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[2E] Freedom City Iron Age (OCC)

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[2E] Freedom City Iron Age (OCC)

Postby Gilliam » Mon Jul 16, 2012 3:03 am


In 1984 Franklin Moore is elected mayor of Freedom City on a platform of “zero-tolerance” for crime and vigilantism, which includes costumed heroes. Moore’s campaign rails against failures like the Blackstone Riot and the apparent inability of costumed heroes to defend the city, given incidents like Bowman’s public failures and the disbanding of the Freedom League. The support of CODE (Citizens for Order, Decency, and Ethics) and similar grassroots groups features strongly in the campaign.

The new mayor’s first act in office is to outlaw costumed heroes. With the signing of the Moore Act, even stalwarts like Centurion are forced to stop operating in Freedom City rather than defy the new law.

In the year and a bit since the Moore Act was introduced Freedom City has become a lot more darker in tone, criminals are more confident, police more likely to accept money to turn a blind eye and the heroes that remain now operate out of the shadows trying to avoid the attention of the police whilst dispensing "rough justice".

Now there are wild rumours about a new drug on the market "Meta", they say it can give you powers and is taking the city's party scene by storm. Your job is to find the source and shut it down.


:arrow: Okay now that is out of the way I will be looking for 4 or 5 characters to play a short one-shot adventure. The characters will be PL10 (150pp) and it is Second Edition.

:arrow: This will be my first attempt at been GM for a M&M game so I apologise in advance for the mistakes I am bound to make. It is also the reason why I am trying a short adventure to start off with.

:arrow: Assume that guns, swords and similar are lethal by default unless you state otherwise. Clubs, fists and similar are assumed to be non-lethal unless you state otherwise.

:arrow: Max trade-off defense/toughness is +/- 5

:arrow: Recruitment closes Friday 20th July. Okay extended till Sunday 22nd July.

Active Characters

Gun Girl - Baixiwei
Nighthawk - Badpenny
Pretty Deadly - FuzzyBoots
Skylark - Ysariel

Previous Versions of Active Characters

Gun Girl - Baixiwei
Nighthawk - Badpenny
Skylark - Ysariel

Former or Inactive Characters

Enforcer - Kenseido
Last edited by Gilliam on Fri Oct 12, 2012 2:24 am, edited 7 times in total.
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Nighthawk

Postby badpenny » Mon Jul 16, 2012 6:18 am

New character sheet is here.
Last edited by badpenny on Thu Oct 18, 2012 8:22 am, edited 4 times in total.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Gilliam » Mon Jul 16, 2012 11:20 am

I like both of the builds Badpenny, about the only thing I wouldn't be interested in would be robots/cyborgs from the future :) .

I really like the background for Nighthawk as that will slot in nicely in the setting. Can you advise what sourcebook "Rapid Healing" comes from and exactly what the Sorcery power allows you to do?
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby kenseido » Mon Jul 16, 2012 11:23 am

Rapid Healing comes from multiple books, it is basically 1 Rank of Regeneration applied to Recovery rate of Disabled (so 5hrs instead of 1 day).
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby badpenny » Mon Jul 16, 2012 11:48 am

Nighthawk's Sorcery power is a 5-point Variable pool with the magic descriptor (so, basically anything). It takes a Full Round and an Arcane Lore check to activate it, so he wouldn't be able to use it until the following round.

I can remove it if you find it unbalanced.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Gilliam » Mon Jul 16, 2012 12:16 pm

Thanks Kenseido much appreciated.

The Sorcery power will be fine as it does have some checks to it.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby kenseido » Mon Jul 16, 2012 1:07 pm

I think I can get into a short term Iron Age game.

Enforcer (Andrés Ramirez)
Power Level: 10 (150 PP)

Abilities:
Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 18 (+4), Wis 16 (+3), Cha 14 (+2)

Skills:
Acrobatics 4 (+8), Computers 4 (+8), Cr (electronic) 4 (+8), Cr (mechanical) 4 (+8),
Diplomacy 6 (+8), Disable Device 4 (+8), Gather Info 6 (+8), Investigate 4 (+8),
Kn (physical sciences) 4 (+8), Kn (technology) 4 (+8), Lang (French, Spanish, Arabic, Mandarin),
Notice 6 (+9), Pr (Police Office) 4 (+7), Search 4 (+8), Sense Motive 6 (+9), Stealth 4 (+8)

Feats:
All-Out Attack, Beginner’s Luck, Defensive Attack, Equipment 3, Luck 1, Improvised Tools,
Jack-of-All-Trades, Precise Shot, Power Attack, Uncanny Dodge (visual), Well-Informed

Powers:
Device 4 (Quantum Guantlets; hard to lose)
-"Quantum Blaster" Blast 8 (PF: Split Attack, Variable Descriptor 2 [any tech])
-AP: "Quantum Weapon" Strike 4 (E: Penetrating 8, PF: Improved Critical 2, Mighty, Split Attack,
Extended Reach, Variable Descriptor 2 [any melee])
-
Equipment:
Armored Jumpsuit (Prot 4), Motorcycle

Combat:
Attack: +12, Grapple: +16
Damage: Unarmed +4, Quantum Weapons +8
Defense: +12 (+6 Flat-Footed), Init: +4

Saves: Toughness: +8/+4, Fortitude: +8, Reflex: +8, Will: +8

Abilities 42 + Skills 18 + Feats 13 + Powers 16 + Combat 48 + Saves 13 = 150

Complications:
Motivation: Seek Justice; Andrés specifically targets dirty cops and corrupt officials
Hunted: Several dirty cops have targetted Enforcer and framed him for crimes he didn't commit
Secret Identity: Andrés maintains a secret identity due to the enemies he has made and the Moore Act

Andrés knew when he was rescued by Centurion at age 5 he was going to grow up to fight crime. He trained and trained, both physically and mentally, turning himself into the best he could be. He went to college and then the police academy. Six weeks after he graduated, Moore was elected. When the Moore Act was signed, Andrés quit the force in protest. He works as a security guard while he tries to figure out how to fullfill his lifelong dream.
One day, some dirty cops bring in some stolen evidence while he is on duty. Frustrated at just how bad the system has fallen, he takes down the cops and finds the Quantum Gauntlets, that allow him to form various alien weapons out of hard light. He decides if the cops can't be trusted, then he will fight crime.
Last edited by kenseido on Mon Jul 16, 2012 1:15 pm, edited 1 time in total.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Walking Dad » Mon Jul 16, 2012 1:13 pm

Gilliam wrote:I like both of the builds Badpenny, about the only thing I wouldn't be interested in would be robots/cyborgs from the future :) .
...

:( it isn't really Iron Age without gun-toting cybernetic mutant ninjas from the future.
Would a vampire or demon-possessed ninja be fine?
English isn't my native language. Have patience, please.

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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Spectrum » Mon Jul 16, 2012 1:44 pm

Walking Dad wrote:
Gilliam wrote:I like both of the builds Badpenny, about the only thing I wouldn't be interested in would be robots/cyborgs from the future :) .
...

:( it isn't really Iron Age without gun-toting cybernetic mutant ninjas from the future.
Would a vampire or demon-possessed ninja be fine?


Iron Age- a time to revel in the most vile of excess... and my mind goes straight to the gutter and roots around looking for the 'best' stuff.

(Un)fortunately I don't have access to the 2nd edition books. :)

I want the super limited autographed gold laminated first printings of the entire series!
Now with roll call!
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby XeroKhan » Mon Jul 16, 2012 3:04 pm

Ahh, the Iron Age game. The first style of game I posted on when I first joined. Count me interested.

I would go with a device-based hero, but someone already pisted that. I think a speedster is my thinking in this one...
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Pretty Deadly

Postby FuzzyBoots » Mon Jul 16, 2012 9:34 pm

:) Slightly off the wall, but I used her in another Iron Age game:

PRETTY DEADLY
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Magical Girl Mercenary

Real Name: Aika
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 18
Size: Medium
Height: 5' 5”
Weight: 90 lbs
Hair: Brown, tied back in a braid
Eyes: Brown

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +5 (12/20), CON: +4 (12/18), INT: +1 (12), WIS: +0 (10), CHA: +1 (10/12)

Tough: +4/+10, Fort: +8, Ref: +9, Will: +8

Skills: Acrobatics 6 (+11), Bluff 4 (+5), Climb 4 (+5), Computers 2 (+3), Craft (chemical) 2 (+3), Disable Device 4 (+5), Drive 2 (+7), Gather Information 6 (+7), Intimidate 6 (+7), Knowledge (current events) 2 (+3), Knowledge (history) 2 (+3), Knowledge (popular culture) 4 (+5), Knowledge (tactics) 8 (+9), Language 1 (+1), Notice 6 (+6), Pilot 1 (+6), Profession (Soldier) 5 (+5), Search 6 (+7), Sense Motive 6 (+6), Stealth 6 (+11), Survival 5 (+5)

Feats: Acrobatic Bluff, Attack Focus (ranged) 5, Attack Specialization (Summoned Guns (Variable 4)) 3, Dodge Focus 5, Elusive Target, Equuipment 1, Evasion 2, Fearless, Grappling Finesse, Improved Initiative 2, Luck 1, Move-by Action, Power Attack, Quick Change 2, Quick Draw 2, Uncanny Dodge (Visual)

Powers:
Enhanced Trait 16 (Traits: Constitution +6 (18, +4), Dexterity +8 (20, +5), Charisma +2 (12, +1))
Sailor Suit (Device 2) (Hard to lose)
..Protection 6 (+6 Toughness; Impervious [4 ranks only])
Speed 3 (Speed: 50 mph, 440 ft./rnd)
..Leaping 3 (Alternate; Jumping distance: x10)
Summoned Guns (Weapon Creation 4) (acquire: single powers - limited to: weapons; Action (free); Duration (Continuous))

Power Settings:
Assault Rifle (Power Setting) (Powers: Assault Rifle (Blast 4))
..Assault Rifle (Blast 4) (DC 19, Feats: Improved Critical (Assault Rifle (Blast 4)) 2; Autofire 2 (interval 1, max +2); Subtle (subtle), Improved Range (100 ft. incr))

Combat Knife (Power Setting) (Powers: Strike 7)
..Strike 7 (DC 23; Autofire 8; Mighty, Subtle (subtle), Accurate, Imp Crit x 2 (18-20))

Concertina Wire (Power Setting) (Powers: Concertina Wire (Constricting Snare 4))
..Snare 4 (DC 14; Constricting, Trail Area (100 ft. trail - General), Duration 2 (sustained), Independent; Range (touch))

Dual Desert Eagles (Default Power Setting) (Powers: Dual Desert Eagles (Blast 5))
..Dual Desert Eagles (Blast 5) (DC 20, Feats: Precise Shot 2; Shapeable Area (5 cubes of 5 cu. ft. - Targeted); Knockback, Progression, Incr. Area Extra 2 (area x5 - 25 cubes of 5 cu ft.))

Flamethrower (Power Setting) (Powers: Flamethrower (Cone) (Damage 5))
..Flamethrower (Cone) (Damage 5) (DC 20; Duration 2 (sustained), Independent, Cone Area (50 ft. cone - General))

Grenade Launcher (Power Setting) (Powers: Fragmentation Grenade (Blast 5))
..Fragmentation Grenade (Blast 5) (DC 20; Explosion Area (50 ft. explosion - General); Improved Range (125 ft. incr))
....Flashbang Grenade (Dazzle 4) (Alternate; affects: three sense types - visual, hearing, DC 14; Burst Area (20 ft. radius - General); Improved Range (100 ft. incr); Full Power)
....Sleep Grenade (Fatigue 4) (Alternate; DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged); Improved Range (100 ft. incr); Full Power)
....Smoke Grenade (Obscure 4) (Alternate; affects: all sense types, Radius: 50 ft.; Independent; Improved Range (100 ft. incr); Full Power)
....Tear Gas Grenade (Nauseate 4) (Alternate; DC 14; Explosion Area (40 ft. explosion - General), Range (ranged); Improved Range (100 ft. incr); Full Power)

Landmine (Power Setting) (Powers: Land Mine (Damage 7))
..Land Mine (Damage 7) (DC 22; Penetrating [3 ranks only], Cone Area (70 ft. cone - General); Triggered 2 (any trigger), Subtle (subtle))

Sniper Rifle (Power Setting) (Powers: Sniper Rifle (Blast 5), Super-Senses 1)
..Sniper Rifle (Blast 5) (DC 20, Feats: Improved Aim, Improved Critical (Sniper Rifle (Blast 5)) 5; Subtle 2 (undetectable), Improved Range 2 (250 ft. incr))

Stun Gun (Power Setting) (Powers: Stun 6)
..Stun 6 (DC 16; Knockback; Accurate 2 (+4))

Thermite (Power Setting) (Powers: Corrosion 6)
..Corrosion 6 (DC 21; Slow Fade (1 minute))


Attack Bonus: +4 (Ranged: +9 , Melee: +4, Grapple: +9)
Weapons Summoning Ranged: +15, Weapons Summoning Melee: +10

Attacks: Assault Rifle (Blast 4) +15 (DC 19), Thermite (Corrosion 6) +10 (DC Fort/Tou 16/21), Dual Desert Eagles (Blast 5) +15 (DC 20), Flamethrower (Cone) (Damage 5) (DC Reflex/Tou 15/20), Flashbang Grenade (Dazzle 4) (DC Fort/Ref 14), Fragmentation Grenade (Blast 5) (DC 20), Land Mine (Damage 7) (DC Reflex/Tou 17/22), Sleep Grenade (Fatigue 4) (DC Ref/Fort 14), Concertina Wire (Snare 4) (DC Ref/Tou 14/19), Sniper Rifle (Blast 5) +15 (DC 20), Combat Knife (Strike 7) +12 (DC 23), Stun Gun (Stun 6) +14 (DC Fort/Trip 16), Tear Gas Grenade (Nauseate 4) (DC Fort/Ref 14), Unarmed Attack, +4 (DC 16)

Defense: +10 (Flat-footed: +3), Knockback: -7

Initiative: +13

Languages: English, Japanese

Equipment:
Cell Phone, Camera, Binoculars, Night-Vision Goggles, Gas Mask

DRAWBACKS
None

SUMMARY
Abilities 8 + Skills 22 (88 ranks) + Feats 30 + Powers 56 + Combat 18 + Saves 16 – Drawbacks 0 = 150 / 150

BACKGROUND
Aika had always been a bit of a military otaku. She loved guns and studying military tactics and held a private dream of becoming a soldier of fortune. This dream was foiled by a lack of access to any kind of real gun and by her slight frame. One day, while drooling over a display of Airsoft guns in a mall in Tokyo, she was caught in the crossfire of a magical battle. She awoke to find that the combination of magic that had struck her had given her the ability to transform into a magical girl. The magic had conformed to her desires and she found that her fuku was camouflage-patterned and that she had the ability to summon various weaponry on command. Through an odd twist of fate, she became friend with the Magical Girl Hunters, two friends out of work who'd decided on a whim to pursue the route of eliminating the pestilence of Magical Girls infesting Japan. She had many bizarre adventures with them including becoming the lover of Koi, then transformed into a magical girl himself, later transformed into a god of chaos and part of a cosmic scheme that included turning much of Tokyo into chocolate pudding... or at least she dreamed extremely vivid and realistic dreams of this scenario before waking in her hospital bed. She tried to seek out Koi and Itami but it seemed they had never existed in this world. Part of her still believes that this other reality she dreamed of had to be more than just a fantasy, but she has found no evidence of the pair. Still, her newfound abilities had made her a popular mercenary despite her odd appearance.

PERSONALITY
Not entirely emotionless, but she is not a terribly passionate fighter. She fights calmly and precisely, using her ability to bound about the battlefield to attempt to keep her range and snipe her enemies from a distance. The one exception is magical girls. Perhaps it's a remnant of that other life, perhaps she's their natural predator, or perhaps she doesn't like their faces, but she slaughters any magical girls she encounters on the spot.

COMPLICATIONS
* Temper - She cannot suffer a magical girl to live
* Obsession - Somewhere out there, there is a way to be reunited with her Koi once more
* Honor - Her word is her bond. She has on occasion broken contracts, but only where she believed that she had been betrayed first.

Would she work for your game?

Edit: Modified Combat knives to my current version thereof.
Last edited by FuzzyBoots on Fri Sep 28, 2012 5:58 am, edited 1 time in total.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Gilliam » Tue Jul 17, 2012 3:13 am

Walking Dad wrote:
Gilliam wrote:I like both of the builds Badpenny, about the only thing I wouldn't be interested in would be robots/cyborgs from the future :) .
...

:( it isn't really Iron Age without gun-toting cybernetic mutant ninjas from the future.
Would a vampire or demon-possessed ninja be fine?


I know but had to draw the line somewhere :) . Your other options will be fine.

Spectrum wrote:Iron Age- a time to revel in the most vile of excess... and my mind goes straight to the gutter and roots around looking for the 'best' stuff.

(Un)fortunately I don't have access to the 2nd edition books. :)

I want the super limited autographed gold laminated first printings of the entire series!


Not sure if I should be relieved or disappointed :)


XeroKhan wrote:Ahh, the Iron Age game. The first style of game I posted on when I first joined. Count me interested.

I would go with a device-based hero, but someone already posted that. I think a speedster is my thinking in this one...


Looking forward to see what you come up with.

Yes FuzzyBoots Pretty Deadly would fit and her name is very apt.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Ysariel » Tue Jul 17, 2012 3:48 am

So here's my submission, after lots of googling Robin. Please let me know if the character has a motif that's too cheerful.

She should also have the most peaceful superhero theme song ever. Maybe it's just me, but there's a strain of innocence lost in the music which fits the character perfectly.


Skylark (PL 10; 150PP)
Concept: Bird-themed costumed adventurer
Tradeoffs: Attack +2 / Save DC -2

Skylark's father is the billionaire hero Falcon, who plucked her from the slums of London, brought her to America and groomed her to be his sidekick and successor. He trained her in swordplay, investigation and stealth and built for her the amazing gadgets with which she took up arms against super-powered criminals. Together they were the perfect duo and for a while it seemed as if the adventures would never end.

Then it all came crashing down --

In the aftermath of Moore's ascension Falcon grew distant and bitter, stung by what he considered the betrayal of the city he had helped protect. He descended into alcoholism and solitude as he watched the city of his birth fall to corruption. He ended Skylark's training, forbade her to take up vigilantism on her own, and sent her off to high school with a trust fund, insisting that the days of heroes were "over". Hurt more than anything else by the sudden distance he put between them, she quietly obeyed.

One night, a few months after that, he simply disappeared. Skylark first noticed when he stopped returning her calls, and when she dashed off to the Aerie - his old headquarters - to find it abandoned in good condition. The Falcon had made many, many enemies in his career and she began to worry if he'd been kidnapped by an old enemy. When the police insisted they couldn't accept a missing persons report on an illegal vigilante, Skylark decided to take matters into her own hands. She pulled on her mask and hit the dens of sin, intending not just to find the Falcon but also reawaken his old self - the brave hero who had laughed down many a criminal mastermind along with her.

Complications

Motivation: Find the missing Falcon and convince him to take back the night!

Relationship: Falcon, her adoptive father, went missing soon after the passing of the Moore Act and was never seen again. As the person who gave her a new life and a sense of purpose, Skylark holds him in high regard and would do anything for him.

Enemy: As the Falcon's sidekick Skylark was well-known to both the police and the city's criminal element. Together they took on many of the city's street gangs, syndicates and drug-runners. She's made her fair share of enemies and since the passing of the Moore Act the police have her costumed identity on file as a dangerous juvenile delinquent.

Idealistic: Skylark was raised and trained for a different age: an age where the police were less corrupt and where brightly-costumed heroes fought crime to the applause of the citizenry. She will always default to nonlethal damage and refrain from questionable methods such as torture. Skylark should gradually lose this complication as the harshness of the world eventually wears down her idealism.

Prejudice: It's hard to take a teenager seriously on matters like crimefighting. Actually some would say it's hard to take a teenager seriously on anything at all. Skylark plays this to her advantage, with her bright costume, whimsical gadgets and flamboyant, mischevious persona, since villains underestimating her is a good thing. This complication is for when it backfires and works against her. "What do you mean, there's a bomb in there? Back to the circus, you freak!"


Description: Skylark is a sixteen-year-old Caucasian girl, with blue eyes and blonde hair in a long ponytail. She stands roughly 5'2 tall and weighs 120 lbs. Her costume is a sleeveless, turtleneck leotard in white and light blue, with a bird motif emblazoned in yellow across the chest and matching long gloves, thigh-high socks, and latex boots in white. She wears a white cape fastened to her throat and wrists, and a utility belt in bright yellow. Her mask is light blue, with opaque white eye holes, and covers the upper half of her face. Even though she was born in the UK Skylark's been in America for long enough that she's adopted the local accent, slang and customs.

Skylark's cape is made of a smart polymer that toughens in response to physical impact, protecting her from blows. It is impervious against small-caliber firearms but not energy weapons. By spreading her arms and leaping the cape becomes rigid and aerodynamic, allowing her to glide. She is armed with a nanomachine blade that is normally collapsed and extends into its full form on command, and feather-shaped throwing darts. Her mask incorporates various sensors and a telescopic vision function.


Abilities (30pp): STR 16 [+3]; DEX 20 [+5]; CON 16 [+3]; INT 14 [+2]; WIS 10 [+0]; CHA 14 [+2]

Skills (25pp / 100r): Acrobatics 10 (+15), Bluff 5 (+7), Climb 7 (+10), Diplomacy 5 (+7), Disable Device 8 (+10), Gather Information 8 (+10), Investigate 6 (+8), Knowledge: Arts 2 (+4), Knowledge: Streetwise 4 (+6), Notice 9 (+9), Performance: Singing 13 (+15), Search 7 (+9), Sense Motive 8 (+8), Stealth 8 (+13)

Feats (25pp): Attack Focus: Melee 4, Contacts [costumed vigilantes], Defensive Roll 2, Dodge Focus 3, Elusive Target, Evasion 1, Improved Critical: Swords 1, Improved Initiative 2, Lionheart [+4 will save vs fear], Sword Mastery [+2 damage with swords in melee]

"Lark Ascending" Fighting Style 8 (Accurate Attack, Acrobatic Bluff, Defensive Attack, Improved Block, Improved Disarm, Power Attack, Takedown Attack 2)

Combat (30pp):
Offense: +12 Melee, +12 Blast (+8 Base Attack); DC 23 Strike [18-20 crit] (needs sword), DC 19 Blast [18-20 crit], DC 18 Unarmed
Defense: +10 (Flat-Footed +4); Grapple +15; Knockback -5
Initiative: +13

Saves (13pp): Toughness: +3/8*/10**; Fortitude: +6; Reflex: +9; Willpower: +6/10***
* Flat-footed; ** With Device; *** vs fear only

Powers (26pp):

"Larking Around"
Speed 1 [Speed: 10 mph / 88ft per round] 1pp
Leaping 1 [26/13/6ft running/standing/vertical jump] 1pp

"Skylark's Song" - sword DEVICE 1 [5pp of effects; easy to lose 3pp/r] (Feats: Subtle 1 [collapsible]) 4pp
Strike 3 (Feats: Improved Critical 1 [19-20], Mighty)

"Feather Fall" - feather darts DEVICE 2 [10pp of effects; hard to lose 4pp/r] 8pp
Blast 4 (Feats: Accurate 2, Improved Critical 2 [18-20], Reduced Range [2 increments] -2pp)

"Wings of Steel" - smart polymer cape DEVICE 2 [10pp of effects; hard to lose 4pp/r] 8pp
Flight 3 [Speed: 50 mph] (Flaw: Gliding -1)
Protection 5
Impervious Toughness 4 (Flaw: Limited [vs physical only] -1)

"A Bird's-Eye View" - mask DEVICE 1 [5pp of effects; hard to lose 4pp/r] 4pp
Super-Senses 5 Darkvision; Distance Sense; Vision (Extended 2 [1,000ft increment])

Equipment (1pp / 5ep):
Mini-Tracer 1ep
Smartphone [cell phone + camera] 2ep
Secure Communicator [as commlink, add Subtle 1] 2ep

Attributes 30pp + Skills 25pp + Feats 25pp + Combat 30pp + Saves 13pp + Powers 26pp + Equipment 1pp = 150pp
Last edited by Ysariel on Fri Jul 20, 2012 4:54 am, edited 9 times in total.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby Hound » Tue Jul 17, 2012 5:03 am

I am thinking the best way to meet the cold dark styles of Iron age, is to use either voth(lizard man) or king(tiger man) because A) they can both be dark, and dealing with innate blood thirst due to their animal transformations, B) neither has been able to get past 3 posts in any game before the GM quit on us, and C) i really like them.

Leaning more towards King, I like my tiger man!

But if you don't want either of those....

I have a boomerang throwing man already made, but if you want something new and original. I am sure I can whip something up. Infact if you have a niche you want filled, let me know.
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Re: [2E] Freedom City Iron Age (Recruiting)

Postby FuzzyBoots » Tue Jul 17, 2012 9:39 am

Gilliam wrote:Yes FuzzyBoots Pretty Deadly would fit and her name is very apt.

^_^ I can't take much credit for that. The character is from a piece of round-robin fiction named Magical Girl Hunters, although I powered her up by a good bit to make her competitive among superheroes.
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