Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

[2E] Gulf Coast Guardians [OOC - closed]

This forum is the place for Mutants & Masterminds Play-By-Post games. Please read the M&M Game Room rules before starting or joining a game. Enjoy!

Moderators: The Mod Squad, The Justice League

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Thu Mar 15, 2012 2:09 pm

Image

Image




Victoria Windsor

Power Level: 10; Power Points Spent: 167

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)

Tough: +0, Fort: +8, Ref: +8, Will: +10

Skills: Bluff 5 (+10), Concentration 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Investigate 8 (+10), Language 2 (+2), Notice 5 (+10), Sense Motive 5 (+10)

Feats: Attack Focus (ranged) 5, Attractive (+4), Benefit (status, aristocrat), Benefit (Wealth), Connected, Contacts, Distracting Looks, Dodge Focus 5, Eidetic Memory, Improved Initiative 2, Improved Trip, Jack-of-All-Trades, Well-Informed

Powers:
Flight 2 (Speed: 25 mph, 220 ft./rnd; Platform)

Telekinesis (Array 16) (default power: move object)
@ Telekinesis (Move Object 10) (Default; [0 active, 0/32 PP, 3/r+1], Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Damaging; Precise)
DAP Concussive Blast (Linked)
- Concussive Blast (Damage 10) (Linked; [0 active, 0/32 PP, 2/r], DC 25; Range (ranged))
- Concussive Blast (Trip 10) (Linked; [0 active, 0/32 PP, 1/r+1], Feats: Improved Trip)
DAP Force Field 10 (Array; [0 active, 0/32 PP, 1/r], +10 Toughness)

Telepathy (Array 13) (default power: telepathy)
@ Telepathic Projection (Telepathy 10) (Default; DC 20, Adds: Communication 10, Mind Reading 10; Subtle (subtle))
- Communication 10 (sense type: mental)
- Mind Reading 10 (DC 20)
AP Confuse 10 (Array; DC 20; Range (perception))
AP ESP 6 (Array; affects: all types)
AP Illusion 8 (Array; affects: all sense types, DC 18; Phantasms)
AP Telelocation 10 (Array; DC 20; No Conduit; Subtle 2 (unnoticable))

Attack Bonus: +5 (Ranged: +10, Melee: +5, Grapple: +5)

Attacks: Concussive Blast (Damage 10), +10 (DC Staged/Tou ), Concussive Blast (Trip 10), +10 (DC 20), Confuse 10 (DC Will 20), Mind Reading 10 (DC Will 20), Telekinesis (Move Object 10), +10 (DC 25), Telepathic Projection (Telepathy 10) (DC Will 20), Unarmed Attack, +5 (DC 15)

Defense: +10 (Flat-footed: +3), Knockback: +0

Initiative: +10

Languages: English, French, Latin

Background: During the 1960’s the Ministry Of Powers in Britain employed a group of secret agents known as Brigade Six whom dealt with various superhuman threats. Their activities are still extremely highly classified to this very day and you can count on the fingers of one hand the people still alive who know anything about their activities.

Not unsurprisingly the members of Brigade Six became very close to each other and Betty Munroe also known as Agent Black became romantically involved with her fellow team member Charles Parker also known as Agent White. Captured and subjected to the DNAscent Process Agent White gained telepathic and telekinesis abilities. Rescued by his fellow Brigade Six team mates, Betty and Charles continued their relationship however Betty began to realise that Charles was beginning to lose his grip on reality and in a few short months Agent White went mad and started calling himself Subject Nine.

Subject Nine never learnt that he and Betty Munroe would have a child and Betty would never tell anyone who the father of her son was. As far as Brigade Six was concerned she left the team shortly after Subject Nine made his appearance.

With all her training it was not difficult for Betty to create a new identity and over the years she took great pride as her son Ethan Windsor forged a career as a highly paid consultant and change manager. To Betty’s great relief, Ethan never showed any signs of super human abilities nor his father’s insanity. Betty died a proud Grandmother grateful that none of her family had inherited any abilities however unknown to herself her Granddaughter Victoria did take after her Grandfather.

From an early age Victoria always knew her friends secrets and over time discovered she had other talents with her mind. With the nature of her fathers career Victoria has gotten use to moving around the world as her father takes on new challenges from London to Hong Kong to South Africa and now he has accepted a role as CEO of a company owned by the Molina family in Houston that needs to be turned around.

Victoria has since moved onto college, making new friends and a life of her own.

Totals: Abilities 28 + Skills 10 (40 ranks) + Feats 21 + Powers 69 + Combat 20 + Saves 19 + Drawbacks 0 = 167


COMPLICATIONS

Stand-offish – Victoria comes across as a snob due to the private lessons she has received in the past. She is also reluctant to physically touch people as from time to time her mind reading powers will surge and she will learn more than she ever wanted to.

Phobia – Victoria suffers from aquaphobia, fear of drowning.
Last edited by Aerlwyn on Sat Apr 14, 2012 5:55 am, edited 12 times in total.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Thu Mar 15, 2012 6:13 pm

The other three players are welcome to comment on the new characters as they are posted. Any concerns you might have should be addressed before they get in the game.
-----------------------------
Kenseido's Menagerie of Characters
User avatar
kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 16861
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby catsi563 » Thu Mar 15, 2012 11:12 pm

No specific commentary persay, she and Arty share some similar powers and desgin.

I am curious why telepathy and communication as separate powers given that communication is included in telepathy persay.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4757
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Thu Mar 15, 2012 11:17 pm

Sorry herolab includes all powers its fixed now.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby catsi563 » Thu Mar 15, 2012 11:29 pm

just noticed shes 2 points over on her powers. im counting 63 points spent.

37pp on the array, 10pp spent on flight, and 16 on the force field.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4757
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Thu Mar 15, 2012 11:44 pm

Array is 35 points (30 for the array itself and 5 powers). Says in ultimate power you need a default power and i went with the linked power.



Your Array also has one “default” effect where it can apply
its points; choose this when you create the structure.

Ultimate power book page 108
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby catsi563 » Fri Mar 16, 2012 1:07 am

Ok I see now the way the telepathy and telelocation are listed are funky and confoozeld me.

Psionic Abilities (Array 15) (default power: - linked powers -)
@Telepathic Reading (Linked)
..Telelocation 10 (Linked [Telepathy +0; DC 20)
..Telepathy 10 (Linked [telelocation] +0; DC 20, Adds: Communication 10, Mind Reading 10)
AE:-Confuse 10 (Array; DC 20; Ranged Perception)
AE:-ESP 7 (Array; affects: all types)
AE:-Illusion 7 (Array; affects: all sense types, DC 17; Selective Attack; Phantasms)
AE:-Telekinesis 14 (Array; Strength: 70, Carry: 68.1 tons / 136.2 tons / 204.8 tons / 409.6 tons; Precise, Subtle (subtle))
AE:-TK Blast (Blast 9) (Array; DC 24; Penetrating; Precise)

try that way little easier to read the array and puts the default power at the top where it should be.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4757
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Fri Mar 16, 2012 1:12 am

Thanks and i changed it to what you suggested, sorry it was confussing.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby McGuffin » Fri Mar 16, 2012 2:12 am

It was never really that relevant with Arty but seeing as we'll have a new telepath on the team I figured I'd mention Graft's Immunity to Mental effects. That means no communication, no mind reading and no remote sensing. I'd see it as him being invisible as far as mental senses go, there just doesn't appear to be anything there (even though your eyes will tell you otherwise).

Nothing specific to add about the character, looks fine to me.
User avatar
McGuffin
Mastermind
Mastermind
 
Posts: 2472
Joined: Thu Aug 24, 2006 10:34 pm
Location: Finland

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Fri Mar 16, 2012 4:17 am

Yeah, Arty's Telepathy was new, so it never had much of a chance to come up.

That is something I tend to forget, so please feel free to remind me if it comes up in game.
-----------------------------
Kenseido's Menagerie of Characters
User avatar
kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 16861
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Corebrute23 » Fri Mar 16, 2012 4:22 am

Character sheet coming up soon, possibly today, but I just saw the telepathic character sheet, and something confused me.

Aerlwyn your character has sea sickness, but you have flight? Wouldn't you just use your flight to avoid ever getting on a boat? Perhaps you should change the complication to fear of water, or something else entirely.

also, I just realized, the fear of touching people wouldn't affect Graft-cause she can't read his mind. Interesting character dynamic there.
User avatar
Corebrute23
Superhero
Superhero
 
Posts: 2011
Joined: Mon Nov 01, 2010 5:47 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Fri Mar 16, 2012 4:40 am

Corebrute23 wrote:Aerlwyn your character has sea sickness, but you have flight? Wouldn't you just use your flight to avoid ever getting on a boat? Perhaps you should change the complication to fear of water, or something else entirely.

also, I just realized, the fear of touching people wouldn't affect Graft-cause she can't read his mind. Interesting character dynamic there.


Good catch on both points. You get a gold star.
-----------------------------
Kenseido's Menagerie of Characters
User avatar
kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 16861
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Fri Mar 16, 2012 6:35 am

Yes might be better that way thanks will change that to hydrophobia or aquaphobia. Any suggestions on which one to go with.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Fri Mar 16, 2012 6:41 am

Let's go with aquaphobia, since hydrophobia is another word for rabies.
-----------------------------
Kenseido's Menagerie of Characters
User avatar
kenseido
Cosmic Entity
Cosmic Entity
 
Posts: 16861
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas

Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Aerlwyn » Fri Mar 16, 2012 6:42 am

Ah ok look it up was coming across as fear of water. This one is Hydrophobophobia- Fear of rabies.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

PreviousNext

Return to M&M Game Room

Who is online

Users browsing this forum: Nineofspades, TempestII and 12 guests