The Academy[M&M](full for now)

Pate Pot Pete

First Post
This is a PL 8 Mutants and Masterminds game set in the Ultimate Marvel universe. The PC's will be high school aged metahuman(superpeople) students learning to control and use their powers in a SHIELD training facility called The Acedemy located in Washington state. This will occasonialy cross over with my Agents of SHIELD game. Any one interested. I would like the backgrounds presented before the characters and will either approve(most of them) or disapprove(only really illogical ones) if you dissapproved you may try and change my mind (I like to think I'm open minded) or come up with a new background.


Note: Lobo Lurker you were here before these regulations were changed so you can stay, but I do want a good background.
 
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Neato

I too am interested. :) Any characater creation guidelines you'd like us to follow? In my lurking of the M&M messageboards over at Green Ronin, Steven Kenson (the author) said that the game worked best (balance-wise) when all the players had thier Attack Bonuses and Defense at roughly the same level... do you want to establish a level or do you not care?

Do we have to base our characters of exsting characters in the Ultimate Marvel Cosmology?
 

No you do not have to base your characters on those in the Ultimate Marvel continuity, acctually I'd definatly prefer if you did not (no sons of Captain America) except for flavor text. Unless you are an established super-hero you have very low attack defend levels, I won't get specific but be resonable a regular kid won't have a +7 to his attack. If you are an established super hero I'll give you a little leeway (think +3 or +4) however you can only have a few missions under your belt before being recruted and must detail them. Your attack and defend will increase quickly due to training by your instructors. For the instructers they are all metahumans on a retired SHIELD black-ops teams (thier have been serveral), their code-names are Cyclone, Inferna, The Puglist, Lady Hex, Protonik, Minotaur, Headcase, Marathon, and Lightning Rod. The special teachers (extra-curricular) are Johnny Rocket, Raven, Iron Giant, Gatekeeper, The Human Tank, Spitfire Jones, Seeing-Eye, Mr. Nobody, and Kittyhawk. The co-headmasters are The Everyman, Centurion, and Nick Fury. Your characters would know this as they have just finished orientation and this has been wriiten on thier palm pilots. (Yes I know all these characters already exsist I figure why make some one up when I already have so many.)
 

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Sorry. Didn't mean to ruin anyone's notion of how Mutants & Masterminds should be played.

Don't worry Pete I didn't take anything personally, I just don't think I want to game with some of these guys. I was just looking for a good time. Best of luck to you.
 
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Lobo, I don't know if this is helpful, but there are a few issues with your character.

Some of those powers are off. Super skilled doesn't actually exist as you used it, it only affects 1 skill. Extras/Powers as extras on powers cannot cost less then 1pp/rank. I'm not even sure that the flaws are particularly valid, I mean, you can just stand in place moving your am really fast to get around the flaw and go incoporeal, and in either case they do not net a point saving as they would bring the power down below 1/level so they would just be thematic anyway.

Amazing Save Will +6(1pp; 6pp)
Amazing Save Fort +3(extra: immunity; 2pp; 4pp)
Regeneration +2(2pp;4pp)
Super Skill +2(extra: All Dex skills; PS: CHA skills, PS WIS skills; 2pp; 8pp)
Super Speed +5(extras: Invisibility(extras: triggered ; flaw: only when trigered), Incoporeal (extras: triggered, ghost-touch, phase attack; flaw: only when trigered); PS: Spinning, Wall Run, Water Run, Whirlwind Attack; 12pp; 68pp)

Powers Total: 90pp
Combat Stats: 12
Attributes: 15
Feats: 16
Total:133
 


I wasn't sure what you wanted to do with backgrounds. Did you want me to just come up with one? Or did you want specific things to happen to us in our backgrounds? Personally, I role-play well, but I suck at coming up with background stories :( (in particular, super's background stories). I tend to base my characters off of a specific image that I have in my head and a specific theme. I'll add one later on today (things to do, mother-in-law's birthday party today).

:) Besides, if I'd come up with a background and you nixed one of my powers I'd be ticked off.

Hmm, I guess I miscalculated about the Super-Speed (with the triggered extra and all...) even so, I had taken a flaw on a power that already cost 1pp... I realize that and didn't have a problem with it because it fit within the theme of the character.

And perhaps I should have fleshed out the flaw further. She needs to be actually using her Super-speed for actual movement in order for the Invisibility/Incorporeal to kick in.

I only come up with 10pp the way you did my super-speed...
* Super-Speed 6pp + Invisibility 1pp (+ Triggered 1pp/ - Flawed 1pp) + Incorporeal 1pp (+ Ghost Touch 1pp + Phase Attack 1pp + Triggered 1pp/ - Flawed 1pp) = 10pp (6+1+1-1+1+1+1+1-1)


And Super-Skilled is a power that someone over at Mutants&Masterminds.com came up with.

Base Power - All Strength Skills trained & untrained at power rank
Extra: Dexterity Skills too.
Extra: Intelligence Skills too.
Extra: Wisdom Skills too.
Extra: Charisma Skills too.
Total Cost: 2 + (4 extras) = 6pp

If I took the power the way super-girl wrote it it'd be cheaper, but while I'm chumming it up with the homeboys, I'd lose any knowledge/skill I had with noticing things. For example, If I were posing as a locksmith and a guard came up to me, I couldn't bluff him 'cause I'm using my Super-Skilled power to pick locks.

With the way I wrote the power, I'd be able to do that.

Feedback?
 
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The super-speed would still cost 12/level because both incoporeal and invisiblity only cost 1pp/level when taken as extras of super-speed, and the only when triggered flaw you tacked on would reduce the power below1/level, or it would make the triggered extra cost less then 1/level. So those 2 flaws are not point reducers in this case. So 6(SS)+1(Inv)+1(Trig)+1(Inc)+1(Trig)+1(Ghost)+1(Phase)=6+6=12


What the person did was just flaw the Super Stats down to just affecting skills.
Super Charisma +2 (extras: Dex Skills, Wis Skills, Int Skills, Str skills; 6pp level; 12pp)

As a note, Super skill provides a bonus to a skill check, it does not allow you to make the checks untrained. You could have a +13 to drive, and without a rank in drive, you would not be able to make the check. The ability to make untrained checks would be another extra at least, and thats getting off a lot easier then having to buy 1 skill point in each trained only skill.
 


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