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<blockquote data-quote="Arkhandus" data-source="post: 5491142" data-attributes="member: 13966"><p><strong>Ninja!</strong></p><p></p><p>Fine, thanks Voda! My own M&M PbP on CM's forum kinda died off last year as I got too distracted while waiting for responses and I went out of town with my family for a week or two to visit relatives back in Michigan. After that trip, I just kept forgetting to update it on the rare occasions where I was reminded of it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> Maybe I'll try reviving it, but I've been too busy and distracted with other games lately (I'm running 3 games over OpenRPG and playing in 2). Much easier to just keep track of stuff on EN World, since I've been reading here since 2000 and posting since a few years later.</p><p></p><p>Walking Dad, I'll work up Kunai-Hime's sheet for M&M and post it here sometime on Friday or Saturday, most likely. Not sure if I'll get it finished tonight or not (most of my Vanguard-'Verse heroes and villains haven't been statted up yet for M&M). I'l use the M&M 2E core rulebook, since I've only skimmed parts of Pocket Ultimate Power so far. Sounds like Icebreaker and Spectre would be more redundant, as you mentioned, considering the rest of the group. Kunai-Hime is, of course, a skillmonkey and sneak with minor mutant/psionic abilities that help her out in combat. Think of her as melee support and ranged support, but primarily a scout/spy/infiltrator.</p><p></p><p>Edit: Oh, question! Would a few feats or powers from the Mutants & Masterminds: Mecha & Manga supplement be acceptable? Attack Flurry, Combo Action, Deep Ties, Slap Silly, Zen Strike, Combo Finish, Martial Arts Stance, Aggressive Counter, Catch Attack, Evasive Retreat, and Twin Weapon Strike might be fitting for Kunai-Hime.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5491142, member: 13966"] [b]Ninja![/b] Fine, thanks Voda! My own M&M PbP on CM's forum kinda died off last year as I got too distracted while waiting for responses and I went out of town with my family for a week or two to visit relatives back in Michigan. After that trip, I just kept forgetting to update it on the rare occasions where I was reminded of it. :( Maybe I'll try reviving it, but I've been too busy and distracted with other games lately (I'm running 3 games over OpenRPG and playing in 2). Much easier to just keep track of stuff on EN World, since I've been reading here since 2000 and posting since a few years later. Walking Dad, I'll work up Kunai-Hime's sheet for M&M and post it here sometime on Friday or Saturday, most likely. Not sure if I'll get it finished tonight or not (most of my Vanguard-'Verse heroes and villains haven't been statted up yet for M&M). I'l use the M&M 2E core rulebook, since I've only skimmed parts of Pocket Ultimate Power so far. Sounds like Icebreaker and Spectre would be more redundant, as you mentioned, considering the rest of the group. Kunai-Hime is, of course, a skillmonkey and sneak with minor mutant/psionic abilities that help her out in combat. Think of her as melee support and ranged support, but primarily a scout/spy/infiltrator. Edit: Oh, question! Would a few feats or powers from the Mutants & Masterminds: Mecha & Manga supplement be acceptable? Attack Flurry, Combo Action, Deep Ties, Slap Silly, Zen Strike, Combo Finish, Martial Arts Stance, Aggressive Counter, Catch Attack, Evasive Retreat, and Twin Weapon Strike might be fitting for Kunai-Hime. [/QUOTE]
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