Paragons: Gods Among Men (Inactive)

Game Master WhtKnt

What would you do if you awoke one morning and found that you could fly or project flame from your open palms? Would you save the world... or destroy it?


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Dark Archive

I honestly don't know. I plan this as a very "sandbox" style of campaign, where the setting will react to the actions (or inactions) of the PCs. That's why I'm not going to mandate that you be good or evil. I want this to be less a campaign of, "Oh, we got cool powers, let's be heroes!" and more, "Wait, you mean that I can walk through walls? Hmmm."

If you feel driven towards the heroic life, then certainly you can go that route. On the other hand, if your character would be one to take advantage of their powers, you can go that way, too. It might lead you into conflict with one another, but them's the breaks.

The NPCs will react to you and your actions. I've run this campaign before and it played out differently than I expected. I should also point out that you are not the only ones with powers; there are others. Some use them for the benefit of mankind, others are a bit more... selfish.

As for what's really going on; why people are developing these abilities? Well, that remains one of the great mysteries to be solved.


WhtKnt wrote:

Since the question has been broached, I'll ask again:

Will this be set in real or fictional place, and should we go urban or rural? In this case, rural simply means a small town, where urban is a big city.

If a real city is chosen, let's start discussing which one. If a fictional city is preferred, I'll start working up a map.

Definitely a city, one with a major research university (like a Boston)


WhtKnt wrote:

Since the question has been broached, I'll ask again:

Will this be set in real or fictional place, and should we go urban or rural? In this case, rural simply means a small town, where urban is a big city.

If a real city is chosen, let's start discussing which one. If a fictional city is preferred, I'll start working up a map.

i would say Urban and fictional/nonfictional. if you go with a real city, i would be better able to google information that i might need.

and yeah i have one rank in Wealth and i plan on having a smartphone.


WhtKnt wrote:

A reminder: I will be choosing your powers. I am certainly open to suggestions or "wish lists," but ultimately, I am the final arbiter.

The powers will follow a common theme, but may be quite unique in how they are interpreted. (Yes, I have the Power Profiles series and will be making use of it.)

Ah - that sounds like an invitation to produce for the GM such a guide based on the specific character concept. Looking briefly through the Power Profiles books I have available, I don't see 'quick brick' or 'transfer wizard', though my Hero library includes 'ultimate brick', 'ultimate speedster', 'arcane adversaries', and 'strange magicks'. Some combination of those things should cook up power profiles...

With a little more background, I'm kinda torn between Ace and Gates. The problem with Ace is the challenge of avoiding duplicating Spartan. And of course Gates screams back to some combination of Dr. Strange and Rogue. Always a challenge to create a unique new character...


WhtKnt wrote:

Since the question has been broached, I'll ask again:

Will this be set in real or fictional place, and should we go urban or rural? In this case, rural simply means a small town, where urban is a big city.

If a real city is chosen, let's start discussing which one. If a fictional city is preferred, I'll start working up a map.

I'm up for an urban center. Someone else pointed out a desire for a large university, and that works for both Ace and Gates. Gates also needs access to enough media to be famous (as annoying as that might be...).

I'm also up for either fictional or actual. Water features are nice (lake/river/ocean). Everyone's going to have some issue with regions... I went to school in Atlanta, and that's as far into Dixie as I'm inclined to get. I like snow in winter (and for GM plots & variety...) but I'm sure The Torch will object (particularly if he's still learning, and constantly burning away all his clothes...). Seattle might be nice - I mean, no one (important) lives there, so we can probably blow it up with impugnity...

Buffalo is Right Out.

One thing I've had some success with is repurposing cities. Somewhere like Vancouver can be quietly placed near, say, Cape Fear North Carolina, and declared 'Campaign City'. No one (important) will notice Vancouver is missing. And no one in the campaign will recognize Vancouver street names (or let on if they do notice, or.. you know, cheat by looking them up..). So the GM can lift all the maps and locations, pictures of city hall and the opera house and... and essentially allow the Canadians to do all that tedious city planning, and provide it all to the GM served up by the Vancouver tourism bureau. I also have personal experience that Jacksonville FL will not be noticed if it's misappropriated. Also Rochester NY.


@WhtKnt - BTW, if Ireland has super-powered 'faeries/fey/sidhe' and Africa has super-powered 'ancestor and animal spirits', then I'll know you've been cribbing my campaign notes.. :)

Sczarni

I'm certain that my concept lends itself well to an urban center. Who doesn't like adding an urban high school to the mix of any campaign? It's a great place for a fast-paced brawl and it helps introduce any number of new NPCs at random.

For Kelsey, I know it'd lend to her theme well to gain hyperkinetic powers. To explain what that is, it's like ridiculous reflexes, the ability to dodge bullets and perform high-octane martial arts. Daredevil, Taskmaster, Spider-Man all have this power. Normally it's tied into Danger Sense and a really high fighting or agility, maybe rapid senses, that kind of thing.

It could also be fun to play an earth-controller like Terra from the Teen Titans, or a newly-powered mutant whose physical self transforms, that kind of thing...

I like the open-ended campaign idea and I think I can do some thinking with that in mind!


couldn't help myself - one more inspiration

Seasonal Affective Disorder:

Seasonal Affective Disorder, "Sad", Hortence "Sadie" Saddara
Core concept - Sad is a conduit for the power of the seasons. The particular expression (special effect) of the manifestation differs - at times the hectic growth of spring, the withering of autumn, the cold of winter, or the burgeoning life of summer. Regardless, she manifests a steed (stag, panther, bull, or goat), and a fetch/spy (swallow, swan, goose, and raven). How much of the spirit of the seasons shape her power, and how much her understanding of artistic symbolism shapes her manifestations.

Civilian - Sadie is an art history 'professional', stitching together part-time curatorial work at a local art gallery, lessons through an art school, and an aide position with a local elementary school. She is very open - wears her heart on her sleeve, with mercurial and unpredictable moods.

Powered - Sad channels the spirit of the seasons, with a fair degree of artistic symbolism and interpretation. She may be mistaken as several different heroes (Flora, Ceres, Pomona, Persephone), without careful observation of the commonalities of her power sets, regardless of their seasonal descriptors. In some instances, the effects can be tempered by particular celebrations - Flora's fetch is sometimes a (march) hare or (easter) bunny. Pomona is sometimes seen in the guise of a jack-o-lantern headed harvest spirit, rather than a mature lady in autumnal colors.

Power Level 2, 30 PP: Abilities 24 + Advantages 3 + Skills 3
Str: -1 Agi: 2 Fgt: 1 Awe: 2 Sta: 0 Dex: 2 Int: 2 Pre: 4
Advantages: defensive roll 1, ranged attack 1, languages 1 (latin)
Skills: expertise(art history) 1, expertise(legends and lore) 1, insight 1, intimidation 1, perception 1, persuasion 1
Complications: power loss - certain temporal effects can have detrimental effects on Sad's powers, and/or control of them.
vulnerability - each form has a vulnerability to an opposing descriptor.
quirk - Sad (and Sadie) is mercurial and the direction of her mood corresponds to hear most recent manifestation.

Powers -
a blaster, with additional descriptor (force, positive energy, negative energy, cold) depending on the particular season she's manifesting. utility powers (transportation 'mount', hands/eyes of a 'fetch/spy'). Some thematically appropriate miscellaneous utility alts.

Dark Archive

Got a little behind with the seasonal things to do, but I will try to get a kick-off post before too long. If you submitted multiple concepts, please whittle it down to one. Thanks.


Thanks for the update...

Just have the one concept, super-smart working to create nanobots that can literally rewrite DNA. I'm thinking something either goes horribly wrong or amazingly right that leads to his powers.


I'll stick with my first submission - Ace a robot quick brick with time manipulation features.

Dark Archive

Okay, I've input all the characters as they are now into Hero Lab, and here are the the errors it returned.

AUBSTER
Expertise exceeds Power Level by 1

KELSEY WILSON
Need at least two complications

UTOPIA27
Need to specify additional language
Need to specify equipment

CIRLE
Attack bonus exceeds Power Level by 3

TENRO
Expertise exceeds Power Level limit by 1 (each)
Treatment exceeds Power Level limit by 1
1 point remaining

GM CAPT. WOMBAT
Need at least 2 complications
3 points remaining
Need to specify a native language


WhtKnt wrote:

TENRO

Expertise exceeds Power Level limit by 1 (each)
Treatment exceeds Power Level limit by 1
1 point remaining

Forgive me here, not sure what you mean. Do you mean that I have spent 1 too many points each in Treatment/Expertise, or that the actual skill level is 1 too high?

Also, when you say 1 point remaining, do you mean that I have 1 point left unspent according to what I already proposed to you, or do you mean that I have 1 point left after you have corrected my presumed errors via HeroLab?

As a great deal of the character is placed into GM hands, I trust that you will fix the skills accordingly (taking 1 build point off to subtract 2 skill points or however you are doing it). That said, I just need to know how many Build Points I have left.

I will probably spend my remaining build points on another rank of Wealth, Benefit: Eidetic Memory, maybe a slight bump to dexterity or something.

Dark Archive

The skill is one level too high on both Expertise skills and the Treatment skill. After corrections, you have 2 points remaining. Also, I forgot to add to yours:

Need at least 2 complications


@WhtKnt - for Ace:
Language: Spanish (Central/South American)
Equipment: cell phone, multi-tool (leatherman!), video recorder (flipcam!), GPS receiver


Ok so i cannot have 8 points in a skill, only 7. meaning that i save one point that was spent on skills plus the other point that i had.

i didnt know we were required to have complications, i will look into those.


WhtKnt wrote:

Okay, I've input all the characters as they are now into Hero Lab, and here are the the errors it returned.

AUBSTER
Expertise exceeds Power Level by 1

Updated to conform...

Presenting Jackson Hail for consideration...

Background

Jackson Hail was one of the youngest Ph.D.'s to ever graduate from MIT. To make his accomplishment even more impressive, he received Ph.D.'s in both Physics and Chemistry. After graduating, Dr. Hail took a position at Science Tech as an assistant professor and has been there ever since. He's spent the last 5 years working to develop his concept of NanoBodies which are nanometer size machines that following injection could interact and alter a person's DNA. Jackson knows that a Nobel Prize is in his future if he can develop the machines.

Power Level 2 (30 Power Points)

Abilities (18 Power Points)
Strength - 0
Agility - 0
Fight - 0
Awareness 1
Stamina - 0
Dexterity - 3
Intellect - 5
Presence - 0

Skills (7 Power Points)
Expertise Science - 7
Technology - 6

Advantages (5 Power Points)
Eidetic Memory
Improvised Tools
Inventor
Languages (German, Chinese in addition to English)

Complications
Responsibility
Accident

Dark Archive

Tenro, complications are anything that the GM can use to make your life a little more difficult. A great example is the secret identity, though such really won't apply initially. Other ideas include:

* Dependents - Anyone whose safety you place above that of the average person.
* Responsibility - You are compelled to obey a specific set of directives.
* Temper - You are easily angered and tend to lose control often.
* Requirement - You have to say a special phrase or take a specific substance in order to remain super-powered.
* Motivation - You are driven to adhere to a specific code or doctrine.
* Addiction - You are addicted to a particular substance.
* Fame- Your fame precedes you everywhere you go and you are constantly hounded by paparazzi.
* Rivalry - You have someone who seeks to show you up at every turn.
* Obsession - You are driven to find a certain something, perform a particular act, or perhaps even forge a relationship with a certain individual.

Dark Archive

First post is up in the Gameplay thread.


I suppose i will take Responsibility (work) and Fame (once powers become known to the media)


Are you all full up here, or would I still be able to submit a character? I'm guessing you're probably full since you've opened gameplay, but I love this sort of idea. My RL game group was going to do a similar concept but the GM ended up moving away which was a major bummer.

Let me know!

Dark Archive

Sure, kick one in. I'll add you to the campaign.


This will be my first experience with the M&M game system, and I'm an Australian. If either of those are going to cause issues then let me know and I'll pull out.

Otherwise please find stats below, and a (very) quick background for the character.

As far as powers I'm thinking some brick-like elements, but I would like to have something a bit more interesting than just a straight brick, some sort of energy control or stealth abilties as well perhaps? I'm open to suggestions :)

Hmm. Damn I just realized I didn't buy languages...

Reve Aristov:
Strength 1, Stamina 2, Agility 0, Dexterity 1, Fighting 2, Intellect 1, Awareness 2, Presence 1

Advantages
Connected, Diehard, Fast Grab

Skills
Athletics 3 (+4), Close Combat: Unarmed 1 (+3), Expertise: Construction/Carpentry 2 (+3), Expertise: Demolitions 1 (+2), Perception 2 (+4), Persuasion 1 (+2), Ranged Combat: Throw 1 (+2), Stealth 2 (+2), Vehicles 1 (+2)

Offense
Initiative +0
Grab, +2 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Disability: Paraplegic in a wheelchair after an on the job accident.
Responsibility: 8 year old daughter Gabrielle with estranged wife.

Languages
English

Defense
Dodge 0, Parry 2, Fortitude 2, Toughness 2, Will 2

Power Points
Abilities 20 + Powers 0 + Advantages 3 + Skills 7 (14 ranks) + Defenses 0 = 30

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.

Background:
Reve Aristov is a third generation Russian-American, his grandparents having immigrated to america after the second world war. It was his father who moved further down to Louisiana when he married a local girl.

Having such a mixed heritage didn't overly bother Reve. His home life was somewhat eclectic to be sure but he was happy, even if the summers got a little hot for his tastes. He was the eldest of two boys, though not the smartest. He wasn't dumb, but his school grades were fairly average, with comments like "has potential" and "needs to apply himself". His brother Tosya on the other hand was... while not a genius, he definitely seemed destined for greater things. Even so the two got along well enough, at least as well as any two siblings can

When he finished high school Reve took on an apprenticeship as a carpenter, while his brother a few years later continued on to college. Reve did well finding the hands-on work much more to his liking, and over the following years honed and expanded his skills. He really came into his own following Katrina, when he moved to New Orleans itself where he married and obtained the position of site foreman on several reconstruction jobs. It was on one such job where a snapped cable and a rain of girders sent the semi he was driving over an embankment as he tried to avoid the falling debris.

He awoke several weeks later to discover himself paralyzed from the waist down, and thus his downward spiral began. With his daughter Gabriella only a few months old his wife Elayna soon found herself struggling to cope with an infant and a paraplegic husband. The split was relatively civil, but some bitterness was inevitable even if Reve could see the reasons why.

In the years since he has been struggling to come to terms with his disability. His insurance rang out some time ago, and he had few applicable skills suited to his new abilities. About the only thing he has managed to keep is his physique, his upper body anyway, spending a lot of his free time (of which he has an abundance) at the gym, or working out at home in front of the TV.

Sczarni

I'll have complications soon enough, promise. Just need to get home from work first!

And gameplay already? Neato.

Dark Archive

No issues with either, Reve.


WhtKnt wrote:
CIRLE Attack bonus exceeds Power Level by 3

.

And the attack bonus is derived from the Fighting Ability Score?

Dark Archive

Yes.


So what am I missing here. At PL 2 a Fighting Ability of +1 shouldn't be an issue.

Are there skill level caps? I didn't see that listed in the SRD.


Ping.

Sovereign Court

@cirle - in M&M there's a presumption of a ceiling on powers/attacks/capabilities. The three points you spent on hth takes your attack bonus over that ceiling for PL2. PL2 is strictly a 'trained norm' level. I think your Fight also gets added to that as a base, so your total bonus, so at +7 you'll be regularly tagging mike tyson. DM didn't mention it, but I think the same may be true on your ranged combat as well.

MnM 3e wrote:

Power level is a value set by the Gamemaster for the series as a whole. It places certain limits on where and how players can spend power points when creating or improving their heroes. Power level imposes the following limits:

  • Skill Modifier: Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10. This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.
  • Attack & Effect: The total of your hero’s attack bonus and effect rank with that attack cannot exceed twice the series power level. If an effect allows a resistance check, but does not require an attack check, its effect rank cannot exceed the series power level.
  • Dodge & Toughness: The total of your hero’s Dodge and Toughness defenses cannot exceed twice the series power level.
  • Parry & Toughness: The total of your hero’s Parry and Toughness defenses cannot exceed twice the series power level.
  • Fortitude & Will: The total of your hero’s Fortitude and Will defenses cannot exceed twice the series power level.

...and no, i didn't see that in the srd either.


Version 2

Frank Laufley, ware-house manager and ex-marine.
Age: 37 Male

STR 0
STA +1 (2 pts)
AGL 0
DEX +2 (4 pts)
FGT +1 (2 pts)
INT 0
AWE 0
PRE 0

Skills:

Athletics 6 (3 pts)
Close Combat
(Hand to Hand) 2 (1 pt)
Expertise
(Warehouse Mgmnt.) 4 (2 pts)
Expertise
(USMC) 4 (2 pts)
Ranged Combat
(M4 carbine) 2 (1 pts)
Vehicles 8 (4 pts)
Expertise:
(Local jazz scene) 2 (1 pt)
Expertise:
(Playing Harmonica) 4 (2 pts)
Persuade 4 (2 pts)

Complications
Motivation: Patriotism
Relationship: Son

Advantages
Connected
(Marine buddies) 1 (1 pt)
Contacts
(Marine buddies) 1 (1 pt)
Inspire 1 (1 pt)
Skill Mastery
(vehicles) 1 (1 pt)
(30 pts)

Notes: The son of a Viet Nam vet, and a former Marine (driver of the amphibious LVTP7) Laufley now manages the warehouse of a short-haul freighter (where he started as a driver). He is divorced, but on amicable terms with his ex, Cindy. His recreational outlet is playing harmonica in a local jazz/blues band, 'The Canal Street Five'.


Does this pass muster?

Dark Archive

Will have to check, but it looks okay at first glance.


Then, I'm okay to start posting in the gameplay thread?

Dark Archive

Yup!

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