Suicide Squad: Generations

Game Master LastNameOnEarth

20 years after the present era in the DC Comics universe, the Government is yet again seeking a disposable, deniable team to try and pull of an impossible mission. Who better to recruit than the incarcerated Super-Villains?

A companion Game to tumbler’s Justice League Generations campaign.


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Semi-Private Recruitment: This game will be run in the same game world as tumbler’s Justice League Generations campaign. Players from that game will have top priority for spots in this game, though I have also invited players from a few other games using the same system. This will be a Mutant’s and Masterminds 2nd Edition game set in the DC universe.

If you are not presently playing in one of the MM2e games to receive an invitation, you can apply if you wish, keep in mind that the invitees will be selected first in most cases.

Recruitment Notice wrote:

Attention Detainee:

Are you a convicted and currently incarcerated criminal? Are you a psychiatric patient previously found not criminally responsible for criminal actions, but required to remain within a designated psychiatric facility for non-voluntary treatment?

Do you regret your criminal actions and wish to make a positive contribution to society? Do you have special skills or abilities that might be used to benefit your country? Are you dissatisfied with your present accommodations or incarceration? If so, this might be the opportunity for you!

By volunteering for this project, you may be eligible for benefits or improvements to your circumstances, based on the details of your present confinement. These include:
•••Improved Conditions/Privileges at your place of incarceration.
•••Reduced or Commuted Sentence
•••Full Pardon (Murder Convictions are not eligible for this benefit)
•••Induction into long term service as a diversion from traditional incarceration

While it is possible that you will be called upon to make use of specialized skills you previously used in your criminal endeavours, the uses to which you will put them as part of this program will be for the benefit of society as a whole. Should any unfortunate “violent actions” be required as part of your duties, rest assured that appropriate counselling will be made available to assist you with the emotional ramifications of such actions, and that these actions will be channeled in societally beneficial directions.

Be advised that compliance with the guidelines of the program will be strictly monitored and enforced, and failure to comply could not only jeopardize your entitlement to program benefits, but endanger the safety of your fellow program participants, as well as your own. As a result, deviation from program parameters will not be tolerated, and may result in immediate sanction.

This will be a villain oriented Mutant and Masterminds 2nd Edition game played on this forum via play by post. I do not have a strict number of players in mind, so the total number may depend on how many express interest. The party may be larger than is typical for a Pathfinder game, as seems to frequently be the case when M&M games come up.

This is a sister game to tumbler’s Justice League Generations, and will take place in the same world. However, where that game is an open, sandbox type game, this game will run for a set length, covering specific goals and plot points. Once the initial run is completed, we will reevaluate and see whether everyone involved (myself included) are interested in a second run. This will be a darker and more violent game than tumblers, given that you will be playing villains, often of the deranged or maniacal variety. Mature themes are likely, though we will be avoiding certain topics, such as violence against children or sexual violence, as some things are not appropriate for any entertainment venue.

Setting: This game is set in the DC Universe so 20 years or so from the present time. Many of the big names in Super Heroics and Villainy may have moved on, having died, retired, passed their name onto someone else, etc. Some are immortal, or would have no problem continuing to operate as more mature individuals. I’ve never been a DC comic collector, but I’m a fan of the DC Animated Universe, so I will be drawing more from the DCAU than from the comics for the particulars of the setting. The key shows I know are Batman the Animated Series, Superman the Animated Series, Justice League, Justice League Unlimited, and Young Justice. Assault on Arkham is a Suicide Squad mission, but will not be considered canonical.

Gameplay: Violent and lethal. Lighter on story, heavier on action. I generally run two kinds of games; involved and intricate stories, and hack and slash gore-fests. I’m feeling the need for catharsis, so this game will be of the second variety.

Why 2nd Edition?:
I am using 2nd edition as opposed to 3rd, as I feel 2nd offers a lot more detail in terms of customization and nuance (3rd has been simplified in many respects), and because 2nd handles the darker, grittier aspects likely in a Villain game better than 3rd (3rd feels better suited to 4-color games in my opinion, and the mechanics make death extremely difficult and rare, where our game will be significantly more deadly).
Concepts:
You are a criminal and/or supervillain. You are not a world ending threat, but not a common thug either.
Right kind of scale: Joker, Parasite, Captain Boomerang, Mr. Freeze, Deathstroke, Captain Cold, Solomon Grundy, etc.
Wrong kind of Scale: Parallax, Darkseid, General Zod, Mongol, Ras Al’Ghul, basically anyone whose goals include conquering or destroying the world and/or galaxy. If it is any hero’s arch nemesis, it’s probably too powerful for the setting. Keep in mind, the government has to plausibly believe that they can control you as part of a team.

20 years or so have passed from the present day, so keep that in mind when you pitch your concepts. I am not expecting people to stick only to characters in the DC universe by any means, but they can be used, and make a good basis for the flavour I’m looking for in the game.

Aged/Immortal Villain: You’ve been around since the good old days, fighting the not-so-good fight. You may be older, you might be ageless, either way, you’ve never let minor details like that get in the way of achieving your goals.
Legacy Villain: You are not the first villain to bear your name or theme, but you were trained and/or inspired by one of the greats. You may even have a super villain for a parent; or perhaps even both parents. A blending of powers and themes might result in that case.
New Villain: Your name and theme are entirely your own, but you are consistent with the flavour and atmosphere of other villains that came before you.

Enforced Cooperation:
Evil campaigns have no shortage of challenges, the most obvious being that since you're all evil, there is nothing to stop you from stabbing everyone else in the back. Well, in this case, that will be challenging. As in the source material, you will be expected to be cooperative with the mission, whether you volunteered or you were conscripted.

In the various incarnations of the Suicide Squad, compliance has been enforced with wrist bombs, bomb collars, explosive nanites, etc. Something similar will be at play here. You are definately a bad guy, but if you don['t dance to the jig the G-man is playing, you might find yourself blown up. As a result, creative subversion will be the name of the game.

Build Rules:
Power Level: 10
Power Points: 165
Impervious: Capped at ½ your Toughness.
Trade Offs: Capped at +/- 4. For instance, Defence/Toughness max at a combined total of 20, average of which would be 10 and 10. Max trade off value would be 6 and 14 or 14 and 6.
What I am looking for are more rank and file, small scale, or urban villains, as opposed to take-over-the-world types. The high PP point is to stress experience. Most villains have been around the block a few times. They are not as powerful as the big-name heroes, but they are resourceful.
Gear: While you may not have had your regular toys and equipment in prison, they’ll be returned to you for the performance of your mission. Devices and Equipment are both fine, and some extra mundane equipment may be provided by your handlers on request. As a result, I’ll allow each character to request up to 5 pp (25 ep) in commonly available gear. This can include anything you think you might need to accomplish your mission, including armour, automatic weapons, explosives, and/or vehicles. As this game is set slightly in the future, equipment that you can convince me would be commercially available can also be obtained as equipment as opposed to devices.


I am not allowed to say no to this


I'll think of something.

Dark Archive

Oh. Hellz. Yes! =D


Dotting for future interest.


OK, I've got an idea. Kid Alchemy. Son of Dr. Alchemy- reluctant villain at best. He really just wanted to be an industrial chemist but his dad badgered him into trying the family business only to have one of the guards in the bank killed by accident. Since this was a death during a felony, it counts as murder, and 'Kid' Is stuck in the slammer for a good long time.

I will probably need advice on how to make the philosopher's stone work though. Seems to me like an item with all kinds of potential uses, but only one at a time.


..


"Buncha stuff, one at a time" is handled by Alternate Effect.

So you could make something like "Transmutation: Lead to gold" for 5 PP, and then take the Alternate Effect Power Feat for 1 point and make "Regeneration 5" an Alternate in the Philosopher's Stone array.

Good way to get lots of powers very cheap.

Considering making an adult version of Gizmo (the version from the Teen Titans animated series, rather than the dwarf version).


Yeah, I just have to figure them all out. As he is supposed to be a trained chemist I can get all engineer on this.

I'm not really sure what I can do in the way of defense though. I really think I'm likely to end up with a glass cannon if I build true to the concept.


Here's a first draft of my character, Red Anima.

Fluff:

"And this one?"
"You don't recognize her, huh?"
"Should I?"
"That whole fiasco about 20 years ago with Swamp Thing and Animal Man? The Green, The Red, The Rot?"
"B-Buddy Baker's kid? Jesus H.! Seriously?"
"It's sad, but the poor girl grew up rather disillusioned. Claims that she is the avatar of The Red. She was brought in here a few years ago after she went mad."
"Should I even bother asking?"
"Eviscerated most of her class. We found her catatonic, covered head-to-toe in blood speaking in some sort of jibberish."
"Do you think she's fit to go out?"
"She's going to have to be."

Red Anima is Maxine Baker, daughter of Buddy "Animal Man" Baker. Having been created by Grant Morrison, she was put through the ringer a few times as a little girl. At one point, she was the figurehead of a church and fashioned as it's messiah. When New 52 comes around, she becomes the avatar of The Red, a primal force that governs fauna. Never really picked up much of the New 52 stuff, so I didn't really read into it much, but Morrison's Animal Man is one of my favorite books ever, and I thought it would be neat to turn Maxine into a baddie.

Crunch:

Red Anima

Power Level: 10; Power Points Spent: 165/150

STR: +3 (16), DEX: +2 (14), CON: +3 (16), INT: +0 (10), WIS: +3 (16), CHA: +3 (16)

Tough: +8, Fort: +10, Ref: +10, Will: +13

Skills: Acrobatics 15 (+17), Handle Animal 7 (+10), Intimidate 12 (+15), Notice 12 (+15), Sense Motive 15 (+18), Stealth 13 (+15), Survival 7 (+10)

Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Cat's Feet, Improved Initiative 2, Move-by Action, Rhythm of Combat, Truth Sense, Wolf's Ears

Powers:
Animalistic Senses (Super-Senses 15) (aura reading, extended (type): Vision 1 (-1 per 100 ft), scent, spatial awareness, tracking: Smell 2 (normal speed), ultra-hearing)
Fauna Speak (Comprehend 2) (animals - speak to, animals - understand)
Feral Speed (Super-Speed 2) (Adds: Quickness 2, Speed 2, Feats: Improved Initiative 2; Rapid Attack (Radius: 10 ft.), Wall Run, Water Run)
. . Quickness 2 (Perform routine tasks at 5x speed)
. . Speed 2 (Speed: 25 mph, 220 ft./rnd)
Protection 5 (+5 Toughness)
Super-Movement 2 (perfect balance, slow fall)
Tooth and Claw ((Strength Bonus) Strike 12) (Penetrating [4 ranks only])

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +13)

Attacks: Unarmed Attack, +10 (DC 18)

Defense: +10 (Flat-footed: +5), Knockback: -4

Initiative: +2/+10

Languages: Native Language

Totals: Abilities 28 + Skills 21 (81 ranks) + Feats 11 + Powers 48 + Combat 32 + Saves 25 + Drawbacks 0 = 165

Validation: Hero: Too many PP spent (165, max 150)

Not sure if I have (strength bonus) Strike figured out wrong or if it doesn't play nice with Hero Lab.


drbuzzard wrote:

Yeah, I just have to figure them all out. As he is supposed to be a trained chemist I can get all engineer on this.

I'm not really sure what I can do in the way of defense though. I really think I'm likely to end up with a glass cannon if I build true to the concept.

If he were a trained chemist, he'd be aware of the properties of many compounds. Cutting edge stuff like Spider-Silk armour is still impractical because of supply (though in 20 years, it is probably old technology). He could take regular clothes, and transmute them into materials with highly defensive properties.

There is more potential to that power than just changing things on the fly. A little forethought, and he could have quite the array of tricks ready to go.


I suppose it depends on the level of finesse allowed in the philosopher's stone, but then it's my character after all (his dad showed little enough in the comics).

I'll think about it. Possibly a special polymer with strain rate sensitive properties coupled with a high UTS.


OK, got it worked up.

background:

John Desmond grew up in a rather odd home. His mother was a bartender in Central City. She worked in a fairly strange bar which was often a villain hangout. Despite the presence of a bunch of supervillains, it was a safe place to work since by mutual consent, they left trouble at the door. Actually it was a pretty sweet gig since villains tipped really well after big scores.

Eventually she ended up involved with and marrying Albert Desmond (aka Dr Alchemy, a member of the Flash's Rogues Gallery). They had a son, John who while well familiar with his mother, only saw his father from time to time as he went in and out of prison.

As a young child, John was particularly enraptured by the style and daring of his father's criminal escapades. He developed a love of chemistry because of the schtick used by his dad. However this eventually paled as the reality of not having a dad most of the time, as well as the shame of that dad being a repeat felon sunk in over the years.

John eventually went to university after working his rear end off in school and getting scholarships. He got all the way to a masters in Chemical Engineering, and had a good job lined up at a chemical plant specializing in polymers.

Then his dad got out of prison again. This time he looked really old and worn out. Turns out that exposure to a lot of those elements wasn't so healthy, and he had stage 4 lung cancer. His father managed to retrieve the Philosoper's Stone from his hidden storage location, and gave it to John, making him promise to continue his legacy. John tried to balk at this, but a deathbed wish has a lot of weight. John figured he would just do one major score to set up retirement for his mom, and then chuck the stone in the Mariana's Trench.

Using the powers of the stone coupled with his own knowledge of chemistry, he created a protective suit which would both make him bullet proof, and keep away any harmful fumes from transmutation.

He decided to hit the a display of diamonds at the Central City Natural History Museum. It was kind of elemental in theme as a tribute to his dad. He managed a fair clean insertion, and was getting clear with a fortune in diamonds when Impulse intervened. As he tried in blast his way out, he accidentally hit support structure which collapsed a section of roof killing a bystander. Impulse caught him, and he was off to Belle Reeve. Since here was a death during his commission of a felony that means he was charged with murder one, and what had been a promising engineering career became a life of hard time.

When offered a spot on Task Force X to improve his condition and perhaps redeem himself, he leapt at the chance.

stats:

Kid Alchemy

Power Level: 10; Power Points Spent: 160/160

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +4 (18), WIS: +1 (12), CHA: +0 (10)

Tough: +2/+14, Fort: +2, Ref: +2, Will: +1

Skills: Computers 8 (+12), Craft (chemical) 12 (+16), Drive 4 (+6), Gather Information 4 (+4), Investigate 8 (+12), Knowledge (physical sciences) 12 (+16), Knowledge (technology) 12 (+16), Pilot 4 (+6), Search 4 (+8)

Feats: Improved Critical (Cesium (Blast 12)), Improved Critical (HCl (Blast 12)), Inventor, Power Attack, Precise Shot 2, Quick Draw

Powers:
Alchemical Armor (Device 6) (Hard to lose)
. . Impervious Toughness 6
. . Life Support (Immunity 9) (life support)
. . Local Radio Com (Communication 3) (sense type: radio)
. . Protection 12 (+12 Toughness)
Philosopher's Stone (Device 16) (Hard to lose)
. . Transmute (Transform 12) (affects: anything, Transforms: 5000 lbs., DC 22)
. . . . Cesium (Blast 12) (Alternate; fire, DC 27)
. . . . Gas Expansion (Blast 12) (Alternate; cold, DC 27)
. . . . HCl (Blast 12) (Alternate; acid, DC 27)
. . . . Smoke Cloud (Obscure 5) (Alternate; Radius: 100 ft.)
. . . . Sulfur Dioxide (Nauseate 12) (Alternate; DC 22)
. . . . Transmute Air to Rock (Create Object 12) (Alternate; chemical, Max Size: 12x 5' cubes, DC 22)
. . . . Transmute to air (Disintegration 12) (Alternate; DC 27)
. . . . Transmute Tunnel (Burrowing 5) (Alternate; chemical, Speed: 25 mph, 220 ft./rnd)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

Attacks: Cesium (Blast 12), +8 (DC 27), Gas Expansion (Blast 12), +8 (DC 27), HCl (Blast 12), +8 (DC 27), Sulfur Dioxide (Nauseate 12), +8 (DC Fort/Staged 22), Transmute (Transform 12), +8 (DC Fort 22), Transmute to air (Disintegration 12), +8 (DC Fort/Tou ), Unarmed Attack, +8 (DC 16)

Defense: +6 (Flat-footed: +3), Knockback: -10

Initiative: +2

Languages: Native Language

Totals: Abilities 20 + Skills 17 (68 ranks) + Feats 7 + Powers 88 + Combat 28 + Saves 0 + Drawbacks 0 = 160

Validation: Transmute (Transform 12) - Transmute Air to Rock (Create Object 12): Exceeds Power Level limit by 2


Summary of Interest:

Character Concepts:
Echos Myron: "Red Anima" - Animalistic Living Weapon
drbuzzard "Kid Alchemy" - Scientist/Transmuter

Deceleration of Interest:
Sandukan
tumbler
Atlas2112

Dark Archive

Okay, inspiration has struck. Kind of a blend of Juggernaut and Wolverine.

Heeheeheeheeheeheeheehee =) (Actually, I'm super stoked about this build. Okay, I'm just stupid happy right now. :P)


drbuzzard wrote:

OK, got it worked up.

** spoiler omitted **...

It might benefit you to add the Variable Descriptor extra to your Blast 12 instead of having three different blasts.


Echos Myron wrote:
drbuzzard wrote:

OK, got it worked up.

** spoiler omitted **...

It might benefit you to add the Variable Descriptor extra to your Blast 12 instead of having three different blasts.

Seconded. Your could use the Variable descriptor to include: Any Chemical Descriptor.

Thus you could cover Acid, Base, Exothermic, and Endothermic blasts; and maybe even others if I'm feeling generous: Concussive Force from a blast of rapidly expanding chemical products, Electrical Current, etc.

Only costs 1pp within the Array instead of 2 real pp for the alternate powers.

Edit: I can picture quite a few interesting powers based on the classic Mr. Wizard type chemistry demonstrations.

Snare: Chemical goop
Dazzle Magnesium flare
Suffocate Toxic Fumes


One thing to note is that Transform is only Sustained duration by default, basically meaning that as soon as you stop concentrating or leave the area, anything you've transmuted will revert back to it's original form.

I don't know how the original character's powers work, so I'm not sure if that is an intended or not.

For a slightly more permanent version, increase the Duration to Continuous. Anything you transmute will remain in the new form until you decide to end the effect, or someone negates it. Unfortunately, that is as permanent as the power can get.

Of course, when one can change lead to gold, one wonders why you'd need to be a supervillain... If there a reason he couldn't have just converted graphite to diamonds instead of trying to steal them?

Transmute Air to Rock: the error code on that one is correct. Since you are PL 10, any object you create has a max Toughness of 10. If you want to be able to create more, or at greater distances, look at the Progression feat.

For his suit, I'm picturing something like a HazMat suit... is that accurate?

Overall, I like the character, and the concept. I'd never heard of Dr. Alchemy.


I'll see how those ideas work out.

Honestly I'm not really sure why Dr. Alchemy was a supervillain. He was nuts, so that's probably part of it. I used to read The Flash way back when and remember an issue with Dr. Alchemy which is why I thought of this angle.

I'm thinking the costume would look like the Mr. Element costume (though with gloves and the stone would replace the element gun).

I don't recall the comics ever addressing if the transmutations were permanent or not. If they were permanent, it's a pretty silly thing breaking the law.

Dark Archive

Question: Can you apply Autofire to a normal melee attack. Like, in Age of Ultron when

Spoiler!:
Iron man and Hulk are fighting and Ironman does his turbo-punching.
Something like that?


A "normal melee attack" is usually statted up as a Strike power I believe, which can have Autofire applied to it.


The only place that gets sticky is in regards to 'Mighty'; if it's just a straight Damage effect, there is not reason you can't make it Autofire.


My initial thoughts were toward a cat themed villain somehow riffing on Catwoman, Catman, and Bronze Tiger. Claws, stealth, maybe some venom based regeneration, martial arts.

But it seems like the martial/melee role may be full.

I was also thinking maybe Metallo or Scandal Savage. Or The Living Mist (I think that is the right name. She is made of gas and has gas/poison based attacks.)

I think I may go through the Wikipedia page of minor villains and try to find someone to redeem.


Maybe Tattooed Man or Woman, or just Tattoo? Cool to be able to summon some minions, not sure how to keep him from getting clobbered as basically a normal dude.


Messing around with metamorph a bit to showcase a more traditional Maxine Baker, a character who has been shown to revive animals from the dead and create them from thin air and a more feral "one with the beasts" form that I've already uploaded. It will allow more flexibility with the character other than just hack and slashing


Kinda want to be Deathstroke 2.0. Slade is probably still kicking around somewhere, but a villain with a similar theme (though perhaps different powers or methods) would be fun, maybe an apprentice. Perhaps even a former hero or sidekick, like how he tried to corrupt Robin (I think that was in the comics as well?).

Maybe cybernetic enhancements rather than a super-serum. Can interface with technology? So a bit more tech oriented than Slade (who tends to rely on his ridiculous amounts of skill rather than gadgets for the most part).


Tumbler

Tatooed Man; another one I wasn't familiar with, but the Mark Richards version was special forces. Makes offense and defense a snap when you've got armour, guns, and krav maga to fall back on.

Summoning is interesting, but can also get old pretty quick when you can't do things yourself.

Echos Myron

Metamorph can be a pretty awesome power, but pretty hard to manage as well. Just make sure any alternate forms make sense within the theme - such as way to describe shapeshifting etc. I played with it a bit for my Martian Manhunter idea, and ended up abandoning it because it worked a little too well...

Sundakan

Hard to go wrong with Deathstroke.


Ok, added in the suggestions. Strangely Hero Lab didn't seem to have the variable description extra in it, so I had to put it as a custom one.

Stats:
Kid Alchemy

Power Level: 10; Power Points Spent: 160/160

STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +4 (18), WIS: +1 (12), CHA: +0 (10)

Tough: +2/+14, Fort: +2, Ref: +2, Will: +1

Skills: Computers 8 (+12), Craft (chemical) 12 (+16), Drive 4 (+6), Gather Information 4 (+4), Investigate 8 (+12), Knowledge (physical sciences) 12 (+16), Knowledge (technology) 12 (+16), Pilot 4 (+6), Search 4 (+8)

Feats: Improved Critical 2 (Chemical Blast (Blast 12)), Inventor, Power Attack, Precise Shot 2, Quick Draw

Powers:
Alchemical Armor (Device 6) (Hard to lose)
. . Impervious Toughness 6
. . Life Support (Immunity 9) (life support)
. . Local Radio Com (Communication 3) (sense type: radio)
. . Protection 12 (+12 Toughness)
Philosopher's Stone (Device 16) (Hard to lose)
. . Transmute (Transform 12) (affects: anything, Transforms: 5000 lbs., DC 22)
. . . . Chemical Blast (Blast 12) (Alternate; DC 27; Custom (Variable Descriptor- All Chemical))
. . . . Chlorine Gas (Suffocate 10) (Alternate; DC 20)
. . . . Smoke Cloud (Obscure 5) (Alternate; Radius: 100 ft.)
. . . . Sulfur Dioxide (Nauseate 12) (Alternate; DC 22)
. . . . Transmute Air to Rock (Create Object 10) (Alternate; chemical, Max Size: 10x 5' cubes, DC 20)
. . . . Transmute to air (Disintegration 12) (Alternate; DC 27)
. . . . Transmute Tunnel (Burrowing 5) (Alternate; chemical, Speed: 25 mph, 220 ft./rnd)
. . . . Trapping Shell of Iron (Snare 10) (Alternate; DC 20)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

Attacks: Chemical Blast (Blast 12), +8 (DC 27), Chlorine Gas (Suffocate 10), +8 (DC Fort 20), Sulfur Dioxide (Nauseate 12), +8 (DC Fort/Staged 22), Transmute (Transform 12), +8 (DC Fort 22), Transmute to air (Disintegration 12), +8 (DC Fort/Tou ), Trapping Shell of Iron (Snare 10), +8 (DC Ref/Staged 20), Unarmed Attack, +8 (DC 16)

Defense: +6 (Flat-footed: +3), Knockback: -10

Initiative: +2

Languages: Native Language

Totals: Abilities 20 + Skills 17 (68 ranks) + Feats 7 + Powers 88 + Combat 28 + Saves 0 + Drawbacks 0 = 160


So is "Gravewound" TOO cheesy, or just the right amount of cheese for a DC B-list villain?


You're looking at a team with 'Kid Alchemy'. I don't think I need to elaborate.


For the purposes of Quickness, what is the dividing line between Mental and Physical actions? Some things are grey areas.

Hacking, for instance. Is it a mental task, or physical one since typing is involved?


Anyone feel like giving me ideas for trimming points? For M&M I tend to slap down what I want, and then start trimming things down to proper numbers. But I've hit 210 points before I even got to skills and Feats.

Gravewound:
Ability scores: 20
Attack: 20
Defense: 20
Saves: Fort 10, Ref 10, Will 10 = 30

Powers:

Datalink (4 ranks + Machine Control) = 5 points
Immunity (7 ranks) = 7 points
Invisibility (8 ranks) = 8 points
Leaping (4 ranks) = 4 points
Protection (8 ranks, Impervious 4) = 12 points
Quickness (??? ranks, Mental only) = ??? points
Regeneration (Bruised 3, Injured/Staggered 3, Disabled 2, Ability Damage 2, Resurrection 1, Persistent) = 12 points
Sensory Shield (5 ranks, all senses) = 10 points
Speed (2 ranks) = 2 points
Strike "Atom Slicers" (10 ranks, Penetrating 10, Autofire 10, Incurable, Alternate effect: Blast) = 32 points
Super Movement (3 ranks) = 6 points
Super Senses (12 ranks) = 12 points

Obvious-ish things to trim:

Attack bonus could be moved to just the Strike for half the cost (would that apply to the Blast alternate as well?). This would be unfortunate (I want him to be ABLE to use any weapon), but likely necessary.

Defense: Change it all to Dodge for half-price and take Uncanny Dodge.

Saves: Are they too high? just kinda maxed them.

Ability scores: Is it even worth bothering? Or would it at least be better to make it Enhanced Ability with some Limited aspect? Ditto saves, now I think of it.

Atom Slicers: The basic concept is that they're REALLY F@&+ING SHARP, but I dunno if they need to be THAT sharp. Anybody know what the Toughness of steel is in M&M rules? As long as I can chop through steel I think I'm good. Auto-Fire is because I wanna dual-wield daggers/knives.

Anything I missed? I want a ton of skills and some Feats too.


I get the feel you're trying to be everything at once. I think you need to focus on a bit less stuff. I don't really get the theme right now.


Basically, I wanna be Adam Jensen.


Don't we all?


Echos Myron wrote:
Don't we all?

Anybody who doesn't, probably should.

Anyway, yeah. I wanna be a cyborg-y man who can interface with tech. And fight, because that kinda comes up on secret covert super classified government black-ops missions.

My main issue is my basic shiz is eating a whopping 90 points of what's available, and I was asking for ways to trim that.


How about a container with different alternate powers that allow you to switch between settings. Almost like Neo and his "I know Kung Fu" scene. When the time calls for hand-to-hand, switch to a container with appropriate powers, feats and skills, same for sword fighting and gun play.


That could be neat, yeah. That handles some of the powers (like Regeneration as an alternate of the Atom Slicers, maybe Leaping as an alt of Speed?), but not the attack bonus and defenses and saves, which are what I simultaneously need to have, and need to cut back on.


Wow, you guys are moving at super speed compared to me. I've toyed with a couple of builds, but can't even really settle on a concept yet.

Dark Archive

The only people who don't wanna be Adam Jenson are those that want to be JC Denton. =o (I just found out they released Deus Ex Revision, a graphical update for the original game.)

I was all set on a wolverine rip-off and then I saw the power "Extra arms". Now I'm a Lovecraftian nightmare. Whether I'm just going call myself "The Dunwich Horror" remains to be seen.


From what I hear, Revision is hit or miss. It apparently removes some very key landmarks and other neat stuff from the game to reduce clutter.


Gravewound, Take two:

Spoiler:
Powers:

Datalink (4 ranks + Machine Control) = 5 points
Immunity (7 ranks) = 7 points
Speed (2 ranks) = 2 points
Strike "Atom Slicers" (10 ranks, Penetrating 10, Autofire 10, Incurable, Alternate effect: Blast) = 32 points

Arrays:

Torso (14 points):

Regeneration (Bruised 3, Injured/Staggered 3, Disabled 2, Ability Damage 2, Resurrection 1, Persistent) = 12 points

Protection (8 ranks, Impervious 4) = 12 points

Invisibility (10 ranks, All senses, Close Range) = 11 points linked Danger Sense Super Sense (1 point)

Head (14 points):

Super Senses (12 ranks) = 12 points
Sensory Shield (6 ranks, all senses) = 12 points
Quickness (12 ranks) = 12 points

Legs (7 points):

Super Movement (3 ranks) = 6 points
Leaping (6 ranks) = 6 points

Total = 171 points. Still need some trimming. Yeah, definitely need to drop the straight attack bonus and just make Atom Slicers an Accurate attack.


Here is a rough beginning. I have 13 points to cut, which I'm afraid might gut my martial artist abilities. She is pretty far below caps on most things, but has the ability to shift points around, so maybe it will work out.

Roulette Backstory:
Roulette is the third villain to take the name. Her grandfather was a gangster who ran casinos and frequently fought the original Mr. Terrific.

Her mother is the most famous Roulette, the one who kidnapped heroes and villains to fight in her casino, known as "The House," in gladiatorial combat, all for the wagering and enjoyment of her guests. This Roulette later encountered and read The Book of Destiny, learning much of the future and encountering an alien with probability altering weapons/powers. As a result of these encounters, Roulette had her mind broken and her genes altered. While she did not become a meta, she would pass her meta-gene to her daughter. the modern Mister Terrific, who had battled Roulette on many occasions, took it upon himself to work to restore her mind due to guilt over his involvement in the encounter with the Book of Destiny. Over time, the two engaged in an ill conceived romantic relationship, resulting in the birth of their child, who has gone by Terri Holt, Terri Sinclair, and simply Sinclair.

Terri is is a world class athlete and intellect, but she lacks her parent's work ethic. Her abilities and luck have made her life relatively easy, and she is somewhat soft as a result.

Roulette Crunch:

Roulette 2

Power Level: 10; Power Points Spent: 178/195

STR: +1 (12), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +2 (14), CHA: +1 (12)

Tough: +3/+10, Fort: +10, Ref: +14, Will: +10

Skills: Acrobatics 7 (+10), Bluff 8 (+9), Climb 4 (+5), Disable Device 4 (+7), Disguise 4 (+5), Drive 7 (+10), Escape Artist 4 (+7), Gather Information 6 (+7), Intimidate 3 (+4), Knowledge (tactics) 6 (+9), Notice 5 (+7), Search 4 (+7), Sense Motive 5 (+7), Stealth 5 (+8), Swim 3 (+4)

Feats: Accurate Attack, Defensive Attack, Defensive Roll 3, Diehard, Dodge Focus 7, Endurance (+4), Equipment 4, Evasion 2, Grappling Finesse, Improved Block 2, Improved Disarm, Improved Grab, Improved Initiative, Improved Trip, Improvised Tools, Improvised Weapons, Instant Up, Jack-of-All-Trades, Luck 5, Master Plan, Power Attack, Skill Mastery (acrobatics, bluff, drive, stealth), Sneak Attack 2 (+3), Weapon Bind

Powers:
Polylinguist (Comprehend 3) (languages - read all, languages - speak all, languages - understand all)
Probability Control 10 (Minimum Result: 10)
Probability Control 7 (Alternate; Minimum Result: 7; Area [5 ranks only], Jinx, Range (ranged); Limited to Jinx)

Equipment: 12-gauge shotgun, Tactical Vest

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +12)

Attacks: 12-gauge shotgun, +9 (DC 22 ), Unarmed Attack, +9 (DC 16)

Defense: +7 (Flat-footed: +0), Knockback: -5

Initiative: +7

Languages: English

Totals: Abilities 26 + Skills 19 (75 ranks) + Feats 42 + Powers 47 + Combat 18 + Saves 26 + Drawbacks 0 = 178

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.


Gravewound v3:

Ability scores: 14
Attack: 0
Defense: 0
Saves: Fort 8, Ref 8, Will 8 = 24

Powers:

Datalink (4 ranks + Machine Control) = 5 points
Immunity (7 ranks) = 7 points
Speed (2 ranks) = 2 points

Arrays:

Torso (14 points):

Regeneration (Bruised 3, Injured/Staggered 3, Disabled 2, Ability Damage 2, Resurrection 1, Persistent) = 12 points

Protection (8 ranks, Impervious 4) = 12 points

Invisibility (10 ranks, All senses, Close Range) = 11 points linked Danger Sense Super Sense (1 point)

Head (14 points):

Super Senses (12 ranks) = 12 points
Sensory Shield (6 ranks, all senses) = 12 points
Quickness (12 ranks) = 12 points

Legs (7 points):

Super Movement (3 ranks) = 6 points
Leaping (6 ranks) = 6 points

Weapon (37 points):

Strike Shamshir (10 ranks, Penetrating 10, Autofire 10, Incurable, Accurate 5) = 36 points (Usually a pair of daggers, though can take the form of other melee weapons)

Blast Gungnir (10 ranks, Penetrating 10, Autofire 10, Incurable, Accurate 5) = 36 points (Usually an Anti-Materiel rifle, though can take the form of other ranged weapons)

Feats: 27 points

Skills: 14 points (56 ranks)

Total = 165 points. 0 points remain.

Character sheet.

Alrighty, think I have it all figured up.

Working backstory is he was going to be newest Green Arrow sidekick, when he was kidnapped by Deathstroke and molded into his apprentice, and ultimately an assassin for hire. Not sure if his augmentation was before, during, or after.

Dark Archive

I know that we all are mostly humanoid, so I just wanna makes that an amorphous blob from another dimension that feeds on fear and bloodlust will be okay, yeah?

Actually...I'm putting points into Illusion and Disguise so that people don't freak out just by default. Also diplomacy. And bluff. Because it's infinite-level funny to me for a multi-tentacled hate-monster to rattle off rational-sounding requests. I'm chuckling now just imagining him ordering a pizza.
We'll need extra cheese! And pepperoni! And the eternal torment of your flesh and soul! Erm, skip that last part. And napkins! We'll need extra napkins!"


How long are we running recruitment?


Atlas2112 wrote:

I know that we all are mostly humanoid, so I just wanna makes that an amorphous blob from another dimension that feeds on fear and bloodlust will be okay, yeah?

Actually...I'm putting points into Illusion and Disguise so that people don't freak out just by default. Also diplomacy. And bluff. Because it's infinite-level funny to me for a multi-tentacled hate-monster to rattle off rational-sounding requests. I'm chuckling now just imagining him ordering a pizza.
We'll need extra cheese! And pepperoni! And the eternal torment of your flesh and soul! Erm, skip that last part. And napkins! We'll need extra napkins!"

Not to give you any ideas, but I had a very similar character playing in an IRL game I ran. His character had tenticles and would grapple people into a pocket dimension inside of his blobby body.

Dark Archive

Alright!

Character submission from Atlas2112

This guy is looking like so much fun. =D He's a skill monkey that like to grab people and hold them and hug them...forever. =O

The backstory is already written in my head. It starts "LexCorp started playing with forces it did not understand...."

It's a minor Old One now trapped in Earth Realm, pushed by desires to destroy all humanity, but at this point he's learned that he needs to only torment the people that deserved to be tormented.

"I am Dunwich! I shall destroy all of humanity and dance on the corpses of your fallen dreams! I shall also have a Venti! No foam! No force in the 'Verse shall help you if I find foam!"


I have Acrobatics, Computers, Disable Device, Notice, Stealth, and Intimidate covered. What other skills do people have?


Kid Alchemy has:

Skills: Computers 8 (+12), Craft (chemical) 12 (+16), Drive 4 (+6), Gather Information 4 (+4), Investigate 8 (+12), Knowledge (physical sciences) 12 (+16), Knowledge (technology) 12 (+16), Pilot 4 (+6), Search 4 (+8)

He was going to be an engineer. He just kinda made a mistake.

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