St. Metrovilleburg (OOC--Closed)

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St. Metrovilleburg (OOC--Closed)

Postby Michuru81 » Sun Jun 05, 2011 10:36 pm

Welcome to St. Metrovilleburg: a campaign setting that is half The Tick, half Dr. Horrible’s Sing-Along Blog, three-quarters Mystery Men, and half Nextwave. Yu-huh St. Metrovilleburg can have three halves and an extra three-quarters! When you create a merping campaign setting, you can decide how many halves and quarters and sevenths it has. Now shut it because this is all about a setting that satirizes comic books. Oh, and it uses the third edition of Mutants & Masterminds… but… you probably already knew that… I’ll bet you didn’t know that prospective characters are intended to be PL 10 and built on 150 points though, did ya? Well, you might have. I mean, aren’t most games?

Anyway, for years, St. Metrovilleburg was protected by Warrant Officer Paragon. A lot of people thought it was a stupid name. “Why not be Captain Paragon?” they asked. Well, Warrant Officer Paragon was in the United States Armed Forces and only ever made it to Warrant Officer, okay!?! You think it’s easy to become a captain? Sure, Captain America did it but he enlisted in 19-diggidy-what? Warrant Officer Paragon enlisted when he turned 18, which was, like, five years ago… I think. I dunno, sliding time-scales are confusing. Look, the point is, people who criticize Warrant Officer Paragon’s name need to learn to shut their merping yaps…

The lone survivor of the doomed planet Sassafras, baby Da-Vid was taken in by a nice gay couple and raised as mild-mannered Sebastian Wilde. Those aging queens raised Sebastian with love and compassion and instilled in him a sense of civic duty, a drive to help the less-fortunate, and an unparalleled fashion sense. Still, everything changed when Sebastian joined the Army, where he was given an experimental designer drug—a super serum of sorts that reacted with his alien physiology and gave him super-powers.

To quote Tenacious D, “What powers, you ask?” How’s about super-strength? Flight? Invincibility? Super-speed? Ice vision and heat breath—because breath is hot, DC—super-hearing, X-ray vision and that unparalleled fashion sense those old gay guys bequeathed on him? Yeah, that bad boy went through the merping roof…

Well, Sebastian left his small town of East Minutia for life in the big city: settling into St. Metrovilleburg, Sebastian found employment as a left-wing opinion columnist for The Daily Yapper. It was all a part of his disguise, however: as none would suspect that a vocal proponent of President Seth “Lefty” Triggs’ socialist agenda was actually ultra conservative and militant right-winger Warrant Officer Paragon. Not even conservative talk show host Carol North suspected that the true identity of the man she had begun to have casual sex with.

Garbed in red, white and blue, Sebastian became the bustling conurbation’s champion. With his fantastic gifts, he defeated super-villains like the Bulldog Brothers, Gunchaku, Marquis von Wilhelm, the Ghost of Molly Ringwald, Cuticle Kid, and Captain Nebuchadnezzar—who was never even in the merping army!

Of course, his greatest adversary was Sam Samson, a billionaire industrialist with nothing better to do than concoct scheme after scheme against Warrant Officer Paragon. I mean, honestly… You’d think if you had all that money, you’d be happy. No, not Sam Samson… The guy was bent on being a criminal mastermind which… would have been great if he could even manage to conquer the crossword puzzle in the St. Metrovilleburg paper, The Daily Yapper. I guess what I’m getting at is: Sam Samson was not that smart. He just had a lot of money and was pretty bored. Also, he was bald.

Anywho, in only a few weeks, Warrant Officer Paragon had obliterated crime in St. Metrovilleburg. It got to a point where even shoplifting, reckless driving and tax evasion had ended. No criminal in their right mind would make a move in St. Metrovilleburg, which might explain why crime was on the rise in Scary City, Middle Municipality, Celestial City and Detroit… Regardless, no one transgressed the law in St. Metrovilleburg. No one, except Inebriationman.

No one knows Inebriationman’s real name or where he came from, but everyone knew of him: perpetually drunk, this homeless man reeked of whatever dumpster he had used to shield himself from the elements the night before. With the meta-mutant power to emit violet rays from his hands that get people really, really drunk—and possibly cause a smidge of cancer, although no tests have been officially conducted to conclude that so it’s probably just an urban legend—most always thought he was a harmless bum. Whether it was Warrant Officer Paragon who brought him in or the St. Metrovilleburg police department, Inebriationman would be kept overnight in a holding cell until he sobered up. As soon as he was on the streets though, Inebriationman would soon be intoxicated again and the cycle continued…

It was as Warrant Officer Paragon man raced across the sky to stop a 10-year-old from stealing $5 out of his mother’s purse that Inebriationman impossibly managed to clip the defender with one of his purple rays. Instantly, Warrant Officer Paragon was drunk. Falling asleep, he fell out of the sky. If he had slammed into the side of a building or plummeted into the street, his invulnerability would have protected him from harm. Warrant Officer Paragon did not collide with any such surface, however. Instead, he crashed into the seashore.

A funeral service is planned for 10 a.m., Tuesday, at City Hall. The Reverend Zaphod Zamboni will officiate.

In the wake of Warrant Officer Paragon’s drowning, a cadre of criminals has congregated on St. Metrovilleburg. Without the city’s hero to stand against them, the truly nefarious have run amok. The Mighty People—formerly the Mighty Men until 1996 when Miracle Ma’am pushed to make the team more politically correct—have declined to offer assistance, with each member of their group already established in their own cities.

It fell then on the shoulders of one man—a lifelong citizen of St. Metrovilleburg—to rise up and gather forces of justice dedicated to preserving Warrant Officer Paragon’s memory by preserving the peace: Sal Carmichael, a private eye, took out an ad in the Penny Pincher seeking responsible superheroes to band together and fight crime…

That would be you…

Now, you might be used to games where a GM has you post a concept and maybe a build, looks them over and then posts a list of who made the cut. Merp it, that’s how I did it the last time I started a game. This campaign setting is a little different and recruitment is going to be a little different… Right after I post this, I’m going to create an IC thread and recruitment will be handled in character. You don’t even have to have a build. For this game, I really don’t care about your build. Honestly, feel free to do whatever you want so long as it’s within the confines of the game. Just know that I’m going to be looking more closely at the concepts that you bring to the table. Really, this game is going to be more about having good, silly fun at the expense of the genres we love so much than it is about power gaming.

Basically, get a good concept, be effective, and have fun.


Some advice: this game’s more about satire than parody. Parody’s great and all. I mean, did you read that little intro up there? Warrant Officer Paragon? Yes, it’s Superman and Captain America. Fantastic. Look at these two characters…

The Grim Limerick: Dennis Murphy was a mild-mannered pizza delivery boy who took an order to the wrong side of town. Though his attackers knew he would be carrying less than twenty dollars in change, they shanked him for the cash and the pie and left the young black man to die on their doorstep. That was when the time-traveling robot, Saint Patrick arrived and saved Dennis’ life by turning him into the Grim Limerick, this era’s defender of all things Irish.

Koalaman: When Adam Knight was a child, he watched in horror as his parents were killed… by cancer. The day they were laid to rest, Adam vowed that he would devote his life to fighting cancer. His funneled his considerable assets into cancer research. As an adult, he championed the cause of cancer awareness, including appearing on a telethon in a koala costume. A local gang looking to enhance their reputation by committing on-air murder broke into the studio. In order to stop their massacre, Adam fought them in the mascot suit and realized that he may have another purpose in life: fighting crime as Koalaman.

In that instance? I’m going to be more inclined to bring along the 6’7”, black man dressed like a leprechaun than the guy who’s rehashing Batman’s origin.

If there are any questions, feel free to ask…

Also, to give you an idea of the sort of game this is, a few characters: Count Floppenstein,
Deathblood, Officer Davidson, Sal Carmichael
Last edited by Michuru81 on Sun Jun 12, 2011 11:45 am, edited 2 times in total.
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Arkrite » Sun Jun 05, 2011 11:08 pm

Finally, a setting where a superhero as bizzare as "Ale Dwarf" is acceptable ;~)

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Michuru81 » Sun Jun 05, 2011 11:28 pm

Arkrite wrote:Finally, a setting where a superhero as bizzare as "Ale Dwarf" is acceptable ;~)


Go for it!

Personally, I'm hoping for some Ball of Arms Man action... Or a radioactive, talking moose or guy who dual wields the cardboard tubes gift wrapping paper comes coiled around like a boss or a an ostrich gunslinger who rides a saber-tooth tiger into battle or...

I have the campaign plotted out (despite the weirdness of it, there's actually a story--go figure) and will be running the game as a tabletop and PBP game simultaneously. Grim Limerick is actually one of the PCs in the tabletop game. The team also consists of the Anvil (he fires anvils from his palms), Mirror (girl whose powers become the bizarro version of whatever she was last hit with), Sports Master (the greatest athlete who ever lived), Commander N (a 10-year-old kid with a gauntlet that lets him turn into any video game character by inserting an NES cartridge) and Officer Davidson (parody of action heroes). Saturday night, we were aching from laughing too hard... I'm looking forward to seeing what the fine folks here do to make my sides hurt.
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby poodle » Mon Jun 06, 2011 12:07 am

hmmmm...no build necessary yeehaa. I've never played 3rd ed. However if I was to enter it would be as...
Not controlled by aliens man

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Luigi von Shmurgen, aspiring icthyologist and duck breeder was calmly cleaning out the cephalopod tank at "Mollusc world" when he noticed it, the blank expressions, the mumbling, the slack-jawed imbecility of his co-workers By the Gods and little fishes it was an Alien Attack (at 9:30pm after a 14 hour day) Thinking quickly he grabbed the nearest octopus, a charming pacific octopus called Lulubelle, and put her on his head to ward off an obvious mind-control attempt. Amazingly it worked! he was not controlled by aliens that day or any other day thanks to the preventative powers of CEPHALOPODS, natures tinfoil hat.
Slowly his powers of mollusc awareness have grown until he can use his octopi's keen senses to warn him of danger (usually a stream of ink down his back or a tentacle tightening around his neck). He has developed awesome powers of camouflage, only limited to when surrounded by octopi, klingons or in a japanese seafood restaurant.
Using his new found powers of immunity to alien mind-control and an array of different molluscs he fights crime one sucker at a time.
catch cries are: You sure got suckered that time.
You'll be serving 5 to tentacle..
I may be spineless but I'm not gutless.
thINK again.
I'll break you like a soft shelled crab.
The only thing that worries him is lately he has been finding the cephalopods he has been using strangely attractive, especially Lulubelle. Also he goes home and daydreams about a date with Cthullhu. Surely just job stress.
cry havoc and let slip the poodles of war
Uncle friendly
My builds
Zephyr
Fixxer

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby EnigmaticOne » Mon Jun 06, 2011 9:41 am

Hmm. Trying something for size:

The World's Most Clean Detective

Joseph Mysophobia was born the son of Hoover and Swiffer Mysophobia, THE cleaning supply magnates of the world. From them, he learned the rules of life and the word. One, dust was bad. Two, grime was worse. Three, the world was full of both! And so on and so forth, basically, get rid of it all! Joseph took their words to heart, but simply selling vaccum cleaners and dish detergent to all the world's stores (the competition had been mopped up a long time ago) wasn't enough, even for the son of Hoover Mysophobia.

No, he would take on all grime, be it physical or the metaphysical ooze and muck of criminals! But how to do so without putting on those appalling tights, or getting his hands dirty with violence? Then, one night sitting in his sanitized, air-filtrated, spotless library, it came to him.

He would not wear tights! Just a classic trenchcoat, fedora, and the like, fully cleaned, deloused- ahem. That and his keen mind would spot out all the signs of their disorder so they would be found... and there would be no need for fisticuffs! Just the proper application of odor-cleansing knockout gas, and all his fabulous gadgetry!

Thus, began the work of the World's Most Clean Detective.
Impeach the peach!

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby EPIC » Mon Jun 06, 2011 11:25 am

Nice! Interested. Will consider a concept and get back to you later. The Tick was awesome, and this also makes me think of Empowered, which is ALSO awesome the many of the same reasons. (Mystery Men, etc, were also quite good, the ones i know of anyways)

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby EnigmaticOne » Mon Jun 06, 2011 12:11 pm

Actually, this might be TOO ridiculous for me. I withdraw my interest.
Impeach the peach!

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Mercutio » Tue Jun 07, 2011 7:50 am

Sherman Gepard's mother suffered from USD, Uncontrollable Spoonerism Disorder. She died shortly after giving birth, but her last words indicated that she would have been better off buying a specific breed of dog. Unfortunately, Sherman's father only heard the last two words and thought his wife's dying wish was a name for her son. He wasn't very bright, and had never really caught on to the fact that his wife tended to switch the initial consonant sounds of two words.



When Sherman was 16, he got a job working for a local veterinarian named Dr. Killian Canis, or Dr. Kil for short. He had always loved dogs (notsomuch cats, though). Unfortunately, this vet was also a mad scientist experimenting on the animals he ""cared for."" Sherman stumbled across the secret experiment room. Literally. He tripped and fell against a decorative painting, which turned out to be the secret doorway into the lab. Dr. Kil Canis grabbed Sherman Gepard and strapped him to a chair and then injected him with some sort of tranquilizer before experimenting on the poor boy. After Sherman's dad filed a missing persons report, the police raided Dr. Kil Canis' office and found the now hybridized boy locked in a cage and howling. Dr. Kil Canis was taken to the local prison for the mentally insane, and Sherman went back to school where kids gave him the name K9 Boy. Sherman dropped out of school to avoid the teasing, but decided to put his new abilities to work.


Recently, Sherman has broken up a ring of illegal exotic animal sales, ""liberated"" some experimental chimps (which turned into a catastrophe when the super-intelligent apes created a spammer ring that infected every computer that belonged to people who googled ""bestiality"" and therefore nearly stopped all government work for almost a week), and accidentally got a terrorist arrested while looking for some kibble."
Characters (3E)

Russ Charles (PL6) -- Wheel of Fortune (Neo-Noir)
K9 Boy (PL10) -- St. Metrovilleburg (Satire/Parody)

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Prof Weird » Tue Jun 07, 2011 8:17 pm

Most interesting concept for a campaign you've got here !

Let's see if I can make a go of it :

Centuries ago, down in the darkest depths of Heck, the Dark Forces realized that leaving powerful artifacts and cursed books of magical spells lying around on Earth where any fool could find them was not actually a good idea.

True, it led to much chaos and suffering and mayhem when the fools that found them used them for their own selfish ends.

Unfortunately, when the wielders were ultimately defeated and their souls collected, the forces of Darkness gained - an army of incompetent fools.

Seeking to improve the quality of their new recruits, they decided to send someone Top Side to collect those stray items. That way, only people who PROVED their competence at being evil could gain access to such power.

They could have sent someone powerful, skilled, and terrible in power.

But he was busy. So they decided to send someone more disposable instead.

Tisiphone 'Hellborn'. A minor half-human, half succubus servant working in the Infernal Library.

It was a simple mission - given that mortals are so weak and simpleminded, even her limited powers would make her a force to be reckoned with !

And, the moment an imbecile mispronounced a word in a summoning ritual (in a book he found under the cushions of a sofa he bought at a yard sale), she was sent to the mortal realm (thanks to a loophole in the various summoning contracts and bargains, if the summoning spell is botched, a small gate is opened and literally ANYONE can show up. Even True Name-less beings like her ! )

After centuries of waiting, the Mission could finally start !

Her summoner tried to control her. And failed.
He tried to send her back. And failed once again.

So she slapped him upside the head a few times for being an incompetent twit.

Then insulted and belittled him, then warned him to either give up evil ( or at least put some effort into doing it right ), and then confiscated all his magic stuff and left.

For some odd reason, the heroes of Celestial City that came to investigate thought she had done a GOOD deed.

She didn't mind being a hero. And she certainly had a better chance of making something of herself up here than back home.

As long as she did her job, the forces of Darkness would not bother her.
And, as long as she did her job, the forces of Light would not bother her either. Sweet deal !

Unfortunately, up here people need things like 'money' and 'housing'. And nobody wants to be a washed up homeless has-been at nineteen !

With few marketable skills (although a skilled librarian, there were very few openings for such talents), her sponging off the charity of the local heroes grew a little thin after a few weeks.

Not wanting to be a burden (or an annoyance) to the local supers, she flew from Celestial City, enjoying the night breeze as she tried to figure out what to do with the rest of her life.

And ran into the swirling storm of leaflets that the same night breeze had blown up from a landfill.

After careening about wildly (because of the flyer stuck over her face with gods-knew-what), she managed to crash land without breaking anything.

"A call for heroes in - St Metrovilleburg ?" she mused to herself, "Oh, right ! Their only hero passed away recently !"

Realizing she was severely outclassed pretty much everywhere else, she decided to see if she could make a go of it in St Metrovilleburg ....


PL 8 Tisiphone Hellborne :

STR 3 STA 5 AGL 1 DEX 1
FGT 4 INT 4 AWE 2 PRE 2

Advantages : Attractive, Daze (Deception), Fascinate (Persuasion), Inspire, Beginner's Luck, Well Informed
Improvised Tools, Inventor, Eidetic Memory, Taunt, Ultimate Skill (Investigation)

Skills : Deception 7, Expertise 3 (Pop Culture), Insight 4, Perception 3, Tech 3, Expertise 3 (Librarian),
Persuasion 4, Investigation 4, Expertise (Theology) 2, Close Combat 2 (unarmed),
Expertise (Art - Sculpture) 1

[levels end up as Deception 9*, Expertise 7 (Pop Culture), Insight 6, Perception 5, Tech 7, Expertise 7 (Librarian), Persuasion 6*, Investigation 8, Theology 6, Art 5]
*these skills get +2 to anyone that finds her attractive

Devilish Speed : Enhanced Feats 4 [Close Atk 2, Improved Initiative 2], Quickness 2
Demonic Physiology : Protection 2, Damage 2 [claws and small horns]. Has a tail, but it is just ornamental [NO GAME EFFECTS !]

Senses 3 [Mental Infernal Awareness, Extended; Visual Detect Infernal]; Noticeable (eyes glow red when using these senses) Activation (Move) - 1

Hellish Powers : Insubstantial 2 [dust]
AP : Morph 3 [humanoids; Move action -1]; Art check required 2
AP : Influence : Perception Ranged Affliction 7 [Will Save; entranced, compelled, controlled]; Hearing
Dependent; Deception Check Req'd 4
AP : Flight 5 [giant bat wings]; Subtle 2, Move-By Action, Enhanced Trait : Acrobatics +4

Comprehend 3 [Speak, Understand, Read all languages]

Defenses : +5 Dodge, +3 Parry, +4 Fort, +0 Tou, +5 Will
Final Scores : +6 Dodge, +7 Parry, +9 Fort, +7 Tou, +7 Will

Attacks : +6 close attacks, +8 unarmed, (+5 damage), +1 Ranged. Initiative : 9

Stats : 44
Defenses : 17
Powers : 30
Advantages : 11
Skills : 18

Motivation : Acceptance/Doing Good. She LIKES it up here ! Has a better chance of making her mark
on the world in the human realm than back home.
Complication : Curiosity [DC20 vs Will to NOT poke, prod, or disassemble any interesting tech item]
Complication : Power Loss - loses all powers while on holy ground.
Complication : Reputation - she IS Hellborn after all
batlh ta'nISlu' net ta' - "One does what one must do. Honorably"

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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Macguffin » Wed Jun 08, 2011 2:12 pm

Jarhead and Lugnut

Major Donald Fell always had a reputation as something of a loose cannon. He liked to take risks, especially with the knew technology "the boys" were coming up with, while many military commanders tend to stick with the tried and true. However Major Fell had enough pull to get himself assigned as head of special projects, and found he delighted in the mayhem his tech crew could provide.
One project he was especially excited by was the ENDO-3J1. An artificial life form with massive strength, Major Fell thought the ENDO would change the face of battle for generations to come. He was so sure of himself that he rushed its development and got it out in front of high muckity mucks for a "field test" before his technicians were really ready... which they didn't tell him. He was scary, and would have yelled at him.
The ENDO did beautifully, mauling tanks and heavy weapons with ease. At one point he even squished a jeep into a ball of metal and tossed it skyward, out of sight. At the end of the exercise the Major went down to join his new success to the clapping and appreciation of all the gathered military heads... and the jeep the ENDO had tossed in the sky fell on him.
His body was crushed, but not for nothing was Major Fell the head of special projects. They transferred his head into a nutrient jar where he began his slow recovery. It took a while but soon he was able to use his mouth to hold a pencil to sign his own release form (he is in the process of trying to use his tongue for push ups and chin ups.) His department was finished though... he had just enough pull keep himself on the rosters and to get the ENDO-3J1 assigned to him as his personal transport and bodyguard. Its a little unclear how he did not receive a discharge due to his condition, but apparently it involves some fairly colorful photographs and some even more colorful threats.
Somewhat frustrated with life, Major Fell took to calling his robotic companion "Lugnut" and belittling it constantly. The robots continued clumsiness did not do much for his mood. Until one day when a gang of robbers made the mistake of holding up a bank they were in. The gang apparently failed to notice the hulking robot and head in a jar until it was too late... perhaps they were emboldened by the recent death of Warrant Officer Paragon or perhaps they were simply imbeciles. Either way, Lugnut made short work of them and Major Fell saw there was still a chance he and his mechanical mayhem machine could make the world a better place for decent Americans. They just needed an in...

Appearance: Lugnut is a large muscular metal humanoid with no head. His eyes are placed right below where a neck would normally be. His metal is a dark gunmetal gray. He generally carries Jarhead in the crook of his right arm but also sometimes places him on top of his body so he can get a better view. He has also been known to hit people with Jarhead.

Jarhead is a head in a jar. He has the face of a grizzeled old warhorse, steely jawed and piercing eyed, and appears to have found a hat that looks like a military crisp major's hat even when immersed in the solution that fills his jar. His hair is cut close to his scalp so it doesn't float, though it is unlikely he would have let it be long even before his unfortunate accident.

Personality:
Lugnut is gentle, inquisitive, and very naive. He loves Jarhead and feels awful about what happened to the man. When not on duty he prefers to stare at clouds and feed bread to ducklings. It is fortunate he is a lousy shot since he has a hard time ripping the bread into small pieces and often ends up throwing in whole loaves

Jarhead is bombastic, and an extremely jingoistic patriot. His hearts in the right place (at least it WAS... you know what I mean) but he can be a bit abrasive.

"Lugnut" AKA ENDO-3J1
PL 10, 150 points
Abilities:
STR 12 STA N/A AGL 4 DEX -1
FGT 8 INT -1 AWE -1 PRE 0

Advantages :
Chokehold, Fast Grab, Improved Grab, Power Attack, Sidekick 10 (Jarhead)

Powers:
Communications 3 (Radio, Statewide)
Growth 4 (+4 Str, +4 Toughness, +2 Intimidate, -2 Stealth, +1 Size category. Permanent.)
Immunity 50 (Fortitude Effects. Very Common:Mental)
Power Lifting 10 (+10 Str for Lifting. 100 K Tons.)
Protection 12 (Impervious)

Defenses : +8 Dodge, +8 Parry, N/A Fort, +12 Tou, -1 Will (immune to mental effects)

Attacks : +8 close attacks (+12 damage), -1 Ranged. Initiative :+4

Abilities: 24
Defenses : 8
Powers : 104
Advantages : 14
Skills : 0

Motivation : Acceptance
Complication : Accident. Lugnut is clumsy and for some reason things tend to break and go haywire around it constantly.
Complication : Disabled. Lugnut is mute to anyone who cannot communicate via radio.

"Jarhead" AKA Major Donald Fell
50 point Sidekick

Abilities:
STR - STA - AGL - DEX -
FGT - INT 0 AWE 3 PRE 4

Advantages :
Benefit: Security Clearance-Military, Daze (Intimidation), Fascinate (Intimidation), Inspire 3, Leadership, Set-Up 3, Startle

Skills :
Expertise: Tactics 8 (+8), Insight 5 (+8), Intimidation 6 (+10), Perception 5 (+8)

Powers:
Communication 3 (Radio. Statewide)
Immunity 30 (Fortitude Effects)
Protection 10 (Impervious)

Defenses : No Dodge, +0 Parry, N/A Fort, +10 Tou, +4 Will

Attacks : +0 close attacks, +0 Ranged. Initiative :+0

Abilities : -36
Defenses : 1
Powers : 62
Advantages : 11
Skills : 12

Motivation : Patriotism
Complication : Disability- Jarhead is literally a head in a jar. A very capable head in a very tough jar, but still a head in a jar. Among other things this means he cannot walk and his love life suffers greatly.
Complication : Temper

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K9 Boy stats/build

Postby Mercutio » Wed Jun 08, 2011 3:51 pm

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K9 Boy
PL10

Abilities
Strength 0, Stamina 0, Agility 5, Dexterity 5, Fighting 5, Intellect 2, Awareness 4, Presence 4

Powers
Senses of the Canine:
*Nose: Senses 11 [Scent - Accurate (2), Acute (1), Counters Concealment (2), Detect (2), Ranged, Extended (2), Tracking (1)]
*Ears: Senses 1 [Ultrahearing (1)]
*Eyes: Senses 1 [Low-light vision]
(13 points)

Sharp Teeth:
*Bite: Damage 10
***AE: Affliction 20 [Hindered/Impaired; Concentration (+1), Extra Condition (+1); Instant Recovery (-1) Limited [1 degree] (-2)]
(11 points)

Frightening Presence:
*Intimidating Bark: Affliction 10 [Impaired/Vulnerable, Stunned; Concentration (+1), Extra Condition (+1); Instant Recovery (-1), Limited [2 degrees] (-1)]
*Fur: Feature 1
(11 points)

Strong Legs:
*Fence Jumper: Leaping 2 [(30 ft); Acrobatics Check Required (-1)]
(1 points)"

Equipment

Advantages
Animal Empathy, Close Attack 5, Defensive Attack, Defensive Roll 10, Evasion, Favored Foe [Postal Service Workers], Improved Initiative 1, Improved Trip, Takedown 2, Tracking

Skills
Acrobatics 4 (+9), Athletics (+0), Deception (+4), Insight (+4), Intimidation 14 (+18), Perception 6 (+10), Persuasion (+4), Stealth 4 (+9)

Offense
Initiative +9
Bite +10, Damage 10

Defense
Dodge 10, Parry 10
Toughness 10 (Def Roll 10), Fortitude 10, Will 10

Power Points
Abilities 50 + Powers 36 + Advantages 24 + Skills 14 + Defenses 26 = Total 150

Motivation
Acceptance

Complications
Prejudice - Is a mix of dog and boy
Compulsion - Loves to play fetch
Characters (3E)

Russ Charles (PL6) -- Wheel of Fortune (Neo-Noir)
K9 Boy (PL10) -- St. Metrovilleburg (Satire/Parody)

Michuru81
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Michuru81 » Wed Jun 08, 2011 4:33 pm

Interesting concepts all around. I'll leave recruitment open in case we have any one else take up an interest but otherwise, we'll go ahead and get into the game.
OUBLIETTE - NVAE: IC | OOC

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poodle
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby poodle » Wed Jun 08, 2011 7:31 pm

I've never played 3rd ed and have none of the books. I was attracted by the no build required. Will this be a problem?
cry havoc and let slip the poodles of war
Uncle friendly
My builds
Zephyr
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby EPIC » Wed Jun 08, 2011 7:33 pm

I think the builds are going to be required eventually, aren't they?

I mean, it's an interesting concept for a game, and I'm still interested (hung up on some concepts >.< and been busy at work), but as most people know, I'm pretty hung up on game mechanics, so if there are going to be no builds, this probably is not the game for me.

Michuru81
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Re: St. Metrovilleburg (OOC--Recruiting)

Postby Michuru81 » Wed Jun 08, 2011 8:21 pm

EPIC wrote:I think the builds are going to be required eventually, aren't they?

I mean, it's an interesting concept for a game, and I'm still interested (hung up on some concepts >.< and been busy at work), but as most people know, I'm pretty hung up on game mechanics, so if there are going to be no builds, this probably is not the game for me.


Yeah, builds will be employed. I was just stressing that I'm not really going to be picky on what someone brings to the table, so long as they aren't all power-gamey or abusing other players. I'm not getting hung up on what people want to play, so long as the tone fits the setting.

PS, poodle: the build won't be important in the sense that even if a player's concept was the notorious Ball of Arms Man, it would be effective against what I'm planning (I don't intend to get serious with most of my villains) but still sort of necessary. I'm more than happy to help you with a build if you need it--NCBAM is quite possibly one of the greatest concepts on the face of the planet, in that it made me giggle like a school girl.
OUBLIETTE - NVAE: IC | OOC


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