Monsters and Men Table 1

Game Master tumbler

Modern Magic and Monster Hunting


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I think if you store it in your profile, it doesn't get resolved.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

I think the mirror thing is up to you. I have the Accurate extra added onto my teleport which states that you just have to "be able to describe where you want to go." So take that how you will. If nothing else, it'll give us a great way to get OUT of the cabin. Theoretically, anyway.

Also, I dun goofed and meant to say that Cooper left behind ONE of his duplicates with the mirror outside the place. So he's got four following him around instead of all five. The fifth is just hiding in the woods. Feel free to tell me if anything happens to him, though, since I have Mind Link with the guy.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Hailey, we're actually in the middle of a burning forest rather than in vans getting set and ready to get sent out on the mission. Check out tumbler's intro post for us.


Ugh...put the whole of my character sheet in by hand, and paizo ate it...


If there is something I need to do to speed things along, just let me know.

If we aren't enjoying the misfits angle, we can tighten things up there. I am enjoying it and think it is entirely appropriate to the genre, but I can understand if it is frustrating.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Nah, you're good. I think we are all kind of feeling each other out and being timid in posting because of it. I know I'm trying not to step on toes and that's impacting my post speed. That and Thursday is a busy day for me :p

And not working well together on a first mission is pretty accurate. We know nothing about each other and all have our own agendas which may not align with one another. I'm sure once we've all got our characters figured out and how they play together in a group coordination will improve lol.


Gemma, I think you should have super-movement: swinging (limitation: only in vegetation) You would move by having vegetation carry you through. So vines and branches move you through forests and stuff. Not that useful, but cool in natural settings. Would only cost 1 point. Might be something to buy with your point after first adventure.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

I like that idea lol. Spidergem, Spidergem...


Doing the things, a spider gem does...


Would it be right or wrong or useful or not to sign off every night in the discussion thread? I intend to be posting fairly often from 3-11 or 12 every day, then checking in when I can during the work day, but would it be good for you guys if I just said "Last post for the day" every day so you know that I'll be gone for a while?


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Nah, no need. I'll just assume you r a human and sleep sometimes like normal humans do (unlike myself). Others may have different opinions, but I don't think it's necessary


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Apologies for the double post but mobile is not letting me click the edit button...

I have auditory concealment, will I still make noise when my feet hit the roof?


I hate sleep, but I do it.


Actually, you could power stunt the swinging off of your super movement power, so you could do it now.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Power stunt? (still new to this m&m stuff :O)


Gemma, do you understand what alternate powers are? Basically, for one power point, you can gain another power that uses the same power points as the power it is based on. You can do what is called a power stunt to gain a feat, and one of the feats gives you an alternate power. So you can use a power that you have and a use of a power stunt to gain another power that is related and has the same power points to build it. At the beginning of the next round, you are fatigued, which is debilitating. You can, however, spend a Hero Point to not be fatigued (this is a free action). So if you spend a hero point, you can gain an alternate power for the length of the encounter.

So you could "power stunt" to gain "swinging" for the rest of this encounter. Since you have one Hero point, you could spend that Hero point at the beginning of the next round to avoid fatigue. Typically, people just declare that they are going to do this in the same round where they use the "power stunt." That makes book keeping a little easier.

It is what make the game so flexible, but it also rewards system mastery at a level that is probably undesirable.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

Ooh I see. Yeah, I think I have an alternate power with my blast, though that may be it. Honestly, I have extra power points left over from by build. Should I just... allocate them now? I dunno how that all works.


I'm waiting for the recon report to post an action. It happens in pbp.

There's a reason many of us do so many games at once.


Half-Fey | Defense: +10 | T: +5, F: +5, R: +8, W: +5 | Init: +5 | Notice: +6 | Powers: Cosmic Energy Control, Concealment, Illusion, Plant Control, Super Movement

yeah Im kinda waiting to see what Hailey's reaction is to all this. Don't wanna bail out if she's popping up, but if I can't see her react (she is invisible to me after all), then I'll react another way. That said, I think imma just go balls deep and post anyways

Can I take Super-Movement (swinging) as an alternate power to plant control? Or would it be better to take it as its own power and ranks?


Supermovement limited to "where plants are present" as an alternate power of plant control works for me. You can always hero point to edit in plants if you really need to, and Boston is a pretty green city.


Male Shabti Unchained Summoner (Soulbound)

Hey guys! You know more the system that I do... What should I roll there, for my action? Is it like 1d20+7 four times?


Rapid Attack: You can make a melee attack against any opponents
in a radius of (power rank × 5 feet) around of you, provided you
can physically reach them. This includes a normal strike or a special
action like Disarm or Trip (see Actions, starting on page 153). Make
one attack roll and compare it against all targets in the area.

So make one attack roll with +7 to hit.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

So, lo and behold, I re-checked my math on Cooper's sheet for the 87th time, and found that I did it wrong. Again. On a few spots. Which means that there may be a few small things that change, like the amount of ranks in Create Object. But I will do my best not to change anything that would have affected what's already happened. Trying to learn a new system is rough, sometimes.


I do have to fix Hans. His claws break the totals rules. I'll probably switch them to a penetration effect.


Did you break your caps? I thought so but hadn't had time to check.


I didn't use the claws while in combat since I knew they broke it. I just ignored them.


I'm way more well versed in Dresden lore than I am in Monster Hunter lore, which makes this pretty interesting. Hans, what are some of the basics of MHI? Hailey is set more in the Dresdenesque/Hollows style wizardry as a Minor League power that relies on potions and charms more than raw wizardry power (for now), but the PUFF portion of MHI fits too, since I saw her as someone that had to work that end of things because of some black mark that would keep her out of gov't work. It'd be kind of cool to learn more about MHI to see if it fits. I think I'll pick up the book(s), but that will take a read through and time, which I have precious little of. (9 month old infant :D )


I suppose I could pass for a subject matter expert since I've read all the MHI books a couple of times now (but not as many times as I've read the Dresden series).

First book is Monster Hunter International. In this one we are introduced to our main character Owen Pitt, an accountant. Conveniently though he is also a former cage fighter and a gun nut, which comes in handy when his boss turns out to be a werewolf and tries to eat him.

This was the first book by Larry Correia, and it shows. He spends too much time on gun details (and I'm saying that as a gun nut myself), and Mary Sue's the main character a bit much. However it is still a fun book and reads well enough. The premise is that in his world monsters are real, and always have been. However governments go to great lengths to cover up the monsters because there are the Old Ones and belief in them is though to be able to hasten their return, and monsters are often part of their kit and caboodle. So if you happen to have an experience with monsters of some sort an agent from the MCB will show up, take care of covering up any details, and then threaten you with being disappeared if you ever say anything.

There are also a number of private monster hunting organizations. The oldest and best is Monster Hunter International, which has been active for over a century. Pitt is recruited into that organization. Such organizations generally recruit people who have had brushes with monsters and managed to come out on top. They are found to have the mental toughness for the job. Being a badass against people isn't necessarily enough.

The private monster bounties are funded by the PUFF fund which was established by Teddy Roosevelt who found out about the monster problem and decided that a private market based solution would be best. The details of the PUFF equivalent overseas is not dealt with so I came up with royal grants.

The series deals with the protagonist dealing with very big threats starting even in the first book. Unlike Dresden where he starts small and works his way up to world shaking events, the MHI series never worries about the small fry. Pitt gets dropped in over his head from the start, and has to keep clawing his way out against extremely unlikely odds.

The books get better as they progress as Correia becomes more proficient at writing. There are now 5 books in the series and more to come. Not all focus on Pitt, one focuses on a werewolf who works for MHI and another focuses on Frankenstein's Monster.

To be honest Correia's best stuff is the Grim Noire series, but the MHI stuff is quite good once you get into the later books, and the early books are good enough, and necessary background.


Hmmm...food for thought for sure, and given the way Hailey is built the PUFF fund fits right in with her background easily enough.


I should also mention PUFF bounties are based on how nasty the critter is. So zombies are fairly cheap, but elder vampires are worth a fortune.

Pitt kills a fairly new werewolf to start the first book and gets a check for $50K.

Also since we're working for STFU (Special Task Force Unicorn) to get PUFF exemption, we don't get paid bounties.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Cooper is fixed again, for the moment. I'm about 98% sure that I'll find something else wrong with him sooner or later, but we'll cross that bridge when we come to it. Turns out that I was able to slip in a fair bit more flexibility in terms of what his magic can do, which is nice. As I've got an extra Power Point floating around, I'm very open to taking recommendations for what else we might feel we need. Whether it be powers or feats or what have you, I'm all ears!

Also, the MHI stuff sounds really cool. Clearly, I need to get around to picking up those books.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

So, I think Gemma and I have settled on having the apartment at 23 Claremont Park, Apt. A on the first two floors. It should already be "paid" for with my Equipment feat ranks, so no worries there. Not sure how that will affect the story you're cooking up, tumbler.


Looks good. So we have Hans going home, Cooper/Gemma/Annurian getting cofee, haven't heard from Hailey yet.

If anyone would like to get up to anything during this day, let me know. Otherwise I will throw something random at you.


I think Hans will have a place in Beacon Hill. That seems fairly swank, but also old enough to have an old world feel which he will find familiar.


Sorry for the delay. Weekends are kind of tough right now. Looking after the 9 month old while the spouse is working doesn't leave much free time to do much of anything, and then the rest of the time is spent doing all the things that need to get done. At work is generally when I can post.


Annurian, I feel like I just waited a day and a half for you to tell me to figure out your action for you. I know you aren't terribly familiar with the rules, but how can we get you up to speed?


Male Shabti Unchained Summoner (Soulbound)

Hey man! I apologize for the delay. I'll step out of the game, though - after I saw an specialized character, fully specialized in a certain maneuver and giving everything I had, had to roll twice and still have a smaller modifier than my target in the same level I am no matter how much I invested in it, I conclude this system simply isn't for me at all. Sorry for wasting your time, and have fun you all.


Ok. Sorry it didn't work for you.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Sorry to see you go, Annurian, but I do know how that feels. Best of luck with campaigns in the future!


Still spelling out bonuses and subtractions from everything to make sure I get them closer to being right. I'm still a newbie to M&M. :D


Putting all of the rules out there is a good idea. There are a lot of fiddly bits to worry about.

Speaking of, Cooper, are your Defenses over caps?

The combination of Defense and Toughness can only be 14, which would give you a defense of 7 (17) and toughness save +4. You can trade points between those. I am not sure whether your defense (the number I'm rolling against) is 10 or 20.

Then you have the +8 force field which gives you a bonus of +12 to toughness, which would leave you with only +2 for defense.

If your Defense Bonus is 0 for a defense of 10, that all works.

Not trying to bust your chops, just trying to make sure. And I vaguely remember discussing this, so maybe I'm just having a senior moment, which is shame cause I'm not that old.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

Uhh. I didn't know that you add 10 to whatever you pay for your Defense to be at, first, so that's good to know. If that's the case, I'll probably move Defense down to +2 for a total of 12, so that most of his defensive stuff comes from the Force Field. What you may be recalling is a few different conversations that were had in the recruitment thread. There were quite a few questions flying all over the place in there, so it's entirely possible that I missed something in all of that.

Sorry for the confusion, I am also new to M&M, so I'm still trying to get all this right.


Not a problem.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

So, in changing that around, I have now realized that gives me an extra 10 PP, for a total of 11 unspent PP. This is like Christmas.


Yep.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

In the process of making tweaks to my character sheet so that I'm making use of those extra 11 PP, so if numbers look different, that's why. I promise I'm not going insane and just throwing random digits in all willy nilly.


So here is an interesting question. In the Dresden books, he describes what he sees with his Sight as a sort of metaphor for what has happened, which is what I have been trying to riff on. What I never thought about before is: Are those metaphors consistent, or is the human mind of the viewer translating that information into something it can understand? The point being would Hailey see the same thing, or might something manifest differently. I mean, a Wizard who has never seen barbed wire wouldn't see that here, right? A wizard born in the 1700's, for example.


I believe the books imply that different people see things differently based on their own experience and culture. It is never really addressed since the books are first person of course.


Human Wizard | Defense: 12 | T: +4, F: +10, R: +8, W: +10 | Init: +5 | Notice: +3 | Powers: Magic (Regeneration, Telekinesis, Duplication, Create Object, Blast, Super Senses), Teleport, Device (Force Field, Obscure)/(Dimension Pocket, Light) Hero Points: 2

I would think that it would be something that was fairly well documented among wizards simply because of how long people have had the Sight. So while everyone sees something different, all metaphors would likely have a similar vein to them. Kind of like the way Carl Jung's theories about dream meanings work, if anyone is familiar with that? All of the metaphors have a common thread that attached them to specific tropes or emotions.


So maybe it makes more sense for me to give the basics and for you guys to translate that into what your character sees?

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