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Emerald City Knights OOC

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Re: Emerald City Knights (Recruiting till 2/19)

Postby catsi563 » Mon Feb 13, 2012 3:52 pm

Precise Attack 2 gets you 2 kinds of Precision, so you need to add another one. Ranged, Concealment, makes the most sense.


Fixed for cover concelament

For immunity from all heat/plasma descriptor effects, you'd need 10 ranks of Immunity, not 5. 5 Gets you Immunity to a particular Damage descriptor.



Ill prooably work 5 pp to evebtualy give her full firebased immunity for 10 she should eb able to walk on the surface of the sun with no issues but thats for a more powerful build :D

Parry 4 will leave you really vulnerable to close-range attacks, you'll be effective only PL 8 on defense against them. You might want to raise that to at least 7.


I went and adjusted it but honestly she was meant to be a bit vulnerbale, what balnced it was that she has ehr energy aura which is now down to 1 rank thatll need to be upped later as well.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Nineofspades » Mon Feb 13, 2012 4:00 pm

I'll toss my hat into this one, though do bear in mind that I am less than fully familiar with Emerald City, so if I make any mistakes or misjudgments, please do not hesitate to point them out. Its the only way I'll learn afterall.

Anyhow, I have a potential ideas to pitch, so let me know if its any good.

One idea is for a Djinn right out of the lamp, in the most literal of senses. After having been imprisoned and forced into servitude for ten thousand years, she was, up until recently, the unwilling pawn of the Nefarious Criminal Sinbadder, a brutish thug with delusions of grandeur who just happened to luck out on actually finding a magical lamp. However, the terms of her entrapment recently expired, freeing her from servitude. Eager to doll out some very, very long overdue payback to the criminal element for using and abusing her abilities for 500 or so generations. Power wise, I think we'd be looking at some sort of Transform, with a smattering of thematic alternate powers.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Bombaatu » Mon Feb 13, 2012 4:03 pm

Bastion

Image

A compound just outside Fallujah, Iraq

*"Sigma-Two, report"*
Even with the volume turned down, the sound made him jump slightly. "Ooo... big, bad Ranger", he thought. "Get it together, soldier." He keyed his throat mike twice: the ready signal.
*"Roger, Sigma-Two. Proceed."*

Sgt. Michael Rooker signaled the rest of his Ranger squad to follow. Their task was simple but mission-critical: take out the guard outpost without alerting the compound. They moved out with silent, practiced precision.

A guard wandering outside smoking a cigarette was the first. Sgt. Rooker came in low and from behind. His hand closed over the guard's mouth and nose, jerking the head to the side. Insert the K-Bar knife into the foramen magnum, the hole at the base of the skull, and scramble the brains: one down, no noise.

The breach was next. A small flexible camera was inserted under the door to show them the room's occupants: three men. Two were playing cards at a rickety folding table while a third with his back to the door was manning a radio: that one would be first. They moved into position surrounding the door and readied their suppressed MP-5's. A small shaped breaching charge was placed on the knob - risky, but quieter than kicking it in. Video cameras on their helmets were switched on to relay the action back to base. Michael held up his fingers: three, two, one, *whump*.

Sgt. Rooker was the first in, eyes on the radio-man. He depressed the trigger, sending silence fire into his back. Even in the close confines, the sound was barely more than the rattle of a bicycle chain and the clatter of falling brass shells. The card-players were similarly caught unawares and were quickly dispatched by other squad members. A chorus of whispered "clear"s followed and Michael could briefly relax. He keyed his throat mike: "Sigma-Two, clear. Four bandits down."

"Hey, Sarge... you need to see this." Michael walked over as the specialist turned over the "radio-man"'s body. The dead eyes of a ten-year-old boy stared up at the ceiling... and his killer. Michael staggered backwards... a kid. He had killed a damned kid. He stumbled over to the cracked sink and vomited for what seemed hours. "You okay, Sarge?" Dumb question.

---------------------------------------
Landsthul Regional Medical Center, several months later

"Sgt. Rooker reports as ordered, sir."

Colonel Shepperd looked up from the file he was perusing, then closed it. Michael could see his name on the front - it was a thick file. "Take a seat, Sergeant." The Colonel watched with an analytical mind as Michael sat - despite months of therapy and treatment, the younger man was still tortured. Tension sang out in every movement and every expression was haunted by that terrible event.

"Sgt. Rooker, I'll be brief; I have a choice to make. I can either recommend your discharge under Regulation 625-200 Chapter 5, thereby wasting a highly-trained and valuable asset. Or I can send you back to your unit where you might and most probably will break, jeopardizing not only your life but the lives of your entire squad. As you might imagine, neither of these possibilities appeals to me."

Michael started to open his mouth in protest but Shepperd raised his hand to stop him. The Colonel's voice softened into his 'therapist mode'. "Michael, you've been through hell. Anybody would have cracked after that, and anyone who wouldn't isn't fit to wear the uniform. I cannot in good conscience allow you to return to the field, but that doesn't mean you can't still serve."

Sgt. Rooker's apprehension changed to curious interest. "A third possibility has presented itself. Have you heard of AEGIS?" Michael nodded - they were some sort of anti-super enforcement agency. "Well, son, it turns out they are in need of someone who has your training and mind-set; someone who has a keen tactical mind, extensive combat experience, in excellent physical condition… and who will not kill. Interested?"

-------------------------------------
Emerald City AEGIS Field Office

<<Michael flashes back to the DNAscend process & his training, then reports for duty to the Agent in Charge>>

Bastion - PL 10

Strength 5, Stamina 7, Agility 8, Dexterity 5, Fighting 8, Intellect 3, Awareness 2, Presence 2

Advantages
Agile Feint, Assessment, Benefit: AEGIS Agent, Close Attack 5, Equipment 1, Great Endurance, Improved Critical: Shield Attacks, Inspire 4, Luck 2, Power Attack, Set-up, Skill Mastery: Acrobatics, Takedown, Teamwork

Skills
Acrobatics 4 (+12), Expertise: Tactics 5 (+8), Insight 6 (+8), Intimidation 3 (+5), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Thrown Weapons 8 (+13), Technology 2 (+5), Treatment 2 (+5)

Powers
Diamond-Alloy Shield (Easily Removable (indestructible))
. . Shield Block: Enhanced Trait 8 (Traits: Dodge +4 (+13), Parry +4 (+13))
. . Shield Usage
. . . . Shield Bash: Strength-based Damage 2 (DC 22; Penetrating 3)
. . . . Shield Deflect: Deflect 13 (Reflect; Reduced Range: close)
. . . . Shield Fling: Burst Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, DC 20; Alternate Resistance (Dodge), Burst Area 2: 60 feet radius sphere, Selective; Instant Recovery, Limited: Ranged Attack only, Limited Degree)
. . . . Shield Throw: Strength-based Damage 2 (DC 22; Increased Range: ranged [5 extra ranks], Penetrating 3)
DNAscendant Program (Advantages: Great Endurance)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour; Check Required: DC 11 - Athletics)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round; Check Required: DC 11 - Athletics)

Equipment
Binoculars, Commlink, Lock Release Gun, Multi-tool, Restraints

Offense
Initiative +8
Grab, +13 (DC Spec 15)
Shield Bash: Strength-based Damage 2, +13 (DC 22)
Shield Fling: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Shield Throw: Strength-based Damage 2, +13 (DC 22)
Throw, +13 (DC 20)
Unarmed, +13 (DC 20)

Complications
Honor: Michael has a very strong sense of honor and duty stemming from his time in the service. He is also highly patriotic.
Identity: Michael Rooker
Motivation: Atonement: Michael is haunted by an incident in Falujah where he mistakenly killed a child.
Responsibility: Bastion is an agent of AEGIS

Languages
English

Defense
Dodge 13/9, Parry 13/9, Fortitude 9, Toughness 7, Will 9

Power Points
Abilities 80 + Powers 18 + Advantages 21 + Skills 21 (42 ranks) + Defenses 11 = 151


Credit-where-credit-is-due time: thanks to TheJoshie for "Anthem" - the source of much inspiration for this build.
Last edited by Bombaatu on Mon May 14, 2012 12:58 pm, edited 5 times in total.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Kreuzritter » Mon Feb 13, 2012 4:03 pm

okay, so i noticed what you'd said about the increased mass feature, so i took those 3 points to raise Rocky's awareness by 1 (and adjusted derived values accordingly), and used its leftover point to bring his fort save back up to 14
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:04 pm

Nineofspades wrote:I'll toss my hat into this one, though do bear in mind that I am less than fully familiar with Emerald City, so if I make any mistakes or misjudgments, please do not hesitate to point them out. Its the only way I'll learn afterall.

Anyhow, I have a potential ideas to pitch, so let me know if its any good.

One idea is for a Djinn right out of the lamp, in the most literal of senses. After having been imprisoned and forced into servitude for ten thousand years, she was, up until recently, the unwilling pawn of the Nefarious Criminal Sinbadder, a brutish thug with delusions of grandeur who just happened to luck out on actually finding a magical lamp. However, the terms of her entrapment recently expired, freeing her from servitude. Eager to doll out some very, very long overdue payback to the criminal element for using and abusing her abilities for 500 or so generations. Power wise, I think we'd be looking at some sort of Transform, with a smattering of thematic alternate powers.


That sounds pretty cool to me. Although, there's an official Freedomverse character that might work well in the backstory-Doctor Azoth, an immortal Egyptian alchemist.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:12 pm

Bombaatu wrote:Ok, here's the first pass at the Cap-clone.
Bastion - PL 10
Advantages
Agile Feint, Assessment, Close Attack 5, Great Endurance, Improved Critical: Shield, Inspire 4, Luck, Set-up, Skill Mastery: Acrobatics, Takedown, Teamwork


Looks like you have 18 points of Advantages, not 17.

Also, and this is just a pet peeve of mine, but why not just have Stamina 7, instead of Stamina 5, and Protection 2? Its less book-keeping, and it certainly makes sense for the character concept-Captain America probably has Stamina 7.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:18 pm

Kreuzritter wrote:okay, so i noticed what you'd said about the increased mass feature, so i took those 3 points to raise Rocky's awareness by 1 (and adjusted derived values accordingly), and used its leftover point to bring his fort save back up to 14


I hate to quibble so much, but with Rocky's new Will save, he breaks caps. Will 7+Fortitude 14=21=PL 11. 20 is the max a PL 10 character can have for Fort and Will combined.

Luck's always a good point sink if you can't think of anything else.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby ClassDunce » Mon Feb 13, 2012 4:29 pm

Arthur Eld wrote:@ClassDunce: Looking over your build, it looks like you have some extra points, 4 by my count. You're only spending 15 on Defenses, not 19 (8 for Dodge 8, 7 for Will 8. 7+8=15)


I would have to actually go home and look at my Herolab to look over the build but I think that the descrepency comes from his ranks in Growth. I'll have to check it out though, herolab doesn't usually mess up on things like that.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby kenseido » Mon Feb 13, 2012 4:31 pm

Arthur Eld wrote:@Kenseido: Likewise, looks like you're only spending 36 points on powers, leaving you with 2 points unspent.


I am still counting 38. Did you miss the Immunity 2 (Disease and Poison) outside the container?
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:32 pm

ClassDunce wrote:
Arthur Eld wrote:@ClassDunce: Looking over your build, it looks like you have some extra points, 4 by my count. You're only spending 15 on Defenses, not 19 (8 for Dodge 8, 7 for Will 8. 7+8=15)


I would have to actually go home and look at my Herolab to look over the build but I think that the descrepency comes from his ranks in Growth. I'll have to check it out though, herolab doesn't usually mess up on things like that.


Yeah, you're right, now that I think about it. Growth would have lowered your Dodge and Parry by 2 each, so to have them at 8 means you're actually spending 10 on Dodge and 2 on Parry. My bad.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:33 pm

kenseido wrote:
Arthur Eld wrote:@Kenseido: Likewise, looks like you're only spending 36 points on powers, leaving you with 2 points unspent.


I am still counting 38. Did you miss the Immunity 2 (Disease and Poison) outside the container?


Yeah, for some reason I totally missed that. My eyes sort of slid from the Alt Form to Advantages.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Kreuzritter » Mon Feb 13, 2012 4:33 pm

Arthur Eld wrote:I hate to quibble so much, but with Rocky's new Will save, he breaks caps. Will 7+Fortitude 14=21=PL 11. 20 is the max a PL 10 character can have for Fort and Will combined.

Luck's always a good point sink if you can't think of anything else.


Went with Fast Grab, actually.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby kenseido » Mon Feb 13, 2012 4:36 pm

Arthur Eld wrote:Luck's always a good point sink if you can't think of anything else.


Even if they did wuss it down a bit in 3E.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Bombaatu » Mon Feb 13, 2012 4:46 pm

Arthur Eld wrote:
Bombaatu wrote:Ok, here's the first pass at the Cap-clone.
Bastion - PL 10
Advantages
Agile Feint, Assessment, Close Attack 5, Great Endurance, Improved Critical: Shield, Inspire 4, Luck, Set-up, Skill Mastery: Acrobatics, Takedown, Teamwork


Looks like you have 18 points of Advantages, not 17.

Also, and this is just a pet peeve of mine, but why not just have Stamina 7, instead of Stamina 5, and Protection 2? Its less book-keeping, and it certainly makes sense for the character concept-Captain America probably has Stamina 7.


Great Endurance is purchased as an Enhanced Advantage in the "DNAscentant Program" power, but I can edit if that'll make things easier.
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Re: Emerald City Knights (Recruiting till 2/19)

Postby Arthur Eld » Mon Feb 13, 2012 4:57 pm

Personally I usually leave Enhanced Advantages out of the Advantage line, but I know some people put them in for completeness. Might make it easier if you indicate its Enhanced though, italics is a popular choice.
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