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[M&M 2e] Red Sands Chronicles. (OOC)


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Finally I have time to go through the first several drafts.. Instead of making multiple posts, I'll place the comments on the ones that are currently submitted (as of 9:20 pacific time 10/10/10) in my my next post.

Also, I added the current map of Mars to the Gazetteer. Sadly, I have no idea what the scale of this map is...
 

All of my comments are in red. Please note, I did some re-formatting so that I could read things easier.

[sblock=seif al mariam]
combat summary

init +4
hero points: 3/3
run: 30/60/120 [100 mph with camel]
clinging: 15/30/60 with a blade in hand, flat-footed
jump: 13' running/6' standing/3 high jump [325/150/75 with leaping power]
attack bonus: 6 melee, 0 ranged

health: Healthy
defense bonus: 16 [10 + 3base + 3dodge focus] ---> flatfooted 12
tough 6 [0base + 2con + 4armor power]
fort 5 [3base + 2con] (immunity low temp, thirst, +6 vs transform)
ref 10 [6base + 4dex]
will 5 [4base + 1wis]

- dervish strike: Standard, instant, 15' radius selective, +6 attack, 16 reflex save [steam, steel, slashing]
- impale: Standard, instant, 40' range, 17-20 crit, +6 attack, 21 tough save [steam, steel, piercing]
- deflect: Standard, instant, 50' range, +5 attack [steam, steel]
- push: Standard, instant, 40' range, +9 opposed str check, move target back time and value table or move 5' back [steam, kinetic]
- desert ambush: Full round, sustained, up to 5 others, max 30' move in round, reappear if attack
- revolver: Standard, instant, 30' range incr, +0 attack, 18 tough save [bullet]

Abilities (20 pp):
Str: 16(+3) dex: 18(+4) con: 14(+2) int: 10(+0) wis: 12(+1) cha: 10(+0) <---Correction

skills (10 pp):
Acrobatics 10 (6+4dex)
knowledge desert 11 (11+0int)
notice 10 (9+1wis)
ride 8 (4+4dex)
survival 11 (10+1wis)

feats (23 pp):
Accurate attack (up to -5 save dc to gain +5 attack bonus)
attack focus, melee 6
dodge focus 3
elusive target (-8 to target with ranged when in melee)
evasion (half damage on area attacks)
jack of all trades (can use all skill untrained)
luck 2 (+2 hero point)
ranged pin (with swords of qssim)
skill mastery (take 10 on acrobatics, ride, survival, 1 other)
takedown attack 1 (cleave)
teamwork 3 (aid another +5)
track (can use survival skill to track)
uncanny dodge (retain dodge bonus when surprised or flat-footed)

powers (35 pp): Unless i missed something, only 34pp is accounted for.
Telescopic swords of qssim array (4 alternate powers in an easy to lose device) 3 ranks, 13pp total [steam, aether]
- dervish strike: Strike (burst area +1, selective +1, pf mighty) 3 ranks, 10pp [steel, slashing]
- impale: Strike (pf mighty, pf extended reach 8, pf improved critical 3) 3 ranks, 15pp [steel, piercing]
- pole vaulting: Leaping (x25) 4 ranks, 4pp
- deflect (all ranged +1, ranged +1) 5 ranks, 15 pp
- push: Super-strength (pf extended reach 8, only to rush -1) 6 ranks, 14pp
Who need's ranged weapons when you have a 40' sword. :D
sword in stone: Wall crawling (pd must be wielding blade) 1 rank, 1pp

armor: Hard to lose device (protection 4), 1 rank, 4pp

man of the desert: Immunity (low temp and thirst), 2pp
survivor of tragedy: Protection (transform power only -1) 6 ranks, 3pp [mutant]<---- This protection seems redundant since Seif already has +2 Toughness from con, and +4 from armor. However since Seif doesn't know he's a mutant.. it works.. but You'll need to adjust the number of ranks though.
toungue of the trader: Comprehend languages (pf subtle) 1 rank, 3pp [super skill]
desert ambush: Concealment (normal sight, blending -1, passive -1, affect others +3 (5 extra people), pd full round) 2 ranks, 5pp
camel cyborg: Speed (100 mph, pd full action to activate) 4 ranks, 3pp
I see what you did there. I sort of imagine Seif calling his camel is like summoning your horse in Red Dead Redemption, but without it dying.

combat (6 pp):
Defense +3 base, 6 pp

saves (13 pp):
Tough +0 base
fort +3 base, 3 pp
ref +6 base, 6 pp
will +4 base, 4 pp

equipment (3 pp):
Cammo clothings (+5 stealth desert robes; worn), 1ep
weather-proofed matches (in robes), 1ep
six-shot light pistol (+3dam, 30' range incr; tucked in belt), 6ep
diesel lantern (30' radius illumination; on camel), 1ep
water (3 days water in camel), 1ep
camping equipment (including tharp, poles and diesel stove; in camel), 2 ep

cost summary:
Abilities 20pp + skills 10pp + feats 23pp + powers 34pp + combat 6pp + saves 13pp + equipment 3pp = 109 pp
You might want to check your numbers to make sure I didn't miss something.
Even with it's errors, your character's build amazed me.
[/sblock]


[sblock=James Fauntleroy Featherston-Smythe]
First draft of my sorcerer

James Fauntleroy Featherston-Smythe

Appereance: About 175 cm, 68 kgs. Black hairs, green eyes,good-looking and smartly dressed at all times.

STR 10 DEX 14 CON 14 INT 18 WIS 12 CHA 12 20pps
FORT +5(+7) REF+5(+7) WIL+5(6) 15pps Toughness +2

Attack+3 Defence +5 16pps

Feats: Ritualist, Skill Mastery (Knowledge:Arcane lore; Notice; Diplomacy; Investigate), Evasion 2, Benefit: Status 2, Benefit: Wealth 3, Attack Focus: Ranged 3, Attractive 13pps

Skills: Notice 8 (+10), Knowledge: Arcane lore 8 (+12), Diplomacy 8 (+9), Languages 4 (Native language plus 4 others), Sense Motive 4 (+5)
8pp

Powers: 46pp

Magic 6 (Skill check required (Arcane lore), Penetrating, Range:Perception, Move Action) 30pp <-- I won't allow attacks as move action .
Alt Power: Blast 6 (Skill check required (Arcane lore), Penetrating, Area, Move Action) <-- I won't allow attacks as move action .
Alt Power: Skill check required (Arcane lore), Penetrating, Autofire 2) <-- Power? Ranks?
Alt Power: Healing 8 (Resurrection)
Alt Power: Illusion 6 (All senses)
Alt Power: Mind Control 6 (Conscious, Independent, Slow Fade 5)<-- May overlap with Puppet master's "blood controll"
Alt Power: Protection 6 (Impervious, Independent, Slow Fade 4, Affect others w/ Progression 2)
Toughness 2 + Protection 6 = Toughness 8 / Defense 5. For the trade off to work, your defense would be 4 while this spell is casted.

Immunity 14 (life support, aging, starvation&thirst, sleep, critical hits) 14pp

Super-Senses (Darkvision) 2pp


20pps+15pps+16pps+13pps+8pp+46pp=118pp
According to my calculator, you are 8 points over. You might want to check over your numbers to make sure I didn't make a mistake somewhere.
[/sblock]


[sblock=Deezy Klatta ]
Name: Deezy Klatta
Power Level: 6 (110pts)

Stats 20pp
Strength (STR) 10 Dexterity (DEX) 16 Constitution (CON) 14 Intelligence (INT) 20 Wisdom (WIS) 10 Charisma (CHA) 10

Init: +3
Base Attack Bonus: +2
Melee Attack: +2 Ranged Attack: +4
Base Defense: 14 (+3 base, + 1 feat) 10pp
Defense Without Dodge: 11
Tough: +6 (+2 Con, +4 equip)
Fort: +5 (+2 Con, + 3 base)
Reflex: +5 (+3 Dex, + 2 base)
Will: +3 (+3 base) 8pp
Move: 30'

Abilities
Gadgets +2 (10pts, One minute change, Needs access to Gadget Stash), 9pp

Skills: 40, 10pp

Feats 9pp
Attack Focus: Ranged 2
Attractive 1
Dodge Focus 1
Equipment 2 (10pts)
Improvised Tools
Inventor 1
Improved Outmanuever 1

Languages -

Money -
Commlink, 1pt
Lock Release Gun, 1pt
Holdout Pistol, 4pts
Tactical Vest, 4pts

[sblock=Gadgets]
DRUID - Dynamic Reconfigurable Universal Interface Device - Datalink +1, Comprehend (Machines) +2, 5pts

Deezy's Amazing Auto-Water-Reclamator Hotsuit - Immunity (Env cold, Thirst), 2pts

Klatta-Tech 1000 Rocket Boots MkI - Leaping +3 (10x normal leap), Slow Fall, 5pts[/sblock]12pts worth of gadgets.. Is this an error or am I missing something?

[sblock=Great Metal Beast]
Great Metal Beast
Large Mecha (13pts)
Strength 24, 6pts
Dexterity 12, 2pts
Toughness 9, 2pts (5 imp, immune to crits)
Base Speed: 45, Leaping 2
Crew: 1 or 2
Communication: 200 mile radio comm
Sensors: Visual (IR/Low light), Audio, Compass, Rangefinder, Radio scanner, Radar (100' increment)
Cargo Space: 350lbs, Medium size
Weapon Mounts:
- Right arm - Gyrocannon, +4 to hit, Dmg DC 21, Autofire
- Left arm - Burst Laser, +4 to hit, Dmg DC 21, Penetrating
- Torso - "Pepperbox" anti-infantry array, +6 to hit, Dmg DC 19, Cluster (10'x40')
- Right Shoulder - Universal Mount (Empty)

Cost: Base:36 Comp: 5
Cockpit/Control Features 3
- Environmental Seal 1 (5hrs)
- Extra Seat 1
- Improved Limb Control 1 (Ambidexterity)

Movement Features 4
- All-Terrain: Desert 1
- Improved Leg Actuators 1
- Jump Jets 2

Sensor/Communication Features 17
- Communication +7 (Radio) 7
- Super Senses +10
-- Direction Sense, Distance Sense, Infravision, Radio, Low Light
-- Radar (Accurate, Radius, Ranged, Extended 1, Radio Sense)

Defense Features 12
- Impervious Armor +5, 10
- Improved Plating (Critical Hits) 2

Targeting Features 0
- ?

Miscellaneous Features 4
- Cargo Space 1
- Universal Mounting 3

Weapon Systems 20
- Gyrocannon (Blast +6, Autofire) 18pts
- Pepperbox Anti-infantry (Blast +4, Cluster, PF Accuracy 1) 1pt
- Burst Laser (Blast +6, Penetrating) 1pt

Drawbacks
- Activation (Computers DC 15) to start mecha, -3pts
- Archaic Feature (Jump Jet), -1pt
- Unstable Power Supply, -4pts
Total Cost: 55
[/sblock](Cost as Device: 44)

Assuming I'm totally inept at making a mecha..
20pp+10pp+8pp+9pp+10pp+9pp+44pp=110pp
Shayuri, could you please give me a point brake down for the Metal Beast's Base systems and the complementary systems? I keep getting different point totals each time when I go over the numbers.
[/sblock]



[sblock=Puppeteer]
Here's The Puppeteer. I must come up with a good new name.


Abilities ( 10 pp)

Strength: 10 ( 0 )
Dexterity: 12 ( 1 )
Constitution: 14 ( 2 )
Intelligence: 12 ( 1 )
Wisdom: 12 ( 1 )
Charisma: 10 ( 0 )

Combat ( 14 pp)

Attack Melee: 7 Attack Ranged: 7 Grapple: 7
Damage melee: 7 Damage Ranged: 7
Adjust the Base attack to +6 to get it within the PL. There actually is no reason to use trade offs for attack/damage since you already have Accurate Attack.
Defense: 0 See End Note
Initiative: 5

Saves ( 12 pp)

Toughness: 7 See End Note
Fortitude: 6
Reflex: 5
Will: 5


Skills ( 11 pp)

5 ( 4 ) Acrobatics
4 ( 4 ) Climb
5 ( 4 ) Concentration
5 ( 4 ) Escape Artist
9 ( 8 ) Notice
5 ( 4 ) Ride
9 ( 8 ) Stealth
5 ( 4 ) Survival
4 ( 4 ) Swim

Feats ( 9 pp)

Power attack 1
All out attack 1
Evasion 2
Accurate attack 1 <--Very good choice.
Master Plan 1
Move by action 1
Improved initiative 1
Hide in plain sight 1



Powers Rank ( 61? pp)
I counted 61pp not 63, though I might be off.
Water Control 12 31pp
AP: Dehydrate (7) 1 [The Puppeteer drains the water from the target, dehydrating it] <-- Adjust this to 6 ranks. There's no reason to put any trade offs sicne you have accurate attack.
AP: Blast (Cone area, 7) 1 [The Puppeteer condenses water from the air and unleashes a powerful shock of pressurized water] <-- Adjust this to 6 ranks. There's no reason to put any trade offs since you already have accurate attack
AP: Obscure (12) 1 [The Puppeteer produces a thick mist with the condensed water from the air]
AP: Suffocate (6) 1 [The Puppeteer makes the water from the blood to fill the lungs of the targets]
AP: Snare (7) 1 [The Puppeteer creates bonds of ice around the targets' feet]
AP: Create object (10) 1 [The Puppeteer creates a pillar of ice from the water he drains]
PF:Progresion 1
PF: Selective 1
AP: Blood Control 1 [The Puppeteer controls the water inside the target's body, controlling it's movements and actions]


Device: Scimitar of the Moon 6 [The scimitar contains a tank of water on the hilt and a vapour valve. Making the water boil sends a yet of vapour out in the precise moment to enhance a slash, making it demolishing ad blindingly quick.] 18pp
-Strike (penetrating) Link 7 <-- Adjust this to 6 ranks. There's no reason to put any trade offs since you have accurate attack.
->PF: Split attack 1
-Drain (any save) Link 7
->PF: Slow fade 1

Shield 7 [The Puppeteer creates a torrent of water that deflects incoming blows] 7pp
Defense 7 vs Toughness 1/7. See below.

Force Field 5 [The Puppeteer surrounds himself in alive water that absorbs the impact of blows] 5pp
Toughness 2 + Force Field 5 = Toughness 7 / Defense -1/7. See below.


Equipment Cost Bonus




Drawback ( -9 pp) Extra points

Power loss (restrained:WC) 3
Power loss (restrained:Forc Field) 3
Power loss (restrained:Shield) 3

The Puppeteer must be able to move freely to bend water.


After you make your corrections, please check your point totals to make sure I didn't miss something.
10 + 14 + 11 + 9 + 12 + 61? - 9 = 108
There are some tricky issues with your character.

When you turn on ONLY your Shield or ONLY your Force field things are there are no problems when using dynamic trade-offs (Def 7/Tough 1 or Def -1/Tough 7). However when both powers are active, Only one may be used at full force without breaking PL (Def 7/Tough 5 or Def 5/Tough 7).

However, if you drop the Force Field to Force Field 4 and the Shield to Shield 6 you can use both powers without relying on any trade offs.

[/sblock]
 
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Looks like I'm a little bit late for the party. Just when you are one weekend offline...

Anyway, I already have some decent games. Have fun everyone!
 

Second draft of my sorcerer

[sblock] James Fauntleroy Featherston-Smythe

STR 10 DEX 12 CON 14 INT 18 WIS 12 CHA 12 20pps [18 now]
FORT +5(+7) REF+5(+6) WIL+5(6) 15pps Toughness +2

Attack+3 Defence +5 16pps

Feats: Ritualist, Skill Mastery (Knowledge:Arcane lore; Notice; Diplomacy; Investigate), Evasion 2, Benefit: Status 2, Benefit: Wealth 3, Attack Focus: Ranged 3, Attractive 13pps

Skills: Notice 8 (+10), Knowledge: Arcane lore 8 (+12), Diplomacy 8 (+9), Languages 4 (Native language plus 4 others), Sense Motive 4 (+5)
8pp
Powers: 46pp [Down to 40]
Magic 6 (Skill check required (Arcane lore), Penetrating, Range:Perception) 30pp [I end up with 18 points for that (24 before removing Action)? 6x (2-1+1+1)]
Alt Power: Blast 6 (Skill check required (Arcane lore), Penetrating, Area)
Alt Power: Blast 6 (Skill check required (Arcane lore), Penetrating, Autofire)
Alt Power: Healing 6 (Resurrection)
Alt Power: Illusion 4 (All senses, Independent, Slow Fade 2)
Alt Power: Insubstantial 3 (Subtle 2, Slow Fade 1)
Alt Power: Protection 4, Impervious Toughness 2 (Impervious, Independent, Slow Fade 4) [Should work now w/o trade off]

Immunity 14 (life support, aging, starvation&thirst, sleep, critical hits) 14pp

Super-Senses (Darkvision) 2pp

20pps+15pps+16pps+13pps+8pp+46pp=118pp
[18pps+15pps+16pps+13pps+8pp+40pp=110pp]

[/sblock]
 

Second draft of my sorcerer

Magic 6 (Skill check required (Arcane lore), Penetrating, Range:Perception) 30pp [I end up with 18 points for that (24 before removing Action)? 6x (2-1+1+1)]

20pps+15pps+16pps+13pps+8pp+46pp=118pp
[18pps+15pps+16pps+13pps+8pp+40pp=110pp]

[/sblock]
Yeah, with the move action it was 24 since:
Magic ((2pt/r + 1 [Standard Action --> Move action] +1 Range [Ranged -> Perception] + 1 Penetrating) - 1 [Skill check]) x6 => (5-1)x6 = 24


But, ANYWAYS, it looks like James Fauntleroy Featherston-Smythe looks complete. :D
 
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I need to mention something quickly.


Assume that any main stream language that is commonly spoken today exists on Mars. These are the principle languages spoken in the First 4 detailed cities:

Victoria Town: English
Sentenzia: Spanish
Olympia: English
Libya: Arabic

The main "trade languages" are English, Chinese and Arabic.
 

Yeah, with the move action it was 24 since:
Magic ((2pt/r + 1 [Standard Action --> Move action] +1 Range [Ranged -> Perception] + 1 Penetrating) - 1 [Skill check]) x6 => (5-1)x6 = 24


But, ANYWAYS, it looks like James Fauntleroy Featherston-Smythe looks complete. :D

Almost complete. :)

Languages: Native Language English, Spanish, Arabic, Chinese and Latin for "Languages 4."

Execption to Insubstantial 3: I am more and more tempted to go for Electricity instead ... yes, I am a coward. ;) Although it might be fun to knock myself out of Insubstantiality every now and then. :D
 
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There are 12 points of gadgets built, yes. But she can only "ready" 10 points at a time. I'm working on a few more gadgets to round the list out. The limits on the gadget pool mean she's not actually carrying all this gear with her all the time. Most of it is stored, and takes time to access and select new gear from.

As for mecha pricing, there are 36 base system ranks (costed 1pt per rank) and 25 complementary system ranks (costed 1pt per 5 ranks). However, I didn't notice the difference in pricing until the very end, so the list of features doesn't say which is which (I referred to the table in the book to find out).

On the next build, which will include skills and background, this will be corrected.
 


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