MM3e: Unconventional Heroes Vol. 2 [OOC]

Relique du Madde

Adventurer
UNCONVENTIONAL HEROES


WARNING: This game is not for the easily offended. It will contain bizarre situations, crude attempts at humor/satire/parody, super-hero/comic-book tropes, internet memes, and will be BadWrongFun.


Unconventional Heroes takes place in an alternate universe (Dimensional Codex Address: NRK.Zeta). In this dimension, the paranormto the inhabitants of the Planet Earth (Planetary Codex: Earth.Sol.ViaLactae).

The planet Earth of the NRK.Zeta dimension is drastically different from the our own (Earth.Prime.Alpha) as humanity is not the only Sapient species that inhabits the planet. Earths inhabitants include Therians (humanoid canines, felines, Ursidaes, etc that are the decendents of lycanthropes), disguised extra terrestrials, undead and extra-planar entities.

Besides for the occasional extra terrestrial visitors, the earth has been visited by "traditional fantasy species" from a multitude of parallel planes of existence and deific* realms. However, as with extra-terrestrial encounters, much of the earth's populace do not believe that is easily possible (without super science or powerful magic).


* It is important to note that the Cosmology of the NRK.Zeta universe is a very standard in terms of super heroic settings. Also, that some deities originate as "thought forms" meaning that if you create an idea/belief, and give it enough power and invest enough energy into it, it can become deity. So yes, the "cult of Apple" is very real.


* * * * *


Previously . . .


[sblock=Unconventional Heroes, Volume 1]
Issue I: All New, All Different.

USHA Press Release said:
ATTENTION CRIME FIGHTERS!​

The United Super Hero Alliance is currently looking for a group of heroes (4 or 5 max) to form the backbone of their newly announced West Coast Expansion team. If you interested in joining America's premiere crime fighting organization, send your audition tape to [REDACTED].

The top contenders will be given tickets to attend this years 10th Annual Powers-Xpo, at the LA Staple Center, where the finalized team will be announced during the USHA diner and reception.

After sending it audition videos to the USHA website, a group of would be super heroes found themselves invited to a the 10th Annual Powers-Xpo's. USHA reception and dinner. Unknown to our heroes, a group of eco-terrorists led by the Cluster Duck and his partner, the "Zoo-Keeper" raided the convention and turned many of the assembled guests into ducks using Duck-ification Carbines...

After a lengthy investigation, and several battles, our heroes defeated the Zoo Keeper and the Cluster Duck's minions at the Los Angeles Coliseum where they planned to assassinate the Mayor of Los Angeles.

With the assassination plat thwarted, our Heroes then headed towards Watts Towers and prevented the Cluster Duck from enacting his scheme to turn the populace of South-East into poultry. After foiling his plan, our heroes then engaged the Cluster Duck and his 4 clones and defeated them in a quick and messy battle after they turned one of the clones against their master.

With the Cluster Duck defeated, and with a Duckification Carbine in head, our heroes returned to the Staple Center and returned the victims to their human form.
[/sblock]

[sblock=Uunconventional Heroes, Volume 2]
Issue II: Fallen Angels

To Be Announced...

[/sblock]
* * * * *​


[sblock=House Rules and information for Volume Two (MM3e)]
House Rules
Character Creation
--- Power Level 8, 120 pp with the lowest Modified effect cost being 1pp:2 ranks.
--- Ability Scores: All ability scores above 7 must be enhanced.
--- Powers: Max Regeneration 5. Max Immortality 10.
--- Characters can not be "villains" although "anti-heroes" are ok.


[sblock=Sample Character]
CRÈME LATTE
“Now serving one steaming hot cup of justice!”

NAME: Christina Morrison aka Crème Latte
OCCUPATION: Barista, Crime fighter
AFFILIATION: Imperial Valley Vanguard
BASE OF OPPERATIONS: Salton City, California

[sblock=Description] Christina Morrison is a young, petite, Caucasian woman with long blond hair, emerald green eyes, and a light tan. Christina is confident, energetic woman who is known for her upbeat, overtly optimistic personality, and her love of finely brewed coffee. As Crème Latte, Christina fights crime in a pink and light brown leather outfit styled after French culinary uniform.[/sblock]
[sblock=Background] Christina Morrison was an average 19 year old Southern Californian girl who constantly dreams of earning enough money to leave the Imperial Valley and relocate to a more prosperous, coastal region, of the Golden State. Christina works as a full time Barista for Café-A-Latte, an upscale coffee house located in Salton City California. Christina’s life would have been completely bland and uneventful if it wasn’t for her deciding to visit he coworkers one eventful day.

While Christina was visiting her coworkers, Café-A-Latte was robbed by members of the local mafia. Finding themselves trapped due to the arrival of a Salton City Police officer who was on break, the mafia members decided to take hostages. Among the hostages taken was Christina Morrison, who was kidnapped by the mafia as they fed, and was to be released to police authority only if the police allowed her kidnappers. However fearing that Christina would id them when released, her kidnappers decided to pour a deadly dose of radioactive chemicals into her latte-café-mocha-explosion as they approached the boarder. Unexpectedly, instead of quickly killing Christina, the chemicals fused with coffee’s caffeine molecules, giving Christina minor super powers.

As a result of her ordeal, Christina decided that she had enough of the Russian Mob’s control over Salton City and that someone had to help protect the City’s cafés, coffee houses, and eating establishments from the mob’s rule. [/sblock]
[sblock=character Sheet]CRÈME LATTE PL 6
ABILITIES: [28pp]
STR: 0, STA: 1, AGL: 4, DEX: 2, FGT: 1, INT: 0, AWE: 2, PRE: 4

OFFENSE:
Initiative + 8 (+4 powerless)
Espresso-matic Cannon +6 (Ranged [Diminished] Damage [Coffee] 6, other effects), Unarmed 3 (Close damage 0)

DEFENSE: [16pp]
Dodge 6, Parry 6, Fort 5, Tough 6 / 2 (Flatfooted, 1 without armor), Will 5

SKILLS: [10pp]
Acrobatics 1(+5), Close Combat: Melee 2 (+3), Expertise: Barista 5 (+5), Expertise: Popular Culture 2 (+2), Insight 2 (+4), Perception 3 (+5), Persuasion 1 (+5/10), Ranged Combat: Espresso-matic Cannon 2 (+6), Sleight of Hand 1 (+3), Vehicles 1 (+3)

ADVANTAGES: [18pp]
Agile Bluff, Attractive 2, Benefit: Wealth 1, Daze (Bluff), Defensive Roll 4, Equipment 3, Fascinate (Persuasion), Inspire 2, Move-by-Action, Quick Draw, Skill Mastery (Expertise: Barista)

POWERS [18pp]
Caffeinated Blood: Enhanced Trait 1 (Improved Initiative 1), Immunity 6 (Fatigue Effects, Need for Sleep), Quickness 5, Speed 1 [13pp]
Espresso-matic Cannon: Array (4 points), Removable (-1 points)
* Instant Brew: Create 4 (Coffee, Water; Extras: Innate, Permanent, Precise; Flaws: Proportional) [4pp]
* Caffeinated Blast: Ranged Blast 6 (Coffee; Flaws: Diminished Range 2, Fades) [1pp]
* Coffee Slick: Ranged Affliction 2 (Coffee; Resisted by Reflexes; Hindered, Prone, Incapacitated; Flaws: Instant Recovery) [1pp]

EQUIPMENT 15 / 15 points
Camera, Smart Phone, Restraints, Leather Coat
VEHICLE: VESPA SCOOTER 10 points
SIZE: Medium; STR 1, SPD 6 (50 mph); DEF 0, TOUGH 6
Features: Alarm, Navigation System

COMPLICATIONS
Addiction: Crème Latte is addicted to coffee.
Enemies: Salton City’s Russian Mafia.
Motivation: Crème Latte is motivated by the desire for recognition and fame.
Power Loss: Crème Latte must drink at least one 10oz caffeinated drink every 8 hours to gain access to her Caffeinated Blood Powers.
TOTALS: Abilities 28 + Advantages 18 + Skills 10 + Powers 18 + Defenses 16 = 90pp[/sblock]
[/sblock][/sblock]


Game Related Threads.
- Unconventional Heroes: Volume 1
--- Unconventional Heroes. Issue 1: All-New, All-Different.
--- Unconventional Heroes Vol 1 [ OOC ]
--- Guide to Earth.NRK.Zeta: Unconventional Heroes Vol.1 (Rogues Gallery 1)
- Unconventional Heroes. Volume 2
--- Unconventional Heroes. Vol. II, Issue 2: Fallen Angels.
--- Guide to Earth.NRK.Zeta: Unconventional Heroes Vol.2 (Rogues Gallery 2)

Other Links
- Invisible Castle (If you do not want to use the ENWorld die roller)
 
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Relique du Madde

Adventurer
Please note, this thread was created to help the transition of the Unconventional Heroes game from ICONS to M&M 3e.


For those who are interested in playing (and are not currently a part of the game), you might want to keep an eye on this thread since I may be rectuiting one or two additonal players.
 

Voda Vosa

First Post
Xokzatle in 3e! Now his rocky altar kicks ass!
Xokzatle, the Aztec priest.

[sblock=Abilities]( 24 pp)
Strength: 0
Agility 0
Dexterity: 0
Stamina: 0
Fighting 0
Intellect: 6
Awareness: 6
Precence: 0 [/sblock]
[sblock=Combat ]
Xokzatle's Curse Attack for DC: 22 (Perception)
Xokzatle's thrall Attack for DC: 16 (Perception)
Rocky stomp + 6 Attack for DC: 25 Reach 10ft

Initiative: 0
[/sblock]
[sblock=Defences] ( 17 pp)
Dodge: 8
Parry: 8
Toughness: 8
Fortitude: 8
Will: 7
[/sblock]

[sblock=Skills ] ( 3 pp)
0 ( 0 ) Acrobatics
0 ( 0 ) Deception
0 ( 0 ) Athletics
8 ( 2 ) Expertise( Magic)
8 ( 2 ) Insight
6 ( 0 ) Treatment
0 ( 0 ) Persuacion
6 ( 0 ) Technology
0 ( 0 ) Close Combat1
6 ( 0 ) Control
0 ( 0 ) Close Combat3
0 ( 0 ) Vehicles
0 ( 0 ) Sleight of Hand
0 ( 0 ) Ranged Combat1
0 ( 0 ) Ranged Combat2
0 ( 0 ) Ranged Combat3
8 ( 2 ) Perception
0 ( 0 ) Intimidation
6 ( 0 ) Investigation
0 ( 0 ) Stealth [/sblock]

[sblock=Advantages] ( 2 pp)

Improved grab
Instant up
Move by action
Fearless
Ritalist
[/sblock]

[sblock=Powers] (Rank) [Cost] ( 83 pp)
Walking Altar device [ 34 ]
Glass Jar (Visual senses concealment) ( 4 )
Rocky stomp (Damage, reach 2, accurate 3) ( 10 )
Four legged altar (Extra limbs, Im. Grab, Instant up, Move by action) ( 2 )
Hard as a rock (Imp. Protection) ( 8 )

It's a Brain in a Jar! ( 8 )[ 8 ]
"Immunity: Sleep, Starvation, Suff.)"

Mind control ( 6 )[ 30 ]
AP: Mind Blast ( 7 )
AP Remote sensing ( 10 )
"Visual senses, simultaneous, 4 miles"
2 Aps ( 2 )[ 2 ]

[/sblock]
 

Walking Dad

First Post
Arac-Knight (Christopher A. Coleman)

Arac-Knight was genetically engineered as a prototype of a new super-soldier. All abilities were boosted to above average rank with incredible close combat abilities. A bonus to the possible missions were the deletion of the need to sleep, climbing gear or weapons. But they forgot something to delete: consciousness!
So he 'rebelled' against the wet-work missions. To expensive to waste, he was transferred to public relations, as proof, that the government can produce it's own 'heroes', not just soldiers...


[sblock=Character Sheet]ARAC-KNIGHT PL8

STRENGTH 5
STAMINA 4
AGILITY 4
DEXTERITY 4
FIGHTING 6
INTELLECT 2
AWARENESS 4
PRESENCE 1

ADVANTAGES
Equipment 1, Power attack, Hide in Plain Sight, Skill Mastery (Stealth)


POWERS
ENHANCED METABOLISM: Immunity Poison, need for sleep, hunger and thirst, heat, cold; 5pp
ARAC-TOUCH: Affliction 7 (resisted by Fortitude, fatigued, exhausted, incapaciated, precise) ; 8pp
AP – WEBATTACK: Affliction 7 (resisted by Dodge, limited degree, ranged, hindered, immobile, Precise) 1pp
AP - ARAC STRIKE: Damage 2 (strength based, Improved Crit 3, Penetrating 2, Takedown) 1pp
SPIDER MOVEMENT: Movement 3 (Wall-crawling 2, Swinging 1), Speed 2; 8pp


EQUIPMENT
Armored Costume (Toughness +2) 2ep
Commlink 1ep
Computer 1ep
Mini Tracer 1ep

SKILLS
Acrobatics 4 (+8), Athletics 4 (+8), Close Combat-Unarmed (Arac-Strike) 3 (+9), Expertise (Computer) 3 (+5), Insight 2 (+6), Intimidate 4 (+5), Perception 4 (+8), Stealth 6 (+10)

OFFENSE
Initiative +4
Arac-Strike
Arac-Touch

DEFENSE
Dodge 10
Parry 10
Fortitude 8
Will 8
Toughness 6/4*
*Without Equipment bonus

POWER POINTS
Abilities 60 Skills 15 Advantages 4 Powers 23 Defenses 18 TOTAL 120

COMPLICATIONS
MOTIVATION: Motivation - Proofing that he isn't just a soulless clone by helping others and being 'good'.
Personal - Shyness before the media, doesn't like interviews, lets overs take the credits
Social - Confused with murderous "twins".
Personal - The "Stryfe/Cable syndrome."
Enemy - Dark Star Institute.[/sblock]

[sblock=Picture]
44457d1277803598-icons-unconventional-heroes-recruiting-arac-knight.jpg
[/sblock]
 
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Shayuri

First Post
PRODIGY

ABILITIES: 30
STRENGTH 0 STAMINA 1 AGILITY 1 DEXTERITY 3 FIGHTING 1 INTELLECT 5 AWARENESS 3 PRESENCE 1

SKILLS: 10 (20rnks)
Expertise: Physical Sciences +8 (3 ranks + 5 int)
Expertise: Engineering +8 (3 ranks + 5 int)
Insight +5 (2 ranks + 3 awe)
Investigation +8 (3 ranks + 5 int)
Perception +5 (2 ranks + 3 awe)
Stealth +2 (1 rank + 1 agi)
Technology +10 (5 ranks + 5 int)
Vehicles +4 (1 rank + 3 dex)

ADVANTAGES: 10
Attractive, Benefit (Wealth) 2, Inventor, Equipment 4, Improvised Tools, Improved Initiative

POWERS:
"Goldsmith" Power Armor (removable -5) 47
Base Powers 20pp
Protection +7 (1pp/rnk) 7
Immunity +8 (disease, poison, env cold, env heat, vacuum, suffocation, radiation) 8pp
Flight +5 (1pp/rnk) 5pp

Reconfigurable Powers
"PowerHouse" 30pp
Enhanced Str +6 (2pp/rnk) 12pp linked to Enhanced Fighting +5 (2pp/rnk) 10pp linked to Impervious Toughness +8 (1pp/rnk) 8pp
AP "Airstrike" 1pp
Damage +8 (Ranged, 2pp/rnk) 16pp linked to Enhanced Agility +6 (2pp/rnk) 12pp linked to Flight +2 (1pp/rnk) 2pp
AP "GhostRecon" 1pp
Concealment +5 (All Vision, Radar) 10pp linked to Senses +10 (Sustained, Distance, Direction, Time, Low-Light Vision, Radio, Radar - Accurate Radius Extended Radio) 10pp linked to Enhanced Stealth +4 (1/2pp/rnk) 2pp linked to Enhanced Awareness +4 (2pp/rnk) 8pp

EQUIPMENT: (11ep)
Light Pistol 6ep
Smartphone 2ep
Commlink 1ep
Handcuffs 1ep
Mini-tracer 1ep

Headquarters - Secret Underground Lab (Medium (Warehouse), Toughness 8, 9ep)
Communications, Computer, Concealed, Laboratory, Living Space, Power System, Workshop

OFFENSE:
Initiative +5
Close Attack +1 (+6)
Ranged Attack +1 (+7)

DEFENSES:
Dodge +2 (+8) Parry +2 (+7)
Toughness +8, Fortitude +7, Will +8

COMPLICATIONS:
Working on these

Abilities 30 + Skills 10 + Advantages 10 + Powers 47 + Defenses 20 = 120 / 120

(Bold, I'll take a look at Psiren's ICON sheet in the old RG and see what I come up with.)
 

Relique du Madde

Adventurer
Bold or Stupid,

I guess a good question to ask is are you familiar with Mutants and Masterminds 2e? If so there are not many differences with the system except, for the most part, how damages and status effects are handled.

If you are not familiar with Mutants and Masterminds 2e, then the best way to approach the system would take standard d20 gut the system of bloat and pretty much everything, adjust the feats and combat actions, and don't look back. Meaning it's different but not so much that you would be helpless.


If you know MM2e...
--- Official Conversion notes. - Also useful if you don't know mm2e

-If you don't know MM2, and even if you did...
DCAdventure's Quickstart. DC Adventures USES MM3e... so this PDF is quiet useful for learning the basics ( and gives a sample character).

MM3e Preview This actually contains the beginning of the powers chapter and explains how powers work (but do not contain the page about how countering works), and the point totals for the different power (but not the pwer modifiers). It also contains part of the description of how damage works (but not the description of how to damage objects).

From looking at the preview and the quick start you get a glimpse of one of the important constraints of the system: Degrees of Success/Failure. Basically, the worse someone does on a save, the worse they get affected (with 3 or 4 degrees of failure being the amount needed to take someone out). Each degree of failure basically gives different penalties or status affect. So yes, there is definitely a death spiral in M&M 3e.


Unfortunately, since there are no SRDs online, I can't point you to a link for a free copy of the rules. But if need be I can send you some info that may help you with the rules.
 
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Relique du Madde

Adventurer
Voda Vosa-

Everything looks good, so I actually don't have many comments for you.

Abilities
( 24 pp)

Defences
(25 pp) <---Corrected
Dodge: 8
Parry: 8
Toughness: 8
Fortitude: 8
Will: 7

Skills
( 3 pp)

Advantages
( 2 pp)

Powers
(Rank) [Cost] ( 74 pp) <--- Corrected
Walking Altar device [ 34 ]
Glass Jar (Visual senses concealment) ( 4 )
Rocky stomp (Damage, reach 2, accurate 3) ( 10 )
Four legged altar (Extra limbs, Im. Grab, Instant up, Move by action) ( 2 )
Hard as a rock (Imp. Protection) ( 8 )

It's a Brain in a Jar! ( 8 )[ 8 ]
"Immunity: Sleep, Starvation, Suff.)"
I think suffocation (no need to breath) might be appropriate.

Mind control ( 6 )[ 30 ] <--- Mind control is 4pp/rank so what extra did you get?
AP: Mind Blast ( 7 )
AP Remote sensing ( 10 )
"Visual senses, simultaneous, 4 miles"
2 Aps ( 2 )[ 2 ]
Total: 24 + 25 + 3 + 2 + 74 = 128

Unfortunately, it looks like Xokzatle is 8pp over.

You also need to include at least two complications for Xokzatle to be completed..
 
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Relique du Madde

Adventurer
-Walking Dead

ARAC-KNIGHT PL8

Abilities
30

ADVANTAGES
4

POWERS
ENHANCED METABOLISM: Immunity Poison, need for sleep, hunger and thirst, heat, cold; 5pp
ARAC-TOUCH: Affliction 7 (resisted by Fortitude, fatigued, exhausted, incapaciated, precise) ; 8pp <--- Correction
AP – WEBATTACK: Affliction (resisted by Dodge, limited degree, ranged, hindered, immobile, Precise) 1pp
AP - ARAC STRIKE: Damage 2 (strength based, Improved Crit 3, Penetrating 2, Takedown) 1pp
SPIDER MOVEMENT: Movement 3 (Wall-crawling 2, Swinging 1), Speed 2; 8pp

SKILLS
15

DEFENSE
18

POWER POINTS
Abilities 60 Skills 15 Advantages 4 Powers 23 Defenses 18 TOTAL 120
Everything looks good. The only thing that popped out was the missing rank for the Arac-Touch.



-Shayuri
PRODIGY

ABILITIES: 30

SKILLS: 10 (20rnks)

ADVANTAGES: 10

POWERS:
"Goldsmith" Power Armor (removable -5) 47
Base Powers 20pp
Protection +7 (1pp/rnk) 7
Immunity +8 (disease, poison, env cold, env heat, vacuum, suffocation, radiation) 8pp
Flight +5 (1pp/rnk) 5pp

Reconfigurable Powers
"PowerHouse" 30pp
Enhanced Str +6 (2pp/rnk) 12pp linked to Enhanced Fighting +5 (2pp/rnk) 10pp linked to Impervious Toughness +8 (1pp/rnk) 8pp
AP "Airstrike" 1pp
Damage +8 (Ranged, 2pp/rnk) 16pp linked to Enhanced Agility +6 (2pp/rnk) 12pp linked to Flight +2 (1pp/rnk) 2pp
AP "GhostRecon" 1pp
Concealment +5 (All Vision, Radar) 10pp linked to Senses +10 (Sustained, Distance, Direction, Time, Low-Light Vision, Radio, Radar - Accurate Radius Extended Radio) 10pp linked to Enhanced Stealth +4 (1/2pp/rnk) 2pp linked to Enhanced Awareness +4 (2pp/rnk) 8pp

EQUIPMENT: (11ep)

OFFENSE: 0

DEFENSES:
Dodge +2 (+8 airstrike) Parry +2 (+7 powerhouse)
Toughness +8, Fortitude +7, Will +8


COMPLICATIONS:

Abilities 30 + Skills 10 + Advantages 10 + Powers 47 + Defenses 20 = 120 / 120
According to my math, your defenses actually cost 13 points. So IT looks like Prodigy is 7pp under.
 

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