3e Paragons: Vanguard Agents of PAX. Recruiting Ends Sunday

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Shadow13
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Shadow13 » Sun Oct 27, 2013 7:58 pm

XeroKhan wrote:Sounds like fun. I may go with a Deathstroke based character with inspiration from Arkham Origins. Any thoughts on this, B?


:twisted:
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Plan B
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Plan B » Mon Oct 28, 2013 3:16 am

Not played the new Arkham, but you'd need a reason why'd you'd be giving up more lucrative mercenary work.
    Insert witty comment here.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Moira » Mon Oct 28, 2013 3:34 pm

I have an idea for a young hothead looking to put her powers to work for herself. She's basically doing this whole "good" thing to make a name for herself. Her powers being turning people into her own little mind puppets, very obviously so.

Would a dedicated mindfracker be allowed?

Would someone with no experience be allowed in the field be allowed?
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Plan B
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Plan B » Mon Oct 28, 2013 3:47 pm

I don't mind a psychic, but they'd had least but they'd have but on at least a short training program (and likly some low threat missions), before sending into vanguard.
    Insert witty comment here.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Moira » Mon Oct 28, 2013 3:56 pm

Spandex costumes? Black leather? Or just weather appropriate gear?
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Mr.United » Mon Oct 28, 2013 4:34 pm

Being it's a darker game than normal. I'm going for a ex-villian whom has a Evil Spirit (as in Native American version of Spirit) in him. He is a nature lover whom used to kill all those whom hurt the land. However, recent events have caused a change in him.

I am calling him, Darkness & Silence.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Plan B » Mon Oct 28, 2013 4:36 pm

Up to you really Moria.
    Insert witty comment here.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby XeroKhan » Mon Oct 28, 2013 5:17 pm

Here is the build so far. Bio and Complications are to come.

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Mortimer
"The Corpse Man"

BIO:

Project Hallow was a top-secret government project to create the perfect soldier: one that can see what his opponent's weaknesses are and one that can regenerate from any form of injury in a split second. This was a high goal to achieve, and many failures have occurred. It seemed as though nobody could survive Project Hallow. That is, until they had realized one thing: it needed to be infused with a young, unborn child. Thus, they took a chance and it was a success.

As the years passed, Project Hallow was very successful, and it was further progressed with "Mortimer's" training. Eventually, "Mortimer" was pitted in a skirmish battle against a squad of Navy SEALs. Morti had defeated the SEALs, and Project Hallow was finally a success; however, throughout the years of "Mortimer's life, he just wanted to get out of where he was. Thus, Mortimer escaped and became a free-lance hero for some years.

It was when Mortimer became 20 that he was contacted by somebody in Germany. Thus, Morty went in and met with a certain man: Hans Schoemacher, the country's most renowned inventor. Hans had heard of Morty's many free-lancing jobs and wanted to assist him for free. Cautious, Morty accepted Hans'es offer and was escorted to Hans'es mansion. There, Hans escorted Morty to the mansion's lab and revealed a revolutionary combat suit. Hans immediately gave the suit to Mortimer and offered him something that even Mortimer did not expect: membership into the Neo-Nazis! Mortimer declined, but Hans insisted, calling in some armored Nazis to bring in Mortimer. Morty was able to defeat the Nazi thugs and escaped.

Currently now, Mortimer is constantly being hunted by those modern Nazis. Every time Mortimer settles down somewhere to remove the "gift" suit's tracking device, Morty is bombarded with highly trained Neo-Nazis. When will this end for Mortimer?

COMPLICATIONS:

1) MOTIVATION- Thrills: Mortimer just wants to see the world and not train as much, despite his genetically enhanced mind and body.

2) ENEMY- Hans Schoemacher and Neo-Nazis: Sadly, his armor was partly an invitation to become a Neo-Nazi, and Mortimer knows better. But, who is the Neo-Nazi's leader? And why do they want Mortimer on their side?

3) ???- Persued: The US Gov't is looking for Mortimer and wanting to bring him back; however, Mortimer does not want to go back.
====================================================
STR 3 / 4
STA 4
AGL 5
DEX 5
FGT 8
INT 4
AWE 2
PRE 3
===============================================
ADVANTAGES 22pp

Close Attack 2
Daze (Intimidation)
Defensive Roll 2
Evasion
Improved Initiative
Instant Up
Jack-of-all-Trades
Power Attack
Skill Mastery (Intimidation)
(Investigation)
Startle
Tracking
Well-Informed

---Equipment 4----

>Flashlight
>Restraints
>Mini Tracer
>Multi-tool
>Rebreather
>Commlink
>Smart Phone

(Customized Spear)
Damage 4
>STR Based
=Accurate 2
=Feature 1 (Retractable)
=Improved Critical 2
=Precise Attack (Close, Cover)
=Reach 1 (5 ft)

AE: (Built-in Rifle)
Damage 4
=Accurate 6
=Feature 1 (Retractable)
=Improved Critical 2
+Ranged
=Subtle
------------------
===============================================
SKILLS 22pp

Athletics 8+3
Deception 6+3
Insight 5+2
Intimidation 6+3
Investigation 6+4
Perception 5+2
Stealth 8+5
===============================================
POWERS 27pp

(Healing Factor) 12pp
Immunity 2
>Diseases
>Poison

Regeneration 10

(Tactical Mastermind) 8pp
Enhanced Advantages 3
>Defensive Roll 2
>Uncanny Dodge

Senses 5
>Danger Sense
>Detect Weakness- Acute, Analytical, Ranged

~~~(Combat Suit)~~~7pp
>Removable<

Enhanced Strength 1

Leaping 1
>15 ft

Movement 2
>Safe Fall
>Swinging

Protection 1

Senses 1
>Infravision
~~~~~~~~~~~~~~~~~~~
===============================================
OFFENSE

Initiative +9

Custom. Spear +14 [18-20; DC 22]
>w/ Suit +14 [18-20; DC 23]
>Rifle +17 [18-20; DC 19]
Unarmed +10 [DC 18]
>w/ Suit +10 [DC 19]
===============================================
DEFENSE

Fort 8+4
Will 8+2

Dodge 8+5
Parry 5+8
Tough +4 (+1 Combat Suit) [+2 D. Roll] {+2 Tactical Mastermind}
Last edited by XeroKhan on Sun Nov 03, 2013 12:04 pm, edited 2 times in total.
Image
SKYPE: X3r0.Kh4n

Common Terms I will use:
>D#: Failure by (1-4) Degree
>EFN (Epic Fail Number): A Natural 1
>Nat 10: Taking a Natural 10 on a specific Skill

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby CaptainChaos » Mon Oct 28, 2013 7:06 pm

Here is a quick build. Background is in progress but the basics are that she used to be a famous tennis player until an enraged fan shot her.

Comments and suggestions are welcome.

Thanks.
Image
Kinetix
Selena Cortez - PL 11
5’ 6”, 138lbs, Brown Hair, Brown Eyes

Strength 0, Stamina 3, Agility 4, Dexterity 3, Fighting 3, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Benefit, Wealth 2 (independently wealthy), Close Attack 3, Equipment 3, Evasion, Great Endurance, Languages 1, Precise Attack (Ranged, Concealment), Ranged Attack 2, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 14 (+14), Insight 4 (+6), Intimidation 4 (+6), Investigation 6 (+6), Perception 8 (+10), Persuasion 4 (+6), Ranged Combat: Light Pistol 2 (+5), Ranged Combat: Telekinesis: Move Object 11 6 (+9)

Powers
Enhanced Vision Goggles: Senses 4 (Darkvision, Distance Sense, Infravision)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Force Field: Force Field 8 (+8 Toughness)
Telekinesis: Move Object 11 (50 tons, DC 26; Damaging)
AE: Kinetic Blast: Blast 11 (Alternate; DC 26)

Equipment
Cell Phone (Smartphone), Enhanced Vision [Enhanced Vision Goggles: Senses 4, Darkvision, Distance Sense, Infravision], Laser Sight, Light Pistol, Multi-tool, Restraints

Offense
Initiative +4
Grab, +6 (DC Spec 10)
Kinetic Blast: Blast 11, +5 (DC 26)
Light Pistol, +7 (DC 18)
Telekinesis: Move Object 11, +11 (DC 26)
Throw, +5 (DC 15)
Unarmed, +6 (DC 15)

Complications
Disability: Left arm paralyzed
Fame: Former world class tennis player
Motivation: Justice: Seeks to find and punish criminals no matter who or where they are

Languages
English, Spanish

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 11, Will 11

Power Points
Abilities 34 + Powers 56 + Advantages 16 + Skills 27 (54 ranks) + Defenses 32 = 165

Background:

Selena has been a popular and famous tennis player since she first appeared on the professional circuit at the age of 17. Selena was not the best tennis player in the world, never having won any singles tournaments and only a few doubles tournaments. Her popularity and fame was due more to her good looks than her playing ability. This angered many of her fellow players who resented the fact that Selena was receiving more endorsement offers than they were.

Selena’s life changed drastically late one night when she was leaving a club in her home city of Miami, Florida. She had been drinking and dancing all night and never noticed the person following her back to her car. As she fumbled in her purse for her keys, the mysterious person stepped out of the shadows and fired several shots at close range. Selena fell to the ground, critically wounded. It was pure luck that another club goer walked by moments later and saw her bleeding body on the ground and called an ambulance.

Selena was taken to the hospital and underwent several surgeries to remove the bullets and repair the damage to her body. Unfortunately, her left arm was now paralyzed due to a bullet lodged near her spine. The doctors said they could not operate on it because of the risk of further damage to her spine. Her sports career was over though.

She underwent months of physical and psychological therapy to help her cope with the changes to her body. It was during a rather stressful session with her personal trainer that her abilities manifested themselves. Her trainer realized that Selena must have had one of those breakout events she had read about where people suddenly get strange powers and abilities under stressful or life threatening situations. With the help of her trainer and hundreds of hours of practice, Selena refined her new abilities.

One evening, while watching the news, Selena had a realization. The main story on the local news was about the increase in gang violence in recent months. Since the Police had been unable to locate the person who shot her and left her for dead, Selena decided she should do their job for them. She would disguise herself and go after the gangs. Perhaps, she thought, she might uncover clues to the identity of her would be killer.

Selena worked during the daytime doing a little modeling and an occasional commentating for major tennis tournaments. Most of her endorsements had dried up but there were still a few left. Between all of that, she made enough money to live on and keep her house and other possessions. During the evening, she would go out on the streets taking down gang members the police were too afraid to go after.

One day after she finished commenting on the French Open for a major US television network, she was approached by a woman dressed in a severe black business suit. The woman asked to speak to Selena privately and said it was a matter of national security. Once alone, the woman showed Selena an ID and badge. She explained to Selena that she represented a special government program named Vanguard. It was a special team made up of people with special abilities and powers who were assigned the most difficult tasks. The woman told Selena that she had been selected to be allowed to try out for the team.

Selena was flustered by this woman. She told the woman that she had no idea why they had approached her. She was just a former tennis player, nothing special. The woman glared at Selena and told her to cut the BS. The government knew who and what she was and what she did in her spare time at night. The woman then gave Selena a business card with an address on it. Selena was told that if she was interested to be at that address at 8am in two days.
Last edited by CaptainChaos on Thu Nov 07, 2013 7:08 pm, edited 3 times in total.

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ecar369
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby ecar369 » Tue Oct 29, 2013 2:46 am

Looks like a solid, simple game. Hopefully I'll be able to finally use my super-ninja, Silhouette.

Also, any house rules you're using?
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby jemal » Wed Oct 30, 2013 2:43 am

Plan B wrote:Paragon/King , Andy, Optic sound fine as is. (Although Berior already submitted a paragon, so make effort not to step on his toes too much, :wink: )

Super villainy, isn't really a thing in setting and powers haven't been around that long so Fluidity's background would need tweaking. Hemlocks would to, but nothing wrong with a nice long breakout rampage.

Bittersweet sounds like a liability in the field.

Multiplicity wouldn't get past the psych testing.


Yeah, I didn't really think about the 'organized team' idea when I was floating the concepts, not all of them are a good fit..
Well, King and Optic are my favourites anyway, so since there's already a paragon I think I'll post up Optic.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby jemal » Wed Oct 30, 2013 4:56 am

Alright, first draft:
I went with the -1 PL/+15pp tradeoff. He's a very skill/utility based character, slightly less effective in combat but can still hold his own. I could've done a lot of stuff cheaper, but I felt I should buy a couple ranks in every ability to get across the 'good at everything' vibe.
Jack Carson, AKA Optic - PL 10 (180pp)
Image

Abilities: 38 pp
STR 1 (2 pp)
STA 2 (4 pp)
DEX 2 (4 pp)
AGI 2 (4 pp)
FGT 2 (4 pp)
INT 4 (8 pp)
AWE 4 (8 pp)
PRE 2 (4pp)

Offenses:
Initiative: +2 (Agi)
Specific Attacks:
Eye Beam: +11, DC 24, Range: 450/900/1800, Precise
Wide Beam: Reflex DC 20, Toughness DC 25, 120' cone, Distracting

Defenses: 26 pp
Dodge: +10 (6 base +2 Agi +2 shield)
Parry: +10 (6 base +2 Fgt +2 shield)
Toughness: +10 (2 sta +8 protection)
Fort +10 (8 base +2 sta)
Will +10 (6 base +4 awe)

Skills: (80 ranks = 40 pp)
Acrobatics(+8/6), Athletics(+7/6), Insight(+12/8), Investigation(+8/4), Perception(+20/16), Persuasion(+12/10), Technology(+12/8), Vehicles(+5/3)
Expertise: Science(+12/8), Expertise: Business(+6/2)
Ranged Combat: Eye Beam (+11/9)
W/Database: Investigation+14, Technology+14, Science +14

Advantages: 21
Accurate Attack, All-out Attack, Assessment, Attractive 2, Benefit 4: Op-Tec VP(Wealth 3, Status), Connected, Contacts, Defensive Attack, Eidetic Memory, Equipment, Luck 2, Inventor, Power Attack, Precise attack 2 (Ranged Cover & Concealment), Skill Mastery (Perception)
W/Database: Well Informed

Powers: 53
Enhanced Metabolism (Speed 1, Quickness 1): 2pp
Super Sight: Senses 8 (Analytical Vision 2(All visual senses), Extended 2, Rapid 2, Infravision, Distance Sense): 8pp
Active Sight: Enhanced Visual Senses 12 (Microscopic 3*DNA*, Penetrates Concealment 4, Counters Concealment 5) (Distracting -1/rank, Noticeable): 1/2 ranks -1 = 5pp

Damage Array: 20p +1ap = 21pp
-Eye Beam: Damage 9 (Ranged +1/rank, Extended Range, Precise): 20p
-AP: Wide Beam: Damage 10 (area: Cone +2/rank, Distracting -1/rank): 20p

Nanoweave Fiber-optic Suit: 10pp - 2 Removable = 8pp
-Protection 8: 8p
-Feature: Insulation: 1p
-Concealment 2: Visual (Blending -1/rank, Passive -1/rank): 1p

Visor: 15pp - 6 Easily Removable = 9pp
-Enhanced Senses: (Radio, Tracking(Visual), Radius 2: All Visual): 4p
-Enhanced Active Sight: (Remove Distracting): 6p
-Immunity: Visual afflictions: 2p
-Feature: Record/Playback: 1p
-Database: Enhanced Investigation 6, Science 2, Technology 2, Well-Informed: 7p

Equipment: 5ep
Combat Bracers (Medium shield, subtle): 5ep

Complications:
Motivation: Responsibility - Jack has known since he was a child that his privileged upbringing came with a price, that it was his responsibility to help those less fortunate than himself, and when he manifested powers last year, he realized how.
Public Figure - Jack is a public, recognizable figure.
Truthful - Jack hates lieing, and has a hard time being untruthful.
Supernatural Skeptic - Jack is a very scientifically minded individual, and skeptical/mistrusting of 'supernatural' things.
Weakness: Sonic - As out of place as it may seem for a Vision-based hero, all of Optic's senses are enhanced, and his hearing is particularily sensitive, though he has less 'control' over it.
Power Loss - Database: Optic's database requires satelite availability, and he would loose access to it if his connection were jammed or something happened to his satelite(s).

COST: 38 Abilities + 28 Defenses + 40 Skills + 21 Advantages + 53 Powers = 180/180

Background:
The 28 year old Jack Carson is near the peak of human perfection.. Strong, fast, healthy, smart, charming, rich... He's a well-known, respected, and admired businessman with contacts everywhere, and the vice president of Op-Tec - a company that works in Nanoweave, fiber-optics and computer technology, specifically with regards to Military contracts.
He's also not entirely Human... Jack Carson is, the mutant super-hero known as Optic.

Op-Tec, the company that Jack's father built, has had military contracts with the UN and more specifically, their vanguard teams, since early after the formation of a unit to combat 'unusual threats'. For the past several years, he's been splitting his time between helping to run the company alongside his older sister (Claren, no known mutation) and designing and building an experimental suit of very light-weight material, and a custom-made visor which enhances his allready impressive array of eye powers.

Optic has a tendency to get a bit absorbed in what he's doing, and also has the occasional flair for the dramatic, but is a capable combatant, scientist, and investigator and knows when to keep things serious.

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby levinwurth » Wed Oct 30, 2013 11:06 am

What's going to be the ratio of combat, investigation, role-playing etc?
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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby optionqb » Wed Oct 30, 2013 5:16 pm

Do you think there's room for a ocean/sea based hero? An Atlantean in the mold of a Namor or an Aquaman? He would already come with some good built in complications like being weaker out of water. Do you think this type of toon would be too gimped for the missions you have in mind?

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Re: 3e Paragons: Vanguard Agents of PAX. Recruiting

Postby Arknight » Wed Oct 30, 2013 7:30 pm

Changed my concept and background up a bit....

All comments welcome. :)

Image
Turnabout - PL 11

Strength 1, Stamina 3, Agility 4, Dexterity 4, Fighting 4, Intellect 2, Awareness 2, Presence 1

Advantages
Beginner's Luck, Benefit, Wealth (well-off), Benefit: Medical License, Connected, Defensive Roll 3, Eidetic Memory, Improved Initiative 3, Languages 3, Power Attack

Skills
Close Combat: Teleport Stunt Array 2 (+6), Deception 2 (+3), Expertise: Chemistry 4 (+6), Expertise: Streetwise 2 (+4), Insight 2 (+4), Perception 6 (+8), Persuasion 4 (+5), Technology 2 (+4), Treatment 8 (+10)

Powers
Hard Target: Enhanced Trait 28 (Traits: Dodge +11 (+16), Parry +11 (+16), Advantages: Defensive Roll 3, Improved Initiative 3)
Teleport 7 (0.5 miles in a move action, carrying 200 lbs.; Extras: Change Direction, Change Velocity, Easy, Extended: 120 miles in 2 move actions, Increased Mass 2, Turnabout)
Teleport Stunt Array
. . Disruption: Damage 9 (DC 24; Extras: Accurate 2: +4, Penetrating 9)
. . Rapid Attack: Damage 6 (DC 21; Extras: Accurate 2: +4, Multiattack, Selective)
. . Vertigo Attack: Cumulative Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Extras: Accurate 2: +4, Cumulative)

Offense
Initiative +16
Disruption: Damage 9, +10 (DC 24)
Grab, +4 (DC Spec 11)
Rapid Attack: Damage 6, +10 (DC 21)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)
Vertigo Attack: Cumulative Affliction 9, +10 (DC Fort 19)

Complications
Motivation: Doing Good
Relationship
Secret Identity: Phillipe Trudeau

Languages
English, French, German, Japanese, Spanish

Defense
Dodge 16/5, Parry 16/5, Fortitude 10, Toughness 6/3, Will 8

Power Points
Abilities 42 + Powers 83 + Advantages 9 + Skills 16 (32 ranks) + Defenses 15 = 165

Background: All Phillipe Trudeau ever wanted to be was a doctor. He dreamed of curing diseases, saving lives and having the best of life. However, since he was the only son of 5 children, his father always wanted him to go into the family business. Unfortunately, the Trudeau 'Family Business' was one of crime and punishment. The Trudeau family was involved, one way or another, in organized crime ever since it began. Never a major player until Phillipe's grandfather forced his way to the top, Antoine Trudeau was now the 'Godfather' of a organization that crossed planets. Somehow, Phillipe managed to avoid a lot of the headaches of being part of the ruling family, especially when his older sister managed to show she was ruthless enough to be one of the players in the overall scheme of things. This allowed Phillipe to concentrate on what he wanted to do and get his degree.

Shortly after graduation however, someone in his father's organization made a power play and sabotaged Phillipe's motorcycle. As he was riding a twisting costal highway, his bike went out of control, plunging off the cliff. In a blink, Phillipe found himself back on top of the cliff, watching his bike hit the rocks below and explode. for weeks, he pondered what to do with his ability. Hearing of Vanguard's sucess storieswith helping people around the world, he knew what hewas going to do. He contacted the organization, shocking the recruiter by appearing next to him in his motorcycle leathers and a ski mask when the office was about to close and no one was still there.


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