[3e] Welcome to the West End - OOC

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CaptainChaos
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Re: [3e] Welcome to the West End - Recruiting

Post by CaptainChaos » Wed Nov 14, 2018 3:32 am

I added a build for my submission. Comments and suggestions are welcome.

http://www.echoesofthemultiverse.com/vi ... 0&start=15

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Bladewind
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Re: [3e] Welcome to the West End - Recruiting

Post by Bladewind » Wed Nov 14, 2018 3:59 am

Didn't see one of these yet. If there is and I missed it, I blame it on a poor Perception check:

Mister Alchemy - Davies
Knock-Off - FuzzyBoots
Sergio Martinelli - CaptainChaos
Speed Walker - Flynnarrel
Patronus - EpicEclipse
Guardian Angel - Bladewind
Dr Ivan Romanof - Camus
Darwin - Bill from Accounting
The Mad Machanist - Arkrite
Stray Cat - Horsenhero
Dante - Kenseido
Pistolero - RainOnTheSun



That should be all of them thus far
Last edited by Bladewind on Sun Nov 18, 2018 5:00 am, edited 5 times in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

EpicEclipse
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Re: [3e] Welcome to the West End - Recruiting

Post by EpicEclipse » Wed Nov 14, 2018 4:11 am

Your character picture link is still broken Blade. :P

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Bladewind
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Re: [3e] Welcome to the West End - Recruiting

Post by Bladewind » Wed Nov 14, 2018 4:34 am

Thanks - it was working for me. Is that visible ?
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

EpicEclipse
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Re: [3e] Welcome to the West End - Recruiting

Post by EpicEclipse » Wed Nov 14, 2018 4:40 am

Bladewind wrote:
Wed Nov 14, 2018 4:34 am
Thanks - it was working for me. Is that visible ?
Yep, working now.

EpicEclipse
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Re: [3e] Welcome to the West End - Recruiting

Post by EpicEclipse » Wed Nov 14, 2018 7:10 am

Trying to come up with a different name to less tie him specifically to christianity-based angels. I mean, it was the theme I was sort of going with as it being a more recent incarnation before he became a superhero, but as viable as I feel mine and Bladewind's characters could easily coexist without feeling overlapping on the same team, I think the names need to be separated a bit. Angel and Guardian Angel being on the same team is weird.

So I am looking to tie in older identities he would have been known as.

EDIT: Alright, Angel is now known as Patronus. I also filled in a few things he has been called over his lifetime.

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Bladewind
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Re: [3e] Welcome to the West End - Recruiting

Post by Bladewind » Wed Nov 14, 2018 1:09 pm

What’s his “trigger” word?

Mary had “crazy”
Hancock had “asshole”

What should we NOT call Patronus, one more time?

:P



Oh, and so this post has an actual point, I changed his name in the submission list.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

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Camus
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Re: [3e] Welcome to the West End - Recruiting

Post by Camus » Wed Nov 14, 2018 3:12 pm

Edited my previous post with the full build, and a picture of the doom maid robot. Ignore the girl with the gun, it came with the only picture of a robot maid I found that wasnt sexually offensive =P
心のコスモ を 抱きしめて 遥かな 銀河 へ

EpicEclipse
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Re: [3e] Welcome to the West End - Recruiting

Post by EpicEclipse » Thu Nov 15, 2018 3:16 am

Bladewind wrote:
Wed Nov 14, 2018 1:09 pm
What’s his “trigger” word?

Mary had “crazy”
Hancock had “asshole”

What should we NOT call Patronus, one more time?
Huh.....I didn't actually think about it, but that does make for a good potential complication....a trigger word. Something common enough to be used in passing without much thought to the specific word being used, until of course, attention is brought to it.

I would need to think on it... it needs to be something that when triggered, kinda sorta proves the point.

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Arkrite
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Re: [3e] Welcome to the West End - Recruiting

Post by Arkrite » Thu Nov 15, 2018 4:57 am

The Mad Machanist

Name: Maddox MacKenna
Alias: The Mad Machanist, Maddy, Mac, Mad Mac
Age: 90 (Appears to be between 40-60 years old)
Height: 5’10”
Weight: 135 lbs

As a child Maddox MacKenna wanted more.
He grew up in a small neighborhood helping his father and brother run an old mechanic’s shop. It wasn’t glamorous, and they barely scraped by. Times were tough all over.
And when America joined the war his father went to Europe to fight the Nazis.
He never came back.
Maddox wanted out so he used the only thing he had on his side, his mind. He earned himself a scholarship, moved away from The West End and never looked back. He made great headway in engineering, and slowly made a name for himself.
Then Maddox MacKenna died.
Lured into a meeting with other genius scientific minds of his time the building was a trap created by Mastermind trying to create psychic warriors. Many died, but four survived, but their enhanced minds didn’t give them psychic powers, but drove them into a state of insane brilliance.
The Alchemist, master of chemistry and impossible potions.
The Futurist, mathematician who could “do the math” and seemingly see immediate future.
The Geneticist, a Doctor Moreau type who spliced DNA and created monsters.
And the Mad Machanist, gadgeteer and diabolic inventor.

During the Silver Age the mad scientists burst into the scene and, for a short time succeeded before largely self-destructing.
The Alchemist had a good run, but eventually succumbed to illness induced by the fumes of his own creation.
The Futurist eventually froze up, unable to contend with the many different options available in every second, seeming lost in the math.
The Geneticist was eventually destroyed by his own creations.
And the Mad Machanist?

To hear him tell it he was the greatest villain in the world, his creations were revolutionizing the world, his presence putting the fear of god into heroes, and the world hanging on any word of his latest actions. He fought, defeated, and humiliated heroes by trapping them in Death Traps. His schemes shook the world.

Reality was far less kind.

The Madness had taken him over and left him delusional. His schemes rarely got significant mention in the papers, the world barely knew of his existence. He would later learn that Superheroes considered him a joke. Few were ever hurt in his schemes, and evidence points to nobody ever dying due to his actions. His complete and utter lack of bloodlust resulted in him being used as training for sidekicks and starting heroes, and his cunning escapes largely due to Heroes being too busy to capture him, or not inclined to stop a largely harmless kook.

For a time escaping the Mad Machanist’s death traps became a fad for new heroes to show they had made it. And even his “Death Traps” were shown to be toothless when a young hero failed to escape and, instead of being cut in half with a lazer beam, the machine shut down and played a recording of the Mad Machanist ridiculing his hapless foe instead.

His “arch-nemesis” Daedelus spent most of their encounters trying to talk the poor man down, but was unable to break through the Mad Machanist’s delusions.

It finally came to a head when Omega attacked Freedom City. The Mad Machanist was driven to action when the enemy forces started attacking children, invoking one of the few things that the Machanist took seriously. One did not harm children and get away with it, this the Mad Machanist swore and this the Mad Machanist upheld.

When the forces of the Terminus escaped, he along with a small group of heroes and villains chased after. Months later the Mad Machanist was discovered sitting on the front steps of the Freedom League headquarters. Nobody could get him to say what had happened, but his delusion seemed to be shattered and what was left was a broken man.

Daedelus managed to find a cure for the side effects of the Madness and for the first time in decades Maddox “Mac” MacKenna came back to the real world. He spent some time in treatment, some time in jail, and was eventually pardoned for his actions during the Terminus invasion, as well as the circumstances of his situation.

Tired, old, and damaged by what he’d been through, he retreated back to a happier time. He returned to the West End, bought and rebuilt his father’s old Mechanic shop, and tried to turn his life around.

Of course the madness still remains, and occasionally Mac finds himself wondering why he rebuilt his Machanist Armor, or built a secret headquarters under his shop…


Appearance:
Mac appears to be a well maintained older man, with short cropped white hair, and a big bushy white beard that a Shopping mall Santa Clause would envy.
He’s a lanky, skinny man which makes him look taller than he really is, only 5’9”, and tends to move with a manic energy more fitting for a much younger man.
The only thing that seems out of place is the number of small scars over his hands and forearms from years of little cuts and scratches working on mechanical devices in confined spaces.
His preferred casual clothing is jeans, or cargo shorts, white tank tops and the most garish Hawaiian shirt he can find.
On the job he’s generally found wearing a set of blue coveralls with “Mac’s Mechanic Shop” on his back and “Your name here” on the nametag.
The Mad Machanist’s armor is an odd cross between streamlined modern sensibilities in the chassis and clunky old fashion nostalgia in the armor covering it. Standing 6’5” tall in Construction Yellow with black stripes occasionally breaking things up, generally on the lower arms and lower legs. On the back of the suit are a set of manipulator arms containing a number of tools.
The Disassembler is a large clunky looking weapon that transforms depending on the mode it’s in. It normally looks like a Universal Wrecking Tool, but in Sonic Sledgehammer mode it shifts to look like a rocket launcher, and in Binding Agent Spray gun it switches to a demented cross between a fire hose and a pressure washer wand.

Outside of the armor Mac wears a black bodysuit with yellow striping, on the lower arms and lower legs.



The Mad Machanist - PL 8

Strength 0, Stamina 4, Agility 0, Dexterity 0, Fighting 4, Intellect 9, Awareness 0, Presence 4

Advantages
Eidetic Memory, Equipment 2, Improved Grab, Inventor, Ranged Attack 8, Well-informed

Skills
Insight 4 (+4), Investigation 1 (+10), Perception 4 (+4), Persuasion 4 (+8), Technology 3 (+12)

Powers
Disassembler (Easily Removable)
. . Sonic Sledgehammer: Damage 8 (DC 23; Increased Range: ranged)
. . . . Binding Agent: Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Increased Range: ranged)
Medical MicroBots
. . Enhanced Ability: Enhanced Stamina 2 (Linked; +2 STA)
. . Enhanced Lifespan: Immunity 1 (Linked; Aging)
The Machanist Suit (Removable)
. . Armor Plating: Protection 4 (+4 Toughness)
. . Force Field: Protection 2 (+2 Toughness; Sustained)
. . Life Support Systems: Immunity 7 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All))
. . Over The Shoulder Manipulator arms.: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
. . Rocket Boots: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Subtle: subtle)
The Madness (Advantages: Eidetic Memory)
. . Comprehend: Comprehend 2 (Machines / Electronics)
. . Enhanced Ability: Enhanced Intellect 5 (+5 INT)

Equipment
Mac's Mechanic Shop

Offense
Initiative +0
Binding Agent: Affliction 8, +8 (DC Fort 18)
Grab, +4 (DC Spec 10)
Sonic Sledgehammer: Damage 8, +8 (DC 23)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
Obsession - Technology: New and unique technology or even ideas for how to make new technology can result in Mac being distracted
Prejudice - Magic: Poppycock!
Relationship - MacKennas: After all of these years most of his family is gone, but his grand Nephew and great grand niece still live in the city.
Relationship - Daedalus: The Mad Machanist considered Daedalus to be his arch nemesis and treasured foe. In modern times Daedalus was instrumental in curing Mac from the negative effects of The Madness, and helping him get an early parole. Mac feels he owes the hero.
Reputation - Former Super Villain: Sometimes it doesn't matter that Mac has turned his life around. Sometimes people hate and fear him for what he used to be.
Reputation - Jobber Villain: The Mad Machanist was remembered by the heroes, villains and the public as being a joke.
Even years later this reputation remains.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 8

Power Points
Abilities 28 + Powers 52 + Advantages 12 + Skills 8 (16 ranks) + Defenses 20 = 120



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

Mac's Mechanic Shop - PL 8

Toughness 6, Size Medium

Features:
Communications, Computer, Concealed 1, Garage, Laboratory, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

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Arkrite
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Re: [3e] Welcome to the West End - Recruiting

Post by Arkrite » Thu Nov 15, 2018 5:46 am

And for some strange reason (maybe all the old guys ;~) ) this got stuck in my head:

Bob Crosby and the Bobcats - Dear Hearts And Gentle People

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Bill from Accounting
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Re: [3e] Welcome to the West End - Recruiting

Post by Bill from Accounting » Thu Nov 15, 2018 9:06 am

DARWIN
PL 8
Image

ABILITIES:
STRENGTH 8, STAMINA 8, AGILITY 3, DEXTERITY 1, FIGHTING 4, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS:
Athletics 3 (+11), Close Combat: Unarmed 2 (+6), Expertise: Survival 5 (+5), Intimidation 8 (+9), Perception 5 (+7), Ranged Combat: Throwing 3 (+4), Stealth 4 (+5)

ADVANTAGES:
All-out Attack, Diehard, Equipment 2, Fast Grab, Favored Environment (Protecting Kimiko), Great Endurance, Power Attack, Sidekick 3 (Kimiko), Takedown, Extraordinary Effort, Interpose

EQUIPMENT:
Action Camera: Camera (Subtle, Feature: Sends a live feed to Kimiko's computer), Commlink; 5 EP

Derelict Sewers: Headquarters (Size: Medium, Toughness: 8, Features: Concealed, Power System, Workshop); 5 EP

POWERS:
Mutant Reptile Size: Growth 2 (Permanent, Innate); 5 PP

Reptilian Physiology: Comprehend 2 (Speak To and Understand Animals, Limited to Reptiles Only), Regeneration 2 (Every 5 rounds), Leaping 1 (15 feet), Movement 2 (Environmental Adaptation: Aquatic, Wall-crawling), Speed 2 (8 MPH), Swimming 2 (2 MPH), Senses 5 (Low-light Vision, Scent: Accurate, Acute, Tracking); 18 PP

Claws and Teeth: Strength-based Damage 2 (Improved Critical, Split); 4 PP

Scaly Hide: Protection 2, Impervious Toughness 7; 9 PP

Protect Mother: Enhanced Trait 2 (Extraordinary Effort, Interpose, Limited to When Protecting Kimiko Only); 1 PP

OFFENSE:
Initiative +3
Unarmed +6 (Close, Damage 10, DC 25)

DEFENSES:
Dodge +6, Parry +6
Toughness +10, Fortitude +10, Will +5

Abilities 44 + Powers 37 + Advantages 12 + Skills 15 + Defenses 12 = 120/120 PP

COMPLICATIONS:
Relationship: Darwin loves his "mother", Kimiko. She is the one person whom Darwin listens to and he has never thought about eating her.
Reptilian Appearance: Darwin has a monstrous appearance. He cannot blend in without making an effort to conceal himself.
Animal Instinct: If severely injured or provoked, Darwin can fly into a animalistic rage, at which point he will fight until he or his opponents are incapacitated. Only Kimiko knows how to calm him down otherwise.
Motivation: Darwin listens to his mother's wishes to direct his more violent urges towards villains, and protects West End because he views it as his territory.
Two Years Old: Darwin can be both naive and highly unpredictable due to his age.
KIMIKO GLENN
Image

ABILITIES:
STRENGTH -1, STAMINA -1, AGILITY 0, DEXTERITY 0, FIGHTING -1, INTELLECT 2, AWARENESS 1, PRESENCE 0

SKILLS:
Deception 3 (+3), Expertise: Science 5 (+7), Expertise: Superheroes 3 (+5), Insight 2 (+3), Perception 2 (+3), Technology 5 (+7)

ADVANTAGES:
Equipment

EQUIPMENT:
Gear: Commlink, Computer, Smartphone, Toolkit; 5 EP

OFFENSE:
Initiative +0
Unarmed -1 (Close, Damage -1, DC 14)

DEFENSES:
Dodge +0, Parry +0
Toughness -1, Fortitude +0, Will +3

Abilities 0 + Powers 0 + Advantages 1 + Skills 10 + Defenses 4 = 15/15 PP

COMPLICATIONS:
Secret: Kimiko truly cares for her "son", Darwin, but she is also interested in him scientifically. She has secretly been recording him and writing down her observations with plans of releasing her findings one day. If Darwin found out, he would feel like he was being used.
Motivation: Kimiko is a fan of superheroes, and has attempted to mold Darwin into a crime fighter. She acts as his sidekick from their base.
Responsibility: Kimiko is a freshman in high school and is expected to keep up with her duties as a student.
Secret: Kimiko's parents would absolutely not approve of her activities with Darwin, so she keeps their mother-son relationship a secret.
Last edited by Bill from Accounting on Sat Nov 17, 2018 6:58 am, edited 2 times in total.

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ClassDunce
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Re: [3e] Welcome to the West End - Recruiting

Post by ClassDunce » Thu Nov 15, 2018 11:05 am

I'm going to make my decision Sunday afternoon and hopefully have the game up on Monday. Some pretty cool builds.

Horsenhero
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Re: [3e] Welcome to the West End - Recruiting

Post by Horsenhero » Thu Nov 15, 2018 3:14 pm

I'm still working on a "local hero" type thing. I should have a build up today.

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Bladewind
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Re: [3e] Welcome to the West End - Recruiting

Post by Bladewind » Thu Nov 15, 2018 3:47 pm

Updated the submissions list. :D
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

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