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Zero Gene 3e OOC

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Re: Zero Gene 3e OOC [Recruitment]

Postby Sakuro » Mon Aug 20, 2012 4:30 pm

That's what I was hoping to hear. There are three ideas I'm considering:

1.) A mech pilot. He'd basically be a Powerhouse with Growth.
2.) A Phantasm Controller. I could work this as a Summon. He has somehow shackled a Phantasm and trained it. Or I could work it as a variety of effects, and just have Phantasms working for him as the descriptor.
3.) An Esper that projects energy. He'd be a straight blaster.

Right now I'm leaning towards 2 or 3 because there are a lot of melee concepts already.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Severance » Mon Aug 20, 2012 4:36 pm

Sakuro wrote:That's what I was hoping to hear. There are three ideas I'm considering:

1.) A mech pilot. He'd basically be a Powerhouse with Growth.
2.) A Phantasm Controller. I could work this as a Summon. He has somehow shackled a Phantasm and trained it. Or I could work it as a variety of effects, and just have Phantasms working for him as the descriptor.
3.) An Esper that projects energy. He'd be a straight blaster.

Right now I'm leaning towards 2 or 3 because there are a lot of melee concepts already.


Some really neat ideas there. In my mind you could easily combine all three of them into a mech (using a phantasm as a power source) that has lots of blasting options. But its just a random thought I came up with. Can't see what you come up with!
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Re: Zero Gene 3e OOC [Recruitment]

Postby Sakuro » Mon Aug 20, 2012 4:42 pm

A Phantasm power source or ... maybe wearing a Phantasm as a mech subsitute? Both are cool ideas. I'll have to give it some thought. Thanks.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Sakuro » Mon Aug 20, 2012 5:27 pm

Will "Affects Insubstantial" be needed for dealing with Phantasms?
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Re: Zero Gene 3e OOC [Recruitment]

Postby Plan B » Mon Aug 20, 2012 5:47 pm

Image

Abilities (42)
Strength: 3
Stamina: 5
Dexterity: 2
Agility: 4
Fighting: 6
Intelligence: 0
Awareness: 2
Presence: -1


Defences (15)
Parry: 8
Dodge: 8
Toughness: 8/5
Fortitude: 8
Will: 8

Skills: (20)
Arcobatics 6 (+10)
Athletics 4 (+7)
Notice 6 (+8)
Stealth 6 (+10)
Insight 4 (+6)
Technology 10
Photon Blasts 2 (+4/+8)


Advantages: (2)
improved iniative, Takedown attack ,

Powers: (41)

Teleport 4 (turn around, change direction, change velocity, increased mass 3) 14pp

Wraith Mark III stealth suit (Device 7 hard to lose) Total 28 pp
Wrist mounted Plasma Blasters : Ranged Damage 8 (Accurate 2 , Improved Critial ) 19pp+2pp
AP: Plasma Blade: Weaken 8 Toughness (only effects objects) Linked: Damage 8 (Accurate, improved critial 2)
AP: Plasma Burner: Damage 8 AoE: Cone
Invisabilty: Concealment 2 visual senses. 4pp
Armour: Protection: 3 3pp
Eletromagnetic visor (Vision Penetrates Concealment expect gold) 4pp

Offence:
initiative +8,
Photon Blast +8: Damage 8 (19-20)
Photon Blades +8: Weaken 8+Damage 8 (18-20)
Unarmed +6; Damage 3

Total: 42+15+19+2+42= 120

Background to follow.
    Insert witty comment here.
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Re: Zero Gene 3e OOC [Recruitment]

Postby zeone3000 » Mon Aug 20, 2012 9:17 pm

Oh, digging it. Just too late in the day to come up with a coherent concept. 'Bout to go to bed in an hour.
]My first fanfic - Log of the Grinning Shadow - Chapter four is now up! Enjoy!
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Re: Zero Gene 3e OOC [Recruitment]

Postby bi0philia » Mon Aug 20, 2012 10:39 pm

Interested, I'll see what i can come up with
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Re: Zero Gene 3e OOC [Recruitment]

Postby Severance » Tue Aug 21, 2012 1:28 pm

Sakuro wrote:Will "Affects Insubstantial" be needed for dealing with Phantasms?


The Phantasms have liquid-like properties thus they have Insubstantial 1, so you shouldn't need Affects Insubstantial. They were dubbed "Phantoms" because of their morphing body structure.

Also, for anybody that's interested, I figure that leaving the recruitment open for about another day or so is no problem (as I noticed a couple more applicants that couldn't get posted right away).
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Re: Zero Gene 3e OOC [Recruitment]

Postby Spectrum » Tue Aug 21, 2012 1:32 pm

Severance wrote:
Sakuro wrote:Will "Affects Insubstantial" be needed for dealing with Phantasms?


The Phantasms have liquid-like properties thus they have Insubstantial 1, so you shouldn't need Affects Insubstantial. They were dubbed "Phantoms" because of their morphing body structure.


How difficult is it to detect a phantom? The bigger question is what kind of illusion/concealment/etc would need to go with a sense phantom?
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Re: Zero Gene 3e OOC [Recruitment]

Postby Severance » Tue Aug 21, 2012 1:51 pm

Spectrum wrote:
Severance wrote:
Sakuro wrote:Will "Affects Insubstantial" be needed for dealing with Phantasms?


The Phantasms have liquid-like properties thus they have Insubstantial 1, so you shouldn't need Affects Insubstantial. They were dubbed "Phantoms" because of their morphing body structure.


How difficult is it to detect a phantom? The bigger question is what kind of illusion/concealment/etc would need to go with a sense phantom?


Well, phantoms don't really have anything that truly allows them to hide. They can morph their bodies, though they can't really turn into other creatures or objects fully. Stretching body parts, claws, teeth, etc. are common for phantoms. Phantoms themselves come in different classes (which scientists wonder if there is a true limit to considering their morphic nature). The most common are ghouls (who resemble featureless humanoids that look as though they are made up of hand sanitizer. At least until they start morphing for attack) and Brutes (who look like featureless giants that move about on their knuckles like a gorilla. They seem more solid than ghouls, more like ballistic gel but still a clear white color. They have one cyclopian eye).

Okay end rant, lol. You shouldn't need any special senses to detect them. They themselves seem to hunt via scent and motion detection mostly.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Spectrum » Tue Aug 21, 2012 4:15 pm

Sally Salvage/Salvage Sally

History: Not much to say here. The first anyone had ever seen of Sally was her waking up in the debris of a battle against the Phantasms. She didn't seem to have much of a memory of who she was before then other than her name- Sally. People aren't too sure what to make of that. There's some records of a Sally that died in that battle, actually several of them- its not that uncommon of a name. Or maybe it was the name of a secret government program, maybe some kind of nanobot hive doohickey. We're just glad that she's on our side of the war, she's been a real help. Now, if she would just stop stealing pieces off of my car to fix herself up.

Motivation: Acceptance- even though she's a big piece of junk, Sally wants to be accepted. It doesn't hurt that she's a decent solider in the fight against the Phantasms.

Accident/ Addiction/ Weakness: Sally is quite literally made of the refuse of human civilization. Her powers are directly influenced by what she is made of at any time. Also, when she heals, she doesn't have much control over what she uses to repair herself- causing accidental destruction to the environment around her.

Fame: Something about her draws attention, it might be that she's outgoing, it might be because most of the time she looks like a toy from the late 20th century.

Innocence: Sally while charming, is very naive. She rarely considers that humans might sometimes be corrupt or wanting something other than overcoming the Phantasm threat.

Power Loss: Sally is affected by descriptors related to technology and metal as well as those that affect living beings.

Sally Salvage - PL 8

Strength 8, Stamina 5, Agility 5, Dexterity 5, Fighting 5, Intellect 0, Awareness 0, Presence 4

Advantages
All-out Attack, Fast Grab, Improved Grab, Improved Hold, Improvised Weapon, Interpose, Inventor, Power Attack, Takedown 2

Skills
Athletics 3 (+11), Close Combat: Unarmed 3 (+8), Perception 2 (+2), Technology 12 (+12)

Powers
Junk Absorption: Regeneration 10 (Every 1 round; Source: man-made materials)

The Sum of Her Parts: Variable 2 (different material properties) (Linked: Junk Absorption; Uncontrolled)

Tough Outer Body: Protection 6 (+6 Toughness; Impervious [11 ranks total])

Offense
Initiative +5
Grab, +5 (DC Spec 18)
Throw, +5 (DC 23)
Unarmed, +8 (DC 23)

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 11, Will 2

Power Points
Abilities 64 + Powers 34 + Advantages 10 + Skills 10 (20 ranks) + Defenses 2 = 120
Last edited by Spectrum on Tue Aug 21, 2012 7:20 pm, edited 1 time in total.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Sakuro » Tue Aug 21, 2012 5:50 pm

There are a couple custom Advantages I threw in, as well as a Feature, that will need approvel:

Phantasm Empathy* This is meant to function like Animal Empathy, but for Phantasms.

Phantasm Fetishist* This is meant to function like the Inventor Advantage. But focuses on making things out of Phantasms.

Phantasm Eater This is to reflect an adaptation to eating Phantasms.



WYATT HALLOWS




PL: 8 PP: 120


ABILITIES: STR 1 STA 1 AGL 3 DEX 3 FGT 0 INT 2 AWE 3 PRE 1

DEFENSES: Dodge 8 Parry 8 Fort 7 Tough 8 Will 9

OFFENSE:
Phantasm Cannons, +8 (DC 23 Tough)
Projectile Explosive Gel, (DC 18 Dodge, DC 23 Tough)
Phantasmal Nerve Agent, +8 (DC 23 Will)
Phantasm Biogenic Gel, +8 (DC 23 Fort)
Phantasmal Surge, (DC 23 Dodge, DC 23 Tough)

SKILLS: Acrobatics 4(+7) Athletics 6(+7), Expertise[Phantasms] 10(+12), Expertise[Survival] 10(+12), Insight 7(+10), Perception 7(+10), Persuasion 6(+7), Ranged Combat[Phantasm Fetish Weaponry] 5(+8), Stealth 5(+8)

ADVANTAGES: Improved Initiative 1, Improvised Tools, Leadership, Phantasm Empathy* , Phantasm Fetishist, Precise Attack 2 [R. Cover, R. Concealment], Tracking

POWERS:
"Phantasm Eater", Feature 1 [May eat most Phantasms without ill effect.] * 1 PP

PHANTASM FETISH SUIT 28 PP, Hard to Remove Device
"Phantasm Gel-Exterior", Protection 7
"Phantasm Cannons", Damage 8 [Extras; Ranged (+1/r), Multiattack (+1/r)]
AE - "Projectile Explosive Gel", Damage 8 [Extras; Ranged (+1/r), Burst Area 1 (+1/r)]
AE - "Phantasmal Nerve Agent", Damage 8 [Extras; Ranged (+1/r), Alternate Save "Will" (+1/r)]
AE - "Phantasm Biogenic Gel", Damage 8 [Extras; Ranged (+1/r), Alternate Save "Fortitude" (+1/r)]
AE - "Phantasmal Surge", Damage 8 [Extras: Shapable Area 2 (+2/r)]

EQUIPMENT:

COMPLICATIONS:
Fetishist Stigma - Some people are bound to have issues with a guy who wears and eats Phantasms. They might even "mistake" him for a Phantasm when he's in his suit.

Aberrant - Wyatt and his family have been eating Phantasms almost as early as they showed up. Who knows what kind of biological or psychological effect this will have on him in the long run.

Extended Family - The Hallows Clan is big, and has their own militant branch including a number of Espers. Fiercly independent they managed to weather a great deal of the troubles brought on by the Skyfall event on their own. Wyatt still maintains close ties to his family too.



Abilities 28 + Powers 29 + Advantages 8 + Skills 30 + Defenses 25 = 120/120

BACKGROUND:
Wyatt lived with his very large family out in Tennessee rural country areas. They were ranchers, survivalists, and all manner of modern cowboy and woodsman; many with military or paramilitary training. When Skyfall hit, he was ten years old. The Hallows, an expended family of well over a hundred people, came together quickly and supported each other during the trials ahead.

When the Phantasms adapted to conventional weaponry, and the military was having trouble with the alien threat, the Hallows drew in their neighbors, and those of neighboring communities. A number of Espers had developed in the family and they became a rallying point for others. During all of this, at some point someone had gotten hungry enough to eat a Phantasm. He didn't die, so the idea slowly spread. Eventually they community decided to treat the Phantasms like an invasive species. They hunted it, and turn it into a resource.

Wyatt was one of those who supported this idea, and he learned a lot about the Phantasms by hunting, tracking, and processing them. He even tried training a few. Such efforts were hit and miss. But Wyatt wasn't really content living at home under the eye of his patriarchal father. Eventually he broke out on his own and started traveling. He'd hitch rides, or just plain walk. Following news reports he tried to be where he was needed. That why he came to Neo York. Call is a hunch, instinct, or a keen eye for Phantasm behavior ... but he had a feeling something big would be going now there sooner or later. If it hadn't already.
Last edited by Sakuro on Tue Aug 21, 2012 8:23 pm, edited 2 times in total.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Severance » Tue Aug 21, 2012 5:57 pm

So far, there have been some very interesting builds and concepts! I'll be keeping the application window open till the end of Wednesday.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Coyotzin » Wed Aug 22, 2012 3:52 pm

Last minute chip-in? :)

I want to make a SWAT light mech pilot, somewhat modeled after Deunan Knute from Appleseed but part of an experimental new breed of mech pilots, volunteers who underwent experimentation to enhance their piloting abilities. The project was a huge failure she was the only survivor, and the project was scrapped. However, "failure" was that the project did not achieve what it set out to do, but it did have an effect... her blood became capable of crystallizing seconds after contact with air, and it was toxic to Phantoms, so she uses a customized mech that draws her blood to create a crystal blade and darts. Suffice to say, after any encounter, there's an ambulance waiting for her at the hangar with a lot of blood transfusion bags...

I'll work on a build and basic background ASAP.
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Re: Zero Gene 3e OOC [Recruitment]

Postby Coyotzin » Wed Aug 22, 2012 8:18 pm

Olivia "Bloodsport" Cassidy - PL 8
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* Indicates stats outside her mecha.

Strength 5/2*, Stamina 6/3*, Agility 2, Dexterity 4, Fighting 3, Intellect 1, Awareness 2, Presence 0

Advantages
Benefit: Standard SWAT and Personal Gear (alternate to MCS-17B), Benefit: SWAT Officer, Close Attack 2, Defensive Roll 2, Ranged Attack 4

Skills
Athletics 4 (+9/+6*), Expertise: Law Enforcement 3 (+4), Expertise: Tactics 6 (+7), Vehicles 5 (+9)

Powers
Crystallizing Wounds: Protection 6 (+6 Toughness; Limited: to while suffering Toughness damage conditions, Limited: Only outside any mecha, Quirk: Bonus cannot exceed Toughness penalty.) -1 pp

Hemocrystal Weapons (biological array, 14pp base)
. . Hemocrystal Blade: Enhanced Trait 4 (Linked; Advantages: Improved Critical 4; Limited: to Phantoms) + Strength-based Damage 4 (Linked; DC 24; Accurate: +2, Affects Insubstantial 2: full rank; Activation: move action, Limited: Only inside the Leech [2 ranks only]) + Weaken 9 (Linked; Affects: Toughness, Resisted by Fortitude DC 19; Accurate: +2, Affects Insubstantial 2: full rank; Activation: move action, Limited: to Phantoms)
. . Hemocrystal Darts: Damage 8 (Linked; DC 23; Increased Range: ranged, Multiattack; Limited: Only inside the Leech, Side Effect: on failure - attacked by Affliction (Fortitude DC 18; Dazed, Stunned)) + Enhanced Trait 4 (Linked; Advantages: Improved Critical 4; Limited: to Phantoms) + Weaken 8 (Linked; Affects: Toughness, Resisted by Fortitude DC 18; Increased Range: ranged; Limited: only inside the Leech, Limited: to Phantoms)

HK-P4 Pulse Rifle (Easily Removable) - 10pp
. . Damage 8 (DC 22; Affects Insubstantial 2: full rank, Increased Range: ranged, Multiattack; Limited: Heavy Weapon: Usable only by light mecha.)

MCS-17B "The Leech" (Removable) -37pp
. . Armor Plating: Protection 2 (+2 Toughness; Impervious)
. . Avionics: Feature 1 (Equipment points for Commlink, HUD, Lifesign monitors, onboard computer)
. . Cockpit Seal: Immunity 10 (Life Support)
. . Enhanced Combat Response Module: Enhanced Trait 8 (Traits: Perception +6 (+8), Parry +3 (+6), Dodge +2 (+6))
. . Jump Rockets: Leaping 5 (Leap 250 feet at 60 miles/hour; Check Required 3: DC 13 - Vehicles)
. . Light Mecha: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Innate; Permanent)
. . Sensor Array: Senses 7 (Counters All Concealment: Sight, Distance Sense, Radio)
. . Shock Absorption: Impervious Toughness 7

Equipment
Standard Issue Gear [alternate to MCS-17B] (Assault Rifle, Bulletproof Vest, Camo Clothing, Cell Phone (Smartphone), Commlink, Gas Mask, Handcuffs, Heavy Pistol, Night Vision Goggles)

Offense
Initiative +2
Assault Rifle, +8 (DC 20)
HK-P4 Pulse Rifle, Damage 8, +8 (DC 23)
Hemocrystal Blade, Strength-based Damage 2/4*, +7 (DC 24, crit 16-20 vs. Phantoms), Weaken 9 (DC 19, crit 16-20 vs. Phantoms)
Hemocrystal Darts, Damage 8, +8 (DC 23, crit 16-20 vs. Phantoms), Weaken 8 (DC 18, crit 16-20 vs Phantoms)
Grab, +5 (DC Spec 15)
Heavy Pistol, +8 (DC 19)
Throw, +8 (DC 20)
Unarmed, +5 (DC 20)


Complications
Addiction: Olivia is addicted to pain killers and nutritional supplements. They were given at first to cope with her constant use of her blood, but now she gets withdrawal syndrome when she goes without for extended time.
Blood Loss: At the end of every encounter inside the MCS-17B, Olivia is almost exanguinated, and long combats have the chance to kill her. When climbing down from the mecha, Olivia has a chance to drop instantly to Exhausted and in need of medical attention (HP gained with GM's say)
Sortie Authorization: Access to the MCS-17B, the HK-P4 and SWAT-issued gear requires authorization from superiors; unsanctioned use may carry consequences depending on a case-by-case basis.
Test Subject: Olivia's Zero Gene, together with the experimental program she underwent, rendered her blood toxic to Phantoms. She is often called to attend a research center to undergo test and donate blood as scientists look for ways to replicate this.

Languages
English

Defense
Dodge 6*/4, Parry 6*/3, Fortitude 6, Toughness 10*/8, Will 2

Power Points
Abilities 34 + Powers 63 + Advantages 10 + Skills 9 (18 ranks) + Defenses 4 = 120

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Name & Callsign: Lt. Olivia Cassidy, "Bloodsport"
Age & Gender: 23 F
Nationality & Ethnicity: American, Irish
Occupation: SWAT officer, mecha pilot

Personality
Fatalistic and jaded, but utterly professional and committed. She hates receiving the pity of others, especially when she faints out of her mecha from the blood loss. She trains hard and parties hard; all it takes to keep her busy and stop her from dwelling on her past losses. Currently she feels a void and she is pathologically lonely; only her sense of duty keeps her from committing suicide, but she goes all-out in combat, as if she wanted to commit suicide-by-Phantasm.

Description
Of medium height and lean, well-toned build, it is obvious that Olivia trains constantly and is at the peak of her physical prowess; however she is pale from lack of exposure to sunlight (most of her training is indoors), and the bags under her eyes are a permanent feature by now. She looks positively haggard after a difficult sortie. She keeps her cherry-blond hair short, and she doesn't care to style it in any way other than to keep it out of her face. She is mildly attractive, but her complete lack of attention to her personal health is taking its toll.

Powers & Abilities
An above-average mecha pilot and marksman, with standard police and tactical training. A failed experiment gave her blood the capacity to harden and crystallize upon contact with air. This helps her develop instant armor-like scabbing over any wounds she suffers and remain active in combat, but the most impressive manifestation is her blood's toxic properties against Phantasms. She trained to form a blade by cutting herself, and can slice through Phantoms with frightening ease. Her mecha has been customized to exploit this property, hooking intravenous probes that lead to the mecha's arms in order to form a larger blade, or even shoot splinters of her blood as darts that are pure poison for Phantoms. This is both an advantage and a curse. She gave the ironic name of "Leech" to her custom Mechanized Combat Support unit, or MCS-17B, but other than the blood conduits it is a standard-issue SWAT tactical light mecha, equipped with an HK-P4 pulse rifle, which fires energized slugs that are able to damage Phantoms.

Background
Olivia's story is pretty much the same as many others. She had been serving with Neo York's SWAT for a few years when she lost her husband of one year and one-year old child to a Phantom attack, and the grief led her to sign-up for an experimental program to train a new breed of mecha pilots.

The program itself was a failure that killed all its subjects, but in Olivia it triggered her Zero Gene instead. She has now resigned herself to be a weapon and a good little soldier in the war, and tackles any battle as if it was her last.

(background to be expanded later)
Last edited by Coyotzin on Thu Aug 23, 2012 11:01 am, edited 1 time in total.
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