Marvel/DCU crossover: The Rift (OOC)

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby XeroKhan » Wed Apr 02, 2014 4:14 pm

How about me? I've been keeping up with the whole story, and I believe that the group needs some form of a magic user (unless Aerlwyn is building one). Any thoughts?
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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: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Neo-Paladin » Wed Apr 02, 2014 4:20 pm

I would be fine with a magic user. Could be very helpful in the future. Aerylwn, what about your character?

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby XeroKhan » Wed Apr 02, 2014 4:55 pm

Just so you know, I'd like to wait until Aerlwyn has posted a character before I post mine.
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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: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Aerlwyn » Wed Apr 02, 2014 5:07 pm

Its a female version of Magneto, will post up the build later today.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby XeroKhan » Wed Apr 02, 2014 5:21 pm

Okay, I won't be stepping on toes with this character:

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Zatanna Zatara

STR 0
STA 2
AGL 2
DEX 4
FGT 2
INT 3
AWE 4
PRE 4
======================================
FEATS

Assessment
Artificier
Attractive
Benefit (Expertise: Performance is PRE Based)
Close Attack 6
Connected
Defensive Attack
Defensive Roll 6
Extraordinary Effort
Fascinate 3 (Deception)
(Expertise: Performance)
(Persuasion)
Improved Critical (Magic)
Improved Initiative
Improvised Weapon 3
Luck 3
Ritualist

~~~Equipment 3~~~

>Magician's trademark Wand

(Shadowcrest)
>SIZE: Huge
>Tough +10
>Concealed (Invisibility Ward)
>Defense Systems (Faux Servants made of magic)
>Feature (Not always in the same place for extended periods of time)
>Grounds
>Occult Library
>Living Space
>Personnel (Faux servants made of magic)
>Security System (Mystical Wards, Locked by Voice Recognition Ward)
>Magic Workshop
~~~~~~~~~~~~~~~~~
======================================
SKILLS 40

Acrobatics 4+2
Athletics 4+1
Deception 8+4
Expertise (Magic) 8+3
(Occult) 6+3
[PRE](Performance) 8+4
Insight 8+4
Perception 6+4
Persuasion 6+4
Ranged (Magic) 4+4
Sleight of Hand 10+4
Stealth 4+3
Treatment 4+3
======================================
POWERS

(Mystic Senses)
Senses 4
>Detect Magic
...Ranged
...Acute
...Analytical

[Magic Array]
Enogeb Cigam!
Nullify 12
>All Magical Effects
+Broad

AE: Eb Won Dnuob!
Affliction 12
>Dodge DC 24
>Hindered/Vulnerable to Defenseless/Immobilized
+Extra Condition
-Limited Degree
+Ranged

AE: Cigam Ekirts!
Damage 12
+Ranged

AE: Otserp Egnahc O!
Affliction 8
>Fort DC 19
>Dazed to Stunned to Transformed
+Cumulative
+Ranged

AE: Raeppa!
Create 7
+Continuous
=Subtle

AE: Tcetorp!
Deflect 12
+Perception Range

AE: Won Tegrof!
Affliction 8
>Will DC 19
>Dazed to Stunned to Transformed- Subject Forgets
=Insidious
+Progressive

AE: Tropsnart Em!
Teleport 12
>15 Miles

AE: Emit ot Raew Gnihtemos Wen!
Feature 2
>Quick Change 2
+Affects Others
+Selective

AE: Etativel ...!
Move Object 7
+Perception Range
=Precise
=Subtle

AE: Laeh ...!
Healing 5
+Persistent
+Resurrection
=Stabilize
======================================
OFFENSE

Initiative +6

Magic +8 (19-20)[DC 29, etc.]
Unarmed +8 [DC 15]
Improv Weapon +8 [DC 17]
======================================
DEFENSE

Fort 5+2
Will 9+4

Dodge 10+2 (or 12 Perception Deflect)
Parry 6+2 (or 12 Perception Deflect)
Tough +2 (+6 D. Roll)


The Bio for Zatanna is pretty much the same. However, she has met Dr. Stephen Strange countless times as her father, Giovanne "John" Zatara, and Dr. Strange were friends. When Zatanna became a hero, she looked to Dr. Strange as a mentor. Other than that, how does the character look? For the spells, I took inspiration from what Zatanna has used in the recent "Young Justice" series.
Last edited by XeroKhan on Mon Apr 07, 2014 1:17 pm, edited 1 time in total.
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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: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Neo-Paladin » Wed Apr 02, 2014 5:29 pm

Looks good, as far as I can tell. :)

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Aerlwyn » Wed Apr 02, 2014 6:59 pm

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Anya Steiner - PL 10

Strength 0, Stamina 4, Agility 2, Dexterity 2, Fighting 2, Intellect 6, Awareness 4, Presence 2

Advantages
Attractive, Benefit, Security Clearance: SHIELD, Benefit, Wealth (well-off), Inventor, Skill Mastery: Technology, Ultimate Effort: Technology

Skills
Expertise: Science 4 (+10), Insight 1 (+5), Perception 1 (+5), Persuasion 3 (+5), Ranged Combat: Mistress of Magnetism 6 (+8), Technology 9 (+15)

Powers
Armored Costume (Removable)
- Costume Pockets: Feature 2 (Notes: Anya carries metal shavings, tiny metal balls and other little metallic objects for usage for some of her effects and power stunts.)
- Protection: Protection 3 (+3 Toughness)

Magnetic Flight
- Flight: Flight 5 (Linked; Speed: 60 miles/hour, 900 feet/round; Platform)

Magnetometer: Senses 6 (Awareness: Magnetic, Detect: Metals 2: ranged, Extended: Detect 1: x10, Extended: Awareness, Radius: Detect)

Magnetic Repulsion
- Magnetic Force Field
...Force Field: Force Field 7 (+7 Toughness)
...Impervious Defense: Impervious Toughness 8

Mistress of Magnetism
- Mistress of Magnetism: Move Object 8 (800 tons, DC 23; Damaging, Increased Mass 7, Increased Range: perception, Precise; Limited Material: Metallic Objects)
AE EMP: Burst Area Nullify 8 (Counters: Electronic Effects, DC 18; Burst Area: 30 feet radius sphere, Broad, Simultaneous)
AE Fatal Attraction: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate, Cumulative, Increased Range: ranged, Reversible)
AE Magnetic Blast: Blast 12 (DC 27; Variable Descriptor 2: broad group - any electromagnetic)
AE Magnetic Burst: Burst Area Move Object 10 (25 tons, DC 25; Burst Area: 30 feet radius sphere, Damaging, Selective; Limited: Metallic objects, Reduced Range: close)
AE Magnetic Snare: Cumulative Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited: to toughness of metal objects used, Limited Degree)
AE Metal Manipulation: Transform 5 (Affects: Broad > Broad - assemble/disassemble/shape metal objects, Transforms: 25 lbs., DC 15; Increased Duration: continuous, Increased Range 2: perception; Limited: to ferrous materials)
AE Metallic Explosion: Shapeable Area Blast 8 (DC 23; Shapeable Area 2: 60 feet, cubic; Quirk: Requires metal objects)


Offense
Initiative +2
EMP: Burst Area Nullify 8 (DC Will 18)
Fatal Attraction: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +2 (DC Spec 10)
Magnetic Blast: Blast 12, +8 (DC 27)
Magnetic Burst: Burst Area Move Object 10 (DC 25)
Magnetic Snare: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Metal Manipulation: Transform 8 (DC Dog 18)
Metallic Explosion: Shapeable Area Blast 8 (DC 23)
Mistress of Magnetism: Move Object 8 (DC 23)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
Identity: Public
Power Loss: Anya draws power from the Earth’s magnetic field; disruptions to it can affect her powers. Also, overexertion of her powers can shut them down.

Languages
German

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 8

Power Points
Abilities 44 + Powers 69 + Advantages 6 + Skills 12 (24 ranks) + Defenses 20 = 151


Backstory
Anya Steiner was on assignment as a civilian contractor working for SHIELD on new radar technology. While she was installing a new anti-stealth radar dish, the dish prematurely activated, exposing her to an intense electromagnetic pulse. When she woke up in the base hospital she was told she had been unconscious for almost 19 hours. She had fallen from the radar platform when the dish was activated prematurely and had hit her head. That was her only wound. She was kept over night for observation and released the following afternoon. She arrived home and needed a decent meal. She decided to cook on her grill. After getting things together she went out to her patio and fired up the grill. When she reached for the tray with her steak on it it moved into her hand. Stunned she dropped the try but it did not fall to the ground, it just hovered there. She concentrated more and moved it back onto the table. She began practicing with her new found powers and what she could do.
Last edited by Aerlwyn on Thu Apr 03, 2014 3:04 am, edited 2 times in total.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby jemal » Thu Apr 03, 2014 2:26 am

So, I know I'm not the GM but I had a few comments on Magnet lady, hope you don't mind too much..

Armoured Costume: You have 4 points spent on this, so the removable isn't actually saving you anything (-1 per 5 points). I would suggest throwing 1 more rank of protection into it rather than under your forcefield.

Impervious Toughness 5 is rather pointless, it will make you immune to rank 3 or lower attacks, but with your +14 toughness, you would need to roll a 3 to fail a save against a rank 3 attack anyways.
When you're talking Impervious, it's generally go big or go home. ;)

Magnetic Radar: Senses 6 (Awareness: Magnetic, Detect: Metals 2: ranged, Extended: Detect 2: x100, Radius: Detect)

Nothing wrong with this, just clarifying a few things: Awareness lets you know when Magnetic Powers are used within range, but since it is not acute/accurate, you won't know where or what kind, it'll be basically a 'spider sense' for magnets.
Also with ranged and extended 2, your detect is -1 perception check / 1000' (though that doesn't help your Magnetic Awareness, which would still be -1/10'). I might suggest altering one of the extended's over to awareness to make them both -1/100'.
Finally, Radar is based on Radio Waves (In fact, Radar can be partially blocked by magnetic fields), might I suggest 'magnetometer' instead of "magnetic radar'?

- Mistress of Magnetism: Move Object 8 (800 tons, DC 23; Damaging, Increased Mass 7, Increased Range: perception, Precise; Limited Material: Metallic Objects)

Increased Mass doesn't apply to Move Object, you increase the amount you can carry by increasing the ranks. If you want to showcase the extra lifting power, I would suggest using another alternate power w/o the damaging extra.
*32pp
AE Fatal Attraction: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Reversible)

I am curious why a Magneto character has a cumulative reversible 'stun/incapacitate' affliction? Is it you smashing people in the head with metal? (If so the reversible doesn't make much sense) Are you messing with their bio-electrical fields or something?
AE Magnetic Burst: Burst Area Move Object 10 (25 tons, DC 25; Burst Area: 30 feet radius sphere, Damaging, Selective; Limited: Metallic objects, Reduced Range: close)

I don't see the point on buying damaging on this while limiting it to metallic objects. I suppose if you really need to break a whole bunch of metal at once.. or it could be useful if you're getting swarmed by robots..

AE Metal Manipulation: Transform 8 (Affects: 1 Thing > 1 Thing - assemble/disassemble/shape metal objects, Transforms: 200 lbs., DC 18; Increased Duration: continuous, Increased Range 2: perception; Limited: to ferrous materials)

Considering all of your other powers are 32pp or less, it seems like you're using the 2p/rank "single thing into single target' for this when you say '1 thing > 1 thing', but assembling, dissasembling, and shaping metal objects is far more than a single object into a single result. The kind of metal shaping magneto does and you seem to want to do is more appropriately the 4/rank 'broad group of targets into broad group of results' Limited to ferrous metals, allowing you to turn any ferrous metal object into any other ferrous metal object (AKA Assembling, dissasembling, and shaping). Adding Perception onto that would make it a total of 5pp/rank.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Aerlwyn » Thu Apr 03, 2014 2:42 am

Thanks for the tips will look into changing them around.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby jemal » Thu Apr 03, 2014 2:50 am

Likewise with Zatanna, I'm not the GM And I hope you don't mind my feedback.

XeroKhan wrote:(Mystic Senses)
Senses 4
>Detect Magic
...Ranged
...Acute
...Analytical

A note which most people miss: Detect is not a radial sense base, so this would represent a more D&D style directional detect magic. If you're going for something along the lines of 'seeing magic', then this is perfect, but if you wanted to be able to detect magic all around you you'd need to add radius as well.

[Magic Array]
Enogeb Cigam!
Nullify 12
>All Magic Effects

The book lists Magic as requiring the broad extra.

AE: Otserp Egnahc O!
Affliction 8
>Fort DC 19
>Dazed to Stunned to Transformed
+Cumulative
+Ranged

Keep in mind that you only have a +8 attack bonus, so this will be under power level cap.

AE: Raeppa!
Create 8
+Continuous
=Subtle

This costs 25p whereas most of your others cost 24p. (create 2/rank +1/rank continuous = 3/rank X 8 ranks = 24 +1 subtle = 25.

AE: Won Tegrof!
Affliction 8
>Will DC 19
>Dazed to Stunned to Transformed- Subject Forgets
=Insidious
+Progressive
Like Raeppa!, this is a 25p power, and like osterp egnahc o! it's under your PL cap.

AE: Emit ot Raew Gnihtemos Wen!
Feature 2
>Quick Change 2
+Affects Others
+Selective

heh, cool.

AE: Laeh ...!
Healing 5
=Innate
+Resurrection
+Selective
=Stabilize

Selective is useless if you don't have Area. If you meant to add area, that would make the cost 2/rank +1/rank res + 1/rank selective +1/rank area = 5/rank; 5 ranks = 25 + 1 stabilize + 1 innate = 27.
Also, Innate makes no sense on this power. Innate means it is a power that is an innate part of your nature that can't be be taken away from you. It is as much a part of you as your legs or eye sight. Why is a magical healing spell that's just one part of a magic array innate? Perhaps you meant persistent so it can heal incurable damage?

Assuming the the array uses the base 25 of the affliction & Create powers, it has 10(Holy crap you've got ME beat)!!! alternate powers, for a total of 35pp cost.

Dodge 10+2 (or 14 Perception Deflect)
Parry 6+2 (or 14 Perception Deflect)
Tough +2 (+6 D. Roll)

Deflect is limited by Power Level, so it can't be higher than your active defense cap. Zatanna appears to be a PL 10 character, so If you have toughness 8, you can only use 12 ranks of your deflect on yourself. Higher ranks of Deflect will only be useful when used on someone who has more than 12 active defense. *NOTE: you have the highest active defenses in the party, so ranks above 12 will only be useful if we run into high defense NCPS you want to protect, or someone uses the defensive attack maneuver)
Also note that Perception only gives a range boost since there's no attack roll, you still have to roll your deflect (which would be 1d20+12 reroll 1-10).


What I got for Costs:
Abilites: 42p
Advantages: 34
Skills: 40
Powers: 39
Defenses: 30
Total: 185

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Neo-Paladin » Thu Apr 03, 2014 3:51 pm

Thanks, jemal. I reckon by now my disdain for the number-crunching often associated with M&M is well-known, so I appreciate this.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby jemal » Thu Apr 03, 2014 9:46 pm

NP, np.. I love them numbers so we make a good team. :)
also heh I just realized "No Prob" "Neo Paladin" both np.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Neo-Paladin » Mon Apr 07, 2014 11:50 am

Okay, new Ini

Zatanna: 18
Faux Hal Jordan: 16
Anya Steiner: 16
Batman: 10
Overall Battle: 10
Martian Lad: 10
Quasar: 7

Zatanna, you were originally a part of the gathering of mages in Fate's tower in Salem, but when the battle broke out, they decided to send a few of their number to help, among them you, Raven and Wiccan. You just bamfed in and it's your turn already.

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Re: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby XeroKhan » Mon Apr 07, 2014 1:15 pm

jemal wrote:Likewise with Zatanna, I'm not the GM And I hope you don't mind my feedback.


Okay, some of these may have been typos on my end. (NO offense if it sounds like I am).

First: Mystic Senses. I am aware of this already.

Second: Enogeb Cigam! I forgot to add that in. Thanks.

Third: Otserp Egnahc O! Although this is under caps, it is at the limit of Alternate Power costs.

Fourth: Raeppa! I can just reduce that to rank 7. It was a Typo on my end.

Fifth: Won Tegrof! Okay, this one did escape me originally. Will fix to rank 7 as well.

Sixth: Emit ot Raew Gnihtemos Wen! Thanks. This power was based off of one of Zatanna's spells in the Young Justice cartoon.

Seventh: Laeh! I can just scrap Selective and Innate. I will change that to Persistent. Also, 1-Upped! >:P

Eighth: This was also a Typo. I forgot to change the bottom Deflects.

Overall, thank you for noticing those, Jemal.

===============================================

EDIT: I just edited my last post to not only intertwine with the last event (somewhat), but also with an EPIC ENTRANCE CAUSING A CRITICAL HIT ON THE FAKE HAL JORDAN!
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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: Marvel/DCU crossover: The Rift (3e Recruiting One)

Postby Neo-Paladin » Mon Apr 07, 2014 1:58 pm

Hal is still outside in space so unless you have perception ranged spells, I fear you need to pick another target. There are battles all around you :)

Also, one little nitpick...it's WiccaN from the Young Avengers...he's male :)


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