Tales From the Watcherverse

Game Master Echos Myron


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Sure thing! I'll send them to ya tomorrow. Had some friends over later than expected and now I'm ready to knock out


Hero Points: 1|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 20 FF Def:15 (Uncanny Dodge) KB:13 |Saves T: 6 F: 7 R: 4 W: 4 |Init:+6 |Notice: 8(Wolf's Ears)

Ok, I'm going to try to get this thing going this weekend. I won't expect too much action with Halloween and everything, but I will post up some things to get us started. Echos is working on a character, so we may fast forward a bit to bring him in.


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Sounds good; in regards to his other question, will we be carrying forward with the "Street Level Super Hero" theme, or will you be moving it in a more supernatural direction?

In either event, I'm going to have to reread my character sheet; it's been a while and I'm not sure I remember what this guy can do...


Hero Points: 1|Damage Condition:None |Status Condition: None|Fatigue Condition: None| Def: 20 FF Def:15 (Uncanny Dodge) KB:13 |Saves T: 6 F: 7 R: 4 W: 4 |Init:+6 |Notice: 8(Wolf's Ears)

I'm going to try to keep it street level. Street crime, gangsters, drugs, extortion, that sort of thing. And yeah, I can't even remember how I ended up building Dustman.

For inspiration, I've been reading a lot of Daredevil, Marvel Knights, and older Detective Comics from when things were a little more tame in the Bat-verse.


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Nice. Finally just got around to starting the Daredevil series last week. I've seen about 8/12 so far. It has a cool ambiance, and Daredevil was one of the more distant inspirations for Father Pavel (Hyper-Religious martial artist with heightened sense, morally ambiguous outlook, and a disproportionate sense of responsibility for others.)

I'm enjoying the show a lot, but there are some aspects I'm actually not a fan of. Most of the reviews talk a lot about how brilliantly Fisk's character is depicted, but I actually have to say I don't like it at all. He is so socially awkward, so erratic, so... emotionally feeble. I can't understand how such a person could be a criminal kingpin; it makes no sense to me - he reeks of weakness (dispite how physically powerful he is), and in the criminal underworld, I can't see anyone respecting or following him. Anyway, just a random aside.


Getting my character ready for review, though I've hit a snag with a power.
I'm looking to make an attack that would basically cast darkness and silence. I took Darkness Control and linked it with Emotion Control (limited: Fear). Do I then have to make Emotion Control (Fear) a burst attack, and THEN match up it's range and radius with Darkness Control? I never know how to go about linked powers.


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Transforming that villain idea from way back into a character idea?

Obscure: Vision and hearing (3pp/rank) might work better than Darkness Control.

As for linked powers, they don't have to match, but it's customary. However it's not that odd if they don't match. Either the fear only kicks in near the centre of the darkness, or the darkness is so stark and frightening that it induces fear even beyond its edges.


Yup! I just liked the idea so much, I can't let him go. Here's second draft, using obscure vision+hearing instead of darkness control along with some added restrictions (Tiring, Side-Effect 2,).

John Masiatto:

Johnny Miasma

Power Level: 8; Power Points Spent: 120/120

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

Tough: +0/+8, Fort: +4/+8, Ref: +4/+8, Will: +3/+9

Skills: Acrobatics 5 (+5), Bluff 2 (+2/+10), Drive 6 (+6), Intimidate 5 (+5), Investigate 5 (+5), Notice 8 (+8), Stealth 2 (+2/+10)

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

Powers:
Relic Alterations (Container, Passive 8)
. . Enhanced Trait 22 (Traits: Will +6 (+9), Fortitude +4 (+8), Reflex +4 (+8), Stealth +8 (+10), Bluff +8 (+10), Feats: Attack Focus (ranged) 2, Fearless, Improved Initiative)
. . Mind Shield 4 (Impervious +4 to Will saves vs. Mental effects)
. . Protection 8 (+8 Toughness)
. . Super-Senses 6 (darkvision, spatial awareness)
Shadow Hop (Teleport 4) (400 ft. as move action; Accurate; Medium (Shadows), Short-Range; Change Direction, Change Velocity, Easy, Turnabout)
Shadow Manipulation (Array 15) (default power: telekinesis)
. . Cosmic Horror (Linked)
. . . . Fearmonger (Emotion Control 8) (Linked; DC 18; Burst Area (40-1000 ft. radius - General), Selective Attack; Distracting, Limited to Emotion (Fear), Side-Effect 2 (always - Pain); Progression, Increase Area 4 (area x25))
. . . . Obscure 7 (Linked; affects: 1 type + visual - hearing, Radius: 500 ft.; Selective Attack; Tiring)
. . Madness (Confuse 8) (Array; DC 18; Burst Area (40 ft. radius - General), Selective Attack)
. . Shadow Choke Cone (Suffocate 8) (Array; DC 18; Cone Area (80 ft. cone - General))
. . Shadow Clone 8 (Array; DC 18, Feats: Quick Command; Action (move); Distracting; Interpose, Mental Link, Progression, # Clones 2 (5 clones), Sacrifice)
. . Shadow Grab (Snare 7) (Array; DC 17; Backlash, Transparent; Obscure Sense (Vision), Tether (700 ft.))
. . Shadow Throw (Telekinesis 6) (Default; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k, DC 21, Feats: Improved Disarm 2, Improved Trip; Damaging; Accurate (+2), Precise, Split Attack 3 (4 targets); Noticeable)

Equipment: Heavy Pistol

Attack Bonus: +6 (Ranged: +8, Melee: +6, Grapple: +6)

Attacks: Fearmonger (Emotion Control 8) (DC Staged/Will 18), Heavy Pistol, +8 (DC 19), Madness (Confuse 8) (DC Will 18), Shadow Choke Cone (Suffocate 8) (DC Fort 18), Shadow Grab (Snare 7), +8 (DC Ref/Staged 17), Shadow Throw (Telekinesis 6), +10 (DC 21), Unarmed Attack, +6 (DC 15)

Defense: 15 (Flat-footed: 13), Knockback: -4

Initiative: +4

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

Languages: Native Language

Totals: Abilities 0 + Skills 9 (33 ranks) + Feats 5 + Powers 83 + Combat 22 + Saves 11 - Drawbacks 10 = 120

Before the incident that gave him his power, John was a relatively unimpressive guy (hence low Skills & Feats). As I told Tumbler, he may be stretching a little further out of the Street Level Hero range but I think he'd make a good addition to the team.


Boards have been up and down all day, which has kept me from getting done what I wanted to. I'll try to get things up tonight.


Do we feel like we should recruit an additional member?


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Well, we have:

Father Pavel: Martial Arts/Psi/Sensitive/Decent Face type
Wyld Card: Stealth/Break and Enter/Espionage/Energy Manipulation
Escher: Ex-Con/Small Time Hood/Gravity Based Powers
Dustman: Boogeyman
John Masiatto: Darkness manipulator/Fear-the-night type
Nightstryker: Boxer/Melee/Adaptive Shifts

If Nightstryker stays in, I'd say 'no.' If he's out, we might be able to afford another player. Looking at our team, I'd actually say what it appears most that we need is a detective/investigator type. Could be a cop (our FCPD liaison), a PI, a detective super (Batman/Raven type), or whatever. Seems like the most obvious gap at present. Course, it's been so long that it's possible someone does have that angle covered and I've overlooked it, or forgotten. If so, sound off.


Wild Card was Honor Guard/Invictus, and I think he is long gone. Haven't heard anything from Nightstryker/Joey, but I sent him a message today just to make sure.


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Hmm, so potentially just three of the original crew? I'd say recruiting is probably a good idea in that case. Particularly, since Dustman is becoming a DMPC, his insights are likely to become less targeted (given the insider information issue, DMPC's typically play more of a backseat role in te party - by necessity).

As opposed to a general recruiting thread, a custom invite to some of the more M&M2e savvy players from your Men and Monsters games might be a good way to go about it? A general call is likely to get more folk unfamiliar with the system, and while they might make good players in the long run, a targeted approach might get things started a fair bit faster.

Though speaking of familiarity with the system, I feel like I've learned a fair bit more about it since we started, particularly through the Monsters and Men character creation, and I might be interested in doing a bit of an update/redesign of Father Pavel, given what I've learned, and if you are alright with that.


I also agree that it depends on if Joey's able to play or not.

EDIT

I didn't factor in Dustman being DMPC'd, so I'll also agree with Father Pavel, again lol. I'm just in the most agreeable mood today.


M Human

Im in just super busy and running around like a chicken with my head cut off


Glad to hear you're still on board Joey, though I'm sorry about your chicken.

Tumbler, have you been able to reach out to someone from your Monsters and Men games about joining?

Is Philo/Escher still in?

I'm not in this scene so it's up to Papa Pavel & gang


Philo/Escher is still in. I think for now we are ok on members. I'm going to give it a shot with what we have.

EM, I'll be bringing you in shortly. I'll send you a PM.


Bueller?


What do we need here?


Not sure if anyone was waiting to reply or not, but perhaps just move the scene along to the building?


Sorry if I came across as impatient and pushy, I've been going through PbP withdrawals and I've been itching to get involved.


Hero Points: 1 | Luck: 1: Damage Condition: None | Status Condition: None | Fatigue Condition: None | Def: 18 FF Def:13 (Uncanny Dodge: Mental) | KB:11 | Saves T: 3 F: 6 R: 5 W: 8 | Init:+2 | Notice: 10 (Danger Sense) Boosted Defenses: Def: 21 FF Def:13 (Uncanny Dodge: Mental) | KB:12 | Saves T: 5 F: 9 R: 12 W: 8 | Init:+8

Link.


A killer GM with a killer smile.

Don't know if anyone still follows this, or if there is anyone here that is not involved in the other M&M games where I've already posted notices. If so, please come and check out the recruitment for another Mutants and Masterminds 2e game, running parallel to the Justice League Generations game tumbler is running, and that some of you play in.

Suicide Squad: Generations

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