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[2e] Paragons: Agents of Vanguard (OOC - Ended)

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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby kenseido » Tue May 08, 2012 11:22 am

In case you need a translation, Mr Sandman, that's code for "That motivation and those complications don't fit you being an operative for a paramilitary organization."
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby Mr.Sandman » Tue May 08, 2012 11:28 am

would a ski instructor with a similar breakout event work better? Thrills motivation? Im having a bit of trouble with complications any suggestions?
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby baixiwei » Tue May 08, 2012 11:31 am

Still working on a background and complications, but here's the rest of the build.

Zanshin
Real Name: Daniel Hideo Thompson
Concept: Psychic Martial Artist
PL 6, 90 pp

Abilities - 12 pp

Strength 12, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 14, Charisma 10

Combat - 30 pp

Attack 8 / 9 ranged, Damage 0, Defense 7 / 8 with dodge / 4 flatfooted, Initiative 5

Saving Throws - 11 pp

Toughness 4, Fortitude 2 (4), Reflex 4 (5), Will 5 (7)

Skills - 9 pp (36 ranks)

Acrobatics 7 (8), Concentration 8 (10), Notice 8 (10), Diplomacy 6 (6), Sense Motive 6 (8), Languages 2 (Base English, Japanese)

Feats - 9 pp

Defensive Attack, Power Attack, Defensive Roll 2, Attack Focus (Ranged) 1, Dodge Focus 1, Improved Initiative 1, Acrobatic Bluff, Improved Aim

Powers - 19 pp

    Psychic Weaponry (10 pp)
  • Katana - Strike 4 (alternate save: will [+1], improved critical)
  • AP: Yumi - Blast 3 (alternate save: will [+1])

    Enhanced Awareness (7 pp)
  • Super-Senses 6 (spatial awareness, uncanny dodge [mental], danger sense [mental], all sustained [+0])
  • AP: Mind-Reading 6

    Intense Training (2 pp)
  • Speed 1
  • Leaping 1

The Math:

Abilities 12 + Combat 30 + Saves 11 + Skills 9 + Feats 9 + Powers 19 = 90
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby kenseido » Tue May 08, 2012 11:58 am

I am working on a computer expert with photokinesis.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby badpenny » Tue May 08, 2012 12:02 pm

baixiwei wrote:Acrobatics 7 (8), Concentration 8 (10), Notice 8 (10), Diplomacy 6 (6), Sense Motive 6 (8), Languages 2 (Base English, Japanese)

Feats - 9 pp

Defensive Attack, Power Attack, Defensive Roll 2, Attack Focus (Ranged) 1, Dodge Focus 1, Improved Initiative 1, Acrobatic Bluff, Improved Aim


You forgot the required Skills and Feats

    Enhanced Awareness (7 pp)
  • Super-Senses 6 (spatial awareness, uncanny dodge [mental], danger sense [mental], all sustained [+0])
  • AP: Mind-Reading 6


I don't really see the connection between these two powers for Mind Reading to be an AP of Super-Senses. Also Danger Sense (mental) is useless to you without adding Ranged. By itself it has no range.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby baixiwei » Tue May 08, 2012 12:18 pm

badpenny wrote:You forgot the required Skills and Feats


Sorry, I didn't notice those - I'll add them in.

I don't really see the connection between these two powers for Mind Reading to be an AP of Super-Senses. Also Danger Sense (mental) is useless to you without adding Ranged. By itself it has no range.


Both the super senses and the mind reading are supposed to reflect enhanced awareness of things around him due to his focused mind. I'm not terribly wedded to the mind reading but I do think it fits the concept and I was trying to make him potentially useful in interesting ways outside of combat as you'd suggested.

I think you're mistaken about Danger Sense. The psionic archetype in Core has Danger Sense without Range, as do the Brain in a Jar, Corrupt Sorcerer, and Savage Man-Beast. There is no example in the Core Rules of a character taking the Ranged modifier for Danger Sense, and nothing in the description of Danger Sense in Core suggests it needs Range.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby badpenny » Tue May 08, 2012 12:27 pm

baixiwei wrote:Both the super senses and the mind reading are supposed to reflect enhanced awareness of things around him due to his focused mind. I'm not terribly wedded to the mind reading but I do think it fits the concept and I was trying to make him potentially useful in interesting ways outside of combat as you'd suggested.


Yes, but things needs to follow naturally and from their Descriptor. Being hyper-aware is one thing, but being able to reach into someone's mind and read their thoughts is another. Now, if it was some kind of "body reading" limited to Surface Thoughts, that would fit the descriptor better.

I think you're mistaken about Danger Sense. The psionic archetype in Core has Danger Sense without Range, as do the Brain in a Jar, Corrupt Sorcerer, and Savage Man-Beast. There is no example in the Core Rules of a character taking the Ranged modifier for Danger Sense, and nothing in the description of Danger Sense in Core suggests it needs Range.


Yes, people usually cite archetype characters, but I'm going off of UP that by default the mental sense has no range. OTOH, Steve has said in the ORQ thread that the mental sense is not stopped by cover, so you get a free Penetrates Concealment out of it. :)

UP pg. 86 wrote:Mental: In Mutants & Masterminds terms, the “sixth sense” or mental sense type is considered fairly crude in normal humans, limited essentially to interactions with the Sense Motive skill and awareness of mental effects used directly on you. Thus it is “touch” range and has none of the enhanced sense qualities.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby XeroKhan » Tue May 08, 2012 1:42 pm

Al right, my submission:

Hermod
Sigfried Thorston

BIO
Sigfried was your everyday history professor at Oslo, Norway. He knew of all the historical events that had happened, from the Egyptian Empire to World War II. However, Sigfried was late for a meeting at a local museum one night when the Breakout began. Before he knew it, he was at the museum in a flash. Surprised by this, he ran again only to encircle Oslo and returned to the museum in seconds. Admittedly, Sigfried had the combined feelings of surprise and happiness that this happened. He told his colleagues of all that had happened. He then saw an illumination of the Norse god Hermod, the messager of the gods. This affirmed Sigfried to take the hero name "Hermod." He then started protecting the other citizens of Oslo, eventually saving the king and queen from an assassination attemp. That was when the king and queen asked him directly to represent Norway as an agent of Vanguard. Sigfried immediately accepted so he could help those that need it.

DISCRIPTION
Sigfried has blonde hair, blue eyes, 6' 0" tall, and weighed 200 lb. He may have glasses, but this didn't hinder him.

STATS (12 pp)
STR 12
DEX 12
CON 14
INT 12
WIS 12
CHA 10

SAVES (3 pp)
Toughness +4 (+2 if flat footed)
Fortitude +3
Reflex +6
Will +3

SKILLS 8
Computers 6 (+7), Knowledge (history) 8 (+9), (Civics) 4 (+5), (UN member countries) 4 (+5), Notice 6 (+7), Profession (professor) 4 (+5), Search 6 (+7), Stealth 6 (+7)

FEATS (14 pp)
Accurate Attack, Benefit (Diplomatic Immunity), Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Elusive Target, Evasion 2, Improved Critical 2 (Running Punch: 18-20), Instant Up, Uncanny Dodge (Vision)


POWERS (31 pp)

Super Speed 6
-PF: Rapid Attack (30 ft)
-Running Punch

COMBAT (22 pp)
Attack +5, Grapple +6, Damage +1 (unarmed), +7 (running punch)
Defense +8 (+6 flat footed), Knockback -2 (-1 flat footed), Initiative +25

COMPLICATIONS
1) Motivation: Duty to protect
2) Known Identity
3) Responsibility as a History Professor and subject to orders
4) Quirk of an Extreamely Hazardous Duty

Any Problems?
Last edited by XeroKhan on Tue May 08, 2012 2:27 pm, edited 2 times in total.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby badpenny » Tue May 08, 2012 1:57 pm

XeroKhan wrote:
SKILLS 6
Computers 6 (+7), Knowledge (history) 8 (+9), Notice 6 (+7), Profession (professor) 4 (+5), Search 6 (+7),
Stealth 6 (+7)

FEATS (9 pp)
Accurate Attack, Benefit (Diplomatic Immunity), Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Elusive Target, Evasion 1


You forgot the required Skills and Feats.

Super Speed 7
-Rapid Attack (35 ft range)
-Rapid Fire
-Running Punch
-Wall Run
-Water Run


You forgot that you can only have one AP of a power.

COMPLICATIONS
1) Motivation: Duty to protect
2) Known Identity
3) Responsibility as a History Professor


You forgot the mandatory Complications and the fact that he is an Agent of Vanguard, no longer a history professor.

I don't have any problem with the build itself, just there's too many APs. Superpowers have only been around for about five years; it requires more effort to use your powers in different ways like this, i.e. stunting (Extra Effort).
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby EnigmaticOne » Tue May 08, 2012 2:04 pm

Speaking of which, how many factions from the book are around, publicly and OOC'ly?
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby XeroKhan » Tue May 08, 2012 2:08 pm

Fixed the problems. I thought I could have those since they were all power feats, but oh well.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby XeroKhan » Tue May 08, 2012 2:28 pm

I just read the Super Speed power, and I can have one power feat as a bonus to the super speed while all others are normal power feats. So, I am still legit.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby EnigmaticOne » Tue May 08, 2012 3:23 pm

Mind-Force
Name: Gene Wilson
Concept: Telekinetic

Power Level: 6; Power Points Spent: 90/90

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)

Tough: +0/+5, Fort: +3, Ref: +2 (+7 vs Area Attacks), Will: +5

Skills: Bluff 5 (+7), Climb 4 (+4), Diplomacy 6 (+8), Gather Information 7 (+9), Knowledge (civics) 6 (+7), Knowledge (UN Member Countries) 6 (+7), Medicine 2 (+4), Notice 7 (+9), Sense Motive 7 (+9), Stealth 5 (+7), Survival 5 (+7)

Feats: Attack Focus (ranged) 3, Benefit (International Law Enforcement powers), Benefit (Security Clearance), Defensive Roll 5, Distract (Bluff), Elusive Target, Evasion 2, Improved Critical (Telekinetic Force (Telekinesis 7)), Instant Up, Taunt

Powers:
Telekinetic Force (Telekinesis 7) (Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons, DC 22; Extras: Damaging; Power Feats: Precise)

Attack Bonus: +2 (Ranged: +5, Melee: +2, Grapple: +2)

Attacks: Telekinetic Force (Telekinesis 7), +5 (DC 22), Unarmed Attack, +2 (DC 15)

Defense: 17 (Flat-footed: 14), Knockback: -2

Initiative: +2

Drawbacks: Free Benefit accounting (-2pp)

Languages: Native Language

Totals: Abilities 14 + Skills 15 (60 ranks) + Feats 17 + Powers 22 + Combat 18 + Saves 6 - Drawbacks 2 = 90


Background

Gene Wilson was the kind of person some would derogatorily refer to as a bleeding heart. He believed that he was fortunate to be born in the First World of America, to a good family. So many other people didn't have that luck. So he felt obligated to give them a helping hand. As a result, his gap year after graduating college started out with a jaunt with the International Red Cross to Africa and Asia.

It was several months ago when a South Sudanese village where he was staying got attacked by the Sudanese military, and in the fright and panic, Gene's concern was not with himself but with everyone else that would get caught in the way.

It was then that he broke out, face to face with a trooper leveling a gun at him, and Gene has only blurred memories of what happened next. Sending the man flying into a wall, and not getting up. Wrenching guns out and invisible force smashing brains. Killing was something he was loath to do, even as it got him lauded by reporters in the region as a savior of refugees.

And Vanguard asked him to join. An international cop wasn't originally in his plans, given how he felt in the aftermath, but Gene came to the conclusion that if other paragons or normal humans did act in a wrongful fashion, someone had to stop them.
Last edited by EnigmaticOne on Sun May 13, 2012 6:23 pm, edited 5 times in total.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby badpenny » Tue May 08, 2012 4:23 pm

EnigmaticOne wrote:Traveler
Name: Gene Wilson
Concept: Teleporter

Powers - 30 pp
Teleport Array
-Single Transport: Teleport 9 (Accurate +1, Easy PF, Change Velocity PF)
-Group Transport: Teleport 6 (Accurate +1, Area +1, Selective PF, Easy PF)


The group transport needs the Affects Other Extra, either at the +0 option (only others), or the +1 option which includes you.

Combat - 18 pp
Base Attack +2
Melee Attack +2
Ranged Attack +5
Defense +7


I think you left out any kind of offensive ability. He is a law enforcement officer. Beat cops carry guns/tasers/etc. Paragons are weapons...at least to some degree.
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Re: [2e] Paragons: Agents of Vanguard (Recruiting til 5/11)

Postby badpenny » Tue May 08, 2012 4:28 pm

EnigmaticOne wrote:Speaking of which, how many factions from the book are around, publicly and OOC'ly?


This is the Paragons world, so any or all are fair game to appear.
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