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Metropolis After Dark ("hiatus")

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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Femme Fatale » Mon Apr 30, 2012 4:45 pm

I, unfortunately, do not know much about Asian dragons and seeing as we have less than a week to be totally done, I'm probably not going to learn that much about them other than they have the magical powers i want :P I like the blooded idea. Dragons heirs have high chance to have magical powers. I'll even make it a family tradition thing. Every Generation of the family has one blooded heir and while the whole family has magical knowledge one one of them is blessed with the full power. They usually use their power for heroics, but her? she uses them for mischievous things. She's become an adept thief. She hasn't stolen anything (she didn't want) that she hasn't put back. It's all fun and games to her. Still, i have to make her not be an annoyance to the other characters.

Also, I must build her. That's the hard part :P
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby kenseido » Fri May 04, 2012 6:58 am

No movement on this thread in several days, I hope we aren't getting lost in the shuffle.
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Femme Fatale » Fri May 04, 2012 7:44 am

I'm thinking about using a premade archetype and slapping a story on it. It just seems so lazy :(
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby kenseido » Fri May 04, 2012 7:49 am

Nothing wrong with using an archetype with some tweaks and putting your story on it.

To me, the story is far more important than the build, anyway.
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby baixiwei » Fri May 04, 2012 7:58 am

I agree with Kenseido. Think of it as like writing a sonnet: there's nothing lazy about taking an established poetic form and instantiating it with your own, original content. Likewise for established superhero templates. I actually find riffs on well-known archetypes to be the most interesting, when the creator takes something familiar and turns it into something fresh and new.
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Crazyivan777 » Fri May 04, 2012 9:51 am

Mkay, finally sat down and hammer out Alex's sheet this evening (Currently pitched hero name: The Fool). He's 8 points rich, and I'm thinking he's already a little under-powered, so I'm seeking suggestions as to how to better put him together within the given limits.

THE FOOL
Man outside of fate


Identity: Public ID

APPEARANCE
Gender: Male
Age: 23
Size: Medium
Height: 6'1
Weight: 167
Hair: black
Eyes: green

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 10 (+0)

COMBAT
Attack 2 (Melee 2, Ranged 9) [Unarmed +0 (Bruise)]
Defense 9 (3 flat-footed)
Initiative 2

SAVES
Toughness 8 (5 flat-footed)
Fortitude 3
Reflex 6
Will 7

SKILLS
Bluff (+0)
Climb (+0)
Concentration 4 (+6)
Diplomacy (+0)
Disguise 8 (+8)
Escape Artist (+2)
Gather Info (+0)
Handle Animal (+0)
Intimidate (+0)
Investigate 8 (+10)
Knowledge
-Arcane Lore 4 (+6)
-Life Sciences 8 (+10)
-Streetwise 2 (+4)
Medicine 10 (+12)
Notice 8 (+10)
Profession 8 (+10)
Search 8 (+10)
Sense Motive (+2)
Stealth 10 (+12)
Survival (+2)
Swim (+0)

LANGUAGES
English, Latin, Spanish

FEATS
Ambidexterity
Attack Focus, Ranged (7)
Benefit (1) (Doctor, or Cipher if Doctor is assumed)
Defensive Roll (3)
Dodge Focus (3)
Elusive Target
Fearless
Hide in Plain Sight
Improved Aim
Precise Shot (2)
Skill Mastery (1) (Stealth, Medicine, Notice, Concentrate)

POWERS
Probability Control (Alt power: Deflection) 8
Blast (Affects Insubstantial, Ricochet) (Device, hard to lose) 9
Super-senses (Detect 'cheating fate', ranged, sense) 3
Troubleseeker 4
Mental Transform (Erase memories) 7
Protection (Impervious) 4


MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft

LIFTING
Light: 33 lbs, Med: 66 lbs, Heavy: 100 lbs
Max: 200 lbs, Push: 500 lbs

DRAWBACKS
Obligation: Alex is obligated to seek those who are 'cheating their fate' and put them either back on the right path, or eliminate them.
Enemy: Those that are altering fate tend to realize there's a hunter after them, and sometimes act... Proactively.



SUMMARY
Abilities 14 + Skills 20 (80 ranks) + Feats 22 + Powers 75 + Combat 16 + Saves 11 – Drawbacks 0 = 158 / 158
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Femme Fatale » Fri May 04, 2012 5:08 pm

Gilliam wrote:Image
You know, the devil would be jealous of your silver tongue.
I know.
I've met him.


Zatanna
Zatanna Zatara

Archetype: Mystic (Stage Magician)
Power Level: 10 (150pp)
Trade-Offs: Att +0/Dam +0; Def +0/Tou +0
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Mental Senses, Power Stunt, Ritualist


Abilities: STR: 12 (+1), DEX: 16 (+3), CON: 12 (+1), INT: 16 (+3), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 2 (+5), Bluff 5 (+8/+12 [Attractive]), Diplomacy 3 (+6/+10 [Attractive]), Disable Device 4 (+7), Disguise 2 (+5), Escape Artist 5 (+8), Handle Animal 4 (+7), Knowledge (arcane Lore) 7 (+10), Knowledge (popular culture) 5 (+8), Language 4 (Backward Speech, Latin, 2 free slots; Native: English), Notice 3 (+6), Perform (stage magic) 7 (+10), Search 4 (+7), Sense Motive 4 (+7), Sleight of Hand 7 (+10), Stealth 2 (+5)

Feats: Attack Specialization 2 (Magic), Attractive 1, Defensive Roll 3, Distract (Bluff), Dodge Focus 1, Fascinate (Perform), Set-Up, Skill Mastery 1 (Bluff, Escape artist, Perform [stage magic], Sleight of Hand), Sneak Attack 1, Trance

[Luck 2, Quick Change 2]

Powers:

Homo Magi Senses (Super-Senses 13 [Detect 2 (magic, mental), Magical Awareness (mental), Accurate (mental senses), Acute (mental senses), Extended 2 (mental senses)]; PF: Innate; 14pp)
Levitation (Flight 4 [100 mph]; PF: Subtle 1; Drawbacks: Power Loss 2 [unable to speech]; 7pp)
Magical Ward (Linked Powers [Force Field + Shield]; Drawbacks: Power Loss 2 [unable to speech]; 5pp)
-- Force Field 6 (Drawbacks: Part of Bosy 1 [hemisphere])
-- Shield 4

Magic (Array 11; PF: Affect Insubstantial 2, Alternate Power 9; Drawbacks: Power Loss 2 [unable to speech]; 31pp)
-- Base Power: Practical Magic (Enhanced Feats 4 [Bishoujo, Endurance 1, Quick Change 2])
-- AP: Animate Object 6 (PF: Progression 3 [10 objects])
-- AP: Counterspell (Nullify 10 [all effects with the magic descriptor])
-- AP: Elemental Control (Move Object 10; PF: Variable Descriptor 1 [any elemental]; Extra: Damaging; Flaw: Limited Material [one element at time])
-- AP: Healing Magic (Heal 5; PF: Stabilize; Extra: Range 1 [ranged], Total)
-- AP: Hypnosis (Mind Control 10; Extra: Conscious; Flaw: Sense Dependent [auditory])
-- AP: Illusion 6 (All Senses; PF: Progression 4 [Area]; Flaw: Phantasm)
-- AP: Magic Missile (Blast 7; Extra: Autofire 1)
-- AP: Teleport 9 (Extra: Accurate; Flaw: Long-Range Only)
-- AP: Top Hat Trick (Dimensional Pocket 7; Extra: Range 1 [ranged])

Magical Mastery (Enhanced Feats 2 [Luck 2]; FLaw: Limited [Magic Power Stunts])

Combat: Attack +6 (+10 magic); Damage +1 (unarmed), or by power of choice; Defense +6/+10 with Magical Ward (+3 Flat-footed); Initiative +3

Saves: Toughness +4/+10 with magical ward, Fortitude +5, Reflex +6, Will +8

Abilities 28 + Skills 17 (68 ranks) + Feats 13 + Powers 58 + Combat 22 + Saves 12 + Drawbacks 0 = 150
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby baixiwei » Fri May 04, 2012 5:14 pm

Heh, I was just browsing that build over in Roll Call, and now here it is! :)
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Femme Fatale » Fri May 04, 2012 5:31 pm

I was thinking about making a Zatanna build earlier today. This build just cinched it. Also, I think i might be part psychic :lol:
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Silhouetted Lady » Fri May 04, 2012 5:47 pm

Would Drain Constitution be affected by sneak attack and mighty? If not can I make a Stunning Attack style feat that turns all my damage into Drain Constitution?
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby kenseido » Fri May 04, 2012 5:56 pm

Since Sneak Attack and Mighty are specifically damage based, they would not affect Drain.
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Silhouetted Lady » Fri May 04, 2012 7:27 pm

Silhouetted Lady is done, I believe. I replaced the old build with a slightly new one. Can some one please check it out? Here's the build
Silhouetted Lady, Power Level 10

Str 14 Dex 14 Con 14 Int 14 Wis 14 Cha 10
Skills: Acrobatics 8 (+10), Concentration 8 (+10), Knowledge (arcane lore) 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)
Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus 3 (melee), Attack Specialization (shadow sword) 2, Defensive Attack, Defensive Roll 4, Equipment 2 (cell phone, sanctum sanctorum), Improved Initiative 1, Move-By Action, Luck 2, Power Attack, Ritualist, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Sneak Attack 4, Trance, Ultimate Effort (Knowledge [arcane lore])
Powers: Concealment 10 (all senses, Power Feats: Close Range. Selective), Flight 2 (Power Feats: Subtle), Immunity 3 (aging, need for sleep, starvation and thirst), Protection 4 (shadow armor, Extras: Impervious 6), Strike 3 (shadow sword, Power Feats: Affects Insubstantial 2, Critical Strike, Improved Critical 2, Mighty, Shadow Strike, Subtle, Variable Descriptor [physical/shadow]), Super-Senses 2 (Darkvision)
Combat: Attack +3 (ranged), +6 (melee), +10 (sword), Grapple +8, Damage +2 (unarmed), +5 (shadow sword), +7 (unarmed sneak attack), +10 (shadow sword sneak attack), Defense +10 (+3 flat-footed), Knockback -5, Initiative +6
Saving Throws: Toughness +10 (+6 flat-footed), Fortitude +8, Reflex +8, Will +8
Abilities 20 + Skills 14 + Feats 27 + Powers 54 + Combat 16 + Saves 18 = Total 150
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Femme Fatale » Sun May 06, 2012 5:01 am

Well, this is the day. I'm sure my effort of picking a preestablished character and using someone else's build will pay off! No seriously, good luck guys :D
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby kenseido » Mon May 07, 2012 8:22 am

My interest in thsi game has totally fizzled. I am withdrawing my submission.
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Re: Metropolis After Dark (2e, recruiting ends May 6)

Postby Nineofspades » Mon May 07, 2012 8:34 am

kenseido wrote:My interest in thsi game has totally fizzled. I am withdrawing my submission.


I'll admit, my feelings are much the same, so I'll withdraw as well. Good luck to everyone else.
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