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The Psycho 2e PL10 recruitment

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The Psycho 2e PL10 recruitment

Postby poodle » Mon Jul 09, 2012 1:55 pm

Welcome to the world of the psycho. It is just like ours so far with only one small difference...TGA37. It has many other names, the changer, pixie dust, Lucifer's kiss but whatever it is called it does the same thing, it turns you into a god among men. There's a catch though, only 1 in a 1000 survive the process and even the ones that do survive don't always come out sane. Why take it you ask, because whatever crimes you committed before are wiped clean. You become an instant superstar with a guaranteed income for life and the sort of perks you only fantasized about before. Every nation on the planet will give you citizenship if you ask for it. The other catch is cost, 100,000 dollars will get you a syringe and a small secure room to endure the change in. Sure there may be others claiming that they have got blackmarket pixie dust but only a fool would trust them.

PL10 2e good backstory please. Why are you so desperate that you will take an almost certainly lethal drug and where did the money come from? I am going to try to make this an extremely fast-paced grey scale PbP game (as fast as PbP can be). Skill monkeys are OK. There is no magic, although your powers may seem like magic. There is equipment and devices but no battlesuits please.
Last edited by poodle on Thu Jul 26, 2012 10:36 pm, edited 1 time in total.
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Re: The Psycho 2e PL10 interest check

Postby Sakuro » Mon Jul 09, 2012 2:31 pm

How do you see the player characters coming together, or is there expected to be more than the usual degree of indenpendance between PCs? Like in ther Heroes television series.
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Re: The Psycho 2e PL10 interest check

Postby poodle » Mon Jul 09, 2012 5:56 pm

due to the high mortality rate I am just going to shoehorn people together, like it or not. My games have obviously been too slow in the past so I am just going to try to keep the action going. Getting to know each other doesn't really work as well in PbP
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Re: The Psycho 2e PL10 interest check

Postby Gilliam » Tue Jul 10, 2012 3:01 am

I like the idea but need to think how to make it work.
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Re: The Psycho 2e PL10 interest check

Postby Ysariel » Tue Jul 10, 2012 6:56 am

I'm interested, too. Thinking of running with a girl who's pissed off the mafia/Hong Kong triads/KGB (yet to be determined), who then set about destroying her life. Knowing she's likely to die a tortuously slow death once they get their hands on her, she empties her bank account of laundered money and buys a shot, figuring she'll either be dead or untouchable within the hour. It actually works.
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Re: The Psycho 2e PL10 interest check

Postby XeroKhan » Tue Jul 10, 2012 9:57 am

Also interested, Poodle. I am thinking of a person who takes the drug and dies from it. However, the drug had a late effect on him and he becomes an undead regenerator... that or a crossbow master who gains enhanced vision and hearing as well as better movement from the drug.

Whatever sounds best, let me know. Also, I like the name "Lucifer's Kiss" as the drug name. It has a nice ring to it.
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Re: The Psycho 2e PL10 interest check

Postby poodle » Tue Jul 10, 2012 1:12 pm

undead regenerator...would you be a construct? That can be awkward for players but up to you,

gang related backstory sounds good.
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Re: The Psycho 2e PL10 interest check

Postby Vequenor » Tue Jul 10, 2012 6:01 pm

So we take a drug...and become a super-powered superstar? This seems interesting; I'll wait for an idea to come to me.
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Re: The Psycho 2e PL10 interest check

Postby DaughterofEchoes » Tue Jul 10, 2012 9:16 pm

hmmm...I have an idea.

Starts out basic, like a gangland thug. Didn't want the life but it's how you survive in his nieghborhood. Gets caught and has a rough time of it in prision. Kill or be killed kind of rough, probberly because of rival gang. Which only makes the stay in sing-sing longer, even with good behaviour aside from those incidents. So it keeps going on, until he gets the death penalty. But while awaiting his/her date with death, a man in a suit visits. Offers a way out. All he has to do, is one small little favour after.

And that is how he got some pixie dust. And once he took it, his mind just...opened. He escaped from prision, but isn't so sure he escaped from the man in a suit.
Will most likely be a skill monkey, with a couple of powers; Enhanced Intelligence (with Rube Goldberg style damage effect as an alternate), limited versions of pre- and postcog etc.

Would like to know your stance on the Inventor feat/advantage, given where I'm headed.

Anyway, just a rough outline. Let me know if I'm widely inapporpeite
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Re: The Psycho 2e PL10 interest check

Postby poodle » Tue Jul 10, 2012 10:32 pm

I don't know what you mean by Rube Goldberg style damage. Inventor is OK... there was a character in Wildcards who invented an android but nobody could recreate his work.
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Re: The Psycho 2e PL10 interest check

Postby TheMaxx » Wed Jul 11, 2012 5:33 am

Pretty sure "Rube Goldberg style damage effect" would be something similar to luck/probability damage effects like Damage (Extras: Ranged [Perception]; Power Feats: Indirect 4, Subtle 2, Variable Descriptor 1 [Accidents]) or Damage (Extras: Penetrating, Ranged [Perception]; Power Feats: Subtle 2) except instead of luck it'd be through planning. I think Marcus Ayers from the tv show Alphas is a great example of this, or, if you haven't seen that, Death from the Final Destination movies.
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Re: The Psycho 2e PL10 interest check

Postby XeroKhan » Thu Jul 26, 2012 9:38 pm

Do we have enough, Poodle?
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Re: The Psycho 2e PL10 interest check

Postby poodle » Thu Jul 26, 2012 10:35 pm

not sure, there hasn't been much interest but if everybody puts up a build I might take it further.
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Re: The Psycho 2e PL10 recruitment

Postby XeroKhan » Fri Jul 27, 2012 6:50 pm

Let me be the first to post a hero:

-Jeremiah Repko-

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BIO:
Jeremiah was born in Pittsburgh, Pennsylvania. Wherever he went, People were astounded by his intelligence. He constantly went to the library to read up on whatever he wanted. When he was only ten years old, he assissted the police in capturing over twenty infamous criminals all over the city. Eventually, he found being an officer quite interesting and joined when he became twenty. As the days passed while being an officer, Jeremiah's best friend and police commissioner Robert "Rock" Brox elected Jeremiah to become a detective. With great excitement, Jeremiah accepted. Ever since, Jeremiah has been known as "the Holms of Pittsburgh."

Jeremiah's first case was a a local gang's transportation of the well-known TGA37. After discovering the location of the deal, Jeremiah was able to take down the whole gang with great ease; however, one gangster was able to escape with a small stash of TGA37. This gangster was known as Harold "King" Leoning, the leader of the gang Jeremiah took down. When the police came to pick up the gangsters, Jeremiah immediately went to find "King." After about a week of investigating, Jeremiah found Leoning in an abandond motel. Upon trying to apprehend Leoning, Jeremiah was accidentally dosed with the TGA37. Jeremiah's mind was rapidly spinning and fell unconcious. He was awakened by Commissioner Brox, who followed Jeremiah to the motel and captured Leoning. For some reason, Jeremiah was thinking extremely faster than he usually did before. He realized that he was one of the survivors of the TGA37 and gained a rapid mind. He also noticed that he was uninfluenced by the bright sun. When telling Brox, Jeremiah was told to report this and wait for what to do next. after turning in Leoning That next day, the government came in and began questioning him. Honestly answering, Jeremiah told everything. The government then decided to give Jeremiah full benefits off the TGA37. Ever since, Jeremiah continued to be a detective for the thrill of the chase.

ABILITIES (45 pp)
STR 14
DEX 12
CON 13
INT 22
WIS 22
CHA 18

SAVES (4 pp)
Toughness +10 (+4 flatfooted) [+7 without Equipment] {+1 if Both}
Fortitude +3
Reflex +1
Will +3 (+8 with Sensory Shield)

SKILLS 20
Acrobatics 1+1, Bluff 1+4, Climb 1+2, Computers 1+6, Concentration 1+6, Diplomacy 1+4, Disguise 1+4, Drive 1+1, Escape Artist 1+1,
Gather Information 1+4, Intimidate 1+4, Investigate 1+6, Knowledge (Art) 4+6, (Behavioral Sciences) 4+6, (Business) 4+6, (Civics) 4+6, (Current Events) 4+6,
(Earth Sciences) 4+6, (History) 4+6, (Life Sciences) 4+6, (Physical Sciences) 4+6, (Pop Culture) 4+6, (Streetwise) 4+6, (Theology and Philosophy) 4+6,
Notice 4+6, Profession (Police Detective) 4+6, Search 4+6, Sense Motive 4+6, Survival 4+6

FEATS (37 pp)
Assessment, Benefit (Security Clearance), Connected, Contacts, Defensive Roll 6, Dodge Focus 8, Eidetic Memory, Equipment 5,
Hide in Plain Sight, Improved Aim, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Master Plan,
Move-By Action, Precise Shot 2, Prone Fighting, Quick Draw 2 (fire-arms), Teamwork 3, Track, Uncanny Dodge (vision), Well Informed

~-EQUIPMENT-~
Compact Car (9 ep)
-Strength 30
-Speed 5
-Defense 9
-Toughness 8
-Size Medium

Headquarters (7 ep)
-Toughness 30
-Size Dimunitive (Apartment)
-Communications
-Fire Prevention System
-Library
-Living Space

Other
-Cell Phone
-Desktop Computer
-Digital Audio Recorder
-Flashlight
-Handcuffs (Toughness 10, Disable Device DC 25 or Escape Artist DC 35 to escape)
-Undercover Vest (Protection 3, Subtle [Notice DC 20])
~--~

POWERS (12 pp)

Device 3 [customized heavy pistol](9 pp)
-Easy to Lose
-Blast 4
--Accurate 4
--Improved Range 2 (200 ft max)
--Incurable

Quickness 5
-x50 speed
-One Type: Mental Flaw
-Innate

Sensory Shield 5
-All Senses (2/rank)
-Innate

COMBAT (36 pp)
Attack +8, +16 (Device), Grapple +5, Damage +2 (unarmed), +4 (Device Blast)
Defense +10, +2 (flatfooted), Knockback -0, Initiative +1

DRAWBACKS
none

COMPLICATIONS
1) After being captured, Leoning developed a mind just like Jeremiah and swore revenge against the detective.
2) Being Pittsburgh's greatest detective, all the criminals of the city both hate and fear him.
3) After being dosed with TGA37, Jeremiah has become quite confusing when speaking.

any problems?
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Re: The Psycho 2e PL10 recruitment

Postby ecar369 » Fri Jul 27, 2012 7:47 pm

If it's not too late, I'd like to get in on this with an ultra-rich thrill seeker that takes the drug just out of sheer boredom. Had the best martial arts trainers money could buy, now has teleportation to boot. However, he was completely cut off from his cash by his dad after doing this. Will be very reckless and impulsive.
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