Monitor Duty (Freedomverse OOC)


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Police cadet Luke Papadopoulos was on vacation, climbing in the Caucasus mountains, when a boulder rolled out from under his foot, pulling loose from the cliff face, and bouncing down the side of the mountain. In the space where it had been, he found an old bronze helmet, green with age.

Trying to visualize...Greek helmet in style? Somethng different? The names scream Greek to me but the Caucasus Mountains are Russian/Georgian? So I want to double check.
 

I guess that's true, changing the ranks for Regeneration would make it hard. My brain hurts, though, so I'll think about how to make it more viable later.
 

I will be going over sheets sometime tomorrow.

If you have submitted a build and have decided not to play that build please let me know and I wont bother to number crunch it.
 




I will be going over sheets sometime tomorrow.

If you have submitted a build and have decided not to play that build please let me know and I wont bother to number crunch it.

Stumbling over the point-buy system... it's much more complex than what I'm used to...

My basic concept:

kenpudiocustom_soldier_boy_by_kenpudiosaki-d644rww.jpg


Nightstick

Kevin Trang is the 21st earthly incarnation of the legendary Li Po known as the Immortal Grasshopper. However, on the streets and newsprint of Freedom City he is known as "Nightstick."

Still working out background details...

EDIT: Working on stats... So far I *think* (very uncertain, since I'm just going off the SRD, which is all over the place) my point-buy breaks down like...

Abilities 50 + Defenses 21 + Skills 24 + Advantages (inc. Equipment) 22 + Powers 33 = 150

TRAIT COST IN CHARACTER POINTS
Ability 2 per ability rank
Defense 1 per defense rank
Skill 1 per 2 skill ranks (TOTAL max 20)
Advantage 1 per advantage / advantage rank
Power ((base effect cost + extras – flaws) x rank) + flat modifiers

Abilities [50 pts]
Strength (STR) 3 -------------- 6 pts
Stamina (STA) 4 -------------- 8 pts
Dexterity (DEX) 4 -------------- 8 pts
Agility (AGL) 4 -------------- 8 pts
Fighting (FTG) 5 -------------- 10 pts
Intellect (INT) 3 -------------- 6 pts
Awareness (AWE) 4 -------------- 8 pts
Presence (PRE) 3 -------------- 6 pts

Defenses [21 pts]
Dodge (AGL) 10 -------------- 6 pts
Toughness (STA) 7 (see Iron Shirt Chi Gung under "Powers")
Parry (FTG) 10 -------------- 5 pts
Fortitude (STA) 9 -------------- 5 pts
Will (AWE) 9 -------------- 5 pts

DODGE + TOUGHNESS = 17, which is < 20 (i.e. 2x Campaign Power Level 10)
PARRY + TOUGHNESS = 17, which is < 20 (i.e. 2x Campaign Power Level 10)
FORTITUDE + WILL = 18, which is < 20 (i.e. 2x Campaign Power Level 10)

Skills [23 pts]
Acrobatics (AGL) +8 -------------- 4 ranks -------------- 2 pts
Athletics (STR) +7 -------------- 4 ranks -------------- 2 pts
Close Combat (FGT) (Unarmed) +9 -------------- 4 ranks -------------- 2 pts
Close Combat (FGT) (Bludgeoning) +9 -------------- 4 ranks -------------- 2 pts
Deception (PRE) +7 -------------- 4 ranks -------------- 2 pts
Expertise (INT) (#) +7 -------------- 2 ranks -------------- 1 pts
Insight (AWE) +6 -------------- 2 ranks -------------- 1 pt
Intimidation (PRE) +5 -------------- 2 ranks -------------- 1 pt
Investigation (INT) +9 -------------- 6 ranks -------------- 3 pts
Perception (AWE) +6 -------------- 2 ranks -------------- 1 pt
Persuasion (PRE) +5 -------------- 2 ranks -------------- 1 pt
Ranged Combat (DEX) (Throwing) +8 -------------- 4 ranks -------------- 2 pts
Sleight of Hand (DEX) +4
Stealth (AGL) +8 -------------- 4 ranks -------------- 2 pts
Technology (INT) +3
Treatment (INT) +5 -------------- 2 ranks -------------- 1 pt
Vehicles (DEX) +6 -------------- 2 ranks -------------- 1 pt

Advantages [22 pts]
Combat
Fast Grab – when you hit with an unarmed attack you can make a grab check as a free action
Improved Disarm – no penalty to attempt a disarm, and target doesn’t get opportunity attack
Improved Grab – grab and maintain grab with one arm & not vulneranle while grabbing
Improved Initiative [1] – gain +4 initiative
Move by Action – move both before and after your action
Redirect – if you trick an opponent using Deception, you can redirect a missed attack against you from that opponent to another target adjacent to you as a reaction
Takedown – free extra action when you incapacitate a minion
Uncanny Dodge – not made vulnerable when surprised or by attacks that catch you off guard
General
Assessment – Use Insight to determine enemy’s combat capabilities
Benefit (Cipher) – Investigation checks to dredge up your past are at -5
*Equipment [6] – gain 30 points of equipment
Instant Up – rise from prone as a free action
Trance – through a minute and DC 15 Awareness check, enter a death-like trance
Skill
Favored Foe (#) – gain +2 Deception, Intimidation, Insight, and Perception vs. #
Languages [3] – Arabic, Hindi, Mandarin, Tibetan

Powers [33 pts] (Origin – Chi/Mystical)

Eye of the Jade Tiger
Senses 4 (Counter Illusions (visual) 2 + Danger Sense (sixth sense) 1 + Mystic/Chi Awareness (sixth sense) 1) + Modifier: Dimensional 2 [6 points]
  • Automatically succeed resistance checks vs. illusions targeting vision.
  • When you would be surprised, make a DC 10 (GM may raise) Perception check. One degree of success means you’re not surprised, but can’t act. Two or more degrees of success mean you’re not surprised and may act during the surprise round.
  • Sense the use of Mystic/Chi effects at close range, even Subtle [1] ones, with a DC 10 (-1 per 10-feet) Perception check.
  • Can sense into Mystic Dimensions.

Grasshopper Jumps the Moon / Tae Kwon Leap
Leaping 2 [2 points]
  • You can leap 30 feet as a free action.

Iron Shirt Chi Gung
Protection 3 + Modifier: Feature 1 [4 points]
  • Gain +3 Toughness.
  • The Feature allows him to root to the Earth, applying this +3 bonus to resist attempts to knock him down or forcibly move him.

Li Po's Legendary Fist
Damage 6 + Modifiers: Alternate Effects 3, Multiattack +1/rank, Penetrating 6 [21 points]

Dim Mak Pressure Points (Affliction rank 6 + Extras: Concentration +1/rank, Cumulative +1/rank)
  • Fortitude DC 16; Failure: (1st degree) Vulnerable > (2nd degree) Stunned > (3rd degree) Incapacitated. Subsequent 1st and 2nd degree Fortitude checks at end of enemy’s turn. 3rd degree conditions require a minute of recovery time or outside aid, such as the Treatment skill or Healing effect (DC 16).
  • Concentration: After striking with Dim Mak, can concentrate as standard action to compel target to make another resistance check, no attack check required.
  • Cumulative: Effects stack with multiple strikes.

Heavenly White Tara’s Mudra (Deflect rank 6 + Modifiers: Reflect +1/rank, Redirect +1/rank)
  • When taking the Defend action vs. non-area attacks targeting Dodge/Parry, you can use Deflect rank in place of an active Defense for others as well as yourself.
  • Reflect: You can reflect attacks back at the attacker as a free action. First, you must successfully deflect the attack, then make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits.
  • Redirect: You can redirect attacks you successfully deflect at any target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one.

Nine Palms Diagram (Damage rank 6 + Modifiers: Burst Area +1/rank, Selective Attack +1/rank)
  • Close Area (30 feet), target whoever you want.
  • Dodge DC 16 to “take half effect rank” (i.e. rank 3).

*Equipment (30 pts)
Camera [1], Cell phone [1], Comm-link [1], Computer [1], Costume [1], Audio recorder [1], Restraints [1], Mini-tracer [1], Night vision goggles [1], Flashlight [1], Tonfa (as per club weapon) [2]

Motorcycle [10]

Utility Belt [8]
Bolas: Snare 3 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized) • 1 point.
Boomerangs: Ranged Damage 1, Strength-based • 1 point.
Explosives: Ranged Burst Area Damage 5 • 1 point.
Cutting Torch: Damage 1 Linked to Weaken Toughness 1. • 1 point.
Flash-Bangs: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware). • 1 point.
Rebreather • 1 point.
Sleep Gas Pellets: Ranged Cloud Area Sleep 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep). • 1 point.
Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point.
 
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Quickleaf, that's some good stuff for not having built a point-based character before! Just one teensy thing:

Toughness is an odd duck among Defenses. It can't be raised directly, the way other defenses can be. It is raised by either raising Stamina, buying Defensive Roll ranks, or buying ranks of the Protection power.

Note that in a superheroic game, Defensive Roll is a bit of a ripoff. It costs 1 point per rank, which is the exact same cost as Protection, but it has a more limited effect. Defensive Roll is intended for use with characters who don't have access to super powers, or for whom powers are not appropriate, but still need a way to hit their Power Level caps.

As suggestions for powers:

A stunning blow attack could be purchased as an Affliction. Don't get Range on it so it's a melee attack.

You can also take a no-range Damage effect to represent a sort of 'power attack.' Perhaps make it modified by your Strength rank as well; a simple Power Feat that can be added to it.

An interesting idea to model a sort of rapid 'flurry of blows' attack. You can create a touch range Damage effect that has the Multiattack modifier. This makes it more expensive, but gives you the ability to increase the effective damage rank you're doing if you roll well on your attack roll. It also lets you strike more than one target if they're adjacent to one another.

Now the fun part. You don't have to buy them separately. Read the rules for the Alternate Power modifier. Basically you'd want to buy the most costly of these attacks at full price. Then you would define the other two as Alternate Powers of the first. This means you can freely choose to make any of these attacks in a turn. Kind of like a gun that has a firing selector that can switch between single shots, burst fire, and full automatic. Each Alternate Power...so long as it's not more expensive than the 'base power,' only costs you one additional power point.

This is how I constructed Grimoire's spellbook powers. Using arrays of Alternate Powers is pretty vital to character building in M&M.
 

Thanks Shayuri, that helps a lot! :)

Now the fun part. You don't have to buy them separately. Read the rules for the Alternate Power modifier. Basically you'd want to buy the most costly of these attacks at full price. Then you would define the other two as Alternate Powers of the first. This means you can freely choose to make any of these attacks in a turn. Kind of like a gun that has a firing selector that can switch between single shots, burst fire, and full automatic. Each Alternate Power...so long as it's not more expensive than the 'base power,' only costs you one additional power point.

This is how I constructed Grimoire's spellbook powers. Using arrays of Alternate Powers is pretty vital to character building in M&M.

Oh, wow, I had no idea! That's pretty cool, it's perfect for a spellbook...and it would work for different martial arts "styles" too. Let's see if I'm grokking this right...

I could create a power called "Li Po's Legendary Fist"...

Damage 6 + Modifiers: Multiattack 1, Penetrating 6, Precise 1 [14 points]

And then I'd create an Alternate Effect called, for example, "Nine Palms Diagram"...

This would have to also be Damage 6? But I could change up the modifiers however I wanted? So it might be...

Multiattack 7, Reaction 1?

And that would up the net cost of "Li Po's Legendary Fist" to [15 points]?

But I could NOT, for example, make a power called "Stop Hitting Yourself" which is based on a Deflect, because that's a completely different Effect from Damage?

Am I understanding it right?
 
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