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Gladitori - MnM 3e - OOC

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Re: Gladitori - MnM 3e - Recruiting

Postby Aerlwyn » Sat Sep 17, 2011 10:40 am

Mindspike
Anya Steiner
PL 10

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Strength 4, Stamina 5, Agility 2, Dexterity 2, Fighting 1, Intellect 1, Awareness 2, Presence 2

Advantages
Equipment 1, Ultimate Effort: Will Defense

Skills
Acrobatics 1 (+3), Deception 1 (+3), Expertise: Humanities 6 (+7), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6)

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Group Flight: Burst Area Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Burst Area: 30 feet radius sphere, Selective)
Force Field: Force Field 5 (+5 Toughness; Impervious [5 extra ranks])
Mental Awareness: Senses 5 (Accurate: Mental, Acute: Mental, Detect: Mental 2: ranged)
Mental Wall
. . Enhanced Trait: Enhanced Trait 8 (Traits: Will +8 (+10))
. . Impervious Defense: Impervious Will 10
Telekinesis: Move Object 10 ([0 active, 0/30 PP, 3/r], 25 tons; Increased Range: perception)
. . Mental Blast: Mental Blast 7 (Alternate; [0 active, 0/30 PP, 4/r+2], DC 22; Split 2: 3 targets)
. . Telekinetic Blast: Blast 10 (Alternate; [0 active, 0/30 PP, 3/r], DC 25; Increased Range: perception)
. . Telepathic Illusions: Illusion 6 (Alternate; [0 active, 0/30 PP, 5/r], Affects: All Sense Types, Area: 60 cft., DC 16)
. . Telepathy: Mind Reading 10 (Alternate; [0 active, 0/30 PP, 3/r], DC 20; Sensory Link)
Telepathic Communication: Mental Area Communication 2 (Area)

Equipment
Gladitori Equipment 5
- PDA (Smartphone equivalent) (2 EP)
- Comms. (1 EP)
- Everyone will get Flight Shoes (Flight 4) (8 EP)
- Everyone also gets a translator - not universal, it only works on human languages. (4 EP) Understand all, speak one at a time.
- Rebreather (1 EP)


Offense
Initiative +2
Grab, +1 (DC Spec 14)
Mental Blast: Mental Blast 7 (DC Will 22)
Telekinesis: Move Object 10 (DC 20)
Telekinetic Blast: Blast 10 (DC 25)
Telepathy: Mind Reading 10 (DC Will 20)
Throw, +2 (DC 19)
Unarmed, +1 (DC 19)

Complications
Motivation: Thrills
Reputation: Bad Girl
The Effect: Anya has undergone the process and as a result will die within a year.
Tracked Due to her past, the powers that be are not hedging their bets. They are fully aware that the decision to give someone with a shady and questionable past does not rank up there in terms of Good Ideas. They have placed a bracelet on her that enables them to track her position. If it's tampered with, it goes boom. If it is out of range for too long, it goes boom.


Languages
Native Language

Defense
Dodge 2, Parry 1, Fortitude 5, Toughness 10, Will 10/2

Power Points
Abilities 38 + Powers 100 + Advantages 2 + Skills 10 (20 ranks) + Defenses 0 = 150

Backstory
Anya grew up being passed from one foster family to the next. Not really having a home of her own she acted out the only way she knew how and developed the bad girl image. At age 18 she started running with the wrong crowd she was caught and had to make a choice between jail time or the Gladitori program. She choose the later as jail time did not sound link a meaningful life choice.
Last edited by Aerlwyn on Wed Sep 28, 2011 6:45 pm, edited 15 times in total.
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Re: Gladitori - MnM 3e - Recruiting

Postby Commando » Sat Sep 17, 2011 11:12 am

I was going to alter Tempest's powers to be more physical in nature. She'd be kind of like a super martial artist with low-level telekinesis, but her control over that power isn't too great, thus it appears like wind control as it needs her to move her body to use it (kind of like Aang, from Avatar, using martial arts to manifest his powers).

As for the martial arts, I was going to have it be a family style. Her father (and grandfather, if it goes back that far) has always believed in being strong to be useful, and in protecting one's family, even when others won't. They saw the peace that the world attained as fragile and kept up their training with the motto: "No one wants to fight, but someone needs to know how."

Her father was on the police force and Tempest was planning to do the same - another motivation for her to train.

Her build and abilities would be similar to a fighting game character. Physically unbeatable, but with a few moves that look supernatural because of her "heightened chi" (or that's what she refers to it).

Is that acceptable, or does it fly in the face of what you had in mind. I can see how wind control could overlap with Aerlwyn's telekinesis, so I can rewrite if it does.
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Sat Sep 17, 2011 11:22 am

I see them as different enough to work together. Unlike the LSH there is no provision that every character has to have a different power !

Aerlwyn, there is a small issue with the concept - and I might even be able/ willing to make a concession as I think you've been saying that since your first post - characters are supposed to be in their mid to late teens. Being a doctor kinda precludes that age bracket...
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Re: Gladitori - MnM 3e - Recruiting

Postby Aerlwyn » Sat Sep 17, 2011 11:25 am

Can make changes if that will not work out. Makes sense as you said thats not going to work for late teens.
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Re: Gladitori - MnM 3e - Recruiting

Postby Commando » Sat Sep 17, 2011 12:10 pm

Bladewind wrote:I see them as different enough to work together. Unlike the LSH there is no provision that every character has to have a different power !


What about the super martial artist? Is that ok?
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Sat Sep 17, 2011 12:13 pm

Commando wrote:
Bladewind wrote:I see them as different enough to work together. Unlike the LSH there is no provision that every character has to have a different power !


What about the super martial artist? Is that ok?



Absolutely. I proviso is that moves that he should not be able to do - either because he has not yet been taught or should normally be defensible against - are available because of the Process.
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Re: Gladitori - MnM 3e - Recruiting

Postby Commando » Sat Sep 17, 2011 12:37 pm

Bladewind wrote:
Commando wrote:
Bladewind wrote:I see them as different enough to work together. Unlike the LSH there is no provision that every character has to have a different power !


What about the super martial artist? Is that ok?



Absolutely. I proviso is that moves that he should not be able to do - either because he has not yet been taught or should normally be defensible against - are available because of the Process.


Indeed.

My idea was to build a general martial artist with enhanced stats and then give "super moves" that are thematic to wind control. Although, I might go general chi with this one and just have a few powers that have the wind descriptor. Anyway, the special moves are from the Effect, while the badass martial arts skills are just part of the character's training.
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Re: Gladitori - MnM 3e - Recruiting

Postby chillrb » Sat Sep 17, 2011 1:23 pm

Here's a first pass at the sonic powered concept.

Image

Outburst - PL 10

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

Advantages

Assessment, Defensive Roll 2, Eidetic Memory, Interpose, Jack-of-all-trades, Power Attack, Second Chance 2: Falling, Teamwork

Skills

Athletics 2 (+6), Expertise: Computers 6 (+10), Insight 4 (+9), Perception 4 (+9), Ranged Combat: Blast 12 4 (+7), Technology 6 (+10), Vehicles 2 (+5)

Powers

Genetic Alteration: Impervious Toughness 5
Radio Broadcast: Radio Communication 2
Radio Manipulation: Senses 1 (Radio)
Sensory Shield: Immunity 5 (Sensory Affliction Effects; Limited: Sonic Powers)
Sonics
. . Deafening Scream: Cumulative Cone Area Affliction 1 (auditory, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cone Area: 60 feet cone, Cumulative)
. . Sonic Blast: Blast 12 (DC 27; Penetrating 4)
. . Stunning Scream: Cumulative Cone Area Affliction 1 (auditory, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Cone Area: 60 feet cone, Cumulative)

Offense

Initiative +4
Deafening Scream: Cumulative Cone Area Affliction 1 (DC Fort 11)
Grab, +2 (DC Spec 14)
Sonic Blast: Blast 12, +7 (DC 27)
Stunning Scream: Cumulative Cone Area Affliction 1 (DC Fort 11)
Throw, +3 (DC 19)
Unarmed, +2 (DC 19)

Complications

Deaf
The Effect:: A side effect of Tempest’s genetic enhancement is a shortened lifespan. Typical subjects die within one year, Tempest was enhanced nine months ago.

Defense

Dodge 10, Parry 8, Fortitude 7, Toughness 7/5, Will 10

Power Points

Abilities 60 + Powers 47 + Advantages 10 + Skills 14 (28 ranks) + Defenses 19 = 150

Biography

The Va Shaak invasion devastated the entirety of the human race, but it was most catastrophic to those members who were already considered 'handicapped' or 'special'. Times had become dark and desperate, and the first to be offered up as useless and wasting precious food and medical resources were the week.

Jacob Bennet had already lived 17 years being humiliated and underestimated. His high intellect dismissed immediately upon others discovering his deafness. While the masses dreaded the trials and tribulations of the war, Jacob saw the light at the end of the tunnel. For once others would not be able to just dismiss him. He would show everyone the potential bursting inside of him. By sacrificing himself to “The Process” his name would be etched in the minds of all humans forever.
Last edited by chillrb on Fri Sep 23, 2011 1:11 pm, edited 2 times in total.
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Re: Gladitori - MnM 3e - Recruiting

Postby ClassDunce » Sat Sep 17, 2011 2:02 pm

Here's a first draft of a build for Artemis, just to be sure that I'm doing everything a hundred percent kosher. There are still three unspent points for the equipment.

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Artemis - PL 10

Strength 12, Stamina 5, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 0, Presence 3

Advantages
Close Attack 2, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Interpose, Power Attack, Ultimate Effort (Toughness)

Skills
Deception 3 (+6), Expertise (Military) 6 (+6), Insight 6 (+6), Intimidation 7 (+10), Perception 7 (+7), Persuasion 3 (+6), Ranged Combat (Thrown Objects) 6 (+8), Stealth 4 (+6), Vehicles 2 (+4)

Powers
Indestructible Body
    . . Immunity: Immunity 2 (Critical Hits)
    . . Impervious Defense: Impervious Toughness 12
    . . Protection: Protection 9 (+9 Toughness)
    . . Regeneration: Regeneration 2 (Every 5 rounds)
Leaping: Leaping 8 (Leap 1800 feet at 250 miles/hour in 3 seconds)
Super Strength
    . . Enhanced Ability: Enhanced Strength 8 (+8 STR)
    . . . . Shockwave: Burst Area Damage 10 (Alternate; DC 25; Burst Area (30 feet radius sphere); Limited (Attacker and Targets must be in contact with the same surface.))
    . . . . Thunderclap: Cone Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area (60 feet cone); Limited Degree)
    . . Power-lifting: Power-lifting 2 (+2 STR for lifting)

Offense
Initiative +2
Grab, +8 (DC Spec 22)
Shockwave: Burst Area Damage 10 (DC 25)
Throw, +2 (DC 27)
Thunderclap: Cone Area Affliction 10 (DC Fort 20)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 8

Power Points
Abilities 44 + Powers 53 + Advantages 9 + Skills 22 (44 ranks) + Defenses 19 = 147


Created With Hero Lab® - try it for free at http://www.wolflair.com!
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Re: Gladitori - MnM 3e - Recruiting

Postby Commando » Sat Sep 17, 2011 2:51 pm

I updated Tempest on Page 2. I didn't end up changing her overly much. Primarily, I added some martial arts to the mix and cleaned up her skills to make her more appropriately a teenager. I'll give her a backstory later today.
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Re: Gladitori - MnM 3e - Recruiting

Postby Commando » Sat Sep 17, 2011 4:28 pm

Ok, I got the build down to where I'm happy with it. She is a super martial artist with air control "super moves."

Here's the link.
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The Mountebank

Postby Moderate_Hero » Sat Sep 17, 2011 6:53 pm

I'm interested in the game, sounds like a very detailed setting and an unusual setup.

My concept is "The Mountebank," who before "enhancement" was a gambling, beer-swilling, fight-starting grifter who was a master of ass-banditry as well as the "long con." Give him a wealthy couple in an rambling old house, and he will insinuate himself inside and into their lives (and wills) before you can say "double-take" (not to mention seduce the housemaid, kill the annoying dog, and plunder the wine cellar).

With dubious morals, questionable ethics, selfish and arrogant, interested only in money - and what money can bring: all this shifted when the attack happened. Suddenly, there was something else to fight for far more important than his fluctuating bank account. For the first time, "The Mountebank" thought of society in a broader sense; of others equal to himself, who needed help; of sacrifice, rather than gain.

His transformation into a "hero" was slow, and beset by various setbacks (moral, as well as legal), but eventually he made it through. He saw what he needed and wanted, and that was to fight for them all, for all the powerless and weak who (unlike himself) were not smart or lucky enough to prosper...

And he volunteered for the special "treatment"...

And the results are very interesting...

BRIEF SUMMARY

POWER: LUCK
He used to just be lucky because he was, well, lucky. This helped him become a bafflingly successful gambler even before the procedure, after which his "luck" become highly augmented. Foes find unluckly things happening to them; allies find their way paved with gold. A punch which should sail harmlessly by plunges right into the enemy's gut, as he slips on a proverbial banana peel... at exactly the wrong time.

SKILLS: Suitable for a conman and man-about-town. And hardened criminal.

INSPIRING: Often able to whip up an effective and believable tactical plan; smooth inter-party tensions; buck up those who are sagging; etc. Extremely competent, brave, and despite your personal feelings about the man: you will follow him over the trench and across no-man's land. Why? Well, he probably knows what he is doing - he's not gotten anyone killed yet - plus he said there was a case of scotch over there somewhere, and a root-verified blond...

(Let me know if you are interested, would like a real writeup)

++++After discussion with GM, here is what I came up with++++++

(I'm not a 3e whiz so anyone who wants to make comments/suggestions, feel free. I probably made a mistake, or ten)

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The Mountebank
PL10 150 PP

Name: Ace “Ace in the Hole” Parr
[/b
]
[b]ABILITIES

Strength 4, Stamina 5, Agility 2, Dexterity 0, Fighting 0, Intellect 1, Awareness 1, Presence 2

ADVANTAGES
Improved Initiative 2, Attractive, Inspire 5, Fearless, Uncanny Dodge, Power Attack

SKILLS
Deception 4 +4, Perception 4 +5, Persuasion 4 +4, Sleight of Hand 4 +4, Insight 10 +11, Ranged Attack (.44 Magnum) 6

POWERS
“Blessed of Fortune, My Son” | Variable Advantage 1 (Extra: Reaction [+3]; Flaw: Limited to Second Chance [-3] {7pp} -SUGGESTED BY GM-

Impervious Toughness 5 -REQUIRED- {5}

“Oh, you are SO not having a good day” | Luck Control 2 (Bestow Luck/Take worse of 2) [Extra: Selective +1, Area +1, Additional Luck +5 (Flat)] {15}

Luck Array {30}

BASE: “Gremlins Invade the Room” Damage 10 [Extra: Area (Cone) +1, Accurate 5]

AP: “Sorry, Didn’t mean to Shoot you in the Back of the Head, Pal” Deflect 12 [Extra: Reflect +1] & Ranged Combat (Deflect) 6

AP: “Roadrunner’s Anvil From the Sky” Damage 10 [Extra: Ranged, Accurate 5]

AP: “Banana Peels, Quicksand, Gravel, and Tree Branches” Affliction 10 [Extra: Area (Cone) +1, Accurate 5 | Vulnerable, Stunned, Paralyzed]


OFFENSE
Initiative +10
Close +0 | Ranged +6 (.44 Magnum)
Damage: Unarmed +4, .44 Magnum +4

DEFENSE
Dodge +15
Parry +15
Fort +10, Toughness +5
Will +10

EQUIPMENT
{3} Clint Eastwood’s Oversized .44 Magnum, GM-equipment


COMPLICATIONS

Motivation: Justice. Can’t stand what has happened, and is willing to sacrifice himself for the good of the nation. Hates them aliens. Hates them!
Digs the Chicks: And they usually dig him back, but he’s a little grating, annoying, egotistical…and he simply can’t get over the fact that some skirts won’t turn into a pile of mush for him. Particularly those aiming weapons his way.
Gambling: He loves a good game. He loves a good bet. He will gamble on anything, pretty much – and go to any length to make good the bet. He’s extremely honorable in this way: the iron-clad rule of the grifters. No welching on bets!
Transformative process: will die in a year from it… so tries to pack in as much living as he can. This involves coffee, amphetamines, and when available, cocaine. Live for the moment! Next year ain’t happening.
Loyal to a fault: if you are part of his "team", if you are one of his "buds," he's gonna have you back. If you get killed, he'll take revenge. If you get caught, he'll spring you - you might be in Fort Knox, but he'll spring you, or die trying.
Issues with Authority: he's trying, really hard. He knows he needs to take orders from the government, and be a good soldier boy. But it's really, really tough sometimes, and cracks occasionally show - to disastrous results.
Last edited by Moderate_Hero on Tue Sep 27, 2011 4:26 pm, edited 11 times in total.
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Re: The Mountebank

Postby Bladewind » Sat Sep 17, 2011 7:26 pm

Moderate_Hero wrote:(Let me know if you are interested, would like a real writeup)


Hell ya.

This character's abilities really fit the concept of how the Process enhances some natural ability or tendency to an extreme.

Love the concepts so far. I am likely to put a deadline up by Monday to start reigning in and getting started.

Incidentally, I will be out of commission for most of the day tomorrow... off to Montreal Comic Con.
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Re: Gladitori - MnM 3e - Recruiting

Postby CaptainChaos » Sun Sep 18, 2011 7:52 pm

I have the build 98% done and am working on a background. I should have everything posted by Monday night.

Basic powers are a vision based blast (kind of like a laser beam), infravision, darkvision, microscopic vision, vision based dazzle effect.
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Mon Sep 19, 2011 4:27 am

Excellent builds and submissions all !

I<m thinking deadline Wednesday night and start the game by Friday.
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