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2E Time of Crisis OOC (Act 2) - Ended

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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Thu Apr 19, 2012 4:05 pm

Reduced toughness by 6 and increased Defense to 12.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby fsedb » Thu Apr 19, 2012 4:20 pm

I have had a character concept for an Immortal swords man who has control over darkness running around in my head for a while now ( I’m calling him Eventide the Twilight Immortal). However I see that you have had both a darkness controller and an Immortal swords man in your group. I don’t want to step on anyone’s toes, past or present, with this guy and so I wonder if I should even write him up for your game.

Just as an fyi he would be different from Celestial almost completely as he will use different powers and he will not be as strong of a swords man as Mizuki as he will have more points invested in his powers.

EDIT: The more I think about him the less I want him to fight with a sword...
Last edited by fsedb on Sun Apr 22, 2012 8:37 am, edited 1 time in total.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Thu Apr 19, 2012 5:28 pm

XeroKhan wrote:BIO
....

Honestly, this sounds like a pitch for a comic book, not a bio. Why does he do what he does? Does he have a life outside of The White Phantom? Anyone he knows? As it is, he seems like a blank.

XeroKhan wrote:STATS (30 pp)
STR 16, DEX 20, CHA 16, INT 10, WIS 18, CHA 10

Nothing really to complain about here. I assume the first CHA is supposed to be a CON?

XeroKhan wrote:SAVES (13 pp)
Toughness +5
Fortitude +6
Reflex +8
Will +7

Overall, a tad low, but not horribly so. Not sure where you're getting 13 points, though. Your exotic saves cost 9 and you can't buy Toughness us by itself unless you're a Construct.

XeroKhan wrote:SKILLS 9
Acrobatics 4 (+9), Bluff 4 (+4) Climb 4 (+7), Escape Artist 4 (+9), Investigation 4 (+4), Notice 4 (+8),
Search 4 (+8), Stealth 4 (+9), Survival 4 (+8)

... so he's competent in a number of areas, but has no real skills outside of immediate combat ones? And not much past competent on most of them? I'd prefer that you had a few "fluff" skills like Knowledge and Profession to round him out. And decide what he excels in.

XeroKhan wrote:FEATS (11 pp)
Diehard, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Hide in Plain Sight, Prone Fighting,
Taunt, Track, Uncanny Dodge (hearing)

As seen earlier on the page, I'm kind of picky on my Evasion, thinking of getting pickier. Why does he have Evasion 2? And Fearless will essentially only protect you against fear powers. And why does he have this strange immunity to fear?

XeroKhan wrote:Immunity
....
-Fatigue

Just to be clear, that's just Fatigue powers, not Extra Effort fatigue. People get confused on that count sometimes.

XeroKhan wrote:Regeneration 44
-Persistent

... No. There's nothing in the background which justifies him automatically shrugging so much off, and this would just force me to have villains be more lethal so as to make sure he stays down.

XeroKhan wrote:COMBAT (44 pp)
Attack +10, Grapple +13, Damage +3 (unarmed), +10 (Killij)
Defense +12, Knockback -5, Initiative +5

If you're looking to trim points, you currently have a guy with no ranged attacks and yet you've bought up 10 ranks of attack bonus. You might want to consider moving some of that to Attack Focus (Melee) or even Attack Specialization for your weapon (although don't go crazy on the latter. A rank or two at most).

XeroKhan wrote:DRAWBACK (-8 pp)
1) Power Loss (Regeneration) when in contact with Chlorine (-3 pp)
2) Weakness to Chlorine [-1 to all, DC 25] (Major and Common) (-5 pp)

I'm with the others. This is excessive. First of all, the only time the game calls out a -3 for Power Loss is a loss of all powers. Secondly, the choice of chlorine sounds very odd. Is he powered by a fungal infection? Did he have a bad experience with a swimming pool?

XeroKhan wrote:COMPLICATIONS

1) Being weak against Chlorine, Phantom will move a good distance away.

2) Being a thief, will try to steal what he wants without question.

Any problems?

The second is a valid complication. The first... if he has a phobia of chlorine, I suppose I could see that as a complication. Does he have any loved ones? Enemies? A day job?

He currently has 30 pp of abilities, 9 pp of skills, 11 pp of feats, 74 pp of Powers, 44 pp in combat, and 9 pp on saves. Before the drawbacks, that's 177 pp... even if I did allow the drawbacks above, you're way over.

I'd say dump a lot of the Regeneration and decide how you want your character to play and who he is besides a CIA experiment.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Thu Apr 19, 2012 5:38 pm

fsedb wrote:Just as an fyi he would be different from Celestial almost completely as he will use different powers and he will not be as strong of a swords man as Mizuki as he will have more points invested in his powers.

:) And neither of those two are still in the game... they dropped out after the first act (a bit before for Celestial), so the slot's still open if that's what you wanted.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Thu Apr 19, 2012 7:16 pm

Fixed the stats BIG TIME. Any problems now?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Thu Apr 19, 2012 7:56 pm

XeroKhan wrote:Fixed the stats BIG TIME. Any problems now?

You're closer. Thank you for rounding things out a bit. I still have a few issues.

First off, what exactly is in your Regeneration 36?

Secondly, what's the raison d'être for your character and his powers? Sure, he's a guy empowered by fungus (and frankly, I didn't expect that to get integrated into the character) but why does that give him the regeneration and those immunities? Why is he carrying around a sword which, in anyone's hands, hits harder than a rocket launcher?

Thirdly, you can't just have "Reflex Saves" under Second Chance. Picking skills is stretching it as it is. The book lists a reasonable choice as something like "Reflex saves when preventing yourself from falling" or I have a character who has Second Chance on "Reflex saves versus Area attacks". And why does he have Second Chance on these things? Is preternaturally lucky? Trained extensively in a certain situation? Takes advantage of an odd form of quantum warping where he literally does the act twice and picks the better result?

Lastly, your drawbacks are still a bit wonky. Losing all of your powers is listed as 1-3 pp with 3 for something that's pretty omnipresent. How often do you expect to run into Chlorine?

Like I said, you're getting closer. You just need to flesh the character out. Take a look at some of the bios of people in the game. They have families. They have enemies. They have lives and goals outside of their superhero lives. To give a minor example, why does The White Phantom steal? Is it a way of getting back at his captors? Does he suffer from kleptomania, stealing without meaning to? Is he secretly afraid of not having sufficient resources? Does he do it to show how clever he is?

Lastly, why would he be interested in saving the world?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby FuzzyBoots » Fri Apr 20, 2012 6:46 am

I will be out of town for the weekend. Bringing my computer with me, but goodness knows what the network access will be like. :) So if you don't hear from me, don't panic.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Femme Fatale » Fri Apr 20, 2012 1:08 pm

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Name: Whisper-In-The-Wind
Quote: "If you catch it, don't ever let it go."
Power Level: 10
Concept: Trickster Totem
Occupation: Bartender
Real Name: Marilyn Olivia Nash
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Freedom City
Marital Status: Single
Living Relatives: Jack Nash (father), Hope Nash (mother), Jerome Nash (brother)
Height: 5 ft. 8 in.
Weight: 150 lbs.
Eyes: brown
Hair: brown

Marilyn grew up in a very tightknit circle of family. Growing up in the inner city, that's all she had. Her mother and father both worked two jobs a piece to keep everyone fed and warm. She was the youngest of three children. She had two brothers. Her great-grandmother on her mother's mother's side lived with them also. Nana Nelson taught Marilyn many things. Mostly oral tradition of the family, but what really interested Marilyn was the connection to the spirit world. Every female in her bloodline was privy to it, they just had to want to learn. Nana Nelson saw Marilyn's burning desire and her totem. Nana taught Marilyn that everyone had a totem, some were just more in tune with theirs than others. So when Marilyn was young, Nana brought her to the spirit world to speak to her totem. It was a raven. Nana told Marilyn that it would be hard to become one with the trickster totem, but if she did it would be very rewarding. It would take years for Marilyn to make peace with the bird and even then she could not trust it fully. Nana died, but not before giving Marilyn the one piece of advice she would remember to this day. "If you catch it, don't ever let it go. Don't ever let it go." Marilyn continued her trips to the spirit world alone, the raven being her only guide now. There was many trying times, but every time life got hard she remembered her motto "Don't ever let it go." While she is no Superman, she's been using her totem powers to fight crime. True, the raven totem doesn't make you a boy scout, but it does teach you lesson. Trickster-style.

Complication

Secret Identity - Being a superhero with family, you have to separate the two so you don't get them in your trouble

Dual Spirit - The raven totem abides in her soul and some times it flares to a life it's own, taking Marilyn along for the ride. While not malicious, the trickster totem will not stop until someone has "learned their lesson".

Str 10 (+0)
Dex 14 (+2)
Con 14 (+2)
Int 14 (+2)
Wis 14 (+2/+8)
Cha 14 (+2/+8)
(20points)

Tou +9
Fort 4 (+6)
Ref 4 (+6)
Will 4 (+12)
(12points)

Bluff 12 (+20)
Craft (artistic) 8 (+10)
Disguise 0 (+38 with Morph)
Notice 8 (+16)
Sense Motive 12 (+20)
Stealth 8 (+10)
(12points)

Distract (Bluff)
Fascinate (Bluff)
Redirect
Taunt
(4points)

Alternate Form 3 (raven)
Comprehend 2 (speak to and understand animals, Flaws: Limited [birds]) [2pp]
Flight 2 (Drawbacks: Power Loss [if wings are bound]) [3pp]
Shrinking 8 (Feats: Innate, Drawbacks: Full Power) [8pp]
Super-Senses 2 (darkvision) [2pp]


Enhanced Charisma 12

Enhanced Wisdom 12

Magic Powers Array 9
*Fatigue 9
**Comprehend 4 [speak and understand all languages, speak to and comprehend animals] and Invisibility 2 [all visual senses]
**Confuse 9
**Illusion 9 [auditory and visual senses; Flaws: Phantasms]
**Morph 6 [any form]

Protection 7
(68points)

Attack +11
Grapple +11
Damage +0 (unarmed), +9 (fatigue)
Defense +11 (+6 flat-footed)
Knockback -4
Initiative +2
(44points)
Last edited by Femme Fatale on Mon Apr 30, 2012 2:38 pm, edited 4 times in total.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Femme Fatale » Fri Apr 20, 2012 1:11 pm

The build isn't mine. I got it from Instant Superheroes. This is the Raven Totem. I'm working on a story right now and I've pretty much got it in my head, just need to write it down to make sense.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Bill from Accounting » Fri Apr 20, 2012 2:00 pm

Maybe it's because I can't get myself in closer quarters, maybe it's because I'm just playing terribad, but I don't seem to add much. >_>
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby XeroKhan » Fri Apr 20, 2012 2:06 pm

Grabbed a broom and cleaned up the Phantom. Any probs?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Femme Fatale » Fri Apr 20, 2012 2:12 pm

I notice we have 160 points, is there a way I could build "turn into a raven" for 10 points?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby badpenny » Fri Apr 20, 2012 2:31 pm

Femme Fatale wrote:I notice we have 160 points, is there a way I could build "turn into a raven" for 10 points?


You already have Flight and Morph, which would allow you to turn into a raven of human-sized mass. If you wanted to turn into an actual raven, you'd need about three ranks of Shapeshift to account for the bird's stats, which is over the slot base cost of 18 points. If you limited the Shapeshift to just a raven form, you could swing it.

**Comprehend 4 [speak and understand all languages, speak to and comprehend animals] and Invisibility 2 [all visual senses]


This is a weird slot. I know it's from the template, but it's still weird. I don't know what Comprehend has to do with Concealment. Feels like they just tucked some extra powers into the slot because there was room.
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby Femme Fatale » Fri Apr 20, 2012 2:40 pm

badpenny wrote:You already have Flight and Morph, which would allow you to turn into a raven of human-sized mass. If you wanted to turn into an actual raven, you'd need about three ranks of Shapeshift to account for the bird's stats, which is over the slot base cost of 18 points. If you limited the Shapeshift to just a raven form, you could swing it.
I was thinking Alternate Form with some attached disabilities (can't speak, no hands). Are there official stats for a raven? All I can think of is Shrinking 8 and Flight 2 (which I already have). Maybe some low-light/darkvision? I'm stumped.

badpenny wrote:This is a weird slot. I know it's from the template, but it's still weird. I don't know what Comprehend has to do with Concealment. Feels like they just tucked some extra powers into the slot because there was room.
It's more for the archetype. What magical trickster hasn't pulled "i've been here listening all along"?
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Re: 2E Time of Crisis OOC (Act 2) - Recruiting 1

Postby badpenny » Fri Apr 20, 2012 2:47 pm

Femme Fatale wrote:I was thinking Alternate Form with some attached disabilities (can't speak, no hands). Are there official stats for a raven? All I can think of is Shrinking 8 and Flight 2 (which I already have). Maybe some low-light/darkvision? I'm stumped.


There's not an actual raven in the core book, but there are stats for a hawk and an owl (pg. 231)

I don't know how much those "disabilities" would be worth since you could always change back into your human form.
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