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Villains Game - The World is Yours (Recruitment closed)

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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby SpeedofZound » Thu Feb 02, 2012 12:25 pm

you have Skill Mastery: Ranged Combat? is that even possible?
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby The_Watchman » Thu Feb 02, 2012 12:28 pm

SpeedofZound wrote:you have Skill Mastery: Ranged Combat? is that even possible?

It's specifically Ranged Combat(Firearms). Since it's a skill, it's at least mechanically viable. Whether it's allowed is another matter.

Edit: I just realized the game is 135 not 120. That certainly helps.

Retooled a smidge with the added PP. Full-on Undead Sharpshooter now with super-senses and a bit of super-speed (though of course nowhere in Johnny Rocket's league). Ultimately what I'm working for here is a bit of a mix of Captain Boomerang II, Wesley from Wanted, and (a very watered down version of) the Saint of Killers.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby Lord Bayushi78 » Thu Feb 02, 2012 1:27 pm

Any situation where you could take 10 normally, in a non-stressed situation, allows Skill Mastery. Combat rolls don't fall under that category, but other firearms related problems, like maintenance issues, or even situations that might require a roll in combat but would be a given in a normal situation, like putting on a suppressor or a scope, or the like, might apply.

The big thing is that it can't be used on Attack Rolls, unless targeting Minions, which those without Skill Mastery can do as well.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby The_Watchman » Thu Feb 02, 2012 1:31 pm

Lord Bayushi78 wrote:Any situation where you could take 10 normally, in a non-stressed situation, allows Skill Mastery. Combat rolls don't fall under that category, but other firearms related problems, like maintenance issues, or even situations that might require a roll in combat but would be a given in a normal situation, like putting on a suppressor or a scope, or the like, might apply.

The big thing is that it can't be used on Attack Rolls, unless targeting Minions, which those without Skill Mastery can do as well.


You're correct. I misread the text for it. D'oh.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby CaptainChaos » Thu Feb 02, 2012 8:46 pm

I made some changes to my build. She is more capable in combat now. As usual, feedback and comments are welcome.

Thanks.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby RedBstrd » Thu Feb 02, 2012 11:49 pm

CaptainChaos wrote:I made some changes to my build. She is more capable in combat now. As usual, feedback and comments are welcome.

Thanks.


Since you solicited feedback, I would suggest:
1. Clean up the notation on the Poison Stinger attack. It probably isn't supposed to be Alternate Resistance (Dodge) since it is a ranged attack and the target's Dodge score already sets your target number on attack. Fortitude seems to be appropriate since it is a poison attack.
2. Defend the Nest should probably be Defend the Hive.
3. Her Flight power should have the Wings flaw, which reduces the cost. If you wanted to go all out into the world of bees, you could invest one of the points you save into Senses (Direction Sense). Likewise, if she has reacquired fake legal documents, she could purchase the Alternate Identity benefit as an advantage.
4. The background of having bees utilized for military purposes has a bit of a mad scientist feel to it. You may want to consider having Karen perform research strictly for medical purposes (for a private medical company). Only when disaster strikes and the results prove to be deadly should the government grow interested in the facility and potential military applications of its research. I make this suggestion because it seems counter-intuitive to have her go from designing chemical weapons to stealing a pin and then onward to crime. In many ways, moving from designing chemical weapons into petty theft is a rehabilitation process rather than a downward moral spiral. A more compelling trajectory might be to have her start as someone with benevolent goals, find herself stealing, and then graduate into the more ambitious crimes.

All in all, I like the character.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby Lord Fell » Fri Feb 03, 2012 12:33 am

@Watchman, re: Deadeye
I like the build a lot more the 2nd time around. The previous incarnation with Regeneration 10 was somewhat problematic for me... because that much Regen is just silly. The one issue I have with the new build is entirely a matter of efficiency. The Blast 6, with 2x Homing, etc... well, you have a Blast 8 with Perception. I don't see why you want to put that many "accuracy" feats on a Power, just to have it be inferior to Blast 8 (perception). To my mind, the only value of having an attack you roll for (in this instance) would be so that you can go above PL for damage, and crank up your Improved Crit.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby TheLordofGlue » Fri Feb 03, 2012 2:37 am

Thanks for keeping things active, guys. I've been working nightshift for a few weeks and it's starting to take its toll. Thankfully classes are starting again in a few weeks.

There are a number of great and interesting villain builds floating around - you're all certainly not making selection easy :).

One note as well, if I don't comment on your build specifically, it's not because I despise it, it's because I don't see anything wrong with it and have taken it into consideration with the others.

Sriseru wrote:I've updated Malice's character sheet, and am interested in hearing what you think.


She reminds me of Killer Croc, except intelligent. The build looks fine to me, and her Int score offers the wiggle-room to provide the group with skills as she develops, if she were accepted.


As others have mentioned, we can probably start to draw recruitment to an end. I've got this weekend off (my first in two months, yay!), so I'll be deciding who to take on board for the first act. I'll make this decision final by the end of the weekend, so people still have a couple more days to touch things up or even submit something new. Once that's decided we'll get started with the first adventure, Breakout!, which is meant to get the group together quickly and have some fun.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby The_Watchman » Fri Feb 03, 2012 5:53 am

Lord Fell wrote:@Watchman, re: Deadeye
I like the build a lot more the 2nd time around. The previous incarnation with Regeneration 10 was somewhat problematic for me... because that much Regen is just silly. The one issue I have with the new build is entirely a matter of efficiency. The Blast 6, with 2x Homing, etc... well, you have a Blast 8 with Perception. I don't see why you want to put that many "accuracy" feats on a Power, just to have it be inferior to Blast 8 (perception). To my mind, the only value of having an attack you roll for (in this instance) would be so that you can go above PL for damage, and crank up your Improved Crit.

Admittedly, I was kind of floundering trying to come up with useful variants of 'shooting a magic bullet'. That particular power came from a villain Spidey fought during one of the awful crossovers in the mid 2000s. I think the one where Morlun killed him. Anyway, the guy fired a bullet that kept homing on spidey. I envisioned the 'bullet with your name on it' as that: a bullet that just keeps trying to hit while 'Unfailing Aim' is just an incredibly fast bullet that passes through anything in the way to hit the target. But I'm not that attached to it and would have no problem switching it out if it's problematic or unbalanced. Perhaps an affliction of some kind.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby Lost_Scholar » Fri Feb 03, 2012 7:12 am

Could I please get some feedback on White Rabbit? I feel the build is decent, but would appreciate another person's take on it.
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Re: Villains Game - The World is Yours (recruiting ends Feb 7)

Postby The_Watchman » Fri Feb 03, 2012 7:35 am

Dropped the homing bullet and rearranged some things to add some stealth abilities. That way he can fulfill a scout/sneak role when he's not blasting things.
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The Janitor

Postby Moderate_Hero » Fri Feb 03, 2012 7:35 am

The Janitor v3.0 (thanks to Lord Fell & the Watchman for input!)
PL8 135 PP
Image
“Get it done, and make it clean. Above all, make it clean.”

History
He’s not somebody to crow about his abilities. In fact, he nearly always denies that he has any of what people call “super powers” thinking that such things are fit only for girly-men who dress in leotards and spout bad sub-heroic drivel for dialogue. Yet he is a super, there is no doubt about it. Even if you took his janitorial bag away, which is easier said than done, you would be left with a rock of a man, somebody who has been through hell and looks like it. He's got an incredibly smooth and calm trigger finger. His eyesight is sharper than an eagle's. He’s not particularly tall, only 6 foot or so. He’s not hugely muscled, but a sizeable commodity all the same. His face looks like something out of a nightmare, but his eyes are curiously large and strangely appealing – if you can get past his scars and bent nose and straggly beard.

He’s been shot at, beat, bent, bloodied – but not killed. He’s been buried alive, tortured, and abused – but he’s still around to talk about it. It won’t make him happy to talk about it, but he will if you serve him enough tequila.

He's learned from his many years, though. Learned how to survive; learned how to fight; learned how to use any number of guns and weapons. He's always got some around, and plenty of ammo. Many a night he's wandered out to the desert to do a little "target practice..."

The Janitor does not respect authority. He’s seen enough of corruption and police fixings to last him a lifetime. He does not think every human has a right to live in peace. He does not think every human life particularly valuable. He’s got a weak spot for women and children, and dogs if you really want to know, but beyond that he is driven by loyalty to his friends; hatred of the mainstream work-a-day grunts; and an ongoing desire to get what he thinks he is owed: lots of money, a safe place to retire, some measure of respect, maybe a girl on the side.

He’s 40 and not happy about it. He's decided to take this "crime" thing seriously, at long last. And the chaos surrounding him, as various governments collapse, seems like a invitation to get "serious." He's never worked in a group before, never really taken on a big job, always been content as a loner, running small scans and a little light-weight extortion. But he's ready for a change.

He's been around a while, though. He's met a lot of people, and has surprisingly deep contacts in both the underworld and the "upper world" as he thinks of it. He's fun to drink with, usually buys all the rounds, and has done any number of favors for people -- who now "owe him one." At some point he's gonna call them favors in.

Tough to take down, tough to trick, tough to seduce, tough to… well, he’s freakin’ tough all around. A wonderful ally, a scary enemy, and not somebody you want to meet at a biker bar when he’s been in his cups…

Also, don’t leave a mess behind. He may look like he would not care – but his home is impeccable. He can’t stand to see people spill coffee all over the floor. Small children’s sloppy habits make him insane. Be polite. Be neat. And you will get along fine. Probably. OK?

ABILITIES
Strength 4, Stamina 8, Agility 2, Dexterity 0, Fighting 5, Intellect 2, Awareness 2, Presence 4
{48}

ADVANTAGES
Improved Initiative 1, Ranged Attack 11, Power Attack, Uncanny Dodge, Diehard, Great Endurance, Second Chance (mind screwing, mind control type stuff), Connected, Contacts, Well-informed, Fearless, Hide in Plain Sight
{21}

SKILLS
Perception 10 (+12), Stealth 10 (+12), Sleight-of-hand 6 (+6), Vehicles 10 (+10), Deception 10 (+14), Intimidation 10 (+14), Expertise 4 (Janitor - stamina based) +12
{30}

POWERS

“Janitorial Bag” {14pp} – It’s always around when he needs it, and it’s not there when it is inconvenient. It’s a moderate-sized bag, with a slightly-expandable opening. The Janitor keeps all kinds of stuff in there; literally, all kinds of stuff. You name it!

- Feature 2 (Able to hold 500 pounds of things placed inside it, as long as they fit through the opening, yet always weighs the same (5 pounds))
- Feature 1 (Bag isn’t there unless it is convenient for it to be there)
- Variable 1 (Limited: can only create Equipment which can fit through the opening of the bag; Action: free action +2; Subtle +1 flat)
- Feature 1: (Getting stuff out or putting stuff in the bag is a free action)

“Leaves no trace” {1pp}
- Feature 1 (The Janitor leaves no fingerprints behind. He leaves no hair behind. He leaves no footprints behind. No drops of blood. This guy is 100% clean.)

“Instantly Sober” {1pp}
- Feature 1. The Janitor likes to drink. A lot. But when push comes to shove, he can get clear-headed in a hurry. He suffers no diminishment of abilities even when stinking drunk. Or, if he prefers, he can sober up immediately.

“Mopping up” {4}
- Feature 1. The Janitor is able to easily clean even rather large… messes, using a special mop and his janitorial bag. Apparently there is some clean water in the bag, so the mop can go in dirty and come out clean. This is convenient when there is a lot of, well, red stuff around.
- Quickness 6 (limited to cleaning). This dude knows how to clean, and loves it! Watch him go! He can clean in one minute what it takes average Joe and hour to accomplish!

{Total Powers: 21}

OFFENSE
Initiative +4
Close +5 (+4 damage unarmed)
Ranged +11 (damage varies according to weapon)

DEFENSE
Dodge +8
Parry +8
Fort +8, Toughness +8
Will +8
{14}

COMPLICATIONS

- Criminal: The Janitor simply does not wish to function in the mainstream society. He sees it as just as corrupt as the “illegal” one in which he has a rather high standing. This obviously gets him into a lot of tight spots as he would rather drive without a license than bother to stand in line and get one; rather steal than purchase honestly even when he is able to.

- Clean (VERY CLEAN): The Janitor has been known to lose his temper and do terrible things to people who make a hash out of the job at hand. The Janitor likes things to be clean, neat, tidy, and PROFESSIONAL. He hates amateurs and lets them know it, sometimes at great length.

- The Hotties: has a weakness for a pretty face, and even if he knows he shouldn’t, he sometimes gets sucked into bad situations due to an entrancingly curved hip, or a pair of violet eyes.

MOTIVATIONS
- Desire for recognition in the little illicit world that he lives in. He wants to be feared by all the biggies; and more than that, respected.
- Money is important to The Janitor not so much for what it can buy him directly, but for the influence it allows him to wield. He likes to spread his cash around to his many contacts and friends.


TOTAL: 135
Last edited by Moderate_Hero on Sat Feb 04, 2012 1:33 pm, edited 11 times in total.
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Janitor Feedback

Postby Moderate_Hero » Fri Feb 03, 2012 7:39 am

I'm not the best builder in the world. If anyone sees any obvious mistakes with The Janitor it would be great to let me know... thank you in advance.
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Re: Janitor Feedback

Postby The_Watchman » Fri Feb 03, 2012 8:30 am

Moderate_Hero wrote:I'm not the best builder in the world. If anyone sees any obvious mistakes with The Janitor it would be great to let me know... thank you in advance.


I don't see any obvious mistakes after a cursory examination. It seems like it might be useful to bring Close Attack up just so he can use anything he pulls out of the bag instead of just ranged weapons. It's a bit twinky but maybe give him an 'instant mastery' dynamic array so he can shift points between relevant attack advantages as needed. If you really want to go crazy, put Technology skill into the Array (and maybe Vehicles if the bag can open large enough for a motorcycle or small car) and maybe throw on a Quirk or Limitation that the array only works on items that have been placed in and pulled out of the bag. Think of the bag as a kind of sentient scanner that gives the user instant proficiency with whatever he takes out of the bag.
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Re: Janitor Feedback

Postby Moderate_Hero » Fri Feb 03, 2012 9:02 am

The_Watchman wrote:
Moderate_Hero wrote:I'm not the best builder in the world. If anyone sees any obvious mistakes with The Janitor it would be great to let me know... thank you in advance.


I don't see any obvious mistakes after a cursory examination. It seems like it might be useful to bring Close Attack up just so he can use anything he pulls out of the bag instead of just ranged weapons. It's a bit twinky but maybe give him an 'instant mastery' dynamic array so he can shift points between relevant attack advantages as needed. If you really want to go crazy, put Technology skill into the Array (and maybe Vehicles if the bag can open large enough for a motorcycle or small car) and maybe throw on a Quirk or Limitation that the array only works on items that have been placed in and pulled out of the bag. Think of the bag as a kind of sentient scanner that gives the user instant proficiency with whatever he takes out of the bag.


Is +5 on close attacks really that bad? He can pull out a lead pipe and attack at close at +5 for +7 damage (3 plus strength of 4) which seems not too terrible for PL8, considering that it is a second choice usually. If he's really mad I suppose he could pull out a chainsaw and do +5 to hit +10 damage but that's really a messy way to pull off a big attack. Really messy. Really really messy!

I guess I want to keep it simple to an extent. He's got very solid defenses so I don't mind a slight weakness close in. Does it strike you as a deal-breaker?
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