FC Street Level Game [2E] (Recruiting Closed)

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Re: Street Level Game in an FC Setting

Postby Shock » Thu Oct 20, 2011 5:00 pm

Tattooedman wrote:
Aerlwyn wrote:Sonya Blade type?


Sorry that name isn't familiar to me so I couldn't say.

Think Bambi and Thumper from Diamonds are Forever.

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Re: 2E Street Level Game in an FC Setting

Postby Tattooedman » Thu Oct 20, 2011 5:35 pm

Aerlwyn wrote:Mortal Combat character


Ah, that's right.....I'd forgotten about her. It's been forever since I've played that game. Well as long as she's less kill-guys-with-her-thighs I don't see why you couldn't do a build of her for consideration.

ClassDunce wrote:She broke peoples necks with her thighs, I had many friends of the opinion that it would be worth it.


Eh, overrated IMO.


Arthur Eld wrote:You mentioned that the characters will be PL 8 130 points to reflect their newness, but wouldn't that just make them more competent and experienced seeming?

Kind of, kind of not. It's not like Foreshadow is going to go out & recruit total nubes to help him protect FC, he'll find folks that have a bit of experience and show some promise, but are at most only been active for a year. So while the characters might not be total rookies they're not top tier crime fighters, yet.

So I it seems that there is some interest in this kind of game, I'll go ahead and change it over to a recruiting thread now. So far I've seen some interesting ideas proposed and am looking forward to seeing them built out.
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Re: FC Street Level Game [2E] (Recruiting)

Postby poodle » Thu Oct 20, 2011 5:42 pm

retro me satanus...
quit pushing.
cry havoc and let slip the poodles of war
Uncle friendly
My builds
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Re: FC Street Level Game [2E] (Recruiting)

Postby hero4hire » Thu Oct 20, 2011 6:59 pm

KID THUNDER

Image

Kid Thunder aka C.C. (Charles Clarence) Fawcett was a pretty much ordinary kid who Idol worshipped his hero, Captain Thunder. Even to the point where he started to show up whenever the good Captain would make a public appearence. C.C. showed a tremendous knack for being able to track Thunder (and also get into trouble).
During one of these "stalkings" C.C was captured by Dr. Stratos, when Thunder came to save the day, Stratos engaged the hero in combat, hitting the Captain with a massive electrical storm while he was trying to bring C.C. to safety. Somehow the electricral current, which went through young Fawcett as well, gave the lad a small portion of his Idol's Powers. Soon he discovered he could channel electricity into feats similiar to those of Captain Thunder himself.

It wasnt long before he showed up, in costume, as Kid Thunder, self-proclaimed sidekick to Captain Thunder, much to the hero's chagrin.

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Re: FC Street Level Game [2E] (Recruiting)

Postby kenseido » Thu Oct 20, 2011 7:11 pm

Image
Stryke (Tyler Mason)
PL: 8
STR 18, DEX 18/22, CON 18, INT 14, WIS 14, CHA 12

Skills: Acrobatics 4 (+10), Bluff 4 (+5), Climb 4 (+8), Cr (Mechanical) 4 (+6), Diplomacy 4 (+5),
Drive +8 (+14), Kn (life sciences) 4 (+6), Kn (Freedom City) 4 (+6), Kn (Streetwise) 4 (+6),
Medicine 6 (+8.), Notice 6 (+8.), Pr (Paramedic) 4 (+6), Sense Motive 4 (+6), Swim 4 (+8.)

Feats: All-out Attack, Benefits (Paramedic), Challenge (One Hand on the Wheel), Direction Sense,
Equipment 4, Improved Block, Improved Grapple, Improvised Tools, Power Attack,
Skill Mastery (Climb, Drive, Kn [Freedom City], Medicine)

Powers: Super-speed Container
•Enhanced Dexterity 4
•Enhanced Feats 15 (Attack Specialization [unarmed] 2, Defensive Roll 3, Dodge Focus 4,
Elusive Target, Evasion, Improved Initiative 2, Instant Up, Move-By Action)
•Quickness 5
•Speed 5
•Strike 3 (PF: Mighty; AP: Autofire on STR, AP: Area Burst on STR)

Equipment: Motorcycle, First Aid Kit, Mechanic's Toolkit, Motorcycle Suit (Prot 3)

Combat: Init +14, Attack: +5, Unarmed +9, Grapple +9
Damage: Unarmed +4, Strike +7
Defense +9/+3 (+5 Base, +4 Dodge)

Saves: Toughness +7/+4, Fortitude +7, Reflex +11, Will +6

Abilities 34 + Skills 16 + Feats 13 + Powers 35 + Combat 20 + Saves 12 = 130

Complication:
Secret Identity: Tyler is trying to keep his two worlds seperate, plus he figures nobody will hire a Paramedic trying to play superhero.
Relationship: Tyler is searching for his fiancée, Julia, who has been missing for severla months. In addition, Julia is a psionic who is addicted to using her powers.
Motivation- Seeking Justice: All the time he spends seeing good people get stepped on has left Tyler wanting to make things right.

Tyler had a normal life until 14 months ago. He just finished his Paramedic training, and he and Julia, his graduate student girlfriend, were moving in together. She wanted to go to this super-elite frat New Years party, and while it wasn't Tyler's thing, he went anyway. At midnight, when champagne was passed around; Tyler and Julia didn't know that it was spiked with various designer drugs. Tyler ended up taking an overdose of Zoom.

He woke up two weeks later in the hospital. Most of the party goers had died, he and Julia were in the lucky few. Tyler found out that he had some residual effects of the Zoom. Julia took another six weeks to wake up, and when she did, she also exhibited powers; however hers were telepathic in nature.

For a while, things went back to normal. Tyler was able to get passed the review board and keep his Paramedic license. However, he started to notice changes in Julia. She was using her powers more and more. When he confronted her, she revealed that she had used it on the review board. She was becoming addicted to using her powers and scanning people's minds. Unfortunately, her scans were not gentle and put more than one person in the hospital. Julia became more and more reckless and disappeared for days at a time. During her disappearances, Tyler would search for her. What he found in the seedier areas was people needing help. So he started to help them.

After months of her popping in and out of his life, she came to him one might scared. She was acting like someone was out to get her. Tyler didn't believe her; he thought this was another one of heer games. She disappeared a day later and he hasn't seen her since. That was three months ago. He has been looking for some sign of her in between being a paramedic by day and superhero by night.
Last edited by kenseido on Thu Oct 27, 2011 11:59 am, edited 7 times in total.
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Re: 2E Street Level Game in an FC Setting

Postby Horsenhero » Thu Oct 20, 2011 7:31 pm

Arthur Eld wrote:You mentioned that the characters will be PL 8 130 points to reflect their newness, but wouldn't that just make them more competent and experienced seeming?

I think I'm gonna be 'that guy' and whip up a Freedomverse (well, T-man's freedomverse) version of Jason Lamperouge. Considerably modified of course (for one thing he'll be an out-and-out hero), but still incredibly smart.

More like HH's version of him from Infinite New Vindies. And without the magic component (which really doesn't come up enough anyway).


The crucial question is...will he still be a horndog? :P

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Re: FC Street Level Game [2E] (Recruiting)

Postby FuzzyBoots » Thu Oct 20, 2011 8:07 pm

Junkyard Dog
Junk and Debris Manipulator
Real Name: Hugh Justice
Identity: Secret ID (barely)

APPEARANCE
Gender: Male
Age: 24
Size: Medium
Height: 5' 8”
Weight: 167 lb
Hair: Brown, stringy, hangs to his shoulders in dreadlocks
Eyes: Pale green
Power Level: 8; Power Points Spent: 130/130

STR: +5 (20), DEX: +1 (12), CON: +4 (18), INT: +1 (12), WIS: +1 (12), CHA: +0 (10)

Tough: +4/+9, Fort: +5, Ref: +8, Will: +5

Skills: Bluff 6 (+6), Climb 1 (+6), Computers 2 (+3), Concentration 7 (+8), Craft (mechanical) 6 (+7), Diplomacy 6 (+6), Disable Device 4 (+5), Drive 2 (+3), Gather Information 5 (+5), Handle Animal 2 (+2), Intimidate 4 (+4), Knowledge (streetwise) 6 (+7), Language 4 (+4), Notice 7 (+8), Profession (Junkyard Owner) 7 (+8), Search 5 (+6), Sense Motive 6 (+7)

Feats: All-Out Attack, Attack Specialization (Improvised Weapons), Dodge Focus 2, Equipment 2, Favored Environment (Junkyards), Improvised Weapons 2, Improvised Tools, Power Attack

Powers:
Junk Array (Array 13) (default power: create object) [26 pp + 12 for APs)
. . Blast 9 (Array; [9 active, 25/26 PP, 2/r+1], DC 24; Accurate (+2), Notes: Flavor: Various obects, small to large, pelt the opponent. Draws from the same junk that he uses to protect himself, so he sometimes has to divert some of his protection to it.)
. . Flight 6 (Array; [0 active, 25/26 PP, 1/r], Speed: 500 mph, 4400 ft./rnd; Platform, Notes: Hugh creates a platform made of debris and travels about on it. He's uncomfortable traveling too fast on it though.)
. . Force Field 5 (Array; [4 active, 25/26 PP, 1/r], +4 Toughness, Notes: Flavor: Summons a field of random debris which swirls about him and intercepts attacks.)
. . Move Object 25 (Array; Strength: 125, Carry: 139.5k tons / 279.4k tons / 419.4k tons / 838.9k tons; Limited Material (Junk/Trash); Subtle (subtle))
. . Summon Junk (Create Object 8) (Default; [0 active, 25/26 PP, 2/r+4], Max Size: 8x 50' cubes, DC 18; Permanent; Custom (Subtle: Looks like actual junk), Progression, Object Size 3, Notes: The objects are limited to items you might find in a trashheap or junkyard and are all non-functional, but are basically real-world objects.)
. . Super-Strength 8 (Array; [1 active, 25/26 PP, 2/r], +5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)
. . Transform 11 (Array; [0 active, 25/26 PP, 2/r], affects: 1 thing > 1 thing - broken objects to fixed objects, Transforms: 2500 lbs., DC 21; Duration (continuous); Action (full), Range (touch), Notes: Unfortunately, they only stay repaired as long as he concentrates on it which has limited the utility of this power in his job.)
Super-Senses 5 (accurate: Detect Junk, acute: Detect Junk, detect: Junk 1, ranged: Detect Junk, Notes: Hugh can detect junk and knows exactly where it can be found and what the nature of it is. This has proven to be a massive benefit for his day job, but he has yet to find a way to use it as a Super-hero.) [5 pp]


Equipment: Cell Phone, HQ: Junkyard, Lock Release Gun, Multi-Tool
HQ: Junkyard
Equipment Points Spent: 7
Toughness: +5
Features: Garage, Living Space, Security System 1, Workshop
Equipment: Desktop Computer
Size: Large
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 0 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 1 (1 ep) + Weapons & Armor 0 (0 ep) = 7


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Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +10/+12)

Attacks: Blast 9, +7 (DC 24), Transform 8, +7 (DC Fort 18), Unarmed Attack, +5 (DC 19), Improvised Weapons, +7 (DC 23-25)

Defense: +7 (Flat-footed: +3), Knockback: -4

Initiative: +1

Languages: ASL, Chinese (Mandarin), English, Korean, Spanish

Totals: Abilities 24 + Skills 20 (80 ranks) + Feats 11 + Powers 43 + Combat 20 + Saves 12 + Drawbacks 0 = 130

COMPLICATIONS
* Responsibility (job) - Has a job at a local junkyard. Currently bought via mortgage, but he's working towards it.
* Responsibility (relationship) - Has an ex-wife that he owes regular alimony payments to, although she's better paid than he is now that she's a certified accountant. She knows of his crime-fighting attempts and it was one of the factors behind their split.
* Quirk (temper) - After years of being pushed around and looked down upon, Hugh has found that, much to his chagrin, he as a bit of an anger management issue which he tries to keep under the lid.

BACKGROUND
Hugh had worked at the local junk yard since he was a young teenager. As a teenager, he worked part-time and after graduating from high school, he moved to full time. At 23, two years into a marriage of détente and never having attended college, he'd come to accept that his lot in life was to never rise above back-breaking work and cold suppers followed by colder feet and stolen covers. Then, the thieves came.

Hugh had been at the office of the junkyard up late, updating records on the computer, when he heard the distinctive crash of part of the fence falling. Thinking it was merely mechanical failure, he left the office with nothing but his trusty multi-tool in-hand. Usually, it was a matter of a rusty bolt having failed, causing a cascade of mechanical failures as other strained connectors gave way and all he'd need to do was to cannibalize another few screws and bits of wire from the junk around him to tack it up long enough to deal with it more properly in daylight. He was gobsmacked when he found the fence not only down, but also mounted by an oversized truck, with two hooligans attaching chains from the back of the truck to a muscle car the junkyard had recently acquired. Despite himself, Hugh let out an inarticulate cry of rage as he ran toward them with wrench raised to scare them off. He almost missed the zipgun as one of the kids drew it and in the seconds of adrenaline-fueled terror, he could only think that the life insurance policy would at least leave Clara happy as he saw the flower of fire blossom at the tip of the gun and then something large whizzed by, taking out the bullet. Screeching to a halt, Hugh stared at where a refrigerator door was now lodged into the back of the truck. Something in the back of his head... itched... and he he started to feel an oddly claustrophobic sense of awareness of the presence of many bits of trash scattered around the junkyard with this feeling that they were extensions of his own body. Still working off of instinct, he reached out for a rusty mass of baling wire a good fifty feet away and tossed it at the thugs as easily as he would have pitched a broken television into the dumpster. With its light weight, the impact did little more than startle and knock them down, but it was more than they'd expected in terms of resistance and they fled, leaving their truck behind. Hugh stood there for a good minute as the adrenaline high left him feeling empty and exhausted. Then, he experimentally reached out toward the truck. It quivered on its wheels for a moment, but re-settled and Hugh suddenly experienced a blinding headache as he felt like he'd pulled a muscle in his brain. Blinking away the tears and bringing himself back from his sudden prone position, he staggered back to the office and washed down four tablets of aspirin with some rusty-tasting sink water. What's happened to me? he wondered. Mechanically, he went through the process of calling the cops about the intrusion, explaining away the ruined truck as being the result of one of the kids crashing into an unbalanced heap and causing the door to fall. It wasn't a great excuse, but it was mildly plausible, and most people wanted to believe whatever made explanations the simplest.

The next day, he called in sick to the junkyard and took a trip to the library. It didn't take much research to give him a good idea of what he was tapping into, some sort of psychokinesis. Buoyed by this knowledge, he wandered off home and tried to explain things to his wife, who'd just gotten back from her afternoon classes. It went badly. She'd gotten back a horrible grade on an exam that day, she was feeling overwhelmed with work, the TA kept hitting on her, and now her damn fool husband had skipped work and was babbling about psychic powers. It didn't help that when Hugh tried to demonstrate, he couldn't get his mind to wrap around the chosen object of a nearby vase, and so he just looked like a liar. She packed her bags and left for her mother's. Left with nothing else, Hugh went back to the junk yard, her parting words of "Hugh, you're nothing but trash and you're never gonna be anything but trash" ringing through his head. Walking back into the junkyard, he was again suddenly overcome by an instant knowledge of the objects around him. Hesitantly, he tried a mental nudge against a dishwasher up on the top of a pile and saw it tumble, felt it tumble. And then, he knew that it hadn't been a dream. Clara's parting words suddenly resonated with new meaning for him. Junk is all I know. It's been my life. I know the contents of this yard practically by heart and of course something new like this would only work here!

Over the following week, he became more intimately familiar with the pieces of the yard than before, this new sense of his letting him understand the pieces inside and out. During the day, he used his burgeoning powers entirely to make his job easier, using his ability to locate individual pieces for his customers and using his ability to move the objects to aid him in lifting the heavier pieces. In his evenings, he pored over books checked out from the library about psychic powers and tried to replicate the feats they mentioned there. Moving objects, locating them, even causing them to appear different places, it all worked, but only on the pieces in the junkyard at first. He knew that it was a crutch, working only on items that he knew, but it was enough for him for now. After a week's practice, he went to Clara's mother's place. As in so many sad country songs, he found her there, but she wasn't alone. Heartbroken and distraught, he was trudging home when he heard the sounds of a mugging. Filled with self-righteous anger which lacked an acceptable target, he ran in and summoned a ten foot length of iron pipes with which to wreak vengeance as he subconsciously summoned a cloud of minor debris to hover about him to intercept attacks. When the fray was over, the muggers were unconscious and Hugh had found a new role in life. Now, he worked his day in the junkyard, nearly slumbering in between deals, but able to use his uncanny powers to quickly serve any and all customers and getting back to his naps. Nights, he prowls around the city, taking out the trash. On one of his prowls, he met Foreshadow, who offered to train him further and to provide a slightly better costume than a ratty sweatsuit, steel-toed boots, and a bandanna.

PERSONALITY
Hugh was always a very easy-going kind of guy. Now, he's becoming more assertive, and really has a bit of a chip on his shoulder sometimes between his lowly job and simmering resentment over what happened with his marriage. Through Foreshadow, he's beginning to meet a few other super-powered heroes and the chip isn't getting much better due to his inability to apply his powers to anything but junk without extreme concentration (extra effort).

TACTICS
Hugh generally summons his protecting cloud of debris as soon as he thinks he might be heading into danger. When faced by single enemies, he tried to pelt them with his blast power while avoiding attack. When faced with larger groups or evasive enemies, he attempts to drop larger piles of debris as area attacks. If forced into melee, he grabs the nearest large object and readily pummels his opponents with surprising accuracy and verve. He's aware that his abilities seem to draw upon some common source such that he has to allocate his energy on the fly between them and has become fairly good at being able to handle it on the fly. Much to his chagrin, he's found that his ability to transport pieces of junk from the junkyard to his side is limited. It's probably a mental block, but he can't seem to get them to go back, leaving him with the issue of either leaving them where they stood or carting them back to the junkyard trailing behind him.

His years of operating a junkyard have left him with a few useful skills. He's also learned a few languages to aid him in negotiating deals with people and sometimes wonder if he should study this more intensely.

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Yes, the Move Object is non-dynamic by choice. As a power he gained in a crisis, he's never quite learned proper control with it.

Edit: Removed one rank of Improvised Weapons to bring him down to caps, replaced with Improvised Tools.

Edit the 2nd: Changed his history up and shifted his powers slightly to make his Super-Strength dynamic so that he can lift heavier objects when he feels like it. Also, made the Move Object Subtle.

Hero Machine 2.5 code: [size=50]2.5b7*m1*Junkyard Dog*Hair:Standard,dreads,d6d200,f3ff5c,100,100,23,Eyebrows:Standard,thin2,FFFFFF,FFFFFF,100,100,21,Eyes:Expansion1,slanty,00B23A,FFFFFF,100,100,20,Nose:Standard,fraBlank,FFFFFF,FFFFFF,100,100,27,Mouth:Standard,fraBlank,FFFFFF,FFFFFF,100,100,18,Beard:Standard,fraBlank,FFFFFF,FFFFFF,100,100,26,Ears:Standard,fraBlank,FFFFFF,FFFFFF,100,100,19,Skin:Materials,fraBlank,F79652,FFD08C,100,100,6,Mask:Standard,mouth,4B4B4B,202020,100,100,22,Headgear:Standard,fraBlank,FFFFFF,FFFFFF,100,100,29,Undershirt:Standard,fraBlank,FFFFFF,FFFFFF,100,100,7,Overshirt:Standard,sweatshirt,006938,62077C,100,100,8,Coat:Standard,fraBlank,FFFFFF,FFFFFF,100,100,25,RightGlove:Standard,capam,9C4108,A66900,100,100,17,LeftGlove:Standard,capam,9C4108,A66900,100,100,16,Insignia:Standard,fraBlank,FFFFFF,FFFFFF,100,100,9,Neckwear:Standard,turtleneck,4B4B4B,000000,100,100,24,Belt:Standard,buckle,9C4108,A66900,100,100,15,Leggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,10,Overleggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,11,Pants:Standard,gangsta,014574,0000FF,100,100,14,RightFoot:Standard,combatboot,000000,181818,100,100,13,LeftFoot:Standard,combatboot,000000,181818,100,100,12,Back:Standard,fraBlank,FFFFFF,FFFFFF,100,100,3,Wings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,4,Tail:Standard,fraBlank,FFFFFF,FFFFFF,100,100,5,Aura:Standard,fraBlank,FFFFFF,FFFFFF,100,100,2,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,100,31,Background:Photos,fullscreen,FFFFFF,FFFFFF,100,100,1,RightHand:Miscellaneous,girder,5A5A5A,A6A6A6,100,100,30,LeftHand:Miscellaneous,fraBlank,FFFFFF,FFFFFF,100,100,28,#[/size[
Last edited by FuzzyBoots on Wed Oct 26, 2011 9:50 am, edited 4 times in total.

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Re: FC Street Level Game [2E] (Recruiting)

Postby Horsenhero » Thu Oct 20, 2011 8:51 pm

I beg to differ. It's a power effect, stacked with a combat feat and therefore is subject to PL restrictions. It's an attempt at doing an end run around the rules and since you knew you were doing it...a blatantly egregious one.

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Re: FC Street Level Game [2E] (Recruiting)

Postby kenseido » Thu Oct 20, 2011 8:54 pm

Oh I guess I should explain, I didn't stack the bonus from the motorcycle suit with Defensive Roll. The intention is that it is just there to keep him from losing his Toughness when he is flat footed. If that doesn't work for you, I can make some changes.
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Re: FC Street Level Game [2E] (Recruiting)

Postby hero4hire » Thu Oct 20, 2011 8:58 pm

FuzzyBoots wrote:Right now, he's on the borderline of being a bit too powerful with his improvised weapons. With a Toughness 7 object, he's attacking at +7 with damage of +10 (Strength of 5, up to +2 for an object of greater toughness than his strength, and 3 ranks of Improvised Weapon). It's a legal breaking of PL except for that he can easily summon new Improvised weapons on the fly. If that's an issue (I actually plan on him using Blast or dropping things on people most of the time), I can take off one rank of his Improvised Weapon or change his Attack Specialization to a general Melee bonus to make him attack at +6.



Quoting the feat Emphasis Mine

Improvised Weapons Combat, Ranked
You have +1 damage bonus with improvised weapons per rank in
this feat. You can use normal objects as weapons more effectively
than usual. You must follow all the rules for using improvised weapons
(see Improvised Weapons, M&M, page 162) except your damage
bonus may be greater than +2 and, at the Gamemaster’s discretion,
your weapon may grant you extended reach appropriate to the
weapon you’re using. Your power level limits your maximum damage
bonus with this feat.

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Re: FC Street Level Game [2E] (Recruiting)

Postby Horsenhero » Thu Oct 20, 2011 9:00 pm

Kenseido, I hope that isn't a response to my post. I was referring to Fuzzyboots attempt to stack Pl breaking damage on top of a characters high combat bonus.

Then again, if you're just explaining what you did to the GM, ignore me. :|

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Re: FC Street Level Game [2E] (Recruiting)

Postby kenseido » Thu Oct 20, 2011 9:03 pm

I realized I didn't explain it in my original post, so I just wanted to clarify. I know some GMs aren't keen on overbuying, which is basically what I am doing.

I didn't think you were talking to me. Thanks for the clarification, though.
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Re: FC Street Level Game [2E] (Recruiting)

Postby FuzzyBoots » Thu Oct 20, 2011 9:05 pm

Regarding the text of the feat, improvised weapons, by their nature, allow up to +2 over PL for objects of sufficient toughness. His value just using his Strength and the feat is still within caps, 1 under even. But I went ahead and dropped a rank of Improvised Weapons to add Improvised Tools.

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Re: FC Street Level Game [2E] (Recruiting)

Postby kenseido » Thu Oct 20, 2011 9:08 pm

FuzzyBoots wrote:Regarding the text of the feat, improvised weapons, by their nature, allow up to +2 over PL for objects of sufficient toughness. His value just using his Strength and the feat is still within caps, 1 under even. But I went ahead and dropped a rank of Improvised Weapons to add Improvised Tools.


Actually, the +2 reference in the Feat is referring to the max bonus of +2 when using improvised weapons. You can exceed that limitation, not PL limits.
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Re: FC Street Level Game [2E] (Recruiting)

Postby hero4hire » Thu Oct 20, 2011 9:13 pm

Also nowhere in the core rules does it say the +2 can exceed PL limits.


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