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Echos Myron's page

Organized Play Member. 281 posts (1,463 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 20 aliases.


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Received my copy of Pact Worlds with pages fused together


Sorry for the absence. It's been a hectic week for me and I haven't had much time to sit down and catch up on both games. Feel free to GMPC me if necessary. I won't have free time until sunday morning, so I'll try to set aside some time then.


I've had a busy few days and I've got some friends in from out of town for the weekend. I'll try my best to post at some point today for both games when the chance comes.


I'd like to figure out the connection between Julian's parents and this part of the Never Never, but I also don't want to be stuck in a particular place if it's holding us back.


Turned out a bit different than expected, but here's a rough draft on a Super-Normal, similar in style to Nightwing.
Lacking in any ranged options and missing some must-haves (Utility belt, cool car/motorcycle/jet, throwable projectiles).

Spoiler:

Unnamed Hero

Power Level: 12; Power Points Spent: 180/180

STR: +3 (16), DEX: +5 (20), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +3 (16)

Tough: +2/+8, Fort: +10, Ref: +10, Will: +12

Skills: Acrobatics 17 (+22), Diplomacy 7 (+10), Drive 1 (+6), Escape Artist 1 (+6), Gather Information 7 (+10), Intimidate 17 (+20), Knowledge (current events) 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 8 (+10), Notice 12 (+15), Pilot 1 (+6), Sense Motive 7 (+10), Stealth 5 (+10)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 2, Benefit (enigma) 2, Chokehold, Dodge Focus 2, Fighting Style: Krav Maga, Fighting Style: Muay Thai, Improved Block, Improved Critical (Unarmed Attack), Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Luck 2, Power Attack, Redirect, Skill Mastery (Acrobatics, Drive, Pilot, Stealth), Stunning Attack, Takedown Attack 2

Powers:
Armor (Device 7) (Hard to lose)
. . Mind Shield 5 (Impervious +5 to Will saves vs. Mental effects)
. . Protection 6 (+6 Toughness; Impervious [5 ranks only])
. . Silence 1 (Total concealment from normal hearing; Close Range)
. . Strike 9 (DC 27; Mighty)
. . Visual Scanner (Super-Senses 4) (accurate (type): Vision)
. . . . Magnifier (Super-Senses 2) (Alternate; acute (type): Vision)
. . . . Night-Vision (Super-Senses 2) (Alternate; darkvision)
. . . . X-Ray (Super-Senses 4) (Alternate; penetrates concealment: Vision)
Grappler (Device 2) (Easy to lose)
. . Move Object 5 (Strength: 25, Carry: 266 / 533 / 800 / 1.6k; Limited Direction (Attraction); Improved Range 2 (250 ft. incr))
. . Super-Movement 1 (swinging)

Attack Bonus: +10 (Ranged: +10, Melee: +12, Grapple: +15)

Attacks: Strike 9, +12 (DC 27), Unarmed Attack, +12 (DC 18)

Defense: +12 (Flat-footed: +5), Knockback: -6

Initiative: +9

Languages: Native Language

Totals: Abilities 36 + Skills 25 (99 ranks) + Feats 23 + Powers 34 + Combat 40 + Saves 22 + Drawbacks 0 = 180

Haven't decided on a name or identity, but the backstory would put him as a preteen protege to the Batman villain Hush. Having a heart that wants to do good, but being gaslighted and disillusioned by Hush, the boy struggles with his convictions. Nightwing defeats the aging Hush and takes the boy in as his ward. Dick Greyson would push for the hero's addition to the Justice League so that Greyson would always have someone on the inside.


I'm really feeling a masked vigilante-type to round the team out. We've got an alien, a psychic (brat), a mystic, and a technomancer so far. I'm thinking a normal human with some special toys, but more Batman than uh... someone who deals with a bunch of gadgets.


I can get something else brewing if you'll have the room


Protection 9, Impervious 12? Does that work?


For clarification: Are there one or two games?

For this game, I've decided to keep Captain Robo going. It would be criminal for me to write him off like that. Even more changes were made. Removed unnecessary abilities from his weapons array, gave him some melee capabilities outside of his main weapon array, added the ability to summon two robo minions (Herb & Rico).

Neil Raval, Captain Robo and the Roboids (or something):

Neil Raval

Power Level: 12; Power Points Spent: 182/182

STR: +4 (10/18), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+12, Fort: +9, Ref: +7/+10, Will: +9

Skills: Computers 17 (+22), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 16 (+16), Investigate 3 (+8), Knowledge (technology) 17 (+22), Notice 13 (+13), Search 2 (+7), Sense Motive 4 (+4/+14), Stealth 2 (+4/+14)

Feats: Assessment, Attack Focus (melee) 3, Attack Focus (ranged) 3, Benefit (JL Security Clearance), Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery ((Computers, Electronic, Mechanical, Technology))

Powers:
Captain Robo (Device 27) (Hard to lose, Only you can use; Action 4 (full); Subtle (subtle))
. . Container, Passive 5
. . . . Enhanced Trait 14 (Traits: Strength +8 (18, +4), Feats: Attack Focus (melee) 3, Attack Focus (ranged) 3)
. . . . Strike 8 (DC 27; Mighty, Thrown 2 (Range: 100 ft., incr 20 ft.))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+12), Reflex +3 (+10))
. . Flight 11 ([3 active, 22/22 PP, 2/r], Speed: 50 mph, 440 ft./rnd)
. . . . Super-Strength 11 (Alternate; [8 active, 22/22 PP, 2/r], +40 STR carry capacity, heavy load: 38.4 tons; +8 STR to some checks)
. . Hard-Light Display (Features 1)
. . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . Life Support Systems (Immunity 11) (life support, uncommon descriptor: EMP)
. . Nanite Wizardry (Array 18) (default power: create object)
. . . . Disassembler (Disintegration 12) (Array; DC 27; Check Required (Mechanical), Limited (Machinery); Precise, Reversible, Subtle 2 (unnoticable))
. . . . Nanite Construction (Create Object 12) (Default; Max Size: 12x 50' cubes, DC 22; Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Check Required (Mechanical); Precise, Progression, Object Size 3, Selective, Stationary, Subtle 2 (unnoticable))
. . . . Summon 8 (Array; Heroic, Horde; Mental Link, Progression, # Minions (2 minions))
. . . . Vari-Beam (Blast 12) (Array; DC 27; Penetrating [9 ranks only]; Precise, Variable Descriptor 2 (Broad group))
. . Protection 12 (+12 Toughness; Force Field, Impervious [8 ranks only]; Subtle 2 (unnoticable))
Neuro-Tech Interface (Container, Active 11) (Subtle (subtle))
. . Comprehend 4 (codes & ciphers, languages - read all, languages - understand all, languages - you're understood)
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Enhanced Trait 6 (Traits: Sense Motive +10 (+14), Stealth +10 (+14), Feats: Assessment)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type)
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Technology/Machinery, danger sense: Mental, darkvision, detect: Technology/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)

Attack Bonus: +9 (Ranged: +12, Melee: +12, Grapple: +16/+24)

Attacks: Disassembler (Disintegration 12), +12 (DC Fort/Tou ), Strike 8, +12 (DC 27), Unarmed Attack, +12 (DC 19), Vari-Beam (Blast 12), +12 (DC 27)

Defense: +9/+12 (Flat-footed: +6), Knockback: -10/-13

Initiative: +10

Languages: Native Language

Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 10 + Powers 73 + Combat 36 + Saves 23 + Drawbacks 0 = 182

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

Herb & Rico

Power Level: 12; Power Points Spent: 120/120

STR: +6 (22), DEX: +6 (22), CON: +0 (-), INT: +0 (-), WIS: +0 (-), CHA: +0 (-)

Tough: +0/+8, Fort: +10, Ref: +8, Will: +8

Powers:
Flight 8 ([0 active, 0/16 PP, 2/r], Speed: 2500 mph, 22000 ft./rnd)
. . Super-Strength 8 (Alternate; [0 active, 0/16 PP, 2/r], +40 STR carry capacity, heavy load: 66.6 tons; +8 STR to some checks)
Protection 8 (+8 Toughness; Force Field, Impervious [6 ranks only])
Weapons Array (Array 16) (default power: blast)
. . Ballistic Barrage (Blast 8) (Default; DC 23; Burst Area (40 ft. radius - General), Selective Attack)
. . Create Object 9 (Array; Max Size: 9x 50' cubes, DC 19; Movable (Radius: 45 ft., Strength: 45, Force: 6.4 tons); Progression, Object Size 3, Selective)
. . Laser Blast (Blast 8) (Array; DC 23; Line Area (5x200 ft. line - General), Selective Attack)
. . Laser Volley (Blast 10) (Array; DC 25; Autofire (interval 2, max +5); Improved Range 2 (500 ft. incr))

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +18)

Attacks: Ballistic Barrage (Blast 8) (DC 23), Laser Blast (Blast 8) (DC 23), Laser Volley (Blast 10), +12 (DC 25), Unarmed Attack, +12 (DC 21)

Defense: +12 (Flat-footed: +6), Knockback: -7

Initiative: +6

Languages: Native Language

Totals: Abilities -16 + Skills 0 (0 ranks) + Feats 0 + Powers 68 + Combat 48 + Saves 20 + Drawbacks 0 = 120

If there's a second game starting, an unendorsed batman is exactly what I'm going for. Magic would replace all the batman staples. Cape, cowl, batarangs, all through dark eldritch energy. This would be a way for John Masiatto to 1) sate the idol's hunger for fear and 2) atone for his past crimes. He latches on to the idea of Batman because the Batman was a hero he looked up to as a kid before he turned to crime.


Yeah, going through the regen thing now and I'm so confused.


Here are my current ideas:

1: A hand-to-hand combatant with an Nth Metal-laced skeleton. Flight, Healing Factor, Resistance to Magic, Magic-Disruptive, Super Strength, Super senses. His background would basically be DC Wolverine.

2: Spider-Man adjacent bug-man. Carapace, wall-crawling, claws, stingers, maybe even webbing?

3: Teleporting Illusionist. Poofing all around, mirror images that also attack, walking on walls.


I don't think I'd want to continue as Captain Robo, but I'd like the character to persist in-universe in one way or another.

As for a replacement, I've gotta put some thought into that.


HEY!
Life got serious for a minute, got hit with a pretty bad hurricane, and then had to work to make up for the loss. Hope you're all still on board.


An update: I'm buying a laptop from a friend tonight, so we'll be moving on soon. Sorry for the hold-up. Hopefully Tech-Head will be able to catch up soon.


Sundakan wrote:
Just had a cool idea for something that fits my theme and might somewhat fix my mobility issues. Telekinetic Railgun. Details to come.

I don't even need the details and I love it already


Fighter Toughness vs DC23: 10 + 11 = 21
FJ 1 has -1 Toughness.

Gravewound:
As you begin to reach out, Radio chatter explodes through the aircraft, though again, no one seems to react.
"MOTHER BIRD, MOTHER BIRD: STARFLANK IS HAVING MINOR TURBULENCE."
You continue to feel out, tiptoeing on different systems in place.
Fighter Jet (Portflank, Starflank) DC16, Communications DC20, Airbus controls DC30, Inhibitor Pod DC40 are the ones you can kind of figure out. Besides those, you feel 16 identical blips, possibly the guards weapons.


I tried to leave that as ambiguous as possible. With Knightingale's transitional piece, I'd say this is probably a week or so after the break out and the current JL stuff.


I'm going to need to see a quick powerset write up to get a better grasp. Just a list of powers, like you'd see on a wiki page or something.


Which is the question everyone should be asking regarding powers and power levels. Dick Grayson wouldn't use a nuclear weapon when a dagger does the job just as well.

In regards to the training robotI pictured something like the xmen's Danger, who was a sentient robot from the Danger Room. Either way, I'd entertain the idea as long as it fits the black ops, covert theme.


What tumbler said.
A training robot that's gained sentience? Do go on


Hello all! I realized that there might be a tiny chance that not everyone in this group saw it posted in the Justice League discussion, but I am going to run a game that takes place in the same universe. The recruitment was less than stellar. If anyone here would like to join, please join us over at the discussion.

The Outsiders: Generations:

+
Emkrah
The Outsiders will be a companion game to Justice League: Generations and Suicide Squad: Generations. The tone is a bit more discrete than your typical superhero tale. The focus is more on black ops and stealth but with it's fair share of action.

We have one available slot for the time being.

System: Mutants and Masterminds 2nd edition

Setting: DC Universe set 20 years forward from current time. We are playing loose with much of the history and what was or was not canon.

Synopsis: When a clandestine operation gets greenlit by top US government officials, A.R.G.U.S. Director Dick Grayson has no choice but to work outside the red tape. While he can't readily act against the motion, he sends in a group he knows will get the job done. He sends in The Outsiders.

Submission:
Power Level: 10
Power Points: 165
Impervious: Capped at ½ your Toughness.
Trade Offs: Capped at +/- 4. For instance, Defence/Toughness max at a combined total of 20, average of which would be 10 and 10. Max trade off value would be 6 and 14 or 14 and 6.

Please have a quick paragraph or two for a backstory, and include why exactly Dick Grayson trusts them so much.

This will be my second attempt at GMing a PbP. I expect at least one post per day, but I understand that life is a thing that exists.

The team currently consists of:
Iota, size/density manipulator
Gravewound, a technomancing killing machine
Knightingale, vigilante and daughter of Green Arrow and Black Canary
And an unnamed Gadgeteer

Recruitment will be closed once we (myself and the other four players) have reached a consensus, or a week from today. Whichever comes first.
Hope to see some great ideas.


Ooo! A Brainiac connection! I like that!


Hey I'm still around! I'm trying to think of any upgrades for Capt before I bring him into the scene


Ted's dead, baby. Ted's dead.

The sidekick from Static Shock! Was he even a character in the comics?


Regarding time line: The second seems to be more what I had in mind.

Regarding Knightingale Build:
Keep in mind, this is black ops stuff where she won't want to carry around anything that could identify her. Think of that time Peter Parker took on those other identities that weren't spiderman.


I'll chime in on my thoughts about the timeline tomorrow. Had a pretty busy weekend with work.


Yes. Shale I believe coiled Parasite up and the commander was probably addressing that.


His dominates machines power works for me in concept. I don't think it would pose too much of an issue but if it does I'll talk it over with you.

Gravewound works well.


The Outsiders: Generations Discussion is open!


Pulling Lance out of prison would be awesome for something like this. He'd be brought in as a replacement and would cause tension due to his past.

I'll open up a discussion, but I don't know if we'll need a recruitment. Let's see who's interested here first.


2nd edition to keep uniform. A shrinker would be great.


A nemesis, Jack of all trades type would be very appropriate


You'll be playing superpowered (or super skilled) characters who ride the line between good and bad. You were called together by Director Grayson as a black ops squad to carry out operations outside of government ties. Whether they're ex heroes (or even currently are superheroes) or reformed villains, they were hand picked by Grayson due to their particular talents, their loyalties, and their ability to keep things hush.
You'll be known as "The Outsiders".

Not sure on power level just yet. You're not the next Justice League, but you'd probably be able to take a few of them down as a team. For now, let's go with Power Level 10.

They key word is discretion. Your team does not exist. If you slip up or are caught, you are on your own.

You'll already have been together for over a year with three missions under your belt as a team. Those three missions I will leave up to you. Assassination? Staged a revolt? Kill an AWOL Suicide Squad? I wanna see ya come up with some juicy stories of your past as Outsiders.

I've got a rough idea for an arc, but I'd love to incorporate character histories so go ahead and start throwing around some ideas. As with the two other Generations games, your characters can be legacies or all new.

Hope this sounds fun!


So this may or may not be a good time for this, but I've been thinking about giving PbP GMing another go. I've got an idea brewing for a story that takes place in the same DC universe, quite possibly intertwining with both JL and SS. I'll post more info on it later if anyone's interested.


Played a spycraft game at GenCon and I can't really say I enjoyed the system, so I'll have to withdraw my interest. Thanks for the help and sorry if I held anything up. Good luck!


I too was under the impression that you were traveling. I really like this game and this group. Let's keep it up, please. If you're feeling some GM burn out and want to take a break or something, then no problem, but I have fun with this group.


Will be at GenCon til Monday. If anyone's attending, I'd love to meet up for a drink.


It's been awhile, but I am still really excited for this game.


Nefreet wrote:
Echos Myron wrote:
I have a Level 1.2 Brawler that I am looking to respec into a Slayer 1/Investigator 1.

Just making sure: your character had 2xp, and then played a 3xp module? So you now have 5xp total?

Because if you instead played when you had 4xp, you're outside of the window for the "free rebuild".

I'm so new to PFS that I'm not sure what any of that means. I was under the impression that each session awards 1 xp, and that it took 3 xp to level? I am still level 1, with 2 sessions (6-15 Overflow Archives pt 3 and 6-16 Scions of the Sky Key) under my belt. I'm probably wrong. I plan on changing the character to another class, and upon reaching character level 2, taking a level in something different.

BadBird wrote:
One thing to note with Slayer is that their main combat ability has a rather slow progression, and requires a move action until 7 (and even then needs a swift). So it's not often an ideal multiclass choice. Swashbuckler, Fighter, Unchained Rogue or even Barbarian are much more multiclass friendly, and the list goes on.

I'm just now picking up on that. May look into Swashbuckler+something else.


Sorry for the hold up. I've been hustling my butt off with work before I leave to GenCon.
Ideally, I'd like a character who would be capable of talking his way out of things, but able to back it up with force if necessary. I was thinking some combination of Fixer and Soldier. Mainly looking to specialize in CQB training. As I said, I am not that knowledgeable in the game, so I don't know how feasible it would be, but that's what I'm looking for.


I didn't think of a Brawler/Investigator. That just sounds rude!
To be honest, I don't really know what I'm looking for outside of Melee. I'm headed out to GenCon in the morning and I'm scrambling to have a character made that I won't regret and won't get bored of.


I have a Level 1.2 Brawler that I am looking to respec into a Slayer 1/Investigator 1. Still being very new to PFS (it's been over a year since I last played the brawler), I'm not sure what works and what doesn't work outside of homebrew games where we're mostly screwing around with ideas. Would it be feasible to play such a character?

Considering going with Human for race, if that matters.


My first PFS character was a Mutagen Mauler Brawler but I was so reserved at the table that I honestly feel like I didn't contribute enough. I'm really excited to kick back and enjoy myself this time around.

@Gary Bush, I see a bunch of 7-21. Are you running all of them?


Thanks for the responses and great advice. I'm simply mapping out whether I should concern myself with PFS or not. If I do play, I'll probably sick with two or three games at most.

I purchased the humble bundle awhile back that came with a bunch of PDFs, but I've been lazy about downloading them on my kindle. I'll have to set aside some time for that.

Any games, pathfinder or other, that any of you would recommend? As it is, I've purchased one ticket for a Mutants and Masterminds game and a buddy I'm meeting up with got us tickets for a 5e game.


A few questions from a GenCon first-timer and someone not-so experienced in PFS.

I know PFS asks that you own your sources. Am I expected to bring them all to the convention?

Is it possible to start multiple characters and get them to a decent level?
Is it possible to take a level 1 and get them to 10-11?

This'll be my first time at any sort of gaming convention and I'll be spending a lot of it alone and I'm worried I'll back myself out of participating in anything. What are some good tips for first timers?


Wow. Even with a Character Generator,I found character creation to be quite the headache. I went with Intruder 2/Soldier 1, mostly so that my character could pack a punch if needed. I'll have a sheet posted as soon as I get the time to type it all up.


Well, how about this-- what would are some good class choices for someone new to the game that would help the team out?
I see there's a wheelman and scout. From my quick look-over, I think Intruder, Snoop and Pointman sound cool, but I'm willing to go with whatever.


Is it too late to jump in? I am completely new to the game but I was considering signing up for a game at GenCon


Atlantis, Lemuria, DB Cooper, the babushka lady, Aircrafts lost in the Bermuda Triangle.


....oh that changes a few things then.

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