Age of Heroes - Chapter 2: Gods & Monsters (OOC)

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Re: Age of Heroes (Chapter 2 RECRUITING 4 - 6 NEW PLAYERS!!!

Postby Bending Equalist » Tue Jul 16, 2013 6:08 pm

I haven't spent the last 5 points because I didn't know if you want me to take uncontrolled Precognition as a power or if it was OK as a complication. Working on history now.

Blind Seer - PL 10

Strength 0, Stamina 5, Agility 5, Dexterity 0, Fighting 5, Intellect 0, Awareness 5, Presence 5

Advantages
Animal Empathy, Attractive 2, Equipment 1, Fascinate (Persuasion), Fearless, Inspire 5, Leadership, Luck 5, Prone Fighting, Seize Initiative, Sidekick 24, Uncanny Dodge

Skills
Insight 15 (+20), Persuasion 15 (+20)

Powers
Blindsight: Senses 5 (Accurate: Mental, Acute: Mental, Radius: Mental, Ranged: Mental)

Understand Black Lion: Senses 1 (Communication Link: Mental)

Visions: Enhanced Trait 30 (Traits: Dodge +10 (+15), Parry +10 (+15), Will +10 (+15))

Equipment
Aroma Plants 1, Blindfold 1, Haversack 1, Hooded Cloak 1, Walking Staff 1

Offense
Initiative +5
Grab, +5 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +5 (DC 15)

Complications
Disability: Blind
Plagued: Be it from the gods or other benign and/or benevolent entities, he receives the "gift" of prophecy every once in a while. Some times for good, some times for ill.
Power Loss: Without a dose of aroma plants every once in a while, his Visions and Blindsight powers begin to fade and his Plagued complication worsens.

Languages
Native Language

Defense
Dodge 15/5, Parry 15/5, Fortitude 5, Toughness 5, Will 15/5

Power Points
Abilities 50 + Powers 36 + Advantages 44 + Skills 15 (30 ranks) + Defenses 0 = 145

--------------------

Black Lion - PL 10

Strength 10, Stamina 10, Agility 5, Dexterity 0, Fighting 5, Intellect -3, Awareness 5, Presence 0

Advantages
Close Attack 5, Daze (Intimidation), Fast Grab, Improved Critical 2: Unarmed, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Takedown, Tracking

Skills
Athletics 10 (+20), Intimidation 20 (+22), Perception 15 (+20)

Powers
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)

Understand Blind Seer: Senses 1 (Communication Link: Mental)

Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Strength Effect (Incurable, Precise)

Offense
Initiative +5
Grab, +10 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +10 (DC 25)

Complications
Disability: Animal Traits. No Hands Can't Speak Human.
Responsibility: Protect Blind Seer

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 48 + Powers 14 + Advantages 16 + Skills 23 (45 ranks) + Defenses 19 = 120
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Re: Age of Heroes (Chapter 2 RECRUITING 4 - 6 NEW PLAYERS!!!

Postby roguescribner » Tue Jul 16, 2013 6:41 pm

I'm exploring a job opportunity, so build comments will start tomorrow or the next day.

Don't forget to review my house rules listed in this post, one of which is permitting 3 skill ranks per power point versus the standard 2.
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Re: Age of Heroes (Chapter 2 RECRUITING 4 - 6 NEW PLAYERS!!!

Postby jemal » Wed Jul 17, 2013 3:20 am

RE: Immortality/aging:
He's basically the embodiment of 'eternal youth, beauty, passion, and revelry', so they made sense.

My aging is already half-effect, essentially the same thing as enigmaticone's feature.
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Dion of Thessaly
Dion is in his mid twenties, though still appears and acts as a teen. He's primarily based on Dionysus/Bacchus with hints of Eros. He inherited his fathers vineyard, one of the best in the country, on which he grew up.

It took a year for the third son to be born, which was the first indication that something was strange about this child. He was small and effeminate, and grew slowly. He appeared weak, but prooved strangely resilient to diseases that inflicted the other children. He had an uncanny knack of seeming to change positions in the blink of an eye, speaking from one side of the room and moving unseen to the other side while nobody was looking, or appearing soundlessly beside someone before they knew he was coming.

When he was a small boy, the other children would play with wooden swords, and when he asked to be included, they gave the runt a stick with a pine-cone on it. He graciously accepted it and by the end of the day, it was his 'scepter', and the other children battled for their 'king'.
His grace, beauty, and wit grew well beyond proportion of his frame, and with each passing day, he seemed more loved. Though at first glance he would often be excluded, it was not long before he was everybody's friend.

After puberty, his aging slowed even further, to the point where it was obvious that something was unnatural. Dion greatly enjoyed alcohol, and could outdrink any adult in the surrounding area, downing the strongest of wines as though they were unfermented grape-juice.
By this point his other powers had begun to manifest themselves too, and it became certain that he was more than human. He could instill a drunken stupor beyond the finest of wines with but a touch, and the charms he brought to bear upon the sober were insignificant next to the near-complete sway he held over the drunk.

When Dion was 17, the nearby port village was attacked by a horde of sea-bandits. Dion's father and older brothers rushed to their aid, telling him to stay and mind the farm. Of course in his petulance, he disobeyed, following from a discreet distance. There he saw the brutal fighting, unsure what to make of it until he witnessed a spear driving through his fathers chest. screaming in rage, he flung himself into the open and a wave of anger swept over the town. Every villager became as though a wild beast, leaping upon the bandits who in turn cowered in fear. Minutes later the attack was over, but it was too late for the young man's father.

Over the next year, Dion's family grieved and then continued with their farming, with the young man taking over the oversight of the vineyard. As his powers grew, they noted that the grapes were growing even fuller, and their productions quickly spread. His Brothers prooved better at running the vineyard, and so once he'd come into his powers, Dion set out to adventure under the guise of searching for new buyers.

His travels took him far across the sea, to the island of Crete where he saved a prodigiously talented blacksmith from a mob, and returned him to his home. Upon arrival, Dion discovered that the blacksmith was the son of a local lord. A great party was thrown in honor of the return, made even greater when Dion revealed his affinity for such things, and by the time the city had recovered from its collective hangover, had managed to broker his good will into a deal with them, offering them a steady supply of wine and forging a friendship between their families. In addition, the Son crafted for Dion a set of golden armour and magical shield before he departed.

Major traits: Alcohol/Winemaking, Partying, Passion (Anger/love), Youth

-----
Dion (Dionysus/Bacchus/Eros) - PL 10 (150 PP)

Abilities: 28pp
STR 0
STA 0
DEX 0
AGI 0
FGT 4
INT 0
AWE 2
PRE 8

Offenses:
-Thyrsus: Damage +12 melee, Toughness DC 23
-Drunken Stupor: Affliction +10 melee, Fort DC 20 *Impaired&Vulnerable/Disabled&Defenseless*
Linked Weaken Awareness: Fort DC 20
-Revelry: Close Affliction (60' radius burst), Will DC 20 *Dazed, Compelled, Controlled*
(Cumulative, Selective, Distracting)
Set the Stage: Illusion: Insight DC 20 (Distracting, limited scale 120' radius)

Defenses: (16pp)
Dodge: +10 (2 base +8 Shield)
Parry: +10 (4 fgt +3 Thyrsus +3 Shield)
Toughness: +10 (10 Chain Mail)
Fort +8 (8 base)
Will +8 (6 base +2 awe)

Skills: (48 ranks = 16 pp)
Deception(+12/4), Insight(+8/6), Intimidate(+10/2), Perception(+6/4), Persuasion(+16/8), Sleight of Hand(+8/8), Stealth(+10/10)
Expertise:Music(+10/2), Expertise: Winemaking(+4/4)

Advantages: 5
Defensive Fighting, Luck 2, Skill Mastery 2: (Deception, Persuasion)
Bonus Presence Advantages: Attractive 2, Benefit: Party King, Benefit: Very Rich(Wealth 3), Connected, Fascinate(Music)

Powers: 85
Feature(Universally Attractive): 1pp
"Puer Aeturnus": Immunity: (Aging, Disease, Poison, Sleep; Half-Effect -1/rank): 2pp
"Weren't you over there a second ago?" Teleportation 4 (Change Direction/Velocity, Limit: Must be unobserved -1/rank): 1/rank+2=6pp

"Party Time": Array 40 + 1 AP + 6 DAP = 47pp
-Revelry: Affliction 10 (Will save, Area Burst +2/rank, Cumulative +1/rank, Selective +1/rank, Distracting -1/rank) *4/rank=40pp*
*Conditions: Dazed, Compelled, Controlled*
-AP Drunken Stupor: 15 + 25 = 40pp
--Weaken Awareness 10(Fort, Insidious, Subtle 2, Accurate 3): 15pp
--Affliction 10(Fort, Cumulative +1/rank, Extra Condition +1/rank, Limited Degree -1/rank, Insidious, Subtle 2, Precise, Reversible): 2/rank+5=25pp
*Conditions: Impaired&Vulnerable, Disabled&Defenseless*
-DAP Set The Stage: 10 + 30 = 40pp *Linked*
--Environment (Intense Heat 3, Intense cold 3, Bright Light 3, Precise): 10pp
--Illusion 10 (All Senses, Distracting -1/rank, Limited: Only works within Environment -1/rank) 3/rank=30
-DAP Create 19 (Continuous +1/rank, Movable +1/rank, Proportional -1/rank, Limit: Non-Offensive -1/rank, Innate, Precise, Subtle, Move Activation): 2/rank+2=40
*500,000 cft*
-DAP Transform 10 (Food&Drink: 3/rank, Ranged +1/rank, Continuous +1/rank, Permanent -1/rank, Precise, Move Activation): 4/rank=40
*As full round action can change any food and drink within range to any other food or drink, with precise control of taste/texture/etc. (up to 800 pounds)*

Thyrsus(Easily Removable): 15pp - 6 removable = 9pp
-Damage 8(Accurate 4): 12p
-Enhanced Parry 3: 3p

Golden Chainmail(Removable): 10pp - 2 removable = 8pp
-Protection 8: 8p
-Immunity: Heat & Cold: 2p

Telescopic Shield(Removable): 15pp - 3 removable = 12pp
-Enhanced Dodge +8, Enhanced Parry +3: 11pp
-Second Chance: Area Effect attacks, Sight-dependant attacks: 2pp
-Immunity: Critical hits: 2pp


Complications:
Party King - Dion exemplifies the passion of the party, and will take any excuse for revelry. In addition, he is loathe to use his revelry power to its full potential except in the most dire of circumstance.
Immature - Dion's eternal youthfulness extends to his personality. He is passionate and perpetually immature.
Drunk - Dion is drunk more often than not, even to the extent where he seems to operate better with alcohol than without.
Responsibility- Despite being the youngest son, Dion is in charge of his family vineyard due to his charisma and supernatural affinity for wine. He has two older brothers, one older sister, and one younger sister whom he feels responsible for, as well as the protection of the nearby town of Oaxos

COST: 28 Abilities + 16 Defenses + 16 Skills + 5 Advantages + 85 Powers = 150/150
Last edited by jemal on Fri Aug 02, 2013 7:20 am, edited 5 times in total.

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Re: Age of Heroes (Chapter 2 RECRUITING 4 - 6 NEW PLAYERS!!!

Postby roguescribner » Wed Jul 17, 2013 6:17 pm

Sorry for the delay, guys. I have a job interview scheduled for Friday but they wanted me to fill out a bunch of pre-employment forms prior to the interview, so that was my evening (they wanted them back tomorrow). Hopefully tomorrow I'll be able to look at submissions in more depth.

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Re: Age of Heroes (Chapter 2 RECRUITING 4 - 6 NEW PLAYERS!!!

Postby Bending Equalist » Thu Jul 18, 2013 1:51 pm

His real name is lost to time and even himself. He remembers being blind since birth. When he was young his mother fed him strange plants in order to cure him. It did seem to work, but it did not give him sight just made him aware of his surroundings. As he grew older and able to vocalize, he began to tell the tale of strange visions. No one would listen to the boy early on, but when he began to tell of visions of woe that came to pass, people started listening. During his teen years he would have the ear of many as he traveled to small villages and began to have a reputation to those who know of him as a storm crow; The Blind Seer.

It was during these early years he encountered a monstrous beast that threatened to destroy a small village. He tried to stop the people from felling the beast, seeing some strange destiny with it, but he was too late. He connected with the beast's mind as it lay dying. It had some connection to weird forces beyond his or anyone else's knowledge. Later that night the Black Lion appeared to him in his head and astrally lead him to a den of cubs. The Black Lion told him that he could only save one by the time he got there but the cub would grow to be his guardian. When he asked why, the black lion said he would learn in due time. The next morning when he rose he did as the black lion said. The Blind Seer raised the cub and the cub eventually would connect with him mentally as it's mother did.

The catch is that he's not god-touched like everyone believes he is, he's a psychic. The plants are just a dumbo feather. I'll work on the build later. Did you want the precognition to be a straight up power or is it fine as a complication? He only gets visions when they're plot relevant and it's not something he does himself.
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Re: Age of Heroes (Chapter 2 RECRUITING NEW PLAYERS!!!)

Postby roguescribner » Thu Jul 18, 2013 9:30 pm

jemal wrote:Denys Locke

Denys Locke is in his mid twenties, though still appears and acts as a teen. He is a beautiful, slightly androgynous young man(usually..) with long golden hair. He's primarily based on Dionysus/Bacchus with hints of Hermaphroditus and Eros. He inherited his fathers vineyard, one of the best in the country, on which he grew up.


Please select a region from the map in my Chapter 2 guidelines post. It may have story relevance.

History:
It took a year for the third son of Locke to be born, which was the first indication that something was strange about this child. He was small and effeminate, and grew slowly. He appeared weak, but proved strangely resilient to diseases that inflicted the other children. He had an uncanny knack of seeming to change positions in the blink of an eye, speaking from one side of the room and moving unseen to the other side while nobody was looking, or appearing soundlessly beside someone before they knew he was coming.

When he was a small boy, the other children would play with wooden swords, and when he asked to be included, they gave the runt a stick with a pine-cone on it. He graciously accepted it and by the end of the day, it was his 'scepter', and the other children battled for their 'king'.
His grace, beauty, and wit grew well beyond proportion of his frame, and with each passing day, he seemed more loved. Though at first glance he would often be excluded, it was not long before he was everybody's friend.

After puberty, his aging slowed even further, to the point where it was obvious that something was unnatural. Denys greatly enjoyed alcohol, and could outdrink any adult in the surrounding area, downing the strongest of wines as though they were unfermented grape-juice. By this point his other powers had begun to manifest themselves too, and it became certain that he was more than human. He could instill a drunken stupor beyond the finest of wines with but a touch, and the charms he brought to bear upon the sober were insignificant next to the near-complete sway he held over the drunk.

*Incomplete*


Good start. I look forward to the rest.

Denys Locke (Bacchus) - PL 10 (150 PP)

Abilities: 22pp
STR 0
STA 0
DEX 0
AGI 0
FGT 4
INT 0
AWE 2
PRE 5

Defenses: (20pp)
Dodge: +10 (4 base +6 Shield)
Parry: +10 (4 fgt +6 Shield)
Toughness: +10 (10 Chain Mail)
Fort +10 (10 base)
Will +8 (6 base +2 awe)

Offenses:
Melee Attack: +8 (4 fgt +4 advantage)
Specific Attacks:
Thyrsus: Damage +12 melee, Toughness DC 23:
Stupor: Affliction +10 melee, Fort DC 20: Impaired/Disabled
Madness: Affliction Perception, Will DC 15(20 if Intoxicated): Dazed, Compelled, Controlled
illusion: Insight DC 18 (Distracting)

Skills: (42 ranks = 14 pp)
Deception(+12/7), Insight(+5/3), Intimidation(+6/1), Perception(+5/3), Persuasion(+15/10), Sleight of Hand(+5/5), Stealth(+6/6), Expertise:Music(+8/3), Expertise: Winemaking(+4/4)

Advantages: 7
Close Attack 4, Defensive Attack, Luck 2
Bonus Presence Advantages: Attractive 2, Benefit: Rich(Wealth 2), Connected

Powers: 87
Morph 1: Opposite gender self (Limit: No disguise bonus -1/rank, Increased Action: Standard -2/rank, Move Activation -1): 1pp

Immortality 2(Limited: Natural Causes -1): 2pp
Feature(Androgynously Attractive): 1pp
"Puer Aeturnus": Immunity: (Aging, Disease, Poison, Sleep; Half-Effect -1/rank): 2pp
"Wheren't you over there a second ago?" Teleportation 4 (Change Direction/Velocity, Limit: Must be unobserved -1/rank): 1/rank+2=6pp


Could you clarify "natural causes"? Obviously, not damage taken from combat, but if I were to deem him to have a sudden heart attack, he'd be dead dead? :)

"Party Time": Array 40 + 1 AP + 6 DAP = 47pp
-Drunken Madness: Affliction 10 (Will save, Area Burst+2, Cumulative+1) *4/rank=40pp*
*Conditions: Dazed, Compelled, Controlled*


I just want to clarify that Area Burst 2. That's a 60 ft radius; 120 ft in diameter. That's almost half a football in area of effect and you don't have Selective. If you're out in the wide open spaces of Greece and no innocents are around, you'll be fine. But anywhere else and you may run into unintended consequences. Just be aware.

-AP:Intoxicating Touch: 27 + 13 = 40pp
--Affliction 8(Fort, Progressive+2, Insidious, Subtle 2) *3/rank+3=27pp*
*Conditions: Impaired, Disabled, Transformed*
--Weaken Awareness 8(Fort, Insidious, Subtle 2, Accurate 2): 13pp


I don't see the attack/damage/dc listed for this power under Offenses. Also, I don't quite get what it's supposed to do. Could you explain the overall effect, please? If it's supposed to emulate drunkenness, wouldn't a better third condition be Impaired or Unaware?

-DAP Set The Stage: 41p-1 Activation=35 *Environment and illusion are Linked*
--Environment (Intense Heat 3, Intense cold 3, Bright Light 3, Precise): 10pp
--Illusion 10 (All Senses, Distracting-1, Limited: Only works within Environment -1) 3/rank=30


I misunderstood the limit on Illusion, but I think I get it now. It's a range limiter, correct? Linked powers must have the same range and this would solve that. Okay.

-DAP Create 12 (Continuous+1, Innate, Precise, Subtle): 3/rank+3=39
-DAP Transform 8 (Food&Drink: 3/rank, Continuous+1, Ranged+1, Precise, Move Activation): 5/rank=40
*As full round action can change any food and drink within range to any other food or drink, with precise control of taste/texture/etc. (up to 200 pounds)*

Thyrsus(Removable): 10pp - 2 removable = 8pp
-Damage 8(Accurate 2): 10pp

Golden Chainmail(Removable): 10pp - 2 removable = 8pp
-Protection 8: 8pp
-Immunity: Heat & Cold: 2pp


Immunity is against environmental heat and cold, correct?

Telescopic Shield(Removable): 15pp - 3 removable = 12pp
-Enhanced Dodge +6, Enhanced Parry +6: 12pp
-Second Chance: Area Effect attacks: 1pp
-Immunity: Critical Hits: 2pp

Complications:
Party Animal
Immature
Drunk

COST: 22 Abilities + 20 Defenses + 14 Skills + 7 Advantages + 87 Powers = 150/150


Could you expound on your complications, please? And possibly add some. Your background starts to flesh the character out with a family and friends, ties to a little farming community, but none of that is shown in your complications. Do you have responsibilities or relationships or motivations that could be maybe be added?

I haven't checked math or anything, but for now the build looks good overall. It just needs some more detail here and there.
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Re: Age of Heroes (Chapter 2 RECRUITING NEW PLAYERS!!!)

Postby jemal » Fri Jul 19, 2013 2:33 am

roguescribner wrote:Please select a region from the map in my Chapter 2 guidelines post. It may have story relevance.

Any suggestions on where the best vineyards would be?

Could you clarify "natural causes"? Obviously, not damage taken from combat, but if I were to deem him to have a sudden heart attack, he'd be dead dead? :)

I've dropped the immortality.

I just want to clarify that Area Burst 2. That's a 60 ft radius; 120 ft in diameter. That's almost half a football in area of effect and you don't have Selective. If you're out in the wide open spaces of Greece and no innocents are around, you'll be fine. But anywhere else and you may run into unintended consequences. Just be aware.

Yes. I've gone through several thoughts about this.
My first thought was that it's already an Area effect progressive mind control attack, so there should be some downside.
My second was that, like most of his powers, It was designed for non-combat purposes first, and the theme here was "When he says Party, EVERYBODY parties".
Finally, I wanted to ask if you'd accept a custom limit to pay for selective so it's actually combat usable..
As referenced above, I want it to be a 'make people party' kinda thing, not full-on mind control. Would you allow a limit for him not having real control over them? Generally speaking, those affected by 'party time' want to please the 'party god'.. and most of the time that means party, but he can also - on occasion - convince his 'partiers' to do specific things for him.
Essentially, if they are compelled/controlled, YOU decide what they do (under the general auspices of 'party'), but he can try to give them commands (Say a move action persuasion check?). Kind of a combination of 'check required' and 'uncontrolled'?

-AP:Intoxicating Touch: 27 + 13 = 40pp
--Affliction 8(Fort, Progressive+2, Insidious, Subtle 2) *3/rank+3=27pp*
*Conditions: Impaired, Disabled, Transformed*
--Weaken Awareness 8(Fort, Insidious, Subtle 2, Accurate 2): 13pp

I don't see the attack/damage/dc listed for this power under Offenses. Also, I don't quite get what it's supposed to do. Could you explain the overall effect, please? If it's supposed to emulate drunkenness, wouldn't a better third condition be Impaired or Unaware?


I probably just missed it, will fix that. *EDIT: I forgot to change it, It was originally an affliction called 'drunken stupor'.
It gets people drunk (Weakening awareness lowers perception, insight, and will save - all of which makes sense for 'getting drunk'), and the transformation I wanted to talk to you about.

I don't want the transformed state to be a knockout. I'd like it to be them being about as plastered as can be while still standing. As with other abilities, it's designed for noncombat uses as well, and I don't want people I'm trying to get drunk to fall unconscious. The "transformed" is basically 'transformed into a happy, partying drunk'. Alternately I could've gone with "controlled" similar to the 'party time' ability previous, whichever works best for you.

I misunderstood the limit on Illusion, but I think I get it now. It's a range limiter, correct? Linked powers must have the same range and this would solve that. Okay.

Yes, it's designed so that everybody within the area is affected, but not those outside. It's primarily for roleplaying and revelry (Like much of his stuff), but does have combat utility.

Immunity is against environmental heat and cold, correct?

Yes, the chain mail protects him from hot and cold environments.
PS, on that note, part of the forthcoming finished background includes some of his previous exploits explaining how and why he has the gear he has.

Could you expound on your complications, please? And possibly add some. Your background starts to flesh the character out with a family and friends, ties to a little farming community, but none of that is shown in your complications. Do you have responsibilities or relationships or motivations that could be maybe be added?

I haven't checked math or anything, but for now the build looks good overall. It just needs some more detail here and there.


Yeah, the complications and background are still under construction. I was focused on getting the bones up so you could tell me if there was any problems with the mechanics/powers, as background fixes are much simpler.

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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby Mr.Sandman » Fri Jul 19, 2013 10:59 am

Which of the regions was most well known for its woodlands? I am making progress on Artemis, but need to know where she would have most likely grown up.

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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby roguescribner » Fri Jul 19, 2013 6:09 pm

Here is a quick geographical breakdown of the main regions of Ancient Greece.

Aetolia - The Achelous River separates Aetolia from Acarnania to the west. The country has a level and fruitful coastal region, but an unproductive and mountainous interior full of beasts (bears, wolves, wild boar).
Arcadia - Fairly mountainous, but also consisting of several marshy areas and wilderness.
Attica - The Kithairon mountain range lies to the north. Mountains separate the peninsula into the plains of Pedias, Mesogaia, and Thriasion. Pine and fir forests cover the area around the four major mountains of Attica: Aigaleo, Parnitha, Penteli and Hymettus. The Kifisos is the longest river of Attica.
Chalcidice - The Cholomontas mountains lie in the northcentral part of Chalcidice. Chalcidice consists of a large peninsula in the northwestern Aegean Sea, resembling a hand with three "fingers." A tranquil area with many small fishing and shipping villages throughout.
Crete - Crete has it all: mountainous ranges, valleys, caves, gorges, fertile plateaus, rivers, and lakes. The island region has many ports and plenty of nooks and crannies to get lost in.
Epirus - Rugged and mountainous. Common wildlife: bears, wolves, foxes, deer and lynxes.
Laconia - Partly mountainous with many pine trees, Laconia also sports the Evrotas, the longest river in the prefecture. The valley of the Evrotas is predominantly an agricultural region that contains many citrus groves, olive groves, and pasture lands. Major ports line the coast as it provides easy access to the Mediterranean and the Aegean.
Macedonia - Possesses some of the richest farmland in Greece in the plains of Veria, Thessaloniki, Serres and Drama. Also has several major ports.
Thessaly - The region is well delineated by topographical boundaries. The Chasia and Kamvounia mountains lie to the north, the Mt. Olympus massif to the northeast. To the west lies the Pindus mountain range, to the southeast the coastal mountains of Óssa and Pelion. Home to Mount Olympus, the highest peak in Greece, though it' doesn't currently bear that name (if you must reference it, let's just call it Mount Aer Ouranios). The Trikala and Larissa lowlands form a central plain which is surrounded by ring of mountains. It has a distinct summer and winter season, with summer rains augmenting the fertility of the plains. This has led to Thessaly occasionally being called the "breadbasket of Greece".
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Re: Age of Heroes (Chapter 2 RECRUITING NEW PLAYERS!!!)

Postby roguescribner » Fri Jul 19, 2013 7:11 pm

EnigmaticOne wrote:Heocles
PL: 10


Solid build. Nice and clean. I got no complaints. :)

Coyotzin and everyone else who submitted, I will review your builds this weekend.

I'm not doing any math checks yet, just reviewing general build quality and concept.
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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby Coyotzin » Mon Jul 22, 2013 12:25 pm

@rogue: Ack... I forgot about the 3 skills/pp houserule... I might end up with more pp than I thought :D Two things! 1) The Kifisos river runs through the region I chose for my character's origin; I call that auspicious :D 2) If this were the DCU, Thessaly might have a certain eponymous immortal badass witch walking around ;)

@jemal: The point is that Locke is NOT a Greek name, but English, and like rogue already stated, surnames were not in use during Ancient Greece. One of the great points about roguescribner's idea for the consecutive historical settings for his saga, is that they involve research. You should be willing to do the least amount of research (Wikipedia is your friend) about the time period for this kind of game.

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Re: Age of Heroes (Chapter 2 RECRUITING NEW PLAYERS!!!)

Postby Coyotzin » Mon Jul 22, 2013 12:34 pm

jemal wrote:I don't want the transformed state to be a knockout. I'd like it to be them being about as plastered as can be while still standing. As with other abilities, it's designed for noncombat uses as well, and I don't want people I'm trying to get drunk to fall unconscious. The "transformed" is basically 'transformed into a happy, partying drunk'. Alternately I could've gone with "controlled" similar to the 'party time' ability previous, whichever works best for you.


Two things... if you plan to use this effect while Pallanthia is around, you better make it both Subtle and Insidious. Pallanthia will KILL Denys if she realizes he forced her to do something against her will (she's intended to be the seed for Pallas Athena, a virgin goddess, VERY zealous about her chastity).

Second... look up the Maenads; that's a DAMN SCARY option for the Transform condition. ;)

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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby roguescribner » Mon Jul 22, 2013 4:24 pm

My wife had a girls weekend and took the laptop with her, so sorry for not getting more done the past couple of days. Also, I finally landed a job, so I no longer need to spend time looking for work, so I should have a little more free time to devote to extra-curriculars. :)

Also jemal, Coyotzin is correct regarding character names. I'm not looking for 100% historical accuracy or anything, but names should roughly fit the region and period just to it doesn't stick out like a sore thumb in-game.

Thanks.
GM - Age of Heroes Chapter 2
Sarvak - The Injustice Gang

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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby Coyotzin » Mon Jul 22, 2013 6:35 pm

Corrected my oversight regarding skills and ended up with 5 extra pp. Added the Smithing and Woodworking Expertise skills, increased her Athletics a bit, added Improved Trip and gave Extended to her Sight under the Piercing the Fog of War power (it will grow eventually to include Counters Concealment (environmental conditions)).

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Re: Age of Heroes - Gods & Monsters (RECRUITING NEW PLAYERS!

Postby Mr.Sandman » Mon Jul 22, 2013 6:37 pm

Amyntas/ Korinna
PL 10 150 pp

Abilities 30
Str 2
Sta 2
Agl 4
Dex 4
Fgt 2
Int 0
Awe 1
Pre 0

Defenses 20
Dodge 10
Parry 8
Fort 5
Will 6
Toughness 10

Skills 23
Acrobatics 4+9=13
Athletics 2+6=8
Unarmed 2+6=8
Ex. Wilderness 0+12=12
Ex. Religion 0+9=9
Perception 1+9=10
Archery 4+6=10
Stealth 4+6=10
Deception 0+12=12

Advantages 21
Animal Empathy
Accurate Attack
Agile Feint
Attractive 2
Defensive Attack
Defensive Roll 6
Evasion
Favored Environment Woodlands
Improved Aim
Improved Initiative
Move by Action
Precise Attack (Ranged vs Cover)
Quick Draw
Tracking
Equipment 1

Equipment: Sword (Damage 3), Studded Leather vest (protection 2)

Powers

Comprehend Animals 2 (4 pp)
Concealment vs Normal vision limited to woodlands (2 pp)
Bow (Ranged damage 10, easily removable) (12 pp)
Environmental Control 2 (Impede movement 2/rank) (4 pp)
Immune Disease and Poison (2 pp)
Morph 3 (Animals) (15 pp)
Sure Footed (2 pp)
Trackless Visual, Auditory, Olfactory (6 pp)
Direction Sense (1 pp)
Low Light Vision (1 pp)
Tracking Visual 2 (2 pp)
Acute Smell (1 pp)

The woman who is now known as Korinna was born in Aetolia to a priestess of Gaia and a Hunter. Her father had wanted a male, and she so she was named Amyntas, and disguised as one. When she was old enough to hold a bow, her father taught her his craft. Living in the woods made it easier to hide her true identity, but as she got older it became easy to see that they would not be able to hide her identity for long. To make matters worse, at the age of twelve strange things began happening around her. One day, a single shot from her bow blew straight through a deer and out the other side. She became stealthier, and even became capable of speaking with animals. At the age of 16 her family moved to a city, offering her fathers services to the military, while she lent her hunting abilities. It was during her time there that she found herself romantically attracted to females, and fell in love with a farmers daughter. Their secret relationship lasted for three years, until the entire city was massacred by strange beasts. Since that day she has hunted the creatures. Due to her attractiveness, many of the men she encounters on her hunt try to woo her, but are invariably rejected, leading to her being known as The Maiden Huntress, despite its inaccuracy. She has accepted this name as her own, as she never stays in one place for long enough for her true name to matter.

Name: Korinna (The Maiden)
Other names: The Maiden Huntress, The Huntress, The Maiden, The Moonlight Huntress, Amyntas.
Age 21
Location: Wanderer, born in Aetolia.
Goddess: Artemis.


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