Justice League Gone (3e OOC)

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Plan B
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Re: Justice League Gone (3e Recruiting)

Postby Plan B » Sun Apr 20, 2014 9:19 am

As its unlimited PL i'm considering putting forward a Omni-Man, build.

Just checking its ok, before hammering out a build.
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Re: Justice League Gone (3e Recruiting)

Postby Bladewind » Sun Apr 20, 2014 5:29 pm

Going to see how my time plays out the next coupla fays, but I'm considering:

She-Ra
Silverbolt (But have him image on one of the Justice League's planes)
Ninjini (From Skylanders Giants)

As I said, I'm thinking about it... either way, neat concept Xero.

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Re: Justice League Gone (3e Recruiting)

Postby XeroKhan » Sun Apr 20, 2014 6:52 pm

@Plan B: Omni-Man does sound alright. I just ask to please make sure that he will not constantly overshadow the other players if you get in.

@Bladewind: I am not too familiar with Skylanders; however, the other two ideas sound great.
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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: Justice League Gone (3e Recruiting)

Postby Shadow13 » Sun Apr 20, 2014 6:56 pm

Ok finished Carol's build and finalized the complications. I would like to thank The Watchman for the help he offered on this. Anyone want to make some suggestions please do. She is a good mix of skill, luck, powers and will be an interesting person to play. Also she will be the 2nd female character I ever Rpd
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Re: Justice League Gone (3e Recruiting)

Postby jemal » Mon Apr 21, 2014 3:31 am

All right, here's my first run at Eddie Riggs. He's adapted from another character I made, so there may be some mistakes.

As Usual, Build notes on things I thought might need explaining are after the character sheet.

Eddie Riggs - PL X (180 PP)
Image
Abilities: 32 pp
STR 5/8 (10pp *+3 Demon)
STA 5 (10pp)
DEX 0
AGI 0
FGT 4 (8pp)
INT 0
AWE 2 (4pp)
PRE 0

Offenses:
Seperator: +10, DC 25 toughness (Crit 18-20) *Accurate Attack, All-out Attack, Defensive Attack, Power Attack, Takedown*
Demonic Seperator: +10, DC 29 Toughness (Crit 18-20)
Fire and Flames(Pyro): +12 Ranged, Toughness DC X
(X = Music Check Result, Max 27)
Thunderstruck(Shocker): +12 Ranged(Indirect), Fort DC X (Dazed&Impaired, Stunned&Disabled, Paralyzed&Unaware)
(X = Music Check Result -7, Max 22)
Kryptonite (Anvil of Burden): Perception, Fort DC X (Hindered, Immobile, Paralyzed)
(X = Music Check Result - 11, Max 22)
Let the bodies hit the floor (Earthshaker): Burst Area, Reflex DC: X, Fort DC X (Dazed, Prone), Toughness DC: X+5
(X = Music Check Result - 8, Max 21)
*Move Activation*
Ride the Lightning(Power Slide): 30 cubic feet Area, Reflex DC X, Toughness DC: X+5
(X = Music Check Result - 6, Max 20)
*Eddie Teleports to a square adjacent to end of area*
Kashmir (Bring it on home): 30' Burst Area, Reflex DC X, Toughness DC: X+5
(X = Music Check Result - 10, Max 22)
*Move Activation, Secondary Effect*
Feur Frie (Facemelter): 60' Selective Burst Area, Reflex DC X, Fort DC X (Weaken Stamina)
(X = Music Check Result - 10, Max 22)
*Distracting*


Defenses: (16pp)
Dodge: +10 (5 base +5 Bracers)
Parry: +10 (1 base +4 Fgt +5 Bracers)
Toughness: +10/14 (+5 Sta +5 jacket *+4 Demon)
Fort +10 (4 base +6 Sta)
Will +8 (6 base +2 Awe)

Skills: (90 ranks = 30 pp)
Athletics(+10/6), Deception(+12/12), Insight(+12/10), Intimidate(+6/6), Perception(+12/10), Persuasion(+10/10), Stealth(+6/6), Technology(+4/4), Vehicles(+6/6)
Expertise: Music(+20/20)

Roadie Form: Persuasion(+16), Stealth(+16), Technology(+10)
Demon Form: Athletics(+12), Intimidate(+16)

Advantages: 12
Fascinate(Music), Favoured Environment(Crowd/Audience), Favoured Foe 2: (Metal Haters, Demons), Great Endurance, Luck 5, Quick Draw, Ultimate Music

*Roadie: Connected, Hide in Plain Sight, Jack of All Trades, Redirect, Set-up, Teamwork

Powers: 90
Quickness 6: (Limited: Music -2/rank): 2p

Forms: 19+1ap = 20pp
Primary: Worlds Best Roadie: 10+6+3=19pp
-Enhanced Skills: Persuasion +4, Stealth +10, Technology +6: 10p
-Enhanced Advantages: Connected, Hide in Plain Sight, Jack of All Trades, Redirect, Set-up, Teamwork: 6p
-Quickness 9 (Limited: Building -2/rank): 3p
AP: Superbeast (Demon Form): 5+5+6+3 = 19pp
-Enhanced Skills: Intimidate +10: 5p
-Flight 5(Wings): 5p
-Enhanced Str 3: 6p
-Protection 4(Noticeable): 3p

Epic Metal Outfit: 15p - 3 Removable = 12pp
-Jacket: Protection 5: 5p
-Spiked Bracers: +5 Dodge/Parry: 10p

The Seperator: 15p - 6 easily Removable +1 Indestructible = 10pp
-Enhanced Advantages: Accurate Attack, All-out Attack, Defensive Attack, Power Attack, Takedown: 5pp
-Damage 5 (Str-based, Accurate 3, Imp Crit 2): 10pp

Clementine: 60p - 24 Easily Removable = 46pp
Never Gonna Stop Me: 1pp
-Immunity 12 (Entrapment 5, Fatigue 5, Critical hits 2, Sustained, Check Required: Music 11): 1/rank-11=1pp

The Memory Remains: 1pp
-Senses 4: Postcognition (Affects Others +1/rank, Area +1/rank, Check Required: Music 10, Quirk: All or Nothing): 3/rank-11 = 1pp
*DC 23*

Crazy Train(Summon Deuce): 1pp
-Enhanced Equipment 8 (Check Required: Music 6, Quirk: All or Nothing): 1/rank-7 = 1pp
*DC 23*

Ace of Spades: 1pp
Luck Control 2 (*Spend hp/Luck on others behalf, Force Reroll* Area Perception(Auditory) +1/rank, Selective +1/rank, Inspire 5, Check Required: Music 14, Quirk: All or Nothing): 5/rank -9 = 1p
*DC 25*

Marching Off to War(Battle Cry): 5 + 29 - 6 Check Required: Music, Standard Activation -2 = 26 pp
-Enhanced Advantages 2: Extraordinary Effort, Fearless(Sustained, Affects Others +1/rank, Area Perception(Auditory) +1/rank, Distracting -1/rank, Quirk: All or nothing): 3/rank-1 = 5p
-Regeneration 10 (Affects Others +1/rank, Area Perception(Auditory) +1/rank, Selective +1/rank, Distracting -1/rank, Quirk: All or nothing) : 3/rank-1=29pp
*DC 29*

Fight Music Array: 24p + 6ap = 30pp
Primary: Let the bodies hit the floor (Earthshaker): 21 + 11 - 9 Check Required: Music = 24pp
-Damage 11 (Area: Burst +1/rank, Move Activation): 2/rank-1 = 21p
-Linked: Affliction 11 (Area: Burst +1/rank, Limited Degree -1/rank): 1/rank = 11p
*Dazed, Prone*
AP: Ride the Lightning(Power Slide): 30 + 1 -7 Check Required: Music = 24pp
-Damage 10 (Area: Shapeable +2/rank): 3/rank = 30p
-Linked: Teleport 1 (Limited: Must end up near end of area -1/rank): 1p
AP: Fire and Flames(Pyro): 30 - 6 Check Required: Music = 24pp
-Damage 12 (Ranged +1/rank, Accurate 6): 2/rank +6 = 30p
AP: Thunderstruck(Shocker): 32 - 8 Check Required: Music = 24pp
-Affliction 12 (Extra Condition +1/rank, Accurate 6, Indirect 2*From above*): 2/rank +8 = 32p
**Dazed&Impaired, Stunned&Disabled, Paralyzed&Unaware**
AP: Kashmir (Bring it on home): 35 - 11 Check Required: Music = 24pp
-Damage 12 (Area: Burst +1/rank, Secondary Effect +1/rank, Move Actiation): 3/rank-1 = 35p
AP: Feur Frie (Facemelter): 35 - 11 Check Required: Music = 24pp
-Weaken Stamina 12 (Area: Burst +2/rank, Selective +1/rank, Distracting-1/rank, Move Activation): 3/rank -1 = 35p
AP: Kryptonite (Anvil of Burden): 36 - 12 Check Required: Music = 24pp
-Afflicion 12 (Fort, Perception +2/rank): 3/rank = 36p
*Hindered, Immobile, Paralyzed*


Equipment:
The Deuce: Vehicle - 40ep
Large(1ep), Str 6 (2ep), Speed 6(6ep), Toughness 10(3ep), Defense 0(1ep)
Nitro: Enhanced Speed 2 (Unreliable: 3 uses -1/rank): 1ep
Feature: Mouth of Metal: 1ep
Weapons Array: 24p + 1ap = 25ep
-Railgun: Damage 8 (Accurate 8, Multi-attack+1/rank): 24ep
-Sub Woofers: Damage 12 (Area: Burst +1/rank): 24ep

COST: 32 Abilities +16 Defenses +30 Skills +12 Advantages +90 Powers = 178/180


Complications:
Motivation: Doing Good


Background
Personality:
Eddie's personality can be immature at times, and he is almost always sarcastic and snarky. However, he also knows when it's time to be serious, and is an efficient and capable leader of men. He also knows that, as a roadie, his place isn't in the leadership of an army.
Eddie is also friendly and a good advisor, when people have doubts of what they can do, Eddie supports them and helps them realize how strong and powerful they really are. Eddie also has a strong sense of justice in him when someone is being attacked or discriminated against. Eddie would stop at nothing to protect or avenge his friends.

BUILD NOTES:

OK, so Eddie plays a lot like a standard mystic/bard. I've chosen specific songs for his powers (his pyro attack is dragonforces 'fire and flames', summoning the Deuce is 'Crazy Train', Battle Cry is 'Marching off to War', etc.
I've also added some powers he didn't have in the game, but that make sense for a rock-powered bard type. Essentially, he's learned some new stuff since the game ended.

Instead of going the standard Mystic route and using one massive Array, I've instead made all of his powers fairly cheap through Check Required: Music, and then made a 'fight music' array of the combat specific powers. I made sure he actually had to try for all of his music rolls (No auto-suceeding), Plus I think it fits in great with the theme of the character: All of his 'moves' are songs.


Ostensibly, he fits between PL 10 and 12, though anything capable of reaching pl 12 either requires music
checks (and so will sometimes come in under) or Demon Form (Melee & Defense)

Specifics:
Quickness: OK, you know how in comic books everybody seems able to spit out entire speeches in seconds? Well Eddie's kinda like that with music. When he's playing, time seems to slow down.. the music doesn't seem rushed, and it's perfectly understandable, but in the time it takes you to move across the room he's finished an entire song!

Songs:
Never Gonna Stop Me : Since immunities are a 'permanent' thing, I was thinking the check on this would be 'reactive' - Whenever he's hit by something he should be immune to, he makes the check, and if he succeeds, he's immune, if not, he takes it.
Marching off to War: He makes a single Music check. I figured I'd just add the ranks of the effects together: Enhanced Advantages 2, Regen 10 = 12 ranks. They're both 'all or nothing', so he needs to make a dc 27 music check to activate the entire thing, anything less and nothing activates. After activation, the power is Sustained, lasting till the combat ends or he is stunned/knocked out/otherwise prevented from maintaining it.
The Memory Remains: This 'brings to life' what was happening at some point in the past within the area. He plays and everyone gets to see what was happening instead of just him.
Ride The Lightning: With this upgrade to his Power Slide, Eddie Rides a bolt of Lightning through targets, and he ends up near the other end.

all or nothing: I added this quirk to some powers B/C they don't make sense at less than full power, so he has to make the full effect DC to use them at all.*

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Plan B
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Re: Justice League Gone (3e Recruiting)

Postby Plan B » Mon Apr 21, 2014 5:41 am

XeroKhan wrote:@Plan B: Omni-Man does sound alright. I just ask to please make sure that he will not constantly overshadow the other players if you get in.



Depending on the other players that maybe difficult, but I'll do my best.

I'm kinda looking at PL 14-15 at the moment.
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Re: Justice League Gone (3e Recruiting)

Postby Bladewind » Mon Apr 21, 2014 6:29 am

Just to make sure I understood - it`s unlimited PL but set PP, right ?

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Re: Justice League Gone (3e Recruiting)

Postby VampGuy » Mon Apr 21, 2014 6:45 am

I am very sorry guys, but I'm gonna have to bow out of this

I bit off lore than I can chew with too many games and then life happened on top of it so best of luck to everyone
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Re: Justice League Gone (3e Recruiting)

Postby drothgery » Mon Apr 21, 2014 7:45 am

Bladewind wrote:Just to make sure I understood - it`s unlimited PL but set PP, right ?

That's what it reads like. I mean, I built Celes with what I'm expecting to be her primary attack spells as PL12 and the handful that are really above that as things that she can't use all the time (and in the case of how I built Ultima and Meteor, have some serious drawbacks). Though I still have a few points to fuss with.
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Re: Justice League Gone (3e Recruiting)

Postby Plan B » Mon Apr 21, 2014 8:00 am

Bladewind wrote:Just to make sure I understood - it`s unlimited PL but set PP, right ?



Thats what it says.

All the characters are between 10 and 12 so far.
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Re: Justice League Gone (3e Recruiting)

Postby Plan B » Mon Apr 21, 2014 8:41 am

Image


OMNI-MAN


ABILITIES: STRENGTH 19, STAMINA 15, AGILITY 0, DEXTERITY 0, FIGHTING 8, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Close combat (unarmed) 4, Deception 6, Expertise [Galactic Politics] 6, Insight 4 (+6) ,Intimidation 6, Perception 8 (+10), Persuasion 8,

ADVANTAGES: All-Out Attack, Power Attack, Interpose, Improved Critical (unarmed) 2, Takedown 2,

POWERS:
Super Senses: Senses 1 (Normal Vision [Extended], Normal Hearing [Extended]); 2 pts
Viltrumite Physiology: Immunity 1 (Aging); 1 pts
Invulnerability: Immunity 6 (All Environmental Conditions, Suffocation [Limited]), Regeneration 1 (1/every 5 rounds), Protection 3, 19 pts
Super Strength: Enhanced Strength 3 (100,000 Tons, Flaw: Limited to Lifting); 3 pts
Flight and Super-Speed: 33 pt Dynamic Array; 35 pts
Flight: Flight 14 (32,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 33 pts
Super-Speed: Speed 14 (32,000 mph), Quickness 8 (Extra: Dynamic); 2 pts


OFFENSE:
Initiative +0
Close Attack +12 [Unarmed DC 34, Critical 18-20]
Ranged Attack +0


DEFENSES:
Dodge +10 Parry +10
Toughness +18 , Fortitude +15, Will +12

COMPLICATIONS:

Enemy: The Viltrumite Empire who seems him as a traitor
Fame: Omni-Man was the Earths greatest hero, until his fall from grace but he remains a well-known figure
Power Loss: If his powers are somehow drained/lost, his stats also drop to STR 3, STA 3, FGT 5
Relationships: His wife, Debbie Grayson, his sons, Mark and Oliver Grayson
Secret Identity: He maintains his secret identity of Nolan Grayson, novelist
Temper: Despite his calm, super heroic demeanor, he does have a bit of a temper. OK, make that a HELLUVA temper…Viltrumites are known for their towering battle rages
Weakness: The Scourge Virus, which can take away a Viltrumites powers at minimum, and kill them if it is severe enough

Abilities 92 + Skills 12 (36 ranks) + Advantages 8 + Powers 50 + Defenses 20 = 180 / 180
Last edited by Plan B on Fri May 02, 2014 2:06 pm, edited 1 time in total.
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Re: Justice League Gone (3e Recruiting)

Postby Shadow13 » Mon Apr 21, 2014 8:55 am

PP is set but the Pl is unlimited. Also factor in 1=3 for skill.

Plan B nice build, my back up build from Captain Marvel was going to be Hancock. Figured a temperamental paragon would be intersting but bringing in another Marvel in DC seemed more tempting.
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Re: Justice League Gone (3e Recruiting)

Postby Neo-Paladin » Mon Apr 21, 2014 8:59 am

Plan B, you might add his ears as a weakness. Anything that disturbs their inner ear function, as we have seen in Invincible, basically causes them to be wracked with pain and makes flying much harder.

On another note, I am really really hoping to get into this game. I mean, the interactions between Splinter and Omni-Man alone could be awesome.

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Re: Justice League Gone (3e Recruiting)

Postby The_Watchman » Tue Apr 22, 2014 6:23 am

Updated submission list.

Full Builds
Spider-Man (Ben Reilly)- The_Watchman
Captain Marvel (Carol Danvers)- Shadow13
Celes Chere - drothgery
The Beast - Mark Reuter
Soma Cruz -dreamking89
Splinter - neo-paladin
Omni-Man -Plan B
Eddie Riggs - jemal
Commander Shepard - Adventure Dan

Proposals
Starkiller, Sub-Zero or the Prince of Persia - wulfgar187
She-Ra or Silverbolt - Bladewind
Lightning - Nareik123
Kamen Rider W - metool2
Sonic the Hedgehog - Weyrd[/quote]
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Builds

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Re: Justice League Gone (3e Recruiting)

Postby drothgery » Thu Apr 24, 2014 6:41 pm

FYI - I'm going to be on vacation from 5/8-5/13 and I'm not sure how much I'll be able to be online then. It doesn't seem impossible that the game will have started by then, so I figured you ought to know.
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