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Thread: Ghost Town: Familiar Haunts (OOC)

  1. #1
    OPA Belta
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    Sep 2017

    Ghost Town: Familiar Haunts (OOC)

    Veteran Player Version

    Sound and Fury, Emerald City's annual music festival was planned to end with a Native American band, the Longbowz, performing live at the Native American Cultural Center. However, a valuable artifact and the centerpiece of the museum's collection was stolen as the music festival began! After police investigation turned up no leads, the mayor has entrusted our intrepid heroes with finding the artifact and bringing it back before the show is ruined. Little do the heroes realize that their search will lead them into the shadowy realm of an ancient terror, and all of Emerald City is at stake.

    About the game:
    This will be a one-shot run of the Ghost Town scenario for 4 players. I've made some small changes here and there, but it's mostly intact.
    I've decided to run two instances of this, one for experienced players and one for newer players. This is the one for experienced players. I'll trust everyone to appropriately determine which they should apply for, but anyone who applies to both is getting last place priority. If there's not enough submissions for one, I'll pull PCs from the other to fill the gap. If you don't want to be cross-picked this way, please mention it in your application.
    The intended tone of the game is fairly bright: Things are bad at first but everyone gets their happily ever after (except the bad guy). Don't bring The Gunisher, think more Sat-AM Justice League or Spider Man.

    About me:
    I've GMed M&M and I've played M&M in a PBP, but never GMed a PBP. So I figure I might as well throw my hat in the ring and get my feet under me the easy way by running a module I've played through before.
    I'm fairly optimization-friendly and don't expect people to waste PPs on flavor if they don't want to, but that's not a blank ticket to the House of Cheese. I like seeing interesting mechanics come together in innovative ways.
    I expect myself to be able to post at least daily, likely more often if needed. I don't expect players to be quite that fast, but please be able to get posts up within 36-48 hours so we can keep things moving.

    House Rules:
    Removable and Easily Removable are now Complications instead of Flaws. You'll get Hero Points instead of Power Points.
    Immortality, Space Travel, Time Travel, Dimensional Travel, and the Dimensional extra are all strongly discouraged on the grounds they'd be worthless to have.
    This isn't a house rule per-se, but do note that most of the adventure takes place in a pocket-dimension segregated from modern technology. Charging your phone or getting more bullets might be problematic, and powers depending on satelites/power cables/underground pipes/etc will quickly be useless.

    Power Level 10, 160pp. Keep in mind that this will be somewhat on-rails since it's a module, so Complications relating to your character's history are unlikely to occur.
    PCs are part of a super-hero group, the Emerald Tower. You may invent your own reasons and circumstances for having joined, including any relevant background NPCs.
    I would also like to request that everyone run through A Fistful of Nazis with their submission as though they were both player and GM for a PBP game and post a pastebin of it. This is optional, but it'll give me an idea of who your character is, how you'll play them, and what you're like as a player. Think of it as a free chance to wow me.

    Other Notes:
    I intend to run this here on Ronin, but will move to Echoes if a bunch of people feel strongly.
    Recruitment closes on the 24th of June, PDT.
    Last edited by Nunya B; 06-25-2018 at 06:47 PM.

  2. #2
    OPA Belta
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    Sep 2017

    Re: Ghost Town: Familiar Haunts

    The Emerald Tower:

    IC thread

    Adventure summary so far:
    The heroes were called to the Native American Cultural Center to investigate a theft that baffled the police.
    After investigating the scene, they found traces of the use of Hekawi magic and a guard stuffed in a vent. The guard described his attacker as a bird-person from Hekawi myth, and the professor was able to suggest that the thieves might be the Sons of the Sky. The Sons of the Sky meet on Angel Island every new moon for a ritual, and had repeatedly requested the stolen artifact for their ritual. That very night was a new moon.
    The heroes arrived at Angel Island as the ritual concluded, the arcane forces ripping open a mystic portal and sucking the statue in. Many of the Hekawi entered the portal while the others stayed behind to fight the heroes. Soon the heroes had defeated their foes, but the portal was closing fast!
    Last edited by Nunya B; 07-21-2018 at 11:58 PM.

  3. #3
    OPA Belta Evolución's Avatar
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    Apr 2014

    Re: Ghost Town: Familiar Haunts (Recruiting)

    Color me interested. What about a monk that can nullify (attempt to at least) powers that are thrown at him?
    心のコスモ を 抱きしめて 遥かな 銀河 へ

  4. #4
    MCRN Admiral FuzzyBoots's Avatar
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    Apr 2014
    Pittsburgh, PA

    Re: Ghost Town: Familiar Haunts (Recruiting)

    I'm running two games, and I'm in another, so feel free to consider me low priority on the list but I'm interested in giving Pratfall another try.

    Pratfall - PL 10

    Strength 4, Stamina 8, Agility 3, Dexterity 5, Fighting 10, Intellect 0, Awareness 2, Presence 6

    Daze (Clowning), Improved Critical 2: Honking Big Mallet, Improvised Weapon 4, Power Attack, Redirect, Set-up, Teamwork, Skill Mastery: Deception, Skill Mastery (Clowning), Takedown Attack

    Acrobatics 7 (+10), Athletics 1 (+5), Close Combat (Unarmed / Improvised Weapons) 2 (+12), Deception 10 (+16), Expertise (PRE): Clowning 8 (+14), Insight 6 (+8), Intimidation 3 (+9), Perception 6 (+8), Persuade 2 (+8), Sleight of Hand 7 (+12), Stealth 2 (+5)

    Regeneration: Regeneration 5 (Every 2 rounds) [5 pp]
    Slapstick Array [11 pp base cost + 5 AEs = 16 pp]
    . . Banana Peel
    . . . . Affliction: Affliction 9 (Linked; 1st degree: Impaired, 2nd degree: Prone, Resisted by: Acrobatics, DC 19; Triggered 2: 2 uses - Physical Contact; Instant Recovery, Limited Degree)
    . . . . Damage: Damage 4 (Linked; DC 19; Triggered 2: 2 uses - Physical Contact)
    . . Honking Big Mallet: Strength-based Damage 6 (DC 25, Advantages: Improved Critical 2, Takedown Attack; Insidious, Reach (melee): +5 ft.)
    . . Laughing Gas Lapel Flower: Affliction 9 (1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Will, DC 19; Accurate: +2, Contagious, Insidious; Limited Degree)
    . . Snare Loop: Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Triggered: 1 uses - Physical Contact; Limited Degree)
    . . Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, DC 20, Triggered: 2 uses - Physical Contact; Limited Degree)
    . . Mimed Object: Create 10 (Flawed: Touch Range, Subtle 2, Quirk: Always Subtle/No Concealment)
    Overcrank: Quickness 2 (Limited to Physical, -2 on Time rank for physical tasks) [1 pp]
    Invisible Stairs: Flight 1 (Flaw: Platform, Subtle) [2 PP]
    . . Comedic Scramble: Speed 2 1 PP
    Slapstick: "Naked" Power 2 (Broad range; Insidious, Subtle: subtle, Notes: Applies to melee weapons) — Essentially, when Pratfall smashes a vase over someone's head, it doesn't seem like an attack. It doesn't feel like it hurts. It does. DC 20 Notice or Detect (?) to figure it out. [4 pp]
    Feature 2 (Props, Dimensional Pocket): Pratfall can produce various props from his pockets at will, noisemakers and sight gags, at GM discretion. He can also store up to Mass Rank 1 in miscellaneous objects in his pockets and retrieve them at will from said pockets or from another location with a successful Sleight of Hand [2 pp]

    Initiative +3
    Banana Peel: Affliction: Affliction 9, +10 (DC Acrobatics 19) / Damage: Damage 4, +10 (DC 19) — Kinetic / Bludgeoning
    Grab, +10 (DC Spec 14)
    Honking Big Mallet: Strength-based Damage 6, +10 (DC 25) — Kinetic / Bludgeoning
    Instant Makeover: Morph Attack 2, +10 (DC Dodge 12) — ? / Transformation
    Laughing Gas Lapel Flower: Affliction 10, +10 (DC Will 20) — ? / Chemical
    Snare Loop: Affliction 10, +10 (DC Dodge 20) — Physical
    Stinkbomb Whoopie Cushion: Cloud Area Affliction 10 (DC Fort 20) — ? / Smelly
    Throw, +5 (DC 19)
    Unarmed, +12 (DC 19)
    Improvised Weapon, +12 (DC 22 (plus any damage bonus for the hardness of the weapon))


    Dodge 5 (+8), Parry +10, Fortitude 4 (+12), Toughness +8, Will 6 (+8)

    Power Points
    Abilities 76 + Powers 31 + Advantages 11 + Skills 27 (54 ranks) + Defenses 15 = 160

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
    Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

    Paul Stubbs was a professional clown in Emerald City. Not the best, not the worst, but pretty decent at his craft. He was on his way to a gig when the Silver Storm happened. Now, his makeup and costume seem to be part of him and he's found the ability to pull items out of thin air. Moreover, something about his nature clouds the reactions of others. He can break a chair over a man's head and, unless people are looking closely, they don't even realize an attack was performed. Rather, it looks and feels like a harmless breakaway gag. He hasn't had a great deal of time to experiment with his powers since he stepped in and helped out with a group of ne'er-do-wells who were misusing their new powers, but he's definitely moving faster and is stronger than any normal human being. But oddly enough, only when it's funny...

    • Relationship — Paul has a wife and a son. They're not certain what to make of their father being a clown 24/7 now
    • Prejudice (Clown) — Some people just really don't like clowns, and few people take them seriously. Since Paul can't change back anymore, he has little choice but to deal with how people react to his appearance.
    • Obsession (Clowning) — Whether it's the some aspect of the empowering event, a method of coping, or simply hidden depths, Paul is constantly cracking jokes and attempting gags. It can really wear on a person around him.
    • Power Loss — Paul's powers sometimes desert him, particularly when he performs actions without a punchline. Maybe it's psychological, but he has a hard time using his powers when it isn't funny to do so.
    • Unknown — Paul assumes that his new powers come from the Silver Storm, since that's what was happening to everyone else around that time, but they could turn out to be from some other source entirely.

    I ran a 150 PP version through A Fistful of Nazis before, but I'm glad to do so again.
    Last edited by FuzzyBoots; 06-15-2018 at 02:21 PM.

  5. #5
    MCRN Admiral
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    Apr 2014

    Re: Ghost Town: Familiar Haunts (Recruiting)

    I would be down for a one shot. There is a luck controller I made for another game that can be easily adapted for this one I've been itching to put through its paces.

  6. #6
    OPA Belta
    Join Date
    Sep 2017

    Re: Ghost Town: Familiar Haunts (Recruiting)

    Quote Originally Posted by Evolución View Post
    Color me interested. What about a monk that can nullify (attempt to at least) powers that are thrown at him?
    That would likely work. Most of the powers in the module are magic or monstrous physiology.

    Quote Originally Posted by FuzzyBoots View Post
    Pratfall - PL 10
    Yes. YES.
    This is great. The fistful run is beautiful.

  7. #7
    OPA Belta
    Join Date
    Apr 2014

    Re: Ghost Town: Familiar Haunts (Recruiting)

    It's been a while, but I'll give it a go with my go-to Freedom City character.
    What has four legs in the morning, two legs in the afternoon and three legs in the evening? I don't know, but I trapped it in my bedroom. Send help.

  8. #8
    OPA Belta Evolución's Avatar
    Join Date
    Apr 2014

    Midori Sanzo

    Name: Midori Sanzo Height 1,7mts
    Ethnicity: Japanese Weight 70 kg
    Hair: bald Feature
    Eyes: black Age: 45

    Sanzo has trained all his young adult life in the forgotten temples of the high peaks of Japan. His life as a boy was tragic: His father was a powerful company CEO working on a branch of a japanese company dedicated to medical research in Emerald city. When he was a young boy his parents were kidnapped by an extremist group Black Dragon, alongside himself. The terrorists tortured his father to obtain the details of the companies' latest breakthroughs. Despite the pain, Sanzo's father didn't break. Then they started torturing him. After his first scream of pain, Sanzo's father gave the terrorists what they wanted. The criminals, after getting the intel they needed, proceeded to kill his father and mother, and he would have shared the same fate, if not for the not-so-timely intervention of the police. He would come to blame himself for his lack of discipline and resistance that resulted in the death of his parents. After the incident, he was sent to his grandfather in Japan, who was a temple monk in the mountains of the north. His grandfather told him the stories of the deity Fudo Myoo the immovable, who would not move from his place in the face of injustice, in hopes the young man would follow the teachings of the temple and follow his footsteps to become a monk. Such became his passion for the training and Fudo Myoo, that the deity itself presented to him, and granted him the power to stop the injustice and judge the defilers of truth where he found them.
    He then set out for Emerald city, where he would set straight the injustice and stand for those how couldn't endure them.

    Truthfull : Sanzo does not lie
    Just : Sanzo does not behave unjustly, nor permits such behaviour in his presence.
    Stand for others : Sanzo will attempt to intercept any attacks targeted at allies regardless of his own injuries. Failing to do so would subject him to emotional trauma from his past: Shadows of the past affliction DC 20 will (immunities dont apply): dazed/stunned/paralyzed.

    Abilities ( 100 pp)
    Strength 10 , Stamina 10 , Agility 10 , Dexterity 0 , Fighting 10 , Intellect 0 , Awareness 10 , Presence 0 .

    Powers ( 47 pp)
    - Aspect of divinity ( Immunity : Fortitude effects, Will effects, Half effect. ) · 30 point/s
    - Hooken ( Strength effect : Line area, subtle ) · 11 point/s
    - Ryuseiken ( AP: Strength effect : Multiattack, Affect insubstantial ) · 1 point/s
    - Hayai ( Speed 5 ) · 5 point/s

    Advantages ( 13 pp)
    Accurate attack 1 , Chokehold 1 , Defensive attack 1 , Evasion 2 , Fast grab 1 , Improved aim 1 , Improved critical (unnarmed) 1 , Improved grab 1 , Improved hold 1 , Interpose 1 , Move by action 1 , Power attack 1

    Skills ( 0 pp)

    Acrobatics 0 (+ 10 ), Deception 0 (+ 0 ), Athletics 0 (+ 10 ), Expertise () 0 (+ 0 ), Insight 0 (+ 10 ), Treatment 0 (+ 0 ), Persuacion 0 (+ 0 ), Technology 0 (+ 0 ), Close 0 (+ 10 ), Ranged 0 (+ 0 ), Vehicles 0 (+ 10 ), Sleight of Hand 0 (+ 0 ), Perception 0 (+ 10 ), Intimidation 0 (+ 0 ), Investigation 0 (+ 0 ), Stealth 0 (+ 10 )

    Initiative: 10
    Hooken (unarmed) Area Attack for DC: 25 Range: 30 ftx5ft
    Ryuseiken (unarmed) +10 multiattak Attack for DC: 25 Range: melee
    Grab (applied by unarmed attacks) DC: 20+5 after initial grab

    Defence ( 0 pp)
    Parry: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
    Dodge: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
    Toughness: 0 Feat/power ( 0 ) + Equipment ( 0 )= 10
    Fortitude: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
    Will: Rank ( 0 ) + Feat/power ( 0 ) + Equipment ( 0 )= 10
    心のコスモ を 抱きしめて 遥かな 銀河 へ

  9. #9
    OPA Belta
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    Sep 2017

    Re: Ghost Town: Familiar Haunts (Recruiting)

    Sanzo looks good!

  10. #10
    MCRN Admiral
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    Apr 2014

    Re: Ghost Town: Familiar Haunts (Recruiting)

    Here is Mack more or less. I am fairly certain the numbers work out, but might need a spot check on it.

    Mack aka Eight Ball
    PL 10
    PP 160

    *His face is covered in costume, but this is a close approximation


    Mack, born Michael Wigley, was a fairly normal child with a tragic past. His mother died at birth leaving his father, an oil rig worker, to raise a child with skills only pertaining to working on rigs. In the few months a year Mack got to see his dad, they formed a close bond, but circumstances being what they were meant Mack spent a large amount of his preschool years with relatives that lived the life of luxury. Until he was shipped off to boarding school, all he learned was that you either live big or toil your life away. Despite the solid workman values conveyed by his father, Mack decided he was going to live big. Boarding school passed with just high enough grades to graduate. He was too busy playing pool in the lounge, card games at night, other kinds of games with the female sex at all hours, or smoking joints occasionally. Hedonist would enshrine him as a saint.

    College was no different for him. He had managed to lie his way in to Princeton on a full scholarship by concocting a story of an abusive family who hated him and made him pay for the death of his mother while birthing him. Whoever read it was brought to tears. Of course, none of it was verifiable and he wasn't about to volunteer to go the cops because he claimed it would put him through too much pain. Besides, emotional abuse isn't a criminal offense. So, he got all the money he needed to get into Princeton and his family was none the wiser. A win-win in his book. During his time at the school he skipped classes like they were jump rope, played Casanova on campus, and partied like it was going out of style. Sure, he did enough to make his dad proud of his ivy league son, but Mack was his own man and set on getting as much blood pumping fun as possible until the fun got amped up after a happy accident.

    It was after a long holiday weekend of boating with some friends and a group of random girls they ran into on the way to the boat. The who or what is still vague. All Mack recalled was telling everyone he was going to go on land for a few minutes as the toilet had long since been blocked up. Next thing he knew, a truck driving on a road where he was doing his business had a barrel topple over and knock him out for what his friends said had been for days. When they found him, he was covered in some orange goo. Amazingly enough, Mack didn't care. He was feeling all sorts of new things such as the best position to be in so the buxom girl who was partying with him would press her chest against his face "on accident". The sensation was difficult to describe, but he just knew. From that point, it just got more fun such as taking ridiculously stupid dares he had a hunch would work out like zip lining down a thin banner into a fountain blind folded. Every time he won a dare, his reputation grew as a wild man and he got crazier dares. Along with the winning came the adrenaline racing girls, party invites, and free drinks that flowed like the nile. Life was grand and he never gave thought one to putting his abilities to good use.

    At the height of his sacrifices to the hedonist gods, an email came instead of the weekly letter he was accustomed. Every week his father sent him a hand written letter saying he was good and Mack would write back saying he was having fun at college and learning a lot. The email and follow up phone call were not good. His dads oil rig was attacked by a group of pirates lead by a small group of super criminals that easily dispatched the security forces plus the small contingent of heroes who bothered to show up. The attackers were eventually stopped when the full weight of the bigger time heroes arrived, but it was too late for his dad. That same small contingent of heroes had caught wind of Macks potential powers previously and made several recruitment attempts all rebuffed with one excuse or another. It seems that small group didn't grow too much. From that day, Mack dropped out of school and went to the city where he knew he could be a hero to stand up for people like his dad, Emerald City.

    At first, his attempts at heroism were abysmal. He couldn't even stop a mugger because he was trying to emulate the other heroes. Standing up and fighting, being all super heroic sounding, or any other number of standard hero ways just wasn't his bag. On top of that, his pool hustling gave him a reputation as a star player so while he made more than enough to live off initially, the earnings dwindled. Of course, his reputation also got him lots of party invites and women like back in college so he wasn't going hungry by any stretch. In addition, he disguised himself well enough most of the time to trick people into misidentifying him. One day, the proverbial light went off. He would use probability and tricks instead of proper fighting and of course don a proper outfit as the new hero in town "Eight Ball". His tactics worked so well that sometimes simply rolling his trade marked black eight ball at a bad guy would get they to surrender when they say him. One man could only do so much though, so when contacted for a team up he didn't hesitate.

    Character Sheet

    Abilities 28pp:
    Strength 0 Stamina 2 Agility 7(2*) Dexterity 4 Fighting 7(2*) Intellect 0 Awareness 4 Presence 0
    *without powers

    Skills 21pp:
    Acrobatics 2(+9), Athletics 4(+4), Deception 12(+12), Insight 4(+8), Perception 3(+7), Persuasion 5(+5), Sleight of Hand 6(+10), Stealth 4(+10), Vehicles 2(+6)

    Powers 90pp:
    Enhanced Abilities 10(Agility 5, Fighting 5) 20pp
    Ease of Movement: Movement 3(Surefooted 2, Safe Fall, Wall Crawling 2) 10pp

    Catastrophe: Damage 8(Extras: Ranged 1/rank, Indirect 4 4/flat, Variable Descriptors(accidents) 1/flat) 21pp
    AE: Lucky Hits: Damage 8(Extras: Improved Critial 2 2/flat, Multiattack 1/rank) 1pp(18pp)
    AE: Bodily Reverberations: Damage 8(Extras: Improved Critical 2 2/flat, Alternate Save Fort 1/rank, Insidious 1/flat) 1pp(18pp)

    Defensive Movement: Protection 7 7pp
    See it coming: Enhanced Defenses 8(Dodge 4, Parry 4) 8pp
    Right Place: Enhanced Advantages 18(Close Attack 5, Evasion 2, Hide in Plain Sight, Ranged Attack 8, Redirect, Uncanny Dodge) 18pp

    Enhanced Luck: Enhanced Advantages 4(Luck 4) 4pp

    Advantages 7pp:
    Equipment 1, Power Attack, Setup, Skill Mastery(Deception, Sleight of Hand), Taunt, Teamwork, Close Attack 5*, Evasion 2*, Hide in plain Sight*, Ranged Attack 7*, Redirect*, Luck 4*, Uncanny Dodge*

    Initiative +7
    Ranged +12, Close +12

    Defense 14pp
    Dodge 11, Fortitude 8, Parry 11, Toughness 9, Will 12

    Abilities 28 + Skills 21 + Advantages 7 + Powers 90 + Defenses 14 = 160

    Collapsible Bow Staff/Pool Cue Damage 4, Feature Collapsible. 5ep

    Motivation(Thrill Seeking): Eight Ball, as he goes by in the powered community, is Macks outlet for his adrenaline rushes directed towards something good.
    Motivation(Responsibility): He didn't use his abilities to help his dad on the oil rig, so now he is determined to see everyone gets justice with the weak protected.
    Secret Identity(Eight Ball): For fighting crime, he goes by a super hero name and disguise as to not compromise his "normal" life.
    Quirk(Leaves black eight ball): Whenever he helps to apprehend a criminal or stops a crime he leaves an eight ball.
    Reputation(Risk Taker): He is known as a major risk taker since he can see how it will work out while others can't for the most part.


    Mack is a big pool player and thrill seeker. To the outside world, he takes chances that don't seem like they will pan out such as running across a spiked floor or free climbing a sky scraper. He uses this to his advantage to trick people a lot into doing stupid things such as getting bad guys to punch each other. He takes the job of being a hero seriously, but at the same time tries to derive the most fun out of it he can because sometimes the probabilities just don't pan out, although they usually do.


    His powers are based off quickly assessing a situation unconsciously and knowing the best movement or events to set in motion to achieve an immediate goal. If a surface is hand climbable, he can see right where to put his hands. If he is falling, just where to grab if possible. This extends to his subconscious which just moves him instinctively.
    Last edited by mrdent12; 06-15-2018 at 11:08 PM.

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