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angrydurf

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  1. angrydurf

    Mall Rats

    Mike clumped down the stairs of the city bus squinting into the to bright sun as he followed his bossy friend on her errands of the day. She of course had made him a list as well which lie crumpled in his pocket, as Alex vanished into the mall he lengthend his stride to catch up and fished the list form his pocket to see where she was heading. Once he cought up with his companion Mike retorted "Theres nothing good playing anyway, and we don't even know what kinda classes we're gonna have how did you even make this?" He gestures at the lengthy scroll she had presented to him when she arrived at his house earlier that day.
  2. Ok cool. So I switched the superfluous status to 4 ranks of notice and bolded stuff.
  3. Bolded stuff The defense is there becasue I see it as being thematic that his defenses are from his powers more than native ability. Kinda like a combination of improved reflexes and improved senses to notice attacks etc. As for what he'll do is he'll grow into the Hero he can be. He's kinda messed up in the head right now but deep down he has the drive to help people and if he's honest with himself he dreams of being a Hero. Right now he's stuck on this idea that its too dangerous, basically he's affraid to use his powers for fear of colateral damage but if debris from a colapsing building is gonna fall on bystaders or villians are threatening inocents he'll step up because he deep down can't just stand by. He's young and frightened right now but he has it in him to be a big time Hero if he gets over himself. So thats kinda the RP road ahead for him. He's early career spidey or supper boy. He wishes he could just be normal/live a normal life but its not in the cards because he isn't normal, he has the power to make things better and his morals in the end won't let him not do so.
  4. Fixed a miscalculation on Knockback. Didn't realize impervious toughness wasn't cut in half.
  5. Sorry I misread that, thought it just healed the fatigue result not took it on itself. Removed energizing upped the healing rank to 9.
  6. Edited for the wealth rule change. Also dropped the progression from concealment and sedation from the stun (it already had sleep so wasn't needed) this let me drop the array to an 18 point array instead of 20. Bought status and equipment with the extra points
  7. As for security I woudl say 15 as a base makes sense even for the rich. The rich woul have an alarm and contact the police/security whereas the average house has just locks if you want a guarded compound I think thats HQ range. Also the higher your wealth the better neighborhood your house is in and that means quicker police response to alarms/calls.
  8. Edited. thought I had got that on the first pass sorry :)
  9. Took your suggestion on defense to add bracing back in to superstrength (lost it in one of the various point adjustments). Comunication link is as now noted with Psyche. Edited the enhanced attributes and added his speed to the speed entry Also added it to his flight.
  10. So that seems to indicate that selective isn't needed to use your own powers through it. Also what ind of action does it take to activate/deactivate the forcefield? I thought it was free so couldn't you drop it and put it back up with just enough time to fire?
  11. Phalanx Power Level: 15 (250/250PP) [274] (31PP / 3 = 10PP carried over from pre-bump) Trade-Offs: -3 Attack, +3 Save DC (Energy vision +5 Attack -5 Save DC); -5 Defense, +5 Toughness; Unspent Power Points: 0 In Brief: Teen (Now adult) Paragon granted powers by the '93 Terminus invasion; A 'Terminus Baby' Residence: Aeon Penthouse Base of Operations: Freedom City Catchphrase: None yet Alternate Identity: Mike Albright Identity: Secret Birthplace: Freedom City Occupation: Elementary Teacher Affiliations: Liberty League, AEON, Claremont Academy (Former Student), Young Freedom ( Founding Member), Nicholson School Family: Only child. Mother and Father live in Hanover, His paternal grandparents have a farm 'upstate'. Wife is Alex Albright. Description: Age: 22 (DoB: August 16, 1993) Apparent Age: Early 20's Gender: Male Ethnicity: White Height:6'6" Weight:285lbs Eyes: Green Hair: Black Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago. In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders. Update 8/2015: The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood. Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair. His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size. History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well. Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing. The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect' For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy. Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team. Update 8/2015: After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD. His nature was revealed in short order in a rather spectacularly public manner. No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here. Update 07/2019: Mike has graduated with a bachelors in Education and Childhood Development and now works as a teacher at the Nicholson School, Usually Kindergarten and occasionally higher grades when a student or class might need his skills (or more likely durability) more. He has wed his long time sweetheart Alexandra Albright and taken her name putting more strain on his secret identity as she is already well known as the Heroine Psyche. It is only a matter of time before that secret is out and it may be an open secret to everyone else already. Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world. Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends. Update 8/2015: Mike has long dreamed of the simple normal life despite events conspiring to make such impossible. After leaving school this desire separated him from many of his school friends and has left him lonelier and more withdrawn. After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity. With little else left to identify with however he is at risk of losing himself to the job as it were. Update 07/2019: Mike has finally hit his stride with a balance in his life and work as a Hero and grown into a self assured and confident man in both parts of his life. He's devoted to giving back to the community that has helped him to grow and of course still to defending those weaker than himself. He no longer feels he stands in the shadows of the heroes of yesteryear but knows now he and the others of his generation reach high standing on their shoulders. He knows his powers and prowess draw comparisons to The Centurion and understand the responsibility that comes with that. He's now willing to shoulder that responsibility and be part of that symbol and legacy with the others following in earth's mightiest heroes footsteps. Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power. Complications: Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly. Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up. Secret Identity: One of the worst kept secrets but technically true. After his recent exposure out of costume the chances of being recognized increase. Registered: full records of who mike is are available to those with sufficient clearance. Responsibility: Alex (Psyche) and his family as well as his students and too the school particularly when working. Legacy: Following in the footsteps of the Centurion is no easy task, enemies may target him to prove their worth and he must constantly be the kind of example and symbol of hope the original Centurion came to be. Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp Str: 18/46 (+4/+18) Dex: 10 (+0) Con: 20/50 (+5/+20) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) Combat: 16 + 12 = 28pp Attack: +8 (+12 Melee, +20 Energy vision) Grapple: +31 (Up to +42 with Super-Strength DAP) Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed Knockback: -16 (Up to -27 with Immovable DAP) Initiative: +8 Saves: 0 + 10 + 15 = 25pp Toughness: +20 (Impervious 12) (+20Con, +0 other) Fortitude: +20 (+20 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +15 (+0 Wis, +15) Skills: 32r = 8pp Investigation 2 (+2) Knowledge (behavioral sciences) 2 (+2) Knowledge (Civics) 2 (+2) Medicine 2 (+2) Notice 10(+10) Profession (teacher) 4 (+4) Sense Motive 10 (+10) Feats: 23pp Attack Focus: Melee 4 Benefit (Legacy: Centurion) Dodge Focus 4 Fearless Grappling Block Improved Block Improved Grapple Improved Initiative 2 Interpose Luck 4 Takedown Attack Ultimate Save (Fortitude) Ultimate Toughness Powers: 29+30+3+9+1+10+41+2+1+4+10+4 = 144pp Array 14 (28pp; Power Feat: Alternate Power 1) [29pp] BE: Enhanced Strength 28 (to 46/+18) {28/28} AP: Blast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28} Enhanced Constitution 30 (to 50/+20) [30pp] Flight 1 (10 mph / 100 feet per Move action Feat: Subtle ) [3pp] Immunity 9 (Life Support) [9pp] Immunity 2 (Aging, Need for Sleep; Flaws: Limited: Half effect) [1PP] Impervious Toughness 10 [10pp] Paragon Array 12 (24pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [33pp] Paragon Array 17 (34pp; Power Feats: Dynamic, Dynamic Alternate Power x3) [41pp] DBE: Flight +17 (to Flight 2 [25 mph / 250 feet per Move Action] to 18 [5 Million MPH / 5 Million feet per Move Action]) {2-34PP, 0-34 left to allocate} DAP: Immovable 17 (Extras: Unstoppable) {2-34PP, 0-34 left to allocate} DAP: Quickness + Speed 17 (rank 1 [x2; 10MPH] to 17 [x500,000; 2.5 Million MPH]) {2-34PP, 0-34 left to allocate} DAP: Super Strength 17 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 18 [str 108, 136 w/ Enhanced Str]) {2-34PP, 0-34 left to allocate} Space Travel 1 (interplanetary) [2] Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp] Super Senses 4 (Normal Hearing, Enhancements: Extended 4 [20 mile Increments]) [4pp] Super-Senses 10 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 4 [20 mile Increments], Penetrates Concealment 4 ) [10pp] Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp] Drawbacks: 0pp DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 33 Toughness Damage (Physical) Energy Vision Ranged(200' Int) DC 25 Toughness Damage (Energy) Shockwave Touch(Cone Area) DC 33 Toughness(DC28 Ref 1/2) Damage (Physical) Super-Breath Touch(Cone Area) +19-30 Trip (DC28 Ref 1/2) Trip Costs: Abilities (22) + Combat (28) + Saves (25) + Skills (8) + Feats (23) + Powers (144) - Drawbacks (00) = 250/250 PP
  12. Looks good to me. Couple questions though. The house/vehicle if we want a suped up version do we buy the whole HQ/vehicle or just the upgrades? What counts as standard for the Filthy rich rank house(or the others for that matter)? Gym, pool, garage, hanger? what kind of security? On the wealth bonus on diplomacy/gather info can it overcap without benefit or do we need to limit our base on these to keep to caps in that specific situation? Is there any other "base" equipment we can assume acces to? like a cell phone? flashlight? Or are those purely from equipment regardless of wealth level? I think this pretty well sets up the feeling of wealth without too many complexities added. I give it a thumbs up.
  13. Seems pretty harmless whats the concern?
  14. the feat from Hero High, I was checking for confermation that is was disallowed or allowed. It makes extra effort grant 3 ranks instead of 2. Thanks
  15. The assumption of "basic needs" is hinged on the idea that that stufff isn't used in hero/villian work. Either due to its being linked to your normal Identity or because its not registered as anything special and thus must obey normal laws. Sure you could buy a moterscylce but if you want to ride it in pursuit it has to be purchased with equipment. Honestly I think anyone with wealth can easily represent that wealth with a 1 point benefit for the social end and an array or Variable container (as the GMs allow) for the remaining points to hold all the stuff you would own/buy. If the ability to buy things In-Game with wealth is really important the Books optional rule should be used in full. That just requires alot of GM oversight to manage. Going to the Genre for reference though I feel a 1-2 (maybe 3 for extreme cases) scale that is really just a status effect is the way to go. That covers rich and silly rich and what you get is the equvalent of some status and some fame and the ability to write in that you show up to freedom hall in a limo.
  16. I see the desire to be able to "buy" stuff with wealth but when it only lasts for a scene it kinda doesn't make sense. Like you can rent a yacht or jumbo jet to have a party on but can't buy a subcompact car permanently? The temporary stuff element can actually be simulated really well with Equipment points if you can apply the Variable structure to some of your points. Basicaly if you put 1-3 PP into the equipment feat and had those as variable you could reorganize per scene what hey were representing. Which is to say this is stuff you cna get ahold of at one time, a plane, a yacht etc but not both. it fits to the equipment rules and standards and allows you to represent you "fleet of sports cars" as a thing that you only can drive one at a time. Wealth as a social modifier for one PP allows for the GM or whoever is running a given thread to give a circmstance bonus to a given roll based on that. If you have the 1 pt wealth benefit you get a +2 or +3 to get into the club due to that. Temp purchases with wealth just kinda rub me the wrong way personally. I would much rather see the equipment feat used to represent possesions and wealth to be a descriptor or 1pp benefit that gives RP bonuses in appropriate situations and circumstance bonuses as warrented.
  17. From what I have seen the desire is to not allow Wealth to buy Equipment so it can't get you stuff with any real In-Game value (plot value like a painting or ancient artifact sure) and it seems any benefit from living in High Society is better covered by a 1 point status effect, I suppose a 1 point wealth benefit just to represent that kind of status effect is just as good though. So Wealth is a one point benefit that gives you the right to claim whatever kind of fortune your background and other stats (equipment, skills, etc) warrant. You can get into the good parties and get invites to the charity auctions and fashion shows. No real need for multiple ranks though. Can't buy Equipment stuff but can buy point neutral Items as story requires (stuff that give no mechanical bonus isn't covered by Equipment, like Art, Antiques, etc.) Thoughts?
  18. Sooo why not just drop the wealth benefit entirely. If you want to be wealthy you write it into your back ground and it doesn't really get you anything beyond whats on your sheet? I mean is raw money really useful in this genre? Stuff is covered by equipment, access to snooty parties and events fall to appropriate status/contacts/connected. It kinda feels like we're trying to put a price ont he right for one player to say to another "I'm richer than you." Which really doesn't have much use In Game. the only thing I've seen so far is the option for villains to use it to subvert the legal system but Benefit: mobties, or benefit: blackmailed judge(or DA or officials) seem like they could cover that even better.
  19. ok I dropped progression down to 1 (50') which I think should cover fine I thought the starting area was much smaller. I also dropped sedation off the stun as Shaen pointed out that it basically did the same thing as the sleep extra (extends time between recovery checks) This does leave me room to drop the array to a level 9 (18pps) but I'm gonna wait to finalize that and spend the points until I know whats what with the wealth benefit.
  20. the idea of hte selective feat was that it will only conceal the targets I want in that area not turn everything in the area invisible. The area is mostly so if I'm workign with others and we split up to go to each end of a house or whatever they can remain invisible, the full three ranks was to fill out to the points in the array, I have since redone the math on the other powers though and they came out to fewer points. I can drop some of the progression I just wanted to make sure we didn't all have to be standing right next to each other if I use it on others.
  21. Oh I get that but usualyy thats a thing of you knock a guy out then continue to beat him after that point or use some other method to "finish him". Plus I kinda use the genre as a guide and punches don't just kill people (arguably due to the attacker choosing not too) in comics it really isn't until weapons come in that real lethality enters the picture. I mean if he could Jugernaut woudl always do lethal and Scott woudl be dead in one hit but he gets flung through walls for non-lethal and lives. Granted all of that is story driven and not actually taking into account anyhting like mechanics. I'm just used to with RPGs using lethal and non-lethal damage that you need a weapon/power to do lethal and bare fists are non-lethal so thats certainly part of it. But its the way of M&M it doesn't really follow the RPG standards.
  22. Edited the resurrection time, his other healing is at the base rate still. the strike is really to represent a solid punch so I figure it shouldn't be lethal, he's not like breaking boards kung fu master more a brawling mixed martial arts with a solid punch, so I figure he can't hurt/break non living things and while he can knock a guy out with a punch he can't kill a guy with one. I get that the assumption is non-lethal but he can't do lethal with the strike (honestly I don't get why a normal punch can be lethal but thats M&M for ya) so it doesn't work on objects or constructs/zombies for that matter still seems limiting but its one point so *shrug*)
  23. The idea would be that the ring (or amulet) would be worn most times but certainly not hidden (and give a knowledge arcane check to recognize it as magic even from casual examination possibly). In addition to the device element of it being possibly stolen etc it would be need to be activated as a full round action verbally so no activation if silenced with anything from a gag to obfuscate sound powers or chokehold. So it woudl have the drawbacks and limitations of both elements. I mean normal Identity can be used to represent the captain Marvel all you have to do is say the word. Its not just wearing the ring that gives the powers but activating it along the same lines. I mean if the normal guy gets mugged and the ring is stolen thats the device causeing trouble, if he's bound and gaged unable to activate it thats the normal Identity drawback. as for not counting for device even I guess I can see that if its beign used cheesily and hidden but on of the prime examples of device from the books is the power ring ala green lantern. Woudl it work better as a limitation on the device? How much would a limitation that didn't allow the device to function until the words of power were spoken be worth?
  24. Ok cool thats kinda how I thought it worked just wanted to confirm.
  25. Can you have both? Heres my thought a power ring allows the transformation to Captain Awesome. Its a device, hard to lose, with all the Captain Awesome powers in it. But it requires activation (say full round action, Speak the word of Power to activate the ring) to turn our plucky hero James Jones into Captain Awesome. So would it be valid to build the ring as a device(with the 5 device pp for 4 points trade off) and then get points for the 4 point drawback (full round change)? Its kinda murky one of the options for normal Identity is it requires a power object but if the Normal Identity is built as the limitation that can prevent activation is must be able to speak can you still build the ring as a device (IE seperate from the Normal Identity restriction you need access to a hard to steal device?) If the powers were in the device of course the device could be taken after transformation and then render the hero back to his normal form. Or would it be better just to take a device (it is points wise) that is worth the bulk of your points and use the "Change" as a special effect and not bother with the Normal Identity drawback?
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