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2E Time of Crisis OOC (Act 2) - Ended

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2E Time of Crisis OOC (Act 2) - Ended

Postby FuzzyBoots » Fri Nov 18, 2011 10:56 am

I will be running the 2E Time of Crisis adventure. I'll be running 4-6 people (probably 4), PL 10/160 pp, preference towards characters that are well-rounded and team-oriented. I do want descriptors on powers and no extreme tradeoffs. In general, if you're looking at a power and wondering if it's abusive, consider an alternative. Please post a short bio. I don't need your history, but I do want an idea of where you came from and what you do. Lastly, I do run Complications when I can, so include some.

^_^ Any questions, I'd be glad to answer them.

House Rules in Play
* Devices - Easy-to-Lose Devices are worth a -1 Flaw rather than the -2 in the book. Hard-to-Lose Devices are merely a Complication in that if they get destroyed/taken away, you get a Hero Point. More than one if you're deprived of your Hard-to-Lose device for a prolonged amount of time and you comport yourself well.
* Utility Belts / Arsenals - Devices and Equipment which are built as an array of objects are either removable with a single Disarm/Sunder (e.g. a gun which can fire on different settings) or Disarmed/Sundered as individual items (e.g. an assortment of guns on one's back) but requires a Move action to switch as per the rules on drawing items (Quick Draw will let you switch as a Free action at the cost of dropping the previous item, or as part of a 10 foot move that doesn't pass by any enemies).
* Improved Grab - Improved Grab will let you start a grapple on your turn as a free action after a successful unarmed attack, but success only establishes the grapple. Establishing a pin, doing unarmed damage, or throwing have to wait until your next turn unless you use extra effort.

---- Original Post ----
Since I'm down to two games in my queue (two of my games having gone on hiatus rather suddenly), I'm considering trying to run a game again. I'm going to be running Time of Crisis for my f2f gaming group in a few months, so I figure I could get a test run on some of my modifications (I know that the players at my table have probably read the module through, so I can't really keep the same twists). One of the big catches is that my current job doesn't let me do extensive posting during the day (lately, I haven't even really had much time over lunch) and that's a bad thing for a GM. What do people think of the idea of running it where when it comes down to combat, all actions have to be in by a given time (10 PM EST is my current plan) whereupon I'll run them in initiative order, making slight variations for cases where people have lost their initial target? I had fun in a speedster-based game that way, made initiative more meaningful past "you get to hit first" because it also let you make more specific plans without worrying about the situation changing, and the concept kind of worked when I ran my Magical Girl Hunters game.

^_^ So, PL 10/160 pp, probably 4 people, based around Freedom City and a preference toward 4-color/Silver/Bronze age-ishness but as long as the group is willing to work as a team (I can't stand the "team of loners" setup and I'm not horribly fond of people choosing to act against the team constantly due to "character based reasons"), it's pretty wide open. Anyone think that sounds interesting?

----

Submissions:
Hardbody - Brick Supermodel - badpenny
Celestial - Chosen One Dark/Light Controller - Lady Golightly
Thomas Majors - Kid Space Opera Hero - Arkite
Charlie Rose and Frederick - Brick Doctor - mrdent12
Intrico - Ex-minion Psychic - Arthur Eld
The Sphinx - Costumed Mystic - Lord Bayushi78
Gunsmith - Badass Normal Gunslinger - Thrincold
Misdirect - Mentalist Psychic - Kaisus
Mizuki Musashi - Immortal Swordswoman - ShatteredFaith
Cyberguard - Powersuit Lurker - Darkeye4876
Snowbird - Cold Controller Engineer - CaptainChaos
Polynikes - Immortal Spartan - lightfufu

(second round)
Ink - Shapeshifting Ink Construct Naif - Bill from Accounting
Flux - Living Battery Scientist - roguescribner
Technowizard - Technological Savant - Tinkerbell
Cheshire Cat - Teleporting Mind Controller - badpenny

(third round)
Whisper-In-The-Wind - Trickster Totem - Femme Fatale
Switch - Alteration Sorceress - Karma
Chrysalis - Sleepy Paragon - baixiwei
Kir Avon - Technomage - kenseido
Silhouetted Lady - Darkness Controller - Silhouetted Lady

-----

Current line-up:
Thomas Majors - Kid Space Opera Hero - Arkrite
Charlie Rose and Frederick - Brick Doctor - mrdent12 - Currently played by GM
Gunsmith - Badass Normal Gunslinger - Thrincold - Currently played by GM
Ink - Shapeshifting Ink Construct Naif - Bill from Accounting
Cheshire Cat - Teleporting Mind Controller - badpenny

Retired:
Celestial - Chosen One Dark/Light Controller - Lady Golightly - Overloaded her powers healing the hostages, possibly lost with the rest of Freedom City when the bombs went off.
Mizuki Musashi - Immortal Swordswoman - ShatteredFaith - Came up missing between the first act and the intermission. Quark claims that her body's mortality reasserted itself and she crumbled away, but he's been known to be a liar.
The Sphinx - Costumed Mystic - Lord Bayushi78 - Heroically battered away at a Me 619 Walküre and managed to drive it off, but got hit badly by its teammates. A buried bit of shrapnel caused complications as he tried to heal around it, and he was left with the Rebellion on Erde for further medical care.
Last edited by FuzzyBoots on Thu Jun 28, 2012 9:38 am, edited 22 times in total.
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Re: Interest Check on 2E Time of Crisis

Postby Aerlwyn » Fri Nov 18, 2011 11:10 am

What about the support techie i posted in Rolecall? Would that work in this one?
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Re: Interest Check on 2E Time of Crisis

Postby FuzzyBoots » Fri Nov 18, 2011 11:16 am

Aerlwyn wrote:What about the support techie i posted in Rolecall? Would that work in this one?

I'm guessing that would be Athena? Well, I appreciate you building a character with non-combat skills, but how exactly does she defend herself? With the way the system is, you can't exactly make a Craft check and say that means you get free equipment.
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Re: Interest Check on 2E Time of Crisis

Postby Aerlwyn » Fri Nov 18, 2011 11:20 am

Can change a few things around and pick up a few devices for offensive gadgets if needs be.
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Re: Interest Check on 2E Time of Crisis

Postby Lady Golightly » Fri Nov 18, 2011 11:23 am

Can I call dibs on The Scarab?

Edit: changed my mind, I'll work on something original.
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Re: Interest Check on 2E Time of Crisis

Postby Aerlwyn » Fri Nov 18, 2011 11:29 am

Might need to rethink a character as i could not find a way to make devices work enough for any offensive powers. The only way i could make them work as equipment.
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Re: Interest Check on 2E Time of Crisis

Postby FuzzyBoots » Fri Nov 18, 2011 11:41 am

Aerlwyn wrote:Might need to rethink a character as i could not find a way to make devices work enough for any offensive powers. The only way i could make them work as equipment.

{nods} She does seem to be a bit of a widget character, built for a concept ("See how good of a tech person I can build?") rather than to necessarily be playable.

^_^ And are both of you fine with the proposed structure of how the turns will go?
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Re: Interest Check on 2E Time of Crisis

Postby Aerlwyn » Fri Nov 18, 2011 11:44 am

Its best to work out team type characters than someone thats a lone wolf character as that gets old fast in a team game. Everyone does what they want not what is best for the team. The time limit does work out better as your not waiting for someone to go.
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Re: Interest Check on 2E Time of Crisis

Postby Lady Golightly » Fri Nov 18, 2011 11:46 am

Sounds cool. If it goes well, I'll adopt it for my game :)
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Re: Interest Check on 2E Time of Crisis

Postby FuzzyBoots » Fri Nov 18, 2011 11:48 am

Incidentally, I'm doing more of an interest check than an actual recruitment right now, so people don't need to worry about posting stats quite yet, especially since I'm flirting with the idea of using the house rule where Hard to Lose devices are a Complication and Easy to Lose only worth a -1 Flaw.
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Re: Interest Check on 2E Time of Crisis

Postby Arkrite » Fri Nov 18, 2011 11:58 am

So Time of Crisis, all combat actions have to be in within a day (workday? I know some people are busy on the weekends) and 2nd ed rules with possiblity of some house rules.

I'm interested. Never got a chance to try the Time of Crisis.
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Re: Interest Check on 2E Time of Crisis

Postby mrdent12 » Fri Nov 18, 2011 12:00 pm

I have read through the time of crisis already, so I understand if you only want players who haven't read it. This game really interests me though. I am thinking a 3e to 2e port of a super strong undead type character I made for another game that didn't pan out.

In regards to the combat rule change you mentioned, I have found it works out really well in my Battle Across Dimensions game. I found that a 48 hours window to post combat actions for the round and using initiative to resolve who does their action first makes combat on PBP games much quicker.
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Re: Interest Check on 2E Time of Crisis

Postby Aerlwyn » Fri Nov 18, 2011 12:17 pm

Going with a weaponsmaster type with a few changes to suit the style as i see her.
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Re: Interest Check on 2E Time of Crisis

Postby CaptainChaos » Fri Nov 18, 2011 12:24 pm

Sounds interesting. I have a general idea of what the module is about but have never played it or read it.
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Re: Interest Check on 2E Time of Crisis

Postby Lady Golightly » Fri Nov 18, 2011 12:58 pm

Is it too early to start asking rules questions?
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