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Jubal Breakbottle's page

Organized Play Member. 2,072 posts (19,518 including aliases). No reviews. No lists. No wishlists. 71 aliases.


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”What’s the difference? I thought people in the atmosphere had different people and cities, no?” Uthor replies to the question with a question.

”He’s the king. He decides. I thought that the atmosphere had kings, too. No?”


Ironperenti wrote:

@Jubal: Grab in the DCA book says- GRAB. STANDARD.ACTION

You attempt to grab a target. Make an attack check
against the target. If successful, the target makes a resistance
check against your Strength (or the rank of a grabbing
effect) using the better of Strength or Dodge.

I read this as you make an attack check to initiate contact (you rolled 23). Then you have to see if you can hold whatever you grabbed, hence the opposed STR check where I used the strength of your move object power.

OK. I read that differently. After you rolled the active defense, which could be a passive DC based on the imp's Defense, Sigil successfully hit.

Then instead of your rolling an active effect of my Strength from Move Object, above reads, "If successful (hitting), the target (the imp) makes a resistance check against your Strength (or the rank of a grabbing effect) using the better of Strength or Dodge."

So, I read that as you (the imp) rolls (a resistance check) against the DC based on the Move Object power level.

Bottomline, I think M&M generally gives the attacker one roll (to hit) to effect vs a DC based of the target's Defense. And, the target gets one roll to resist vs the DC based on the attacker's Power Level effect.

I think you're adding two extra rolls in there. One to determine the DC of the target's Defense. And a second, to determine the power level effect of the attack.

We can do that, but it will 1) double the number of rolls per attack and 2) reduce the probability of successfully attacking.

You're the GM to decide how we play. I just wanted to point out the RAW (as I understand it), so we are all aligned for a great game!


Ironperenti wrote:
Since I switched to 3e that no longer applies but I'd still be interested in adding a REF save with a base from Agility instead of using the Dodge for such saves. What do you guys think?

Adding another save would cost points.

My two points...

Here's what I don't understand about you rolled:
Imp dodge Sigil: 3d6 + 5 ⇒ (3, 4, 2) + 5 = 14
Sigil grab Imp: 3d6 + 10 ⇒ (1, 4, 3) + 10 = 18
Imp resist grab: 3d6 + 1 ⇒ (5, 2, 6) + 1 = 14

I don't know what "Sigil grab Imp" is. I rolled 23 to hit.
Then, the Imp failed to dodge with a 14, so it was grabbed.

Then, the Imp failed resist the Grab of 14 vs 21 (11 +10 Move Object), so I don't know what the "Sigil grab Imp" is.

thanks

EDIT: OH! I get it. That Sigil grab Imp, was an active Grab of the Move Object! Yeah, I think that it is too many rolls IMHO.


OK Two votes for Sigil.

Didn't know about the previous team. I'm going to investigate... OK the Guard is the Avengers / Justice League equivalent.

So, I would say that my character is a known independent hero, local to Vibora Bay, probably a reserve member of the Guard. Meaning, he would show up for Vibora Bay disaster response (Shadow World invasion, Elder Worm invasion, hurricane, etc.) and be occasionally consulted on magical threats.


I actually had thought that Talisman became a superhero and joined the team seven years ago (2012) to defend against the Shadow Realm invasion of Vibora Bay.

Does that makes him the latest to join?


Oh. and Roll20 is perfect for me


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Ok. The Shadow World was more undead than I was thinking, so I'm going to pivot.

In the timeline, there's "1940: Hydra reopens the Bifrost bridge to the lands of Asgard. Using the hypno-wash, the Red Skull (Johann Schmidt) is able to dominate Asgardian ogres and brings them over to fight for the Axis powers. Thor soon returns to midgard to deal with the ogres." and "1945: The Red Skull is defeated by Captain America and apparently dies in his booby trapped chateau. The explosion destroys the connection to the Bifrost pulling the ogres and Thor back to Asgard."

So, I'm going to run a Dökkálfar who sneaked over the Bifrost and emigrated to Florida after the war. He currently runs that curio shop in Vibora Bay and has recently joined the team after the hurricane to help his new neighbors.

@Ironperenti I'm probably going to need the weekend to finish the character, but I'll get a profile together and a Gameplay post asap.

Thanks


Panama City, Florida is in the panhandle


@Ironperenti First, I love your timeline. Marvel, DC and Champions all mashed together. I stopped regularly playing Champs before the Millennium stuff, so I enjoyed the development to recent years, especially the reveal of Achilles as the leader of both UNTIL and Hydra!

Second, the Gameplay thread indicates that the group starts in Vibora Bay and infers that that location is near the Florida panhandle. Is Vibora Tampa?

With the heroes that are already declared, I was thinking about bringing in a magic-based utility/sneaky hero. I found in the timeline, "2012: An extra dimensional invasion from the shadow realm is stopped by a group of independent heroes in Vibora Bay." So, I was thinking that a shadow realm denizen who did not support the invasion but maybe went along with it to escape the shadow realm deserted and stayed in Vibora Bay. After observing the locals, they set up a supernatural tourist shop and introduced themselves as an immigrant from Europe. That was about seven years ago. Then, when the local superhero group starts working together, my character joins up.

Would appreciate all feedback, especially about the Shadow Realm. I was thinking it's like the Fey Court or Dark Elf realm of Norse, but would greatly appreciate your perspective, so I can align.

Cheers


Are you still accepting? I just read that you're using 3e rules! Love your timeline!
Cheers


You and your family have my deepest sympathies.


Will you introduce Uthor?


Ability 29-35: 1d100 ⇒ 77 Minor
Ability 36-50: 1d100 ⇒ 80 Great

Ability: 1d100 ⇒ 35 Detect Lie
Ability: 1d100 ⇒ 8 Animal Affinity (Major, Cats)


Ability 0-10: 1d100 ⇒ 11 nope
Ability 11-19: 1d100 ⇒ 22 1 minor
Ability 20-28: 1d100 ⇒ 6 nope

Minor Ability: 1d100 ⇒ 48 nope
Minor Ability: 1d100 ⇒ 45 nope
Minor Ability: 1d100 ⇒ 25 Bloodmark


2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8

16, 12, 12, 12, 10, 8

Bloodline Strength: 1d100 ⇒ 32 Minor
Bloodline Score: 5d6 ⇒ (3, 5, 5, 3, 6) = 22
Bloodline Derivation: 1d100 ⇒ 8 Anduiras


Just saw the recruitment. PM me the Discord. I’ll roll up a bloodline character tomorrow morning to be considered. Then, can tailor to whatever domains that you have open. Cheers


EltonJ wrote:
Jubal Breakbottle wrote:
I'd be open. Still have all the books
Ah, thanks. Have you played on Discord before?

Just saw this post. No, I don't play on Discord. Just coordinate and laugh there


I would suggest that we go with the four players that we have and generate posting momentum for the story. Posting begets posting


How many active players are hanging on?


I'd be open. Still have all the books


Did you DM the players who were not originally selected to resubmit or check in with the Recruitment?


Yes. I linked a picture of Garth on the profile.

No. Uthor hasn’t really accepted the superhero role that Aquaman has put in front of him. His secret identity is a prince of Atlantis. Part of his personal plot is the acceptance of the superhero role and accepting a name is part of that plot.


What's the setting? I thought I read DC universe, but the Gameplay has Cable in it. Is it mash-up? Can I get a thumbnail description of the world, so I understand what myths to draw upon. I'm thinking about an Atlantean but want to understand where your Atlantis is.

PL 10, and 150 power points, right?

thanks


Which characters are still playing? It looks like you have two armored suits, death magic user, and a speedster, right?

Can you repeat the character generation rules, or just link to posting and add any updates?

Thanks


Too bad you can’t land and Steady Aim to give Scram advantage and Sneak attack by himself.


@ST. That Once Bitten is cumulative and permanent. Is the Gillman controlled yet?


Sorry. I lost the thread after I returned from camping. Need to get this game into my campaigns.


We're going camping this weekend. Will be out of Internet until Monday. Cheers


SUPERVisor Black Dow wrote:
Jubal Breakbottle wrote:
SUPERVisor Black Dow wrote:
And the eponymous Stoirm Laird in all his glory. Part Thor, part Storm, Part William Wallace, Part 80's scottish music icon Jesse Rae...
So, awesome!

Wee bit of homework for ye - should you feel the urge to drop ane or twa into Stoirm Laird's verbage :)

Common Dundonian Scots Words

Interestingly I'm literally at the half way point betwixt Dundee and Aberdeen so great choice for your background mate :)

I'm quite lazy and have learned (and forgotten) way too much.

How well does this Scottish translator work?


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SUPERVisor Black Dow wrote:
And the eponymous Stoirm Laird in all his glory. Part Thor, part Storm, Part William Wallace, Part 80's scottish music icon Jesse Rae...

So, awesome!


SUPERVisor Black Dow wrote:
@Jubal - love it. Please tell me he'll have a Targe strapped to his forearm! :) Interestingly seems that Clan Scrymgeour were standard bearers and relic guardians... plenty of opportunity there!

Yessir. Just updated his shield description to targe. Don't know when you reviewed his profile, but I'm pausing on the current editing if you want to take another read the Background.

Couple of questions:

1. Does his targe return to him after its thrown, like Captain America?
2. Can he start with a Defense Class 5 armor of padded costume or ultra-light chainmail?

Cheers


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Power Mathing & Questions:

Base Powers
0. Advantageous Background, Position of Power
2. Weapon Skill, Shield (Defense, Missile)
1. Martial Arts, Oriental

[3 Power Rolls Base - 4 Left]

Storm Knight, first preference
4. Weather Control 3

BD wrote:
Failing that you could drop Marital Arts 1 and I'd allow Weather Control 3...

Are you suggesting this, because you think I'm out of power rolls, because I would drop the Government Contacts. Or that, Weather Control 3 is too powerful to be combined with Martial Arts? Weather Control doesn't have an attack, right?

For the Position of Power without Government Contacts, I was thinking about a member of the House of Lords. So, not super rich, but a well-to-do guy with a title. In his secret ID, he would speak with a thick Scottish accent to hide a public school education.

Using Google-fu for Scottish Weather Controller names: Hoolan, Bloat, Blirtie, Coorse, Gouling, Doister, Doineann. Do you prefer any of these to Storm Knight? I don't have a feel for how weird/funny they are relative to the game you want to run.

Or, my second preference is Bulwark
2. Superstrength 2, but I'm concerned with rolling below average on the 2d10
1. Background: Government Contacts
1. Background: Criminal Contacts

This concept would be a cross between Captain America and Nick Fury. Ready and capable of doing anything legal or illegal to do good.


SUPERVisor Black Dow wrote:
Jubal Breakbottle wrote:
If Superstrength 3 is allowed, Bulwark it is then! Huzzah!

With 7 Powers & 1 (free) Adv Background we'll still limit the Strength to Grade 2 mate.

You essentially have now a floating power roll now though. Strength 3 is still too much - especially for the lower level powers you lot are packing. Bear in mind that to upgrade a Power from level 1 to 2 its only 1 power roll, while 2 to 3 costs 2 power rolls.

OK. Is Weather Control 3 available? It just allows to have multiple effects running at the same time, right?

Otherwise, he would have 2 floating power rolls available, because he already used one for a Background. Maybe two more Backgrounds, because I'm lukewarm on more Martial Arts or Weapon Skills.

Cheers


Please confirm Superstrength 3 is allowed, then Bulwark it is then! Huzzah!


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@SuperV BD Whatever you want, boss. If 7 +1AB power rolls, then my preferences for character concepts are with the 8 power rolls within my Profile. When we decide which one to use, I'll start building the character. Good?


Woot! I'll create a profile to post my rolls.

Can you open Gameplay, so we can dot?

Cheers


Standing by.


GM SuperTumbler wrote:
Mostly as an aside, I would like to note that I re-watched the 1997 Anaconda for the purposes of running this encounter. This may have been the most difficult research I've ever done as a GM.

hahahah


Crimson_King wrote:

This is the first time using the Paizo board, so didn't know how to use the dice roller. I used the first one google came up with the roll.

Hi Crimson. Welcome to the Paizo Boards. You can find the codes for the Boards at the bottom of your page before the footer, behind a "SHOW" button after the phrase, "How to format your text"

Specifically the dice roller is [dice=Ego]3d6[/dice Which would roll and add 3x 6-sided dice together, if I put the last bracket to close the /dice code.

Cheers


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BD:
I can wait to see what the others submit.

If Strength 3, Weather Control 3, or Teleport 3 don’t work, I could always make another power roll and see what hits. I’ll just be happy to play in your game. Cheers!


CucumberTree wrote:
Jubal Breakbottle wrote:

Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.

Potential Player Characters

* Cucumbertree - Iterating, maybe Danu

"Hey don't call me iterate...And it's Goddess Danu. You iterate mortal." Says Danu in an unidentifiable accent.

How would you describe Danu's power set?


BD:
Totally understand that Strength 3 would be too much. However, I'm lukewarm about Martial Arts 2 and Weapon Skill 3, so I need to think, too.

I still like the Weather Control 3 and maybe even Teleport 3 with his huge Vigour.


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Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.

Potential Player Characters

* Pauljathome - Sysgofd, Welshman with Speed 1, Intangibility 2, flight 1, Bionic Arm, and Martial Arts (Pugilism) 1
* JubalBreakbottle - Oriental MArtist and Shield with Superstrength or Weather Control
* SuperTumbler - Iterating
* Cucumbertree - Iterating, maybe Danu
* Monkeygod - A cross between Daredevil and Kingpin, without Fisk's super strength, which I make up for by having an ice attack
* Ridge - Unconscious Probability Control
* Malinor - feline themed speedster
* Ira kroll - Swift Scepter

* Crimson King - Interested
* Albion - Interested
* Oceanshieldwolf - Interested
* Nikolaus de'Shade - Interested
* Rdknight - Interested
* grimdog73 - Interested


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Black Dow wrote:
If you upgrade Energy Attack to 2 [which would cost 1 Power Roll] you also get the opportunity to select Energy Immunity vs Cold/Ice for a 2nd Power Roll. Worth considering? As you'll have 1d10 more Energy points to blast away with and be immune to same Energy type...

@BD I thought upgrading a rolled power to Grade 2 took 2 power rolls, as opposed to your suggestion above. Or, is it only 1 power roll for Energy Attack?

Edit Nevermind. I reread your post. Upgrading to Grade 2 takes 1 Power roll, and Grade 3 takes 2 power rolls. So, my characters will get more power rolls, because I thought Grade 2 took 2 rolls.

For my Superstrength concept, would it be better to upgrade:
1. Superstrength from 34+2d10 (expected value of 45 Strength) to Grade 3 44+3d10 (EV of 60 Strength),
or
2. Martial Arts to Grade 2 (with +6 damage and +1 Dodge Mod) and Judo Throw

The Weather Controller would just go to Grade 3 Weather Control

Cheers


@BD Yes, I like the Superstrength concept, too. It's more my speed. That's why he was listed first. It's more aligned with a Position of Power, too. Maybe, he's a new national (England, Scotland, Wales, or Northern Ireland, depending on your appetite for current politics) hero, super-soldier. Captain American is very much my speed.

But, let's see if another light brick is submitted. I also really like Weather Controllers, too


Jubal 2.0:
OK. As I wrote, I can take 2.0 in so many directions, so here are the few concepts:

Ego: 3d6 ⇒ (2, 4, 1) = 7
Strength: 3d6 ⇒ (6, 5, 3) = 14
Dexterity: 3d6 ⇒ (4, 5, 1) = 10
Vigour: 3d6 ⇒ (6, 6, 6) = 18

HTK: 18d6 ⇒ (4, 2, 6, 6, 2, 6, 2, 4, 3, 5, 3, 2, 1, 2, 5, 2, 6, 3) = 64
HTC: 18d6 ⇒ (6, 6, 3, 6, 4, 5, 2, 1, 1, 6, 5, 4, 2, 6, 6, 3, 1, 4) = 71

Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 8 Powers
Advantageous Background: 1d10 ⇒ 6 Position of Power
Superpower 1: 1d100 ⇒ 92 Weapon Skill
Superpower 1: 1d100 ⇒ 44 Martial Arts, Oriental
Superpower 1: 1d100 ⇒ 97 Choose one, wow!

Bulwark or Major Stalwart or Escutcheon, Rev A
Superstrength (Gr2) Strength = 34+2d10, HTK/2, HTC/2
Weapon Skill (Gr2) Shield (Defense & Missile)

Bulwark or Major Stalwart or Escutcheon, Rev B
Tough Skin: Defense Class 4, HTK/3, HTC/2
Weapon Skill (Gr2) Shield (Defense & Missile)
Martial Artist, Oriental (Gr2)

Shadowknight Rev A
Teleport (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)

Shadowknight Rev B Nope. Too many Intangibilies already
Intangibility (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)

Stormknight Rev A
Weather Control (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)

I would love to play this game, but I want to play a character that doesn't overlap too much with another character shtick. I guess I'm a comic purist where superhero teams have very different powers. Not like the new Thunderbolts* that are mostly punch and shoot.

I think like BD, I went to high school in the 80's, so I know the era well, even the music.

Jubal 3.0

Although I really like 2.0, let's see what the character roulette spits out again, for one last character creation.

Ego: 3d6 ⇒ (2, 6, 5) = 13
Strength: 3d6 ⇒ (2, 6, 5) = 13
Dexterity: 3d6 ⇒ (2, 2, 4) = 8
Vigour: 3d6 ⇒ (6, 4, 6) = 16

Powers: 2d6 ⇒ (5, 3) = 8 3/2 +4 = 6 Powers

Superpower 1: 1d100 ⇒ 49 Chameleon Ability
Superpower 2: 1d100 ⇒ 1 Agility
Superpower 3: 1d100 ⇒ 60 Shapechange, Freeform even Specific: 1d6 ⇒ 3

Hmm. Interesting, a Mystique or Skrull character. Probably, Agility Gr2 and a Background. 2.0 is probably more my speed, but let's see what other applications are.

Excelsior!


Forgot to roll for 2.0 Martial Arts type: 1d6 ⇒ 1 Oriental


BD:
I like the potential of character 2.0 vs. 1.0. 1.0 looks like a good supervillain for you. I can build a backstory for you, if you want. Spoiled techbro who experimented on himself using animal DNA editing.

What do you think about me waiting for the other characters to be determined before I pick the Superpower? Because 2.0 could go almost anywhere from USAgent to Storm to Ghost to Rocketeer and many concepts in between. I like party variety and the randomness randomly overlaps.

I'm really looking forward to your game. Excelsior!


Character 1.0

Might not be too bad, because the 7 & 8 Abilities don't have penalties. With 2 powers left, could increase Tough Skin 3.

So, I see a secret tech bro, with tough skin 3, claws and karate. Maybe a reprise of Badger, Ratel, Armadillo, or something tough with claws but physically weak.

Character 2.0

Ego: 3d6 ⇒ (2, 4, 1) = 7
Strength: 3d6 ⇒ (6, 5, 3) = 14
Dexterity: 3d6 ⇒ (4, 5, 1) = 10
Vigour: 3d6 ⇒ (6, 6, 6) = 18

Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 7 Powers

Advantageous Background: 1d10 ⇒ 6 Position of Power

Superpower 1: 1d100 ⇒ 92 Weapon Skill

Superpower 1: 1d100 ⇒ 44 Martial Arts

Superpower 1: 1d100 ⇒ 97 Choose one, wow!

Hmm. Let's see what I can do, here. Would take suggestions for that choice, which could be boosted to Grade 3

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