80s Action Hour (Inactive)

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"Operating at the edges of the law, The Foundation sends its elite agents on missions across the globe to confront the threats that others can’t... or won’t."


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Evindyl wrote:

and with all the love that I have in my heart, this shouldn't be that hard either. It's like the 3rd time DQ has brought it up. This campaign has us at 43% more pp than a normal 15pp/PL campaign, so I'm not sure the EP investment should be taking that much thought. If everyone invested 4% of their PP (6) we could afford something EXTREMELY cool.

So I will set aside 40 Shared EP to buy our non-Foundation HQ.
That is 10 of my PP (I'm including a cell phone and a car)

Who else?

For pop culture comparisons, the Batcave is 20pp, the Fortress of Solitude is 25pp (the Heros & Villains books only list the pp, but they do list the features also)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Week has frankly been pish at work here so not got a moment to work on my build (M&M takes an age for me to pull my creative into crunch unless I'm running someone out of the box)

Should get a wee bit more time this weekend. Apologies on the lag and lack of inputs.


Getting slammed at work too. Am going to slow down for a few days.

Evindyl--to be clear on my last post, I was just trying to show what some things cost since people weren't sure how the points added up. I'm obviously into investing some points into something or I never would have asked to begin with but the last post wasn't intended to press the issue, just dig into the mechanics of it since it seemed like that was contributing to hesitancy to discuss it either way.

As I mentioned I was thinking of something fairly small, relatively speaking, but if folks want to go big I'd love to hear what the others think.


Angus Elphinstone wrote:
hmmmm looking at reworking angus a little bit, so some of the stuff is from powers instead of physical stats. I like the 'boxing' array, for afflictions, but want to bump it to 10. and will still need points for equipment. I'll keep you posted when I think the changes are done.

For Affliction powers, you can't push your power rank above 7 because that is the PL of the game. You can get damage effects above 7 by lowering your attack bonus.

Wait, and we said you could use your niche to make that PL 8, I think, so a total of 16.

So your Close Combat: Unarmed skill combined with strength damage can be a total of 16.

Are you doing all of this by hand or using a character builder?

I can throw some options into herolab.


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As for vehicles and installations, flavor, and The Foundation.

In my mind, The Foundation isn't SHIELD or even the CIA. We won't know exactly what they are, but they aren't really providing a lot of training or resources. They are recruiting and assembling capable teams and pointing those teams at problems.

So there should be an element of subtlety in your operations?

That is a weird thing to say. We can be outlandish and fantastic in ways that change the lives of those you help or those whose plots you foil, but you should still be "secret" and under the radar.

Again, there is a paradox built into the genre. Jaime Sommers makes little effort to conceal her abilities a lot of the time, but is not front page news.

Same with The A-Team and Michael Knight.

I hope that makes sense.


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Angus, I spent some time building you in Herolab. I think this build captures everything I could see that you were trying to do, some of it slightly better. Unfortunately, I don't have time to annotate it right now, but take a look and see what you think.

With this build you have 7 points left over to spend on equipment or vehicles or installations.

Angus Elphinstone - PL 7

Strength 4, Stamina 5, Agility 3, Dexterity 3, Fighting 7, Intellect 4, Awareness 4, Presence 3

Advantages
Assessment, Beginner's Luck, Benefit, Status: Choose Status, Benefit, Wealth 3 (millionare), Chokehold, Contacts, Daze (Deception), Defensive Attack, Defensive Roll 2, Diehard, Eidetic Memory, Fascinate (Expertise: Anthropology), Fearless, Great Endurance, Improved Defense, Improved Disarm, Improved Initiative 2, Luck 7, Second Chance: Choose Hazard, Skill Mastery: Expertise: Anthropology, Tracking, Well-informed

Skills
Acrobatics 7 (+10), Athletics 6 (+10), Close Combat: Boxing 2 (+9), Deception 7 (+10), Expertise: Anthropology 13 (+17), Insight 11 (+15), Intimidation 7 (+10), Investigation 11 (+15), Perception 11 (+15), Vehicles 4 (+7)

Powers
Boxing Array
Counterstrike: Damage 7 (DC 22; Reaction 3: reaction; Custom: Attack Check Required., Unreliable (5 uses))
Ear Boxing: Affliction 7 (1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 17; Extra Condition; Limited Degree)
In a Clinch: Enhanced Trait 4 (Advantages: Chokehold, Fast Grab, Improved Grab, Improved Hold)
Just Punching People (Advantages: Accurate Attack, All-out Attack, Defensive Attack, Improved Critical 2, Instant Up, Power Attack, Takedown, Uncanny Dodge, Weapon Bind)
Rapid Strike (Linked; Multiattack)
Knockout Punch: Cumulative Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative)
Master Linguist: Comprehend 2 (Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)
Memories of Past Lives: Senses 4 (Postcognition; Limited 2: Events connected to past lives)
Talk to Spirits: Comprehend 1 (Spirits - Communicate)

Offense
Initiative +11
Counterstrike: Damage 7, +7 (DC 22)
Ear Boxing: Affliction 7, +7 (DC Will 17)
Grab, +7 (DC Spec 14)
Knockout Punch: Cumulative Affliction 7, +7 (DC Fort 17)
Throw, +3 (DC 19)
Unarmed, +9 (DC 19)

Languages
Native Language

Defense
Dodge 3, Parry 7, Fortitude 5, Toughness 7/5, Will 4

Power Points
Abilities 66 + Powers 25 + Advantages 32 + Skills 20 (79 ranks) + Defenses 0 = 143

Validation: Complications: At least 2 Complications are required; Luck 7: Exceeds Power Level limit (maximum ranks = 1/2 PL limit)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


GM SuperTumbler wrote:
Angus Elphinstone wrote:
hmmmm looking at reworking angus a little bit, so some of the stuff is from powers instead of physical stats. I like the 'boxing' array, for afflictions, but want to bump it to 10. and will still need points for equipment. I'll keep you posted when I think the changes are done.
For Affliction powers, you can't push your power rank above 7 because that is the PL of the game. You can get damage effects above 7 by lowering your attack bonus.
Sadly, I keep forgetting the different things the PL applies to.
GM SuperTumbler wrote:
Wait, and we said you could use your niche to make that PL 8, I think, so a total of 16. So your Close Combat: Unarmed skill combined with strength damage can be a total of 16.
I remembered that for the 'close combat' numbers, but does that CL also apply for the affiliated 'Powers'? No reason not to bump that 'Affliction' to 8 if I can get away with it :)
GM SuperTumbler wrote:
Are you doing all of this by hand or using a character builder?
Doing it by hand, I'm too cheap to pay for a character builder and it forces me to understand the rules I'm using.
GM SuperTumbler wrote:
I can throw some options into herolab.

Cool, I see you did so, I'll take a look at it, maybe tweak a few things and remove a few things I won't remember to use.

Edit: Ok, most of the items make sense to me, let's keep it that way. If I have any questions about how the things work I'll ask.

GM SuperTumbler wrote:
As for vehicles and installations, flavor, and The Foundation.

As for the group vehicle or 'base' I'm good with either or both, How many points are we each contributing. Angus has a Max of seven. Once we figure out how much is spent on the groups 'thing' I will use the points left for 'personal' equipment.


Just a heads up. I'm headed out of town this afternoon. My laptop is broken enough I can't take it with me, so I won't be back online/in games until sometime Sunday afternoon


Have a good trip!


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Angus:

Niche Protection only applies to skills and abilities. So you could be the very smart guy, or the very strong guy. (Abilities)

Or you can be the best there is at one skill. Since there is a close combat skill and a ranged combat skill, you can basically choose one weapon (unarmed counts) to be the best at. You can't apply those to your powers.

By default, Afflictions do require a close combat roll, which is why I bumped your Fighting ability up to 7.

I guess if you wanted to use your niche protection on Fighting and crank it up to 8 you could be better at those things overall. I'd still limit Afflictions to 7 ranks, so you would be at Power Level 7.5 for those.

In the build I posted above, your Fortitude/Will could be higher (they can add up to 14), and your dodge could be higher by 4.

With some more time, I could probably eke out a few more point savings. And you probably don't need all of those effects in the boxing array. Just choose your favorites.


Okay, Rosa is largely done. I want to go back and put in descriptions of my advantages but the points are spent and the build is as I intended. As always, I spent way too much time writing a background. In what I hope is a help to SuperTumbler and the others and not harm, my evil relative nemesis I decided was part of a secret society of evil scientists, which I hope can be useful as a potential adversary and maybe even a shared source of nemeses for other party members, like Evindyl's character. Of course no expectations on whether it can or should be used and I can alter things as needed.

SuperTumbler, left Aunt Lucretia's abilities and/or tech vague so you can fill in as you need (but if you want input let me know).

I've got potentially a couple more EP I can spend on Gary and Mary. Suggestions on that or other things for her build are welcome.

Oh, PS: All of the vehicles are size Huge, which per the game, examples include vehicles the size of an Armored Personnel Carrier, a Tank, or a Train Engine. I feel like these are all sufficiently large to accommodate the five of us (four party members plus driver) plus at least a few passengers. No one would want to live in them long term and they are not intended to be by themselves installations (HQs/bases/homes) but if we are temporarily without access to any other installation we can certainly shelter in them in the moment. #vanlife (But I can if necessary boost one or several to Gargantuan size, but this will necessitate alterations to speed, etc.)

It would be nice if we do have an installation (including a giant plane) that they included a garage/hangar as one of the rooms.


GM SuperTumbler wrote:

Angus:

With some more time, I could probably eke out a few more point savings. And you probably don't need all of those effects in the boxing array. Just choose your favorites.

For some reason I thought I responded to your post. I'm happy with keeping it as is, I modified his advantages changing wealth and diplomatic status, but the power stuff is great.


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BTW I edited my post above so if y'all are jumping in and reading right now I may have added something.


I am jumping in and reading right now.
I am thrilled.
"Huge" completely handles my ambulance issues and allows us to arrive at the A-Team Van/LivingRoom place.
Awesome.

She doesn't look like Simon Templar, but I guess The Saint is fine ;)


Yeah, different "the Saint." I don't really anticipate the nicknames get used much, but since y'all were coming up with one, I went for the low hanging fruit given her surname. It isn't something I wanted to put a lot of thought into. :)


Rosa Sinclair wrote:
Yeah, different "the Saint." I don't really anticipate the nicknames get used much, but since y'all were coming up with one, I went for the low hanging fruit given her surname. It isn't something I wanted to put a lot of thought into. :)

I thought they would be used when on the radio, or talking with folks who aren't part of the team. Sort of like the way CIA operatives or Tier 1 operatives work. That way our real names aren't being thrown about.

Maybe something off of our real names if that would make it easier. You could be 'Rosie' or 'sinner' and Angus could be Stoner or Elphy or something like that, it that would be easier to remember...


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More random Bionic Woman trivia: Jaime Sommers' field code name was Dopey (Oscar Goldman was "Snow White").

Anyway, yes, that works, and "the Saint" is based on Rosa's name. (Sinclair is a common short form for Saint Clair)


Rosa Sinclair wrote:
"the Saint" is based on Rosa's name. (Sinclair is a common short form for Saint Clair)

That will be easy to remember :)

Of course Cable may have to be Cable


LOL I am no longer entranced with that concept though. Let's do that for fun, prefereably on Discord. Let's come up with the new Evindyl concept; semi-power driven, super science based maybe. I feel like I should draw from Bionic Woman since there's a lot of love there. There was another bionic guy actually, from the episode The Seven Million Dollar Man.

Although in fairness, part of Cable's whole schtick is being cybernetic


Love all of Rosa's backstory. I'll work on a name for Think Tank and making it opposed to The Foundation.

Build thoughts:
I think your Fortitude and Will pair are too high. Aren't they capped at 14? It's late so maybe I'm wrong.
If you want to make that sedative syringe wicked against non-minions, add homing and or progressive.


I will build and dot in another profile for Dr. Grey

CATALYST:



Catalyst (Dr. Nathan Grey) - PL 7

Strength 7, Stamina 7, Agility 7, Dexterity 7, Fighting 2, Intellect 7, Awareness 2, Presence 2

Advantages
Attractive 2, Benefit, Status: Nobel Prize, Benefit, Wealth 5 (billionare), Eidetic Memory, Equipment 8, Extraordinary Effort, Fascinate (Expertise: Chemistry), Great Endurance, Well-informed

Skills
Acrobatics 3 (+10), Athletics 3 (+10), Close Combat: ???? 8 (+10), Expertise: Chemistry 8 (+15), Investigation 5 (+12), Perception 7 (+9), Persuasion 7 (+9), Ranged Combat: ???? 3 (+10), Stealth 3 (+10), Technology 3 (+10), Treatment 7 (+14), Vehicles 3 (+10)

Powers
CATALYST COMPOUND
. . Enhanced Ability: Enhanced Agility 5 (Linked; +5 AGL)
. . Enhanced Ability: Enhanced Dexterity 5 (Linked; +5 DEX)
. . Enhanced Ability: Enhanced Stamina 5 (Linked; +5 STA)
. . Enhanced Ability: Enhanced Strength 5 (Linked; +5 STR)
. . Enhanced Trait: Enhanced Trait 3 (Linked; Traits: Will +3 (+6))
. . Enhanced Trait: Enhanced Trait 3 (Linked; Traits: Parry +3 (+7))
. . Leaping: Leaping 3 (Linked; Leap 60 feet at 16 miles/hour)
. . Protection: Protection 3 (Linked; +3 Toughness)
. . Quickness: Quickness 3 (Linked; Perform routine tasks in -3 time ranks)
. . Regeneration: Regeneration 3 (Linked; Every 3.33 rounds)
Senses: Senses 10 (Analytical: VISION, Analytical: HEARING, Darkvision, Extended: VISION 1: x10, Extended: HEARING 1: x10, Infravision, Microscopic Vision 1: dust-size, Ultra-hearing, Ultravision)

Equipment
Sky Fortress

Offense
Initiative +7
Grab, +2 (DC Spec 17)
Throw, +7 (DC 22)
Unarmed, +2 (DC 22)

Complications
Power Loss: The use of Ferric Oxide as a base for the Catalyst Compound means that the compound, even in the bloodstream, is highly suseptible to intense magnetic fields. As a mishap in the GreyCo Rare Magnetics Lab, Nathan did some testing to determine if the issue was solely with gadolinium of with all strong magnetic fields. There is more testing to be done.
Temper: Bullying and Cruelty are triggers for Nathan; strong ones. It isn't that he meant to send the pompous restaurant manager through the wall of the restaurant, but the female server had said "no" about as many times as Nathan felt like listening to. Sometimes though, you can buy an entire lawsuit, in this case by buying the restaurant. As the "gentleman's" employer, Nathan ensure he received the training he had missed ...

Languages
Native Language

Defense
Dodge 7, Parry 7/4, Fortitude 7, Toughness 7/10, Will 6/3

Power Points
Abilities 42 + Powers 68 + Advantages 21 + Skills 15 (60 ranks) + Defenses 3 = 149

Validation: Toughness: Exceeds Power Level limit by 3

--------------------

Sky Fortress - PL 7

Toughness 20, Size Gargantuan

Features:
Combat Simulator, Communications, Computer, Concealed 5, Defense System, Fire Prevention System, Garage, Gym, Habitat, Hangar, Holding Cells, Infirmary, Laboratory, Living Space, Personnel, Power System, Security System 3, Self-repairing 2, Theater, Trophy Room, Workshop

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Power Points
Abilities 4 + Powers 1 + Advantages 0 + Features 28 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 40


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CATALYST notes:

This is a pretty powers focused build, but I think it still falls within the bounds of a character like the tv version of The Incredible Hulk.

The only thing I see that is breaking the power level is that your Enhanced Stamina plus your Protection is pushing you over the limit of 14. Your Parry+Toughness and Dodge+Toughness can't be above 14.

(Mostly) Narrative notes and questions:

You have a Nobel prize and are rich. I would add a Complication related to those.

You are rich. You have Wealth 5. Are you a billionaire in 1980s money, or in modern money? It doesn't make difference with what you can do so much as with who knows you. A quick google search tells me there were only 13 billionaires in 1982, and only 44 in 1987. So unless you have hidden your wealth, a lot of people are going to know who you are. There could be a Complication (famous or well known) related to that, or you could have some reason that you are more secretive, which could also be a complication or even a different Benefit. Cipher perhaps.

You aren't hitting your caps when it comes to offense. Your attack+damage (which is coming from Strength) is only 9. It could be up to 14. If you are attacking with something, you could boost the damage, but for that you would want improvised weapon advantage. If you want to be better at punching, raise your close combat skill and choose unarmed.

If you just want to be a scientist who can break walls or bend steel, you have that, and I'm happy with that. Not everyone needs to be a great fighter. I just don't want you to be disappointed.

For some reason I don't love the regeneration. I think it is because DQ has so much healing. It feels like impinging on that character concept.

At the same time, you are not very fast. I'd move those regen points into being a little faster with super speed. You don't need to be the Flash, but right now your leaping isn't as fast as Usain Bolt.

Are the senses coming from the chemical injections?

I would add a Complication: Power Loss. The Catalyst formula only lasts for a limited amount of time, depending on how much you use it/burn through it. Technically, all powers have this complication. The GM can always take away a power and give you a Hero Point in return. But it would be worth making it explicit.

In the game, Science is an Expertise skill. If you want to have Science at the PL limit and Chemistry at your niche PL 8, I'm good with that.

Attractive adds bonuses to your interaction skills. You haven't spent any points there, so that won't pay off too much. If you want to be decent at those skills and have them be more effective against people who find you attractive, spend a few points to raise them.

Quickness 3 is a fair amount of super speed. For the concept I would limit that to mental tasks.

I'm pretty sure you built this in Herolab? It looks like that format.

The Flying Fortress is supposed to be a Helicarrier expy. I would lower the Toughness to 10. Raise the flight power to 7 or 8 to be closer to a jet.

Concealed is a +5 bonus with a limit of +30. I don't think you need or can even use Concealed +5 with a fortress.

Last note is just so you understand, making all of those powers Linked means that one Nullify power can take them all out. I think that is the way they should work based on your narrative.


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Evindyl, if you manage to recover some points based on my notes, I would suggest a chemistry based Transform power or a creation power based on your Chemistry. These recommendations are brought to you by me watching a lot of MacGyver.


GM SuperTumbler wrote:

CATALYST notes:

This is a pretty powers focused build, but I think it still falls within the bounds of a character like the tv version of The Incredible Hulk. To me, I really was thinking of bionics: if Jaime or Steve had a pill they took, it would make them both a LOT like this

The only thing I see that is breaking the power level is that your Enhanced Stamina plus your Protection is pushing you over the limit of 14. Your Parry+Toughness and Dodge+Toughness can't be above 14. I will totally just send you the POR file when I am done with these latest edits

(Mostly) Narrative notes and questions:
You have a Nobel prize and are rich. I would add a Complication related to those.
In principle, I am not opposed to writing something up, but it would need to stand within the limitations of information availability such as I posted on Discord. I was alive in 1980-1985. Lived abroad a great many of those years, even during boarding school. Being out of touch was a condition of life then. There was a pay phone “booth” on every floor of every dorm. Calls to Europe were NOT cheap.

You are rich. You have Wealth 5. Are you a billionaire in 1980s money, or in modern money? It doesn't make difference with what you can do so much as with who knows you. A quick google search tells me there were only 13 billionaires in 1982, and only 44 in 1987. So unless you have hidden your wealth, a lot of people are going to know who you are. There could be a Complication (famous or well known) related to that, or you could have some reason that you are more secretive, which could also be a complication or even a different Benefit. Cipher perhaps. I will look into adding these in principle, but again, 1980 is not 2024. My ability today to look at what Marc Cuban’s firms own from my stupid apartment in Hollywood is NOT possible in 1980. I fleet of librarians with a check book to payoff the IRS probably couldn’t do what we do today, it would take a PI breaking the law. But I will buy Cipher if needed

You aren't hitting your caps when it comes to offense. Your attack+damage (which is coming from Strength) is only 9. It could be up to 14. If you are attacking with something, you could boost the damage, but for that you would want improvised weapon advantage. If you want to be better at punching, raise your close combat skill and choose unarmed. recovering points from limiting his powers should allow me to buy some direct increases If you just want to be a scientist who can break walls or bend steel, you have that, and I'm happy with that. Not everyone needs to be a great fighter. I just don't want you to be disappointed. This is the EXACT storytelling effect that I want. Being Superman isn’t all that valuable when you have no idea how to react. Punching is punching and being strong doesn’t make you good at it
For some reason I don't love the regeneration. I think it is because DQ has so much healing. It feels like impinging on that character concept. I totally get this

At the same time, you are not very fast. I'd move those regen points into being a little faster with super speed. You don't need to be the Flash, but right now your leaping isn't as fast as Usain Bolt.

Are the senses coming from the chemical injections?
A permanent side-effect of prolonged usage (by current design); can certainly limit this also if needed
I would add a Complication:...


GM SuperTumbler wrote:
Evindyl, if you manage to recover some points based on my notes, I would suggest a chemistry based Transform power or a creation power based on your Chemistry. These recommendations are brought to you by me watching a lot of MacGyver.

tbh, I had totally thought of a chemistry-based utility belt array


adjusted only to have a Standard Action Activation, I now hoave over 20 points to reallocate, I guess to combat stats that would be available out of combat


GM SuperTumbler wrote:

Love all of Rosa's backstory. I'll work on a name for Think Tank and making it opposed to The Foundation.

Build thoughts:
I think your Fortitude and Will pair are too high. Aren't they capped at 14? It's late so maybe I'm wrong.
If you want to make that sedative syringe wicked against non-minions, add homing and or progressive.

Fixed her saving throws; Fort is now +4, but I added immunity to Poison as well as Disease (she can direct her body to fight it off instantly).

Have 2 points left over at the moment.

Don't feel like homing makes sense for the syringe, and progressive would make it cost 15 points (ep). While I have the points for it, I'm not sure I want to invest that much into what I feel would be an occasionally useful combat gimmick.

You had been working on re-statting vehicles in Hero Lab. Your math and my math were differing (and I was doing it manually) so do you want to share the stats you were coming up with to be sure we're on the same page with what the vehicles should do?


I can build them this weekend. I don't think it is going to make that much of a difference.


I spend some time with the vehicles. I managed to build your helicopter stats for 16 equipment points, including a Communications system and a Searchlight (which I build as Environment: Light, Daylight, 120 ft.) This can also reflect flood lights on the sides or red flashing rescue lights.

It was cheaper for me to make it a Gargantuan vehicle on the inside with dual size feature to make it Huge on the outside.

So Rosa is good to go.


Cool, thanks.

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