Closing Down Soon (Formerly Dawn of Meta Humans) (Inactive)

Game Master mdt

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MAISON DE MAÎTRE DU LILLY VIOLET


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Depends on how far under you are. If you're between 0 and -10, you get a recovery on your next phase (that you aren't stunned on). If you are between -10 and -20, you get one post 12. If you are -20 or -30, you get one every minute, -40 to -50, every hour, and so on....


Energy Projector
Stats:
OCV/DCV/ECV 7(8)/7(12)/6 | PD/rPD 14/10 | ED/rED 14/10 | MD 0 | End 40 | Stun 40 | SPD 4(6) | PER 12-

Okay, cool. I'm at -25. Did I take any body damage?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, I'd have had to roll 15 body on the attacks to do any. The instructors had a good idea of how rough they could be with you. Bolt could have done a move thru, or pushed her strength, but that might have done real damage rather than just knocking you ass for tea-kettle and getting gravel where the sun don't shine. Same with gridlock, he has plenty of endurance, he could have pushed his strength and added another 2d6.


MDT

Who is the character next to Arachnid?

Your hex maps are on top of everything. I may have unintentionally moved them.


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

@Jack: That's Drider.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, everyone be careful with the maps, they are layered, and if you change the layers, icons get covered up.

Yes, it's Drider.


Can Jack push his move in order to get a higher 1/2 move? He needs 6" to get to Arachnid. Can he push his move to 11" from 10", in order to get a 6" half move?

Or Chess, can you teleport Jedi to Frag or Arachnid? If you've nothing better to do.

thanks


I will post later today and get you there. I hope... My teleportation isn't the most reliable thing ever :)


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

I may have just hit with all of my Claw attacks! I didn't roll locations, however so here we go:

3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (6, 3, 4) = 13


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

In the wise words of Uncle, "One more thing!" I intended on a presence attack, so this as well:

6d6 ⇒ (4, 4, 4, 3, 1, 6) = 22 Plus whatever extra or less dice MDT thinks that deserves.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Please put rolls into the game thread, as it makes it difficult to adjudicate damage if I have to bounce back and forth (and also makes it harder for people in the other thread to follow the fight).

I'd like both groups to read the combats, as between them, they touch on a majority of the game system combat wise.


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

I didn't want to clutter the game thread with posts, but I'll do that from now on.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, combat paused.

Chess, please see the field now.

Let us say Chess wants to use his power at range. He targets a hex (Green Hex), and makes a ranged attack roll to hit that hex (Hex has DCV 3). He could alternately just use his own hex as the center, and no to-hit roll is required.

Assuming he hits the green hex, his power pulses from that spot, and radiates out 8 inches (Red Hex). All hexes within the red hex are affected by his teleport power.

Within that hex, Chess may choose to attempt to move any character up to 4" from their starting point. However, the area must be within the larger red hex.

Gridlock : Gray Hex
JacK : Blue
Drider : Purple
Arachnid : Orange

Each person can be moved anywhere within their color hex, laterally. Or up, or some combination (4" straight up, etc). Things get a bit iffy toward the edge of the area. Gridlock, for example, can't be moved four inches south, because then the destination is outside the larger red hex. He can't be teleported four inches straight up, because the area is a dome, and at his current location, it's only about 3" high.

Once Chess decides who he wants to move, and where, he makes attack rolls against those he wants to teleport. Allies with held actions can voluntarily reduce their DCV to 0 for this otherwise they are at normal DCV.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Breakdown of Chess's Power

Teleportation 4" Can teleport targets up to 4"

x4 Increased Mass Can teleport up to 4 normal targets

Usable As Attack (+1) Can teleport people as an attack

Area Of Effect (8" Radius; +1 1⁄4) Can affect a hex, and any hex 8 out from it 360 degrees, in a globular area.

Selective (+1⁄4) Can choose who to affect, rather than fixed (like closest to center)

Extra Time (Full Phase, -1⁄2), Takes a full phase action

Cannot teleport people or objects into other people or objects (-1⁄4) No porting people into walls.

Destination must be within area of effect Destination must be within 8" radius or in target hex.


Alright sorry for all the confusion! I think I understood now.

I moved the bigger Hex a little to the right, so now both me and Janice are in the area as well.

Movements:

Drider: all the way down and right (SE), to the corner of the yellow Hex
Jack: all the way down and left (SW), to the corner of the blue Hex
Gridlock: 2'' out of the ground, then 2'' to NW
Arachnid: simply 4'' out of the ground
Janice: 4'' W
Chess: 3'' SW, everything else up further from the ground

Janice: 3d6 ⇒ (6, 2, 4) = 12 If she doesn't want to move - the other rolls were already made, and I choose to lower my own DC

I listed people in the order I'd try to move - if I can only move 4, then I and Janice will wait for now

Question for the future: can I teleport people inside a building, assuming it's on the range?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
mdt wrote:


x4 Increased Mass Can teleport up to 4 normal targets

Notice this part. Chess is still mastering his power, he's got a limit on weight right now (mainly due to how freaking expensive this power is!).

You can attempt to teleport them inside the building. Due to the limitations, if you try to teleport them in and they will materialize inside something, it will fail.


Ok - So like I said, both me and Janice will wait. Only the other four I put there on the spoiler :)

Thanks! I think we're now set.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Fights are close to over.

Everyone please look this over.


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Hmm... those OCV/DCV layouts seem lower than a lot of us. Interesting. (Is the fight close to over? We've only lost one character, and our heavy hitters are in decent position)

Also... Jack, I think you're up?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Note, I couldn't get those numbers I wanted, there was some push back during character creation. That's throwing my builds off on NPCs.

Want everyone to think about the desired numbers I had in mind, so we can talk after the fight is over. Figured discussion would make more sense after the fight.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Janice "Snapdragon" Li wrote:

Hmm... those OCV/DCV layouts seem lower than a lot of us. Interesting. (Is the fight close to over? We've only lost one character, and our heavy hitters are in decent position)

Also... Jack, I think you're up?

Fight was never intended to go until one side is down, just until Sanction has a feel for how good you are, she'll stop the fight when she's satisfied.

Yes, Jack is up


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

Looking over the chart you posted, Drider seems to be a bit of a dodge tank, not quite tanky enough to be a full brick, but with a DCV higher than average to make up for it, which seems reasonable.


Didn't Gridlock just take 72 (36x2) Stun? And not get Con Stunned? So that means his PD+Con is higher than 72, right?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, Normal Stun multipliers apply to what gets THROUGH defenses, not what you do. Only Killing attacks multiply body by stun multiple prior to defense.

Example :

Target has 10 PD
Attacker does 20 Stun
Target takes 10 Stun if hit was Chest
Target takes 15 Stun if hit was Stomach
Target takes 20 Stun if hit was Head
Target takes 05 Stun if hit was Hand


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Oh! Got it. Sorry about putting so many points into Dex, then (though I'm not the only one), but I just wanted high Dex skills and it seemed like a decent deal with the extra speed considered.

I was assuming a standard, decent (non meta-) human martial artist would have 15-20 Dex and a few CSLs, for maybe 7-9 OCV/DCV (or around 9-11 when you include martial arts strikes).

Also, I was reading up on what it would take to get self-resurrection, and I think her current Lotus Meditation powers might be useless as-worded. If you want to leave it alone, get rid of the branch entirely (limiting to 5 VPP loadouts), or have the powers work the way you envisioned them, that's fine. Otherwise (I think some of the confusion comes from 4e>5e rules changes),

Thunderbeard spent way too much time reading minutiae because he was bored at work:

1. Restore Vitals: This power is only actually usable 1/day, making the amount of healing it confers extremely small. (Persistent only allows healing to keep recovering if it's reduced time to once per turn or slower, per the regeneration rules in 5e). It's still slightly useful if she's bleeding to death, but only barely.

I'm not 100% sure if concentration provides the full cost reduction on a power intended to be used while unconscious, either. But concentration makes healing useless in combat, since taking a single point of STUN or aborting to dodge interrupts concentration, making the healing much harder to pull off. If it's intended to be out-of-combat only, that's probably fine.

2. Regrow Structure: This power is usable every 5 minutes, but the ability scores it restores are automatically removed at the end of the turn (applying Persistent to Aid doesn't reverse that, as far as I can tell, since that would just make it healing), so even with active self-aid her stats are only restored for a few seconds of every few minutes. It seems like this power was probably meant to be either Healing or Regeneration, except for the fact that it doesn't currently have the Self-Only modifier.

All Statistics Simultaneously is neat, but probably not that useful for its cost, because it's very unlikely that Snapdragon would need to restore all her statistics at once. A much more economical option would be Variable Effects (can restore any one characteristic or single-SFX power; +1/4) or (can restore any two characteristics at once; +1/2) or (can restore up to four characteristics or up to four shared-SFX powers, but not mix-and-match, +1)

3. Persistent in Uncontrolled in 5e is described as redundant; a defense power only needs to be Persistent, and an offense power only needs to be Uncontrolled. Regeneration/resurrection (specifically the Vampiric regeneration option, which I used as a basis) only requires persistent, allowing Resurrection to theoretically fit in the VPP at 60 points.

So, one possible (slight) re-configuration of the VPP "slot," possibly to be made when Snapdragon has a lot of time to train/recover etc., could be as follows:

10 CP - Restore Vitals: 1) Healing Body 1d6 (Regeneration 1), Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 APs), Extra Time (1 minute; -1.5), Only in contact with natural ground (-1/2), Self-Only (-1/2), Resurrection Only (-1/2)

12 CP - Regrow Structure: 2) Healing Variable 2d6 (Regeneration 2), Can Heal Limbs, Variable Effect (Can restore any one characteristic or plant-SFX power; +1/4), Reduced Endurance (0 END; +1/2) Persistent (+1/2) (56 APs), Extra Time (1 turn; -1.25), Only in contact with natural ground (-1/2), Self-Only (-1/2)

The healing abilities are still slow enough that she can't easily regenerate much in combat (but could drop roots to heal after a fight, or use her Fast Healing to heal off injuries if she needs to maintain a different form like flight or her regular human appearance for long periods).

Meanwhile, that frees up 10 CPs, which could be used for something like "Recover 6 (12 APs), Only in Daylight (-1/4)," which would allow her to recover quicker from slight KOs and whatnot.


Oh! Thanks


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Whippoorwill:

They seriously changed up those rules in 5E, in 3E, aid returned points didn't fade if you were below normal. I'll need to go over them in detail. Honestly I was buried the week I made the characters, so complicated characters got a bit slapdash in places I really familiar with the rules (at least under 3E).

Yeah, I was fine with the higher dex, but wanted a corresponding lower damage to balance it out, or lower defense or speed. There's lots of ways to still make it work, it's just that if things are too good across the board, it's easy to get overpowered, even at the same point total. This is a really math and statistics intensive game.


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

No worries! I hit about half as hard as Gridlock (I brought down str, and you replaced offensive strike with defensive strike), so there's definitely that. This is why I'm more used to GURPs; sure, the system is infinitely abusable, but part of the fun of the game comes from it being lopsided and irregular.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Everyone feel they've gotten a good feel for the system?


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Yeah... but it could be kinda fun to play through the insanity that will be phase 12.


Yep. Although, having a bit of buyer's remorse with my martial artist.

cheers


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Nah, dude, don't worry. We'll get you your lightsaber one of these days.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

OK, so, everyone please move over to the Table 1 discussion thread? Thanks... Save me having to do double posts all the time. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Pixie And Chess wanted in the Discussion thread of the other table please. :)


Can you link please?


Link


Hey guys! I'm sorry, but I'm stepping out of the game. With a baby on the way here, my already limited time will now be terrible, so I'm reducing my online activities overall. I wish you all fun! Take care, and thanks GM again for the opportunity :)


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Hmm. For XP expenditures after training... I think Janice is going to want to focus on staying on her feet for longer. Which means training Breakfall, getting a bit of CON, and possibly banking the rest (for a starting base, or future powers; I realized it might be better to boost her acrobatics by buying DEX-skill levels than by increasing DEX, with her currently-high OCV/DCV, unless we've got a GM-capped number of skill category levels).


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

I think I'll have to throw points at making my Claws less punishing, END wise eventually. Our first bit of XP, I'll probably put towards some OCV with my Entangle/Spinneret powers and more movement.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I need to also know if you're doing a base.

Also, do you guys want me to bring in an NPC as a 5th wheel? Not for combat, but for OOC stuff to cover some of the resources you lost?


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

I'd definitely like a base eventually, because we can't just do all our super-team planning/meetings in Snapdragon's apartment. (And IIRC Drider is homeless and Pixie/Jack/possibly Mud live in dorms).

Do the meta-team we're working for have any suggestions on how to start things up, or have a safehouse we can use (for a few CP) until we get/build something better?


37/37 Stun | 46/46 End | 8/23 Body | Unfired Brick

The plan is for Mud to be poor and homeless, too. Living off the grid.

Yes, to the NPC, 5th wheel.

OOC, I'll contribute to a base. However, IC don't know how he'll afford it. Having super meetings at Snapdragon's fine with Mud. ;D

cheers


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

We can throw points towards a Base, sure! And I'm fine with a noncombatant NPC teammate.


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

So, here's my thoughts for a base:

Simply meeting in Snapdragon's apartment gives us an ordinary, small apartment. For 0 CP, we can get an 8x4 meter "base," which is about one decent-sized living room. At a minimum cost of 1 CP, we can buy a base with "base cost 4," which gives us about 42x21 feet (a small apartment, with 2-3 rooms), enough for us to put a second room in Snapdragon's apartment with bunks/ cheap beds for Mud and Drider.

I'm not sure what kind of equipment we want in our base to start, but our characters might start thinking up useful equipment. Here's a few thoughts I had as to things that might be useful (point costs are approximate, subject to GM re-balancing etc.)

NextSeq 500 tabletop DNA-sequencer:
Real-World Price: $250,000, plus $2,000 per use in chemical, electricity, and data storage costs

Pre-reqs: We'd probably need a real lab space; this couldn't just be kept around in Janice's apartment without looking weird and raising eyebrows on the shipping invoice.

Effect: Identify any human, animal, or plant from a drop of blood or leaf/pollen sample, provided the user can access the appropriate database (a law enforcement-criminal DNA database, for humans; for animals or plants, can use publicly-available resources to identify "cat," "african monkey," "banana tree," etc. with less specific identification for rarer plants/animals).

Usage: Approximately 1-2 hours to set up, after 24 hours reads out a complete genome sequence.

Cool function: Forensics! We can solve crimes like Batman, or find out if our campaign villains have criminal history and contacts. With blood samples from enough meta-humans, we might be able to find a "meta-human" gene—at least, that's an in-character motivation.

Potential Game Price: 18 CP (0.9 CP per character with base price reduction). Enhanced Senses: Detect Humans, Animals, Plants (3 large classes, 10 APs), Discriminatory (5 APs), Analyze (5 APs), Microscopic (can work from samples 1 millimeter in size/x1000, 12 APs), Megascale (target’s location is irrelevant for most creatures on earth; +1.25) (72 APs total); Power loses about one third of usefulness (can only identify humans with a criminal record), No Direction (-1/2), Extra Time (1 hour of continuous use to activate, 1 day to see results, -3.5)

(or 25 CP if we add +5 for access to the National Criminal DNA registry and +2 Deep Cover for a non-suspicious log-in identity)

Untraceable IP routing:
Real-World Price: Maybe a few hundred dollars in rented servers, and a fast internet connection; nothing fancy.

Pre-reqs: None! We could get this for an apartment, or anywhere else, with the right specialist help.

Effect: A set of proxy servers and routers, possibly set up with help from a tech-savvy hero, that encrypt our communications in a non-obvious way.

Usage: Persistent

Cool function: Encrypted emails; nothing we do in base, no emails we send, etc., can be easily read by the Feds (though a super-hacker might be able to defeat the "invisibility"). This, along with a few cover credentials, could also let us access national databases without arousing suspicion (and maybe later we can get access to police eavesdropping, or other cool tech stuff).

Potential Game Price: 10 CP (0.5 CP per character with base price reduction).
(10 points) Invisibility (nontargeting sense, other: Packet Sniffing/IP trace)

High-tech weaving equipment and sewing machine:
Real-world price: I have no idea. Maybe $500-$1,000 for a high-powered loom?

Pre-reqs: None; we can set this up in the living room, then move it later

Cool function: Allow Drider to spin us some fine silk! Spider-silk undergarments, even if they're basically just a simple shape like undershirts/boxers/camisoles, would be highly resistant to slashing, stretching, etc., and not get easily damaged in combat.

Potential Game Price: 5 CP (0.25 per character with base price reduction). "Lab," Professional Skill (weaving) 14-

Startup Incubator space:
Rent: Depends on neighborhood; $3k-4k per month, including utilities, for the smallest option. Renting a 2-3 story small building might be closer to $10k per month, if it's a building zoned as offices/labs.

With the help of a wealthy heroic benefactor, we could rent a floor in a small startup incubator building, or get a really small lab space somewhere uninteresting. We'd bill ourselves as an experimental biotech start-up, working on an inorganic process to manufacture synthetic spider silk. With a bit of bureaucracy, we could get everything filed as company trade secrets, and get cookie-cutter confidentiality agreements signed by our landlord etc. that essentially mean nobody, including the building's janitors, can enter our lab space without permission.

CP outlay options:
10 CP (0.5 per character with base price reduction) gets us around 3200 sq feet of floor space, which is maybe one floor in a very small lab incubator or one-story shack in an industrial neighborhood.

20 CP (1 per character with base price reduction) gets us around 8500 sq feet, enough for several floors, one of which could be a basement storm cellar converted into a hidden training room.

+20 CP (1 per character with base price reduction) gets us a base in the suburbs with a 15- disguise roll; this is enough to be generally unobserved (and plenty of unsuccessful companies rent cheap suburb land). The disguise roll lets us make the whole thing look like a simple company to visitors or nosy villains, letting us hide our training room and keep our important data/equipment in hidden rooms/behind trick bookshelves etc.

My idea for an eventual base would be renting out a small industrial building in suburban Jefferson Parish, near where Janice works; this would give us enough space to build a training room and maybe have a garage for future vehicles, tons of lab space, excellent disguise as a mundane chemical/textile startup, and a lot of room to grow it.

The biggest space and best disguises I have in mind would cost us 2 CP per character. I think that's a reasonable expenditure; we could spend an extra 1 CP per character now (up to 3) on equipment (which would get us excellent personal internet encryption for contacting other Metas, a weaving machine for Drider, and maybe a bit of other wiggle room), or wait until later to get the equipment we want. If we really want to splurge, 4 CP each (for an 80 point base) would get us all that, a gene sequencer, and disguised access to the national criminal DNA database. (I'd like that all eventually, but we could save some of it for down the line).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

High Tech Weaving Equipment - You need more than just a loom. You need sewing machines, sergers, presses, needle, thread... You're talking, to be able to do real work, $3000-$15000 depending on how fancy you want to get.

Transform : Minor (Raw Silk to Fashionable/Useful Clothes), Extra Time (1 week), Focus (requires multiple foci)


Mighty Morpher Martial Artist
Basic Stats:
DCV/OCV/ECV 9/9/5 DC 4d6 | END 40 STUN 45 BODY 18 | SPD 4 PER 14-
Variable Stats:
Veils PD/rPD 11/3 ED/rED 11/3 MD 20 | Ivy P 23/15 E 17/9 M 10 DC+4d6 Manuever | Wind P 19/11 E 15/7 M 10 DC+4d6 | Thorns P 30/19 E 22/11 M 10 DC+3d6+1d6 DEX | Leaves 11/3 11/3 10 | Lotus P 18/10 E 16/8 M 20

Oh! That's a much better way to stat something like that out. Was really just brainstorming here, but it would definitely be cool equipment to have.


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

Drider would only really need the Base to provide Bonuses to her Tailoring skill, justified by having the right equipment and near endless supplies, since she produces the silk thread herself. Then, the time it takes to make garments would be determined by her skill roll. If she rolls well, she can toil a full outfit in a day or two, if she rolls poorly, it'll take her a few weeks, and nonsilk materials, to get the idea off paper.

EDIT: So, I don't think it has to be a transform.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Transform is how you buy the equipment. OH, and I forgot, Requires a skill roll (Tailor) on the equipment.


Lockdown
Stats:
OCV/DCV/ECV 10/10/5 | Levels +0 | PD/rPD 20/15 | ED/rED 20/15 | MD 0 | End 60 | Stun 50 | SPD 4 | PER 12-

You could make it a tailoring "Lab" like their mentioned in the Base and Vehicle section on page 468?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Tailoring lab would help you make tailoring checks. Would not turn 'Raw Silk Cloth' into 'Heavy duty Flexible yet Rigid Armor'. It would turn raw silk into sarongs, silk blouses, silk suit, etc.

Basically, anything that doesn't require industrial equipment. You need advanced equipment to break the silk down and remake it into ballistic cloth, silk fiber (similar to carbon fiber), etc.

If all your trying to make is silk clothes, or simple ballistic vests, you're fine without the equipment.

If you want to make advanced stuff like vehicle armor inserts, rigid armor for plane wings, etc, out of the silk, you'll need a transform.

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