Children of the Atom (Inactive)

Game Master DeJoker

Mutants of the School for the Gifted
The characters are heroes/heroines each striving to help make the world a better place for both mutants and normals. But as always there are those who do not think mutants belong in the world of normals and others who feel that since they can they should exploit the world for their own benefits. Then of course there are the other individuals that fill out the full spectrum of the Marvel Universe. This game takes place in a slightly alterred universe within its own timeline within the multiverse a sort of What If if you will where somethings are different and somethings remain the same.


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Again

Alt BOA: 1d10 ⇒ 9


Okay PEP

PEP: 1d100 ⇒ 97


Okay PEP again

PEP: 1d100 ⇒ 89


Okay wanted to make sure everyone knows that I have not disappeared. Further I do plan on launching this game. However running multiple threads within Paizo is not possible making running the game directly from here rather impossible without using multiple chat sessions. I have set up a Discord Server for running this game but no one has sent a friends request from this game so it is sort of just sitting in hiatus until players show a solid interest in utilizing that as a means to play this game.

My apologise but this forum is just too extremely limited to run a game such as this in my opinion that is. If you are wanting to play please contact me in Discord at DeJoker#1460 and we can get things moving forward regardless of how many players we do or do not have. Aka I will run a solo mission if that is all we have.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just in case you're still looking for players, sending DM via Discord.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It might make sense to change that Healing to Regeneration (or make it self only?), and maybe tag the sensory deprivation onto the claws so he's got claws that have a poison that renders opponents senseless?

Dunno, welcome feedback.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Fighting 1d100 ⇒ 53 EX (16)
Agility 1d100 ⇒ 40 EX (16)
Strength 1d100 ⇒ 44 EX (16)
Endurance 1d100 ⇒ 67 RM IN (36)
Reason 1d100 ⇒ 56 EX (16)
Intuition 1d100 ⇒ 48 EX (16)
Psyche 1d100 ⇒ 78 RM (26)

Health 84
Karma 58

Resources 1d100 ⇒ 52 TY
Popularity 0

# Powers 1d100 ⇒ 56 Three Four (/4)
# Talents 1d100 ⇒ 11 One (/6)
# Contacts 1d100 ⇒ 96 Three (/4)

Power Categories
1d100 ⇒ 93 Body Alteration Defenses
1d100 ⇒ 85 Body Alteration Offenses
1d100 ⇒ 90 Body Alteration Offenses
1d100 ⇒ 43 Body Control

Powers
1d8 ⇒ 7 Healing
1d10 ⇒ 9 Sensory Deprivation Touch
1d10 ⇒ 5 Claws
1d10 ⇒ 1 Growing/Shrinking

Ranks
1d100 ⇒ 76 RM
1d100 ⇒ 99 AM
1d100 ⇒ 40 EX
1d100 ⇒ 91 IN

Talents
1d100 ⇒ 5 Weapon Skills
1d8 ⇒ 5 Sharp Weapons

Contacts
1d100 ⇒ 32 Scientific
1d100 ⇒ 59 Scientific
1d100 ⇒ 67 Political

1d8 ⇒ 6 Physics
1d8 ⇒ 4 Genetics
1d6 ⇒ 4 Foreign National

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So, this guy I rolled- I was thinking thematically it might either work to combine the claws with the deprivation touch as I mentioned (like a blinding poison on the claws or some such) and maybe make the healing regeneration or making it so it works on self (only) as a kind of combo with the growth/shrinking (ability to heal through altering molecules of damaged tissue and replacing it with healthy) or going the other way with keeping healing healing and making the deprivation make it so people don't feel pain and maybe making the growth/shrinking work on others by touch -not sure where the claws fit in there.

Trying to come up with a way to make the random fit together.

((Copied over from Discord))

Edit: I'm also wondering if I drop one of my other powers I could grow and shrink? Switch a power out for growth and keep shrink at IN for example.


Making rolls and stuff!

Fighting: 1d100 ⇒ 11 - Typical (5)
Agility: 1d100 ⇒ 62 - Excellent (16)
Strength: 1d100 ⇒ 36 - Good (8)
Endurance: 1d100 ⇒ 75 - Remarkable (26)
Reason: 1d100 ⇒ 9 Typical (5)
Intuition: 1d100 ⇒ 28 - Typical (5)
Psyche: 1d100 ⇒ 1 - Feeble (1)

Health = 55
Karma = 11
Resources: 1d100 ⇒ 87 = Excellent
Popularity: 0

To help with those awesome rolls, I am going to be a mutant. That means my stuff changes and I gain an additional power too.

Fighting - Typical (5)
Agility - Excellent (16)
Strength - Good (8)
Endurance - Incredible (36)
Reason - Typical (5)
Intuition - Typical (5)
Psyche - Feeble (1)

Health - 65
Karma - 11
Resources - Good
Popularity - 0

Powers: 1d100 ⇒ 32 - 4/4
Talents: 1d100 ⇒ 62 - 3/4
Contacts: 1d100 ⇒ 5 - 0/4

Power #1: 1d100 ⇒ 60 - Distance Attacks
Specific Power: 1d10 ⇒ 3 - Ice Generation
Power #1 Rank: 1d100 ⇒ 83 - Incredible

Power #2: 1d100 ⇒ 27 - Energy Control
Specific Power: 1d10 ⇒ 4 - Sound Manipulation
Power #2 Rank: 1d100 ⇒ 98 - Amazing

Power #3: 1d100 ⇒ 26 - Energy Control
Specific Power: 1d10 ⇒ 3 - Light Manipulation
Power #3 Rank: 1d100 ⇒ 25 - Excellent

Power #4: 1d100 ⇒ 27 - Energy Control
Specific Power: 1d10 ⇒ 6 - Gravity Manipulation
Power #4 Rank: 1d100 ⇒ 34 - Excellent

Talent #1 Category: 1d100 ⇒ 87 -Mystic and Mental Skills
Specific Talent: 1d6 ⇒ 1 - Trance

Talent #2 Category: 1d100 ⇒ 37 - Fighting Skill
Specific Talent: 1d6 ⇒ 4 - Martial Arts D

Talent #3 Category: 1d100 ⇒ 77 - Scientific Skill
Specific Talent: 1d8 ⇒ 7 - Engineering

Oh man. This guy is somebody for sure.


It's been a while since I've rolled for MSH, but I always loved the system.

I'll give it a shot.

Fighting: 1d100 ⇒ 91
Agility: 1d100 ⇒ 53
Strength: 1d100 ⇒ 59
Endurance: 1d100 ⇒ 74
Reason: 1d100 ⇒ 36
Intuition: 1d100 ⇒ 23
Psyche: 1d100 ⇒ 54

Powers: 1d100 ⇒ 6
Talents: 1d100 ⇒ 52
Contacts: 1d100 ⇒ 38


Fighting In 36
Agility Ex 16
Strength Ex 16
Endurance Re 26
Reason Gd 8
Intuition Gd 8
Psyche Ex 16

Health 94
Karma 32
Resources Ability Modifier: 1d100 ⇒ 53
Popularity 0

Powers 2/4
Talents 2/5
Contacts 1/4

Powers (3)

Power Category 1: 1d100 ⇒ 31

Power Category 2: 1d100 ⇒ 24

Power Category 3: 1d100 ⇒ 21

Power Rank 1: 1d100 ⇒ 4

Power Rank 2: 1d100 ⇒ 6

Power Rank 3: 1d100 ⇒ 35

Specific Power 1: 1d10 ⇒ 2

Specific Power 2: 1d10 ⇒ 2

Specific Power 3: 1d10 ⇒ 4

Talent Category 1: 1d100 ⇒ 24

Talent Category 2: 1d100 ⇒ 18

Individual Talent Skills 1: 1d10 ⇒ 9

Individual Talent Skills 2: 1d10 ⇒ 4

Contact Category 1: 1d100 ⇒ 35

Contact Category 2: 1d100 ⇒ 5

Individual Contacts 1: 1d10 ⇒ 8

Individual Contacts 1: 1d8 ⇒ 5


Resources +1/-1 mutant

Power Category 1: Energy Control: Electrical Manipulation Poor
Power Category 2: Matter Control: Air Control Poor
Power Category 3: Energy Control: Sound Control Excellent

Individual Talent Skill 1: 1d6 ⇒ 3 Fighting Skill
Individual Talent Skill 2: 1d8 ⇒ 8 Weapon Skill

Individual Contact 1: 1d8 ⇒ 1 Scientific

Individual Contact 2: 1d12 ⇒ 4 Professional


Fighting Skill:Martial Arts C Wrestling
Weapon Skill: Weapon Specialist

Scientific Contact: Chemistry
Professional Contact: Military

Hmm. Pretty much crapped out on the powers. I'll have to think long and hard about this array.


Okay Brother Fen I will look things over and make sure we hash things out so we can get started


Since I rolled Weapon Specialist, does that mean I have to drop Wrestling to keep it or do I roll a different skill?


Okay Brother Fen I will look this over and get back to you.


Re-rolling Weapon Specialization, since it's two slots.

Individual Talent Skill 2:: 1d8 ⇒ 3


Santiago Alvarez was your average teenager of Hispanic descent living in the border town of Juarez. During an outing to the local zoo, his powers manifested when he accidentally released an electrical discharge that injured several of his classmates. Fearing persecution from the authorities, Santiago ran away from home and found a new life as a masked Luchador, El Electrico, traveling through Mexico and the American Southwest. Santiago's abilities allowed him to adapt to his new lifestyle very quickly and he soon became known for his unbelievable leaping ability which made him a star on the local circuit. One night, he was accosted by another luchador who had become jealous at El Electrico's rise in popularity. Santiago blasted the wrestler with electricity and left him for dead. Fearing discovery again, he fled to the School for Gifted Mutants seeking help.


Shocking!


I liked that one you had in Discord so much more it seemed so much more fitting ;)


The avatar? Yeah, there aren't good wrestler avatars here.


That is okay we know what this character really looks like ;)


Still here. :)


Thank as so am I and the plate is beginning to to look a bit more manageable. And once more my apologies for the delays just all the feelers had came back all at once.


Talent: 1d100 ⇒ 39
Fighting: 1d6 ⇒ 1


So, is recruitment reopened?


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That would be a yes ElbowToTheFace the how to is outline in the Campaign tab and the submissions are done in the Discussion tab.


How many characters are you looking to recruit?


The more the merrier but yeah probably 3 to 5 more at the most.


Rolls:

Fighting: 1d100 ⇒ 100
Agility: 1d100 ⇒ 57
Strength: 1d100 ⇒ 72
Endurance: 1d100 ⇒ 9
Reason: 1d100 ⇒ 82
Intuition: 1d100 ⇒ 35
Psyche: 1d100 ⇒ 50
Resource Modifier: 1d100 ⇒ 4
Powers: 1d100 ⇒ 68
Contacts: 1d100 ⇒ 66
Talents: 1d100 ⇒ 58

More Rolls:

Power Categories 1: 1d100 ⇒ 84
Power Categories 2: 1d100 ⇒ 8
Power Categories 3: 1d100 ⇒ 2
Power Categories 4: 1d100 ⇒ 33
Power Categories 5: 1d100 ⇒ 47

Talent Categories 1: 1d100 ⇒ 16
Talent Categories 2: 1d100 ⇒ 64

Contact Categories 1: 1d100 ⇒ 85
Contact Categories 2: 1d100 ⇒ 53

And More? Yup!:

Individual Power 1: 1d10 ⇒ 1
Individual Power 2: 1d10 ⇒ 9
Individual Power 3: 1d12 ⇒ 2
Individual Power 4: 1d10 ⇒ 2
Individual Power 5: 1d10 ⇒ 3

Individual Talent 1: 1d8 ⇒ 3
Individual Talent 2: 1d10 ⇒ 1

Individual Contact 1: 1d6 ⇒ 1
Individual Contact 2: 1d8 ⇒ 1


Last One, unless I missed something.:

Power 1 Rank: 1d100 ⇒ 16
Power 2 Rank: 1d100 ⇒ 42
Power 3 Rank: 1d100 ⇒ 22
Power 4 Rank: 1d100 ⇒ 91
Power 5 Rank: 1d100 ⇒ 53


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Could Thunderer return?


'Ţhųńdèręr' wrote:
Could Thunderer return?

I hope so


How much fenagling are we allowed to adjust rolls and such?
I have a concept for what was rolled but it is very Electric based and I feel there would be a lot of overlap with Thunderer. But in my mind I was hoping to come away with something akin to a hybrid of Toad and The Blob


F: 1d100 ⇒ 16 Typical

A: 1d100 ⇒ 87 Incredible

S: 1d100 ⇒ 4 Poor

E: 1d100 ⇒ 43 Excellent

R: 1d100 ⇒ 69 Remarkable

I: 1d100 ⇒ 26 Good

P: 1d100 ⇒ 9 Poor

-----

Resources: 1d100 ⇒ 96 Incredible

Contacts: 1d100 ⇒ 20 0/4

Talents: 1d100 ⇒ 43 2/5

Talents:

Talent 1.: 1d100 ⇒ 100 Other Skills
Skill: 1d8 ⇒ 7 Repair/Tinkering

Talent 2.: 1d100 ⇒ 34 Fighting Skills
Skill: 1d10 ⇒ 10 Acrobatics

Powers:

Powers: 1d100 ⇒ 78 5/5

Power Category: 1d100 ⇒ 47 Energy Control
1. Power: 1d10 ⇒ 3 Gravity Manipulation
Power Rank: 1d100 ⇒ 89 Incredible

Power Category: 1d100 ⇒ 12 Body Control
2. Power: 1d10 ⇒ 7 Invisibility
Power Rank: 1d100 ⇒ 95 Incredible

Power Category: 1d100 ⇒ 28 Movement
3. Power: 1d10 ⇒ 3 Teleportation*
Power Rank: 1d100 ⇒ 18 Amazing

Power Category: 1d100 ⇒ 69 Energy Control
4. Power: 1d10 ⇒ 4 Electrical Control
***(Dropping this power as Teleportation takes 2 power slots)***
Power Rank: 1d100 ⇒ 59 Good

Power Category: 1d100 ⇒ 22 Distance Attack
5. Power: 1d10 ⇒ 3 Fire Generation
Power Rank: 1d100 ⇒ 26 Remarkable

I'm thinking of calling him Poltergeist, he's wheelchair-ridden most of the time, and uses a cane when he's in the field. He'll use his Invisibility almost all the time in combat (Maybe he'll keep an item of clothing visible so his team knows where he is, like a bowtie or something), and use Gravity Manipulation to "Fly" as needed. Teleportation will be strenuous for him (Roleplay), but he can help move the team around with it.

That's just off the top of my head, right now.
NOT the kind of character I was expecting, at all, but that's the fun of randomizing, right?


Previous players with their previous characters are more than welcome to rejoin as long as the previous character is still here and I can reference its original creation.

As for newly created characters I will look them over to see what I think as sometimes I make adjustments based on the game and how the character might be themed by using its current set of rolls as sometimes you can re-theme it without changing the rolls by using creative aesthetics.


I'm looking forward to meeting these new characters.


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Thanks Bantha and I am looking forward to getting the games into a full running mode. Sure wish I could dedicate my entire day to this like I used to ;) but alas I have that annoying thing called life and bills that I must attend to. But I do have my eye on this and I am working on getting the next piece in place, I have to refresh my memory on the guidelines and make some simple notes so I do not forget going forward.

I might have a memory like a steel sieve at times but some days the holes are bigger than others.


Any progress?


F1d100 ⇒ 100 Amazing
A1d100 ⇒ 81 Incredible
S1d100 ⇒ 91 Amazing
E1d100 ⇒ 22 Good
R1d100 ⇒ 72 Remarkable
I1d100 ⇒ 99 Amazing
P1d100 ⇒ 47 Excellent

Resources1d100 ⇒ 64 Remarkable
Contacts1d100 ⇒ 26 1/4
Talents1d100 ⇒ 98 4/4

Talent 1 1d100 ⇒ 89
Skill 1d10 ⇒ 5 Mesmerism / Hypnosis

Talent 2 1d100 ⇒ 55
Skill 1d10 ⇒ 6 Journalism

Talent 3 1d100 ⇒ 18
Skill 1d10 ⇒ 4 Thrown Weapon

Talent 4 1d100 ⇒ 41
Skill 1d10 ⇒ 2 Martial Arts B

Powers 1d100 ⇒ 37 3/4

Power Cat. 1d100 ⇒ 38 Energy Control
Power 1d10 ⇒ 5 Light Manipulation
Rank 1d100 ⇒ 4 Feeble

Power Cat. 1d100 ⇒ 63 Distance Attack
Power 1d10 ⇒ 7 Stunning Missle
Rank 1d100 ⇒ 32 Good

Power Cat. 1d100 ⇒ 86 Body Alt. Offensive
Power 1d10 ⇒ 9 Rotting Touch
Rank 1d100 ⇒ 3 Feeble

Mutant
Power Cat 1d100 ⇒ 21 Matter COntrol
Power 1d10 ⇒ 4 Air Control
Rank 1d100 ⇒ 97 Amazing

Ok, that interesting. Terrible Powers, Insane stats


Two punches a turn at Amazing Strength is more than the majority of MSH characters can do. So that's all the character many of us would need. :-) And of course that's a perfect Martial Art you rolled for a Strong Person.

Doesn't the Air Control give you flight? That's pretty awesome. If not, is Flight an optional power? Because you can drop any of your previously-rolled powers to take an optional power. Wind blasts might be another option.

You are also rich and brilliant, so you can start working on your body armor/armor suit too.


Esteban "Bantha" wrote:

Two punches a turn at Amazing Strength is more than the majority of MSH characters can do. So that's all the character many of us would need. :-) And of course that's a perfect Martial Art you rolled for a Strong Person.

Doesn't the Air Control give you flight? That's pretty awesome. If not, is Flight an optional power? Because you can drop any of your previously-rolled powers to take an optional power. Wind blasts might be another option.

You are also rich and brilliant, so you can start working on your body armor/armor suit too.

or just call Tony Stark and ask to collaborate.

I keep hoping this will actually happen.
After getting my hand slapped, i backed off, but I'm here if we want me.


here's a roll for the role

Fighting: 1d100 ⇒ 43
Agility: 1d100 ⇒ 91
Strength: 1d100 ⇒ 12
Endurance: 1d100 ⇒ 40
Reason: 1d100 ⇒ 100
Intuition: 1d100 ⇒ 47
Psyche: 1d100 ⇒ 93

Fighting: 1d100 ⇒ 43 Excellent
Agility: 1d100 ⇒ 91 Incredible
Strength: 1d100 ⇒ 12 Typical
Endurance: 1d100 ⇒ 40 Good
Reason: 1d100 ⇒ 100 Amazing
Intuition: 1d100 ⇒ 47 Excellent
Psyche: 1d100 ⇒ 93 Incredible

Fighting: 16
Agility: 36
Strength: 5
Endurance: 8
Reason: 46
Intuition: 16
Psyche: 36

Health: 65
Karma: 98

Generating Powers: 1d100 ⇒ 62
Powers
4/4

Talents
3/4

Contacts
2/4

Power Categories Table: 4d100 ⇒ (96, 50, 42, 11) = 199

Body Alterations/Defensive: 1d10 ⇒ 7
Body Controls: 1d10 ⇒ 9
Body Controls: 1d10 ⇒ 5
Movement: 1d10 ⇒ 10

Claws *interesting*
Blending Power/Absorption
Shape-Shifting/Imitation
Climbing/Digging/Dimensional Travel*

Talent Category: 3d100 ⇒ (25, 86, 44) = 155

Fighting Skills: 1d10 ⇒ 5
Mystical and Mental Skills: 1d10 ⇒ 5
Fighting Skills: 1d10 ⇒ 10

Martial Arts E
Mesmerism and Hypnosis
Acrobatics

Lol talk about an undercover agent


Did you use DeJoker's system or the Advanced Player's Book?

And welcome!


Marvel Superheroes Advanced Players Book is what I used. Was I not supposed to?

And Thanks, nice to meet you too.


CucumberTree wrote:
Marvel Superheroes Advanced Players Book is what I used. Was I not supposed to?

Check out the first post in Campaign Info. You might want to make a new character with DeJoker's rules. Or use your rolls and apply DeJoker's rules.

Who else is still here?

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