Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)


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RE skills: Yes, the best modifier you can get on a skill check is PL + 10, that's including ranks, ability, and any other mods.

That being said however, the bonuses I give you guys can take them over the caps, AND I do plan on raising the PL, probably after this mission.

Jkason - The Wi-fi is a 1pp feature.

Voidrazor - Hmm, Lets leave that up to the others - What does everybody think? Should we try a split party or not?

Darwin - Yes it is. This is actually a perfect time to Join, as Voidrazor is coming in to and I have options to work new people in. I would suggest skimming through the OOC thread and reading anything posted by me (look for the Red fist symbol to make skimming easier). I answer a lot of questions that are relevant to the game and don't always remember to copy the info into the first post (my bad, I do intend to go though and compile at some point...)
 

A little background first:
I've been a bad DM. Bad not because I lacked motivation, or elaboration on adventures plots and combats, or come up with brilliant (I love myself) ideas. I'm a bad DM because I have not managed to pull through several of my campaigns. And I do hate that, but it gets to a point where you just lose any potential interest in running a game. So my advice here is not "Do like me cuz I'm Batman and I'm cool" but "Try not to step on my DM corpse on your way to great DMing". I did split my party in most of my failed games, split beginnings, split after a common start, splitting splitting splitting . And it was hard as DM to keep up the several plots. Like, hard enough to give up games, or harder enough for players to drop from the game. WD's been there, Jkason too, and I'm not sure of our werecat but I think he has too.
My advice would be not to split the party.

Regards,

Batman.​
 


do to the parties nature of spiting itself up before and after combat/ major events, so I think we should avoid spiting the main party up any more, as it is we get 3 parries active right now: luckily they have to group back up commonly, thus avoiding major issues...

So I'm voting for one party; besides, if your PC is never directly interacting with the other PCs you might as well be in a single PC game :hmm:
I mean, having the character commonly working in the party's back ground and shying away from the action is one thing, but being the wizard who fling spells from a continent away is not really all that dynamic...
 

Completely unrelated, but this is what I meant when I told you to watch your typing:

do to the parties nature of spiting itself up before and after combat/ major events, so I think we should avoid spiting the main party up any more, as it is we get 3 parries active right now: luckily they have to group back up commonly, thus avoiding major issues...

Spiting: That's throwing your saliva and mucus to other people.
Parries: That's several people avoiding attacks (From verb parry)

My advice: Don't trust automatic corrector, if you are unsure how to spell what you want in english, google translator is your friend, if not, try a dictionary. I'm not native english speaker myself, but in an english speaking community, its you who need to do the extra work. Don't want to be an ass here, just trying to push you to be better at this language.

Edit: I had to correct the spelling of Completely! Hahaha! The irony!
 

Ok I have skimmed the whole OOC thread... working on the IC thread.

I have basically one question at this point.

I see you want like a more realistic all mutants thing, would that exclude a paragon style archetype? Flight, Strength, Toughness.

If that's too powered and your wanting more street level I can go with a backup concept.
 

… I should stop making any kind of post at 4 am ^_^;

Anyways, DarwinofMind, a Classic paragon archetype would fit just fine, the revised paragon archetype, not so much.
The golden boy for both are superman.

The classic paragon is stronger, tougher and faster than a normal person: their simply superior then a normal character.
The revised paragon archetype has every power of the classic archetype, and then is improved with laser eyes! And other none-assorted super powers!

Superman use to be able to be “able leap tall buildings in a single bound.” Then the animators got tired of drawing him jumping around and just gave him the ability to fly, his powers only grew from there. Also, the powers he already had got stronger and stronger, until he became able to juggle planets, his strength grew until he was able to lift jetliners before that, but juggling planets eventually, and napping inside stars, yeah…

The general rule of thumb is the powers need to fallow a central theme. but it's easy to roll the character's powers back to classic and leave the character itself intact ;)
 

Oh I was definately not talking about the revised paragon.

I'm wanting something along the lines of Golden Age superman, +flight

As for a central theme, I'm actually imagining it's subconscious manipulation of inertia and gravity right around her. She isn't really thinking about controlling gravity she's thinking about flight, she doesn't think of it as making stuff lighter she just thinks she's strong.

Looking similar in powers to the paragon in the 3e book, but really doesn't need to be that powerful even.
 

I'm not really fond of 'lots of powers' in this mutant setting. Str/invul is an ok combination b/c that's a classic/easy to explain. If you wanted to take the super-jumping from original that'd be fine (It's a common power of super-strength characters), but adding flight to the combo isn't something I think fits with the theme of the campaign.

Of course we could come up with a 'one theme explanation' for pretty much any combination of powers, but my general idea with this is one or two powers centralized around your mutation. I've already let some people add a few not-so-obvious ones (Grid's teleport/permeate for example.) But for the most part they all have a simple, short 'theme' that sums them up, and you can guess just from that what they're capable of.
Uomo - Immortal spy
Cassanda - Telekinesis
Grid - Electrically powered Hacker
Felix - Werecat
Laura - Life-Draining(like Rogue) *Laura's got several enhanced traits that break the trend, but there are story reasons behind her mutation being different*

If we said your power was "gravity control", that doesn't immediately make people think "Oh he's super strong, invulnerable, and capable of flight".
Do you understand where I'm coming from on this?
 

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