Looking to Start A DC Adventures Play by Post, Gauging Interest


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Hey all.

After hemming an hawing and trying to get time for a face to face group or even an online group that could meet at a specific time, I've decided to see if there is any interest in a DC Adventures play by post game on the boards here.

I'd be setting it in the DCU, but without the heavy hitters around. Characters would be newly minted heroes, going up against DC villains.

I'm looking to maybe wrangle from 4 to 6 players, hopefully that can post perhaps three times a week or so.

At any rate, I don't want to post too much until I get some idea on how many people are interested. Also, be gentle with me, I've read the material, I've played with making tons of characters, but I've never actually run M&M or DCA before.

Thanks for the potential interest . . .


KnightErrantJR wrote:

Hey all.

After hemming an hawing and trying to get time for a face to face group or even an online group that could meet at a specific time, I've decided to see if there is any interest in a DC Adventures play by post game on the boards here.

I'd be setting it in the DCU, but without the heavy hitters around. Characters would be newly minted heroes, going up against DC villains.

I'm looking to maybe wrangle from 4 to 6 players, hopefully that can post perhaps three times a week or so.

At any rate, I don't want to post too much until I get some idea on how many people are interested. Also, be gentle with me, I've read the material, I've played with making tons of characters, but I've never actually run M&M or DCA before.

Thanks for the potential interest . . .

I'd do it...count me in.

Liberty's Edge

This sounds like fun! I'm in a few pbps already, but I could do 3-4 times a week. Count me in!


Sounds like a lot of fun and love ot be a part of it, though I am unsure exactly how you go about making the characters...but I've always wanted to try a superhero or sci-fi pen and paper rpg.


DM Aron Marczylo wrote:
Sounds like a lot of fun and love ot be a part of it, though I am unsure exactly how you go about making the characters...but I've always wanted to try a superhero or sci-fi pen and paper rpg.

Do you have a copy of the DC Adventures Heroes Handbook? The system itself is fairly simple in execution, but honestly, most of the work is in the character creation.

It's not especially easy to communicate character creation components online without referencing the Handbook.

I appreciate the interest, I just don't want to disappoint you about what's required to play. I'm pretty much assuming that everyone has the core rulebook, even if they haven't done much with the system before.


DM Aron Marczylo wrote:
Sounds like a lot of fun and love ot be a part of it, though I am unsure exactly how you go about making the characters...but I've always wanted to try a superhero or sci-fi pen and paper rpg.

If you are still interested, you can get a feel for the system with the quick play rules here:

DC Adventures Quick Play Rules

And we could probably get you set up with one of the "pregen" archetypes in the book. I've got the 3E update to Hero Lab, and they are all in there, so this really wouldn't be too much of a problem.

Liberty's Edge

Sound interesting.


So far I've got Jesse Denos, Jeremiziah, DM Aron Marczylo, and bill miller 215 potentially interested. I'll give it a bit more time, but I'll go ahead and start explaining how I want to do this and letting you guys see how that looks soon.

Thanks all for the interest, and I'll post some more soon to help further define all of this.


Okay, here is the information on how I'd like to run this. If this doesn't interest you, now is the time to find out. Let me know what everyone thinks, and keep the interest post coming, as I've got four so far and I'm willing to take six total.

Spoiler:

Campaign Conceits, Rules, and Standards DC Adventures Campaign: Earth 52

The Earth 52 Campaign is set in a newly formed alternate reality within the DC multiverse. Of course the people that live there don't know its newly formed. Once it formed, it stretches back and forward billions of years, as if its always existed.

How this effects the campaign is summarized thusly: the general thrust of the DC Universe's history has happened, although there may be a few tweaks here or there. It is, after all, an alternate reality.

The DC heroes have gone missing, sometime around six months ago. No one has seen Superman, Batman, Wonder Woman, the Justice League, or their peers for months now. Cities have been thrown into chaos without their heroes to protect them. The United States government puts into play a protocol to attempt to calm the public and quell the tide of villainy.

Our heroes wake up, having their last memories from a year ago, not even remembering the disappearance of the heroes, and with only a vague notion of why they might have awakened in a government facility.

Starting Characters: This campaign will start as a Power Level 8 campaign. Characters should be made with the guideline in place. Not only are characters PL 8 to begin with, but there are a few other starting concessions.

Characters do not remember anything from the last year. Characters have essentially had a “normal” life up until this point. They may or may not have shown powers before the gap in their memory, but if they did, those powers were much less pronounced then they are now.

While the starting concession is that the characters are normal people that are thrust into a position of becoming newly minted super heroes, if someone wishes to have a starting character that is an alien, this is a possibility, but they will have the same memory gap.

The “one year gap” can count towards one of your complications during character creation.

GM Approval: While you should feel free to build the character you want to play, all characters have to be sent to the GM for final approval before play. To highlight some potential red flags, thing like trade offs and complications are going to be very closely watched, as will quirks and limitations.

House Rules: The house rules for the campaign are relatively simple by intention. The rules are summarized below.

Impervious and attacks: To determine if an attack can harm a character with Impervious toughness, determine what that base damage of the attack is, and compare it with Impervious. Power attacks and critical hits do not cause an attack to harm an Impervious character if their base damage is not above the character's Impervious score (i.e. ½ of the defense in question, usually Toughness).

This works in both directions, as an accurate attack, one that lowers the damage potential of an attack, also does not drop an attack to being unable to harm an Impervious character.

The Superboy Prime, Black Adam, and Geoff Johns Memorial House Rule:

Any character that fails their Toughness save by five degrees of failure immediately drops into the dying category. Any character that fails their Toughness save by six degrees of failure immediately dies.

The character making the attack can, retro-actively, spend a Hero Point in order to pull their punch and not harm their opponent this drastically.

"Attendance": It will be assumed that players will be able to post at least three times a week. If you are gone from the thread for three weeks straight without any notification, I'll assume that you have dropped the campaign.

If your character must take an action, and you haven't made up to three posts that week, the GM will take your next turn.

"Table" Rules: We'll be using the Paizo hard coded dice roller for this game.

Posts that are purely mechanical should be made with the "ooc" coding, for example:

Superman throws a punch at Mongul.

Normal attack, no special modifiers

1d20 + 15 ⇒ (10) + 15 = 25

Initiative will go by "sides" to make it easier to get everyone in. In other words, if the heroes are fighting Kobra and a bunch of goons, Kobra will add his initiative to his goons and average it, and that's the modifier for his side, and the heroes initiative will be added together and averaged, and that will be their initiative.

The GM will roll all initiative rolls when the time comes.

Please create an alternate profile with your character's name and the information that would usually go on a character sheet so that I can reference it when we are playing, and so you can use that profile to post in the "in game" thread.


KnightErrantJR wrote:

Okay, here is the information on how I'd like to run this. If this doesn't interest you, now is the time to find out. Let me know what everyone thinks, and keep the interest post coming, as I've got four so far and I'm willing to take six total.

** spoiler omitted **...

I've got my copy of the handbook behind me. The above mentioned info sounds great. How did you want us to get this info to you? And by when? I'll likely try to do something tonight or Monday.


Jesse Denos wrote:
KnightErrantJR wrote:

Okay, here is the information on how I'd like to run this. If this doesn't interest you, now is the time to find out. Let me know what everyone thinks, and keep the interest post coming, as I've got four so far and I'm willing to take six total.

** spoiler omitted **...

I've got my copy of the handbook behind me. The above mentioned info sounds great. How did you want us to get this info to you? And by when? I'll likely try to do something tonight or Monday.

If you just want to have a character sheet with all of the information on the profile you make for the new character, that would work. You can also e-mail me a KnightErrantJR "at" gmail "dot" com.

Also, since I haven't filled all six slots yet, I'm not worried about setting a deadline until I make sure if I'll even have a "full crew."


I am interested. I have a couple of questions:
Can we generate characters that are failed / not quite sucessful lab experiments? Do the characters need to be established B level heroes?

Thanks


Patrick McGrath wrote:

I am interested. I have a couple of questions:

Can we generate characters that are failed / not quite sucessful lab experiments? Do the characters need to be established B level heroes?

Thanks

I'm actually looking more for characters that weren't quite working as superheroes before their "year off." So the failed lab experiment angle might work if the character only got really minor, unreliable powers, which now work much better, and they never really worked "in the hero biz" before.


To elaborate:

Characters are going to wake up at the beginning of the campaign as PL 8 characters. Before their "year off," they might have been police, military, accountants, doctors, editors, factory workers, etc.

If they had powers before, they didn't have "super hero" level powers. Maybe low yield psychic abilities that they couldn't really count on, for example. They may have gone to some place like STAR Labs for study, but they don't remember anything coming of that visit except a few tests.

If you really want to be the alien on the team, you can, but your last memory will be something along the lines of just having arrived on Earth, and then loosing the last year. Also, its probably not going to make much sense unless the alien race could have been less powerful than PL 8 before hand (for example, probably no Daxamites or Kryptonians).

Also, I'd like most of the team to be "normal" American citizens, for reasons that will become more apparent after you all wake up with your new powers.

The Exchange

I'm interested!

Quick question to make sure I get the starting point right though: If you didn't have powers pre-amnesia, you are waking up post-amnesia with powers, correct?

So (just a hypothetical) a construction workers is normally above-average strong, but wakes up from the amnesia with Super-Strength. Or any other power/talent; it doesn't need to be obviously related to the character pre-amnesia, correct?


AlanM wrote:

I'm interested!

Quick question to make sure I get the starting point right though: If you didn't have powers pre-amnesia, you are waking up post-amnesia with powers, correct?

So (just a hypothetical) a construction workers is normally above-average strong, but wakes up from the amnesia with Super-Strength. Or any other power/talent; it doesn't need to be obviously related to the character pre-amnesia, correct?

Exactly.


So, I know for sure, since I've posted the more in depth rules, Jesse Denos, AlanM and Patrick McGrath are all definitely interested. If the rest of you that posted can let me know for sure if you are still interested, we are at six people right now.

1. Jesse Denos*

2. Jeremiziah

3. DM Aron Marczylo

4. bill miller 215

5. Patrick McGrath*

6. AlanM*


Patrick's got his character locked in, as he's already got it done and off to me. Fun concept. Interested to see how the rest of the team shakes out. ;)

Also, if you could Patrick, can you make an alias for Bert? Thanks!


I have the discussion thread for the campaign posted now, for people that want to do some brainstorming, but please wait to post there until you let me know for sure that you are still interested in the campaign here.

Thanks all.

The Monitor's Lounge

Liberty's Edge

Ouch, sorry - I posted in the wrong thread. Maybe I can still delete it... Anyway, I'm still interested, and will get a character together within a day. If for some reason I can't, I'll let you know here to make room for someone else. That alright?


Jeremiziah wrote:
Ouch, sorry - I posted in the wrong thread. Maybe I can still delete it... Anyway, I'm still interested, and will get a character together within a day. If for some reason I can't, I'll let you know here to make room for someone else. That alright?

Not a problem. I was just trying to keep everything in one thread to make it less confusing, but its not a big deal.


I mentioned this in the other thread, but I'll reiterate it here. I'd like to see if everyone could let me know for sure if they are in, and have a character ready to go by December 5th.

Thanks all.

Liberty's Edge

Monitor of Earth 52 wrote:
December 5th.

Well, that's certainly attainable. Thanks, KEJ! This sounds fun, I'm excited. The last superhero-themed RP I did was back in the days of the Marvel game with the big, multicolored chart on the back cover.

My favorite character ever:
The coolest hero I ever played was a fellow by the name of "Captain Corn", who had no powers whatsoever other than the ability to communicate with corn at Monsterous proficiency (which, if you know that system, is really, really well). He was based in Nebraska. If he wanted to attempt a power feat, he could attempt to speak with high fructose corn syrup, which, as you can imagine, made him the party's main source of intel. Priceless character. Granted, he was sort of a joke, but that aside, he was AWESOME.


Jeremiziah wrote:


Well, that's certainly attainable. Thanks, KEJ! This sounds fun, I'm excited. The last superhero-themed RP I did was back in the days of the Marvel game with the big, multicolored chart on the back cover.

** spoiler omitted **

Ah, I remember Marvel Super Heroes. I used to love creating random non-sensical characters with that system. You could talk to corn as well as She-Hulk could pick up heavy objects . . . that truly is impressive!

Liberty's Edge

Indeed.

Man alive, I've had this book forever, but never really looked at it - character generation = non-intuitive. Sadface.


Do you want any posts in this or the other area?


Pathfinder Adventure Path Subscriber

I just saw this thread. I recently picked up the book, so I'm pretty new to the M&M system, but at least I have the rules on hand. I'm a long-time veteran of the old Marvel Super Hero system (FASERIP forever!).

If you have someone drop out, I'd like to throw my name in. I'll grab the book and start digging into character creation just in case.


Patrick McGrath wrote:
Do you want any posts in this or the other area?

I wouldn't mind posting in this one just in case anyone that showed early interest doesn't see the link and misses some posts about who is and and who is doing what.


Stalwart wrote:

I just saw this thread. I recently picked up the book, so I'm pretty new to the M&M system, but at least I have the rules on hand. I'm a long-time veteran of the old Marvel Super Hero system (FASERIP forever!).

If you have someone drop out, I'd like to throw my name in. I'll grab the book and start digging into character creation just in case.

You'll be #1 alternate in case one of the other guys doesn't want to or cannot participate. Thanks for the interest.

The Exchange

Quick question/approval for you KnightErrantJR:

For my guy, I want him to be a bit of ranged combat specialist, particularly with knives, pistols, and a rifle. Now, I'd like him to be crazy, super-human stunts with these weapons (shoot another bullet (or other physical projectile) out of the air, be able to ricochet knives and even bullets off of walls, etc...) but I just wanted to clear how I was planning on pricing these with you, before I did so. Since these would all be related abilities (mostly different sorts of attacks, with a couple of non-offensive capabilities) using actual weapons, but doing crazy shenanigans with them, I was planning on pricing all the different abilities as an array of Alternate Effects, with the entire array having the Removable flaw, as if you capture him and strip him down, he ain't going to be using the weapons. But, the weapons themselves aren't what is special, it is his super-human skill with them that is; so much so that if you were to capture him, strip him down and disarm him compelete, in an escape scenario, he would be able to grab a guard's pistol and still be able to fire off a ricochet-shot or take the chef's knife from the kitchen and still be able to send it ricocheting around a 180 degree corner with near-perfect accuracy. So I was thinking that once the array is all said and done, it would have the Removable flaw (because you can disarm him) but it also has Feature (maybe once for each power I'd be able replicate with non-special gear) in order to show that it doesn't need to be that specific pistol or knife or rifle, just any.

Would this work, or would you prefer I do it a different way, or something I missed/didn't think of? Thanks.

Oh, and my guy is probably going to be a bit of a stealthy, not terribly flashy, super.

Liberty's Edge

Thanks for the sheet but i couldn't save into it so I brought hero lab to make it easier on me.

Allen Anderson:
Allen Anderson - PL 8

Strength 4, Stamina 3, Agility 6, Dexterity 2, Fighting 9, Intellect 0, Awareness 5, Presence 0

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Evasion, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved Smash, Improved Trip, Instant Up, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Redirect, Seize Initiative, Skill Mastery (Acrobatics), Takedown, Trance, Uncanny Dodge, Weapon Break

Skills
Acrobatics 6 (+12), Athletics 6 (+10), Close Combat (Unarmed) 3 (+12), Insight 6 (+11), Intimidation 4 (+4), Perception 13 (+18), Stealth 4 (+10)

Powers
Blindsight: Senses 4 (Danger Sense: Sound, Detect: touch 2 (ranged), Extended: touch 1 (x10))

Offense
Initiative +10
Grab, +9 (DC 19)
Throw, +2 (DC 19)
Unarmed, +12 (DC 19)

Complications
Disability: Blind
Motivation: Acceptance: to make peace with his blindess

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 7/3, Will 5

Power Points
Abilities 58 + Powers 4 + Advantages 30 + Skills 21 (42 ranks) + Defenses 7 = 120

Created With Hero Lab® - try it for free at http://www.wolflair.com!

The Exchange

bill miller 215 wrote:

Thanks for the sheet but i couldn't save into it so I brought hero lab to make it easier on me.

** spoiler omitted **

Huh. Would you look at that. I might be changing what I am playing in order to avoid the blind leading the blind. Let's see, we have a (presumably) stealthy cat-person and a blind martial artist. Perhaps a mage or telekine of some sort.

Liberty's Edge

I'm leaning towards "speaks with machines", but I'm honestly almost overwhelmed with the possibilities at this point.


Stealthy like a ninja eating corn chips :P

OOC: If Bert is the first character "out of his shell", he will sniff the the air before venturing outward.

IC: He thinks,~what were thise guys talking about an island? They know I don't like the ocean. Better make sure I look good.~ Bert will start preening himself, assuming there is enough light to see by (low light vision).

Dark Archive

Jeremiziah wrote:
I'm leaning towards "speaks with machines", but I'm honestly almost overwhelmed with the possibilities at this point.

I like to let setting inspire me. For a DC game, I'd look at my favorite concepts / characters and just run with them. It really is almost a paralyzing plethora of options, isn't it?

For instance, I'm a huge fan of Mirror Master (and mirror lore in general), so a character who was once captured within a mirror by Mirror Master, and the mirror got broken, but whose essence somehow remained trapped within the fragments and was able to animate them and make a body out of shards of broken glass, with some minor light and visual illusion powers (able to create mirror duplicates, like the mirror image spell), could be neat.

Cadmus seems to have a thing for rooting around the DCU and finding these sorts of things, either by combining hero (or villain) DNA to make super-clones, or finding equipment / artifacts of power left behind.

A 'clone' concept could involve a strong and tough telepath, who uses his mental abilities to disguise his brutish 'caveman' appearance, with overlarge arms and massive brow, since his unsuspecting 'DNA donor' was none other than Gorilla Grodd!

I haven't been able to get my hands on the DCU handbook, and really wouldn't have time to play anyway, I suspect, but the fun of playing around in an established world like the DCU is that there are hundreds, if not thousands, of potential origins and powersets just lying around, based off of the current characters and their origins. (Some characters, for instance, like Aquaman, Wonder Woman, Martian Manhunter, Superman, Northwind, Icemaiden/Ice, etc. as well as half of the Legion of Super-heroes, represent entire *races* of superhuman people, and even a non-superhuman could use Atlantean, Amazonian, etc. tech or sorcery to function as a hero!)

I'm more familiar with the Marvel setting, but there's crazy potential riffing off of established stuff.

Liberty's Edge

Set wrote:
I'm more familiar with the Marvel setting, but there's crazy potential riffing off of established stuff.

Yeah, that's my main problem - I'm waaaay more familiar with the Marvel universe than the DC universe. As a result, I can very much see myself stepping on the toes of some well-established trope. Of course, when talking about comic books, that's almost welcome, right? So I probably can't go too wrong here.


Hey guys, I'll have some more specific things to say later. Keep brainstorming, just remember, you don't need to have an origin for your powers, and your powers before you wake up were much less than they are now.

Heh, as far as fitting tropes goes, "Cadmus genetic experiment" certainly fits in with one DCU trope.

Later on in his story, Steel apparently wasn't just good with technology, but had a metahuman ability to interact with it, so there is a precedence with that as well.

So, just to summarize, thus far we have these leanings:

1. Catperson with heightened senses, claws, etc. (Patrick McGrath)

2. Blind martial artist type with extended senses (Bill Miller)

3. Techno savant of some sort maybe (Jeremiziah)

4. TK or Mage or Super Weapon Trickster of some sort (AlanM)

5. Jesse Denos (?)

6. Aron Marczylo (?)

While I mentioned that Daxamites or Kryptonians might be a bit too powerful to be "amped up" to 8, there are indeed some DC species tropes lying around waiting to be used.

Atlanteans and Homo Magi are both native to the planet, and Homo Magi are interesting, in that they are humans that basically have a genetic predisposition to using magic (Zatanna's family is Homo Magi).

Also, not only are there the traditional Amazons (who don't usually leave Paradise Island), but there are also the Bana-Migdhall Amazons, who actually live among the common people, and just pass on the Amazon tenants generation to generation to their daughters (and normally are essentially "perfect humans," i.e. high end human maximum stats).

Anyway, just some thoughts, and for this campaign, its perfectly viable to have been Jim the busdriver before you woke up. Everyone had a "normal" life up until waking up from your "gap."


As I said in the other post I think I'll drop out. I'm DMing in 2 games and playing in 2 others. I'd like to have some free time to fill in with a job. Anyway, sorry if that's a problem but I hope it doesn't cause much trouble. Good luck everyone.

Liberty's Edge

GM:
OK, so I'm narrowing this concept down, and I'm designing him as a battle-suit wearer. I've virtually used the battlesuit out of the template section, with a few subtle modifications (Enhanced Strength 10 instead of 12, for example), but I have a few questions:

1. Why are the Force Beams (Ranged Damage 12) listed as costing 1 point? And I'm assuming since I put the Servo Motors at Enhanced Strength 10, that I would need the Force Beams to be Ranged Damage 10 also, right?

2. I essentially want to be able to walk up to a machine, whether inside or outside my battlesuit, and be able to touch it and quickly interface with it and any machine it is networked to worldwide. Is it Comprehend: Machines (4 points) and Communication 4 (Visual - Fiber Optic Link, Rapid 2) [18 points] that I want here? It's a strong ability, but it's costing me 22 points. I really don't want to spend that kind of pp allocation on something if it's not going to work the way I think it is.

...and I'm sure I'll think of more questions. Many thanks, sorry for being a M&M/DC noob.


Jeremiziah wrote:

** spoiler omitted **

...and I'm sure I'll think of more questions. Many thanks, sorry for being a M&M/DC noob.

For Jeremiziah:

Spoiler:
Hey, don't worry about being a newbie. I've read the books for a while, but never run a campaign, and that can be completely different.

The example Battlesuit has the blasters as an alternate power of the strength servos. What this means is, the same round that you use the blasters, your enhanced strength shuts down.

Normally, this wouldn't be a big deal, because you are either doing ranged damage or melee damage, but if someone were to, say, grapple with you before your next turn, you wouldn't have your enhanced strength to resist it.

As far as comprehending machines, its a bit vague, but for the most part, the only benefit to communication powers is to use something other than normal communication. The only machines that a visual communication power would affect would be something that was set up to receive light communication.

Comprehend itself does let you just communicate with the machine and understand its responses, not entirely unlike a "speak with animals," i.e. the machine can only answer you in terms that make sense to the machines role. But if this is a power native to you, you can just do it, battle suit or not.

The only real benefit a communication power would have is that it wouldn't be obvious that you are communicating with the machine, as someone would have to make an appropriate check to figure out what was going on.

If you don't have communication, and you just have Comprehend, its just kind of obvious that somehow you are "communing" with the machine. But even then, someone would have to be observing you to notice this obvious communication.

Because your Force Blasts alt off of your strength bonus, your ability to him with the Force Blasts has to be limited the same way your strength is. So as long as your bonus to hit with the Force Blasts is +6, and your bonus to hit with your strength is +6, you are good.

You can alt your Force Blasts lower than your strength, but that tends to be a waste, because you are only playing one point to have another power at the same rank, so its just wasting ranks.


Stalwart wrote:

I just saw this thread. I recently picked up the book, so I'm pretty new to the M&M system, but at least I have the rules on hand. I'm a long-time veteran of the old Marvel Super Hero system (FASERIP forever!).

If you have someone drop out, I'd like to throw my name in. I'll grab the book and start digging into character creation just in case.

Stalwart, if you are still keeping track here, you're up! Can you get me a character by Monday morning?


So, it looks like our current line up, assuming everyone is still interested and gets me a character by the end of the weekend is:

1. Jesse Denos

2. Jeremiziah

3. bill miller 215

4. Patrick McGrath

5. AlanM

6. Stalwart


Pathfinder Adventure Path Subscriber
Monitor of Earth 52 wrote:
Stalwart wrote:

I just saw this thread. I recently picked up the book, so I'm pretty new to the M&M system, but at least I have the rules on hand. I'm a long-time veteran of the old Marvel Super Hero system (FASERIP forever!).

If you have someone drop out, I'd like to throw my name in. I'll grab the book and start digging into character creation just in case.

Stalwart, if you are still keeping track here, you're up! Can you get me a character by Monday morning?

I'm still here! And way more excited than I expected to be.

I have a few ideas for characters -- I'm muddling my way through character creation.

Spoiler:

My proposed character is named Tenfold. In a nutshell, he is a metahuman who can create nine duplicates of himself (for a total of ten of him -- natch). Furthermore, he has enhanced strength -- able to press approximately ten tons. The duplicates are his equal in strength, and linked telepathically to him. His primary drawback is that he is deaf. He absorbs ambient sonic energy continually to create his duplicates, which are sonic constructs. Another complication is his brother -- who goes by the name of Doppler, and can control sonic energy. He's the black sheep of the family, resents his younger brother, and used his powers for selfish gain. If you're going the Cadmus route, they probably identified Tenfold as a potential metahuman because of Doppler, and sought to awaken his latent powers. Just a suggestion.

However, I understand a "multiple man" might be a bit complex -- as it was pointed out in the rule book. I'll post the 120-point build that I've worked out in a bit. If it's not suited to your campaign, don't worry. I've got several other ideas that I can pitch.

Please, let me know your thoughts.


Stalwart wrote:
Monitor of Earth 52 wrote:
Stalwart wrote:

I just saw this thread. I recently picked up the book, so I'm pretty new to the M&M system, but at least I have the rules on hand. I'm a long-time veteran of the old Marvel Super Hero system (FASERIP forever!).

If you have someone drop out, I'd like to throw my name in. I'll grab the book and start digging into character creation just in case.

Stalwart, if you are still keeping track here, you're up! Can you get me a character by Monday morning?

I'm still here! And way more excited than I expected to be.

I have a few ideas for characters -- I'm muddling my way through character creation.

** spoiler omitted **

Please, let me know your thoughts.

It will be interesting to see how this works out. Work it up and let me take a gander at it.

Spoiler:
One of the self-correcting aspects of this is that you have to pay for your duplicates abilities out of your own power points, so having nine of these guys might be very rough on old power points.


I just built the alias. I put everything there. I'll duplicate it here, no pun intended.

Spoiler:

Real Name: Kevin Hamilton
Age: 22

Abilities:
Str 9, Stam 8, Agi 3, Dex 0, Fgt 5, Int 0, Aw 2, Pr 1
= 56

Defenses:
Dodge 6, Parry 10, Fort 12, Tough 13, Will 5
=15

Powers:
Duplication 7
Multiple 4, Mental Link, Active 7
Protection 5
= 42

Skills:
Close Combat (Unarmed) 4 (+9), Perception 4 (+6)
=4

Advantages:
Interpose, Teamwork, Languages 1 (American Sign Language)
=3

Motivation: Doing Good
Enemy: Doppler (brother, villain)
Disability: Hearing impaired

Haven't worked up the dupes yet, but I think they get 105 points -- Seems like they would be tougher than the original. Not really what I was going for. Let me know if I'm misinterpreting the rules here.


Tenfold wrote:

I just built the alias. I put everything there. I'll duplicate it here, no pun intended.

** spoiler omitted **

I love challenging concepts (although I almost wish we had a write up for Triplicate Girl to see how they did her powers).

Spoiler:
If I'm reading the rules correctly, in order to have multiple "minions" with the duplicate power, you will have to spend an additional 6 points on the power, but given how the ability adds up, you would only get eight . . . for 7 points I'd let you have the 9.

In order to summon all of them at once, you would have to spend 7 more points. Otherwise you would spend a standard each round to summon them until they all show up.

And yes, at Rank 7, they would have 105 points.


Monitor of Earth 52 wrote:
Tenfold wrote:

I just built the alias. I put everything there. I'll duplicate it here, no pun intended.

** spoiler omitted **

[spoiler]

I love challenging concepts (although I almost wish we had a write up for Triplicate Girl to see how they did her powers).

"for 7 points I'd let you have the 9."

So, do I need to reallocate some points? Or did I get it right the first time around?

The Exchange

Regarding Tenfold and the price of the Duplication:
I hate to be a downer, but you both significantly undervalued the Duplication power...

Breakdown of Duplication's cost:
Duplication is built off of the Summon Power, so we will start there. You want them built off of 105 points, so you need seven ranks of summon. Now Duplication automatically comes with the Active Extra, which has a cost of +1 per rank. This is why it costs three points per rank, while summon costs two. So far, so good.
Now, the Multiple Minion extra is where things get expensive. You want to have nine extras (we'll start with eight as that is where the math is friendlier). Each application of Multiple Minions doubles your total number of minions so Multiple Minions 1 you get two minions, with Multiple Minions 2 you get four minions, and with Multiple Minions 3 you get eight minions. (To show this mathematically it is just a series of 2^x where x is the number of times you applied Multiple Minions.) Now Multiple Minions costs +2 per rank, per application. This means you are paying an extra +6 per rank for Multiple Minions 3.
So, with Duplication (which is Summon + Active Extra) at 3 points per rank and the Multiple Minions 3 at +6 points per rank, and a total of 7 ranks asked for, you are look at a cost of 63 points for the Duplication(x8) power. You would also like the Mental Link extra, which is a flat +1 cost, so 64 points total. And if you want to summon them all at once via the Horde extra, it'll be another +1 cost per rank, for a total cost of 71 points for the power:
Duplication (x8, Horde, Mental Link) 7.

As for the additional duplication, technically according to the math (you want 9 duplicates, so to find out how many applications of Multiple Minions you need, we take the log base 2 of 9 and we get 3.16993, or roughly 3.17 applications of Multiple Minions. Multiplied by the cost of +2 per rank, we are given +6.34 points per rank. You already paid the +6 for the first eight, so the +0.34 over seven ranks comes out to be 2.38 additional points for the ninth duplicate. Which rounds to 2, for a net cost of 73 points for Duplication (x9, Horde, Mental Link) 7

As for mine, I am definitely playing a Mage sort, and I'll have the sheet up over the weekend.


Pathfinder Adventure Path, Rulebook Subscriber

Aaawww Man... I just saw this thread today/tonight... I have the DCU Adventures and have skimmed it, and this would be a perfect way (I think) to get some play time and learn the system.

KnightErrantJR - I see you have your 6 players (and I've never been in a PbP... so I'd be pretty confused at first) but if I could "earn" a nod for a possible alternate, that would be cool. If not, I totally understand.

Spoiler:
One of my favorite DCU characters is Beast Boy (although I still remember he was called Changeling at one point). Another favorite is the Atom (Ray Palmer) although Ryan Choi was growing on me... shame what happened to him. I mean, dang. Anyway... I'd likely do something like either of those two character types. My "version" of Beast Boy, would have bluish-tinted skin and be called "Kid Kreature". I'm not sure what I'd call my version of the Atom... maybe Microbe (cuz' Micro Man is just silly). :P

Let me know if I have a chance.

Regards,

Dean (TMW)


Re: AlanM -- Ouch! Man, that's painful, if that's the way it's supposed to be calculated. The more points thrown at the Duplication power, the less going to the original, although the duplicates remain as tough as ever. Before I saw your post, I just worked up the minion, which gets more goodies.

Spoiler:

Here's my workup of the 105-point minion:

Abilities
Str 9, Stam 8, Agi 3, Dex 0, Fgt 5, Int 0, Aw 2, Pr 1
= 56

Defenses
Dodge 6, Parry 10, Fort 12, Tough 13, Will 5
=15

Powers
Protection 5
Immunity: Sonic 5
Immunity: Life Support 10
=20

Advantages
Teamwork, Interpose, Languages (ASL)
=3

Skills
Close Combat (Unarmed) 4 (+9), Perception 18 (+20)
=11

Basically, the huge boost to Perception is a reflection of the numerous perspectives and the mental link between all the duplicates. Odds are, one of them's going to notice something.
And if they're sonic energy constructs, what are they doing breathing, etc?

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