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J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

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Re: J-Mart III: Game Setting! Ghouls, Zombies

Postby Thorpacolypse » Sun Oct 04, 2009 8:02 am

Another new J-Mart Original hits the shelves.

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Magic is like, so totally cool.

ELLE LANE
PL:
5 (77 pp) – OPL: 5; DPL: 5

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: 10 (0) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Bluff 3 (+5/+9) [Attractive], Concentration 8 (+9), Diplomacy 3 (+5/+9) [Attractive], Disable Device 6 (+7), Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Arcane Lore] 8 (+9) [Ritualist], Notice 3 (+4), Search (+1), Sense Motive (+1), Sleight of Hand 3 (+4), Stealth 5 (+6), Survival (+1)

FEATS: Attack Specialization (1) [Sorcery Array], Attractive (1), Equipment (1), Luck (1), Ritualist, Teamwork (1)

WIZARD STAFF ENHANCED FEATS: Accurate Attack, Attack Specialization (1) [Sorcery Array], Improved Aim

POWERS:
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]
Sorcery Magic Array 6 (Magic 6, Flaw: Side Effect [Must make save against DC10 + rank of power or suffer Fatigue [12pp array]; 6pp) [6]
Base Power: Mystic Lightning Blast 6 (12pp) [6] - DC:21:tough
AP: Veil 4 (Concealment 4 [Visual, Auditory, Olfactory], Extra: Affects Others, Flaw: Passive, PF: Progression 3 [10 others]; 1pp) [10]
AP: Lightning Flash 6 (Dazzle 6 [Visual]; 1pp) [6] - DC:16:ref

Wizardry Magic Array 6 (Magic 6, Flaw: Check Required [Must make save Knowledge [Arcane Lore] check against DC10 + rank of power spell fails [12pp array]; 6pp) [6]
Base Power: Healing 6 (12pp) [6]
Shield Bracelet 1 (Device 1, Hard to Lose, PF: Restricted [Wizards]; [5pp traits]; 5pp) [1]

Force Field 6 (Extra: Affects Others, Flaw: Check Required [Concentration], Ablative, PF: Progression x2 [5 Others]; 5pp) [6]
Wizard Staff 2 (Device 2, Easy to Lose, PF: Restricted x2 [Elle], Flaw: Limited [to Mystical Boost]; [10pp traits]; 7pp) [2]
Enhanced Feats 3 (see Feats [3pp]) [3]
Bludgeoning Strike 2 (PF: Mighty, Extended Reach, Improved Critical, Improved Block, Improved Disarm [7pp]) [2] - DC:18:tough


EQUIPMENT:
(5ep)

Flashlight, Backpack, 3ep as needed for situation,

COMBAT: Base Attack +0, Melee +0, Ranged +0, Sorcery Array +2, Sorcery Array with Staff +4, Grapple +0 [Unarmed +0 (Bruise); Mystical Lightning Blast +6 (Bruise)] Defense 14 (12 flat-footed); Init +1; Knockback 0 (-3 with Force Field)

SAVES: Toughness +0 (+0 flat-footed, +6 with Force Field), Fortitude +4, Reflex +5, Will +8

DRAWBACKS: Power Loss -Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss -Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1), Power Loss -When unable to speak or gesture (uncommon, moderate; -2)

Abilities 11 + Skills 10 (40 ranks) + Feats 9 + Powers 28 + Combat 8 + Saves 15 – Drawbacks -4 = 77 / 77

Comments: Elle Lane is Charlotte Laveau’s apprentice. She's only being studying with Charlotte for a few months, but Charlotte and Sobo see a word of potential in her. I'll go into more of her backstory later, but generally, she's a good kid that has her periods of not listening like any teenager, but Charlotte truly sees her as her heir apparent as the top wizard in New Orleans.

In our game, we're generally testing the magic styles from Wizards and Warlocks and it's spelled out in the arrays. So far, it hasn't been bad and no one has blown a save yet, but that's only because they haven't been in a major tight situation yet where blowing a save is crucial. That's how gaming works, folks...
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Re: J-Mart III: Game Setting! Charlotte, Ellie, Sobo

Postby Thorpacolypse » Sun Oct 04, 2009 10:23 am

Another new item gets stocked on the J-Mart shelves.

Image
C'mon to me, child...let Papa Samdi treatcha right...

PAPA SAMDI
PL:
8 (175 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Bluff 8 (+11) [Durable Lie, Improved Trick, Skill Mastery, Taunt], Climb (+2), Concentration 9 (+12), Craft [Chemical] 6 (+9), Diplomacy 8 (+11) [Skill Mastery], Disguise (+3), Escape Artist (+1), Gather Info 7 (+10) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 7 (+10) [Forceful Intimidation, Skill Mastery], Knowledge [Arcane Lore] 10 (+13) [Artificer, Ritualist, Skill Mastery], Knowledge [Streetwise] 7 (+10), Medicine 5 (+8), Notice 5 (+8), Search (+3), Sense Motive 7 (+10), Stealth 7 (+8), Survival (+3), Swim (+2)

FEATS: Artificer, Benefit (3) [Wealth x3], Challenges (2) [Durable Lie, Forceful Intimidation], Contacts, Dodge Focus (1), Equipment (6), Fearsome Presence (2), Improved Initiative (2), Improved Trick, Inspire (1), Master Plan, Minions (7) [25 Thugs], Power Attack, Ritualist, Skill Mastery (1) [Bluff, Diplomacy, Intimidate, Knowledge: Arcane Lore], Taunt, Well-Informed

POWERS:
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]

Soulgaze 8 (Telepathy 8; Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts [4pp]) [8] - DC:18:will
Feature 1 (Voodoo Drum Beats at Will [1pp]) [1], *Foul Fog 5 (Obscure 5 [10pp]) [5]
Force Field 9 (Extra: Impervious [18pp]) [9]
Sorcery Magic Array 12 (Magic 12, Flaw: Side Effect [Must make save against DC10 + rank of power or suffer Fatigue [24pp array]; 8pp) [12]
Base Power: Paralyze 8 (Extra: Ranged, Alternate Save [Fortitude]; 24pp) [8] - DC:18:fort
AP: Voodoo Fire Blast 8 (Extra: Perception Range [1pp]) [8] - DC:18:ref
AP: Evil Eye 8 (Hypnosis 8 [Visual]; 1pp) [8] - DC:18:will
AP: Lord of Death 8 (Animate Objects 6, Extra: Horde, Flaw: Limited [Zombies/Golems], PF: Progression 6 [50 objects]; 1pp) [6]
AP: Jinx 4 (Probability Control 4, Extra: Jinx, Ranged, Flaw: Limited [to Jinx]; 1pp) [4] - DC:14:will


EQUIPMENT:
(30ep)

Arsenal (7ep):
Holdout Pistol (Ballistic Blast 3; 30 ft range, Tiny [6ep]) [3] - DC:18:tough
Kris Knife (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [1ep]) [1] - DC:18:tough
23ep as needed for HP, Vehicles, etc.,

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +10 [Unarmed +2 (Bruise); Voodoo Fire Blast +8 (Lethal); Holdout Pistol +3 (Lethal); Kris Knife +1, 18-20 Critical (Lethal)]; Defense 15 (12 flat-footed); Init +9; Knockback -1 (-10 with Force Field)

SAVES: Toughness +2 (+2 flat-footed, +11 with Force Field, +9 Impervious with Force Field), Fortitude +5, Reflex +5, Will +13

DRAWBACKS: Power Loss -Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss -Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1), Power Loss -When unable to speak or gesture (uncommon, moderate; -2)

Abilities 28 + Skills 22 (88 ranks) + Feats 33 + Powers 55 + Combat 24 + Saves 17 – Drawbacks -4 = 175 / 175

Comments: Papa Samdi’s a’waitin’ for ya boy! He’s gonna take his tax outta yo hide, boy! Papa Samdi is New Orleans reigning Voodoo King/Crime Lord and he’s really bent about Yamada’s movement into his territory. He’s getting’ ready a big showdown with him and it ain’t gonna be pretty. No one knows for sure if Yamada has any mystical abilities, but everyone knows Papa does. He's built a criminal empire on it and even though he doesn't use them all the time, when he does, he's knows what he's doing.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi

Postby Thorpacolypse » Sun Oct 04, 2009 11:27 am

Another new item gets stocked for the game setting.

Image
I can't tell you where I'm from, but I can tell you that you can trust me. And watch out for that ghoul!

BROTHER XAVIAN
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 8 (+12) [Acrobatic Bluff], Bluff (+1), Climb (+3), Concentration (+2), Craft [Mechanical] 5 (+7), Diplomacy (+1), Disguise (+1), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5), Knowledge [Arcane Lore] 5 (+7) [Artificer, Ritualist], Knowledge [Streetwise] 4 (+6), Notice 6 (+8), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth 7 (+11), Survival (+2), Swim (+3)

FEATS: Acrobatic Bluff, All-out Attack, Artificer, Assessment, Attack Specialization (2) [Bow], Attack Specialization (2) [Sword], Dodge Focus (4), Equipment (3), Improved Aim, Improved Critical (3) [Deathbringer Bow x3], Improved Initiative (1), Luck (1), Ritualist, Takedown Attack (2), Uncanny Dodge (Auditory)

POWERS:
Deathbringer Bow 3 (Device, Hard to Lose, [15pp traits]; 12pp) [3]

Holy Blast 3 (Extra: Auto-Fire, PF: Mighty x3, Affects Insubstantial x2 [14pp]) [3] - DC:21:tough
AP: Holy Blast 4 (Extra: Area Burst, Drawback: Attack Name [uncommon, minor; -1]; 1pp) [4] - DC:14:ref

Sword of St. Dumas 1 (Device, Easy to Lose, PF: Affects Insubstantial x2 [5pp traits]; 3pp) [1]
Holy Strike 3 (Slashing Strike 3, PF: Mighty, Improved Critical [5pp]) [3] - DC:21:tough

EQUIPMENT:
(15ep)

Body Armor (Protection 3 [3ep]) [3]
Arsenal (6ep):
Silver Dagger (Piercing Strike 1, PF: Improved Critical, Mighty, Thrown, Silver [5ep]) [1] - DC:19:tough
Silver Shuriken (Piercing Blast 1, Extra: Auto-Fire, PF: Silver [1ep]) [1] - DC:16:tough
Headquarters (Safe House [6ep]):
Size - Small, Toughness - 8; Defense System, Living Space, Library, Security System, Workshop [6ep]),

COMBAT: Base Attack +6, Melee +6, Ranged +6, Deathbringer Bow +10, Sword of St. Dumas +10, Grapple +9 [Unarmed +3 (Bruise); Deathbringer Bow +6, 17-20 Critical, Auto-Fire (Lethal); Sword of St. Dumas +6, 19-20 Critical (Lethal/Bruise); Silver Dagger +4, 19-20 Critical (Lethal/Bruise); Silver Shuriken +1, Auto-Fire (Bruise/Lethal)] Defense 20 (13 flat-footed); Init +8; Knockback -3

SAVES: Toughness +6 (+6 flat-footed), Fortitude +7, Reflex +7, Will +7

DRAWBACKS:

Abilities 30 + Skills 12 (48 ranks) + Feats 25 + Powers 17 + Combat 24 + Saves 12 – Drawbacks 0 = 120 / 120

Comments: Brother Xavian is the NPC/PC that I am sending with my players. I haven’t quite worked out his backstory yet as I have been busy working on the adventure, but I’ll get to it. We do know that he is known by the White Council and he’s actually worked with Harry before on a case involving a powerful ghost, but that’s all we’re going with right now.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby luketheduke86 » Mon Oct 05, 2009 1:07 am

Man I really like your Dresdenverse characters, they're damn close to Jim Butcher worthy :D!

On a side note I noticed that in your equipment list you didn't take any points off for the drawbacks withthe bastard sword or buck-shot shotgun so they should both be a little cheaper.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Hamilton » Mon Oct 12, 2009 3:50 pm

As an Army machine gunner, I find some of your weapon choices odd.

IRL, Glock makes what M&M core classifies as "light", "heavy", and "machine" pistols. What is your "Glock Pistol" entry intended to represent?

Hunting Rifles and 7.62 Machine Guns fire reasonably equivalent rounds -- the main game difference between them would be Autofire.

Another thing to look at when increasing damage are the impervious rating of APC's and tanks. Right now, greatswords, greataxes, and chainsaws can rip apart these things, which seems ... unlikely. I'd tweak the tank so:

Main Battle Tank (79ep)
STR 50 SPD 3 (Land, 50 mph) DEF 8 TOUGH 12 (Impervious 8) SIZE Huge
FEATURES:
Blast 12 (Perception, Alt 2) AP Blast 12 (Explosion); AP Blast 11 (Autofire; Split Attack 2)
Immunity 9 (Life Support)
Smokescreen
Super-Senses 10 (Darkvision [Extended 2], Direction Sense, Distance Sense, Infravision [Extended 2], Radio)
Traits (Move-By Action)

I'll hammer out APC's when I get back from work.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Woodclaw » Mon Oct 12, 2009 4:05 pm

Hamilton wrote:As an Army machine gunner, I find some of your weapon choices odd.

IRL, Glock makes what M&M core classifies as "light", "heavy", and "machine" pistols. What is your "Glock Pistol" entry intended to represent?


The Glock pistol classification was presente on Agents of Freedom, essentialy it was just s standard pistol (I don't recall if it was heavy or light) with the added feature of the invisibility to metal detectors. Essentialy it was the TV version of a Glock 17 (if I remeber right the real Glock 17 contains both metal inserts in the handle and the internal parts are metal rather tha plastic, so it isn't invisible to metal detector at all).
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Thorpacolypse » Mon Oct 12, 2009 7:19 pm

Woodclaw wrote:
Hamilton wrote:As an Army machine gunner, I find some of your weapon choices odd.

IRL, Glock makes what M&M core classifies as "light", "heavy", and "machine" pistols. What is your "Glock Pistol" entry intended to represent?


The Glock pistol classification was presente on Agents of Freedom, essentialy it was just s standard pistol (I don't recall if it was heavy or light) with the added feature of the invisibility to metal detectors. Essentialy it was the TV version of a Glock 17 (if I remeber right the real Glock 17 contains both metal inserts in the handle and the internal parts are metal rather tha plastic, so it isn't invisible to metal detector at all).


That's pretty much what I recall and Agents of Freedom is where I pulled it from. I believe it's a light pistol

I actually pulled all the weaponry from there, the core book and Warriors and Warlocks and I added a rank of damage to all the firearms and other ballistic weaponry (core has a light pistol at +3, I made it +4 since I thought it should do more damage than a standard sword, and so on. Those just happen to be the ones that I got to so far. I plan on getting to more as time goes on, but I've been focusing on building and playtesting lately.

I totally agree that a greatsword shouldn't be able to cut a tank or technically do as much damage as a sub-machine gune, but hey, I just went with what they had in the books. But really, in a superhero world, you just might actually see someone cleave a tank with a sword, especially if Claremont is writing it. :wink:
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby JackGiantkiller » Tue Oct 13, 2009 11:30 am

Good stuff,Thorpe. Love the originals, and good work on the Dresdenites. Love the Blade Tv pic for Xavian.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Thorpacolypse » Fri Oct 16, 2009 1:48 pm

JackGiantkiller wrote:Good stuff,Thorpe. Love the originals, and good work on the Dresdenites. Love the Blade Tv pic for Xavian.


Glad to see you around the board again, Jack. We've been on RL induced hiatus for a month now, but it looks like we might get to roll again next weekend if all goes well.

I specifically had a Blade type character (sans guns) in mind when I was picking what type of NPC to send with the group so that pic was the logical choice for me.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Hamilton » Fri Oct 16, 2009 8:18 pm

I was afraid it might be referring to the "Glock 7" from Die Hard 2, Woodclaw.

"But really, in a superhero world, you just might actually see someone cleave a tank with a sword, especially if Claremont is writing it."

So true.
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Alexander » Fri Oct 23, 2009 4:19 am

Hamilton wrote:As an Army machine gunner, I find some of your weapon choices odd.

IRL, Glock makes what M&M core classifies as "light", "heavy", and "machine" pistols. What is your "Glock Pistol" entry intended to represent?

Hunting Rifles and 7.62 Machine Guns fire reasonably equivalent rounds -- the main game difference between them would be Autofire.


Yeah, but M&M is pretty much cinematic. Realism in it comes only after Cinematics and Rule of Cool have been thoroughly considered. Just compare its equipment list (even in AoF) to that of other similar games (SpyCraft, d20 Modern - sheesh, they had an entire supplement just about guns! - etc). That's how we roll 8)

Another thing to look at when increasing damage are the impervious rating of APC's and tanks. Right now, greatswords, greataxes, and chainsaws can rip apart these things, which seems ... unlikely. I'd tweak the tank so:

Main Battle Tank (79ep)
STR 50 SPD 3 (Land, 50 mph) DEF 8 TOUGH 12 (Impervious 8) SIZE Huge
FEATURES:
Blast 12 (Perception, Alt 2) AP Blast 12 (Explosion); AP Blast 11 (Autofire; Split Attack 2)
Immunity 9 (Life Support)
Smokescreen
Super-Senses 10 (Darkvision [Extended 2], Direction Sense, Distance Sense, Infravision [Extended 2], Radio)
Traits (Move-By Action)

I'll hammer out APC's when I get back from work.


Add Flight and Space Travel and you got yourself a bad-ass space ship. STR 50 is simply way too high. That would imply the tank could ram stuff and deal damage with a +20 modifier. I get it that tanks can crush alot of things but when you give trouble to a PL15 Superman, it's obviously a bit too much. I'd rather give it Super-Strength to reflect the fact that it can shove aside things.

Also, Life Support seems a bit too much. I don't know much about tanks but I'm betting they don't have an infinite supply of breathable atmosphere - or that they are, by design, shielded against harms such as vaccum, high pressure or radiation. Even their ability to keep out bacterial/viral agents and poisons is probably based on the quality of some sort of filtration system, and on it remaining operational. Just consider this: would a tank, in space, keep its occupants safe? And if so, for how long?
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Arkrite » Fri Oct 23, 2009 6:22 am

Life support is more suited towards spaceships off hand.
It was most likely designed for the Silver Surfer type characters.

Easier and cheaper to take the immunities seperately and add in limited effects for the parts that apply.

A Submarine would have immunity to suffocation: Drowning and Immunity to Pressure for the most part (most likely limited if you're going to for realisim... but probably left as is and the limits used as complications by the GM)

Also, just to be difficult, I would argue that it's far more likely that a two handed sword would do more damage than an uzi straight up. I mean, we're talking about a bullet which isn't much larger than the first joint on my pinky (big pinky!) vs a few feet of sharpened steel. If both of those enter the body to the same distance I'd say they'd do fairly similar damage with my money being on the sword...

That being said, and Uzi would probably have autofire (Bullets, lots of bullets...) and would seem more bad ass because the guy with the sword would be shot long before he ever got close.

But, like I said, I'm just being difficult. Don't mind me ;~)

I will conceed that a sword cutting a tank is completely unrealistic and undeniably cool. ;~)
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Re: J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Hamilton » Tue Oct 27, 2009 9:28 pm

Alexander wrote:STR 50 is simply way too high.


Yeah. That's the score it's given in the main book, and I didn't think to change it.

Also, Life Support seems a bit too much.


I must have just been feeling lazy. They really should give resistance or immunity to cold, disease, heat, poison, radiation, and suffocation, though.
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