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Gladitori - MnM 3e - OOC

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Re: Gladitori - MnM 3e - Recruiting

Postby ClassDunce » Wed Sep 21, 2011 6:13 pm

Bladewind wrote:
Commando wrote:I added a backstory for Tempest - didn't realize I had forgotten it.


Thanks for that. :D

I noticed that some others have also omitted back story and complications.
Please add those in where required !

For your motivation, please be a little more interesting than "they killed my family. I will make them pay."


I'm going to try and set aside some time to do that tomorrow. I was hoping to do it sooner but work has not been cooperative.
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Re: Gladitori - MnM 3e - Recruiting

Postby Aerlwyn » Wed Sep 21, 2011 7:20 pm

Hope i posted enough of a backstory. If you need more let me know.
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Re: Gladitori - MnM 3e - Recruiting

Postby The_Watchman » Wed Sep 21, 2011 9:04 pm

I like the name Clockwork. It inspired me with a more solidified concept. Clockwork was an OCD kid and his power activated as a vastly heightened intellect and electromagnetic powers of a sort. Rather than a more standard energy manipulator, his powers manifest in an ability to create and power his creations. But as a side effect, his thought processes are nigh impossible for him to explain and can't be replicated. So he's not terribly useful as an inventor for the military since his stuff doesn't make sense to anyone else. I'll get a build and backstory up ASAP tomorrow.
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Re: Gladitori - MnM 3e - Recruiting

Postby CaptainChaos » Wed Sep 21, 2011 10:21 pm

Visionary

Steve Nason PL 10 150pp

Abilities:
STR: 5 AGL: 3 FGT: 3 AWA: 2 STA: 5 DEX: 3 INT: 2 PRE: 1
Defenses:
Dodge: 10 Parry: 10 Fort: 10 Tough: 9 (5 impervious+2 defensive roll+2 undercover shirt) Will: 7

Advantages:
Defensive Roll 2
Jack of All Trades
Languages 1 (Spanish)
Ranged Attack 3
Equipment 1 (multi-tool, undercover shirt, lock release gun, toolkit)
Equipment 3 (tbd)

Skills: (ranks)
Athletics 7 (2)
Close Combat-unarmed 5 (2)
Expertise: Locksmith 6 (4)
Perception 6 (4)
Ranged Combat 7 (4)
Technology 4 (2)

Powers:
Enhanced vision array:
Blast 10 (precise)
Dazzle 10 (visual)
Senses 7 (darkvision, extended vision 2, infravision, microscopic vision)
Weaken 10: Objects only, toughness save, area- line 5’x120’, concentration
Impervious Toughness 5

PP spent= Abilities 48+ Defenses 24+ Advantages 11+ Skills 9+ Powers 58= 150pp

Complications:
Limited life span- Due to the enhancement process, Steve has less than a year left to live.
Revenge- Wants revenge on the Va Shaak for kidnapping and probably the death of his girlfriend.
Duty-In an odd way, Steve feels that he is doing this for more than just himself. He is doing this for all mankind. He is helping to save the planet Earth. His initial motivation was purely for revenge but as he has trained and gone on missions with others, his attitude has shifted somewhat.

Background:
Steve grew up in a small town in Maine with his 2 sisters and brother. His parents wanted him to attend college but
he wasn’t interested in spending 4 years of his life in a classroom. Instead, he attended a technical school where he learned how to be a locksmith. After school he took his new skills to Boston where he worked with an established locksmith named Robert (Bob) Gallagher. Life was great for Steve. He even met a nice girl. Together they attended baseball games, plays, went for walks on Boston Common, went to dinner often, and once in awhile, just spent time sitting around doing nothing.

All that changed one day. Aliens calling themselves the Va Shaak arrived. While they didn’t affect Steve’s life directly, they were on the television nearly 24 hours a day. Everyone in the city was tense all the time. No one knew when the aliens would attack and destroy the city like in the movies.

Then one day the Va Shaak started raiding Boston. They killed hundreds of people and took hundreds more prisoner. Steve’s girlfriend was taken in one of the raids. Still, as long as there was the possibility she was alive, Steve kept up hope. Every day he hoped she would be returned to him alive. Then the highdives started. Thousands of prisoners were killed when they were ejected from the alien ships from low orbit. After more and more of those incidents, Steve gave up hope that she lived.

Weeks went by and Steve contemplated suicide nearly every day. Somehow he managed to get through each day. One day, he decided to get his revenge on those bastards. He joined the military and signed up for a special program. He was warned that the treatment would give him unique abilities but he would have a life expectancy of only 1 year. Steve didn’t care, he barely listened to the warnings. His only thoughts were of revenge on the Va Shaak. Anything he could do to help rid the universe of those bastards was all he cared about.

That was 3 months ago. Along with a few others from the program, he has participated in several raids against the Va Shaak.


More background to follow along with complications and a codename.
Last edited by CaptainChaos on Wed Oct 12, 2011 8:02 pm, edited 2 times in total.
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Thu Sep 22, 2011 4:37 am

The_Watchman wrote:I like the name Clockwork. It inspired me with a more solidified concept.


Glad you like it.
Looking forward to the build.

You may have hit on a way to make the character of Adept playable from the comics... she was able to analyze and decipher any device and even to some extent replicate them with enough time and resources.

It might be interesting, if you have the points, to have Comprehend Machines (Limited to Determining How they Function) and perhaps some form of ability manipulate/ remote operate machinery.
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Re: Gladitori - MnM 3e - Recruiting

Postby The_Watchman » Thu Sep 22, 2011 7:09 am

Image

Clockwork - PL 10
Real Name: Reuben Goldberg

Strength 4, Stamina 5, Agility 6/0, Dexterity 6/0, Fighting 0, Intellect 10/2, Awareness 6/0, Presence -1

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Equipment 1, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6

Powers
Clockwork Calculations
. . Babel Pattern: Comprehend 6 (Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics; Activation: move action)
. . . . Information Filter: Immunity 10 (Alternate; Common Descriptor: Dazzle and Illusion Effects)
. . Pattern Reading: Enhanced Trait 79 (Traits: Agility +6 (+6), Awareness +6 (+6), Dexterity +6 (+6), Intellect +8 (+10), Dodge +6 (+12), Parry +6 (+6), Technology +4 (+14), Advantages: Accurate Attack, All-out Attack, Defensive Attack, Improved Aim, Improved Defense, Inventor, Jack-of-all-trades, Ranged Attack 6)
Impervious Defense: Impervious Toughness 5
Survival Suit (Removable)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 3 (+3 Toughness)
Synthmetal Assault Weapon (Easily Removable)
. . Magnetic Accelerator: Blast 8 (DC 23; Accurate: +2, Extended Range 3, Penetrating 8, Precise, Ricochet 4: 4 bounces)
. . . . Seeker Blade: Strength-based Damage 4 (Alternate; DC 23; Accurate 6: +12, Multiattack, Penetrating 8, Precise, Reach (melee) 6: 30 ft.)

Equipment
Morituri Equipment 3

Offense
Initiative +6
Grab, +0 (DC Spec 14)
Magnetic Accelerator: Blast 8, +12 (DC 23)
Seeker Blade: Strength-based Damage 4, +12 (DC 23)
Throw, +12 (DC 19)
Unarmed, +0 (DC 19)

Complications
Obsession: Clockwork is obssessed with understanding how everything works. This can distract him in crucial situations, especially when he fails to understand and/or predict something.

Speaking a whole other language: Clockwork has difficulty expressing the complex ideas and patterns he sees. He has difficulty relating to others and struggles to convey his thoughts in a coherent manner.

The Effect: Clockwork will die within a year of receiving the process and is approaching the deadline.

Cassandra's Fears: Clockwork understands the Effect but is unable to properly explain a method to fix the flaw. Thus, he is stuck with a cure in his head that he can not create in reality. He's also run the numbers on the war against the Va Shaak. He keeps whatever he's predicted to himself.

Languages
Native Language

Defense
Dodge 12/6, Parry 6/0, Fortitude 5, Toughness 8, Will 9

Power Points
Abilities 20 + Powers 126 + Advantages 1 + Skills 0 (0 ranks) + Defenses 3 = 150

Background: Reuben was born with a deep psychological need for order. Unfortunately, he grew up in a world where order seemed impossible. The Va Shaak assault on earth meant that much of Reuben's childhood was spent fleeing from one place to another, putting the obsessive-compulsive boy through a special sort of Hell. Moving from refuge to refuge meant he could never maintain a routine for long and left him feeling completely out of control. The Process and the fight against the Va Shaak offered him a chance to change all of that. Reub could stop running and begin living on his own terms. A year of being in charge of his own destiny was infinitely better than a lifetime of chaos. The choice was easy.

The process awakened Reub's obsessive attention to detail and expanded it to a superhuman degree. He was able to make calculations that could rival top of the line computers. Scientists on the project were overjoyed when they realized they had created a truly superhuman intelligence. Unfortunately, Reub's intellect was a quantum leap beyond that of his creators and he was unable to bridge the gap. While he could easily understand Va Shaak technology, he was completely incapable of explaining it to others. While he displayed a keen inventive genius, trying to share it with others was like giving a laptop to a caveman. Clockwork thus agreed to be a field agent, utilizing his superhuman analytic capabilities to combat the Va Shaak.

Powers: Clockwork is able to calculate probability with a speed and skill far beyond that of any normal human. He can understand the workings of complex machinery and virtually anything with the slightest pattern to it. This allows him to understand and replicate virtually any form of communication, predict trajectories of attacks, and filter out information. He is able to understand technology at an intuitive level and given time, can accomplish amazing things. His devices are modified from captured Va Shaak technology to a point of being utterly unrecognizable.
Last edited by The_Watchman on Sat Sep 24, 2011 11:38 am, edited 1 time in total.
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Re: Gladitori - MnM 3e - Recruiting

Postby chillrb » Thu Sep 22, 2011 4:24 pm

I'll have a background story for Outburst posted by tomorrow morning.
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Thu Sep 22, 2011 5:58 pm

Our seven members are in the second post of this thread.

I have gone over the builds and will PM any issues that came up. (Which admittedly are virtually non existent.)
If anyone scans the builds and sees something amiss, feel free to let me know.

I've started writing the intro thread, and will have it up tomorrow or Saturday. I will be "assigning" the equipment before the next mission.

These are excellent builds for this game, I don't foresee the headaches that came up in a previous incarnation of this game. (Silly me permitted someone with visual ESP with a range of the other side of the moon.)
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Re: Gladitori - MnM 3e - Recruiting

Postby chillrb » Fri Sep 23, 2011 1:12 pm

Updated Outburst with a biography.
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Re: Gladitori - MnM 3e - Recruiting

Postby The_Watchman » Fri Sep 23, 2011 7:47 pm

So are Clockwork and Artemis the only two 'old guard' members (meaning those who are in the later part of their year)?

Really looking forward to this game. There seems like some really cool potential interactions between archetypes and personalities. I can imagine some conflict between the unpredictability of Mountebank's powers and Clockwork's obsession with prediction and probability for example (not to mention their personalities being total opposites).
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Re: Gladitori - MnM 3e - Recruiting

Postby Bladewind » Fri Sep 23, 2011 8:33 pm

The_Watchman wrote:So are Clockwork and Artemis the only two 'old guard' members (meaning those who are in the later part of their year)?


That is my intention thus far.

The_Watchman wrote:Really looking forward to this game. There seems like some really cool potential interactions between archetypes and personalities. I can imagine some conflict between the unpredictability of Mountebank's powers and Clockwork's obsession with prediction and probability for example (not to mention their personalities being total opposites).


Me too.

I have the intro about 3/4 done and will be putting it up at some point tomorrow.
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Re: Gladitori - MnM 3e - Recruiting

Postby CaptainChaos » Sat Sep 24, 2011 8:47 am

I added some complications. I still can't decide on a codename for him. Anyone have any ideas?

Thanks.
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Re: Gladitori - MnM 3e - Recruiting

Postby The_Watchman » Sat Sep 24, 2011 8:57 am

CaptainChaos wrote:I added some complications. I still can't decide on a codename for him. Anyone have any ideas?

Thanks.


Lookout, Longview, Lighthouse, Deadeye, Heimdall, Visionary, Spotlight
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Re: Gladitori - MnM 3e - OOC

Postby Bladewind » Sat Sep 24, 2011 11:58 am

Intro post is up.
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Re: Gladitori - MnM 3e - OOC

Postby The_Watchman » Sat Sep 24, 2011 12:00 pm

Bladewind wrote:Intro post is up.


I take it Artemis and Clockwork will be among the returning group and show up after the new class is introduced?
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