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BARON's 3ed thread!: Superman INTO THE LIGHT (part 3)

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the Teenage Mutant Ninja Turtles

Postby BARON » Mon Sep 20, 2010 11:26 am

Image

"We are the teenage mutant ninja turtles. We strike hard and fade away... into the night."

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Last edited by BARON on Fri Jul 08, 2011 5:45 pm, edited 31 times in total.
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Re: the Teenage Mutant Ninja Turtles

Postby Thorpacolypse » Mon Sep 20, 2010 6:24 pm

BARON wrote:Image

coming soon...


Eeeeeeexcellent... 8)
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Re: BARON's 3rd edition thread!!

Postby BARON » Tue Sep 21, 2010 10:13 am

yep. that's a big 10-4. look for small statblocks for the fab four. ghostbusters are getting the same treatment. i just want it to be easier for anyone who wants to use them.
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THE GHOSTBUSTERS

Postby BARON » Tue Sep 21, 2010 8:59 pm

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"We're ready to believe you..."

Dr. PETER VENKMAN * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 3, Awareness 3, Presence 4, Equipment:, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Deception 5 (+8), Expertise: Medicine 6 (+9), Expertise: Psychiatry 10 (+13), Intuition 9 (+12), Perception 4 (+7), Persuasion 6 (+9), Stealth 2 (+4), Technology 2 (+5), Advantages: Daze (deception), Defensive Roll, Equipment 4, Leadership, Quickdraw, Taunt, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 1), Defense: dodge 7 (5pts), parry 4 (2pts), will 7 (4pts), fort 4 (3pts), 2/1 toughness, totals: abilities 36, skills 24, advantages 9, powers 0, defences 14 = 83pp

Complications:
Class Clown (Peter is known for his constant wise cracking that can sometimes get him into serious trouble.)
Motivation (greed. Peter is the business man of the group.)
Relationships (Peter is girl crazy and often unlucky in love.)


WINSTON ZEDDEMORE * Power Level 8
Abilities: Strength 2, Stamina 2, Agility 2, Dexterity 3, Fighting 2, Intellect 1, Awareness 2, Presence 2, Equipment:, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 3 (+5), Expertise: Construction Work 9 (+10), Expertise: Theology 2 (+3), Intuition 8 (+10), Perception 6 (+8), Stealth 2 (+4), Technology 4 (+5), Vehicles 4 (+7), Advantages: Beginner’s Luck, Defensive Roll, Equipment 4, Quickdraw, Teamwork, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 2), Defense: dodge 6 (4pts), parry 4 (2pts), will 6 (4pts), fort 5 (3pts), 3/2 toughness, totals: abilities 32, skills 19, advantages 8, powers 0, defences 13 = 72pp

Complications:
Common Touch (poor Winston is the only one of the Ghostbusters without an advanced degree. He gets frustrated when his co-workers use their science or technology skills too much. Winston prefers to stick to layman’s terms when trying to solve a problem.)
Quirk (Winston was raised Christian all his life. When the going gets rough, he’ll look to the good book for guidance or insight)


Dr. EGON SPENGLER * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 3, Fighting 1, Intellect 6, Awareness 3, Presence 1, Equipment:, Radio * 1pt, PKE Meter: Senses 8 (detects psychokinetic energy at range, acute, penetrates cover, tracking) * 8pts, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Expertise: History 9 (+15), Expertise: Science 12 (+18 ), Intuition 8 (+11), Investigation 6 (+12), Perception 8 (+11), Stealth 2 (+4), Technology 9 (+15), Advantages: Defensive Roll, Eidetic Memory, Equipment 5, Inventor, Languages 3 (English: native, Various ancient dialects), Quickdraw, Skill Mastery (Expertise: Science), Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +1 (close, Damage 1), Defense: dodge 6 (4pts), parry 3 (2pts), will 7 (4pts), fort 5 (4pts), 2/1 toughness, totals: abilities 30, skills 29, advantages 11, powers 0, defences 14 = 88pp

Complications:
Geek (If you try to strike up a conversation with Egon about anything but work, he’ll come back with something to avoid talking to you like “I collect spores, moulds, and fungus” or “print is dead”... he suffers impairment or even disabling penalties in some social situations.)
Relationship (Egon has a very bizarre love interest in the Ghostbusters secretary, Janine.)


Dr. RAY STANTZ * Power Level 8
Abilities: Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 1, Intellect 4, Awareness 2, Presence 2, Equipment:, Ecto Goggles: Senses 5 (detects psychokinetic energy at range, acute, counters concealment) * 5pts, Ghost Trap: dimensional movement 1, attack +0 * 2pts, Radio * 1pt, Proton Pack: Line Area Damage 8, activation 2, feature (can shorten stream) * 15pts, Skills: Athletics 4 (+5), Expertise: History 6 (+10), Expertise: Magic 2 (+6), Expertise: Science 8 (+12), Intuition 9 (+11), Investigation 6 (+10), Perception 10 (+12), Stealth 2 (+4), Technology 12 (+16), Treatment 1 (+5), Vehicles 4 (+6), Advantages: Defensive Roll, Equipment 5, Inventor, Quickdraw, Second Chance (trying to follow Egon’s logic), Teamwork, Offense: initiative +2, proton thrower (line area, Damage 8 ), unarmed +2 (close, Damage 2), Defense: dodge 6 (4pts), parry 3 (2pts), will 6 (4pts), fort 5 (4pts), 2/1 toughness, totals: abilities 30, skills 32, advantages 10, powers 0, defences 14 = 86pp

Complications:
Motivation (discovery. Ray’s passion for being a ghost buster comes from wanting to know more about the physics of ghosts and supernatural phenomena.)
Naive (Ray just loses his train of thought or gets over anxious on occasion and makes dumb mistakes.)


design notes...

Who ya gonna call?!? Time to discuss the Ghostbusters. Last night while I was studying for a test, I watched this classic comedy and tried to put into game terms how the Ghostbusters should work. All of the ghostbusters, similar to the TMNT, have some skills and saves that are a given. They have to have at least a professional level of fort and will save, defensive roll, quickdraw, professional technology, and athletics. Let's go member by member and discover what makes them differ...

Venkman: Pete is the mouthpiece of the ghostbusters. His background in parapsychology gives him good deception, persuasion, and intuition skills. Peter is initially kind of a nuisance, but he grows into a more mature hero by the end of the film as he tries to rally the rest of the boys in the face of Gozer the Gozarian. Otherwise, Pete is not like his other ghostbuster colleagues. He is, as Dana noted, less like a scientist and more like a game show host.

Winston: Winston is a support character. There's nothing really fancy about him. He's an extra pair of eyes, an extra stream to contain the ghost, an extra intuition check, etc... to that end he has the teamwork advantage. he beefs the ghostbusters up.

Egon: Egon forms the think tank of the team along with Ray. Egon's specialty is pretty focused in expertise and tech skills, particularly science which he is very very good at. Egon's PKE meter is a great advantage that allows him to detect a ghost through walls and track them.

Ray: Ray is an all around useful character with great skills. He specializes a bit more in tech than Egon does, knows a lot about vehicles, and is interested especially in the occult. In the field, Ray carries two very special pieces of equipment. One is the Ecto Goggles which Ray uses to detect ghosts and actually see them even if they're invisible. The other is the Ghost Trap, which the boys use to contain ghosts. His only downside is that his naive complication tends to come up at the most inopportune times. Sometimes stuff just... pops in there... he can't help it.

Trapping Ghosts

"two in the box, ready to go! we be fast and they be slow!!"

to understand how the proton packs trap ghosts, first you have to understand how ghosts work. Ghosts in the ghostbusters' world all have 4 ranks of insubstantial (incorporeal) with a flat 1 point noticeable drawback for leaving slime trails of ectoplasm on whatever they touch. Furthermore, if you read the rules on insubstantial you'll notice that there has to be one "one other reasonably common effect or descriptor that works on you"... this is where the descriptor on those proton packs comes in. Not only does the proton pack hit the ghost and damage it, it also affects a weakness inherent in all ghosts. upon taking damage, an Affliction effect accompanies. it's a cumulative, limited degree effect (hindered, immobile). Once a ghostbuster (or ghostbusters) has a ghost caught in a stream, moving the stream moves the ghost also. Once the ghost is in position over the trap, the ghost can be lowered into it and caught. Containment in a trap lasts only a short while, so the boys have to rush back to the fire house make use of their ecto containment unit.

it's possible, however unlikely, that a ghost might be completely destroyed during the process of capturing it. this is effect, called "neutronization" only occurs as a complication.


Crossing the Streams

"try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light..."

Crossing the streams is bad. Crossing the streams either happens as a complication (albeit it a very mean one) or if the players choose to do so. Crossing the streams creates a 12 rank burst damage effect at the point of crossing. This effect is about as bad as the payload from a bomber.

Normally in a situation where crossing the streams presents a problem but doesn't outright happen, simply treat a stream from a proton pack that is in the way of another players shot as cover (partial or full) that adds to the target's dodge check.
Last edited by BARON on Thu Sep 23, 2010 2:00 pm, edited 27 times in total.
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Re: BARON's 3rd edition thread!!

Postby luketheduke86 » Wed Sep 22, 2010 12:45 am

I gladly have the TMNT theme song playing through my head right now 8). I can't wait for the Ghostbusters either, I want to see how you make their Proton Packs!
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Re: BARON's 3rd edition thread!!

Postby BARON » Wed Sep 22, 2010 10:56 am

hint hint, part of the physics of it is based on the flame thrower from the equipment section. 8)
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CONAN

Postby BARON » Wed Sep 22, 2010 10:41 pm

Image

CONAN * Power Level 10

Abilities
Strength 5, Stamina 5, Agility 5, Dexterity 3, Fighting 10, Intellect 2, Awareness 3, Presence 4

Powers
Gifts of Crom: Enhanced Advantages 1 (fearless), Power Lifting 1 * 2pts

Equipment
Sword * 5pts, various other weapons and armor (10pts)

Skills
Athletics 8 (+13), Expertise: horsemanship 4 (dex based; +7), Expertise: sailor 6 (+8 ), Insight 4 (+7), Intimidation 8 (+12), Perception 6 (+9), Sleight of Hand 6 (+9), Stealth 6 (+11)

Advantages
All Out Attack, Attractive, Close Attack 2, Defensive Roll 3, Diehard, Equipment 3, Favored Environment (mountains), Fearless, Great Endurance, Improved Critical (unarmed), Improved Initiative, Improved Smash, Power Attack, Takedown, Track

Offense: initiative +5, sword +12 (close, Damage 8 ), unarmed +12 (close, Damage 5)
Defense: dodge 8 (3pts), parry 10, will 10 (7pts), fort 10 (5pts), 8/5 toughness

totals: abilities 74, skills 24, advantages 19, powers 2, defenses 15 = 134pp

Complications:
Reputation (Conan has been known as many things in his travels: a thief, a reaver, a slayer, etc)
Savage (Conan is maladjusted to civilized life. He suffers impairment or even disabling penalties in some social situations)
Temper (Conan is famous for his short fuse)

ORIGIN STORY
Last edited by BARON on Sat Sep 01, 2012 7:30 pm, edited 6 times in total.
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby BARON » Thu Sep 23, 2010 3:38 pm

just as a note; the thread is now caught up. the ghostbusters, tmnt, and now dr. doom are all done. phew... conan is next.
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby Thorpacolypse » Thu Sep 23, 2010 7:41 pm

I love your Ghostbuster builds and the mechanic. Crossover New York story with the TMNT and The Ghostbusters is just SCREAMING out for you to work up!!! 8)
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby BARON » Sat Sep 25, 2010 6:43 pm

while i certainly want to put the TMNT at least into a storyline, i prefer to do storylines once enough tests have been run to get the kinks out of a build. if i get a good test run i may post it here. storylines will have to wait though until i can get some time allocated. my schedule is just completely jam packed with school and work.
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby Thorpacolypse » Sat Sep 25, 2010 7:22 pm

BARON wrote:while i certainly want to put the TMNT at least into a storyline, i prefer to do storylines once enough tests have been run to get the kinks out of a build. if i get a good test run i may post it here. storylines will have to wait though until i can get some time allocated. my schedule is just completely jam packed with school and work.


I do know the feeling, just substituting kids for school. At least until November-ish when I have to start studying for my next insurance exam, so then I get that jewel to take time away from my favoritest hobby! :(

I think you should test them against Gentleman Ghost when H&V 1 comes out. :wink:
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby BARON » Sun Sep 26, 2010 2:18 am

I think you should test them against Gentleman Ghost when H&V 1 comes out.


haha yep. that was the first thing that came to mind when i made 'em actually. :lol:
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JAMES BOND

Postby BARON » Sun Sep 26, 2010 6:25 pm

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JAMES BOND * Power Level 8

Abilities
Strength 3, Stamina 3, Agility 4, Dexterity 6, Fighting 7, Intellect 4, Awareness 3, Presence 3

Equipment
Pistol: Ranged Damage 4 * 8pts
Gadget du jour: 16 extra pts
gadget examples:
briefcase arsenal: Ranged Damage 5, AP (damage burst 5), multi-attack * 16pts
jet pack: Flight 7 (250MPH) * 14pts
laser wrist watch: Ranged Damage 6, feature (can be used as a watch), precise, subtle * 15pts


Sports Car * 11pts

Skills
Athletics 8 (+11), Close Combat: unarmed 4 (+11), Deception 8 (+11), Expertise: military 5 (+9), Insight 10 (+13), Investigation 6 (+10), Perception 8 (+11), Persuasion 6 (+9), Ranged Combat: pistol 4 (+12), Sleight of Hand 6 (+12), Stealth 8 (+12), Technology 8 (+12), Treatment 2 (+6), Vehicles 9 (+15)

Advantages
Accurate Attack, Attractive 2, Benefit 2 (special agent in her majesty’s secret service), Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 7, Evasion, Fascinate (deception), Luck, Move by Action, Precise Attack (ranged, cover), Quickdraw, Ranged Attack 2, Skill Mastery (deception), Ultimate Skill (vehicles)

Offense: initiative +4, pistol +12 (ranged, Damage 4), unarmed +11 (close, Damage 3)
Defense: dodge 11 (7pts), parry 9 (2pts), will 12 (9pts), fort 8 (5pts), 5/3 toughness

totals: abilities 66, skills 45, advantages 27, powers 0, defenses 23 = 161pp

Complications:
Quirk (James has a ton of catch phrases and gimmicks from his penchant to crack a pun after killing someone to his love of shaken, not stirred, martinis)
Reckless (When James shouldn’t, he typically does anyway. Bond suffers impairment or disability when trying to control his baser instincts.)
Relationships (James is constantly getting in trouble over women)
Responsibility (to MI6 and the British Crown)

ORIGIN STORY
Last edited by BARON on Tue Sep 28, 2010 2:57 pm, edited 3 times in total.
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Re: BARON's 3rd edition thread!!: the Ghostbusters!

Postby BARON » Sun Sep 26, 2010 6:33 pm

heads up everybody. after conan and 007, the to-do list goes on...

Jenny Sparks
Apollo
Midnighter
the Doctor
the Engineer
Jack Hawksmoor
Swift

the Terminator
Rambo
Robocop
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Re: THE GHOSTBUSTERS

Postby luketheduke86 » Mon Sep 27, 2010 1:48 am

BARON wrote:
Trapping Ghosts

"two in the box, ready to go! we be fast and they be slow!!"

to understand how the proton packs trap ghosts, first you have to understand how ghosts work. Ghosts in the ghostbusters' world all have 4 ranks of insubstantial (incorporeal) with a flat 1 point noticeable drawback for leaving slime trails of ectoplasm on whatever they touch. Furthermore, if you read the rules on insubstantial you'll notice that there has to be one "one other reasonably common effect or descriptor that works on you"... this is where the descriptor on those proton packs comes in. Not only does the proton pack hit the ghost and damage it, it also affects a weakness inherent in all ghosts. upon taking damage, an Affliction effect accompanies. it's a cumulative, limited degree effect (hindered, immobile). Once a ghostbuster (or ghostbusters) has a ghost caught in a stream, moving the stream moves the ghost also. Once the ghost is in position over the trap, the ghost can be lowered into it and caught. Containment in a trap lasts only a short while, so the boys have to rush back to the fire house make use of their ecto containment unit.

it's possible, however unlikely, that a ghost might be completely destroyed during the process of capturing it. this is effect, called "neutronization" only occurs as a complication.



That's a nice simple way of handling their packs and trapping the ghosts. I also like that its a area effect, that way they do plenty of property damage to fancy hotels :D.

Also can't wait of Bond and Conan!
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