The Dirty [OOC]

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The Dirty [OOC]

Post by Bombshell » Tue Jan 14, 2020 2:23 am

The Dirty
Magenta by Flynnarrel
Manticore by Tattooedman
Anansi by McGuffin
Blaze by CaptainChaos
Bombshell wrote:
Tue Jan 14, 2020 2:23 am
You are not a nice person. The things you did got you locked up in the Super Criminal Max Prison on the moon. To be fair, you are on par with the world's greatest heroes. Well, almost. Else you wouldn't be here.
The Seven

Jinsul: Take BTS (k-pop boy band) and mash them into one person. Then give that person the an unopposed seemingly unstoppable telekinetic strength. Also a good head on his shoulders. Jinsul is the leader of The Seven.

Red: Anger issues are a bad thing. But when they give you the ability to turn into a super beast, you have to weight your option. The only reason she's on the team is that she's trying to reign herself in so she doesn't accidentally hurt someone. Like that one time she knocked some poor chump into orbit.

Fallen Knight: formerly Shining Knight. Recently crippled. Was the world's greatest detective, martial artist and what every kid wanted to be when they grew up. You're probably wearing a Shining Knight tshirt right now. Takes up the slack by being the coordinator and voice in the comms for the team

Xaos: no one knows Xaos's deal. It presents male, but is a sticky pink goo in the form of a humanoid. Everything Xaos does is for 'fun'. While he seems erratic, he's got the hero thing down. "More fun to be a hero than to be you losers!"

Freya: magical heroine. spells a plenty. Is she actually the Freya of legend? None can confirm, but she is quite powerful in that regard. Enjoys the macabre a little too much. No, she does not have a closet of dead foes like the internet seems to think. Stop asking.

Star Kid: What happens when you give a boy the power of the cosmos? He flies around and fights crime with awesome looking cartoons, duh. It was awkward the first handful of years, as he was underage. But now at 18, he's the newest member of The Seven

Dolphin: Talks to fish. Swims. Controls water. When she's not does that, she's the group's face/bubbly cheesecake. Get the 2020 calendar!

K-9: part pitbull part man. Was loyal to The Seven until his death when his healing factor went haywire and, well, it wasn't pretty. RIP in Doghalla.
You've been here for at least two years. You've acclimated? Well, when you're in a prison for some of the worst criminals Earth has to offer, you don't let your guard down. You become a leader. You become scary. Sometimes you become both. Super Max eats small fish that aren't on top of their game.

During your incarceration, you were approached by literal shadow people in suits. The warden arranged for you personally to meet with them. Said they had some kind of opportunity. Oh, what an opportunity it was! You get to go back to Earth to do some dirty work for the government. Stuff that The Seven doesn't have the time and/or the publicity to look at.

They knew you would take the offer, some more so than others. Why? You have your reasons. Though there was one big clause in the contract. You are expendable. If the benefactors get a whiff that you are betraying them or trying to escape, your weakness woill be exploited and turned on to full. You might not die, but you won't be able to do anything until the extract team will take you back and fast track you through the justice system for your past crimes.

But why would you want to blow this chance? 'Freedom' in the fact that you're not sitting in a destructive hive anymore.

Last edited by Bombshell on Wed Feb 05, 2020 1:42 am, edited 4 times in total.

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Re: The Dirty (M&M2e Recruiting)

Post by Bombshell » Tue Jan 14, 2020 2:40 am

Other world facts that you should know

Ages of heroism have lead to myths about gods, but this most recent one started at the end of World War II when some super powered individuals put on some bright costumes and beat Hitler and most of his crew to death.

The bombs still dropped on Japan. Which brings us to an unfortunate thing. Mutants. These people are not human. Sure, some may have a humanoid form, but make no mistake. They have atomic DNA in their lineage. They are reviles ad walking accidents waiting to happen.

The age of patriotic heroes grew nationalistic over the years, There was a moment of brevity after the war ended. But when the next one started, everyone looked to their local super person to go win it themselves. While unfeasible alone, the idea of teams of super powered individuals started. Strike forces, basically. Some had heroic ideals, but most were trying to solve problems their own ways. And then came the groups of criminals looking for back up.

By the eighties, the world had had enough of super gang war and looked to stop it. The United Nations, in all of their wisdom, made a world police. This would be the beginning of The Seven. The most powerful beings on the planet taking down the mess that had accrued over the years. And by the mid to late nineties, things had calmed down. Kind of. That's when the Moon Prison was commissioned.

After this I'm going to stop. I've gone into more detail countless times, but the board seems to eat my posts. So the in betweens are up to you. Please don't be disruptive and try to think of other people when you're playing with the time line.


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Re: The Dirty (M&M2e Recruiting)

Post by Bombshell » Tue Jan 14, 2020 3:16 am

The tone of this game will be sinister, but in keeping with the board's PG-13 limits. There will be a comedic undertone so we don't start wallowing in excess. Not so much Team Fortress 2 with supervillains instead of shooters, but leaning that way.

Most I can run with is five people. I start losing focus on characters after that.

Power Level 8. The power point minimum is 120, if you need more (and really, ask yourself of you're doing it for the character or the power of it all) you can go up to 180.

Power Bans: Mental Transform. Teleport. Movements above 50-100MPH. Full Concealment. Healing. Unconscious and Resurrection Regeneration. The rest of Regeneration is limited to 1 round, that is full rank -2.

Mental powers are not banned, but Mind Control and Mind Reading will be met with unexpected... hero(?) points.




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Re: The Dirty (M&M2e Recruiting)

Post by ZenGypsy » Tue Jan 14, 2020 3:26 am

Working on a mash up between Marvel's Hobgoblin & Gaimen's Sandman, however I am at the office, so I will not have a build up until later on this evening.
Last edited by ZenGypsy on Tue Jan 14, 2020 12:33 pm, edited 1 time in total.

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Re: The Dirty (M&M2e Recruiting)

Post by Flynnarrel » Tue Jan 14, 2020 7:42 am

Ever since I read about an external procedure that can alter one's morality (, Transcranial Magnetic Stimulation (TMS), where a high-powered magnetic field is used to rewrite the magnetic pathways of the brain, I wanted to explore a super-criminal having this happen to them by a well-meaning criminal-psychologist. The criminal-team on probation is the perfect venue for this. I've always wanted to see how her story would play to completion. I've also been fascinated by the nature of duality and the idea that the original psycho personality is in there and watching this do-gooder in horror. Will she earn redemption? Will some villain find away to cause the original to resurface or pull it out entirely to a separate being prompting a fight like in that Superman movie we all pretend doesn't exist? Who knows?

Her parents having died in one of the many super-powered fights that occurred in and around the city Margaret Francis Kane was orphan and ward of the courts, in and out of the system and foster homes and generally harboring a growing hatred for the world from an early age.

Her psychic powers emerged when her petty criminal boyfriend, just having robbed a convenience store in order to impress one of the city's many criminal gangs, and driving recklessly to avoid capture by the cops, wrapped his car around a telephone pole. Though her boyfriend was killed a vaguely reddish-blue force seemed to surround Margaret keeping the jagged metal and broken glass off of her. She fled the scene, finding that she could take to the air on broken parts of the engine block, and finding that bullets mostly bounced off the shield surrounding her.

She resented the big gangs as much as the cops and avoided recruitment attempts, keeping to small gangs of rougher and rougher people, lending her powers to more and more daring heists. She enjoyed the terror in her victims' eyes almost as much as tearing vault doors off their hinges and killing alarm systems. She took the name 'Violet' after the color that her powers manifest as, and how similar it sounded to 'Violent'. She discovered a thirst for killing and torture. Her psychopathy knew few bounds.

Eventually she was caught, though not before using some of Shining Knight's own equipment to sever and wrench his lower back, paralyzing him for life, it's said shards of metal are still in there, in inoperable locations, preventing even magical healing from restoring the hero. Violet was locked away in a facility for powered criminals. Soon, a psychiatrist, Dr. Paul Harris, armed with a Trancranial Magnetic Stimulator and... result-driven ethics, discovered that he could tamper with the magnified magnetic fields of Margaret's mind. Over several months he reversed the polaric pathways of her brain and found her becoming less violent and less anti-establishment driven. A previously lazy ethic became hard-working and driven. She discovered remorse and asked for the chance to work *with* the law enforcement as 'Magenta' - an eager to be helpful reformed "honest" member of society. This process took 8 months in which she was removed from the prison's GenPop where she had earned a reputation as not-to-be-messed-with else blood would spill.

The woman that she is today is cheerful and eager with an almost too-wide smile that, which, when she's gone too long between treatments, starts to crack around the edges. She's been studying psychiatric nursing to be able to help others as she's been helped.


Just after her arrest.

Today, after months of successful treatments.

Reputation - Some people remember her deeds as Violet. Especially damning in the Public's Eye was her savage crippling of one of Earth's most beloved superheroes, Shining Knight. Overcoming those prejudice's may be too much to bear. Many may assume she's elaborately faking, unable to fathom how a psycho can turn such a drastic new leaf. Many still call for her death.

Recognizable - Although MUCH more readily identifiable in her mylar suit, the criminal justice system did nothing to preserve any semblance of privacy surrounding her publicized trial. Even without being suited up she may be recognized.

Treatments - Margaret needs weekly, possibly more (if under stress) sessions in the TMS machine.

Dr. Paul Harris - Margaret thinks the best of Dr. Harris but who knows what his full agenda might be. It is intense admiration and trust and a crush on her part that the doctor is too noble/professional (in her skewed opinion) to act on.

Violet - there is still that needling dark voice of Violet in her head. It could distract her at key times.

Law abiding - her Flight and many of her powers require metal in the environment. Magenta's law-abiding nature make her hesitant to use Traffic signs, fire hydrants, and otherwise cause destruction of private or city property. If she does use any environmental metal, she'll try to put it back (however mangled) at the end of it's use.

Magenta PL8, 120
ST 8 DX 16 CN 14 IN 10 WS 14 CH 10 [12pp]
{Maggie, especially after months of her emotionally and mentally draining treatments, is waif-thin, but still decently hardy with a natural grace and hand-eye coordination.}

init: +7
Grapple: +1
Saves: Ref 3+3=6 Will 2+5=7 Fort 2+3=5 [11pp]
Attack (Max6) 2[4pp] / +4 Ranged / +6 Accurate ranged
Defense (max 8) 4 [8pp] +4shield, 2 if flat footed
Toughness (Max 8) 2con+6ionforcefield

Feats: Attack Focus-Ranged 2, Luck, Attractive, Well-informed, Improved initiative, Move-By-Action, Second Chance^ (Mind Control) [8pp]
{^ due to the chaotic psychic landscape of her mind, attempts at control have much more to content with.}

Skills: Knowledge-Current Events 2, Gather Information 8(+8), Diplomacy 8(+8/+12), Bluff 8(+8/+12), Notice 4(+6), Concentration 8(+10), Sense Motive 6(+8), Disable Device +10, Medicine 2(+4) [14pp]

Magnetic control Extras Area- burst, Selective Attack, Feats: Subtle, Precise, PR8 [34pp+ 7AP]
AP: Extend my metal Will; Move Object, Extra: Damaging, Feats: Accurate, Subtle, Precise, Improved pin, Ranged Pin, Drawback: requires Metal pr10
{Magenta uses metal to surround, cradle, or manipulate other things. She can also hit, Grapple, Trip, or Disarm with her metal objects.}
AP: Blast, Extras: Autofire, Feats: Accurate, Indirect 3, Precise, Drawback: requires Metal pr10, {many small pieces of jagged metal fly toward target at bullet speed.}
AP: Blast, Extra Penetrating, Feats: Accurate, Precise, Affects Insubstantial, improved critical {19-20}, pr10 {A bolt of Magnetic Force slams into target.}
AP: Transcranial Magnetic Scramble; Stun, Extras: Area-Cone, Secondary Effect, Feats: Reversible, Affects Insubstantial 1, Free Modifier: Alternate Save (Will), pr 8 (34pp)
{Knowing how Magnetic fields affect the brain, she can set up a finely-tuned cone field that can scramble the thoughts of selected folk within}
AP: Cloud – Obscure, Visual, Radio 3/r, Extra , +1Link, +0Independent, Feat: Selective pr3 (12pp+1feat)+ Environmental Effects: Concentration DC15, 3/r Extra +1Link, +0Independent, (12pp) pr3 + Environmental Effect: Hampered Movement ¼ 2/r, +1Link, +0Independent, (9pp) pr3.
{A cloud of spinning metal engulfs a 25ft. radius area, large pieces at the bottom make it hard to move, minor collisions from all sides make it hard to think, Small shards flying about make it hard to see, and the magnetic area makes radios stop working. These affects can also be used individually or all at once, and the obscure can be selected visual and/or radio. Each effect lasts about a minute, reducing in size after 4 (or 3 in the case of movement) rounds.} (Total 34)
AP: Snare, Extras: Area-Shapeable [Targeted]; Feats: Reversible, Accurate, Tether, Chokehold, Obscures sight, Indirect, Drawback: requires Metal, Weakness: Snares take +1DC Dmg from electricity; pr10 (34pp)
{A tentacle of loose metal bits writhes out from Magenta seeking to bind those within.}
AP: Create Object, Extras: Continuous, Moveable, Feats: Innate, Precise, Progression (8x10ft cubes), Tether, Drawback: requires Metal, Weakness: Electricity (Barriers take +1DC dmg from electricity) pr8 (34 pp)
{Using metal objects in the environment Maggie can create domes or ramps or even detailed sculptures. There may not be enough metal usable without acts of Vandalism which could trigger her complication.}

Ion Force Field: Protection pr6, Drawback: Noticeable (faint reddish-blue field unless turned off), Feature: Can be consciously nullified/suppressed* [6pp], Impervious (limited: Physical damage, limited: metal descriptor only) [2pp] {Impervious rank 6 against physical attacks of a metal nature}
+LINK+ Immunity: Suffocation, high pressure, vacuum, [4pp] {Ionizing force surrounding Magenta holds her own pocket of atmosphere and stable pressure inside.}
+LINK+ Enhanced Feats: Evasion 2, [2pp] {The field can harden in response to incoming area attacks, possibly showing a link between her telekinesis and an unconscious precognitive sense}
{*The Feature represents something that is always on unless she exercises will to suppress it. If she's in disguise, for example, and doesn't want the noticeable glow of her ionic field visible she has to willingly take it down. If she's startled or stunned and fails the Concentration check to keep it off it make turn back on at an inconvenient time.}

Dancing metal: Shield 4, Drawback: requires metal [3pp]
{When active, Pieces of metal constantly orbit her and respond to incoming threats.}

Flight 3 (50 mph) [3pp] Drawback: Reduced Load- no more than Light -2, Drawback: requires Metal
{Maggie can wrap metal in a harness about her and bear herself aloft.}

Detect Metal (Mental), Ranged, Acute, Accurate, Radius [6pp]

Device: Thermal-Mylar Suit; Hard to lose, Restricted - Those with Magnetic manipulation [5pp]
Quick Change
Immunity Cold Environment, Hot Environment, Radiation Environment
Feature: Provides some metal for her abilities via the suit itself or various pouches containing ball bearings, wire, etc.; Flight(suit itself), Shield(cape), Blast(ball bearings), Small uses of Move object (wire)
{Violet stole an experimental solar weather balloon, meant for very high atmosphere work from JPL. It is an incredibly thin, light, and insulated metal fabric that works well with her powers. It folds incredibly small and fits into an undergarment pouch around her waist but in a moment's notice she can use her powers to unfurl it and wrap it about herself. So far since her capture they haven't wanted it back.}

Vulnerability Electricity (common, Moderate, +50% affect) -3
Power Loss (ongoing electrical damage disrupts Magnetic control Array, uncommon) -1
Power Loss (ongoing electrical damage disrupts Flight, Any electrical hit necessitates Concentration check for flight, uncommon) -1

Attributes 12 + Offenses/Defenses 23 + Feats 8 + Skills 14 + Powers 72 - Drawbacks 5
tacks or when caught unsuspecting.

Last edited by Flynnarrel on Wed Feb 12, 2020 9:37 pm, edited 7 times in total.
"Something pithy this way comes."

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Re: The Dirty (M&M2e Recruiting)

Post by Bombshell » Tue Jan 14, 2020 6:08 pm

Flynnarrel, I like what I see so far! Violent/Magenta is kind of the body they would want out there.

I may have undersold how bad things are for mutants in the blurb though, they're walking talking WTFs who people are uneasy around at best. I mean, if you want to keep as is, you can go with the uncanny valley angle.

Also, how did she keep her head up in Super Max? Being passive there is a liability. I'm assuming there were stints of Violet?

Does she lose all of her powers when taking ongoing electric? That seems like something you should put on powers directly. Or maybe somethin you'd want to make a complication. I'm not fine with Power Loss (all) being 1 point.

What do you plan to do with the Analytical part of Detect Metal?

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Re: The Dirty (M&M2e Recruiting)

Post by Bombshell » Tue Jan 14, 2020 6:12 pm

ZenGypsy, I did see your question last night, but my posts kept getting eaten before I gave up and tried later... which is now :mrgreen:

My problem with Teleport is the unrestrained freedom of it. Even at low levels its a problem killer.

As for the current idea, it's fine.

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Re: The Dirty (M&M2e Recruiting)

Post by Flynnarrel » Tue Jan 14, 2020 6:38 pm

Thanks for evaluation of character. Great Questions!

Maggie came to SuperMax as Violet - a violent, psychopathic, revel in the arterial spray of her enemies' blood kind of criminal. She earned a reputation for this and was frequently in solitary confinement because of it. The TMS experiments by Dr. Paul Harris are a development over the past... say, 8 months. She hasn't been in GenPop (prison-speak for general population) in that time, Harris has kept her somewhat sequestered as he's worked on fine-tuning her treatments. Her new demeanor and outlook will be a surprise to any who knew her before (criminals might think she's working some angle, administration are probably untrusting of it, etc.)

Mutant: I'm not sure what other power origin would fit here.

I can see about breaking down which powers are shut down by electricity and attach the powerloss quirk to those directly. I wanted to give them a way to control her. Maybe electricity damage forces a Concentration check?

Analytical... even when creating it I wasn't sure if it fit or not. I'll give that some thought.

Glad she fits in with what you were thinking.
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Re: The Dirty (M&M2e Recruiting)

Post by Bombshell » Tue Jan 14, 2020 6:47 pm

Limited telekinetic and mind mess ups, could be straight up Carrie-style psychic.

I'm all for her weakness being electricity, on top of it stopping her powers, it's electricity, a dangerous thing!

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Re: The Dirty (M&M2e Recruiting)

Post by CaptainChaos » Wed Jan 15, 2020 2:33 am

Would someone that can cause explosions by touch or fire ranged explosive bolts work?

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Manitcore submission

Post by Tattooedman » Wed Jan 15, 2020 2:38 am

Str 14/26 (+2/+8) Dex 12 (+1) Con 14/26 (+4/+8) Int 8 (-1) Wis 14 (+2) Cha 10 (+0)

Skills: Intimidate 6 (+6/+10), Notice 4 (+6), Sense Motive 2 (+4)

Feats: All-Out Attack, Attack Focus [Melee] 4, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack

Powers: Big & Scary:
Enhanced Skill 1 [Intimidate +4]
Enhanced Feat [Fearsome Presence 4 (15 ft radius [Will DC 14])]

Super Strong:
Enhanced Strength 12
Leaping 4
Super Strength 4 (Feats: Bracing, Counter Punch, Groundstrike, Shockwave)

Super Tough:
Enhanced Constitution 12
Immunity 5 [All Environmental Conditions]
Impervious Toughness 12
Protection 4

Saves: Toughness +12* [*Impervious]
Fort +10
Ref +5
Will +5

Combat: Attack +4/+8 [Melee]
Damage +8 [Unarmed]
Defense +8 [+4 flat-footed]
Initiative +5

Costs: Attributes 12+ Skills 3+ Feats 11+ Powers 64+ Saves 11+ Combat 23- Drawbacks 3= 120 pts.

Real Name: Jack Cooper
Height: 7’
Weight: 407 lbs
Hair: None
Eye Color: Yellow
Unusual Features: Brown/tan colored skin, spikes on both sides of his head

Vulnerability: Manticore doesn't do well against psionic attacks [common, moderate, +50% affect] -3 pts

Do I Know You?: Manticore only has vague memories of his life since gaining his powers, despite the fact he has worked with numerous super villains he couldn't pick them out of a lineup if he had to.

Phobia: Cats. No, seriously. Those things are creepy little sneaks that secretly hate people.

Prejudice: Manticore is an obvious superhuman and cannot hide that fact.

Reputation: Manticore is known for being overly destructive.

Temper: Manticore has trouble controlling himself once he gets mad.

Background: Jack Cooper lived a normal, if almost boring, life growing up. He never was the best student, although he passed all his classes, was moderately liked by his peers. Jack was painfully average in virtually every way.

Upon graduation from high school he found a job at Delphi Technologies as a janitor. He worked there for several years without problem, maintaining his average life. That all changed one night when he interrupted a robbery and was beaten within an inch of his life and left unconscious in one of the labs. What the robberies didn't realize was that during the beat down of Jack that some of the machinery in the lab had been turned on and due to the damage done it flooded the area with radiation.

Jack spent hours being bathed in the exotic energy, but instead of dying his body mutated - into something large and very, very angry. Awakening and in pain from his transformation, Jack proceeded to go on a rampage that leveled the lab as he made his way outside where his destructive actions drew the attention of the local heroes who struggled to stop him. Finally, they managed to defeat Jack and put him in the prison for criminal superhumans. Unfortunately Jack's mind had been broken by his transformation and he remained a child-like, super strong brute that many super villains would come to use as a pawn in their master plans for several years until a mentalist hero used her telepathic powers to pull Jack's mind back from whatever dark corner it had been banished to years previously. Suddenly more self-aware for the first time in years and surprised at his situation, Jack was defeated and locked away again but this time he was able to understand what was happening to him. Jack resigned himself to serving his sentence, even though his actions weren't his fault due to the brain damage he'd suffered from his empowerment.

Over the following year and a half Jack saw Dr. Paul Harris, a psychologist brought in by the prison administration to help him adjust to his new situation, and with his help Jack made progress slow as it was. Six months later Jack was contacted by mysterious group of people about "being used for a better purpose". Seeing it as a better option than his current one, Jack accepted.
Last edited by Tattooedman on Fri Jan 31, 2020 12:34 pm, edited 4 times in total.

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Re: The Dirty (M&M2e Recruiting)

Post by Flynnarrel » Wed Jan 15, 2020 4:37 am

Bombshell wrote:
Tue Jan 14, 2020 6:47 pm
Limited telekinetic and mind mess ups, could be straight up Carrie-style psychic.

I'm all for her weakness being electricity, on top of it stopping her powers, it's electricity, a dangerous thing!
I like the telekinetic idea. Her being 'human' makes the most sense.
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Re: The Dirty (M&M2e Recruiting)

Post by ZenGypsy » Wed Jan 15, 2020 11:05 am

As a reminder Impervious in 2e is not halved, Impervious 12 on a PL8 character makes Manticore functionally immune to any Toughness based attack of 12 or below.

That's huge for a street level game, as he'd be shrugging off all conventional weaponry up to anti-tank missiles without making a check.

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Re: The Dirty (M&M2e Recruiting)

Post by Tattooedman » Wed Jan 15, 2020 11:26 am

ZenGypsy wrote:
Wed Jan 15, 2020 11:05 am
As a reminder Impervious in 2e is not halved, Impervious 12 on a PL8 character makes Manticore functionally immune to any Toughness based attack of 12 or below.
Right, and that is part of Manticore's power concept - he's a super tough person to beat.
ZenGypsy wrote:That's huge for a street level game, as he'd be shrugging off all conventional weaponry up to anti-tank missiles without making a check.
Which I get might be over powering & if Bombshell wants me to lower it I gladly will. At this point it's just about posting a character concept.

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Re: The Dirty (M&M2e Recruiting)

Post by ZenGypsy » Wed Jan 15, 2020 11:29 am

That's fair, and it isn't my game. So carry on ... that being said it's been a long week working on implementing some new policies & procedures at work so getting my own build up may still be a day or two.

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