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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I think having two eldritch horror types for the sake of interplay could be amusing. Basically one, while granted power by a different source, practically worships the one present, who really wants nothing to do with him.


I kinda want to see Splosion Man.


I had thought about building someone like Shrapnel before I decided on Kid. It could be amusing, but the friendly fire could be unpleasant.


That's what Selective is for.


John Masiatto, AKA Johnny Miasma:

Johnny Miasma

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

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+10, Fort: +6/+10, Ref: +6/+10, Will: +5/+11

Skills: Acrobatics 5 (+5), Bluff 2 (+2/+12), Drive 12 (+12), Intimidate 7 (+7/+15), Investigate 5 (+5), Notice 8 (+8/+15), Stealth 2 (+2/+13)

Feats: Attack Focus (ranged) 2, Equipment 2, Fearless, Improved Initiative, Luck, Move-by Action, Precise Shot, Truth Sense

Powers:
Relic Alterations (Container, Passive 10)
. . Enhanced Trait 28 (Traits: Will +6 (+11), Fortitude +4 (+10), Reflex +4 (+10), Stealth +11 (+13), Bluff +10 (+12), Notice +7 (+15), Intimidate +8 (+15), Feats: Attack Focus (ranged) 2, Fearless, Improved Initiative, Truth Sense)
. . Mind Shield 4 (Impervious +4 to Will saves vs. Mental effects)
. . Protection 10 (+10 Toughness)
. . Super-Senses 8 (darkvision, detect: Fear 2 (ranged), spatial awareness)
Shadow Hop (Teleport 6) (600 ft. as move action; Accurate; Medium (Shadows), Short-Range; Change Direction, Change Velocity, Easy, Turnabout)
Shadow Manipulation (Array 20) (default power: telekinesis; Subtle (subtle))
. . Cosmic Horror (Linked)
. . . . Fearmonger (Emotion Control 10) (Linked; DC 20; Burst Area (50-1250 ft. radius - General), Selective Attack; Distracting, Limited to Emotion (Fear), Side-Effect 2 (always - Bruise); Progression, Increase Area 4 (area x25))
. . . . Obscure 10 (Linked; affects: 1 type + visual - hearing, Radius: 5000 ft.; Selective Attack; Tiring)
. . Madness (Confuse 10) (Array; DC 20; Burst Area (50 ft. radius - General), Insidious, Selective Attack)
. . Shadow Choke Cone (Suffocate 10) (Array; DC 20; Cone Area (100 ft. cone - General))
. . Shadow Clone 10 (Array; DC 20, Feats: Quick Command; Action (move); Distracting; Interpose, Mental Link, Progression, # Clones 2 (5 clones), Sacrifice)
. . Shadow Grab (Snare 9) (Array; DC 19; Backlash, Transparent; Obscure Sense (Vision), Tether (900 ft.))
. . Shadow Throw (Telekinesis 10) (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25, Feats: Improved Disarm 2, Improved Trip; Damaging; Precise, Split Attack 3 (4 targets))

Equipment: Heavy Pistol

Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +8)

Attacks: Fearmonger (Emotion Control 10) (DC Staged/Will 20), Heavy Pistol, +10 (DC 19), Madness (Confuse 10) (DC Will 20), Shadow Choke Cone (Suffocate 10) (DC Fort 20), Shadow Grab (Snare 9), +10 (DC Ref/Staged 19), Shadow Throw (Telekinesis 10), +10 (DC 25), Unarmed Attack, +8 (DC 15)

Defense: 20 (Flat-footed: 15), Knockback: -5

Initiative: +4

Drawbacks: Hunger, moderate, Fear +2, Involuntary Transformation, uncommon, irresistible, Recurring Nightmares, common

Languages: Native Language

Totals: Abilities 0 + Skills 11 (41 ranks) + Feats 5 + Powers 106 + Combat 36 + Saves 17 - Drawbacks 10 = 165

The source of his powers can be switched to a dark God or even a dark elf. What's important is that it drives him crazy, enough to want to put distance from his family for their safety. I'll put something together for The Bastard when I get home.

What are some things I should include to create an "explosive" character?
I'm thinking:
Immune to own powers (very important)
Leaping/Jumping (explosive propulsion)
Area blast attacks with selective + Triggered
Knockback extra?


Hate to double post, but here's The Bastard

The Bastard:

Unnamed Hero
Power Level: 10; Power Points Spent: 165/165

STR: +0 (10), DEX: +3 (16), CON: +6 (22), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +6/+10, Fort: +15, Ref: +15, Will: +10

Skills: Acrobatics 15 (+18), Bluff 10 (+10), Drive 7 (+10), Gather Information 8 (+8), Knowledge (streetwise) 10 (+10), Notice 4 (+4), Pilot 5 (+8), Stealth 3 (+6)

Feats: Equipment 1, Improved Critical 2 (Explosive Punch! (Damage 10)), Power Attack

Powers:
Array 25 (default power: damage; Noticeable)
. . Bomb Burst (Blast 10) (Array; DC 25; Burst Area (50 ft. radius - General), Selective Attack; Indirect 3 (any point, any direction), Knockback 5, Triggered 2 (any trigger); Noticeable)
. . Bomb Line (Blast 10) (Array; DC 25; Line Area (5x250 ft. line - General), Selective Attack; Indirect 3 (any point, any direction), Triggered 2 (any trigger))
. . Concussive Burst (Trip 10) (Array; Burst Area (50 ft. radius - General), Knockback, Selective Attack; Improved Throw, Indirect 3 (any point, any direction), Triggered 2 (any trigger))
. . Explosive Punch! (Damage 10) (Default; DC 25, Feats: Improved Critical 2 (Explosive Punch! (Damage 10)), Power Attack; Autofire (interval 2, max +5); Accurate (+2), Knockback, Thrown (Range: 50 ft., incr 10 ft.))
. . Flashbang! (Dazzle 10) (Array; affects: 1 type + visual - aural, DC 20; Perception Area (General), Selective Attack)
. . Stun Bomb (Stun 10) (Array; DC 20; Burst Area (50 ft. radius - General), Selective Attack; Indirect 3 (any point, any direction), Triggered 2 (any trigger))
Immunity 1 (rare descriptor: Own Powers)
Leaping 9 (Jumping distance: x1000; Noticeable)

Equipment: Commlink, Tactical Vest

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

Attacks: Bomb Burst (Blast 10) (DC 25), Bomb Line (Blast 10) (DC 25), Concussive Burst (Trip 10) (DC 20), Explosive Punch! (Damage 10), +10 (DC Staged/Tou ), Flashbang! (Dazzle 10) (DC Fort/Ref 20), Stun Bomb (Stun 10) (DC Fort/Staged 20), Unarmed Attack, +8 (DC 15)

Defense: 20 (Flat-footed: 15), Knockback: -5

Initiative: +3

Languages: Native Language

Totals: Abilities 18 + Skills 16 (62 ranks) + Feats 1 + Powers 63 + Combat 36 + Saves 31 + Drawbacks 0 = 165

Erik Kalden grew up being shoved from foster house to foster house with a reputation for being an instigator and a trouble maker. Around the onset of puberty, his meta gene developed, quickly putting him on many radars. He ditched the foster kid lifestyle once the government came knocking and lived life on the streets. With no role model to help him develop, Kalden turned to a life of crime, where he quickly became a hot commodity in the bank heist scene. By the time he was 18, he'd made a decent name for himself in the underworld. Known simply as "The Bastard", everyone knew to call on him if they needed things taken up to the next level.
As a member of the Suicide Squad, Kalden strives to turn away from the life he once knew in hopes that he could one day be worthy of his estranged father's mantle, The Human Bomb.


@Atlas2112
Get a couple of gun guys talking and you could be in for a long ride everyone. I'll try to shield you as best I can.

Gun Talk:

Atlas2112 wrote:

Hi there, 'scuse me, sorry, but did someone say they were talking about guns?

Yippee!

I'm a JA2 veteran from wayback, and those forums were filled with more ballistic data than an NRA swap-meet. I may have a few ideas, if you'd like to be entertained. =)

The easiest thing to do about machine guns is to play with the range. While many of them use the same loads, they have longer barrels and heavier weight, which makes them a more stable firing platform.

For instance, The M-16 (an assault rifle) uses the 5.56 round, has a muzzle velocity of about 3000 ft/sec (thusly a damage value of +5) and a max eff. range of 550 m. The M-249 SAW (a light machine gun) also uses 5.56 with a vel. of 3K ft/sec, but has a maximum effective range of 700-800m (depending on the barrel used).

The damage value for a heavy machinegun could very easily be the same as for a anti-material rifle(+8), since an M-2 also uses the .50. =)

I'd argue for the medium machine gun to be damage value +7, since the M-240 (the replacement of the M-60 GPMG) uses 7.62 and has a muzzel vel. of 2800 f/sec (with a max range of 1100m [tripod]), whereas the AK-47 uses 7.62 and can has a muzzle V of 715 f/sec (350m max range).

Jus' sayin'. =)

Forgive my ignorance, but what is JA2? Your link is blank and when I look it up I get an old video game.

The game's rules being what they are, there is not a lot of leeway between numbers to easily rank cartridges by power, so it is kind of inevitable that things that are of notably different power levels may end up lumped together, simply because of the lack of subtlety to the scale we're using. Whether it should be a +6.2 or a +6.5, they are both basically going to have to be played as +6's.

Basically, the logic for this game is that the scale is exponential, as opposed to incremental. So B might be more powerful than A, but unless it is 2x as powerful, it might just get lumped in along with it. Therefore my reasoning for grouping cartridges by power is like this:

+1: Minuscule power: .22 LR
+2: Small Defense Cartridges: .32 ACP, .380, maybe .38 Special on the high end. 5.7x28mm might be here or a +3.
+3: Standard Defense Pistol Cartridges: 9mm, .40 S&W, .44 Special, .45 LC, .45 APC on the high end. Those last 2 might be +4's.
+4: High Power Pistol Cartridges: .357 Magnum, 10mm, .460 Rowland, .44 Magnum, .454 Casull, .50 AE on the high end.
+5: Ridiculous Handgun Cartridges, Small Rifle Cartridges: .45-70, .500 S&W, .223/5.56, 5.45mm, 7.62x39
+6: Full Power Cartridges: .308/7.62x51mm, 6.5 Swedish, 7.5 French, 7.5 Swiss, 8mm Mauser, .303 British, 7.62x54R
+7: Long Range Rifle Cartridges: .300 Win Mag, .338 Lapua, .408 Chey Tac
+8: Anti-Materiel Cartridges: .50 BMG, 12.7x108mm, 20mm

It is not going to be perfect, but going by the numbers, it seems reasonable. Besides, we do not have to name the exact gun being used here (since some may not have been invented yet), so we only need to identify classifications of weapons.

Speaking of numbers, I'm curious where you got yours. Every round has its following and fan-boys, and everyone seems to have a side they take in the AR-15 vs. AK fan debate. I think what that generally tells me is that for practical considerations, they are more or less equivalent.

No site I've ever seen has listed 7.62x39mm going only 715 ft/s. There are air guns that get better muzzle velocity than that. I usually see it listed at between 2100-2400 ft/s. Looking at the numbers now, that works out to about 650-740 m/s, so I'm imagining you got your units of measure mixed up there. For the 5.56 that's 900-940 m/s. So 5.56 is a faster round, but only a bit faster, not 4x as fast. It's also less than half the mass of the 7.62 (60 gr vs. 120-150). Being heavier, the 7.62 still wins on muzzle energy (1600 ft-lbf vs. 1300 for the 5.56), so most reports I've read still list the 7.62 as the more lethal of the two.

The anecdote I've typically heard basically says that you are more likely to get hit by a 5.56 at 600m, but if you had the choice between taking the energy of a .223 at that range, or getting hit by a lucky shot from a 7.62 at the same distance, you would probably choose to get hit by the 5.56. The AK might have a hell of a time hitting you at that range, but if he does, he's more likely to kill you.

For machine guns, range is a reasonable difference, I was just hoping to give them something a bit more exciting than that; especially since combat that occurs beyond 1 range increment is a pretty rare thing in this style of game.

Heavy machine gun firing .50 BMG (or 12.7x108 if you're using a soviet surplus weapon) being a +8 sounds fine to me. Medium fits better at +6 I think. Stats for 7.62x51mm are ~150 gr at 2500-2800 ft/s for around 3500 ft-lbf. Compare the .50 BMG at 650-800 gr going 2900-3100 ft/s for 13000-15000 ft-lbf. The .338 Lapua Magnum clocks in at about 5000 ft-lbf, which is still not the 1/2 of the next number Golden Rule I was going for. No, a 7.62 NATO would not be a +7 by this comparison.

It is looking as though this may be for naught, as there might be no one to use the results of our efforts, but then for gun geeks, the task is its own reward, yes? An excuse to chat about guns.


I will restrain myself from getting deep into the cartridge discussion (though my inner gun nut is twitching).

There's some things wrong on that list (cursory examination of muzzle energies will show that) but honestly it doesn't much matter. The bars have to be really wide since we're talking about things doubling for every value of a number roughly based on the system math. Heck, I'd probably have even fewer values, with the high end being lower.

Now ask why do I say that? Well you have a .50 BMG or 20mm making for a 23 DC toughness save.

A tank is statted as having a toughness of 12, so basically you are talking one of those guns has a 50% chance of hurting a main battle tank. The world doesn't work that way. Granted, the vagaries of the system are such that even a low value effect could hurt a tank in theory (unless the tank had impervious which it should), but still the numbers shouldn't be that comparable. I'd probably put the spread as 1-6 (though admittedly that doesn't actually work in muzzle energy). At least it makes a tank limited to 1/2 impervious proof against a BMG.


More Gun Talk:
No system is going to be perfect, and there are bound to be generalizations, odd cutoffs and arbitrary decisions when trying to assign real world mechanics an in game value. Honestly, I started off with a 1-7 spread, and kind of stretched to 8. Is 8 too high? Maybe, but I like a world where the Deadpools, Deathstrokes, Deadshots, and Dominos of the world at least have a shot of running with super strength, plasma breath types. Stretching the values a touch does that.

Should a .50 BMG threaten a modern tank? No, probably not. It probably should have impenetrable. Look at even slightly older tanks through, and you do still see anti-materiel rifles occasionally serving some use. In the first half of WWII, a Boyz rifle could still punch through tank armour and kill the guys inside; by the end of the war (against Tigers) they couldn't. However they could still break treads, puncture water or fuel tanks, and occasionally penetrate ordinance compartments. So they could damage a tank, probably not just kill one.

As for my list, I only ran numbers for the ones I quoted, but I'd be curious to see which values you thought were off. .45-70 might be a 6 (in a rifle anyway - start talking unburned powder in a short pistol barrel and we're starting to get way too specific for a game), and there are a few places where you could draw the line differently, but in general I think the progression is accurate (it's from memory, so I'm not going to stake any big claims on that though). One spot I could be wrong is on the transition from pistols to rifles; I can't remember how the muzzle energy on a Smith 500 stacks up against a 5.56, but I wouldn't be surprised if it beat it by a fair margin. Rifles and pistols should probably overlap more, but I figure it's a small point.

Good to see some other gun nuts out there. Been seeing fewer in gaming in recent years; seems to be going out if style.


gun stuff:

At the start of WW II anti-tank rifles were the norm, as you say (and going all the way up to the 20mm Solothurn and Lahti which were kinda man portable). However armor (in ETO) quickly got thick enough to make all of those obsolete). Now there were various obsolete tanks out there (Japanese never made a good tank for example) which would have been rifle vulnerable for the duration, but against real state of the art, tank rifles were useless by 42.

Personally I'd just accept that guns have their limits, and allow special characters to just buy up special guns to affect people beyond the range of what guns will do for Joe Average. I like a consistent world, with the PCs (or major NPCs0 being built special to break the rules.


Gun Stuff:
I'll probably compromise with a 1-7 spread on damage values and call it a day, particularly since it may be that no one uses them.


Okay, I think I have most of the crunch taken care of for Demoniac, the gentleman ghoul. Feel free to take a look and let me know what you think or give pointers. Only the second M&M character I've actually made, so there are bound to be mistakes.

As for fluff, Jimmy is effectively immortal. And has been for as long as he can actually remember, since his first death. Though he has nothing quite like Wolverine-esque regeneration, he cannot actually die. And with his undeath comes all manner of useful little quirks that he has had over a hundred years to master.

Fluff:
Originally a swindler and a conman, Deacon Walker worked to sell all manner of fake tinctures, cure-alls, and dowsing rods during the California Gold Rush. After earning the ire of a few too many prospectors, some of his less appreciative clients saw fit to get their money's worth. Which involved some good, old-fashioned burying of poor Deacon up to the neck in the ground where the local wildlife could pick him clean. Unfortunately for everyone involved, the location they elected to bury him also happened to be an ancient Native American burial ground.

His first death was likely the most morbid and horrific he has experienced since, especially when he awoke in the midst of still being eaten. The fast-talking Mr. Walker learned very quickly of just the sort of weirdness fate had in store for him, after draining the life from the very beasts that meant to make a meal of him. Imbued with a vigor beyond that of mortal men, he clawed his way out of the would-be tomb and rose from his earthen baptism to face the world with newly opened eyes.

Rather than concern himself with the cause of his spontaneous resuscitation and new found abilities, he went right back to what he knew. Wringing every last cent out of anyone who would give him the time of day. Over time, he began to grow very good at what he did and went through all manner of jobs, always keeping to the quasi-legitimate in choice of business. Cattle thief, bootlegger, gun smuggler, arms dealer, war profiteer, stock trader, hedge-fund manager, crooked local politician. Curiously, all of his rivals and potential adversaries quietly disappeared with next to no evidence pointing to Jimmy.

The next hundred and change years went by mostly without incident, but it was the birth of the superhero that put an end to that. After all, there are only so many mind-reading, pre-cognition-having, all-seeing beings one can hoodwink before one catches on. And while jail never really suited him, Jimmy quickly found his niche behind bars as the man who could acquire anything, for a price.

Just make very certain not to stiff your dealer, for Death is patient.


I never played that game, but will be interested in reading your adventure.


So, I think everyone's characters are done?

Dark Archive

Yeah, I can put on paint and a wax coating on the morrow.

Um, it'd be great if I could run in to someone already in NOLA. Any takers?


I'm still waiting approval, or any sort of input on the darkness controller and the demolition expert.


Alright, I'll try to go over the characters this evening, and see if I have any more feedback, then we can get started as soon as we're ready.


Echos Myron wrote:
I'm still waiting approval, or any sort of input on the darkness controller and the demolition expert b

Like I said, I like Splosion Man.


His name should be 'Blastard'.


I'm going to swap out one point to take the alternate to do damage with probability control, otherwise I am good.


I'm done, I feel like if I try to fiddle with anything the whole thing is going to fall apart.

Dark Archive

drbuzzard wrote:
His name should be 'Blastard'.

Lolz!


Hey, is that a Cyberpunk character Atlas? Haven't played that in a while...

Dark Archive

Yeah, sorry, was watching the kids while sick today. I think my Way of the Wicked char actually said "No, we don't need a reward!" and then petted a puppy. Insanity!


Here is The Edge for your review! Still working on backstory and Alias but I'm pretty happy so far.

Spoiler:
Piper Doyle "The Edge"

PL 10 (166pp)
ST 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12(+1) WIS 10 (+0) CHA 12

Skills:+27
Acrobatics 15 (+18)
Computers 2 (+3)
Bluff 4 (+4)
Diplomacy 4 (+5)
Disable Device 9(+12)
Disguise 9 (+14)
Drive 2 (+5)
Escape Artist 6 (+11)[17]
Gather Information 4 (+5)
Intimidate 4 (+5)
Knowledge (Art) 8 (+9)
Knowledge (Streetwise) 3 (+4)
Linguistics 4 (+5)
Notice 6 (+7)
Search 6 (+7)
Sense motive 4 (5)
Sleight of hand 8 (+11)
Stealth 10 (+13)[+25]

Feats:+24
Acrobatic Bluff, Attractive, Dodge Focus 2, Elusive target, evasionx2, Set-Up, Teamwork 2, Benefit, uncanny dodge, Takedown attackx2, Redirect, Sneak Attackx2, Move by Action, Hide in plain sight, Defensive attack, improved initiative,
Improved Grapple, Grappling Finesse, Chokehold

Powers:+53
"Completely Flat"
"Elastic Body" Alternate Form 10 [50].
Insubstantial 1 (Feats: Selective) (Flaws: Limited by Width) (5)
"Standing Sideways" Invisiblity 8 (Flaws: Limited to One Side) (4)
Protection 6 (Extras: Impervious 3) (Flaws: Limited- Physical Attacks Only) (6) Immunity 8(Falling Damage, Suffocation,starvation/thirst)(8)
Flight 2 (Flaws: Gliding) (1)
Shrinking(Folding) 1 (2) (Flaws: Limited-Immobile)

"Origami-Thin Hands" Strike +7
(Feats: Extended Reach 2) (Extras: Penetrating 7) (16)-----(24)
Dynamic AP-Elongation 5 (5)
Dynamic AP-Morph 1 Flaws: (Humanoid) (1)
Dynamic Ap-Super Sense: Radius Tremor Sense (4)
Dynamic AP-Super-movement: slithering 1 (2)

Device "I-C-U Goggles" (3)
Accurate (2)
Darkvision (2)
Infravision (1)

Saves:+18
Toughness +0 (+6 Elastic Body, +3 Impervious), Fortitude +5, Reflex +8, Will +8

Combat:+37
Attack +13(melee), Damage +7 Origami-Fu), Defense +12 (+14 Dodge), initiative +7

Drawbacks: Vulnerable to Air Control/Vibration (1)

Abilities: 10 / Skills: 27 / Feats: 24 / Powers: 50 / Saves: 18 / Combat: 37 (166)


Demoniac:

Glock 22 .40 Gen 4 - Definitely a gun guy (though almost everyone I've run into with a preference seems to prefer Gen 3's to 4's.) You should spend an extra 3 ep and put a Full-Auto Sear on there. In fact, spend 6 extra pc and make it a full auto Glock 20 or 21. Not controllable for a human, but with super human strength?

Immunity: Not typically eligible for the Permanent Flaw, both because Immunities are already Permanent, and because permanency is not a disadvantage where Immunities are concerned.

Corpse Claws: Damage 5 (Affects Insubstantial, Linked*, Mighty) 7pp
Saves you 4 pp.

Absorption: I don't think this is the power you're looking for. Absorption allows you to absorb energy to aid in your defense, but you've restricted it to Life Energy. So, as written, the power would only work if someone were to blast you with their own life energy; unless they do, the power gives you no ability to extract it otherwise. I can tell you right now that I have no heroes on my intended roster that plan on firing their own life energy at you. I think you want Transfer. A combo of Drain/Boost would work as well for the classic Life Drain kind of power.

Perhaps check out the Vampiric extra from Unlimited Power. Don't know if it has the flavour you're going for, but it seems it might...

Consider getting rid of your Con Score. Very thematic for something non living. Worth -10 but costs 30 for immunity to Fortitude effects. Makes most of your current immunities unnecessary though.


The Bastard

I don't see any issues. He looks good to go!

Johnny Miasma

This is what, the 3rd iteration of this character? You'll get to play him eventually, I think. Depends on what you feel like, I suppose. Mechanically and rules wise he looks fine.

The Bastard is a powerful hitter in combat, but a pretty one-trick pony. He can blow things up in pretty much any and every direction, but what else can he do? Miasma is a pretty intense psychic, battlefield controller, teleporter, etc, etc. He's not as good at flat out fighting, of which we'll be doing a fair bit, but he might make a party more likely to win, if played smart.

It's up to you.


The Edge

Seems a touch on the low side, power-level wise, but then I don't think the party really has a stealth/rogue type yet, so the role could prove useful.

Mechanically...

For your ICU Goggles, Human Vision is already considered an Accurate sense, so adding to your goggles will not provide you any additional abilities. Perhaps Analytical? For a rogue/thief type, Microvision and X-Ray vision would also both be solid choices.

There will be some stand-up fighting (or a lot of fighting) in this game, so he might benefit from some stronger combat stats, or alternatively, effective strategies to make the most of his abilities.


Rigor:

@Glock: Will do! I was working with limited PP at the time, so I took what I could get. The original idea was for him to have a good, old-fashioned Colt .45, but I figured his handlers would give him something they had on hand. Either way, I'll juggle that a bit.

@Immunity: I'm guessing you meant the Noticeable bit there?

@Claws: Yeah, I couldn't quite wrap my head around how the Mighty thing worked with Strike, so I'll take your word for it and fix that bit. Thanks! EDIT: Upon looking it over, doesn't it require that you have ranks of Mighty up to your Strength bonus for it to be worth taking it in the first place? Or am I misreading this? EDIT 2: Never mind, that's only if it's a ranged thing. I WAS misreading, unsurprisingly.

@Absorption: You're pretty right with that. The idea was that Power Magnet lets you use Absorption to make a ranged attack against something that holds your type of energy and turn it into Boost/Healing. I'll see if Transfer fits a bit better, though I may just end up scrapping it entirely and go with Vampiric on the claws.

@Con Score: Uhm... What? I didn't even know that was a thing. Where should I be looking for things about ditching Ability Scores entirely?

And thanks, as always, for poking through all my stuff to give pointers.


Rigor Rictus wrote:

The Bastard

I don't see any issues. He looks good to go!

Johnny Miasma

This is what, the 3rd iteration of this character? You'll get to play him eventually, I think. Depends on what you feel like, I suppose. Mechanically and rules wise he looks fine.

The Bastard is a powerful hitter in combat, but a pretty one-trick pony. He can blow things up in pretty much any and every direction, but what else can he do? Miasma is a pretty intense psychic, battlefield controller, teleporter, etc, etc. He's not as good at flat out fighting, of which we'll be doing a fair bit, but he might make a party more likely to win, if played smart.

It's up to you.

If you include his original City of Villains incarnation, it's probably four.

I'll go with The Bastard. He is a one-trick pony all the way, but I love those kinds of villains. If (when) he dies, I can switch over to Miasma who could help survivability.


Roulette V2

Looks solid. The only thing I noticed what something I meant to mention last time and got sidetracked; Comprehension. I believe to be able to speak any single language, one at a time, you only need 1 rank in Comprehend. 2 ranks allows you to speak and have different people hear you each in their own language. 3 ranks allows you to speak and understand all languages simultaneously (which is not something I see coming up often). An extra rank allows you to read and write any language as well (the book makes it sound like this is a forth rank, but I think you could have rank 1 plus another rank for written forms without rank 2 or 3 from above.

Gravewound

Jessica Jones wrote:
"Kilgrave, really? Why didn't you just call yourself 'Murder-Corpse'?"

I think we sorted your guy out before, so I'm figuring he should still be good.

Dunwich Horror and Kid Alchemy

Any changes since the last version I critiqued?


Updated Summary:

Characters:

Echos Myron: "The Bastard" - Exploding exploder of explodingness (that blows stuff up. With explosions.)
drbuzzard "Kid Alchemy" - Scientist/Transmuter
Sandukan "Gravewound" - Cybermercenary
tumbler "Roulette" - Probability Monkey
Atlas2112 "Dunwich Horror" Eldritch Nighmare/Food Critic
YoLlama "The Edge" -2 Dimensional Thief and Infiltrator
LAB Rat "Demoniac" - Zompire

I feel like I'm missing somebody..


Hey, I asked up front if the name was too cheesy. =p

I basically just plugged "death" and "stroke/strike" into a thesaurus and picked a coherent pair.

You're lucky he isn't "Killingblow".


LAB Rat wrote:
** spoiler omitted **

To divest yourself of a Constitution score, you sell off all your points in that stat until you have a value of 0. This will net you 10 pp, which isn't much, but it helps. Since you are dead/undead, if doesn't make much sense for you to suffer starvation, suffocation, fatigue, sleep, disease, hot or cold weather, vacuum, etc, etc. The easiest way to manage that is to just by Immunity: All Fortitude Effects. This costs 30 points, but also makes you immune to a huge list of powers (Stun, Paralyze, Fatigue, Dazzle, Drain, and I think a few others.) Basically, it gives you all the advantages of being undead; no life to drain, no living cells to infect, nothing to poison, etc. Since they're all Fort effects, it also covers all the basic stuff like sleep, starvation, suffocation, environment, etc.

Take care of your Toughness via the Protection power and take into account you wont heal on your own, as is. You can either use your Vampiric Claws to get energy to heal, or drain people of life energy to heal, or put at least a rank of Regeneration into each subcategory of healing to allow you to regenerate.

Core Rules, pg 32 wrote:
Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no physical body (like a ghost) or is not alive (like a robot or other construct). The creature always fails Constitution checks. This includes checks to avoid dying and to recover from injury, so creatures with no Constitution do not recover from damage naturally. They must be repaired in some fashion. The same is true of objects. Creatures with no Constitution suffer all damage as lethal (like objects do) and do not suffer nonlethal damage conditions. Creatures with no Constitution are immune to fatigue (see Fatigue, page 167) but cannot exert extra effort (see Extra Effort, page 120). Creatures with no Constitution are often—but not necessarily—immune to many of the things affecting living beings (see Immunity, page 89).

In regards to Immunity, I was referring to how it says "Permanent" in the brackets afterwards. If that was just noting the duration that comes with it, then the notation just confused me. I saw that you paid 8pp for the power, which is usually 1 point per rank for 16 points. This made me assume you had applied a Flaw, which reduced the cost to 1 point per 2 ranks. Now, if Permanent was not a flaw and was merely the description, then I think you must have gotten Drawbacks and Flaws mixed up. Flaws reduce the efficacy of a power overall, and therefore reduce the total cost by 1 point for every rank of the Power; Drawbacks are much less severe quirks of the power, which don't tend to impact them as often or as severely, and thus the cost is applied to the whole power only once. Noticeable is a Drawback, meaning it only provides -1 point to the cost of the whole power, reducing it from 16 to 15, not to 8.

In addition, to apply, a Noticeable power has to be noticeable any time the power is used to count. Since the power is Permanent, the Noticeable effect would have to be as well. So, if you can tell at a glance that he's a walking corpse, then it counts.

Sundakan: I have no problem with the name whatsoever, it just reminded me of that line from Jessica Jones, and I thought it was funny.


Ah, I think I understand now. Everything should be updated accordingly aside from Equipment and I happen to have a few Power Points left to spend. I'll work on the rest of it tomorrow night after the extraordinarily long drive I have to deal with most of tomorrow. Feel free to let me know if I've mucked anything else up in my messing with it all.

Dark Archive

Added for 1 pt: Minor Vulnerability: Tickles. (Or any unarmed attack with a base damage of +0)
Added for 1 pt: Minor Weakness: Positive emotions. (Thus he is able to be defeated by the Power of Friendship! =D) "Curse you and your filthy evil powers of Love! It is my ultimate weakness! NOOOOooooooo....."
Added cost 2 pt: Alt attack: Nauseate, because I think it's evil to be able to make someone tired and then make them throw up, just like that stomach flu I had last year. =p

Ultimate Effort will apply to Ultimate Save.


The vulnerability to Tickling was mostly a joke, but I'm glad you're running with it, since it's an absolutely hilarious weakness for an eldritch abomination to suffer.


Changed some stuff around. Changed the array and added nauseating linked to the penetrating strike. Tweaked skills, adds a drawback, Changed the goggles into a suit and added equipment. . Removed grapple feats. She is definitely not a great toe to toe combatant. Primary function is scout and infiltrator. In a fight she's more support. Her fears are about not getting hit and assisting/setting up teammates to hit harder. Let me know what you think. I have a few strategies for weaving through combat.

I also considered changing the suit to a prototype healing suit that she tried to steal to save her ailing mother but since she's an art thief it was a whole different ballgame and she got caught. It would add a second role for Piper to fill.

Spoiler:

Piper Doyle O' Brian "The Edge"

PL 10 (167pp)
ST 10 (+0) DEX 16 (+3) CON 10 (+0) INT 12(+1) WIS 10 (+0) CHA 12

Skills:+24
Acrobatics 15 (+18)
Bluff 4 (+4)
Disable Device 9(+12)
Disguise 9 (+14)
Escape Artist 6 (+11)[17]
Gather Information 3 (+4)
Knowledge (Art) 6 (+7)
Knowledge (Streetwise) 1 (+2)
Knowledge (Civics) 1 (+2)
Linguistics 4 (+5)
Notice 8
Search 8
Sense motive 4
Sleight of hand 8 (+11)
Stealth 10 (+13)[+25]

Feats:+19
Acrobatic Bluff, Attractive, Dodge Focus 2, Elusive target, evasionx2, Set-Up, uncanny dodge, Redirect, Sneak Attackx2, Move by Action, Hide in plain sight, Defensive attack, improved initiative, Equipment

Powers:+61
"Completely Flat"
"Elastic Body" Alternate Form 11 [55].
Insubstantial "Through the Cracks" 1 (Feats: Selective) (Flaws: Limited by Width) (5)
"Standing Sideways" Invisiblity 8 (Flaws: Limited to One Side) (4)
Protection "Thick Stock" 6 (Extras: Impervious 3) (Flaws: Limited- Physical Attacks Only) (6)
Immunity 8(Falling Damage, Suffocation,starvation/thirst)(8)
Super-movement: Slithering 1 (2)

Device ICU goggles and scrollflex Infiltration suit 3ranks (12pts)
-Super sense X-ray, Tremor sense, Danger Sense (8)
-super movement wall crawling (2)
-Feats: Assessment, Diehard (2)
(Thematically Attached equipment)
-Commlink (1)
-multi tool (1)
-night vision goggles (1)
-Camera (1)
-Flash goggles (1)

"Horrible Papercuts" Strike +7[Linked to Nauseate 10]
(Feats: Extended Reach 2) (Extras: Penetrating 6) (31)
AP"Origami" Elongation 10 (10)
AP-"Cardbord Cut-out"Morph 2 (Humanoid)
AP-"Weightless"Flight 2 (Flaws: Gliding) (1)
AP-"Fold Up" Shrinking Rank 3 (2) (Flaws: Limited-Immobile)
AP- "Glue and Staples" Regeneration 10
Recovery (6), bruised/unconscious (1), Injured or Staggered (3),

Saves:+16
Toughness +0 (+6 Elastic Body, +3 Impervious), Fortitude +4, Reflex +7, Will +7

Combat:+37
Attack +13(melee), Damage +7(+10) Sneak attack), Defense +12 (+14 Dodge), initiative +7

Drawbacks: Vulnerable to Air Control/Vibration (1), One way transformation- can't change back until fully healed (1)

Abilities: 10 / Skills: 112--24 / Feats: 20 / Powers: 61/ Saves: 15 / Combat: 37 (103)

EDITED: made a few corrections

Dark Archive

I am in approval of working with the Irish! It is well known that the Irish are the greatest threat to the Great Old Ones! That is why we invented whiskey! So they would not take over the world!"


Made a few final changes. I lowered Comprehend to 2 ranks with the intention that she can function in any language in the world, but not alien languages. She should also be able to power stunt to codes so that might come in handy.

Gave her ability to attack with probability control with variable effect, which I forsee being mostly making attacks against her go poorly for her adversary. So maybe she baits someone in to shooting at her so that he will shoot a steam pipe with jets hot steam at him, or lures someone onto a precarious perch or whatever.

She is built to be a street level villain, someone who would be a pain for Black Canary or Batman.

She generally wears two chopsticks or rolls them around her fingers. This gives her something to be deadly with.

I think it would be interesting for each player to describe their incarceration. What kind of cell does it take to hold you? What procedures might be observed every day with your character. Just something fun to think about.


Kid Alchemy when not is costume is a fairly normal looking fellow. Average height, brown hair, brown eyes. He looks fairly bright and seems to notice things.

In costume he is in a green suit of apparently soft armor which is also an environmental suit. He carries a glowing rock.

Incarceration is pretty simple- take away his toys and he's just another normal. Maybe he's a very smart normal, but just a normal. Once locked up he stays there.

As he is fully aware of how he screwed up his won life, he just tries to pass the time. He reads a lot and does any of the jobs offered particularly if they allow mind work. He's be a trustee in a normal prison (though given the inmates here, he assiduously avoids ratting anyone out).


Lance is a lean, but fit young man of twenty years old. His main distinguishing features are his had of short red hair, inherited from his dad, and his eyes which faintly glow electric blue.

When his powers are not in use, he looks completely normal other than that.

His costume is very similar to his master's, consisting of body armor and a skull-like mask, though Gravewound's has two functioning eyes, and a dark green/dark grey color scheme rather than Deathstroke's trademark black and orange.

His cell requires an "air lock" for safety, since while his speed is nothing spectacular (for this world) it is still superhuman. The walls are titanium, with the front being bulletproof transparent material rather than bars. Every day he is injected with tiny signal jammers, shutting down the main active uses of his powers (most notably his weaponry).

Lance is a model prisoner, biding his time until release with patience. Not reformed, of course, but well behaved.


Jimmy is a tall, well-built man who looks to be in his mid-thirties. The slight greying at his temples seems to speak of age beyond his apparent years or a great deal of stress, but otherwise he seems fairly normal at first glance. Black hair that is carefully slicked back at all times and a close-cropped beard encircle a deceptively friendly face, complete with brown eyes so dark they appear black.

It is only when his lips split into a broad smile that his shark-like grin complete with far too many unnervingly jagged teeth becomes apparent. Fortunately, he tends to talk too fast for it to be too noticeable most of the time. Contrary to his otherwise immaculate appearance, his fingernails appear gnarled and grotesque with all manner of dirt beneath them. Each ends in a wicked point that is far sharper and thicker than it has any business being. Because of this, he wears gloves whenever he can get away with it, which is not often while incarcerated.

As for his incarceration, he would like to think that he is one of the privileged few. Aside from a brief altercation when he was first imprisoned that awarded him a place in solitary confinement, he is very friendly. Most of the other prisoners and guards alike probably know him by name, as he is one of those people that can acquire just about anything.

More often than not, given that he doesn't need to eat, sleep, or even breathe, he just waits for someone to talk to. He'll chatter on about anything in the world with anyone who will give him the time of day. Every effort to return him to general population has been met with requests to be returned to "his suite," though. At least until he can get back out into the real world, he has no intentions of sharing a room with anyone.

In other news, I think I've got the crunch fully ironed out. If anyone wants to check my math or poke around the alias to make sure I haven't completely screwed anything up, feel free! I'd be very appreciative.


Discussion forum is up. When your character is ready, please check in with your alias.


Last minute character change, think I am going to take the "Combat computer" option for emergencies. Dropping Sensory Shield and 1 point off my Reflex save for two 10 point enhancers.

The Ranged version has Distance Sense and Extended Vision, and the melee version has Radius Sight.

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