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Ari

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  1. Near as I can tell you've got the version of Boost that lets you increase all traits of a given type at once. Base cost of 3pp/rank. With the flaw that falls back to 2pp/rank. So it costs 8pp, and 1 AP brings the total to 9pp. With the Immunities, you have a total of 11 points in powers.

    Actually, the Boost Array is being bought with the points needed for the Alternate Power and the Super-Strength, so it comes out to 14pp adding the Immunities.

  2. Player Name: Arichamus

    Character Name: King of Suits

    Power Level: 13 (187/194PP)

    Trade-Offs: +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness

    Unspent PP: 7

    Progress To Silver Status: 44/60

    New sheet here.

    In Brief: French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can.

    Alternate Identity: Marceau Suvou

    Identity: Secret

    Birthplace: Aude, France

    Occupation: Janitor, superhero

    Affiliations: House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens)

    Closest Family: Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt)

    Age: 28 (November 2nd 1984)

    Gender: Male

    Ethnicity: Moroccan/Kenyan

    Height: 6'5"

    Weight: 178 lbs.

    Eyes: Blue

    Hair: Black

    Description: In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent.

    Power Descriptions: Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His Shock Rods[/b \] are much less in line with the rest of his contraptions, and thus more obviously resemble some kind of weapon. Newest to his arsenal is a pair of chemically-powered gauntlets that use the burst of a small explosion triggered by the puling of two levers on the gauntlet to increase the force of a punch.

    History:

    Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent.

    The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent.

    It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out.

    For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members.

    After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April.

    He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do.

    Personality & Motivation: Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold.

    Powers & Tactics: Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles.

    Complications:

    An Army Marches...: Marceau relies on frequent shipments of supplies from Europe to operate at peak effectiveness, and as he doesn't have nearly the resources to replicate the chemicals and metals he requires a disruption of this lifeline would be dangerous for him.

    Bad Bosses: Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them.

    Hatred: Conspiracies.

    Responsibility: Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them.

    Secret: Identity.

    Struggling: Maintenance work doesn't pay much.

    Abilities: 8 + 10 + 8 + 8 + 0 + 4 = 38PP

    Strength 18 (+4)

    Dexterity 20 (+5)

    Constitution 18 (+4)

    Intelligence 18 (+4)

    Wisdom 10 (+0)

    Charisma 14 (+2)

    Combat: 16 + 16 = 32PP

    Initiative: +9

    Attack: +8 Base, +12 Armaments Belt, +16 Unarmed

    Grapple: +12

    Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

    Knockback: -3/-2 Unarmored

    Saving Throws: 5 + 6 + 10 = 21PP

    Toughness: +8 (+4 Con, +4 Costume)

    Fortitude: +9 (+4 Con, +5)

    Reflex: +11 (+5 Dex, +6)

    Will: +10 (+0 Wis, +10)

    Skills: 144R = 36PP

    Acrobatics 10 (+15)

    Bluff 8 (+10)

    Climb 6 (+10)

    Craft(Chemical) 8 (+12)

    Diplomacy 8 (+10) Skill Mastery

    Disable Device 5 (+9)

    Escape Artist 5 (+10)

    Gather Information 13 (+15)

    Intimidate 9 (+11)

    Investigate 12 (+16) Skill Mastery

    Knowledge (Streetwise) 10 (+14) Skill Mastery

    Knowledge (Tactics) 10 (+14)

    Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian)

    Notice 12 (+12)

    Search 12 (+16)

    Stealth 10 (+15) Skill Mastery

    Feats: 40PP

    Attack Specialization (Armaments Belt) 2

    Attack Specialization (Unarmed) 4

    Benefit (Can use Knowledge [Tactics] for Master Plan checks)

    Dodge Focus 6

    Endurance

    Equipment 6 (30EP)

    Evasion

    Improvised Tools

    Improved Initiative

    Jack of All Trades

    Luck 2

    Master Plan

    Power Attack

    Quick Change

    Quick Draw

    Set-Up

    Sneak Attack

    Skill Mastery (Diplomacy, Investigate, Knowledge [streetwise], Stealth)

    Startle 2 (Move Action)

    Takedown Attack

    Throwing Mastery 2

    Well-Informed

    Equipment: 6PP = 30EP

    1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30

    Binoculars [1EP]

    Concealable Microphones [1EP]

    Costume w/ Armored Underlay: Protection 4 (Power Feat: Subtle) [5EP]

    Gas Mask [1EP]

    Grapple-Gun: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]

    Handcuffs [1EP]

    Mini-Tracers [1EP]

    Multitool [1EP]

    Night-Vision Goggles [1EP]

    Re-breathers [1EP]

    Utility Belt 4 (8PP Array; Feats: Alternate Power 3) [11EP]

    BE: Blast 2 (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP]

    AP: Dazzle Visual 4 (flash grenades) [8PP]

    AP: Obscure Visual 4 (50-ft. radius; Extras: Independent) (smoke card) [8PP]

    AP: Snare 4 (bolos) [8PP]

    Powers: 16 + 3 + 1 = 20PP

    Device 4 (Armaments Belt, 20PP; Flaw: Hard-To-Lose) [16PP]

    Armaments Array 8 (16PP; Power Feats: Alternate Power 4) [20PP]

    BE: Blast 4 (Extra: Penetrating 4 [as DMG 10]; Power Feats: Improved Ranged Disarm, Mighty 2 [as DMG 6], Split Attack) [16PP] (razor cards AKA Kings of Spades)

    AP: Blast 5 (Extras: Area (General, Burst; 30-ft. radius); Power Feats: Split Attack) [16PP] (explosive cards AKA Kings of Clubs)

    AP: Snare 8 [16PP] (coil cards AKA Kings of Hearts)

    AP: Strike 5 (Power Feat: Mighty [as DMG 10]) [6PP] (ram gauntlets)

    AP: Stun 8 [16PP] (shock rods)

    Immunity 2 (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning)

    Speed 1 (10 MPH / 100' per Move action) [1PP] (training, conditioning)

    DC Block:

        ATTACK           RANGE      SAVE                              EFFECT
    
        Unarmed          Touch      DC 19 (21*) Toughness (Staged)    Damage (Physical)
    
        Bolas            Ranged     DC 14 Reflex (Staged)             Entangled/Bound
    
        Boomerang        Ranged     DC 19 (21*) Toughness (Staged)    Damage (Physical)
    
        Coil Cards       Ranged     DC 18 Reflex (Staged)             Entangled/Bound
    
        Explosive Cards  Ranged     DC 20 (22*) Toughness (Staged)    Damage (Physical)
    
        Flash Grenade    Ranged     DC 14 Fortitude                   Blinded
    
        Gauntlet         Touch      DC 25 (27*) Toughness (Staged)    Damage (Physical)
    
        Shock Stick      Touch      DC 18 Fortitude                   Stunned
    
        Razor Cards      Ranged     DC 21 (23*) Toughness (Staged)    Damage (Physical); Penetrating [as DMG 10]

    *Sneak Attack

    Totals: Abilities (38) + Combat (32) + Saving Throws (21) + Skills (36) + Feats (40) + Powers (20) - Drawbacks (0) = 187/194 Power Points

  3. Player Name: Arichamus

    Character Name: Captain Ellada

    Power Level: 10 150/150 pp

    Trade-Offs: None

    Unspent PP: 0

    Gold Status: 0/30

    In Brief: A super-soldier of the beleaguered and weakening state of Greece, with a vicious hatred for Mega Corps.

    Identity: Captain Ellada

    Alternate Identity: Atalanta Paupolous

    Birthplace: Argos

    Occupation: Police officer

    Affiliations: FCPD.

    Family: Lucan and Hesta Paupolous

    Age: 30 (DoB: Nov 17 1980)

    Gender: Female

    Ethnicity: Mediterranean

    Height: 5' 8''/ 172.4 cm.

    Weight: 175 Lbs./ 79.28 kg.

    Eyes: Gray

    Hair: Black

    Description: Short, thickly built and thuggish in appearance, often walking with slightly hunched shoulders. Wears hair short and carelessly arrayed. Most often when out of uniform she wears loose-fitting jeans with a belt and shirts and hoodies at least one size to large.

    Power Descriptions: Possessed of no superpowers innately, Atalanta uses a shield made by Hephaestus the Olympian smith. The shield is an explicit imitation of the design of the Palladius, the shield carried by Athena. The smith crafted it as a purely defensive weapon, but Atalanta has figured out how to turn it into a sort of boomerang, not to mention how bashing people on the head with it seems to work wonderfully.

    History: Atalanta was born in Argos on November 17 1980. Her father and mother, Lucan and Hesta, owed an organization called the Pericles-Diomedes Foundation(PDF) considerable favors for chemical research they had done with grants made with money granted by PDF.When Atalanta turned twelve, her father made a deal with the foundation : in exchange for removing all future calls for repayment, Lucan offered to supply the foundation with a prototype super-soldier that could be a template for further experimentation. The foundation agreed, gave him the necessary materials, and gave him a deadline of six years. Hesta, meanwhile, horrified at the idea of turning her daughter into a living weapon, went is quiet desperation to the nearby shrine of Athena, where she spent the night in fervent prayer for the Gray-Eyed goddess to intervene on Atalanta's behalf. She was granted a visit from the Patron of Owls, who instructed Hesta to teach the child the art of combat between bouts of chemical therapy, as well as taking any chance she could get to bring her to the shrine for instruction on shield-fighting. Bewildered, Hesta followed the command to the letter, and in six years, Atalanta had been boosted to the utmost her father could contrive. She was sent to the primary headquarters of the foundation so the various branches PDF had could have swift and sure access to her.

    Five hours after entering, Atalanta was limping to the nearby boat her parents were waiting in, small case containing several floppy disks clutched in a bleeding fist. Withing months, the PDF was rapidly reduced to its original size: that of a small pharmaceutical research group, most of the employees of which had not the faintest idea any change had occurred. Eager to get away from any PDF hangers-on who might object to their breathing, Lucan and Hesta made their way to Freedom city, just in time to become embroiled in the harsh Moore administration, and subsequent paranoia. Atalanta stayed behind, under the assumption that her parents would (as they had said they would) send for her when they were settled. In the meanwhile, she followed her dream and became a police officer, where she found she was especially good at forensic investigation of crime scenes. After hearing of her parents near death during the Terminus Invasion, Atalanta began to prepare for her trip to Freedom City to support her hospitalized parents. A couple of weeks before she left, she payed one last visit to the shrine of Athena her mother had taken her to. She was greeted on her arrival with the sight of a half-lame old man scurrying out the door the moment she showed up. He hurriedly shoved a large, round, hoplite shield towards her, telling her to take or she'd die. Not keen on dieing before she turned eighty, she she complied, finding on the inside surface a message from Athena, telling her to come to Freedom City and help spread to power of the Olympians. Seeing no conflict with her original plan, she spent the days up to her flight to Freedom City practicing with the shield, learning the ins and outs of its use.

    She is currently on the Crime Scene Investigation division of the FCPD.

    Personality & Motivation: Atalanta is not an easy person to get along with, especially in regards to romantic overtures, which she will turn down without ceremony or concern for the other parties feelings. This has less to do with prudery, and more to do with her hearing the endless tales about the ribaldry and callous lechery of most characters in Greek myth. That aside, she has little in the way of true bigotry, regarding most everyone as being her equal in law and in spirit. The only exception is psychics. Throughout her practice in Greece, Atalanta frequently tangled with a group of conniving psychics called the Group of Fourteen. Although of little worth beside people like the Scarab, Atalanta always felt bitterly outmatched by them, even if she won against them. This has slowly hardened into an outright inferiority complex, which will noticeably affect her behavior around anybody with 'mind powers'.

    Powers & Tactics: Pallas prefers to strike in ambush or to charge into an enemies side, as she is no stronger than any mortal could conceivably be, and knows she could be killed easily by anybody with a gun standing behind her. Her powers all come from the shield, and do all her attacks, be they flinging it, bashing with it, or hunkering down behind it. She likes to stand back-to-back with someone else if surrounded to protect against surprise attacks, and moves with military caution in unfamiliar areas.

    Complications:

    Enemy:(Evil Co.) Atalanta was given her abilities by a covert experiment made for the sake of the Grecian Super-soldier Programme (ESSP), if she ever meets anybody affiliated with them, she'll do her level best to make sure they never talk or regroup.

    Honor: (National Pride) Atalanta feels that she is Greeces' last chance at having a serious national hero. She dedicates every attack to the land.

    Obsession: (Rule Abider) as a policewoman, Officer Paupolous feels duty-bound to respect the laws of the land whatever the danger, even if it makes no sense.

    Phobia: (Terrors from the Mind) Atalanta suffers from an acute fear and feelings of inferiority beside psychics.

    Reputation: (Irritable) Known for her temper, most people on the force see her as an increasing nuisance, but put up with most of it due to her qualifications as a CSI officer.

    Temper: (The Obstructive) Despite her above mentioned rigid belief in following due-process, Atalanta often becomes infuriated when somebody doesn't take what she sees as obvious steps.

    Abilities: 6 + 4 + 6 + 4 + 4 + 2 = 26pp

    Str 16 (+3)

    Dex 14 (+2)

    Con 16 (+3)

    Int 14 (+2)

    Wis 14 (+2)/16 (+3) [With Shield]

    Cha 12 (+1)

    Combat: 10 + 20 = 30pp

    Initiative: +2

    Attack: +4

    Grapple: +10

    Defense: +8 (+4 Base, +4 Dodge bonus), +4 Flat-Footed

    Knockback: -3

    Saving Throws: 7 + 4 + 4 = 15pp

    Toughness: +6 (+2 Con, +4 [Other])

    Fortitude: +5 (+2 Con, +3)

    Reflex: +6 (+2 Dex, +4)

    Will: +6 (+2 Wis, +4)

    Skills: 50pp

    Bluff 9

    Climb 14

    Computers 10

    Diplomacy 17

    Disable Device 14

    Disguise 5

    Drive 14

    Escape Artist 10

    Gather Information 14

    Intimidate 17

    Knowledge[Civics] 14

    Knowledge[Current Events] 10

    Languages 4 (Modern Greek, Modern French, Modern English, Modern Spanish)

    Notice 14

    Profession(Police Officer) 8

    Search 14

    Sense Motive 10

    Stealth 10

    Survival 11

    Feats: 23PP

    Accurate Attack

    All-out Attack

    Assessment

    Attack Specialization(Shield)

    Benefit: Legal Identity

    Chokehold

    Dodge Focus 2

    Endurance 2

    Equipment 3(Light Pistol, Tonfa, Undercover Shirt, Smoke Grenades)

    Improved Aim

    Improved Grab

    Improved Grapple

    Improved Pin

    Quick Change

    Ranged Pin

    Throwing Mastery 4

    Teamwork

    Master Plan

    Powers: 9 + 1 +0 = 9PP

    Device 3(Shield; Magic; Easy to Lose; Feat : Restricted(Greeks) 6PP

    Enhanced Ability(Wisdom) Rank 2

    Deflect Rank 5 Drawback: Power Loss(Loss of Shield) Extra's: Automatic, Ranged.

    Protection Rank 5 Extras: Impervious Drawback: Power Loss(Loss of Shield)

    Strike Rank 3

    Speed Rank 1 Flaw: Fades(Tiring)

    Drawbacks: 3 + 0 + 0 = 3pp

    Power Loss ( Shield can be taken away; Frequency: [Common]; Intensity: [Minor]) [Xpp]=-1

    Power Loss Fades [speed]=-1

    DC Block:

    
        ATTACK      RANGE     SAVE                        EFFECT
    
        Unarmed 8    Touch     DC15 Toughness (Staged)     Damage
    
        Armed(Shield)  10     Touch     DC 17 Toughness    Damage 
    
        Armed(Light Pistol) 10  40 ft   DC 20 Toughness

    Abilities (27) + Combat (30) + Saving Throws (15) + Skills (50) + Feats (23) + Powers (10) - Drawbacks (-1) = 150pp

    Now, where have I gone wrong?

  4. Hail all!

    I am Ira Shantz-Kreutzkamp, fan of the Western superhero comics industry, mostly of the American invention of Superman. I am a youth of the 18-24 demographic, my sign is of Taurus, I love history of all kinds as well as old Fritz Lang movies, and my favorite author is British novelist Arthur Ransome. My favorite book is The Lord of the Rings, due to its wonderful story as well as its attention to the simple issues most faerie stories ignored.

    My next-to-immediate family composes mainly of German emigrants from the 1930's to the 1940's, and utter mystery(as I am not privy to one side of the family).

    I am personality-wise bland and glum in most day-to-day affairs, with an over-active imagination that serves me little in any practical way.

    I found out about M&M from a picture I saw on a blog I read, the picture being of the cover of the second edition. The scene it depicted went straight to my heart and soul, and I knew I had found the pnp system I had dreamed of.

    I have only just begun to play M&M, and as I live many leagues from nowhere I thought this forum a Godsend for the hobby.

    As you have no doubt observed I have a distressing tendency to write in an unholy mixture of the uncommunicative and the over-verbose. Hopefully I shall amend this in short order.

    I adore ships and the sea, soon the waters of Freedom city shall know true sentryship!

  5. So, each seal that is activated ("released," whatever) increases the power of the AltForm? Why wouldn't the character activate the most powerful version at once?

    Well, the idea is that they activate them to deal with escalating threats. Like how in Starship Troopers the sergeant points out that "Would you house train a puppy by cutting its head off?".

    Like that.

    SO it's cumbersome to use different Arrays for each of the AltForms? Eh, thought so. Should I scrap the Alternate Form bit and just have a magical shield Device?

  6. Hello, recently joined up, first post here, thank you for causing all this to exist.

    I was examining an idea I had for a guy with a magic shield that had three seals on it, made by( Fluff: it was commissioned by the mythical Greek underworld judge Radamanthus for the son of Ares named Deimos.) Hephaestus. The idea is that this hero can either use the shield itself as a bashing weapon, or can release one of the seals at a time to access an Alternate form as a blazing metal Greek shield-bearer, with an increase in power after each of the releases. Would this be legal? and if so, should I use a different Array for each Alternate Form?

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