M&M - Foot in the Door [Full]

Gramcrackered said:
Haven't heard from Tokiwong or Mark Chance in two days.

I'm still here. Honest. Been reading the messages, absorbing information, et cetera. I won't get a chance to get a character to you before Saturday, but I am working slowly, surely toward completion.
 

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Brother Shatterstone said:
Born] either natural according powers or maybe something happened to mother during pregnancy, say late 2nd early 3rd trimester and they tried to save her life via some new experimental drug… The drug doesn’t save mother’s life and for the few minutes that the three of s where still one it mutated us. (Think emergency Caesarean section.)

I like this, but I got an idea. Were we only 2. After all, there is 4 elements as the old Greek have told us: Air, Fire, Earth and Water. Do we want to be 4 twins? Do we know there existance? Have we ever meet them?

Personnally, I like the idea of being 4. We could have an hint of it, but we have yet no trace of the other two.
 

Gramcrackered said:
Er. Wait. Disabled(Dull Witted) gives -5 to Int and Wis. Your Int and Wis are 8. Both stats start out at 10, so you must have raised then up to 13, then subtracted 5 from each for the feat, giving you a total of 8 in Int and Wis.

What I'm trying to get at here is that said weakness is utterly pointless. Unless Fulcrum became stupider after gaining his powers, I wouldn't bother to take it. And even then, like I've said, there's no real difference between taking it and simply lowering Int and Wis to 8 on your own.

Oh. And my email is...


hmm, I was assuming that the -5 was to Int and Wis on Difficulty Checks not permanent reduction.
I actually lowered his Int/Wis to 8 on purpose, then wanted to have the -5 to his checks... this basically makes the big guy "dull witted" like a kid, but still with the charisma and intelligence/wisdom in general of a below average man.

I'll double check that weakness, and adjust it accordingly.
The idea of this weakness is that he IS dumb... he sure is! not retarded just dull like Rocky or Forest Gump, but his hearts in the right place...


so lowering it for checks does make it have a point...

anyway _ I'll double check it and email you my character sheet soon.
I'm in Seattle doing work at the Art Institute BTW.
-kev-

here's his updated block


FULCRUM,
PL: 10, brick, Name: Tommy Fuller, male, Size: Large; INIT: +1, DEF 12/11; SPEED 70, FLIGHT 10; MELEE +9, RANGED +5, MENTAL +3, SV: DMG +12, FORT +5, REF +1, WILL -1; STR 20, DEX 12, CON 20, INT 8, WIS 8, CHA 14.

SKILLS: Demolitions* +4.

FEATS: Durability (Super), Power Attack, Heroic Surge, Imp. Critical, Imp. Grapple, Imp. Trip, Move-By Attack, Rapid Strike, Rapid Takedown, Takedown Attack.

POWERS: GROWTH [+4], Reach +10', Speed +5', E: Continuous [+4], E: Immovability [+4], E: Protection [+4], E: Super Strength (4 free) [+6], E: Super Strength (total) [+10], PS: Lifting x3 [+3], E: Shockwave [+10], E: Running [+10], E: Amazing Save - Damage [+7], E: Immunities- Pressure, Suffocation [+2], E: Mental Protection [+6], FLIGHT [+2].

WEAK: Disabled (dull witted) (-5 int & wis).

COST: abilities 22, combat 19, skills 4, feats 20, powers 95, weakness -10, total 150.
 

Velmont said:
Personnally, I like the idea of being 4. We could have an hint of it, but we have yet no trace of the other two.

I'm not sure if I like that idea... With a twin your special because if lose your sibling than your completely alone, if their is four you less likely to be missed... :\

Plus that's alot of baggage to be tossed upon our GM...
 


Working version no backstory or name yet... but basiclaly a telepathic mutant whose physiology allows her to displace her molecules and move between points in space... oh and she is uber hot too :)

Name:
Concept: Mutant Mentalist/Model
Power Level: 10

Attributes (22 points)

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 20
Charisma 16

Combat Abilities (27 points)

Base Attack Bonus: +5
Base Defense Bonus: +6
Mental Attack +11 (+10S mental blast)
Melee Attack +5
Ranged Attack +7
Initiative +2
Defense 18
Mental Defense 21
Flat Footed Defense 16
Damage Save +0
Fortitude Save +0
Will Save +7
Reflex Save +2

Skills (5 points)

Bluff (2) +5/+16 vs. males
Diplomacy (2) +5/+16 vs. males
Taunt (1) +4/+12 vs. males

Feats (10 points)

Attractive
Attack Focus- Mental Blast
Iron Will
Indomitable Will
Surprise Strike

Powers (86 points)

Telepathy +10 (Extras- Mental Blast, Mind Control, Mental Protection; Stunts- Mental Link; 6pp; Cost- 62 pts.; Source- Mutation)
Super Charisma +8 (Flaw- Works on Male of Species only; Extra- Protection, Teleport; 3pp; Cost 24 pts.; Source- Mutation)
 

Kevin Perrine said:
hmm, I was assuming that the -5 was to Int and Wis on Difficulty Checks not permanent reduction.

Nope. It's an outright permanent drop of 5 for both stats. Here it is from the Crooks! sourcebook:

Disabled (Dull Witted): Characters with this weakness gain a -5 penalty to both Intelligence and Wisdom, although neither score can fall below 2 as a result of this weakness. Since abilities start out at 10 during character creation, this weakness is identical to simply lowering the value of the two abilities by 5, which would also result in 10 additional character creation points.
The weakness exists primarily to simulate conditions that occur after character creation, such as a blow to the head or being turned into a zombie. If the character does not measurably affect that character (such as if he started out with and Intelligence and Wisdom of 5) than Disabled (Dull Witted) grants no power point bonus.

I don't know if I'd really grant you 10 power points for simply a -5 penalty to all Int and Wis skills. That sounds odd, I know, but ten-to-one they are skills that you were simply going to ignore anyway. Ones you wouldn't have stood a chance to succeed at even WITHOUT the penalty, as it were.

I dunno. Any other thoughts on the matter? Anybody?

Other Assembled Players said:
*Enter Various Comments Here*
Don't worry; I figured you people were just up to your own thing. Just making sure.

Oh, and thus far, I have no problem with the whole "twin" concept. Once you two hammer it out, feel free to grab my attention and I'll double-check to make sure I have no concerns. I doubt any will develop.
 

Brother Shatterstone said:
I'm not sure if I like that idea... With a twin your special because if lose your sibling than your completely alone, if their is four you less likely to be missed... :\

Fine with me. So, we will go with:

Born] either natural according powers or maybe something happened to mother during pregnancy, say late 2nd early 3rd trimester and they tried to save her life via some new experimental drug… The drug doesn’t save mother’s life and for the few minutes that the three of s where still one it mutated us. (Think emergency Caesarean section.)

Our dad, struck with grief over the loss of his most beloved wife puts us up for adoption, and two separate families adopt us. We grow up mentally connected, knowing that part of ourselves is missing we seek each other out in adulthood. (I figure we are fairly young. 18-21.)

Our power start to show themselves during childhood, but they were weak. The first of them was the lnk, than our other power. It is during puberty that we rapidly raise in power to reach our full strength. When the game will start, we will have met very recently.

What do you think of that? What remain to fill in the background will be mainly on our own, and maybe we will have to detail a bit more our first meeting.
 

Velmont said:
Our power start to show themselves during childhood, but they were weak. The first of them was the lnk, than our other power. It is during puberty that we rapidly raise in power to reach our full strength. When the game will start, we will have met very recently.

I like the idea of the link being their that does indeed make sense... I would rather the powers show up a puberty and simply come on strong and nearly uncontrolable...

I mean weak powers are often uncontrolled, you have less control of your body and mind when asleep, my characters powers are water... If little Debra has her powers manifesting in the middle of the night at a rather young age she's going to be labeled as a chronic bed wetter. :eek: :o :lol:

Velmont said:
What do you think of that? What remain to fill in the background will be mainly on our own, and maybe we will have to detail a bit more our first meeting.
I agree, I think my family will be wealthy and well to do. :)
 

Okay, here's what I have so far... Thoughts?
NAME Naiad
secret ID: Nomia
HP: 5

gender: Female
age: 20s
height: 5’4”
weight: 105
size: Medium
hair: Straight long blonde
eyes: deep dark blue
skin: light pale blue

~~~ABILITIES~~~
STR 12 +1
DEX 20 +5
CON 16 +3
INT 12 +1
WIS 12 +1
CHA 14 +2

~~~SAVES~~~
DMG +3
FORT +3
REF +5
WILL +1

~~~MOVEMENT~~~
INIT +5
SPD 30’ SWIM: 50’

~~~COMBAT~~~
BASE DEFENSE 5
DEF 20
FLAT 15
MENTAL 16

BASE ATTACK 5
MELEE +6
RANGED +10
MENTAL +6

~~~SKILLS~~~
Profession: ???? [+4/3]

* = Trained Only

~~~FEATS~~~
Attack Focus (Elemental Blast)
Attractive
Heroic Surge
Mental Link (Brother)
Penetrating Attack (Elemental Blast)
Point Blank Shot
Rapid Shot
Underwater Combat

~~~POWERS~~~
-------------------------------------
ALTERNATE FORM: LIQUID [+10 pp/rank+10, 90 total] 8 Ranks
- SOURCE: Mutation
- SPECIAL:
- FREE: Immunities: Aging, Critical Hits, Cold, Disease, Exhaustion, Heat, Pressure, Radiation, Starvation, Suffocation; Elasticity; Swimming; Protection
- EXTRAS: Continuous; Elemental Control (Water); Elemental Blast; Absorption (Water); Healing
- STUNTS: Create Element, Destroy Element, Dual Damage, Elemental Snare, Suffocate

-------------------------------------


~~~WEAKNESSES (2 MAX)~~~
Vulnerable (Electricity);Due to her watery nature Nomia is completely vulnerable to electricity.

~~~COST~~~
ABILITIES [26]
BASE ATT [15]
BASE DEF [10]
SKILLS [3]
FEATS [16]
POWERS [90]
WEAKNESS [-10]
TOTAL [150]
UNSPENT [0]

=====================
~~~BACKGROUND~~~
X
 

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