don't forget, Prodigy looks odd too.

Okay, so a normal-looking guy with strength and endurance, and possibly a controlled adenaline-style boost.

How about using the Black Shadow write-up? (pgs 75-76 of Wildcards) His powers are close, he's only PL7 (but 150 pts, so needs some editing), and his personalities issues could exploited. i.e. His past catches up to him, he has himself hospitalized in Canada, Charme helps him integrate his selves (which have become real alternate personalities)- resulting in memory fragmentation (which allows for Valegrim's unfamiliarity with Wildcards setting and downsizing the powers/feats/skills), and he's recruited to the team on Charme's say-so. Since he has a (mostly secret) background in the series, his inclusion would give PHD a hook to include some NPCs.


Het-Flexible Poodle PC Coddling Elitist Drama Queen 13 / Anti-D&D Paladin 3 / Gygaxian Naturalism Unbeliever 1
PsionicFox wrote:
Courtfool, are you going to make a profile for your character? Just curious.

I was not planning on it.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

About Agent Kronos

Spoiler:

Abilities [24]

Str 12 (+1) [2]
Dex 14 (+2) [4]
Con 12 (+1) [2]
Int 14 (+2) [4]
Wis 26 (+8) / 18 (+4) [8]
Cha 14 (+2) [4]

Saves [12]

Toughness +8 / +4, +5 / +1, if flat-footed
Fort +5 [4]
Ref +6 [4]
Will +12 / +8 [4]

Skills [10]

Diplomacy 4 (+6) [1]
Gather Information 4 (+6) [1]
Knowledge (Behavioural Sciences) 4 (+6) [1]
Knowledge (Business) 4 (+6) [1]
Notice 8 (+16 / +12) [2]
Search 8 (+10) [2]
Sense Motive 8 (+16 / +12) [2]

Feats [17]

Benefit (Wealth) 1
Connected
Contacts
Defensive Roll 3
Dodge Focus 4
Eidetic Memory
Evasion 2
Improved Initiative 2
Uncanny Dodge
Well-Informed

Powers [41]

Enhanced Wisdom 8 [8]
Immunity (Aging) 1 [1]
Protection (Extra: Impervious 4) 4 [8]
Regeneration 8 [8]
Strike 8 [8]
Supersenses (Precognition and Postcognition) 8 [8]

Combat [16]

Attack +4 [8]
Damage +8 strike
Defense +8 [8], +2 flat-footed
Init +10

24 Abilities + 12 Saves + 10 Skills + 17 Feats + 41 Powers + 16 Combat = 120 PP

Radavel, some bits about Kronos.

On Toughness save, 1(con) + 4 (impervious Protection) + 3 (defensive roll feat) + 4 (dodge focus feat) = toughness save of +12 with flatfooted of +5 (con + Protection). this a bit higher than PL 8 recommends.

Regen (rnk 8) needs to be listed for what actual bonuses it represents- how much is bonus, how much is recovery rate, etc)

Defense 8 costs 16 pts, not 8 pts.

Is Strike (rnk 8) based on hitting or something more esoteric? If it's punching-just-right, you may wish to reduce the rank and add mighty to connect strenght to the damage.

Uncanny Dodge Feat needs to list a sense type.

Dark Archive

niel wrote:


On Toughness save, 1(con) + 4 (impervious Protection) + 3 (defensive roll feat) + 4 (dodge focus feat) = toughness save of +12 with flatfooted of +5 (con + Protection). this a bit higher than PL 8 recommends.

I'm not aware that you add the dodge focus.

niel wrote:

Regen (rnk 8) needs to be listed for what actual bonuses it represents- how much is bonus, how much is recovery rate, etc)

I'll make some changes here.

niel wrote:

Defense 8 costs 16 pts, not 8 pts.

Actually, that's +4 defense [8 pp] plus 4 for the dodge focus.

niel wrote:

Is Strike (rnk 8) based on hitting or something more esoteric? If it's punching-just-right, you may wish to reduce the rank and add mighty to connect strenght to the damage.

Thinking of energy covering his fists.

niel wrote:

Uncanny Dodge Feat needs to list a sense type.

Linked to his precog ability, sight-based, I guess.


Radavel wrote:
niel wrote:


On Toughness save, 1(con) + 4 (impervious Protection) + 3 (defensive roll feat) + 4 (dodge focus feat) = toughness save of +12 with flatfooted of +5 (con + Protection). this a bit higher than PL 8 recommends.

I'm not aware that you add the dodge focus.

You don't : "You have a +1 dodge bonus for each rank in this feat. You lose this bonus whenever you are denied your dodge bonus. Your total

defense bonus (including your dodge bonus) is limited by the campaign’s power level."

Applied to defense bonus


Radavel wrote:
niel wrote:


Uncanny Dodge Feat needs to list a sense type.

Linked to his precog ability, sight-based, I guess.

Precog is a sense - it can be selected as a super-sense. I would guess that it is precog-based then.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)
Digimod wrote:

Radavel wrote:

niel wrote:

On Toughness save, 1(con) + 4 (impervious Protection) + 3 (defensive roll feat) + 4 (dodge focus feat) = toughness save of +12 with flatfooted of +5 (con + Protection). this a bit higher than PL 8 recommends.

I'm not aware that you add the dodge focus.

You don't : "You have a +1 dodge bonus for each rank in this feat. You lose this bonus whenever you are denied your dodge bonus. Your total
defense bonus (including your dodge bonus) is limited by the campaign’s power level."

Applied to defense bonus

Oops, sorry. You are completely correct.


Male Efreeti, advanced manthing 45HD

darn storm knocked out my internet at home; had to come to work to post; our whole neighborhood is out.

Valegrim wrote:

Am ok with someone building me a brick if that is ok since I dont have the books yet.

What are the choices for damage reduction; or armored skin; and hyper strength and some movement like hyper running? What is the name of the country we are gonna play in. Am thinking of a cool name but it would help to know what choices we have for how characters get super powers and what kind of things are available; anyone know a good web site? I cant find jack; suck as a surfer sorry.


Male Efreeti, advanced manthing 45HD

I am thinking the more normal looking the better; adrenal boost sounds a bit like rage; that build is ok; strong and fast; with strong fast boost.


male human

I'd prefer if you did- at least with the name.

CourtFool wrote:
PsionicFox wrote:
Courtfool, are you going to make a profile for your character? Just curious.
I was not planning on it.


Male Efreeti, advanced manthing 45HD

Anybody read the old Doc Savage stories; man of bronze; strong; smart; capable; mans man; knives dont do much; bullet hurt but bounce off; that is the sort of thing I am thinking but with a bit of speedster put in; not so fast they can turn off the bedroom light before it gets dark in the room; but fairly speedy; maybe 6million dallor man style.


Male Efreeti, advanced manthing 45HD

If your not to worried about my character yet since we are not doing any super stuff yet and just getting briefed; I could just get a name and profile to keep up; sound ok? being a bit bigger; maybe a little density increase and size; not cant fit in a car huge; and I could be Man Mountain Marko woot! I could call a running charge move through my Avalanche hehe and my fist the big boulder of my left hand; lol; hehe and theme stuff like that.

getting the adrenal boost to increase strenght and toughness maybe some density would be cool.

Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband
Valegrim wrote:

If your not to worried about my character yet since we are not doing any super stuff yet and just getting briefed; I could just get a name and profile to keep up; sound ok? being a bit bigger; maybe a little density increase and size; not cant fit in a car huge; and I could be Man Mountain Marko woot! I could call a running charge move through my Avalanche hehe and my fist the big boulder of my left hand; lol; hehe and theme stuff like that.

getting the adrenal boost to increase strenght and toughness maybe some density would be cool.

What I could do is give him Strength (26 total) and Constitution (26 total) and a rank of super strength, along with low-level impervious toughness (between 4-6) and some minor speed (like no higher than rank 2 - 25mph/250 feet a round). On top of that, he can then have a boost power that has the tiring and personal flaws, and maybe the total fade extra, that could increase his super-strength, pushing his carrying capacity towards strength 40-50, as well as pushing his impervious save to the PL cap.

We could also give him the Immovable Power (possibly with the unstoppable extra), just for a little bit more of that 'you don't wanna mess with me' feel.

So, powers could be something like this:

Give him STR and CON 26 as base stats

Super-Strength 3 (2pp)
Impervious Toughness 5 (5pp)
Speed 2 (2pp)
Boost 4 ([Super-Strength and Toughness - Descriptor]; Extras: Total Fade [+1]; Flaws: Personal [-1], Tiring [-1]; 8pp)

Or something like that.

Or, we could go with the earlier suggestion of taking one of the existing 'strong arms' from the setting, and tweak it. Which would be easier, to be honest.


Male Efreeti, advanced manthing 45HD

either way is cool; thanks for the info; can you work it up for me? thanks much :) immovable sounds cool; can really block a door that way hehe :) and gets that rooted mountain feel :)


male human

Thanks for making the profile. There's obviously a few different ways to put a character like that together, so once you get it figured out post him up for us to look at. For now on the pbp, just worry about developing the personality. You probably won't be needed to be making a lot of checks for a while.

Valegrim wrote:
either way is cool; thanks for the info; can you work it up for me? thanks much :) immovable sounds cool; can really block a door that way hehe :) and gets that rooted mountain feel :)


Male Efreeti, advanced manthing 45HD

awesome :)

seems like psionicfox has a good handle on it how to do it; lot of good suggestions both ways; dont know how to build it myself so am hoping one of you will help me out; am good with it :)


male human

I don't know the system super well either, so I think the other players will be more help than me. Niel seems to have good handle on the game as well, even though he isn't playing.

Valegrim wrote:

awesome :)

seems like psionicfox has a good handle on it how to do it; lot of good suggestions both ways; dont know how to build it myself so am hoping one of you will help me out; am good with it :)


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)
PsionicFox wrote:

So, powers could be something like this:

Give him STR and CON 26 as base stats

Super-Strength 3 (2pp)
Impervious Toughness 5 (5pp)
Speed 2 (2pp)
Boost 4 ([Super-Strength and Toughness - Descriptor]; Extras: Total Fade [+1]; Flaws: Personal [-1], Tiring [-1]; 8pp)

Or something like that.

Taking this as a base concept, How about:

Str 20
dex 16
con 20
int 12
wis 12
cha 14 = 34 pts

Alternate Form rank 6 = 36 pts
contains:
Enhanced Ability (str) +6
enhanced ability (con) +6
Add Impervious for 6 of the toughness save
Improved Iniative feat x2
Attack focus (melee) feat x2
Endurance feat x4
Immovable rnk 6
Mind shield rnk 4

saves = 18 pts
toughness base 5 / becomes 8(impervious 6)
fort base 5 (becomes 8) + 5 = 10/13
reflex base 3 + 10 = 13
will base 1 (becomes 5/ 4 impervious) + 3 = 4/8(4impervious)

Att 4 = 8 pts
Def 4 = 8 pts

feats = 6 pts
Attack focus (melee) x2
Stunning attack
assessment

Skills = 12 pts
K(streetwise) 4r
K(popular culture) 4r
Notice 8r
Intimidate 8r
gather info 4r
sense motive 4r
prof (bouncer) 8r
craft (brewing) 8r

This comes to a total of 120 pts. Instead of boost, you have an alternate form that increases your stats and adds feats and powers to your normal form. You could add a popeye-style complication thats says you need to drink your homebrew before changing, but it would only be a Complication, not a Drawback. (which means roleplay only) I didn't give the speed power, as one level makes your move = 100 inches. But your initiative would be +11 changed. Your appearence in alternate form is up to you, but it should be visibly different.


Male Efreeti, advanced manthing 45HD

how many points did we have to work with?; niel's build seems cool though I dont know the system; a bit concerned I have no movemnent power; but rest seems great.

how does intitiative work in the game; and how to we determine hits; damage; and stuff like that? how strong is a 26? can he lift a car or more or what; what is the scale 1-30 or what; just trying to get a handle on this; thanks much.? What is impervious 6 compared to say that guys body armor; how does it stack up; do bullets bounce off or not?


male human

That's a lot of questions, and I'm not sure if I have the energy to answer them all right now. Pretty much all that stuff is in the M&M core book, so if you can get your hands on a copy and get a feel for the system it might help you out. However, if you can't you'll pick much of it up as you go.

You roll d20s for everything and add your modifiers.

example- if you a have a +6 attack bonus you'd roll d20+6 against the targets defence rating. If you hit you may inflict damage.

To figure that out the target rolls a d20+toughness against a #TN that equals 15+ your damage modifier (say you had a +8 to damage, he'd have to make a DC 23 toughness save). If he makes the save he takes no damage, and if he fails he take an injury or bruise (depending on whether the damage is lethal or non lethal). Bruises don't mean much except that for each bruise you have you take a cumulative -1 to your next toughness save. Problems start to arise when you fail a toughness save by 5 or more. If you fail one by more than 5 you are stunned for a round. If you fail it by more than 10 you are unconscious or dying (depending on whether it was lethal or non lethal attack).

Impervious means that you are completely immune to any attack that has a damage modifier less than your toughness modifer. So if your impervious toughness is +6 and you are shot with a gun (which likely has a damage bonus of +4 to +6) you don't have to make a save at all and it has no effect against you.

Valegrim wrote:

how many points did we have to work with?; niel's build seems cool though I dont know the system; a bit concerned I have no movemnent power; but rest seems great.

how does intitiative work in the game; and how to we determine hits; damage; and stuff like that? how strong is a 26? can he lift a car or more or what; what is the scale 1-30 or what; just trying to get a handle on this; thanks much.? What is impervious 6 compared to say that guys body armor; how does it stack up; do bullets bounce off or not?


Male Efreeti, advanced manthing 45HD

cool; thanks for the info.

Dark Archive

Just wanted to say: "Awesome development!"


Male Efreeti, advanced manthing 45HD

well; am going to use Niels write up for me as it is the most complete and understand able; if anything is missing or whatnot we can work it out.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)
Valegrim wrote:
well; am going to use Niels write up for me as it is the most complete and understand able; if anything is missing or whatnot we can work it out.

OK. Any specific changes you would like? And as the character has used all his points, what would you like to trade for what? Note that you are at campaign maximums for damage, toughness (but not imperviousness), attack (for melee)

I tried to keep to the Wildcards theme, so MMM is not set up like a typical super, with attack/defense/movement. Wildcards tend to stick with a theme, rather than choosing powers. However, the 'tough brute' theme has space to work with. (Thus the 'Complete Brick' book for Champions.) You are presently an agile brick who is close to top of the line for an Ace.

Since feats are a point each and skills are 1 point for 4 ranks, that kind of customization is relatively simple. Changeing more expensive powers is slightly more difficult.

Thoughts?


Male Efreeti, advanced manthing 45HD

nah; is cool as is; thanks so much; oh; maybe one change; instead of brewing; how about that bartender thing; mixologist or whatever it is ; cant think of what they call that trade; is something like that. Probably easier to spend my time trying to mix the perfect drink than brewing one; hehe so I can work on making a drink called the Mountain Blast or some such hehe.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Easy enough. Craft(brewer) becomes Prof(Bartender). (I don't know the specific term either.)

Were there any flaws you wished? Certain defects of either character or power could result in extra character points or extra ways to gain Hero Points.


male human

I noticed you didn't give him super strength. Strength 26 is decent, but it's not especially superhuman. Was that intentional?

niel wrote:

Easy enough. Craft(brewer) becomes Prof(Bartender). (I don't know the specific term either.)

Were there any flaws you wished? Certain defects of either character or power could result in extra character points or extra ways to gain Hero Points.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)
P H Dungeon wrote:
I noticed you didn't give him super strength. Strength 26 is decent, but it's not especially superhuman. Was that intentional?

I'm afraid that comes under the heading of 'oops, I forgot it'. Perhaps he could trade a rank of the improved initiative feat for a rank of SuperStrength, to give him the carrying capacity of a 31 strength.


male human

I'd recommend that change, given the character concept. I'd even consider sacrificing 2 ranks of improved initiative.

Dark Archive

Will be posting again in ten (10) hours have an office deadline I have to finish. Thanks for your consideration.


male human

Neil if you're around can you help figure out a couple of things for Marko. He's still missing his BaB, defence bonus and damage bonus. I think his attack would be +6/+8 (melee, due to the attack focus feats). I'm not sure what his defence bonus should be (not more than +8), and I think his damage bonus is +8 as well. Does this sound right?


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

I'm at work right now- I'll give a layout when I get home for Marko. I remember the his dam and his toughness are both 8, att and def I'll have to check out later. Assessment means he can check out the quality of his foes, but it's not exact. Stunning means he can force a fort save vs unconciousness rather than a dam save vs toughness. The rest I'll cover later.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Str 20
dex 16
con 20
int 12
wis 12
cha 14 = 34 pts

Alternate Form rank 6 = 36 pts
contains:
-Enhanced Ability (str) +6 (becomes str 26)
-enhanced ability (con) +6 (becomes Con 26)
-Add Impervious for 6 of the toughness save
-Improved Iniative feat x2 (= +8 to initiative)(means total init = +11)
-Attack focus (melee) feat x2 (added below)
-Endurance feat x4 (<-- switch this to x2)= +8 on swim checks, on con check or Fort saves to hold your breath, avoid dam from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation or drowning.
-Add Super strength rnk 2 (Means your strength is 10 higher for purposes of carrying capacity.
-Immovable rnk 6 = +24 vs push, rush, trip, or throw you. Reduce knockback by 6. If you are slammed (Run into by fast moving person/vechicle), you shift 6 ranks of the damage back onto the rammer.
-Mind shield rnk 4 = adds to will save, counts as impervious

impervious means if the attack does equal or less than the impervious number, you ignore it- it does no damage, but might cause knockback

saves = 18 pts
toughness base 5 / becomes 8(impervious 6) when Changed
fort base 5 (becomes 8) + 5 = 10/(13 Changed)
reflex base 3 + 10 = 13
will base 1 (becomes 5/ 4 impervious) + 3 = 4/8(4impervious) when Changed

Att 4 = 8 pts (melee attack with Attack Focus feats = +6, +8 when Changed; ranged = +4)
Def 4 = 8 pts (Defense = +4)

feats = 6 pts
-Attack focus (melee) x2 ( see above)
-Stunning attack = If you choose not to cause damage with a melee attack, you may instead force the target to make a Fort save of 18. Save = no effect. Failed = dazed for one round. Failed by 5 = stunned for 1 round. Failed by 10 = unconscious.
-Assessment = make an opposed skill check, your Sense Motive vs their Bluff. If you win, GM tells you their att and def bonus relative to yours (lower, higher, or equal)

Skills = 12 pts
K(streetwise) 4r = +5 with Int
K(popular culture) 4r = +5 with Int
Notice 8r = +9 with Wis
Intimidate 8r = +10 with Cha
gather info 4r = +6 with Cha
sense motive 4r = +5 with Wis
prof (bouncer) 8r = +9 with Wis
prof (bartender) 8r = +9 with Wis

I dropped 2 ranks of Endurance feat and added 2 ranks of Super Strength. Attack melee is +6 normally, +8 Changed. Def is only +4, but he's tough, not hard to hit. Six impervious Toughness means you can ignore ordinary shotguns, assualt rifles, handguns, flamethrowers, chainsaws, etc- except for critical hits.

Mutants And Masterminds is a d20 game. BAB = Att. Def + 10 = AC. Skills are the same. Initiative is the same. Instead of hit points, make Toughness saves vs the dam bonus + 15, failing will reduce Toughness for further saves and may have other effects depending on how much you fail by.

M&M has a Player's handbook for About 15 or so bucks, Paizo should carry it. It will have all the rules for playing the game, but not everything for a GM.


husband half Italian Expert 15 (carpenter 5/ gamer 5/ reader 5)

Mutants & Masterminds: Pocket Player's Guide (OGL)
Green Ronin Publishing

List Price: $19.95
Paizo Price: $17.96

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(copied from entry under Green Ronin games, Mutants and Masterminds 2nd edition)

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