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Metropolis After Dark ("hiatus")

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Re: Metropolis After Dark (2e recruiting)

Postby Crazyivan777 » Sat Apr 14, 2012 3:11 pm

Color me interested.
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Re: Metropolis After Dark (2e recruiting)

Postby poodle » Sat Apr 14, 2012 10:48 pm

yeah I'm interested, any particular niche you want filled and how human do we need to look? I was thinking of a stone golem.

Brick pl 10/ pp 150

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Brick doesn't remember a before. All he remembers is awakening in his masters lab, surrounded by alchemical symbols and arcane apparatus, magefire glimmering around him.
"It worked, I have created you, the perfect minion, tireless, obedient, strong. Wait till those other nay-sayers see you."
"M-master what is your wish?"
A slow amalevolent smile crossed his masters face."Whatever I want."
That is what Brick did. His master was not a good person. Brick was made to do horrible things. Stealing, murdering, and worse. His master made one tiny mistake though. He assumed that because Brick was a little slow that he was unable to learn or think for himself. When his master left the lab Brick would try to read the books. It was when he found an old comic that a light seemed to turn on in his head. Here were people who were good and strong and tried not to hurt people. The bad guys looked like his master. These heroes chose to fight against cruelty and evil. Brick thought hard about this. If Mickey Mouse and Alphaman could be heroes then maybe he could as well.

The next time his master asked him to get someone for a ritual he thought about what Alphaman would do and he turned to his master and said, "NO MORE"
His master master grew anrier and angrier until the veins on his forehead were writhing like worms.
"You THING, you you you soulless automaton. How dare you refuse me! The one who made you. I'll I'll..."
Brick never found out what his master would do. His master clutched his chest foaming and gasping, his face turning redder.He watched his master fall to the floor and waited for him to get up again. He never did.
Brick left that same day. He walked out of his master's old mansion and kept on walking until someone phoned in and the police were called in. After the police a special unit was called in. He was captured, questioned and detained and then placed into the custody of the group. They are trying to teach him about power and responsibility. He gets confused though. The team tells him that justice must be served but on the Tel-ee-vizh-un he sees stories about people with Loy-yerz doing stuff that is wrong and not being punished. It doesn't seem right. He spends most of his days watching disney movies, the news, C.A.P.E.S (bad-boy, bad-boy whatcha gonna do...) professional sports and WWF. He has been shown the internet. He is slowly learning about the world and trying to find his place in it. One day perhaps the team will trust him enough to take them with him so he can be a hero too.



Strength 40 +15 Light load 32 tons. Heavy Load 100 tons.
Dex 14 +2
Con -
Int 6 -2
Wis 14+2
Char 6 -2
[20pp]

Att+5 (DC tradeoff) / Defence +5 (toughness trade off)
[20pp]

Toughness Impervious Protection 15
Fortitude -
Reflex 2+4=6
Will 2+4=6
[12pp]

Skills:
Knowledge: Arcane Lore 12-2=10,
Knowledge: Popular Culture 6-2=4,
Current Events:current events 6-2=4
Notice 12+2=14,
Search12-2=10,
Sense Motive:8+2=10
[14pp]

Feats:
All-out attack,
Chokehold,
Diehard,
Fearless,
interpose,
Improved grab,
Improved Grapple,
Improved Overrun,
Improved Pin,
Improved trip,
Power Attack,
Stunning Attack,
[12pp]

Powers:
density15 PF:innate 45pp
Strength+30
Impervious Protection+7 (+impervious protection8 16pp)
Super Strength+5 PF:shockwave PF:groundstike. (+2PP)
Immovable+5 extra=unstoppable +5pp
Weight 10000lbs
[68pp]
Tremorsense 3pp
Superspeed 3pp (50mph)

disability-color blind -1
asomatic-no sense of smell or taste -1
minor addiction WWF/WWE

Complications:
Enemies. He did some bad things while working for the master. Some people don't forget.
Prejudice: To many he is just a thing, a robot made of stone.
Honor: WWF code of honor (no attacking from behind, unless attacked from behind yourself, one-on-one unless your opponent is cheating or it is a tag team match, never hit a ref, don't hit girls, always slap someone on the back before you throw them, and so on.


total cost 150pp
Last edited by poodle on Sun May 06, 2012 1:43 pm, edited 4 times in total.
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Sun Apr 15, 2012 7:50 am

While your concept is fine and you can do non-human style characters, try to do "human looking monstrous". Like The Thing from Fantastic 4 or Frankenstein Agent of S.H.A.D.E. or Hellboy. Also, if he's a known villain (even if former), that's worth a complication.

Crunchy bits, but first, can you make this a little bit more readable? Everything looks scrunched up. Take a look at other's sheets around here.

How are you getting 18 points out of abilities? 0 + 4 + 16 - 4 + 4 + 0 = 20. Also, why not No Con and Immunity to Fortitude like regular Golems? Not saying "no" just "explain"

No problems on the Attack and Defense.

Your Saves equal up to 10.

Knowledge of Professional Sports comes under Pop Culture and Current Events. A side note, not really a problem, why is he such a mad genius in these skills with so little intelligence? The story makes me believe he just discovered these things. Again, not saying "no" just "explain"

16 feats

46 + 13 + 3 + 3 = 65 in powers. I would have a problem of you weighing 10000 pounds, but we're in a universe that probably has precautions for that :P

Smell and Taste are included in one sense, Olfactory. And honestly, I don't think it's worth the points.
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Re: Metropolis After Dark (2e recruiting)

Postby poodle » Sun Apr 15, 2012 12:58 pm

I might come up with a different build.
Last edited by poodle on Mon Apr 16, 2012 1:06 am, edited 1 time in total.
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Re: Metropolis After Dark (2e recruiting)

Postby dreamking89 » Sun Apr 15, 2012 1:18 pm

Color me interested. I have a lot of good magic-based superhero ideas. I'll have one posted soon. Also, are you just using the 2e core rulebook, or can we use things found in the Book of Magic supplement?
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Mon Apr 16, 2012 5:32 am

poodle wrote:I might come up with a different build.
Well, it definitely was an interesting idea :)

dreamking89 wrote:Color me interested. I have a lot of good magic-based superhero ideas. I'll have one posted soon. Also, are you just using the 2e core rulebook, or can we use things found in the Book of Magic supplement?
You can use anything really, as long as it fits within the genre and setting.
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Re: Metropolis After Dark (2e recruiting)

Postby kirinke » Mon Apr 16, 2012 5:48 pm

How about a magical-detective ala Dresden or John Constantine-like?
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Re: Metropolis After Dark (2e recruiting)

Postby Femme Fatale » Mon Apr 16, 2012 5:50 pm

Not one to speak for the GM, but it'd seem perfect for this game :)
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Tue Apr 17, 2012 5:14 am

kirinke wrote:How about a magical-detective ala Dresden or John Constantine-like?
Yeah, that'd be OK.
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Re: Metropolis After Dark (2e recruiting)

Postby XeroKhan » Tue Apr 17, 2012 1:36 pm

I have an idea for an Avian king who fled after his evil wife banished him from his kingdom and is stuck with humans. Any problems?
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Re: Metropolis After Dark (2e recruiting)

Postby Crikey Kid » Tue Apr 17, 2012 6:24 pm

How would your character fit in a story about the occult/magic and beings of that nature?
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Re: Metropolis After Dark (2e recruiting)

Postby kirinke » Tue Apr 17, 2012 8:21 pm

Been trying to figure out the crunchy bits for a detective magician... Dang it, it's hard to make one that isn't a munchkin.
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Re: Metropolis After Dark (2e recruiting)

Postby Crazyivan777 » Tue Apr 17, 2012 11:32 pm

Still mulling over details, but I'm considering playing someone who's sort-of been 'taken over' by an artifact. I'm thinking mask, gauntlet, or a weapon. Both they and the item struggle for the 'drivers seat' from time to time. Not sure what powerset I'm shooting for; I'm still in the 'concept' stage.
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Re: Metropolis After Dark (2e recruiting)

Postby dreamking89 » Wed Apr 18, 2012 1:01 am

I have a good idea for a character who can shapeshift into a amalgamation of different animals thanks to a curse put on him by an ancient wizard or god. I don't have much of a story for him, but I like the concept.
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Re: Metropolis After Dark (2e recruiting)

Postby XeroKhan » Wed Apr 18, 2012 1:55 pm

My Submission:

Vilnor Gaxin
Avian Black Knight

BIO
High above the clouds exists a flying island called Fraldik, home of the residential avian people called the Frald. The Frald look like normal people, but had legs, wings, and hands of birds. The Frald are ruled by a king they call, in their language, the gaxin. The most recent gaxin is Vilnor, who grew into the most humble and kind of all the gaxin. When Vilnor married to his childhood love, Harrik, a mysterious man came and became one of them. This man was only called the Jawirk (in Fraldese, it means "the wanderer.") As the days passed, Jawirk had corrupted Harrik into banishing her love off of Fraldik and into the "below relm." As the days passed, Vilnor trained to reclaim his kingdom and bring peace back to it. He eventually arrived at Metropolis in his travels. He is currently finding warriors to help reclaim his kingdom.

DISCRIPTION
Vilnor is about 5' 11" tall, 200 lb heavy, yellow eyes and red... feathers. He is about 25, and he is very kind, but he has never been with "belowers" before.

STATS (37 pp)
STR 25
DEX 14
CON 18
INT 10
WIS 14
CHA 16

SAVES (22 pp)
Toughness +10 (+4 without armor)
Fortitude +12
Reflex +8
Will +7

SKILLS 22
Acrobatics 12 (+14), Bluff 12 (+15), Handle Animal 12 (+15), Notice 12 (+14), Ride 12 (+14),
Search 12 (+12), Sense Motive 14 (+16)

FEATS (28 pp)
Benefit 4 (King of Fraldik), Combat Awareness° (Mental Danger Sense), Defensive Attack,
Direction Sense°, Distract (Bluff), Eagle Eyes° (extended vision 1), Favored Environment (airborn),
Hardy° (immune 1/2 of poison and disease), Improved Block, Improved Critical 2 (falchion),
Improved Disarm, Improved Sunder, Leadership, Low Light Vision°, Power Attack,
Rhythm of Combat*, Sense Murderous Intent*, Takedown Attack, Truth Sense*,
Wolf's Ears° (extended hearing 1)

Equipment 4

-Full Plate (protection 6)
-Falchion (strike 3, mighty, critical: 18-20)
-Spear (strike 3, mighty, critical: 19-20, 20 ft range)

POWERS (4 pp)

Flight (wings) 2

COMBAT (40 pp)
Attack +10, Grapple +17, Damage +7 (unarmed), +10 (falchion), +10 (spear)
Defense +10, Knockback -5 (-2 without armor), Initiative +2

Any Problems?
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