Hybrid World (Inactive)

Game Master Reckless


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FluidSynchronicity wrote:


It is, cause that’s the master copy! You can make a copy of it using the file function then edit it for your character!

Ah ha! I was wondering about that too. Very cool.

When is the deadline, again?


I believe this Sunday the 12th!


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GM SuperTumbler: The Sentry (Super soldier/Super-boy) (Full Build)

Atlas2112: Lex Luthor (Iron man/Lex Luthor Combo) (Full Build)

Critzible: Oddball 2 (Acrobat/Circus of Crime) (Full Build)

Philo Pharynx: Nightwing (Kurt Grayson) (Dick Grayson/Nightcrawler combo) (Full build)

Jubal Breakbottle: Mariner (Noah Weatherby) (Storm/Aquaman combo) (Full Build)

FluidSynchronicity: Dazzling Canary (Amelia DuBose) (Dazzler/Black Canary Combo) (Full Build)

Tarondor: The Vision (Hourman/Vision Combo) (Full Build)

Joe the Adventurer: Powerstorm (Richard Jones) (Hulk/Firestorm Combo)

Nathan "Cable" Grey: (Northstar & Johnny Quick combo)

Monkeygod: Damian LeBeau (Damian Wayne/Gambit/Longshot)

ElbowtotheFace: Mutant Red-Hood

Black Dow:

DeathQuaker:

Jason "Rion" Prince:

TheWaskally:

I made a quick list of the folks I saw for convenience of what folks have planned. If I missed you or messed up something for you let me know and I'll adjust it!


Pathfinder Roleplaying Game Superscriber

Thanks for putting that together.

I gotta say, this is a comic book I'd read! I'm picturing a limited 12-part graphic novel.


Anyone know what edition This Site is?

It's been pretty helpful to me, in any event. Figured I'd share.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Powerstorm wrote:

Anyone know what edition This Site is?

It's been pretty helpful to me, in any event. Figured I'd share.

It's 3rd edition, it just uses some substitute names for a couple of the mechanic devices (power points and hero points IIRC, been awhile.)


Here's a site to benchmark building a character. And lots of examples of characters, but some links are dead.

cheers

RPG Superstar 2015 Top 8

I think I am going to withdraw from this. The main concept I was thinking of was not quite gelling, and while as a backup I was thinking about reworking my character Fusion from your Amalgam game, she was sort of a Firestormish character and that bumps too close to another submission. Probably best I focus on my existing games anyway.

Good luck all.


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Sentry Art


Reckless, and those M&M veterans who may have experiences,

I went to the FB group for M&M, and apparently 'Luck Control/Luck Powers' are seen as super problematic by many. With some going so far as to outright ban them at their table.

Am I going to have worry about that for my character? If I give him sort of Luck based power, am I less likely to be picked, or have my power nerfed?


I think it depends on the power. Some of the options are pretty serious and usually require the player and gm to have the same idea of how they work.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Monkeygod wrote:

Reckless, and those M&M veterans who may have experiences,

I went to the FB group for M&M, and apparently 'Luck Control/Luck Powers' are seen as super problematic by many. With some going so far as to outright ban them at their table.

Am I going to have worry about that for my character? If I give him sort of Luck based power, am I less likely to be picked, or have my power nerfed?

I think using it for open arrays to allow luck to accomplish anything and everything or for the "I win" button would be a problem. If you write it up more as a nice things happen to me/I sometimes get rerolls/specific powers with the "luck" descriptor, it should be a problem.

This question made me think of Marvel's original lucky heroine, Shamrock.

Grand Lodge

Reckless wrote:
Monkeygod wrote:

Reckless, and those M&M veterans who may have experiences,

I went to the FB group for M&M, and apparently 'Luck Control/Luck Powers' are seen as super problematic by many. With some going so far as to outright ban them at their table.

Am I going to have worry about that for my character? If I give him sort of Luck based power, am I less likely to be picked, or have my power nerfed?

I think using it for open arrays to allow luck to accomplish anything and everything or for the "I win" button would be a problem. If you write it up more as a nice things happen to me/I sometimes get rerolls/specific powers with the "luck" descriptor, it should be a problem.

This question made me think of Marvel's original lucky heroine, Shamrock.

Shamrock nice


I stumbled upon Shamrock as I was doin research into luck based heroes! Not sure I had heard of her before the other day!

There's some stuff in the Powers Profile that I liked. I'll copy them here later for approval. Gonna take a lil nap, as my sleep has been all hecked up due to a bad bout of tinnitus.


quick question for backstory on my second character option, is Bruce Wayne also all in on the mutants should die thing or is he more moderate?


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Also question for the M&M savants, is there any way to do a power like protection for the other defenses? Its purely flavor where it comes from but I'd like a bonus to dodge from a power rather than a baseline increase.


Getting there on my submission - spent the weekend searching the archives for ideas that popped.

Hoping to have O.M.A.X-23 ready by deadline - a hydrid of OMAC and X-23 (if it wasn't obvious).


Character Concept:

While publicly developing the SIT-T, Tony and Mary Stark secretly also developed the Stark Industries - Xecutioner mutant hunter, similar to Ultron and the Sentinels, but capable of artificial intelligence. A dozen of these units were deployed and as far as anyone knows, none survived. This was due to mutants destroying them, hackers co-opting them, or wear-and-tear related retirement. SI-X 6, however, stopped functioning for an entirely different reason. A young mutant girl named Beignet demanded to know why she must die just for being different. If that were true, SIX-6 would have to kill itself as well for being different. This thought paralyzed the mighty robot with indecision and self-doubt. Beignet escaped and SI-X 6 developed a conscience and a "higher calling." It would be a hero, not an executioner, and dedicate itself to combatting villainy and re-programming any robots, droids, living computers or evil toaster ovens to serve good instead of evil.

Help Wanted:
I tried to build this in the spreadsheet that was provided, (thank you!) but didn't know enough of the rules to balance it or not forget something pivotal. If the offer to help is still there, I'd like SI-X 6 to have the following:

High Strength and combat abilities
Very high physical defense and some energy defense. (Mostly immune to mind control because it has no mind.) Hard to hack.
Some energy absorption that recharges his batteries if there are enough points left over.
Mutant detection. Is there a power detection, like in Marvel? Then that.
Rocket boots, like a sentinel.
Infrared vision. Enhanced hearing, no sense of smell.
A built-in spear or lance of some sort that penetrates armor. (Armor piercing in Champions)
Computer programming and robot repair skills.
Good perception. Mediocre Dex. High Toughness
Limitations would be its distinctive appearance, distrust from the mutant and alien communities, need to recharge, obsession with re-programming other intelligent machines, lack of ranged attacks.


I need some help, as I don't fully understand what I'm reading.

Can somebody explain exactly what does Find Weakness, Defensive Luck, and Lucky Dodge do(from Power Profiles)?

Find Weakness:

FIND WEAKNESS
You have a remarkable ability to find a target’s “weak
spots”, allowing you to overcome otherwise impervious
defenses.

If you can provide this benefit to others—making their
attacks “lucky” enough to hit the target’s weak spots—
apply the Affects Others and Perception Ranged modifiers,
increasing cost to 3 points per rank.

Weakness: Enhanced Extra (Penetrating), Variable
Descriptor (Attacks), Quirk (Limited to Lower of Attack or
Extra’s Rank, –1 point) • 1 point per rank

Defensive Luck:

DEFENSIVE LUCK
You are lucky enough that what would be a finishing blow
for someone else becomes merely a graze or scratch for
you, or even nothing at all, although you are physically no
tougher than anyone else.

Defensive Luck: Protection, Sustained • 1 point per rank

Lucky Dodge:

LUCKY DODGE
You have incredible luck in avoiding attacks, managing to
not be there when the attack lands. You even avoid some
unexpected attacks by circumstance: bending over the tie
your shoelace or pick up a coin, for example, at just the
right moment.

Lucky Dodge: Enhanced Advantage 1 (Uncanny Dodge),
Enhanced Dodge, Enhanced Parry • 1 point + 1 point per rank
of Enhanced Defense or 2 points for both.

Also, I'm considering the Lucky power(also from PP), but need two questions answered:

1) Would it stack with the Luck Advantage, as it is based off of that?

2) Could we make use of the Expanded Luck options?

Lucky:

LUCKY
You’re exceptionally fortunate, due to some supernatural
blessing or an unconscious ability to bend probabilities in
your favor. Your luck is finite, however, and can “run out” if
you rely too heavily upon it. As with the regular Luck advantage,
Lucky is limited to half the series power level and
stacks with Luck (with the total rank being limited to half
the series PL). If the Expanded Luck option (previously)
is in use, then this power can provide any of the various
types of Luck, up to the given power level limits.

Lucky: Enhanced Advantage (Luck) • 1 point per rank

Expanded Luck:

The Luck advantage (Deluxe Hero’s Handbook, page
139) provides only one of the benefits for spending
a hero point: re-rolling a die roll. At the GM’s option,
the advantage may be expanded to include other hero
point benefits. When you take the Luck advantage,
decide what benefit each rank provides: Edit Scene,
Heroic Feat, Improve Roll (the default benefit), Inspiration,
Instant Counter, or Recover. (Deluxe Hero’s Handbook,
page 21) That rank of Luck may be used for that
benefit only.
If this option is in use, you may wish to extend the rank
limit of the Luck advantage to the full series power level
(rather than half, as usual) but with each particular benefit
still limited to half PL. So a hero in a PL12 series can have
up to 12 ranks of Luck, but no more than 6 applied to any
single benefit.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
FluidSynchronicity wrote:
quick question for backstory on my second character option, is Bruce Wayne also all in on the mutants should die thing or is he more moderate?

Pretty sure Bruce Wayne is "Mutants are just like normal people, but with powers. Have a plan." rather than hating/fearing/persecuting them, he will use those who would fight for justice alongside him like he does everyone else, and always be prepared to defeat them should they turn against that cause. Because he's Batman, and the cause and how it's executed are all that matter to him.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
FluidSynchronicity wrote:
Also question for the M&M savants, is there any way to do a power like protection for the other defenses? Its purely flavor where it comes from but I'd like a bonus to dodge from a power rather than a baseline increase.

Enhanced Trait ("Enhanced Dodge")

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Monkeygod wrote:


Weakness: Enhanced Extra (Penetrating), Variable
Descriptor (Attacks), Quirk (Limited to Lower of Attack or
Extra’s Rank, –1 point) • 1 point per rank.

This basically grants the Penetrating Effect to any attacks affected by it.

It is limited to either the attack's rank or the Find Weakness rank, whichever is lower.

So, if you have a Rank 10 Find Weakness and use it with say a rifle with 4 ranks of damage, the Penetrating is only 4. If you use it with a Rank 12 power blast, the penetration would cap out at 10 (the Find Weakness rank)

Penetrating forces damage against Impervious Defense applied against an attack.

Impervious Defense ignores anything less than half it's rank. If you have Toughness 10 with 10 ranks of Impervious Defense, anybody attacking you with a damage rank of 5 or less simply cannot harm you with it, unless it has the Penetrating effect attached to it. If, for example, you had 3 ranks of Penetrating on a rank 5 attack against Impervious 10 Toughness, the target has to save against your 3 ranks of penetrating damage.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Monkeygod wrote:

Lucky Dodge: Enhanced Advantage 1 (Uncanny Dodge),

Enhanced Dodge, Enhanced Parry • 1 point + 1 point per rank
of Enhanced Defense or 2 points for both.

This one does two things; it gives you the Uncanny Dodge advantage, meaning you're not Velnerable when caught off-guard or surprised (meaning you can use your full Dodge/Parry defense instead of half during surprise rounds.), and it increases your Dodge and Parry Defenses each by 1 point for every rank you put in the power; essentially luck rather than skill prevents you from being hit.)

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Monkeygod wrote:
Defensive Luck: Protection, Sustained • 1 point per rank

This increases your Toughness Defense- essentially it's flavoring that your luck prevents major injuries.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Monkeygod wrote:


Also, I'm considering the Lucky power(also from PP), but need two questions answered:

1) Would it stack with the Luck Advantage, as it is based off of that?

2) Could we make use of the Expanded Luck options?

LUCKY
You’re exceptionally fortunate, due to some supernatural
blessing or an unconscious ability to bend probabilities in
your favor. Your luck is finite, however, and can “run out” if
you rely too heavily upon it. As with the regular Luck advantage,
Lucky is limited to half the series power level and
stacks with Luck (with the total rank being limited to half
the series PL). If the Expanded Luck option (previously)
is in use, then this power can provide any of the various
types of Luck, up to the given power level limits.

Lucky: Enhanced Advantage (Luck) • 1 point per rank

It woould stack, but would have a total limit of 6 Ranks.

Monkeygod wrote:


The Luck advantage (Deluxe Hero’s Handbook, page
139) provides only one of the benefits for spending
a hero point: re-rolling a die roll. At the GM’s option,
the advantage may be expanded to include other hero
point benefits. When you take the Luck advantage,
decide what benefit each rank provides: Edit Scene,
Heroic Feat, Improve Roll (the default benefit), Inspiration,
Instant Counter, or Recover. (Deluxe Hero’s Handbook,
page 21) That rank of Luck may be used for that
benefit only.
If this option is in use, you may wish to extend the rank
limit of the Luck advantage to the full series power level
(rather than half, as usual) but with each particular benefit
still limited to half PL. So a hero in a PL12 series can have
up to 12 ranks of Luck, but no more than 6 applied to any
single benefit.

This would in essence allow you to substitute luck points (which you get Rank per adventure) for Hero Points, which you start with 1 and get more for things like playing your complications, etc.

My first inclination is for a NO on this, but given that you must dedicate each rank to a specific action, I would be ok with it with the caveat that you may no more than 1 rank for any of the benefits except Improve Roll, and you're still limited to 6 total Ranks of Enhanced Luck/Luck Advantage.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Phantom Genius wrote:


Help Wanted:

Here's one take:

SI-X 6 - PL 12

Strength 12, Stamina 12, Agility 4, Dexterity 6, Fighting 8, Intellect 4, Awareness 6, Presence 0

Advantages
Eidetic Memory, Jack-of-all-trades, Well-informed

Skills
Expertise: Computers 8 (+12), Perception 6 (+12), Technology 10 (+14)

Powers
Energy Absorption: Enhanced Trait 4 (Traits: Toughness +4 (+16); Limited: Limited to Energy, Quirk: Energy recharges batteries)
Enhanced Sight and Hearing: Senses 2 (Infravision, Ultra-hearing)
Lance: Strength-based Damage 4 (DC 31; Penetrating 6)
Mutant Detection: Senses 6 (Awareness: Mutant Detection, Extended: Mutant Detection 3: x1k, Radius (Type): Mutant Detection)
Robotic Construction: Immunity 26 (Aging, Common Descriptor: Mental, Fatigue Effects, Life Support)
Rocket Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Offense
Initiative +4
Grab, +8 (DC Spec 22)
Lance: Strength-based Damage 4, +8 (DC 31)
Throw, +6 (DC 27)
Unarmed, +8 (DC 27)

Complications
Monstrous: SI-X 6 has a very distinctive appearance of a mutant-hunting robot.
Obsession: SI-X 6 is obsessed with re-programming evil machines to do good.
Power Loss: SI-X 6 must repower daily or absorb energy to recharge themself.
Prejudice: SI-X 6 faces distrust from mutant, alien, inhuman, and deviant characters due to their original programming/intention.

Languages
Native Language

Defense
Dodge 4, Parry 8, Fortitude 12, Toughness 16/12, Will 8

Power Points
Abilities 104 + Powers 59 + Advantages 3 + Skills 12 (24 ranks) + Defenses 2 = 180

Built with Hero Lab


I've been too busy to create a character, so please continue without me. Best of luck to all applicants!!


Here's the crunch of Black Dow's pitch of hybrid mashup of X-23 and O.M.A.C. - am points bust on the build, so need to dial some stuff back (decisions, decisions)

Complications incoming... Comments appreciated :)

@Reckless: Is there any equivalent of the Weapon X Programme gestating in that diabolical mind of yours? If so care to share for to include... Am presuming it might have connection to Sinister's experiments on young mutants? (this would tie into OMAX-23's accelerated biological age)

Also I've taken the story liberty of reinvented OMAC's controlling AI "BROTHER EYE" as "CEREBROTHER" - essentially an AI version of Cerebro with Charles Xavier's moral imprint.


Crap, I just realized I messed up big time on defenses. I'm not sure I'll be able to make this work. Consider me paused for the moment.


FluidSynchronicity wrote:
Also question for the M&M savants, is there any way to do a power like protection for the other defenses? Its purely flavor where it comes from but I'd like a bonus to dodge from a power rather than a baseline increase.

The Defensive Roll Advantage also works exactly like your looking for granting +1 active defense bonus to Toughness per rank selected.


Hey folks. As much as I'd love to continue with this, I'm just not wrapping my head around the character creation very well. There's plenty of excellent applicants here, so I think it's best for me just just bow out at this point.

Have fun!


Alright, here's my second option, its a combination of Cyborg and Falcon emphasizing Falcons connection to birds as well. Hero name is the Carbon Kestrel.

Story:
Samuel Stone was born in Gotham to a minister father and a mother who was a higher up at Wayne Enterprises as an R&D specialist. As he was growing up he lived a fairly idyllic life. He took a liking to animals, birds in particular and played sports. He exceled in football and academics. This led to him getting a number of college scouting offers, he chose to stay close to home and enroll at Gotham University on a football scholarship. He studied psychology with an emphasis in ethology or animal psychology. He worked under Johnathan Crane.

Around the time he went to college he also left the church, he expected this to cause a falling out but in truth his father simply offered up a number of books on comparative theology trying to ingrain he thought some form of faith was important. Samuel read all of the books he was provided with and kept a strong respect for religion but found that he couldn’t make sense of it for himself, so he became fairly agnostic but for his father’s benefit declared himself a Baháʼíst.

As time went on his college career appeared to be going well, he was near the top of his class and the football team led by him made nationals his sophomore year. In his junior year however, a sudden problem arose. As he was working with Johnathan Crane on a research task observing the traits of a group of peregrine falcons and looking for causes of their aggression towards humans Crane seemed to want to shift the focus of the study to humans. They had isolated a hormone in the falcons that Crane thought was causing them to attack humans. Crane then trapped Samuel and injected the hormone directly into his spine.

Samuel lost control of himself and doesn’t remember any of what came next. However what he has since been told happened was that he went into a rabid rage and ran though the Wimberton science building climbing higher and higher attacking anyone that came within eyesight. When he eventually made it to the roof of the twelve-story building he ran to the edge and leapt off plummeting to the ground with his arms spread as though they were wings. This put him into critical condition, fortunately the chaos caused by his rampage had gotten onlookers to call for ambulances already so they were en route.

When he arrived at the hospital it was clear that his wounds were beyond traditional medicine. Seeing that the work being done was hopeless his mother decided to take things into her own hands. She called in a number of favors with the medical team and R&D team at Wayne Enterprises and got a group of the best and brightest scientists there, then got a medivac for Samuel to their lab bringing a small staff from the hospital to keep his state from deteriorating any further.

He then awoke three weeks later finding his arms gone and replaced with a set of metal wings, along with metal encasing his chest and back. He was told that his spine was exposed under the metal and constantly was being injected with regulating hormones because the injection given by Crane had taken to his body and now he was producing the hormones himself. These hormones allow Samuel to communicate with birds and gain some of the powers of falcons.

Samuel has been out of the lab for about 2 months and has started to get accustomed to his new body. He lost his football scholarship as he was disqualified form playing but the dean of his program was also arrested so he chose to drop out of college and start trying to work in the community to make it stronger. He has started work as a social worker and is also using his newfound abilities to work with the city’s bird population to keep streets cleaner and report issues to authorities.

Crunch:
Samuel Stone
PL12

Abilities
Strength 3, Stamina 2, Agility 4, Dexterity 2, Fighting 4, Intellect 4, Awareness 2, Presence 4

Powers
"Winged Wonder:
Winged Evasion: Enhanced Dodge 10 [Noticeable (Wings)], Carbon Counter: Enhanced Parry 10 [Noticeable (Wings)]
Dyn: Flight 14 [Wings]
Enduring Metal: Protection 8 [Noticeable (Wings)]
Dyn: Winged Assault: Damage 7
(29 points)
Hover:
Hover: Flight 1 [Continuous; Wings]
(2 points)
Avian Hormones:
Avian Senses: Senses 13 [Analytical Sight (1), Counter Illusion Sight (2), Direction Sense (1), Distance Sense (1), Extended Sight x2 (2), low Light Vision (1), Microscopic Vision (2), Tracking Sight (1), Time Sense (1) Ultra-hearing (1); Innate], Avian Communication: Feature 2 [Animal Harmony, Animal Mimicry, ], Understand Birds: Comprehend 2 [Type (Avian)]
(18 points)
Wings as tools:
Tool Array: Feature 1 [Wings as Tools]
(1 points)"

Equipment

Advantages
Animal Empathy, Improved Initiative 3, Instant Up, Move-by Action, Uncanny Dodge

Skills
Acrobatics 10 (+14), Athletics 11 (+14), Close Combat: Wings 10 (+14), Deception 3 (+7), Expertise: Psychology 4 (+8), Expertise: Ethology 12 (+16), Expertise: Religion 4 (+8), Insight (+2), Intimidation (+4), Investigation 6 (+10), Perception 10 (+12), Persuasion 11 (+15), Stealth (+4), Technology 2 (+6), Treatment 3 (+7)

Offense
Initiative +16
Winged Assault +14, Damage 10

Defense
Dodge 14, Parry 14
Toughness 10 (Def Roll 0), Fortitude 12, Will 12

Power Points
Abilities 50 + Powers 50 + Advantages 7 + Skills 43 + Defenses 20 = Total 170

Complications
"Disability: If Samuel were to be separated from his wings he would die as it is regulating his hormones and stabilizing his spine
Prejudice: Samuel's obvious powers and the source of those powers being partially the influence of animal hormones and presence of new and untested technology come together to cause mistrust of him.
Bird-brained: After the accident Samuel easily loses focus.
Overstimulated: Samuel's newfound senses can often cause him to become overwhelmed by new stimuli. He often has trouble coping with this."


Crunch and story

GM SuperTumbler: The Sentry (Super soldier/Super-boy) (Full Build)

Atlas2112: Lex Luthor (Iron man/Lex Luthor Combo) (Full Build)

Critzible: Oddball 2 (Acrobat/Circus of Crime) (Full Build)

Jubal Breakbottle: Mariner (Noah Weatherby) (Storm/Aquaman combo) (Full Build)

FluidSynchronicity: Dazzling Canary (Amelia DuBose) (Dazzler/Black Canary Combo) (Full Build)
Or
Carbon Kestrel (Samuel Stone) (Cyborg/Falcon combo) (Full Build)

Tarondor: The Vision (Hourman/Vision Combo) (Full Build)

Black Dow: O.M.A.X-23 (OMAC/X-23 combo) (Full Build)

Phantom Genius: SI-X 6 (Rebel Mutant Hunter) (Full Build)

Philo Pharynx: Nightwing (Kurt Grayson) (Dick Grayson/Nightcrawler combo) (Full build (But with issues))

Concepts

Nathan "Cable" Grey: (Northstar & Johnny Quick combo)

Monkeygod: Damian LeBeau (Damian Wayne/Gambit/Longshot)

ElbowtotheFace: Mutant Red-Hood

Interest

Jason "Rion" Prince:

Withdrawn

DeathQuaker:

TheWaskally:

Joe the Adventurer: Powerstorm (Richard Jones) (Hulk/Firestorm Combo)

And here is an updated list, I'll do one more update to it early tomorrow morning! Let me know if you see any issues.


I was sad to see Powerstorm go. That was a clever Amalgam.


P.S. no update since no updates came since the post!


I have had a really crazy weekend as far as my sleep schedule being all hecked up. I went to bed yesterday(Sun, the 12th) at 10am, and woke up around 4:30pm.

My creative brain power is kinda meh atm. If we're at the deadline, I'm not gonna be able to finish Damian, sadly. Was really hyped for him, as I put a ton of time into researching elements of his backstory.

However, if there's still plenty of time, and/or Reckless decides to run more than 1 table, I'll keep workin on him.


Reckless wrote:
Phantom Genius wrote:


Help Wanted:

** spoiler omitted **

Incredibly cool. Thank you 3 million, Reckless! (That's 1000x more than Tony Stark loves his daughter.)

RPG Superstar 2015 Top 8

Literally in the shower this morning I had a great idea for a character and was about to throw my hat back in last minute. I thought deadline was today but ah, sadly, I see it was yesterday. That's what I get for being wishy washy. Good luck all.

Acquisitives

Since we're winding down here, I thought this would be a good time to ask everyone's opinion on a big change they made from MM2 to MM3. (Again, I haven't played this a lot, so apologies if this is something that has already been decided by the community. =)

Specifically: What is now the point of Wealth?

In MM2, you could get a bunch of Wealth Rating, and then buy stuff. Okay, good. I understand this.

In MM3 all Stuff That Is Bought(tm) needs Equipment points. Alright. But then the Benefit: Wealth is...completely undefined? You can invest up to 5 points in it, but there seems to be some difference of opinion what exactly that 5 points gets you.

For other benefits, like Cipher, or Security Clearance, that's pretty well defined. But for a character that is wealthy, what does it seem reasonable that they are able to do, with game effect, that another character without it doesn't?

Thank you!!


Wait the deadline was yesterday not today whoops


Could still be time (or an extension) - see what Reckless comes back with :)

Liberty's Edge

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feeling poorly today, will make announcement tomorrow instead, still need time to review.

I will extend the deadline until tomorrow 9 am EST to give people time to work on wrap ups.

I hope to post announcement by noon.


Pathfinder Roleplaying Game Superscriber

Feel better soon!


Hope you feel better!

RPG Superstar 2015 Top 8

Thanks for the extension, sadly was not able to get build fully together in time (was going for What If Poison Ivy was recruited by Daughters of Liberty and thus steered away from life of crime but is still a freedom/eco fighter). Hope you feel better soon.

Acquisitives

Is anyone else fascinated with the power of Comprehend: Machines?

1) Wouldn't that make programming so much easier?

Me: Machine, compile the program.

Machine: I'm afraid I can't do that.

Me: WHY?

Machine: Because your ifthen spaghettification makes it look like it was programed by a 5 year old while watching Teletubbies.

Me: Oh, okay. Well, what would you suggest?

Like, make it as if every machine was run by ChatGPT. =]

2) If we're being attacked by aliens one can presume they'll use machines, so the ability to talk to them would be...fascinating.

Everyone: Well, we can't make heads or tails of their tech, but fortunately this recovered tech just told us that it's specifically built to destroy Gotham, so....

Liberty's Edge

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Good morning all.

The following characters have been selected for this campaign:
.
.

Dazzling Canary
Mariner
Nightwing
Oddball 2
OMAX-23
The Sentry

I thank everyone for their submissions and enthusiasm.


Oddball 2 here just need to cement my Circus of Crime backstory!


Pathfinder Roleplaying Game Superscriber

Have fun, folks!


Three robots and a cyborg...the odds were not in my favor.

Please consider SI-X 6 if you need any replacements.

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