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[3e]: The Sentinels [OOC]

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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Belial666 » Tue Aug 14, 2012 1:27 pm

What is the scope of superpowers, as opposed to their Power Level?
For example, you might have a master vampire at PL 8 or even a zombie character at PL 5 but if they have the ability to turn any number of people into vampires and zombies with a bite (i.e. their powers have the "attack" and "continuous" modifiers), they could easily turn tens of thousands in a few weeks in some third-world country.
Similarly, a weather witch might be only PL 6-7 but that would not stop her from throwing up a Katrina-level hurricane and a Paragon could still lift a battleship and fly to the moon in a few minutes if strength and flight were his primary powers.


What is the number of villains and sneaky/underground neutral guys that won't or can't register compared to heroes? In comics there's usually a balance between good/bad/neutral guys but that balance may not apply, especially with old deities or aliens not wanting to give up their freedom after centuries of having it.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Spectrum » Tue Aug 14, 2012 1:49 pm

Thank you for the information Millennium, my mind is furiously creating even more. What was the answer to the home base question?

Belial666 wrote:Similarly, a weather witch might be only PL 6-7 but that would not stop her from throwing up a Katrina-level hurricane and a Paragon could still lift a battleship and fly to the moon in a few minutes if strength and flight were his primary powers.


Or the witch could bring water to a drought area and the Paragon could help with a space program..


Belial666 wrote:What is the number of villains and sneaky/underground neutral guys that won't or can't register compared to heroes? In comics there's usually a balance between good/bad/neutral guys but that balance may not apply, especially with old deities or aliens not wanting to give up their freedom after centuries of having it.


Why do I have a sneaky suspicion that Batch 9 answers this?

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Re: [3e]: The Sentinels (Recruitment Closed)

Postby MrMellow » Tue Aug 14, 2012 2:02 pm

Last minute build! Just a suggestion, and I'm working on bettering up the spending of the power points here. This guy was basically a backstage technician who got electrocuted and found a sort of way to super-inspire himself using an electromechanical effect and music in combination, and went on to fashion himself some gadgets...

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Metal
PL10 Rock Hard

Name: Eduard Simon Ferrer
Twenty-Nine; 6'0", 205lbs; Blue Eyes, Blond Hair
Swedish citizen, British citizen; Swedish, English, Spanish, French; Numerous fines and arrests, no convictions or outstanding charges

Metal (Revamp)
Abilities - 38 power points
Str: 3 Sta: 2 Agl: 2 Dex: 0
Fgt: 2 Int: 6 Awe: 2 Pre: 2

Defenses - 16 power points
Dodge: +12/2, Parry: +12/2, Toughness: +8, Fortitude: +10, Will: +10

Advantages - 15 power points
Attractive, Accurate Attack, Benefit 3 (Wealth), Benefit (Aural Gift*), Eidetic Memory, Fascinate (Expertise: Music), Jack of All Trades, Inventor, Improved Critical 2 (Thundercaster), Improvised Tools, Second Chance (Technology Checks), Skill Mastery (Expertise: Music)

*Use Int modifier rather than Pre for Perform checks with musical instruments; generally gifted with such things as perfect pitch and excellent singing voice, etc.

Skills - 27 power points
Deception 4
Expertise: Music 10
Expertise: Science 6
Insight 6
Perception 8
Ranged Combat: Thundercaster 10
Technology 10

Powers - 91 power points
Euterpe Algorithm (Expanded Mind Container, Flaw: Must listen to music at a loud volume) [24pp]
Enhanced Intelligence 4, Enhanced Parry 10, Enhanced Dodge 10, Enhanced Feats: Won't Get Fooled Again (Second Chance: Mental Affliction), Speed of Thought

Made With Metal [19pp]
Android Carapace: Protection 6, Immunity 4 (Aging, Poison, Disease, Own Powers/Devices) [10pp]
Power Slave ("I don't want to die, I'm a God -why can't I live on?" Immortality 2, Flaw: Central Nervous System and "Black Box" must survive, Requires Technology check -by someone else), Feature -can be Repaired when damaged using Technology [2pp]
I am Sound: Feature -Metal can broadcast his personal Sound Track
Heard It: Senses (Accurate, Analytical, Extended Hearing, Counters Visual Concealment (Echolocation), Danger Sense) [5pp]
- DAP: Easy Landing: Flight 1
- DAP: Speed 1, Quickness 1

SinisTech Mk. IV Stratophone Thundercaster (Easily Removable Device (-2)) [48pp]
Rock It: Move Object 10 (Extra: Reaction +3, Flaws: Reduced Range -Close, One Direction -Away; Feat: Feature -Awesome Pyro) [31 +1AP] Should send an average sized person who dares lay hands on Metal packing -one mile. No backstage pass? Get the rock out of here!
- AP: Create 10 (Extra: Continuous, Selective, Impervious, Flaw: Reduced Range -Close, Single Shape -Dome -2, Feats: Stationary, Tether) Creates an impervious, toughness 10 field centered around Metal; before anyone can hurt him, they need to break down the field first
Damage 10 (Extra: Ranged, Feat: Homing) {linked} Affliction 10 (Extra: Ranged, Feat: Homing) [42 + 5AP]
- AP: Weaken (Extra: Affects Objects, Ranged, Secondary Effect, Feats: Homing, Incurable)
- AP: Damage 10 (Extra: Cone Area, Selective, Secondary Effect, Feats: Penetrating 1, Incurable)
+3 AP, etc...
Device Feat: Touring Grade Shoulder-Strap: Second Chance vs. Disarm


Eddie "Edge" Ferrer was an electrical engineer and a hobby musician before his career days as a consultant defender of humanity, working on and off at a number of jobs, including as a stage technician for a bunch of different bands both in Europe and the States, also doing some few gigs with his own band, "Fatal Love Machine". On the whole though, he wasn't much of a success story, despite great personal gifts and charisma. That all changed one day when, while rigging a set for a Whitesnake resurgence act, he was hit with a serious jolt of electricity while playing a very particular F-flat chord. Waking up in the back of an ambulance half an hour later, he was hit with what one might call divine inspiration. His next year or so was spent researching and fashioning a "harmonious particle effect device" which, when attuned to someone's brain, could quite literally unlock a spark of genius from them, and which could then be "tuned up" through musical stimulation. Using this, he was then able to not only go on a touring spree over Europe, performing with his new band "Stimulant", but to also become a top-notch inventor, researcher, and CEO over a budding tech development company within a year's time. About two years ago, he was able to use a revolutionary new particle effect generator to create a truly super-powerful, easily controllable energy-projecting device which he then, of course, true to his own brand of madness, fashioned into an electric guitar. From there on, his path was set; all he had to do was come up with a costume and some accompanying gadgets and bits, and in no time he was selling his services both to private companies and the UN.

Complications
Foolhardy: While he's definitely in control of some absolutely supreme technology, Eddie really isn't that superhuman. Just a tough and supremely intelligent (and a bit mad) sonovabitch. His tech does most of the work for him, and because he has to he thus appropriately tries to use strategy, planning, psychological tricks and warfare and general sharpness as a tool in battle more than not.
Motivation - For The Greater Awesomeness: A bit of a braincase to start with, Eddie frequently does things that might seem out of this world or completely unnecessary or mad or even counterproductive just out of curiosity, boredom or a sense of style. Of course, sometimes there is a plan, and it's his overactive genius at work. But it can be hard to tell...
Motivation - For SCIENCE!: See above. Eddie is a hard-drinking, hard-smoking, hard-hitting hard-rocker. But he also proudly boasts the title of Mad Scientist (he has it on his business card, and is currently pushing for an official degree somehow) and tries to live up to that epitet in every way he can.
Last edited by MrMellow on Tue Oct 16, 2012 3:39 pm, edited 7 times in total.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Millennium » Tue Aug 14, 2012 3:23 pm

Belial666 wrote:What is the scope of superpowers, as opposed to their Power Level?
For example, you might have a master vampire at PL 8 or even a zombie character at PL 5 but if they have the ability to turn any number of people into vampires and zombies with a bite (i.e. their powers have the "attack" and "continuous" modifiers), they could easily turn tens of thousands in a few weeks in some third-world country.

Similarly, a weather witch might be only PL 6-7 but that would not stop her from throwing up a Katrina-level hurricane and a Paragon could still lift a battleship and fly to the moon in a few minutes if strength and flight were his primary powers.


The scope for the majority of the background characters is not to be that world changing. Powers are largely limited to local. A small, but significant, number of people do have powers on this scale. They tend to be the iconic heroes and villains... otherwise you wouldn't have anyone to fight :-)

Belial666 wrote:What is the number of villains and sneaky/underground neutral guys that won't or can't register compared to heroes? In comics there's usually a balance between good/bad/neutral guys but that balance may not apply, especially with old deities or aliens not wanting to give up their freedom after centuries of having it.


I would balance the heroes and villains equally... human nature and all that... but neutrals / unregistered following behind in this instance. While the registration program doesn't require you to give up your civilian identity, people at large are quick to turn on an individual that doesn't register. "What have you got to hide" etc.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Millennium » Tue Aug 14, 2012 3:25 pm

Spectrum wrote:Thank you for the information Millennium, my mind is furiously creating even more. What was the answer to the home base question?


Hi Spectrum,

Sorry I forgot to post that earlier. I'm happy with the two arrays in the build. I would suggest dropping "Behind the Wall of Sleep" and the associated base. It just feels a little clunky to me, and slightly unworkable. I could see it more as a stunt rather than as a standard power.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Millennium » Tue Aug 14, 2012 3:27 pm

Spectrum wrote:Why do I have a sneaky suspicion that Batch 9 answers this?


:D Well, Batch 9 would have answered this when I had a very convoluted and unworkable story going on. Now that I've separated things into two separate games, they won't cross. Maybe themes will bump into each other but that's it
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Spectrum » Tue Aug 14, 2012 3:28 pm

Millennium wrote:
Spectrum wrote:Thank you for the information Millennium, my mind is furiously creating even more. What was the answer to the home base question?


Hi Spectrum,

Sorry I forgot to post that earlier. I'm happy with the two arrays in the build. I would suggest dropping "Behind the Wall of Sleep" and the associated base. It just feels a little clunky to me, and slightly unworkable. I could see it more as a stunt rather than as a standard power.


I'll readjust around those points. Thanks for the clarification. Is there anywhere else that you would like to see adjusted/corrected while I have those points available?

Also, not the home base I meant- where will the team be stationed? There's a big wide world (and space).
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Millennium » Tue Aug 14, 2012 3:31 pm

Spectrum wrote:Also, not the home base I meant- where will the team be stationed? There's a big wide world (and space).


Doh, my bad.

Home Base will be one of 5 locals - New York, London, Paris, Moscow and Beijing. Each of the permanent members has erected a hall for the Sentinels to use. Apart from local flavour they're all essentially the same. I will provide generic stats at the start of the game. A teleporter is present in each location. The assumption will be that some tech-themed super helped the UN out on this one.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Millennium » Tue Aug 14, 2012 3:33 pm

MrMellow wrote:Metal


Ha! Metal makes me smile. If you're going to polish one of your two builds I'd go with the most recent :D
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Walking Dad » Tue Aug 14, 2012 3:43 pm

Math: At top speed, the Visitor needs 42 seconds to leave the atmosphere, one turn (6 seconds) space travel and 42 seconds from the out of atmosphere back to sea level. Which is 90 seconds = 1.5 minutes.
This would be the time needed to reach any place on earth :mrgreen:
But a teleporter is handy :!:
English isn't my native language. Have patience, please.

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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Zen_Gypsy » Tue Aug 14, 2012 3:50 pm

Visitor's time could well be in that range after the first adventure, when you have the PP to buy a GPS, otherwise your map is torn to shreds at that speed and you have no idea where you are. :shock:

Sorry had to be said. Me and a buddy watched Chronicle a couple weeks ago, and our whole comment was. Altimeter and a GPS, seriously if you are gonna fly think ahead!

Of course Impact is still walking out of the first block by the time Visitor hits the stratosphere so I am not harping on him ... too much!
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Walking Dad » Tue Aug 14, 2012 3:58 pm

You are right, he may have to switch to super senses and space travel :wink:

But hey, Impact's immunities are good enough for 6 seconds in space, right? The Visitor can pick him up after he transformed and they will arrive together in 4.5 minutes. This is the reason for having teammates, helping each other :)
English isn't my native language. Have patience, please.

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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Omega Girl » Tue Aug 14, 2012 4:00 pm

I guess Beltane's the slowpoke here. She can only manage MACH 1.
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Zen_Gypsy » Tue Aug 14, 2012 4:03 pm

No no, to save on property damage I think the plan is to take Impact to the closest wrecking yard / building slated for demo THEN let me transform and bring me back! *nods* Yes! That's the plan!

Also, Mach 1 is slow? Beltaine blows Impact's 60 mph lumbering jog away!
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Re: [3e]: The Sentinels (Recruitment Closed)

Postby Spectrum » Tue Aug 14, 2012 4:06 pm

Adjusted points around the Dream world concept, instead she has received more official training in how to be a 'normal' UN Security officer. She's still a far cry from being a blue beret, but at least she won't make a complete fool of herself when it comes to qualifiers.
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