Duelist

Caelhal Lantherian's page

453 posts. Organized Play character for JASON RODARTE.


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I like the. depiction of the Calisttrian. .

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I think that this game has potential, but I think that the post from the other 2 players goes the same for me as well.

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It doesn't look like. I wonder what the status is?

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Will there be an update forth coming on the status of the game?

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This looks like it will be an interesting group :)

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lol

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oK. Should we make one for superhero identity and one for civilian identity?

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How soon do you think we might start? Should we make a PbP profile for this game?

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Do any of your remember the Days of Future's Past world/game from the original MSH system that came out in the 80's?

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I like the concept!

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GM_Panic wrote:

Is this the new and improved interest thread ?

Still into making a magic super.

I think so

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I like his backstory.

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We might have a good group :)

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ok.

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When are you looking to start and when will character choices be made?

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Legacy - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 0, Intellect 2, Awareness 3, Presence 3
Advantages
Defensive Attack, Equipment 1, Fascinate (Persuasion), Languages 1, Leadership
Skills
Deception 2 (+5), Insight 1 (+4), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: ???? 1 (+2)
Powers
Telekinesis
Flight: Flight 7 ([2 active, 14/14 PP, 2/r], Speed: 8 miles/hour, 120 feet/round)
Force Field: Protection 12 ([4 active, 14/14 PP, 1/r], +4 Toughness; Sustained)
Telekinesis: Move Object 6 ([3 active, 14/14 PP, 2/r], 400 lbs.)
Telekinetic Blast: Damage 7 ([0 active, 14/14 PP, 2/r], DC 22; Increased Range: ranged)
Telepathic Powers
Mental Blast: Damage 6 ([2 active, 26/30 PP, 4/r], DC 17; Alternate Resistance: Will, Increased Range
2: perception)
Mental Communication: Mental Communication 4 ([2 active, 26/30 PP, 4/r])
Mental Illusions: Illusion 6 ([2 active, 26/30 PP, 5/r], Affects: All Sense Types, Area: 4 cft., DC 12)
Mind Control: Cumulative Affliction 6 ([0 active, 26/30 PP, 4/r], 1st degree: Dazed, 2nd degree:
Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception)
Equipment
Undercover Shirt
Offense
Initiative +2
Grab, +0 (DC Spec 10)
Mental Blast: Damage 6 (DC Will 17)
Mind Control: Cumulative Affliction 6 (DC Will 16)
Telekinesis: Move Object 6, +1 (DC 13)
Telekinetic Blast: Damage 7, +1 (DC 22)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)
Complications
Enemy: Sentinels
Prejudice: Mutant
Secret: Has dreams about a bird of fire.
Languages
English, Spanish
Defense
Dodge 4, Parry 1, Fortitude 3, Toughness 5, Will 5
Power Points
Abilities 24 + Powers 58 + Advantages 5 + Skills 4 (8 ranks) + Defenses 7 = 98

I added one foe: Sentinels, one language, Spanish and an undercover shirt

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how do we gain levels or points in the game?

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Thank you!

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Reckless, could you email me the herolab file please?

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Thank you. I am off to Mass and will try to fix him according to the build in Herolab.

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Oh okay. I haven't really played a superhero game since the 1980s Marvel Superheros game that had FACERIP. I knew that system. Not this one but it seems much more customizable

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I am looking at other character builds and I seem to be underpowered?

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This is my first attempt at creating a character in this system. How does it look?

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Legacy - PL 8
Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 0, Intellect 2, Awareness 3, Presence 3

Advantages
Choose Advantage Name, Defensive Attack, Fascinate (Persuasion), Fascinate (Persuasion), Leadership

Skills
Deception 2 (+5), Insight 1 (+4), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: ???? 1 (+2)

Powers
Telekinetic Blast: Damage 2 (DC 17; Increased Range: ranged)
Force Field: Protection 2 (+2 Toughness; Sustained)
Illusion: Illusion 1 (Affects: Two Sense Types, Area: 2 cft., DC 11; Affects Corporeal)
Mental Blast: Damage 2 (DC 17; Alternate Resistance: Will, Increased Range 2: perception)
Mind Control: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree:
Controlled, Resisted by: Will, DC 13, Advantages: Fascinate (Persuasion); Cumulative, Increased Range 2:
perception)
Mind Reading: Mind Reading 2 (DC 12)
Telekiesis: Move Object 2 (200 lbs.)
Telekinesis: Flight 1 (Speed: 4 miles/hour, 60 feet/round, Advantages: Choose Advantage Name)
Telekinesis: Move Object 2 (200 lbs.)
Telepathy: Mental Communication 2

Offense
Initiative +2
Telekinetic Blast: Damage 2, +1 (DC 17)
Grab, +0 (DC Spec 10)
Mental Blast: Damage 2 (DC Will 17)
Mind Control: Cumulative Affliction 3 (DC Will 13)
Mind Reading: Mind Reading 2 (DC Will 12)
Telekiesis: Move Object 2, +1 (DC 12)
Telekinesis: Move Object 2, +1 (DC 12)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Complications
Prejudice: Mutant
Secret: Has dreams about a bird of fire
Languages
Native Language

Defense
Dodge 4, Parry 1, Fortitude 3, Toughness 3, Will 5

Power Points
Abilities 24 + Powers 53 + Advantages 3 + Skills 4 (8 ranks) + Defenses 7 = 91

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thread? Us helpful. How many should we use?

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Is it expected to use the full 120 pts at character creation?

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When will you be making a determination as to who is in and who is not? The reason I ask is that I am contemplating just buying the Herolab version of the game since it might be easier for me to keep track of thing that way.

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Mephisto is probably still in hell, :)

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What I am thinking in terms of background is that SHIELD is interested in a psi since they have not had access to many since the XMEN, XFACTOR, NEW MUTANTS, EXCALIBUR, etc. have seemed to have a corner on the market of training psis. With the Mutant groups gone now is their chance to train one who can help spy, alter memories or mind control if he needs to, in covert operations.

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Ok.

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Here I am. I'll be working on a background. Was the psychic in the fore book okay to use?

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http://all.your-base.org/Rules/MM3/Mutants%20and%20masterminds%20Core%20Rul es%203E.pdf

Here is the pdf if anyone is in need.

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Is the psychic in the book built at the appropriate power level for the game?

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How would I build a telepath/telekinetic?

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I prefer mutants my self. I was thinking of making a telekinetic/telepath, maybe that has Phoenix like potential?

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Is there a guide or some kind of template that helps to make characters? I don't necessarily want to get Herolab that has the M and M game system, especially if not chosen.

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Thank you GM and Havok.

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is there a website where we can look things up?

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How would one build a telepath/telikenetic type of character?

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

It was fun! Thanks to my fellow players as well.

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Looks good!

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Thanks for running this!

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

I liked your dino :)

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

I had fun :)./ I really like this character

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

;)

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

This was really fun! Thanks so much to the DM and my fellow players.,

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Is there another part of this that you will be running?

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

1d20 + 13 ⇒ (12) + 13 = 25 diplomacy

When one but takes a moment to think things through, August members of the council and the evidence which we have in hand, it would appear that we have told the truth. We have brought forth evidence of our claim and have demonstrated that the daggers are of less than satisfactory design and make. We have nothing to gain by lying to you and you, most prudent of council members, should believe us. We have been more than forth coming with the information that we have procured at great risk to ourselves.

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

It is +13

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Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

[b] May I take a look at these journals? []/b] he inquires

Know Religion 1d20 + 8 ⇒ (1) + 8 = 9

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