MSH Krakoan Age (Inactive)

Game Master JASON RODARTE


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Here is my character submission for Terevalis's MSH Campaign, Thunderer. This is a first draft; more than willing to alter it to fit the DM's narrative.

Looks over at Tempest. "Well..s#it."


⁹ There seems to be a standard policy that clones are not resurrected


Pathfinder Adventure Path Subscriber

Then it becomes really important not to die, then. Right?

:)

(and sorry, Waskally. Did not intend to step on any toes.)


No. It's fine. Submit the character you want. In fact, in my head cannon, Thunderer always carried a torch for Storm. It would be interesting if Thunderer got picked and had to work alongside Storm's clone.

Terevalis Unctio of House Mysti wrote:
⁹ There seems to be a standard policy that clones are not resurrected

To be fair, in the comics, the current Wolverine, the original's clone, was resurrected via the Krakoa method already once.


Okay, here goes... (Please point out any errors :)

Step 1: Determine what kind of being the hero is and how he got his powers.

General Origins: Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.

Fighting: 1d100 ⇒ 67 Remarkable (30)
Agility: 1d100 ⇒ 93 Incredible (40)
Strength: 1d100 ⇒ 53 Excellent (20)
Endurance: 1d100 ⇒ 85 Incredible (40)
Reason: 1d100 ⇒ 3 Feeble (1)
Intuition: 1d100 ⇒ 54 Excellent (20)
Psyche: 1d100 ⇒ 50 Excellent (20)

Step 3: Determine the hero's variable abilities.

Health 130
Karma 41
Resource: 1d100 ⇒ 9 Poor (3)
Popularity ?

Step 4: Determine the hero's powers.

Powers Available: 1d100 ⇒ 57 3/4 Powers +1 (Mutant) ⇒ 4

Power 1: 1d100 ⇒ 76 Body Alterations/Offensive
Power Listing: 1d10 ⇒ 8 Claws
Power Rank: 1d100 ⇒ 64 Remarkable

Power 2: 1d100 ⇒ 87 Body Alterations/Offensive
Power Listing: 1d10 ⇒ 7 Claws
Power Rank: 1d100 ⇒ 63 Remarkable

Power 3: 1d100 ⇒ 4 Resistances
Power Listing: 1d10 ⇒ 7 Resistance to Emotion Attacks
Power Rank: 1d100 ⇒ 11 Typical

Power 4: 1d100 ⇒ 27 Energy Control
Power Listing: 1d10 ⇒ 9 Darkforce Manipulation
Power Rank: 1d100 ⇒ 28 Good

Step 5: Determine the hero's talents.

Talents available: 1d100 ⇒ 2 1/6
Talent 1: 1d100 ⇒ 56 Professional
Professional Skills: 1d10 ⇒ 8 Crime

Step 6: Determine the hero's contacts.
Contacts available: 1d100 ⇒ 67 2/4

Plenty to get the creative juices going, what's the line on double rolled powers - would the twice rolled claws apply to hands and feet for instance? Or should (can) I reroll? Or do I lose it? (Can't see any reference in the body text for rolling covering re-rolls etc).


Interested too!

Would the Ultimate powers handbook used?


Terevalis Unctio of House Mysti wrote:
Black Dow wrote:

Dotting for interest - never played the system but as a longtime Marvel Zombie it's always been on my radar, so might as well dip my toe in.

If your still taking concepts - couple of quick questions before I pitch and roll:

- In selecting Mutant as a Origin are we gaining the associated benefits/penalties (additional power, resources drop etc)? Just so I can factor that into the build :)

- Like Zen Gypsy am keen to know how we'll be integrated into the Krakoa status quo? Or is that something we'd potentially explore within the game? Curious so I can get a feel for where our fledging mutants views would stem from and responsibilities lie.

Cheers

1. Yes

2. I want to see back stories to see how they might fit into the theme.

Apologies in advance for the plethora of questions... So with using the Mutant Origin as written we gain a Rank in Endurance, but lose a rank in Resources.

Prenumbra (my character's working codename) had Incredible ranked Endurance, but this was limited to Remarkable as per your stipulation. With Mutants gaining a rank, would this put my character back up to Incredible rank or is the advantage effectively zeroed?


DM Lil" Eschie wrote:

Interested too!

Would the Ultimate powers handbook used?

si


The EN xould be as high as IN AFTER ranks have been distributed


Terevalis Unctio of House Mysti wrote:
The EN xould be as high as IN AFTER ranks have been distributed

Perfect - thanks for the clarification. What's your thoughts on my earlier query regards double rolling (Claws twice)?


No one needs to be an actual clone per se either.
Let's be honest, I cloned JUSTICE to create G-FORCE, but Marvel has tons and tons of repeat power arrays, especially for telekinetics and telepaths. Magneto & Polaris are basicallly the same power set too.

Mutant powers are genetic anyway. At somepoint, there should be a eugenics program tied to reproducing certain traits naturally, like WITHOUT cloning ...


I want character concepts to make sense. Dark force and claws, how does that work?


mutant

F 1d100 ⇒ 42 Excellent 20
A 1d100 ⇒ 70 Remarkable 30
S 1d100 ⇒ 30 Good 10
E 1d100 ⇒ 68 Remarkable 30

R 1d100 ⇒ 27 Good 10
I 1d100 ⇒ 10 Poor 4
P 1d100 ⇒ 85 Incredible 40

Endurance Incredible (40) maximum rank

Health 20+30+10+40=100
Karma 10+4+40=54

ressources Poor+1d100 ⇒ 43=0 Rank, still poor

Powers numbers (from "Ultimate power handbook, you can find it for reference on "Classic Marvel Forever" site, in "Ressources")
(+1 for mutant) 1d100 ⇒ 66 5/7 so 6/7
1-1d100 ⇒ 81Physical enhancement 1d100 ⇒ 19 Body resistance Rank: 1d100 ⇒ 40 Good

2-1d100 ⇒ 82energy emission 1d100 ⇒ 79 Shadowcasting Rank: 1d100 ⇒ 57Remarkable

3-1d100 ⇒ 55Magic 1d100 ⇒ 1 POwer simulation Rank: 1d100 ⇒ 34 Good

4-1d100 ⇒ 33Physical enhancement 1d100 ⇒ 96 Armor skin Rank: 1d100 ⇒ 38 Good

5-1d100 ⇒ 83Physical enhancement 1d100 ⇒ 34 Digestive adaptation Rank: 1d100 ⇒ 94 Amazing

6-1d100 ⇒ 90 Matter creation 1d100 ⇒ 9 Missile creation
Rank: 1d100 ⇒ 53 Remarkable

Must think about all that


Terevalis Unctio of House Mysti wrote:
I want character concepts to make sense. Dark force and claws, how does that work?

My gut instinct was that the claws were/are a manifestation of their ability to tap into the Darkforce, but I'm digging into Darkforce lore, there's very few mutants who utilise it: Darkling/Asylum, Darkstar and Azimuth are the ones that spring more immediately to mind.

Happy enough to reroll if the combo doesn't sit with you.

Think the problem with the randomised approach is you do end up with some bizarre combos that can be problematic at linking together to something thematically sound.


I think I said before that they did not have to be random.


Terevalis Unctio of House Mysti wrote:
I think I said before that they did not have to be random.

My bad, with hindsight should've waited until you'd posted some definitive recruitment guidelines for the game - would have saved some of the confusion and different approaches folk have had thus-far.

Regardless, think I'll duck out on this one - thanks for the responses.


Terevalis, I added a minor change to Thunderer's backstory, and I added a Part II that needs your approval for the campaign. If deemed unacceptable, I can easily remove it.

I also added a Personality tab.


waskally:
Why would Dr. Strange help? Couldn't you go to an X-man magic user, Magik, Amanda Sefton? Moonstar has a connection to things Asgardian as well.


Is everything capped at Remarkable, (stats, powers, ect?)


Terevalis:
Well, my thought was Thunderer knew Doctor Strange from the Historical Society Museum attempted heist, but I suppose Josef could ask Magik for help. She does use teleportation disks to travel through space and time. Using the teleportation disks would mean Magik and Thunderer would actually travel back in time fully, not just astrally; more dangerous, but could lead to a better story, and forge a relationship between Thunderer and Magik. Okay. I'll change it to Magik.

Any other issues with Thunderer's backstory, or does it pass your approval?


ElbowtotheFace wrote:
Is everything capped at Remarkable, (stats, powers, ect?)

The only stat, that could possible go to IN, right now is Endurance


TheWaskally wrote:
** spoiler omitted **

Let me reread with the changes.


Can't shake off the potential of this game or allure of the system, so taking on board your points re: randomisation I'm having a second tilt at a more coherent version of my character build if that's acceptable Terevalis?

If so wondering if you'd consider a tweak to the following power:

Solar Regeneration:

The hero with this Power heals as per Regeneration, but only heals the Power rank in Health every ten minutes he is in the sunshine. In darkness, inside buildings, and in other similar situations, the character heals normally. This Power has a minimum Power rank of the Endurance of the character + 1CS.

Would like to make this...

Shadow Regeneration:

The hero with this Power heals as per Regeneration, but only heals the Power rank in Health every ten minutes they are in the shadow or darkness. In daylight, inside lit buildings, and in other similar situations, the character heals normally. This Power has a minimum Power rank of the Endurance of the character + 1CS.


Step 1: Determine what kind of being the hero is and how he got his powers.

General Origins: Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.

Fighting: 1d100 ⇒ 60
Agility: 1d100 ⇒ 91
Strength: 1d100 ⇒ 39
Endurance: 1d100 ⇒ 27
Reason: 1d100 ⇒ 7
Intuition: 1d100 ⇒ 24
Psyche: 1d100 ⇒ 80

Step 3: Determine the hero's variable abilities.

Health ?
Karma ?
Resource: 1d100 ⇒ 24
Popularity 0

Step 4: Determine the hero's powers.

Powers Available: 1d100 ⇒ 57 4

Power 1: 1d100 ⇒ 13
Power Rank: 1d100 ⇒ 97

Power 2: 1d100 ⇒ 10
Power Rank: 1d100 ⇒ 50

Power 3: 1d100 ⇒ 90
Power Rank: 1d100 ⇒ 63

Power 4: 1d100 ⇒ 87
Power Rank: 1d100 ⇒ 26

Step 5: Determine the hero's talents.

Talents available: 1d100 ⇒ 96
Talent 1: 1d100 ⇒ 50
Talent 2: 1d100 ⇒ 84
Talent 3: 1d100 ⇒ 31
Talent 4: 1d100 ⇒ 68


It appears I have two Body Alterations- Offensive, what do I pick to get Omega Red like retractable arm tentacles?


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Black Dow wrote:

Can't shake off the potential of this game or allure of the system, so taking on board your points re: randomisation I'm having a second tilt at a more coherent version of my character build if that's acceptable Terevalis?

If so wondering if you'd consider a tweak to the following power:

** spoiler omitted **

Would like to make this...

** spoiler omitted **

Interesting, I like.


ElbowtotheFace wrote:
It appears I have two Body Alterations- Offensive, what do I pick to get Omega Red like retractable arm tentacles?

If you go to the link I shared with the rules, there is an X-Men supplement, I think called X-FORCES, that outline Omega Red. IIRC the arms are not his power but h8s death pheremones are.


From the X-Forces Campaign Guide it gives stats for Omega Red and his known powers are Life Energy Drain, Scent, Tentacles, and Limitations.


Ya, but IIRC those tentacles are artificial, malleable adanantium


This is Black Dow's WIP - Stygia. Curious to know what you think so far regards the pure crunch. Missing some sort of offensive power, but then again she might not need one?

Am drawing backstory and origin from a few different places, so need to narrow that down more.


Carbonadium - So would that be something that would have to be bought with resources?


Terevalis Unctio of House Mysti wrote:
Let me reread with the changes.

Changes made to Thunderer. Added some more backstory concerning his adjustment to Krakoa, along with Magik's assistance.


Perhaps I should explain what I am trying to do with the character and see if there is a way to achieve it. While unfortunately similar to Omega Red, seeing on of the options available Health Drain Touch with a Power Stunt allows transferring health from myself to another so the idea was to be able to grab two people (one ally and one enemy) at range (with tentacles) drain the enemy and then transfer it to ally.


Hmmm looks like Heath Drain counts as 2 powers so back to the drawing board....


MSH - Stygia wrote:

This is Black Dow's WIP - Stygia. Curious to know what you think so far regards the pure crunch. Missing some sort of offensive power, but then again she might not need one?

Am drawing backstory and origin from a few different places, so need to narrow that down more.

the crunch is very interesting.


ElbowtotheFace wrote:
Perhaps I should explain what I am trying to do with the character and see if there is a way to achieve it. While unfortunately similar to Omega Red, seeing on of the options available Health Drain Touch with a Power Stunt allows transferring health from myself to another so the idea was to be able to grab two people (one ally and one enemy) at range (with tentacles) drain the enemy and then transfer it to ally.

Would that also incapacitate or grabble/grab the ally?


TheWaskally wrote:
Terevalis Unctio of House Mysti wrote:
Let me reread with the changes.
Changes made to Thunderer. Added some more backstory concerning his adjustment to Krakoa, along with Magik's assistance.

I will try to take a look later on today.


Terevalis Unctio of House Mysti wrote:
MSH - Stygia wrote:

This is Black Dow's WIP - Stygia. Curious to know what you think so far regards the pure crunch. Missing some sort of offensive power, but then again she might not need one?

Am drawing backstory and origin from a few different places, so need to narrow that down more.

the crunch is very interesting.

Cool. Now the hard part - a decent X-Origin :)


How is everyone doing in terms of creation and origin stories?


Awaiting your approval. Thunderer


Pathfinder Adventure Path Subscriber
Terevalis Unctio of House Mysti wrote:
How is everyone doing in terms of creation and origin stories?

I'm still bouncing around ideas in my head. I'm reluctant to go with the Storm-clone character because it hews too close to Thunderer's power set. So I'm trying to brainstorm another character.

One more time, using the UPB:

Powers: 1d100 ⇒ 89 8 powers!!! Yeesh!

1 Power Class: 1d100 ⇒ 47 Matter Control

2 Power Class: 1d100 ⇒ 13 Energy Control

3 Power Class: 1d100 ⇒ 73 Physical Enhancement

4 Power Class: 1d100 ⇒ 100 Travel

5 Power Class: 1d100 ⇒ 34 Lifeform Control

6 Power Class: 1d100 ⇒ 51 Matter Conversion

7 Power Class: 1d100 ⇒ 54 Matter Creation

8 Power Class: 1d100 ⇒ 26 Fighting

Lot of control powers. Let's see if I just choose those.

Matter Control: 1d100 ⇒ 32 -- Disruption
Energy Control: 1d100 ⇒ 15 -- Coldshaping Catalytic Control
Lifeform Control: 1d100 ⇒ 55 -- Mind Control (doesn't fit)
Matter Conversion: 1d100 ⇒ 79 -- Ionization
Matter Creation: 1d100 ⇒ 14 -- Elemental Creation

(And since I rolled it, Travel is just too nice to have)
Travel: 1d100 ⇒ 27 -- Hyper digging Telereformation

Okay, with that batch of craziness, I think something's starting to take shape. The character's hero name is Valence, with the general Macro-mutant power of controlling the bonds between matter at an atomic level.

Power Stunts/powers already demonstrated:
Disruption 1d100 ⇒ 75 Rm 30 -- being able to break down the bonds between matter, and generally reducing material to dust or sand.
Catalytic Control 1d100 ⇒ 31 Gd 10 -- being able to slow down or speed up chemical reactions.
Ionization 1d100 ⇒ 31 Gd 10 -- Charging matter with energy
Telereformation 1d100 ⇒ 21 Gd 10 -- The big trick, actually breaking their body down and rebuilding it someplace else.

============================
Terevalis, what are your thoughts? If you like the idea of the Storm-clone and don't mind him and Thunderer being similar in power types, I'm still interested in going forward with Tempest.

However, I think Valence has potential powers-wise. I'll come up with a different backstory -- obviously. Let me know which one you think will work with the game you have in mind.


Stalwart wrote:
Terevalis, what are your thoughts? If you like the idea of the Storm-clone and don't mind him and Thunderer being similar in power types, I'm still interested in going forward with Tempest.

I know I wasn't asked, but if I may give my opinion; I think Tempest and Thunderer being on the same team might be interesting RP-wise. Thunderer, being infatuated with Storm, suddenly finds himself on a team with a younger form of Ororo. And both mutants come from legacies and have to come with grips what that means to both of them.


I have scrapped the original idea and working on a 4 armed monkey girl....


Stalwart wrote:
Terevalis Unctio of House Mysti wrote:
How is everyone doing in terms of creation and origin stories?

I'm still bouncing around ideas in my head. I'm reluctant to go with the Storm-clone character because it hews too close to Thunderer's power set. So I'm trying to brainstorm another character.

** spoiler omitted **

Okay, with that batch of craziness, I think something's starting to take shape. The character's hero name is Valence, with the general Macro-mutant power of controlling the bonds between matter at an atomic level.

Power Stunts/powers already demonstrated:
Disruption 1d100 Rm 30 -- being able to break down the bonds between matter, and generally reducing material to dust or sand.
Catalytic Control 1d100 Gd 10 -- being able to slow down or speed up chemical reactions.
Ionization 1d100 Gd 10 -- Charging matter with energy
Telereformation 1d100 Gd 10 -- The big trick, actually breaking their body down and rebuilding it someplace else....

Interesting.


TheWaskally wrote:
Awaiting your approval. Thunderer

Given!


TheWaskally wrote:
Stalwart wrote:
Terevalis, what are your thoughts? If you like the idea of the Storm-clone and don't mind him and Thunderer being similar in power types, I'm still interested in going forward with Tempest.
I know I wasn't asked, but if I may give my opinion; I think Tempest and Thunderer being on the same team might be interesting RP-wise. Thunderer, being infatuated with Storm, suddenly finds himself on a team with a younger form of Ororo. And both mutants come from legacies and have to come with grips what that means to both of them.

I think that would be up to you guys.


How many submissions do we have so far?


G-Force
Tempest
Thunderer
Valence
Stygia
and maybe a couple rolled, but not yet named?


That is what I was thinking.


Any thoughts on a Pheonix-Force based character?

A legacy varient kinda like Tempest & Thunderer?

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