rando1000's Mutants and Masterminds 2nd edition (Completed) (Inactive)

Game Master rando1000

Mutants and Masterminds 2nd edition, set in Freedom World (default setting for 2e). Characters will form their own beginning hero group.


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I'm thinking of an alternative form-style brawler. Think something a bit like a werewolf (including involuntary aspects). More animalistic than animal-specific ... furry or scaly, strong, agile, good senses with maybe some regeneration thrown in.

Just looking through the creator on Herolab now to figure out how to stat her up (might take a little while with Easter and stuff).


Uret Jet wrote:
BOth sounds pretty neat, mate. Mr. Rando, would his 'healing' be able to apply to objects, since he's just rewinding time?

We can certainly build it that way. I'll have to look over the rules to see the best way to do it. Probably works best as either an alternate power or a extra feat.


Okay, I want to get a basic list down:

Seth86 - Jester (duplicates, dazzle, anatomical separation)
inxpitter - Mind control
Uret Jet - Temporal rewind w/various uses (healing, fixing things)
Atlas2112 - ???
Haldhin - Paragon ?
Anoirtrou - Telekinesis
Hymenopterix - Feral brawler of some sort

That's probably about all the PCs I can handle for this one; I'm going to close off additional recruitment at this point.


I will post build again. I had to change a bit. But i do illusions


Haldhin wrote:
Rando, when designing our characters, should we include vehicles and/or headquarters? (or will we part of a team with a HQ?)

I think if you have no transport powers you can just have a normal car or motorcycle or some such. A really cool super-looking car, but just not any special powers or missiles or anything. Maybe a van kind of like the A-Team. We'll see what people come up with.

Abandoned buildings of various sorts abound all across the St Louis area, so finding a basic HQ can be assumed as well. You guys can buff it up with Power Points as you get them.

I'm going to start you basically at point zero. You might have heard of each other, but none of you will have met more than once or twice when the action starts. So you can develop all your HQ and group vehicles as you go.


Revamped:

The Jester

Power Level: 5; Power Points Spent: 75/75

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

Tough: +5/+6, Fort: +2, Ref: +3, Will: +2

Skills: Acrobatics 4 (+7), Bluff 4 (+6), Climb 4 (+4), Escape Artist 4 (+7), Notice 4 (+4), Stealth 4 (+7)

Feats: Acrobatic Bluff, Attack Focus (melee), Attack Focus (ranged), Defensive Roll, Elusive Target, Fascinate (Bluff), Jack-of-All-Trades

Powers:
Chaotic Mind (Mind Shield 5) (Impervious +5 to Will saves vs. Mental effects)
Harlequin Suit (Protection 5) (alien, +5 Toughness; Impervious; Uncontrolled)
My Circus (Duplication 5) (Action (full), Fades)
My Monkeys (Illusion 5) (affects: 2 sense types - sight and sound, DC 15)
Nothing Up My Sleeve (Dimensional Pocket 1) (Capacity: 100 lbs., DC 11)
Shadow Jump (Teleport 4) (400 ft. as move action, 1 mile as full action; Medium (Shadows))
Taa-Daa! (Dazzle 5) (affects: 2 sense types - sight and sound, DC 15)

Attack Bonus: +2 (Ranged: +3, Melee: +3, Grapple: +3)

Attacks: Nothing Up My Sleeve (Dimensional Pocket 1), +3 (DC Ref/Will 11), Taa-Daa! (Dazzle 5), +3 (DC Fort/Ref 15), Unarmed Attack, +3 (DC 15)

Defense: +2 (Flat-footed: +1), Knockback: -5

Initiative: +3

Drawbacks: Weakness, uncommon, major

Languages: English

Totals: Abilities 14 + Skills 6 (24 ranks) + Feats 7 + Powers 39 + Combat 8 + Saves 4 - Drawbacks 3 = 75


Hey, what's the weakness?


Need to talk to GM about it. According to what herolab is telling me
Im thinking the suit does not like UV rays. So normal light doesnt affect him. But direct sunlight?
Or something silly, like he is a harlequin, so what would a harlequin be effected by?
And what happens? Think of Venom and high pitchex noise. He "retreats"


Sounds good my freind, I can purchase a feat for his healing if required.

And I love that jester type hero! very flavor.


Thanks.
I love harlequin themes
I have my own suit too =^^=


Just to double check, according to the rulebook your power rank can go up to +5 the PL of the character? This means I could have a maximum of 10 ranks for a power. Is this true?


Also, want my character to be paraplegic, a drawback that normally give 4 pp. Since you limit it to 3 pp, could I at least get a nice wheelchair or something?


Ah, that makes me wonder as well. How many PP does his Power Loss drawback net? I have it listed as 2, but I'm unsure overall.


inxpitter wrote:
Just to double check, according to the rulebook your power rank can go up to +5 the PL of the character? This means I could have a maximum of 10 ranks for a power. Is this true?

That is correct, but see my notes on surpassing PL level. If the power allows you to surpass some other PL limit, you'll need to limit (such as Save DC; many powers' Save DC is related to the ranks), you have to limit it to however many ranks leave you within the limit (Save DC would be 5 ranks, for example).


Uret Jet wrote:
Ah, that makes me wonder as well. How many PP does his Power Loss drawback net? I have it listed as 2, but I'm unsure overall.

The points from a loss drawback are based on frequency. for 2 points, I'm free to subject you to the drawback as often as every other adventure. I won't NECESSARILY use it that often, but for 2 points, I could. If I were to use it more often than that, it would count under the GM Fiat rule, and you would get an extra Hero Point if I subjected you to it (say, you get subjected to it in the first two adventures, for example. Extra Hero Point. First three adventures? You get nada except grief).


inxpitter wrote:
Also, want my character to be paraplegic, a drawback that normally give 4 pp. Since you limit it to 3 pp, could I at least get a nice wheelchair or something?

Sure. You have a wheelchair designed by an engineer at Boeing that will not only move at 30' (normal move rate), but will allow you to fly at really slow speeds for brief periods of time (basically Featherfall, with very limited options otherwise). With potential upgrades as PL increases.


Seth86 wrote:
Need to talk to GM about it. According to what herolab is telling me Im thinking the suit does not like UV rays. So normal light doesnt affect him. But direct sunlight?

Here's a thematic suggestion. What if it doesn't activate in the absence of positive emotion? In other words, if someone within a certain area doesn't feel distinctly happy (aside from you). I'll only invoke it within the common timeframe (every few adventures), plus it gives you another use for the 14 charisma and all your tricks (spend a couple rounds to make a bystander laugh, and bing! suit).


Sweet. I do call my illusion power "My Monkeys"


Sounds like it'll be a great time. With Theodore's wealth, it may even be likely he's using his own money to fund our little hero group, or at least to give it a quickstart.

Spoiler:
"We can even use my dad's old condo for our base of operations for now, he don't use it anymore. I know it's not much, but it should be good for the moment right?"

He then proceeds to reveal his three story mansion, complete with pool.


Like the spoiler. I have a perfect centrally located area.


rando1000 wrote:
inxpitter wrote:
Just to double check, according to the rulebook your power rank can go up to +5 the PL of the character? This means I could have a maximum of 10 ranks for a power. Is this true?
That is correct, but see my notes on surpassing PL level. If the power allows you to surpass some other PL limit, you'll need to limit (such as Save DC; many powers' Save DC is related to the ranks), you have to limit it to however many ranks leave you within the limit (Save DC would be 5 ranks, for example).

I'm sorry, I'm a bit confused to how this works. I'm planning on taking Possession and Mind Control at the max ranks I can get. Both require Will saves vs my power check (which I'm assuming is ranks + 1d20 roll).

Does this mean I can only go 5 ranks before capping off, or the full 10? a bit confused....

Also, point of clarification since this might be an issue. Both Mind control and Possession are ranged at Perception, meaning as long as I can accurately perceive the target, my power should work. How does this play into things such as binoculars or the extended super sense that lets me see much farther than normal. Just wanted to ask before potential abuse or ideas start running.


Uret Jet, Stopwatch looks pretty cool. A couple things; His Rewind! power looks like it is only 19 pts: 3/rank x 5=15 +4 feats. Maybe add another alt. power for the object repair? The Pause! power looks like it is 15 pts, you should be able to add another extra.
For his Self-Rewinding, you only gain one benefit per rank; I think you should just have the increased recovery rate, not the Recovery bonus, and if you add the two power feats it would be 7 pts.

Here's my character, please let me know what you think everyone!

Spoiler:
Character Name:
Group Affiliation:
Alternate Identity: Reece Wells (Secret)
Base of Operations:
Gender: M Size: Medium Age: 32 Height: 5ft, 11in Weight: 185lbs Eyes: None Hair: Black

Power Level: 5 Power Point Totals: Abilities: 18 + Attack: 2 + Defense: 4 + Saves: 5 + Skills: 5 Feats: 5 + Powers: 37 -Drawbacks: 1 = 75

Abilities
Str: 10 (+0)
Dex: 14 (+2)
Con: 12 (+1)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 12 (+1)

HP: 30
Fort: +2 (Con +1+1pp)
Refl: +3 (Dex +2+1pp)
Will: +4 (Wis +1+3pp)

Combat
Defense: +2 (4pp)
Init: +6 (Dex +2, Feat +4)
Hero Points: 1

Attacks: Attack: +0, Ranged: +2, Melee: +0

Skills Total Ranks Ability Misc
Acrobatics (Dex)+
Bluff (Cha) 6 5 1
Climb (Str) 0 0
Computers (Int)+ 5 1 4
Concentration (Wis) 1 1
Craft (Int)+
Craft (Int)+
Diplomacy (Cha) 1 1
Disable Device (Dex)+ 5 3 2
Disguise (Cha) 1 1
Drive (Dex)+
Escape Artist (Dex) 2 2
Gather Information (Cha) 1 1
Handle Animal (Cha) 1 1
Intimidate (Cha) 1 1
Investigate (Int)+ 5 1 4
Know. (Psychology)(Int)+ 5 1 4
Know. (Phys. Science) (Int)+ 6 2 4
Know. (Technology)(Int)+ 5 1 4
Know. (Int)+
Lanuage (Int)+
Medicine (Wis) 2 1 1
Notice (Wis) 3 2 1
Perform (Cha)+
Pilot (Dex)+
Profession (Wis)+
Ride (Dex)+
Search (Int) 4 4
Sense Motive (Wis) 1 1
Sleight of Hand (Dex)+
Stealth (Dex) 5 3 2
Survival (Wis) 1 1
Swim (Str) 0 0

Feats
Benefit: Cipher: -4 to Investigate checks to discover background
Eidetic Memory: +4 to any check to remember information
Improved Initiative: +4 to Initiative
Benefit: Wealth :2 +16 wealth bonus - Independently Wealthy

Powers/Devices Rank Action Range Duration PP
Force Field 4 Free Personal Sustained 4
Super-Sense 15 None Personal Permanent 15
Atomic sense: Detect (1)- Free Action(+1), Accurate (+2), Acute (+1), Blindsight (+4), Radius (+1), Range (+1), Microscopic (+4)
Telekinesis 5 Standard Ranged Sustained 16
Telekinesis: Damaging (+0/rank), Precise (+1/rank), Subtle (+1), Str: 25, 3d6 dam, r: 50ft
Alt: Transform 4 Standard Touch Continuous 1
Molecular Manipulation: change any inanimate object into any other inanimate object (5/rank),
Continuous (+1/rank), Distracting (-1/rank), Range: Touch (-1/rank), max wt. 10#
Alt: Flight 5 Free Personal Sustained 1
Action: Free (+1/rank), Subtle (+1pt); Spd: 250mph

Equipment

Drawbacks/Complications
Drawback: Disability: Blind – Uncommon, minor – 1pp


inxpitter wrote:


I'm sorry, I'm a bit confused to how this works. I'm planning on taking Possession and Mind Control at the max ranks I can get. Both require Will saves vs my power check (which I'm assuming is ranks + 1d20 roll).

Does this mean I can only go 5 ranks before capping off, or the full 10? a bit confused....

You must adhere to ALL PL Maximums. Technically, I don't think there even IS a PL Maximum on powers specifically (see page 25 Core Rules). BUT, there IS a PL Maximum for Save DC (described in the rules on page 24: The saving throw modifier for your hero’s attacks and powers cannot exceed the campaign’s power level. So at PL 8, for example, your hero cannot have a save modifier greater than +8 (a +8 damage attack, or a power with a save DC of 18, for example).

So if your Power, at rank 10, would be a Save DC of 20, that's 5 over PL limit. The most anyone could need to roll to save is 15.

So YES, you can take 10 Mind Control, but it will be of limited utility until either we raise the PL to 10 (quite a while) or you need to do complex stuff with it.


Anoirtrou wrote:

Uret Jet, Stopwatch looks pretty cool. A couple things; His Rewind! power looks like it is only 19 pts: 3/rank x 5=15 +4 feats. Maybe add another alt. power for the object repair? The Pause! power looks like it is 15 pts, you should be able to add another extra.

For his Self-Rewinding, you only gain one benefit per rank; I think you should just have the increased recovery rate, not the Recovery bonus, and if you add the two power feats it would be 7 pts.

Thanks for help with the math; it's not my best area. I will be the final arbitrator on whether or not things comply with the rules in general, but I do appreciate the extra set of eyes.

Mostly, I want to make sure everyone is on a relatively level playing field, so the PCs can all do cool stuff!


Only one per rank? That's somewhat disappointing. But increased recovery is more what I wanted anyhow. I'll love over things in general a bit later.
EDIT: IF Rando is fine with me adding Object affeting as a feat for healing, that should be just fine. PAUSE has two ranged ranks, thus increasing it. {From 10 ft. to 100 ft.}


I would definitely be interested in a low powered campaign.

While I can certainly work within the PL 5 limit, I feel that I should point out that the PL means that we are equal to well trained military and police. Both the SWAT and Special Forces templates are PL 5.

If the stated idea of being New Mutants and Teen Titans level, I would suggest PL 8 which is the assumed level for a Hero High type campaign. While Doug Ramsey, ie. Cypher, is certainly a lower PL, I feel Cannonball, Sunspot, Magik, and Magma are much closer to PL 8. Being inexperienced with our powers could easily be illustrated with complications and thereby provide both Hero Points and tremendous RP opportunities.


Uret Jet wrote:
EDIT: IF Rando is fine with me adding Object affeting as a feat for healing, that should be just fine. PAUSE has two ranged ranks, thus increasing it. {From 10 ft. to 100 ft.}

Definitely OK.


Zen Gypsy wrote:

I would definitely be interested in a low powered campaign.

While I can certainly work within the PL 5 limit, I feel that I should point out that the PL means that we are equal to well trained military and police. Both the SWAT and Special Forces templates are PL 5.

Yes, but it depends a LOT on how I run NPCs, and for a midwest city like St Louis, I wouldn't run most NPCs past PL 4, certainly. Also, powers are powers. Being able to teleport, even a few meters, is a damned miracle compared to being good with a gun.

That said, and while I appreciate the offer, I believe we are good with 7 PCs now.


RANT: Please, people, stop telling me what the proper PL is for my own campaign. I've run several campaigns with M&M and my specific house rules. I'm very familiar with how I want it to play out, and am planning on basing the PL of normal humans at a really low level. I appreciate your opinions, but you can't possible have as good a grasp of my plans as I do.


It has been interesting re-working my character. I had originally created him for another campaign (which died almost before it started...) at PL 10 and it has really made me think about what my character's core strengths are by stripping him down to PL 5.

I look forward to seeing how this goes! :)


There's no issue rando, I'd love to see our band of misfits become powerful heros the good 'ol fashion way. Should be great!


Uret Jet wrote:
There's no issue rando, I'd love to see our band of misfits become powerful heros the good 'ol fashion way. Should be great!

It's not you guys who already have concepts. It's just getting a little grating having people pop in and tell me I'm having "bad wrong fun" assuming I don't know WTF I'm doing. I've been at this a while, believe me. You guys will certainly know you're super over the average SWAT officer. But there may be the occasional normal human who's actually competition for you, and that's what I'm aiming for.


Hey man, no offence meant was just offering insight based on my experience with the system, which is highly subjective. So apologies if it offended as that wasn't my intent.

I appreciate that you have all the submissions you're looking for at this time, but I do have a question if you have the time.

I've never played with the Hit Point optional rules. How do they interact with concepts like Paragon and Powerhouse who are traditionally low Defense but high Toughness and Impervious? Does Protection just add additional HP's? And does Impervious just act as Damage Reduction?

Again no offence intended just curious as I've never played with the HP optional rules.

Thanks for your time and good luck with your game. I'll most likely be following it to see how it unfolds.


Zen Gypsy wrote:
Hey man, no offence meant was just offering insight based on my experience with the system, which is highly subjective. So apologies if it offended as that wasn't my intent.

Thanks for saying so. No hard feelings.

Protection adds DR. Normal Protection is rank x 2, Impervious DR is rank x 3. A pistol might (in he hands of a normal person) do maybe 2d6. Impervious 5 (DR 15) basically means that without a critical hit, they can't hurt you.

RAW (Mastermind Manual 2e), HP = Constitution score plus Constitution bonus multiplied by 3. My forumla is modified from that: Con Bonus x 10 + 20. So under RAW, a Con 10 character will have 10 HP (10 + 10(0)). Under my version, a characters have some more HP, meaning combats generally last a little longer. It leads to combats being more drawn out affairs (more like D&D) vs. one hit and win (more like comics).

In my opinion (and from personal experience) players appreciate not being one-shotted, even if it's less "comic-like". An RPG is, after all, a different medium from a comic book in that players are personally invested in their characters.


I hope I still have a decent shot of possession/mind control. Still kinda new to the system so no idea if my character is gonna be bad or not.


inxpitter wrote:
I hope I still have a decent shot of possession/mind control. Still kinda new to the system so no idea if my character is gonna be bad or not.

You will. There will be those who have a decent chance to resist, but in general, with most opponents you'll face at the start, they'll have a 50/50 chance to resist, and you get to try it every round. That's not a bad shot. Imagine a DC 15 for Charm Person at 1st level (1 spell level + 4 attribute + 10). It's about like that, except you can do it infinite times per day.


rando1000 wrote:
inxpitter wrote:
I hope I still have a decent shot of possession/mind control. Still kinda new to the system so no idea if my character is gonna be bad or not.
You will. There will be those who have a decent chance to resist, but in general, with most opponents you'll face at the start, they'll have a 50/50 chance to resist, and you get to try it every round. That's not a bad shot. Imagine a DC 15 for Charm Person at 1st level (1 spell level + 4 attribute + 10). It's about like that, except you can do it infinite times per day.

Explanation in DnD terms, thank you very much. Really helps.

So I should probably cap at rank 5 to get max effectiveness, and then use the other hero pp for other stuff, if I understood everything.


After thinking about it some more, my character's blindness would be more hindering than I have it now. If he only sees the molecular structure of everything around him, he would not be able to tell colors, watch TV or a computer screen, or see through glass. I think it would be more of a 2 or 3 pt drawback.


Can't watch tv but can still see atoms and hear? Solution: Plays and puppet shows. Sure, no color, but you can generally see what's going on! Though I'm having some trouble picturing how he could see atoms, but not the material itself. Is his vision just zoomed in on the atomic structure constantly?


Anoirtrou wrote:
After thinking about it some more, my character's blindness would be more hindering than I have it now. If he only sees the molecular structure of everything around him, he would not be able to tell colors, watch TV or a computer screen, or see through glass. I think it would be more of a 2 or 3 pt drawback.

I'll give you 2, definitely. Since you can still get around and it won't give you penalties in combat, that's about the best I can reasonably do.

Coincidently, I'm going to have to watch how I describe the results of Notice and Investigate checks for your character, as well.


I believe we just need a few people to finish up their heroes, and we should be somewhat good to go after that? How long do you think it'd be before ya started us off?


Uret Jet wrote:
Can't watch tv but can still see atoms and hear? Solution: Plays and puppet shows. Sure, no color, but you can generally see what's going on! Though I'm having some trouble picturing how he could see atoms, but not the material itself. Is his vision just zoomed in on the atomic structure constantly?

He actually can't see at all. It's more of an atomic sense, he is detecting the atoms and molecules around him, and he has learned to form a picture in his mind of what is around him based on that information.

He could figure out the approximate color of something, since his detect has analysis, but it would take some concentration. He would have to look at something and figure out its reflective properties and match it to the frequency for a color.


Ahhh, I see now.


All right, think I got most everything dow.

Short summary is a very young villain that has a change of heart before going to far down the path. That being said, he's still done some terrible things and has been put on a probationary term until the Government decides he is actually trustworthy.

His powerset is designed to be completely mental based and most of it is subtle enough that no one really feels comfortable around him, leaving him more isolated.

A quick question though. I gave most of his abilities two applications of the Subtle feat, which should make them completely unnoticeable. Is that alright? I don't plan to abuse the fact that people won't realize I'm using powers on them, but you might have apprehensions.

Hijack:

Hijack
Power Level: 5; Power Points Spent: 75/75

STR: -1 (8), DEX: +0 (10), CON: +0 (10), INT: +2 (14), WIS: +0 (10), CHA: +2 (14)

Tough: +0/+0 Fort: +0, Ref: +0, Will: +0

Skills: Concentration 4 (+), Diplomacy 4 (+6), Gather Information 4 (+6), Knowledge (behavioral science) 4 (+6),

=======
Feats 2 pp
=======
Connected, Well-Informed

============
Equipment
============
None

=========
Powers 66
=========
Mind Control 5 (Conscious, Mental Link, Subtle (2)) 18 pp

Possession 5 20 pp

Emotion Control 5 (Mind blank, Subtle (2)) 13 pp

Telepathy 4 (Selective, Area, Subtle(2)) 15 pp

=========
Offense
=========
Init: +0

Attack Bonus: -1(Ranged: -1, Melee: -1, Grapple: -1)

=========
Special
=========
Complications: Responsibility (Government Handler)

Drawbacks: Disability (paraplegic)

Languages: English

Totals: Abilities 6 + Skills 4 (16 ranks) + Feats 2 + Powers 66 + Combat 0 + Saves 0 - Drawbacks 3 = 75


No, I don't have an issue with the subtle. It might cause some interesting role play.


Here is my submission. I think I got terminology, char creation rules, and math all correct, but I'd appreciate any feedback, especially if I have included mistakes.

Bridger; paragon:

Power Level: 5; Power Points Spent: 75/75

STR: 10/20 (+0/+5), DEX: 12 (+1), CON: 16 (+3), INT: 10 (+0), WIS: 14 (+2), CHA: 12 (+1)

HP: 40 (capped) DR: 10 Fort: +3, Ref: +3, Will: +2

Skills
Bluff +1, Climb +5, Computers +4, Concentration +2, Diplomacy +3, Disguise +1, Escape Artist +1, Gather Information +5, Handle Animal +1, Intimidate +5, Knowledge (business) +3, Knowledge (civics) +3, Knowledge (current events) +6, Knowledge (streetwise) +4, Notice +6, Profession (journalist/blogger) +6, Search +3, Sense Motive +5, Stealth +1, Survival +2, Swim +5

Feats
Attack Focus (melee), Attack Specialization (Unarmed), Contacts, Dodge Focus, Evasion, Fearless, Improved Block, Improved Initiative, Stunning Attack, Takedown Attack

Combat
Init: +5
Attack Bonus: +2 (Ranged: +2, Melee: +3, Grapple: +8)
Defense Bonus: +2; Knockback -4

Powers
Enhanced Constitution 6, Enhanced Strength 10 (AP: Blast 4 - Accurate, Super-Strength 4), Flight 4 (AP: Speed 3), Protection 5, Super-Senses (Acute and Extended Hearing 1/1, Infravision 1)

Equipment
Commlink (bluetooth headset), Flash Goggles, PDA (mobile phone), Vehicle: Motorcycle

Totals: Abilities 8 + Skills 11 (44 ranks) + Feats 13 + Powers 35 + Combat 6 + Saves 2 = 75


I'm eager to play now that four concepts are one the board


Same here! I need to flesh out the Alias for Theodore at some point, but aside from that I'm all set.


I need to bulk up Hijack's info as well. Now that most of the number crunching is done, I can fluff up the fluff.

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