
GM Xzaral |

Just a quick peek into the thread between reports/training/headaches.
First off, I'd like to say I HIGHLY appreciate the help. Breaking the characters down in this game is a thing I know will take me a bit to figure out. I'm considering picking up Hero Lab this weekend for that exact reason.
I do think Breakneck has a point though. Just figured I'd mention you might want to ask if people would like the assistance to make sure characters are legal and well built, just to avoid any possibile animosity first. Not saying don't help (like I said, I appreciate it!), just might want to ask first.
@Arknight, not too late to change, feel free to go ahead and do so! I'd rather someone play a character they think they'll enjoy!
Q1: I'm not understanding what the question is there. Are you asking if there is a limit to the # of free actions?
Q2: I'll look into the contact rules and get back to you.
@ Everyone, It looks like there's 8 interests/submissions currently. The deadline is tomorrow night, figured I'd throw out there I'm more concerned with a general concept and some background. We can work to hammer out the details of each character. I plan to do my review this weekend of characters and see where we're at.

Breakneck |

@GM X, REf:Q1 Sortof, # of free actions is unlimited unless the GM chooses to impose a limit. Just want to know how you will handle it for my character in your campaign. When Breakneck goes "super" many things are activatied at once, I think Regen is the only thing that doesn't need him to give the tiniest amount of thought to use. Trying to be proactive so we start on the same page. Some issues came up in my previous MarvelSH game attempt(a earlier somewhat different version of Breakneck), Doomed Hero - Nightstrike - The Standard knows what I mean.
Q2: Cool.
I do appreciate Zouron contributions in pointing out some of my calc and conception errors in this system new to me (I'm a recovering Herophile ;) ), I wanted anyone else who had a comment to feel free to do so.

Prime 691 |

Done a bit more work on Prime, evening out some of his scores and trying to find the best ways to distribute his points. I am very happy with the concept and the background, but I am open to changing the build if there is anything the GM wishes to be different.
I've added in a few of his more standard forms, including an intentionally generic Default form for walking around day to day (and getting ambushed), plus a Tank form and blaster form. I may tinker with a few more, but chances are I'll fill them in after I know if I'll get to play him.

GM Xzaral |

Also posting to say I am paying attention. I updated the campaign tab character list of submissions as well, so let me know if I missed anyone.
Just a quick note on the Silver Storm. The adventure begins just following the storm (which is rather brief). If you'd like the Silver Storm to be part of the background element, keep that in mind that is literally just happens when we start. Also the storm happens in a downtown shopping district, so a reason to be there would help as well.
If you have a differnt preference for a background, that's fine. It is a superhero story.

Prime 691 |

So, while taking a look at how to implement my Android character, I had initially envisioned him as a Variable power build. I thought this would allow me to build a character that was a great support in multiple roles, without outshining other characters, such as those built with a particular role in mind. I was wrong. After building a few Modes for Prime, I realized he would be able to outclass anyone at any role for a simple reason: if he was not stuck with a power selection, he could overspecialize to a degree to which no other character would sanely do, as he'd be unable to do anything else. With the Variable Build, he could go all the way to the wall, and then reallocate the points as soon as the next situation came up and be the best at that too. Does your character have a 70 point power designed to deal with this exact problem? Prime does... Obviously, that would not be fun for anyone. With that in mind, I've kind of set the variable power model aside and built a more traditional version of a robot/android character. He still achieves what I wanted via use of a lot of Alternate Power effects and Dynamic Arrays.
He's balanced as far as combat mods are concerned, 10's across the board, but has range and melee capabilities, flight, cloaking device, and a large array of weapons and scanners, high intellect (when needed) and Science skills, so he'll be able to contribute to a lot of roles.
He's Mr. Data, R2D2, and Iron Man, rolled into one.
If players want to have a look, its the first build in the Profile, titled Traditional Robot Build. Zouron, feel free to critique. I went through the math a few times, but he got complex enough with all the alternate powers that it is possible a mistake or two crept in somewhere.
Really hope I get selected, as I think I would have a lot of fun with this guy.
Edit: I rewrote his background to better reflect his new nature. It also builds in his Complications a little more, making them a little closer to home.

Breakneck |

In my profile the background area has some slight revisions and a number of additions. I'll copy the origin story here to have it approved since it might not be compatible with the GM adventure. I am making some assumptions here as well as adding a possible sub-plot.
Tee locks the door to the Emerald Dragon Dojo closing it down for the day. He jogs over to the restaurant where Prof Van Buren's birthday party is taking place, passing by the cute but silly magic shop in town. As he runs up to the resturant he sees the lights are out and some men are shoving the Prof into a van which takes off. He runs after trying to get a license plate number when a strange silver storm hits. Tee chases after the now slow moving vehicle, catching up and leaping on it. It stops and the kidnappers pile out very slowly and he knocks the bunch out. He grabs the Prof. and carries him away quickly. The Professor notices, before Tee does, that being carried away by someone at car speeds is a bit freaky. The Prof and Tee decide to keep this a secret for now, Tee droping the Prof off at the University. He grab some lab googles and his new helmut from his motor scooter and runs back to the dojo. He buys the Gi that he was sending back to the supplier because it was black with red trim rather than white with green. He pust his improvised costume together and leaves locking the door. He notices that doing all that took a ridiculously short time. A bare two minutes after the silver storm hit, Tee is looking around his city seeing the havoc unfold, time to take action ....
New areas are for my NPC's, locations and the less usual certificates my char has.
Currently at draft verison .22.
Thanks for the changes Prime 691, when I looked at him my first thought was that he was a super team by himself! Nice if rather complicated design.

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Detective Samuel "Sam" Dumas, aka Gumshoe
A hard-working detective who gets caught up in the silver storm and finds himself superhuman. Sam has always tried to live his life doing good, and these new-found abilities give him a chance to do it in new ways.
Gumshoe's physiology is such that he is flexible, fast, and resilient. He no longer needs to eat or sleep and is immune to poisons and diseases and his form cannot be altered by outside influences. He can leap great distances, roll along at 60 mph over any surface (including walls/ceilings) and around any obstacles, fall from any distance without harm, become fluid enough to flow into cracks or under doors, or grow to twice or shrink to half his height. His primary offensive ability is the ability to "slingshot" any object at great speeds, turning ordinary objects into deadly projectiles.
Advantages
Attractive, Benefit: Security Clearance: Police, Benefit: Wealth 2 (independently wealthy), Contacts, Fearless, Hide in Plain Sight, Move-by Action, Well-Informed; Defensive Roll 4, Evasion 2, Improved Initiative 1, Throwing Mastery 8, Uncanny Dodge
Skills
Acrobatics 5 (+15), Athletics 5 (+7), Close Combat: Unarmed 2 (+4), Deception 5 (+7), Expertise: Criminal 5 (+9), Expertise: Forensics Science 5 (+9), Expertise: Law Enforcement 5 (+9), Expertise: Popular Culture 5 (+9), Expertise: Streetwise 5 (+9), Insight 5 (+9), Intimidation 1 (+3), Investigation 5 (+9), Perception 5 (+9), Persuasion 5 (+7), Ranged Combat: Throw 8 (+10), Sleight of Hand 1 (+2), Stealth 5 (+15), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+3)
Powers
Bouncy: Leaping 6 (Leap 500 feet at 120 miles/hour)
Gummy (Advantages: Throwing Mastery 8)
Enhanced Ability: Enhanced Agility 6 (+6 AGL)
Enhanced Ability: Enhanced Stamina 2 (+2 STA)
Enhanced Trait: Enhanced Trait 2 (Traits: Toughness +2 (+10))
Insubstantial: Insubstantial 1 (Fluid; Absent Strength)
alt: Elongation: Elongation 4 (Alternate; Elongation: 120 feet)
alt: Extra Limbs: Extra Limbs 2 (Alternate; 2 extra limbs, Advantages: Benefit, Ambidexterity, Fast Grab, Improved Grab)
alt: Growth: Growth 2 (Alternate; +2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses)
alt: Shrinking: Shrinking 2 (Alternate; -1 Intimidate, +2 Stealth, +1 active defenses)
Snapback
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 9 (Aging, Alteration Effects, Disease, Poison, Sleep, Starvation & Thirst)
Regeneration: Regeneration 5 (Every 2 rounds)
Super Roll (Advantages: Defensive Roll 4, Evasion 2, Improved Initiative 1, Uncanny Dodge)
Movement: Movement 6 (Safe Fall, Slithering, Sure-footed 2, Wall-crawling 2: full speed)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Offense
Initiative +14
Grab, +2 (DC Spec 12)
Throw, +10 (DC 25)
Unarmed, +4 (DC 17)
Complications
Identity: Even though Sam has an inheritance that keeps him from needing a job, he chose to become a police officer and has worked hard to become a detective. He needs to keep his identity secret to protect his career and his department's reputation. He uses a costume and his elongation power to keep people from recognizing him.
Motivation(Doing Good): Sam became a cop to make a difference in his city and his neighborhood. He knows the importance of caring, and does what he can as a police officer to make that difference. Now that he has super powers, he knows that he can make a difference a different way. He strives to be an example in both his identities.
Languages
English
Defense
Dodge 10, Parry 2, Fortitude 4, Toughness 10/4, Will 4
Power Points
Abilities 44 + Powers 81 + Advantages 9 + Skills 16 (80 ranks) + Defenses 0 = 150

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I hadn't noticed Straightjacket. I'd be willing to get rid of the alternate elongation power(keeping the insubstantial and its other alternates in the "Gummy" power and adding a "Feature" power to the Gummy power (Unrecognizable Features- basically his facial features "gum up" and he doesn't look like himself.)

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Thanks Breakneck. Loves me some superheroes. Like 3e M&M, glad to see some familiar faces.
Hey, Arknight, if we both get into this game, I could see Sam being someone you might have contact with, as he's the type of cop who would spend his free time trying to help a street kid find out about a "suicide" that doesn't quite fit the bill. Maybe they were meeting to discuss the case when the silver storm happens...

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Yeah, Gumshoe is more of an fast/agile leaper/thrower type, more likely to avoid melee than engage in it. I don't really need the elongation deal, I think the character works just as well being able to "contract/bloat/melt"; it's more of a movement and resiliency thing I have in mind; more like a gummy bear than a piece of taffy.
I like the Stretchy Brick thing you have going and think "Straightjacket" is an awesome name. I was originally going with "Gumball" but thought "Gumshoe" covers the gummy and the detective.

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GM Xzaral |

All right, about 25 minutes to close of recruitment!
I'm doing some more reviews now, and I should note I have picked up Hero Lab which I'm learning as I review submissions. Figure I'll throw out that if anyone else uses it and is willing, feel free to email me the .por file at:

GM Xzaral |

All right, looking things over it appears there are 8 completed characters, which is the limit of what the adventure asks for. So I'll go ahead and take all 8!
Nanael the Seraphim
The Evil Eye
Nightstrike
Breakneck
Prime691
Straightjacket
Locke
Gumshoe
I've opened up the Discussion thread here.

Arknight |

Just a note, here's the updated locke with his Weather/air powers. :)
Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 2, Intellect 3, Awareness 6, Presence 3
Advantages
Contacts, Eidetic Memory, Luck, Ranged Attack
Skills
Athletics 4 (+4), Deception 2 (+5), Expertise: Music 2 (+5), Expertise: Streetwise 7 (+10), Insight 4 (+10), Investigation 2 (+5), Perception 4 (+10), Persuasion 4 (+7), Treatment 2 (+5)
Powers
Aerokinesis: Move Object 10 (25 tons)
. . Burst Area Move Object 5 (Alternate; 1600 lbs.; Extras: Burst Area: 30 feet radius sphere, Selective)
. . Whirlwind: Cloud Area Deflect 10 (Alternate; Extras: Cloud Area: 15 feet radius sphere)
Air Catapault: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Gliding: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round; Flaws: Gliding)
Air Sense: Senses 2 (Awareness: Air, Ranged: Touch)
Feature - Freshen Air: Feature 1
Feature - Micro-storms: Feature 1 (weather)
Feature - Small Gusts of Wind: Feature 1 (air)
Senses 4 (Precognition; Flaws: Limited: Only Weather)
Weather Control: Environment 8 (Other: Effects 3, Radius: 0.5 miles; Extras: Selective)
. . Arctic Freeze: Cumulative Affliction 10 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Extras: Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Flaws: Limited Degree)
. . Blinding Thunderclap: Dazzle 10 (Alternate; Affects Sense: Auditory, DC 20; Extras: Alternate Resistance (Dodge), Extra Sense: Visual)
Weatherproof: Movement 1 (Environmental Adaptation: Weather)
Offense
Initiative +3
Aerokinesis: Move Object 10, +4 (DC 20)
Arctic Freeze: Cumulative Affliction 10, +4 (DC Dog/Fort/Will 20)
Blinding Thunderclap: Dazzle 10, +4 (DC Dog/Fort/Will 20)
Burst Area Move Object 5 (DC 15)
Grab, +2 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +2 (DC 15)
Complications
Motivation: Doing Good
Motivation: Responsibility
Prejudice - Bullies
Secret ID - Raphael
Languages
English
Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 2, Will 8
Power Points
Abilities 44 + Powers 71 + Advantages 4 + Skills 16 (31 ranks) + Defenses 15 = 150
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