[2e] Paragons of the New World (recruiting)

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jemal
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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Fri Apr 25, 2014 5:30 am

Added background and complicatoins to character sheet. Any comments yet about the build?

Also Moira, any opinion on the discussions about her 'smokin hot' power?

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Re: [2e] Paragons of the New World (recruiting)

Postby digitalangel » Fri Apr 25, 2014 6:48 am

jemal wrote:Added background and complicatoins to character sheet. Any comments yet about the build?

Also Moira, any opinion on the discussions about her 'smokin hot' power?


You could put the couple remaining points in a movement power like flight or possibly short range teleport using an electrical conductor as a medium or possibly a rank of speed from her being charged up.

You might want to spell out mechanically how the cold weakness works. Is it a penalty on saves against it, dies her toughness just not apply?
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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Fri Apr 25, 2014 7:01 am

She has enhanced speed and jumping in her 'Super Parkour' power, which is one of the thigns her battery reserve can enhance (so she can get phenomenal speed & Jumping power). I was pondering flight but decided against it for this build, the speed&jump combo is cooler.
As far as the teleport, I don't think it fits with my idea for her.. she doesn't turn INTO energy, just channels and absorbs it.

Cold Weakness : Good point, I'm thinking cold damage just flat ignores/bypasses her absorption power, since it's removing energy not adding it.

*EDIT: Actually I just noticed I have Vulnerability listed. major vulnerability is listed in the book as 'deals double damage'.
I might change it to the weakness (Ignore/bypass absorption) or add both, still pondering that.

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Re: [2e] Paragons of the New World (recruiting)

Postby Illusionista » Fri Apr 25, 2014 2:58 pm

Your story says "a few months after". According to the first post it's only been a month. And that month hasn't been the smoothest of times. But we're pretty much stable now because a group (groups?) of Paragons beat back the craziness of the mad gods.
"Everyone sees what you appear to be, few experience what you really are."
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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Fri Apr 25, 2014 3:16 pm

I'll change up the time line a bit. thanks for pointing that out.

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Re: [2e] Paragons of the New World (recruiting)

Postby Corrigon » Sat Apr 26, 2014 4:36 am

Omnipotent Being wrote:Updated list of character submissions

Danielle Dynamite, Dynamite Lady by jemal
Andrew Quest, Citizen Zero by Sakuro
Robin Rivera, Mindfreak
John Watt by Corrigon
Shadya Brown, Star Shadow by digitalangel


So currently, we have the above characters.

Dynamite Lady - Blaster
Citizen Zero - Super Senses
Mindfreak - Psychic
Starshadow - Ghost Telekinesis
John Watt - Superstrong speedster

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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Sat Apr 26, 2014 6:49 am

Sakuro wrote:I think Mecha and Manga has a Feat similar to what you're aiming for Jemal. The name escapes me, but you may want to review the source book's selection of Feats.


BTW I checked it out and there are three that might apply. I'll post the basics of them here for Moira's consent:

Bishojou (Ranked)- You are Extremely attractive: When you use an interaction skill, it also improves attitudes by one step (One additional step for diplomacy). Affects 1 target at up to 10' (each rank sends # targets and Range up progression table).

Distracting Looks(Ranked) - Will save (DC 10 + cha + rank) for anyone first meeting you or become smitten. While smitten, DC's for interaction checks against them are reduced by 2/rank, targets suffer a -1 to opposed skills/will saves per rank. Only lasts while they see you.

Beautiful Voice *I'm pondering an alternative to this - beautiful dance - use Dance skill(Voice is perform or diplomacy) vs sense motive/will save as standard action to make NPC willing to (at least temporarily) end hostilities.

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Re: [2e] Paragons of the New World (recruiting)

Postby areapostrema » Sat Apr 26, 2014 12:52 pm

Hey all, this is my first stab at posting a character on this site. Let me know if I’m headed in the right direction.

Name: The Traveler
Real Name: Michael Donovan
Age: 27 yr.
Height: 5’10
Weight: 180 lb.
Gender: Male
Eye Color: Red
Hair Color: Black
Relatives: Kevin Donovan Sr (Father, deceased), Abigail Donovan (Mother, deceased), Kevin Donovan II ( Older Brother, 36, Priest), Mary Anne Donovan (Older sister; 34, Professor of theology), John Donovan (Younger brother, 24, priest)
Race: Human (Paragon)
Legal Status: US citizen, minor arrest warrants in six states (drunk and disorderly, breaking and entering, vandalism).
Occupation: None. Wanderer.
Affiliation: None.


PL: 12 PP: 180

ABILITIES: 22p
STR 10 (+0) DEX 12(+1) CON 12 (+1) INT 18 (+4) WIS 14(+2) CHA 16 (+3)

SAVES: 5p
Tough +15(+14 impervious protection) Fort +1(+10) Ref +1(+10) Will +7

COMBAT: 0p
Initiative +9
Defense +9
Base Attack +0 (+4 melee/+12 hellfire sword), Dmg DC 27 Tough.

SKILLS: 7p
Acrobatics 4 (+5), Bluff 0/17 (+20), Diplomacy 0/7 (+10), Disguise 0/15 (+18), Intimidate 4 (+7), Knowledge (streetwise) 2 (+6), Knowledge (theology and philosophy) 4 (+8), Notice 4 (+6), Sense motive 0/8 (+10), sleight of hand 4 (+5), Stealth 4 (+5)

FEATS: None 0p

ENHANCED FEATS: Attack focus (melee) 4, Attack specialization (hellfire sword) 4, Distract (bluff), Dodge focus (9), Fearless, Improved initiative 2, Skill mastery (Bluff, Diplomacy, Intimidate, Sense motive), Taunt

POWERS: 153p -- Powers organized by theme for convenience, not as arrays.

Demonic Charms (All powers have the Divine and Unholy keywords)
--Deceptive guile (Morph 3, Humans, +15 disguise; 6p)
--Lie smith (Enhanced Traits: Bluff 17, Diplomacy 7, Sense motive 8. Enhanced Feats: Distract (Bluff), Skill mastery [bluff, diplomacy, intimidate, sense motive]; 11p)
--Serpentine Mind(Immunity 10 (mental effects; 10p)
--Tempter of all (Comprehend 2, Languages Speak and understand all; 4p)

Infernal Swordsman (All powers have the Divine and Unholy keywords)
--Profane Resilience: Impervious Protection 14 (28p)
--Hellfire Sword (Penetrating Strike 12, DC 27; 24p)
--Infernal Jaunt (Teleport 9; 900ft, 20000miles; Accurate, Change Direction, Change Velocity, Easy, Progression 1 (Mass, 250lbs), Turnabout (32p)
--The Blessings of War (Enhanced Traits: Reflex +9, Fortitude +9. Enhanced Feats: Attack Focus 4, Attack Specialization [Hellfire Sword] 4, Dodge focus 9, Improved Initiative 2, Fearless; 38p)

EQUIPMENT: None


DRAWBACKS: Vulnerable (Holy attacks, 2x, 3pts); Weakness (Holy ground, -1str, dex, con /5min, 4pts)


COMPLICATIONS:
Faith: Despite his personal failures and disillusionment, Michael remains a believer. The emergence of his powers has only helped to revive this belief, for surely only God could have wrought such a momentous change over the world. Ironically, his newfound abilities and weaknesses have made it impossible for him to practice his faith without enduring agony and risking death. In his more introspective moments he finds this reality deeply disturbing. Michael finds it difficult to act against his Catholic beliefs, and if he were ever confronted by an opponent with an angelic archetype or seemingly divine powers (like the God Seraph, see below), he would be rendered nearly catatonic with self-doubt.

Family: Though both of his parents died years ago, Michael came from a good Irish Catholic family, so there are plenty of siblings to occupy his time. Michael cares deeply for all three of his siblings, though he has not spoken to either of his brothers in almost a decade. He would do anything to ensure the safety of his siblings, a problem complicated by his brothers’ status as priests and his sister’s work for the Vatican. He dreads the possibility of a mad God trapping a sibling within some holy ground, where he risks mortal peril simply by entering.

Demonic urges: Michael was an impulsive man even before his abilities developed. After awakening to his new life, Michael’s urges have only intensified. For Michael, the name of the game is Vice: Gambling, drinking, pleasures of the flesh—It’s all good. He struggles daily to live up to his newfound image as a hero instead of the whiskey-soaked tail-chaser he knows he is inside.

Wanderer: Michael has been largely homeless since he was nineteen. That is not to say that he lived on the street these past 8 years (though he has slept on more than his share of park benches). He’s relied on natural charisma, intelligence, luck, and a morally “casual” attitude to land a string of odd jobs that have taken him across the globe. He’s worked as a street performer, a chef, a community college professor (religion), a babysitter, a card shark, a bathroom attendant, a bartender, a pick-pocket, a burglar, a con-man, and a dozen other odd jobs across thirty states and nine countries. He has a slew of friends, and scores of minor enemies, in every corner of the world.

Demonic visage: In his natural form, Michael has demonic traits that out his true nature. He has skin the color of a cherry tomato, his eyes are pure black with red irises, two small horns protrude from his forehead, and his teeth seem unnaturally pointed. Whenever possible, Michael uses his Morph ability to assume a more normal appearance to avoid unnerving those around him. More than once, his attempts to rescue the distressed have been misconstrued by other would-be heroes as sinister in nature. This complication has abated somewhat as his profile has risen, but remains a problem. Despite this, he always assumes his true form when engaging in heroics, if only for the name-brand value of being recognized as a hero.

Criminal History: Michael’s wandering lifestyle and grey ethics have given him a checkered history with the law. He has been thrown out of more bars than he can keep track of, and has been arrested for brawling on five occasions. His criminal endeavors were strictly small-time and nonviolent, limited mostly to petty theft and larceny. He is still wanted in several states for crimes ranging from drunken antics to breaking and entering. He is wanted in his home city of Philadelphia for the theft of sixty thousand dollars-worth of jewelry from a wealthy widow. Because of his demonic visage, it is unlikely Traveler will be recognized as Michael Donovan, however should he ever use Morph to assume his old face, he would risk arrest in several states.

Wagers: Either through some curious quirk of his powers or actual Divine intervention, Michael is unable to renege on a bargain, bet, or deal once struck. This makes him a highly reliable bargaining partner, though like all devilish rogues, he is not above worming in the gap between the letter of a bargain and its intent. A wise man would simply stop making bargains or bets, but Michael has an almost compulsive love of gambling that seems to defy all wisdom.

Abilities 22 + Skills 7 + Feats 0 + Powers 153 + Combat 0 + Saves 5 - Drawbacks -7 = 180/180


BACKGROUND:

Michael was born the middle child of an Irish Catholic family in Philadelphia. His parents were devout and sincere in their faith, and so Michael grew up in the arms of the Church. The entire Donovan family attended catholic school, and all four Donovan siblings took to the faith so strongly that a life of service in the priesthood seemed a matter of course. Indeed, Michael’s older brother went to the seminary, and Michael’s younger brother would follow soon after. His sister’s path was always more scholarly, and she pursued religious philosophy as a career. It would have been a perfect story of faith and harmony, were it not for Michael’s unfortunate “dispositional irregularities.”

Despite his faith and structured upbringing, Michael was a consummate hedonist. Drinking underage, gambling with bookies, wooing his pure-as-snow schoolgirl classmates, it seemed that Michael couldn’t say no to any opportunity to sin. He was sent to confession daily, but no amount of praying the rosary seemed to curb his behavior. When he was seventeen, his relationship with his family finally began to sour and, by the time he was nineteen, his parents and brothers had washed their hands of him entirely. He left home, dropped out of college, and never returned.

After this, he wandered the world for years, picking up odd jobs to keep food in his stomach and (most of the time) some sort of roof over his head. His natural intelligence and quick thinking always ensured that could find a way out of any scrapes he got himself into. He went to jail five times, and prison once (six months for auto theft in Germany). Each scrape with the law only served to further reinforce his belief that he was fundamentally flawed, a sinner without hope.

On that fateful day in March, Michael was in New Orleans, passed out face down on a walking path by the water with a plastic fish-bowl full of liquor still clenched in both hands. The chaos that ensued woke him, and he at first assumed his red hands were the result of a prodigious sunburn. But soon enough the panic his face caused led him to find a mirror, and he had the first true soul-shaking shock of his life: he was a demon! He was sure of it. God was punishing him for his wicked ways, making his exterior reflect the state of his soul. While the rest of New Orleans panicked over their newfound powers, Michael drunkenly tottered to a church to confess his sins. He was hardly in the church six seconds before the nausea hit. Within five minutes, he was coughing blood. He beat a hasty retreat and collapsed against a building down the block.

He sat against the wall all day, recovering from his visit to the church. He might have sat there all night, too, if it hadn’t been for the looters. A group of men had set fire to a building (accidentally or otherwise, Michael never found out). He could hear the frightened cries of people trapped inside. He made to get up, to rush to help when—suddenly—he was inside the building. Still reeling from the events of the day (and quite frankly still a little intoxicated), Michael grabbed a young girl by the hand and made to leave. Just like that, he was back outside the burning building. Michael went back another six times, pulling everyone he could find from the building. It was then that he realized that maybe this new form wasn’t a punishment—it was a test. The girl who he’d rescued touched his hand and asked him his name. “I’m just a traveler,” he’d said. The name stuck.

In the month that has followed, the Traveler has grown into his powers and his role as a hero. His teleportation powers allow him to quickly and efficiently enter a hazardous situation, and his unnatural resilience allows him to withstand heinous amounts of punishment without flinching. His most troubling discovery was his hellfire blade, a crackling sword of black fire that can cut through steel like warm butter. Why God would give him a power so obviously suited for ending life, he doesn’t like to consider. Moreover, his sudden and seemingly supernatural affinity for combat and deception has robbed him of what little sleep he might otherwise get. Traveler’s fame has spread internationally due mostly to his penchant for moving randomly about the globe. While he has accepted his role as hero, he has yet to take a particular region under his protection, largely because he has spent every night of the past month in a different city. Indeed, his numerous acts of heroism over the past month were more the result of being in the right place at the right time than any actual attempt to be a hero.

He has tangled with a few of the mad Gods, but his most persistent foe is the God Seraph, a beatific young woman with the face and heavenly sword of an angel and the soul of a jackal. The two maintain a flirtatious relationship empty of any real emotion, even when acting at odds. Traveler is hesitant to confront her directly in combat, fearing that she may indeed be an agent from On High. This possibility troubles him greatly in the face of her cruelty.

Personality:
Michael is an intelligent man with a quick wit and a fondness for sarcasm. His demonic appearance is matched by similarly rough edges to his personality; he is often lazy, easily distracted, and prone to excesses of vice. Yet his heart is pure, and Michael would lay down his life for another at a moment’s notice. He will recklessly throw himself into harm, trusting to his skill with his hellfire sword and his ability to teleport to save him. Despite his intentions, there is something of the tempting devil inside Michael. He seems to enjoy provoking people into joining him in excesses. He is particularly fond of wagers, and seems to be unable to go back on a wager once struck. In quiet moments, Michael reveals a level of philosophical introspection befitting someone who had been a stone’s throw away from joining the seminary.

Appearance:
In his “natural” form, Michael looks like a quintessential genteel demon: he is taller than average, and neither large nor small in build. His skin is a lurid, eye-drawing red matched only by the red of his pupils. His hair is straight and black, interrupted on his forehead by two small black horns. He sports a pointed Van Dyke facial hairstyle. His pointed teeth and ears complete the image. He’s fond of dressing well, and often bemoans the state of his clothes after a battle. When not engaging in heroics, Michael assumes any of a dozen ‘alter egos,’ relying on his morph power and sudden ability to speak every language to make a convincing cover. On occasions when he assumes the form he wore before March 15, he is an average looking young man with brown hair and blue eyes.


Notes: This is my play on the classic “demon” build, going more for a hit-and-run / manipulator hybrid than a powerhouse of muscles and magic. He hits hard and can absorb a lot of punishment, but isn’t very versatile. He lacks a ranged attack entirely, relying instead on teleport to close the distance between himself and an opponent. His faculty with disguise and immunity to mind-effects allows him to pull double duty as an infiltrator and spy.

As for the divine themes in the build, with a Paragons campaign, the seemingly unholy nature of his powers could easily be a reflection of the “demon” schema bleeding through the Imageria (though he obviously believes his powers are actually demonic in nature). The holy weapons / holy sites weaknesses I took from the M&M demon build for some flavor, and I can rework them into something else if you don’t think he’ll run into anyone with holy-themed powers. The holy sites weakness I’m particularly fond of, because it opens up an interesting psychological facet for role playing.

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Re: [2e] Paragons of the New World (recruiting)

Postby Omnipotent Being » Sat Apr 26, 2014 6:00 pm

Robin has a history. It mentions other PCs. I've been working with jemal and Sakuro. I don't know if Andrew and Danielle knew each other, but they have a mutual friend in Robin.

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Re: [2e] Paragons of the New World (recruiting)

Postby Moira » Sun Apr 27, 2014 7:18 pm

Danielle Dynamite, Dynamite Lady by jemal
Andrew Quest, Citizen Zero by Sakuro
Robin Rivera, Mindfreak by Omnipotent Being
John Watt by Corrigon
Shadya Brown, Star Shadow by digitalangel
Michael Donovan, The Traveler by areapostrema

Right now I think we have a solid group in these submissions. I'm still going to wait until the first before closing registration.
RIP Angel 1989-2011

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Re: [2e] Paragons of the New World (recruiting)

Postby jemal » Sun Apr 27, 2014 9:25 pm

Moira any thoughts on those mecha and manga advantages I posted?

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Re: [2e] Paragons of the New World (recruiting)

Postby Moira » Sun Apr 27, 2014 9:31 pm

I'll get to judging and commenting on characters when registration closes. If i see anything egregious beforehand i'll say so.
RIP Angel 1989-2011

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Re: [2e] Paragons of the New World (recruiting)

Postby Weyrd » Wed Apr 30, 2014 9:16 am

I am still interested and working on a character different from my original pitch that I should have done before tomorrow, but I am currently not able to post in the new forum (don't have "permissions"), so I might not be able to get it up there in time if the issue isn't fixed by then.

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Re: [2e] Paragons of the New World (recruiting)

Postby Illusionista » Wed Apr 30, 2014 12:09 pm

I'm in the same boat. I changed my email to get a new password and it didn't work.
"Everyone sees what you appear to be, few experience what you really are."
- Niccolò Machiavelli

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Re: [2e] Paragons of the New World (recruiting)

Postby sirzanek » Wed Apr 30, 2014 12:40 pm

I posted my elemental over on the new board. Math got complicated and though he is under caps on somethings, it was the price for the flexibility I was going for. Still doesn't step on anyone else's niche, more of a secondary/support for everyone else with some tech skill.


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