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Freedom City PBP: A How-To Guide
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Posts posted by Ari
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Immunity isn't part of the Array, if that's the trouble spot. Followed instructions elsewhere. Lowish caps very much intended.
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Hooray!! Danke schon, sehr grosse danke schon!
(Can't remember much any German grammer if it meant the firing squad )
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I've done as you said.
Sorry for the uncertainty, I didn't want huge lines of "Your character's statistics are off, please change them in this way." "Done, what next?". So I thought I should just follow your instructions and not shout whenever I changed two numbers to correct a minor error.
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Yessir! I am dead set on this guy, so pleasepleaseplease don't move him to the Archive.
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Instructions followed, what do I need to fix next?
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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.
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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.
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.
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.
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.
Struggling: Maintenance work doesn't pay much.
Abilities: 8 + 10 + 8 + 8 + 0 + 4 = 38PP
Attack: +8 Base, +12 Armaments Belt, +16 Unarmed
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed
Saving Throws: 5 + 6 + 10 = 21PP
Toughness: +8 (+4 Con, +4 Costume)
Diplomacy 8 (+10) Skill Mastery
Investigate 12 (+16) Skill Mastery
Knowledge (Streetwise) 10 (+14) Skill Mastery
Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian)
Stealth 10 (+15) Skill Mastery
Attack Specialization (Armaments Belt) 2
Attack Specialization (Unarmed) 4
Benefit (Can use Knowledge [Tactics] for Master Plan checks)
Skill Mastery (Diplomacy, Investigate, Knowledge [streetwise], Stealth)
1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 11 = 30
Costume w/ Armored Underlay: Protection 4 (Power Feat: Subtle) [5EP]
Grapple-Gun: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP]
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]
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)
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]
Totals: Abilities (38) + Combat (32) + Saving Throws (21) + Skills (36) + Feats (40) + Powers (20) - Drawbacks (0) = 187/194 Power Points
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Going to put this on hold until I understand the system better.
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Sorry I didn't fix it earlier, been really busy. I'll fix the rest of it soon.
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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?
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Scratch that, folks. A Grecian Captain America is too good to pass up.
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Wonderful! I'll get right onto making a Greek-themed Captain America-like, then.
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I am sorry for the unclear wording, I tend to write how I speak, and it comes out all wrong.
Yes, that would seem to be best tack, a Greek riff on the Grand Captain America. So do we do a sort of character pitch before making up the character sheet, or do we go straight to the creation of the character?
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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!
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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?
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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?
King of Suits (PL 13) - Arichamus (Bronze)
in Archived Characters
Posted
I cannot imagine how I missed that, fixing pronto. Yes, Alt Power 1 is right.
EDIT: Also changed the Array to '5' for an even value, dropped Super-Breath, and added Choke-Hold.