[2E] Gulf Coast Guardians [OOC - closed]

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Crazyivan777 » Fri Aug 30, 2013 11:12 pm

Bah. I was really hoping to've done -some- damage with the crit. Ah well. Post up on Sunday- going to be gone all day Saturday.

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby catsi563 » Sat Aug 31, 2013 1:08 am

Well you still can from a certain perspective.

the main thing for Ken is that the team needs to lose this encounter. This does not guarantee that all the bad guys will remain standing at the end, But the current numbers suggest that even if one or 2 of them drop they still have enough raw power and numbers advantage to just overwhelm the group in the end.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Shadowbourne » Tue Sep 03, 2013 8:02 pm

Out of town for the next two days...won't be able to post. WILL be able to read though. ;)

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Thu Sep 05, 2013 11:08 am

I apologize for the delay. Ysariel asked to change the character a bit. If something isn't up by tonight; I will move the plot along, and Ysariel's character will just have to join up a different way.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Ysariel » Thu Sep 05, 2013 1:55 pm

I'm really sorry for the long delay. I had a bad case of writer's block and cold feet. Hopefully things will be better from here on out. :D
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Thu Sep 05, 2013 2:05 pm

Go ahead and post up Dash. Feel free to edit the Starbolt post or make a new post.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Ysariel » Thu Sep 05, 2013 2:08 pm

Dash (PL 11; 183PP)
Concept: Speedster / Kinetic Energy Controller
Tradeoffs: Attack +1 / Save DC -1; Defense +1 / Toughness -1

Born among the dregs of Anti-Earth society, she drifted from street gang to street gang, a life of violence and fear without hope. She was never fated to be anything more than a guttersnipe, another lost soul in the vast sea of refuse that was her world.

Then one day everything changed. One day, she met a visitor from beyond. A hero from another dimension who told her of a world the mirror image of hers, where the air was not a blighted miasma and the earth a poisoned husk, where friendship and family and freedom could still be found. A world not yet crushed beneath the bootstamp of the Tyranny Syndicate and its cronies.

She begged him to bring her along. He could not. But she never forgot him, or the dream he left her with. That world became her Paradise, her Promised Land. She never stopped trying to find a way there.

Puberty hit and her powers blossomed. The Resistance found her, realized what she could do, plucked her from the gutter of the street gangs and vice houses. She learnt to survive, then to fight back. They called her friend, then nicknamed her 'Dash', but even as she rose in the chain of command she kept looking forward to the day she would find a way to her promised land.

She never realized how soon it would be.

She was sixteen years old.


Dash is a lean, athletic teenaged girl with long blonde hair lightly tanned skin. Her skintight costume is a cross between a women's track & field uniform and roller derby gear, comprising reinforced boots, thigh-high stockings, athletic briefs, a sleeveless sports bra, shoulder-length long gloves and knee and elbow guards, all in bright orange and black. Emblazoned across the front of her top is a stylized 'D' in yellow. She wears a pair of frameless, orange hard-plastic goggles that protect her eyes against the wind, a yellow utility belt for her tools, and gauntlets that deploy grappling hooks with a flick of her wrist.


Abilities (4pp): Str 10 (16/+3), Dex 10 (20/+5), Con 10 (20/+5), Int 10 (10/+0), Wis 10 (10/+0), Cha 14 (14/+2)

Powers (78pp):

"Fast 'n Furious" ARRAY 20pp + 3pp
BASE "High Octane" Damage 7 (Autofire 10, Improved Critical 2, Mighty)
-- AP "Carpe Diem" Paralyze 10 (Alternate Resistance: Reflex +0)
-- AP "Running Riot" Damage 2 (Area Targetted: Burst 5, Mighty, Selective Attack 5)
-- AP "Full Throttle" Damage 7 (Improved Critical 2, Mighty) linked to Stun 10 (Full Round Action -1)

"Need for Speed" ARRAY 24pp + 2pp
BASE Speed 6, Quickness 6, Impervious Reflex 12
-- AP Speed 10, Quickness 10, Super-Movement 3 (Wall-Crawling 2, Water-walking) (Limited: Only when moving -1)
-- AP Speed 12, Quickness 12

"Whizz Kid" Enhanced Ability 26 (Strength 6, Dexterity 10, Stamina 10) 26pp
"Double Time" Enhanced Luck 1 [recover Fatigue from Surge instead of Improve Roll] 1pp
"Speed Demon" Enhanced Feat 3 (Evasion, Ultimate Defense, Uncanny Dodge [visual], Quirk: Only vs opponents with lower Init bonus -1pp) 2pp

Equipment ARRAY 4ep + 1ep
BASE "Smoke Grenade" Obscure 2 [visual, 2pp/r]
-- AP "Throwing Blades" Blast 1 (Mighty)

Flashlight, Rope, Wrist Grapple-Gun [Super-Movement: Swinging] 4ep

Feats (30pp): Defensive Roll 5, Dodge Focus 8, Equipment 2, Extraordinary Effort, Improved Initiative 5, Interpose, Move-By Action, Power Attack, Set-up, Taunt, Teamwork 2, Throwing Mastery 2

Skills (17pp / 68r): Acrobatics 8 (+13), Bluff 11 (+13), Climb 2 (+5), Concentration 8 (+8), Escape Artist 8 (+13), Knowledge: Streetwise 6 (+6), Notice 10 (+10), Sleight of Hand 5 (+10), Stealth 8 (+13), Swim 2 (+5)

Offense (24pp): Base Attack 12 (+12), Grapple +15, Knockback -5, Initiative +25
  • +12 High Octane (Touch, Damage, DC 25 Toughness; Autofire, Critical 18-20)
  • +12 Carpe Diem (Touch, Paralyze, DC 20 Reflex)
  • +12 Running Riot (Touch Area, Damage, DC 20 Toughness; Area Targetted: Burst, Selective Attack)
  • +12 Full Throttle (Touch, Damage + Stun, DC 25 Toughness + DC 20 Fortitude; Full Round Action)
  • +12 Throwing Blades (Ranged, Damage, DC 21 Toughness)

Defense (30pp): Base Defense +4 (+12), Toughness +10, Fort 5 (+10), Ref 7 (+12), Will 10 (+10)

Abilities 4 + Powers 78 + Feats 30 + Skills 17 + Offense 24 + Defense 30 = 183

:arrow: This is Dash, version 2.0. She still has much the same capabilities, however the way she is built is more orthodox. All her attacks are now in one array, rather than the effects in one array and the modifiers in another. She has throwing blades instead of rubber pellets, and they are now clearly a separate attack (as Equipment), rather than buying a ranged Blast in powers and making the descriptor do double duty. Her attacks are also now all clearly strength-based. She has lost her Deflect but I would like the ability to stunt area deflects vs fast & slow projectiles with the descriptor of moving very quickly and deflecting projectiles. I waffled on whether to give her Leaping and eventually settled for super-movement instead since I want to give her a weakness vs flyers.

:arrow: Dash is a speedster, but her speed comes from manipulation of kinetic energy rather than an abstract "speed force". She's missing some of the physics-breaking powers that "classic" speedsters have, like the ability to not leave sonic booms behind or be immune to friction. So she cannot produce some effects, like Concealment with the descriptor of moving too fast to see, but she has other powers like enhanced strength and stamina. I decided that Dash's powers are all touch range, so she cannot produce kinetic blasts the way a pure energy controller could except maybe as a power stunt.

:arrow: Dash's background as a street urchin gives her good Bluff, Stealth, Escape Artist, a decent Notice score and some Sleight of Hand. Dash has some feats that are unusual for either energy controllers (Throwing Mastery -- she can't produce energy blasts, so she infuses her throwing blades with kinetic energy instead, Gambit-style) or speedsters (Interpose -- she has low superhuman toughness, so she tries to protect those of the resistance who are 'merely' human).

:arrow: Carpe Diem: Dash drains the kinetic energy out of a victim, paralyzing them. The Paralyze effect is overcome by Fortitude.

:arrow: Running Riot: Dash rushes around, quickly attacking multiple people at once in an area for Damage 5. If you have problems with targetted area attacks (which I still disagree with) I'll just agree not to use adjustment feats, forgo criticals, and roll separately for each enemy targetted.

:arrow: Full Throttle: This is her super attack, a supersonic punch that stuns as well as damages. It's nasty, although as a touch range attack that takes a full round action to use, it can be avoided by moving every round (so that she has to move to get in range of you again, and thus can't use full actions).

:arrow: Need for Speed: This array has three settings. She can focus on being both fast and maneuverable, making her Reflex save Impervious (so she always passes reflex saves against Effects like Snares of lower than rank 12), compensate for vertical or difficult terrain, or go all-out on flat ground.

:arrow: Speed Demon: This power only works against enemies with initiative bonus lower than 25. Pure speedsters (Like Johnny Rocket) with initiative bonuses as high as 40 and above can still beat her, thus against them she cannot use her Ultimate Defense and Evasion feats, and she is considered flat-footed vs them during the surprise round.
Last edited by Ysariel on Sun Jan 12, 2014 11:04 am, edited 4 times in total.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Thu Sep 05, 2013 2:11 pm

PL11/180pp is where the game is at right now.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Crazyivan777 » Fri Sep 06, 2013 11:42 pm

Having spent some time with him, what is Wraith's knowledge of languages other than English?

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Sat Sep 07, 2013 12:21 am

Well you would know he speaks Greek and Latin from his Council files. Or you can use Arcane Lore to use some esoteric magical language.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Crazyivan777 » Sun Sep 08, 2013 1:42 am

I somehow 'edited' instead of 'quoting' a previous post (my lazy way of not putting in new tags for character identification). The post is now at the end of the current thread, where it belongs.

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Gholam » Sun Sep 08, 2013 2:23 am

Hey Ken, you never did mention if any of us (other than Shadow) got a bonus HP for their defeat write-ups...

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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby kenseido » Sun Sep 08, 2013 2:37 am

Sorry, yes, everyone gets an HP for their writeups, including Ysariel for her entrance.
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby catsi563 » Sun Sep 08, 2013 12:53 pm

hehhehehehe looks like someones greek lessons with Bedros paid off :mrgreen:
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Re: [2E] Gulf Coast Guardians [OOC - closed]

Postby Shadowbourne » Sun Sep 08, 2013 2:17 pm

Yeah...it really made no sense to have a Greek character who couldn't speak Greek. This is where M&M fails slightly. Characters who have multiracial background have to BUY that multiracial language skill. It truly doesn't make sense in todays world. Hell...most of the worlds population have more than one language at their disposal.


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