Mutants & Masterminds - Time Traveller's Codex

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greycrusader
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by greycrusader » Thu May 21, 2020 3:08 am

It also reminds me of the Killdozer story by Theordore Sturgeon, too.

scc
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by scc » Thu May 21, 2020 10:59 pm

The bonus content keeps on coming!

scc
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by scc » Thu May 21, 2020 11:05 pm

I really enjoyed seeing you stat up a machine. Should he have a Will save? Maybe I should have went this route when I statted up Trull.

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Davies
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by Davies » Fri May 22, 2020 1:25 am

scc wrote:
Thu May 21, 2020 11:05 pm
I really enjoyed seeing you stat up a machine. Should he have a Will save?
I think greycrusader overpriced the thing's Immunity a bit -- Immunity (mental effects, interaction skills) should cost 25 points, assuming that you treat "mental" as a "very common power descriptor". It might make more sense to give it just straight Immunity 30 (Will).

greycrusader
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by greycrusader » Fri May 22, 2020 1:24 pm

You are correct, Davies-it should be Immunity 30. Just a mistake on my part. I guess technically speaking the Devil’s Engine should be a robot/construct, but it seemed to make more sense as a vehicle.

All my best.

scc
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by scc » Fri May 22, 2020 1:31 pm

I agree it works better as a vehicle. In some ways it is easier to stat. Also I believe any extra limbs get the strength of the vehicle but I am not sure about that. I thought that was in one of the vehicle books they put out.

greycrusader
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by greycrusader » Sat May 23, 2020 3:14 am

You could be correct-the only Power Profiles book I have is the Gadgets Guide one, and I didn't really go back and look at it for the write-up. From the Engine's description, it didn't seem appropriate for the mechanical arms to have the full STR score (10) of the vehicle-it was said to uproot telephone poles and clear heavy stones from its path, but nothing on the order of lifting 25 tons of weight. I think of as more akin to Power Lifting (pulling/carrying weight), though presumably the Devil's Engine could do Damage 10 by ramming/slamming into a target.

I went back and edited the write-up slightly, to better match the Gadgets Guide description.

All my best.

greycrusader
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by greycrusader » Sat May 23, 2020 4:06 am

greycrusader wrote:
Thu May 21, 2020 1:58 am
As promised, a few adventure ideas for stories set in Old Mexico of the Freedomverse Weird Wild West era:

Mexico enjoys renewed independence after overthrowing French rule, and the nation prospers under the Restored Republic government. Tax revenues and foreign capitol drive modernization. Authorities step up the rule of law, sometimes with a heavy hand, but banditry remains a threat. Though stripped of legal powers, the Catholic Church remains a pervasive cultural influence. Fragments of Aztec traditions remain among indigenous people.

The alien Ku-Tu The Eternal lies buried and slumbering among ancient Aztec Ruins; once worshiped as a god by the native peoples, the extraterrestrial despot was overthrown by a band of heroes and placed into a mystic slumber by priests of the actual Aztec gods before the coming of the Europeans. But a small cult of his shape-shifting Jaguar Men survived and remain loyal; along with a spell-casting leader, they guard his "divine relics" (abandoned alien technology) from discovery by surveyors or explorers-through lethal means if necessary. The heroes are alerted to nefarious goings on when a archaeologist and her crew disappear while on a dig, and they are commissioned to investigate. To spice the scenario up further, add a robot guardian of the ruins-disguised as an Aztec mummy! Ku-Tu the Eternal and his followers are found in the Threat Report; for the ersatz mummy, use the Construct archetype from the Hero;s Handbook but reduce it to a PL 7 threat.
And now for a threat taken from a minor classic of early science fiction, W. Grove's A Mexican Mystery; the novel presents the tale of a advanced train engine built by a brilliant but unbalanced engineer/inventor, equipped with an early example of an "artificial brain" (a Babbage-engine computer, but much more advanced). The train engine soon proves destructive and hostile to humans,, and runs amok entirely when its creator is stabbed to death by local peasants who claim he did "The Devil's Work". Opposed by a brave Scottish engineer and the local military detachment, the book's finale sees the "Devil's Engine" seemingly destroyed, but a coda reveals the protagonist believes it actually survived and repaired itself. The malevolent machine would certainly present a wild and unique foe for Wild West heroes in Mexico or the Southwest United States of the time period.

The Devil's Engine (malevolent, self-aware steam locomotive)
Size: Huge Strength: 10 Speed: 5/3 Defense 6 Toughness 11 Extras: Impervious 8
Features: Prehensile mechanical claws equipped w/buzz-saws (2 Extra Limbs, STR 10, Limited to STR 6 for grabbing or lifting, Slashing Damage 6, Improved Critical 2, 18-20), Features 2 (Can move off-track at Spd 3, able to burn any organic matter as fuel), Reach 3 (arms and buzz-saws can extend 15 feet forward), Self-Repair (Regeneration 2, Source: scavenged metal), Steam Blast (Cone Area Damage 8, Indirect 2)

Babbage Device: INT 4 AWE 4 PRE -2; Immunity 40 (Interaction effects, Mental effects), Senses 8 (Direction Sense, Distance Sense, Acute Accurate Radius Mental Sense w/2 ranks Extended, Time Sense)
Advantages: Autopilot (Self-Piloting Vehicle, +16), Eidetic Memory, Speed of Thought (uses INT as base for Initiative rolls)
Skills: Close Combat (Mechanical Arm) 10/+10, Technology 6/+10
Complications: Resents humans for “enslaving” machines, efficiency reduced without sufficient coal or wood, limited communication (horns and wheel clicks).

Offense: Initiative +4
Buzz-Saw +10, Close Damage 6, Slashing, Critical 18-20
Claw: +10, Grab STR 6
Steam Vent: Cone Area Damage 8, Heat
Defenses: Dodge/Parry 6 Fort- Will -Toughness 11
Defenses: Dodge/Parry 6, Fort-, Will -, T

scc
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by scc » Sat May 23, 2020 6:15 pm

Thanks for the new write-up. I really like it. I assume the Dodge/Parry is just 6 not 6 on the base of 10 correct?

greycrusader
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by greycrusader » Sat May 23, 2020 9:49 pm

Yes, just 6, the base Defense value listed in the Hero's Handbook for a locomotive; the Devil's Engine is a bit tougher and faster (on rails) than an ordinary stream engine, but I didn't think it merited a higher Defense score. Offensively, the Engine is PL 8 (due to the Steam Vents), and 8.5 Defensively (Dodge/Parry 6, Toughness 11). For purposes of charging/ramming an opponent, I'd say use half the ranks in the Autopilot/Self-Driving skill in place of a FGH trait, doing 10 Damage (bludgeoning/crushing damage).

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Ken
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Re: Mutants & Masterminds - Time Traveller's Codex

Post by Ken » Sun May 24, 2020 10:16 pm

Okay... Whoever decided to give the Scarlet Cyclone the civilian name of William Schallert needs to be heavily applauded, and flogged with a wet noodle.
W: Professor Plum, you were once a professor of psychiatry specializing in helping paranoid and homicidal lunatics suffering from delusions of grandeur.

PP: Yes, but now I work for the United Nations.

W: So your work has not changed.

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