Techno Priest |
In his everlasting quest for self-improvement, the being known as Techno Priest has taken yet another step towards post-human conversion. Realizing that his first few rounds of run-ins were less than ideal for him, he's spent time reconfiguring both the SCEPTER and Glider nanites into a suit of armor. The SCEPTER Armor improved upon many of the capabilities of the original SCEPTER.
The HURT Laser blast has been upgraded to the VARI-Beam, a beam capable of imitating various forms of energy and projectiles.
The Nausea WAVE has been reconfigured to the Flashbang Cone, a sharp burst of light and sound capable of blinding and deafening any who stand in it's way. There's a lot less vomiting involved.
New to the Techno Priest Arsenal:
The Hyper-Charged Javelin- A rapidly assembled ballistic missile charged with volatile kinetic energy able to pierce through tough defenses.
Force Fabricators- Using his alien nanites, Techno Priest is able to create different shapes of solid force for use in many different applications.
The TECH-Nullifier has been reclassified as the EMP Cloud, while the Disassembler has been changed to the Disassembly Ray.
Lost in the changes were the poor Nano-Nurses, who just couldn't make the cut.
Due to its experimental nature, the SCEPTER does have a major flaw: the suit of nanites are easily susceptible to being removed, whether from a strong enough blow (sending particulate pieces of the armor flying) or malfunction. Think of it as a fun little way to get a hero point!
The Cathode Cathedral has undergone some upgrades!
The tunnel systems were further explored and converted to more space for The New Guard, along with a new secret elevator entrance located at The New Guard's cover facility, Dr. Quark's offices.
Techno Priest
Power Level: 9; Power Points Spent: 152/135
STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +4 (18), WIS: +1 (12), CHA: +0 (10)
Tough: +0/+9, Fort: +5, Ref: +5, Will: +6
Skills: Acrobatics 2 (+4), Computers 10 (+14), Craft (electronic) 7 (+11), Craft (mechanical) 7 (+11), Disable Device 2 (+6), Drive 4 (+6), Investigate 1 (+5), Knowledge (technology) 10 (+14), Notice 6 (+7), Pilot 5 (+7), Stealth 5 (+7)
Feats: Attack Focus (ranged) 2, Eidetic Memory, Equipment 4, Inventor, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronic, Mechanical, Technology)
Powers:
SCEPTER Armor (Device 13) (Easy to lose, Only you can use)
. . Flight 6 ([6 active, 12/12 PP, 2/r], Speed: 500 mph, 4400 ft./rnd)
. . . . Super-Strength 6 (Alternate; [0 active, 12/12 PP, 2/r], +30 STR carry capacity, heavy load: 3.2 tons; +6 STR to some checks)
. . Immunity 9 (life support)
. . Protection 9 (+9 Toughness; Impervious [5 ranks only])
. . Weapons Array (Array 12) (default power: blast; Distracting)
. . . . Disassembly Ray (Disintegration 9) (Array; DC 24; Check Required (Mechanical), Limited (to Machinery); Reversible)
. . . . EMP Cloud (Nullify 8) (Array; counters: all powers of (type) - technological, DC 18; Cloud Area (40 ft. diameter, lingers - General))
. . . . Flashbang Cone (Dazzle 8) (Array; affects: 2 sense types, DC 18; Cone Area (80 ft. cone - General))
. . . . Force Constructs (Force Constructs 7) (Array; Max Size: 35 cu. ft.; Movable (Radius: 35 ft., Strength: 35, Force: 3.2k lbs.); Precise, Selective, Stationary)
. . . . Hyper Charged Piercing Javelin (Blast 9) (Array; DC 24; Penetrating [6 ranks only])
. . . . Vari-Beam (Blast 9) (Default; DC 24; Variable Descriptor 2 (Broad group))
Tech Implant Interface (Container, Active 7)
. . Comm-Link (Communication 5) (sense type: radio; Omni-Directional Area; Selective)
. . . . Video Feed (ESP 5) (Alternate; affects: 2 types - visual, audio; Simultaneous; Medium; Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Rapid 2, Selective)
. . Quickness 7 (Perform routine tasks at 250x speed, Feats: Eidetic Memory; One Type)
Equipment: Headquarters
Attack Bonus: +7 (Ranged: +9, Melee: +7, Grapple: +7)
Attacks: Disassembly Ray (Disintegration 9), +9 (DC Fort/Tou ), EMP Cloud (Nullify 8) (DC Will 18), Flashbang Cone (Dazzle 8) (DC Fort/Ref 18), Hyper Charged Piercing Javelin (Blast 9), +9 (DC 24), Unarmed Attack, +7 (DC 15), Vari-Beam (Blast 9), +9 (DC 24)
Defense: 16 (Flat-footed: 13), Knockback: -7
Initiative: +2
Drawbacks: Power Loss (All Powers), uncommon, minor, EM Pulse +3
Languages: Native Language
Totals: Abilities 14 + Skills 15 (59 ranks) + Feats 12 + Powers 76 + Combat 26 + Saves 13 - Drawbacks 4 = 152
Validation: Hero: Too many PP spent (152, max 135)
--------------------
Headquarters
Power Level: 9; Equipment Points Spent: 20
Toughness: +20
Features: Communications, Computer, Concealed 3, Cover Facility, Defense System, Laboratory, Living Space, Power System, Security System 3, Workshop
Size: Huge
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 14 + Powers 0 + Combat 3 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
Praxiteles the Golem |
Hey all,
Sorry I haven't been around, after Gencon I had to set up Dragonflight and organize PAX for PFS. It is still a bit hectic but starting to calm down. will try to catch up and post.
Thфth |
You can always make Invictus (in-character) mysteriously absent. If/When he gets back he can make up the excuse or backstory for where he was.
Waveform |
It's those damn alternate dimensions always abducting heroes to help them with their problems.
Techno Priest |
Oh no, I hope he's all right. I tend to get worried when a consistent poster is MIA.
I vote that we carry on and work his disappearance into the game. Perhaps when TP comes up empty-handed, he turns to a particular wizardly-type to help find him?
Waveform |
I may be intermittent for a bit. My hard drive died and I'll have to be rebuilding a lot of stuff.
Dr. Quark |
Sorry, I assumed I would just know anything important about the items. Also, I assumed I had knowledge: history, which I don't. Doofus plays a smart guy...Wah, Wah (failure sound).
Swift would do some looking, but don't have much ability other than google.
Dr. Quark |
So what can we do to get these two campaigns moving? I am still very enthusiastic about both games. I'm willing to carry some of the load if it helps.
Dr. Quark |
I can't say I know enough about PbP to know what the issues are, but I do enjoy these two campaigns. I'd go so far as to say they have reignited my love of role playing, so I would like to see the recover.
Techno Priest |
While I feel I'm not cut out to run a game through PbP, I'm still interested in progressing our main game. If someone feels comfortable taking over the secondary, by all means, go for it. Here was a bunch of potential for it, but I'm not the right kind of person.
Thфth |
1 person marked this as a favorite. |
So does anyone else know what I can do to relight the fire for this game at least?
PM sent.
Thфth |
I'll be out of town over the weekend. I'll be back on Sunday evening. I doubt I'll have any access to internet where I'll be.
The Watcher of the Freedomverse |
I am not sure what to do
Im struggling running this, I have come to understand alot of me as a GM. I need maps and visuals to run combats and I dont know what set up I could use that I would be comfortable with online currently. I am not a good Sandbox GM I needed more ways to get you on the rails I have like 20 adventures I wanted to run for you guys and it just does not seem like I can get any of them going and running.
Life has kind of kicked my butt and It has caused me not to be able to post and do the stuff I want to do as the GM. I have these huge ideas and plans but I cant get basic stuff off the ground. I am not sure what we should do.
PBP is very much a challenge compared to running the game in person there are some great things but there are challenges for sure.
So to be honest im not sure if we should proceed and or how to proceed.
tumbler |
I think most of what you have done has been interesting and challenging. I think the characters are interesting, and have some potential to be a fun group.
As far as I am concerned, I wouldn't mind being told what I needed to do to get on the rails a bit. I think we are all engaged with the current scenario. I'm not sure who is still around at this point.
I hadn't had much fun with Pathfinder PbP, because it is so map and tactical heavy, but the relative freedom of this system is making me happy. At the same time, it is weird maintaining enthusiasm when a combat can take a week.
One thing I would caution is that railroading superheroes is really hard. We have so much narrative power and flexibility that it is hard to anticipate what we will do. But if you know what your villains will do, that will help you figure out how to respond to the crazy PC actions.
Thфth |
Agreed. In some ways, MM is tricky for an 'on-the-rails' style of game, particularly in PbP where characters may have days or even weeks to come up with a plan, when they'd have mere minutes at a game table.
If I were you, I'd suggest a bit of a hybrid approach, like tumbler is suggesting. Come up with your list of events, and the actions the villains are going to perform, and then just stick to them. If the players ignore the plot hooks and 'rails', as it were, then they will perpetually being doing mop up, only reacting when the bad guys actually act openly. If they (we) don't adapt and start following the clues, we're going to be behind the 8-ball from the start, and either be really lousy heroes, or we will learn to start following clues.
(As an aside, personally I love maps, especially in a super-hero game where speedsters can have combat over huge distances, and tanks can interact with the environment by ripping out lampposts and picking up semi-trailers to use as improvised weapons. Of course, that's just me. I'm totally aware how labour intensive that is (particularly online - irl I just use a bit white board). Impractical sometimes, but oh so awesome...
Techno Priest |
I wouldn't mind it if you railroaded the game a bit.
Maybe something like "our heroes find themselves on a wild hunt for the mystery man" and we pick up from there. It cuts to the chase and keeps us from wandering too far.
Waveform |
Pure sandbox is hard to do anywhere. On PBP it's even harder as you don't get the little clues about the world.
I don't mind rails.
Broadway in Freedom City |
I'd agree, it seems with PbP you really need to heavily use the "Clue x 4" at times to get groups going. Unfortunately you miss a lot of the banter at a table that often makes the little light go on.
Might be a good idea for you to take the reins at time with a lot of the investigative skills that the heroes have and either in spoilers or by PM let them know if they've turned something up.
Rigor Rictus |
Don't know if anyone still follows this, or if there is anyone here that is not involved in the other M&M games where I've already posted notices. If so, please come and check out the recruitment for another Mutants and Masterminds 2e game, running parallel to the Justice League Generations game tumbler is running, and that some of you play in.