Universal Darkness: Mutants and Masterminds Monster Heroes

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Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.

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Dark Archive

Maps: Car. Crown || Skull & Shackles

Slow movement is a curse of the format, but don't be discouraged. Rest assured that I, for one, am engaged. I'm often quiet when I have nothing to add to the conversation, though I will try to be more vocal.


Damaged 0 | Hero Points 3 | Perception +10 | Initiative +0 | Fortitude immunity | Will 10 | Dodge 10 | Parry 10 | Toughness 10

Back to DQ's questioning of role...

I was going to suggest the whole sand thing for Helen's physical powers from the Mummy movies, too.

In addition, I would suggest that our group could use an extra smart and knowledgeable person. I think Hyde has her bio expertise. And Hathaway has some expertise, but I think there is plenty of other areas where you could spend points.

My two cents. Cheers


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves
Jonathan Harker. wrote:


In addition, I would suggest that our group could use an extra smart and knowledgeable person. I think Hyde has her bio expertise. And Hathaway has some expertise, but I think there is plenty of other areas where you could spend points.

Thanks. I actually forgot I have the Well-Informed advantage and should probably use that more often.

She is an expert linguist and has expertise in eschatology and funereal rites and that sort of thing (which seems deeply relevant to what the group does overall since a lot of tombs and undead show up in these sorts of stories).

I could also better reflect the Language stuff. She has the Languages advantage 4. Would be cool if I also could roll that as a skill (which would be equivalent to a +20 in Expertise: Linguistics), but I suppose to be fair I'd have to buy that separately as a skill. I think SuperT has suggested taking a Comprehension power as an easier way of doing this. I don't like the idea of it being a power but of course a "super skill" can be reflected as a power. I just don't want her to be able to instantly understand a language, but have to work at it.

What other Expertises are you thinking we need?


Damaged 0 | Hero Points 3 | Perception +10 | Initiative +0 | Fortitude immunity | Will 10 | Dodge 10 | Parry 10 | Toughness 10

Sorry for the delay to answer. I don’t know what expertise that we’re missing, primarily because I’m too lazy to check everyone’s sheets. But, I was actually thinking about a power to tap into human knowledge. Wasn’t there an Egyptian god of knowledge Thoth? So that with a bit of time based on the number of humans or the amount of time that humans knew something, Thoth could let you know. So if only person knew something, it would be super hard. But if one person discovered something that a whole civilization knew for centuries, it would be easier. So maybe some of the recent expertises of Hyde and Hathaway would be much harder for a Thoth character to tap.

Anyone. A spitball. Cheers


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves

Well, Helen serves Isis and I don't really want to shift that aspect. It's a cool idea! Not sure it's quite right for this character. I think the Well Informed can still help.


Female Human Unarmed -1 (DC 14), Grab -1 (DC 9) | Dodge 11 | Parry -1| Fortitude -1 | Toughness -1 | Will 4

Well, if I remember my Egyptian mythos, Isis and Thoth worked well together on more than one occasion.


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves

So working on the additions/changes to the build. Basically adding some more stuff to her rituals of Isis array and cutting back on Strength and probably rejiggering some other stuff. I've added the Insubstantial power, some extended senses abilities ("look through the eyes of a hawk") and improved her flight.

I've decided I don't want to do animal summoning--at least not the Summon power--because it's a pain in the butt to stat up the summoned creatures and I had enough of that building Maggie for SuperT's other game. But I could do an affliction effect, which is fluffed as a swarm of birds/insects/fish/whatever who do various distraction/incapacitation effects. Any other thoughts?

Isis is also often associated with water, from tears of Isis to controlling floods to keeping ships safe to summoning rain. Statting up an ability is a bit tricky to figure out the right effect though... I think controlling water (making it flood/recede) would be a limited Move Object? (See Element Control). Environment Control could make things wet/slippery. I'm looking for one useful ability here, not a bunch of stuff. And if it's too cheesy to add a power like this knowing we're dealing with a water-based scenario I can avoid this. The good and bad of working with an Isis-themed character is Isis is sort of god of a lot of stuff at different times so can't encompass everything.


I'd build an array with Control Water (Move Object, Limited to Water), Weather Control (Environment), and one affliction that seems cool (Blindness or something). Then you can power stunt off of that for other non-summon summons where the animals help create an effect.


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves

Folks I'm so sorry if I'm holding things up. I've got a busier weekend than expected so am not going to be able to post right away. I was just trying to think of creative approaches to the virus. If other folks have ideas or want to try something please go ahead.


Absolutely! My goal here is for this to be a weird encounter that lets you guys delve into some what your character is really about.

Dark Archive

Maps: Car. Crown || Skull & Shackles

My wife is having hip surgery tomorrow, so I may be a bit slowed in the next few days.


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves

Here's the rebuild. There may be some old things on here like old name for her expertise, but the power build is the difference. Let me know what you think. Not a whole lot changed, but toned down the mummy form and added more rituals. I didn't add the water control because I just couldn't come up with something simple I could add to an array easily.

New Build:
[size=150]Helen Wise
PL10[/size]

Abilities
Strength 6, Stamina 2, Agility 2, Dexterity 2, Fighting 2, Intellect 5, Awareness 3, Presence 4

Powers
"Form of the Mummy [Magic, Isis]:
Mummy's Resilience: Protection 10 [Impervious; Activation (part of alternate form)], Mummy's Strength: Enhanced Strength 4 [Strength +4 in mummy form; Activation (part of alternate form), Noticeable (Her mummy form is fairly obvious)], Mummy's Strength for Lifting Only: Power-Lifting 2 [Additional +2 to Str for lifting only; Activation (part of alternate form)],
(13 points)
A Woman Living and Unliving [Magic, Isis]:
Regeneration 10 [Recover 1 toughness/round; Persistent (cure even Incurable conditions)], Unliving Life: Immortality 5 [Returns to life in 1 day], Unliving Immunity: Immunity 8 [Aging, Disease, Poison, Cold, Heat, Radiation, Suffocation], Immortal Linguist: Comprehend 3 [Speak and read any language she is exposed to, with adequate (1 hr) exposure; Must take adequate time to learn the language if she does not already speak it. ; Innate (+1), reading (+1) Check Required (-3)]
(40 points)
Rituals of Isis [Magic, Isis]:
Call on Isis' Aid: Variable 3 [Request Isis's intervention (but Isis chooses how she helps); Affects Others or Self (1), Ranged (1); Uncontrolled (1), Tiring (1)]
Alt: Healing Rite of Isis: Healing 10 [Heals, takes a full round; Restorative; Increased Action (1)]
Alt: Wings of Isis: Flight 7 [Grow a pair of magical phantom wings to fly (magic, Isis). Even works underwater. ]
Alt: Spirit of the Sahara: Insubstantial 2 [Turn into a mobile cloud of sand (Magic, Isis); Affects Corporeal, Continuous; Precise (1)]
Alt: Song of the Swarm: Affliction 10 [Summons birds, snakes, or scarabs to overwhelm a target: vulnerable, stunned, or incapacitated; Alternate resistance: Dodge, Concentration; Limited to when appropriate animals could possibly be in the area.]
(25 points)
Speak to Amunet:
Get Advice from the Priestess: Feature 1 [Helen can speak to Amunet by looking in a mirror and get advice. Or fight with her. ]
(1 points)"

Equipment
"
Standard Equipment
Flashlight (1 ep), Laptop (1 ep), Camera (1 ep), Binoculars (1 ep), Laptop (1 ep)"

Advantages
Languages 4 [English (native) + 8 languages], Benefit 1 [University of Cambridge], Improved Grab, Well-Informed [She's lived a long time], Fearless, Artificer, Skill Mastery [Expertise: Magic], Equipment 1

Skills
Acrobatics 0 (+2), Athletics 4 (+10), Close Combat: Unarmed Strikes 8 (+10), Deception (+4), Expertise: Ancient Egyptian Religion/Cosmology 10 (+15), Expertise: Magic 10 (+15), Insight (+3), Intimidation (+4), Investigation 10 (+15), Perception 8 (+11), Persuasion 8 (+12), Stealth (+2), Treatment 4 (+9), Vehicles 2 (+4)

Offense
Initiative +2
Unarmed Strike +10, Damage , Toughness DC 10/14 in Mummy Form

Defense
Dodge 2, Parry 4
Toughness 12 (Def Roll 0), Fortitude 2, Will 11

Power Points
Abilities 44 + Powers 79 + Advantages 11 + Skills 16 + Defenses 10 = Total 160

Complications
Unsettling: Even in her ""human"" form, her skin is oddly dry and many ordinary folk find her creepy without understanding why
Two Lives: Her past life Amunet awakened during the Mummy's ritual and remains awake. Helen is usually in charge but Amunet may take over if she feels passionately different from Helen about something.
Motivation: Protect the world from dark magic


New build looks good. You can always stunt the water control if you want to. Lots of other possibilities based on your descriptors for stunts.


Damaged 0 | Hero Points 3 | Perception +10 | Initiative +0 | Fortitude immunity | Will 10 | Dodge 10 | Parry 10 | Toughness 10
The Mummy's Bride wrote:
Jonathan Harker. wrote:
The Mummy's Bride wrote:
Is Harker still controlling Quan?
I don't know. It depends if all the healing cured her of his vampire mind control. Up to ST
What I was wondering was, since he was controlling her as a monster, did he willingly release her now that we've cured her? Or are your subjects permanently controlled?

No. His gaze is not permanent. His bite is permanent. ST didn't say that he needed to bite her, in order to continue his control. But, maybe he did. ST?


Harker still has Quan under control with his gaze. I think what DQ means is are you releasing her now that her circumstances have changed.


Damaged 0 | Hero Points 3 | Perception +10 | Initiative +0 | Fortitude immunity | Will 10 | Dodge 10 | Parry 10 | Toughness 10
GM SuperTumbler wrote:
Harker still has Quan under control with his gaze. I think what DQ means is are you releasing her now that her circumstances have changed.

No. He doesn’t think his control is a bad thing.


Damaged 0 | Hero Points 3 | Perception +10 | Initiative +0 | Fortitude immunity | Will 10 | Dodge 10 | Parry 10 | Toughness 10
Jonathan Harker. wrote:

Not wanting to fight an animal, he becomes mist leaving the cats to Hyde, Sekhmet, and Helen. He floats past the jaguar to see what they are protecting.

"Shapeshift" Morph 4 (Wolves, Bats, Mist), Improved Trip, Tracking scent, Flight 4 (30 mph, 500 ft), Insubstantial 2 (Gaseous)

Did Jonathan see anything beyond the jaguar(s)?


There is nothing immediately past the jaguars but more jungle and eventually the waters of the lagoon. They are just sort of on patrol.


Toughness 2/Mummy's Form 12 (Impervious 10) | Init +2 Perc +11 | Dodge 2 Parry 2 | Fort 2 Will 11 Hero points: 0 | Status: -1 toughness saves

Waiting for Hathaway (whose telekinesis might be useful) and Hyde to post before I take any other actions.


For those of you who are playing Hero's Journey Bingo at home, we are currently supposed to be the part where the heroes enter the cave, meets a dark version of themselves. By confronting the dark version of themselves and/or facing the mother/father figure, they gain the "elixir of life" which they eventually return to their homeland.

Maybe that is too meta or too revealing, but I hope it helps us understand where we are in the Journey.

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