Dragonofashandflame |
@GM: Howe do you feel about robots? Another idea that popped into my head is robot/android that looks like a real person and is trying to integrate himself into society, but he's having a hard time. Idea was that he was the creation of a SuperVillain designed for EEEEEEEVIL but, his programming was hijacked, and he's much better, now.
He'd be a sort of robotic shape-shifter with 2 or 3 default forms that he sort of downloads:
an Iron Man-style suit.
human integration mode
stealth mode
Praxiteles the Golem |
So looking over the list two NPCs are a very interesting fit.
Daedulus, both being from the same time period they may have interacted many times over the centuries.
Black Paladin, I like the idea that he was part of the group that originally fought him, playing the role of normal knight or perhaps and advisor to Lancelot or Arthur, or an assistant to Merlin, rather than a superbeing. Given his magic weapons, I think he may have been the first being to 'kill' my character in his astral form and thus leading to a Golem being both very angry, and very afraid, of the Black Paladin.
Two others I could easily work into his background include Malador, perhaps his spirit was kidnapped and used to power some of his fell magics, creating armies of Golems that were used in one of his plans for conquest. The other is Siren, he may have met the Goddess version rather than human version in his travels with Marco Polo and the two may have had a relationship, both being immortal spirit entities (not sure how this would have worked though).
The Watcher of the Freedomverse |
@Taenia I have a couple questions how do you do the show to say that instead of spoiler.
Siren is a voodoo goddess so I'm not sure
I like the black paladin as a former and current enemy. And if you want Malador in there too that would be good I would like some type of modern interaction with any of them that you use.
tumbler |
I am interested in playing. I have a fair amount of experience running all three editions of M&M. I have tons of ideas, but in honor of the upcoming Ant Man, I will put forward Quark. Still working on images and some NPC ties.
Foundry agents attempted an insertion into the Albright Institute to recover their asset. As the agents moved through the outer layers of Institute security, Albright granted Swift a small amount of his Beacon abilities. Swift struck out at the Foundry agents, but Swift was no fighter. He soon found himself stunned and losing consciousness. Dragging himself behind a pillar in the lobby of the Institute, he fumbled the vial of serum from his jacket pocket and injected himself, believing he was killing himself but denying the serum to The Foundry. The serum, combined with the mystical energies of the Beacon, unlocked strange powers within Swift, allowing him to access sub-atomic energies.
Power Level: 9; Power Points Spent: 150/153
STR: +0 (10), DEX: +1 (13), CON: +0 (10), INT: +6 (22), WIS: +1 (12), CHA: +1 (12)
Tough: +0, Fort: +0, Ref: +1, Will: +1
Skills: Computers 8 (+14), Diplomacy 8 (+9), Knowledge (life sciences) 9 (+15), Knowledge (physical sciences) 7 (+13), Knowledge (technology) 4 (+10), Notice 8 (+9), Stealth 4 (+25)
Feats: Defensive Strike, Eidetic Memory, Elusive Target, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 3, Power Attack, Quick Change
Powers:
Atomic Strike (Strike 6) (DC 21)
Microvision (Super-Senses 8) (microscopic vision 4 (atom-size), x-ray vision)
Quantum Size (Shrinking 20) (-5 size categories; Normal Abilities; Atomic Size)
Quantum Speed (Super-Speed 3) (Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3)
Quickness 3 (Perform routine tasks at 10x speed)
Speed 3 (Speed: 50 mph, 440 ft./rnd)
Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: -19)
Attacks: Atomic Strike (Strike 6), +12 (DC 21), Unarmed Attack, +12 (DC 15)
Defense: +12 (Flat-footed: +6), Size: Medium/Miniscule, Knockback: +5
Initiative: +1/+13
Languages: Native Language
Totals: Abilities 19 + Skills 12 (48 ranks) + Feats 9 + Powers 110 + Combat 0 + Saves 0 + Drawbacks 0 = 150
Reckless |
Sub-Zero
Power Level: 9; Power Points Spent: 150/153
STR: +0 (10), DEX: +2 (14), CON: +7 (24), INT: +2 (14), WIS: +2 (14), CHA: +1 (12)
Tough: +7, Fort: +7, Ref: +6, Will: +6
Skills: Acrobatics 1 (+3), Bluff 1 (+2), Computers 1 (+3), Concentration 1 (+3), Diplomacy 1 (+2), Disable Device 1 (+3), Drive 1 (+3), Escape Artist 1 (+3), Gather Information 1 (+2), Intimidate 1 (+2), Investigate 1 (+3), Knowledge (arcane Lore) 1 (+3), Knowledge (earth sciences) 1 (+3), Knowledge (history) 1 (+3), Knowledge (life sciences) 1 (+3), Knowledge (physical sciences) 1 (+3), Knowledge (streetwise) 1 (+3), Knowledge (tactics) 1 (+3), Knowledge (technology) 1 (+3), Knowledge (theology & philosophy) 3 (+5), Language 1 (+1), Medicine 1 (+3), Notice 13 (+15), Search 13 (+15), Sleight of Hand 13 (+15), Stealth 13 (+15)
Feats: Attractive (+4), Blind-Fight, Eagle Eyes, Evasion 2, Hide in Plain Sight, Power Attack, Skill Mastery ( Notice, Search, Sleight of Hand, Stealth)
Powers:
Mantle of Winter (Device 14) (Hard to lose, Restricted use (Descendant of Hodor); Indestructible, Summonable)
. . Blizzard (Weather Control 9) (cold (extreme), visibility, Radius: 2500 ft., DC 19; Range (touch))
. . . . Ice Sculptures (Create Object 6) (Alternate; Max Size: 6x 5' cubes, DC 16; Movable (Radius: 30 ft., Strength: 30, Force: 1.6k lbs.))
. . . . Icy Shackles (Snare 8) (Alternate; DC 18; Accurate 2 (+4))
. . . . Whiteout (Obscure 9) (Alternate; affects: visual senses, Radius: 2500 ft.; Custom (Does not effect Sub-Zero); Range (touch))
. . Ice Spear (Blast 9) (DC 24; Accurate 2 (+4))
. . . . Arctic WInd (Blast 4) (Alternate; DC 19; Cone Area (40 ft. cone - General))
. . . . Sub-Zero Touch (Damage 9) (Alternate; DC 24; Penetrating; Accurate 2 (+4))
. . Immune to Cold (Immunity 6) (damage type: Choose Damage Type, environmental condition: Choose Condition)
. . Impervious Toughness 7
. . Westward Wind (Flight 5) (Speed: 250 mph, 2200 ft./rnd)
. . Winter's Return (Regeneration 8) (ability damage 1 (recover 1 / 5 hours), recovery bonus 1 (+1 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), recovery rate (unconscious) 1 (recover 1 / round), resurrection 1 (1 week); Limited (Only in Sub-zero temperatures))
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
Attacks: Arctic WInd (Blast 4) (DC 19), Ice Spear (Blast 9), +9 (DC 24), Icy Shackles (Snare 8), +9 (DC Ref/Staged 18), Sub-Zero Touch (Damage 9), +9 (DC Staged/Tou ), Unarmed Attack, +5 (DC 15)
Defense: +9 (Flat-footed: +5), Knockback: -7
Initiative: +2
Languages: English, Swedish
Totals: Abilities 28 + Skills 19 (76 ranks) + Feats 8 + Powers 59 + Combat 28 + Saves 8 + Drawbacks 0 = 150
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
I will work on typing up his history, but essentially he is the long-lost descendant of Hodor, the Norse God of all things Cold and Dark. Anders Erling discovered the Mantle of Winter, an ancient artifact of wintery cold, and with it, his destiny.
Praxiteles the Golem |
Lets go ahead and use this for Golem. Fits the Greek/Roman origin and he likes to work in metal now as much as stone.
Praxiteles the Golem |
Here is some more background on Golem.
Five years ago circumstances changed and Golem was forced into a different role. Five years the Black Paladin reemerged and began a new campaign of terror and destruction. Thomas Praxis, Art Historian at the Smithsonian requested a sabbatical to Europe for a research trip and traveled to the site of Black Paladin’s rampage. Using what he knew of him from the past but afraid of confronting him, Golem spent the next year interfering with the Black Paladin’s efforts from the shadows. Over the next year plan after plan of Black Paladin’s was thwarted, never by one group and sometimes by sheer happenstance but in every case, luck, fate or coincidence would turn against him.
Using his magic he tried to determine what or who was working against but his magics only revealed a few clues. The name of a figure he killed in the time of King Arthur, Greek statues and a fleeting glimpse of a phantom in a mirror. He spent the next year researching what he could but little could be found, for Golem was not nor had been active since his first death.
Thomas Praxis returned home a year later, but he spent his free time and vacations working against the Black Paladin, never revealing himself to the powerful villain. Two years ago Black Paladin decided to deal with his accursed foe in the best way he knew how, stage a massacre and force his opponent to show himself or reveal himself to be a coward, rinse and repeat as necessary. Using the Greek connection he arranged a powerful spell to trap himself, a journalist he kidnapped and the entire crowd in a London museum, debuting a collection of ancient Greek art and modern interpretations of the work. He allowed the journalist to broadcast everything with the promise that she would be killed last. Unless his enemy showed up then she would have the story of her career. The spell prevented anyone from coming in, except for his unknown enemy.
Fortunately, having observed Black Paladin secretly, Golem had learned of his plan. He secretly replaced many of the statues in the exhibit with his own creations, ones he could possess in a moment if needed. Then while the Black Paladin was threatening the first hostage in front of the journalist and the whole world, the nearby statue animated and slammed him across the room. Over the next hour, Golem slowly beat down the villain, as Black Paladin destroyed one statue after another until finally succumbing to the weight of attacks that never seemed to cease. Black Paladin was defeated, as was Golem’s anonymity. Forced into the open, Golem tried to figure out what to do next, his life as he knew it was now gone.
Of the people who saw the video, only one actually knew who Golem was. A fellow Grecian out of his own time, Daedalus of the Freedom League knew exactly who Golem was and how useful his skills could be. He tracked down the Art Historian, explaining later that to one who knew his origin Praxis was a bit of an obvious last name, and presented him with an invitation. Come to Freedom City, help protect it from the many dangers that the new world had created. Help him try to recreate a real democracy, like a modern Athens.
His time in Freedom City has been a major change for the Greek Sculptor from the past. He teaches now at the University and his nights are devoted to protecting the people of his new home. Only one incident mars his otherwise successful record. Fifty years ago, while teaching at a college in New York, a man approached regarding certain pieces of art that were being displayed. He wanted to know certain aspects of their history. In each case the items were connected to several deaths and murders of their owners. Intrigued the gentleman asked Praxis if he could more closely examine the relics in question. Unsure of the interest but unsuspecting anything amiss, he revealed the artifacts. As soon as he did, the man’s appearance melted away to reveal a golden masked mage by the name of Malador.
Malador had been interested in channeling the necromantic energy gather by these mystical items but his presence activated the items and caused Golem in his hidden identity to revert to his spirit form and the flesh golem he inhabited to disintegrate. Collecting the artifacts he then spent the next 6 months trying to find this spirit that was able to create such bodies out of nothing. He knew that such power could be manipulated. For six months Praxiteles ran, and hid and used all of his abilities and contacts to hide himself from the magic of Malador. It cost him a lot of favors and friends but he managed to lose the Mystic’s trail.
His appearance in Freedom City was noticed by Malador who quickly made the connection between the Art Professor whose spirit that could create golems of flesh and the hero in Freedom City named Golem. He tracked down the hero and used his magic to trap his spirit in a magic crystal. The crystal allowed Malador to channel his magic through Golem’s spirit to create an army of constructs. Soon Freedom City’s heroes were battling magically animated monsters of metal and stone. Daedalus recognized the similarity between these constructs and those created by Golem and tracked down the trapped hero and freed him from his Crystal. Connected to each construct and no longer bound by the Crystal, Golem was able to sent the remaining constructs after Malador who was forced to flee.
Since then Golem has tried to find a way to prevent Malador or other evil wizards from using his powers in such a manner but the solution has eluded him. He however, still feels guilty about the damage caused and he works hard to make up for his involvement in that crisis.
Bahamut, The Platinum Protector |
FKA The Sentinel
"Really, Asif? What's so wrong with Mr. Mentalist or Mind Master? Or even Mind Blaster?"
"Gabe, you know those names don't fit."
"Yeah, but at least everyone knows right off that bat, 'he does things with his mind!' Instead people are gonna think you're some kind of mixed dog breed enthusiast or something"
"What? Not even! It was created by Allah to carry the world on his head. A creature so massive, so strong, that on his head alone, he carried the bull, that carried the ruby mountain, that housed an angel, and that angel held the seven earths. Allah gave me a gift, and I will humbly succumb to the role he gave me. I will carry this world if I have to. I am--"
"--I understand that 'Sif, but are you sure about this? This new identity is going to be a big deal."
"I am. Sure as I'll ever be. It might not mean much to the people of freedom city now, but it means a lot to me."
"...all right by me, bud."
"Bahamut. Call me 'Bahamut'"
Jeez, coming up with a name for a superman type is stupid hard. Hope this one sticks. As for appearance, he would keep to a simple outfit similar to this with his psionic energy forming around him.
Philo Pharynx |
*sigh* "Oh, I know about name problems. You spend years working up different names. Then you cross-reference them and figure out which ones are already taken. You cross out the ones used by alcohol brands. And then when the time comes, some reporter broadsides you and you blurt out the wrong thing."
Soprovo |
Reading over your Obsidian Portal site brought back so many memories. I'm gonna throw my hat in the ring with Firefly, a Silver Age heroine with a new lease on life.
Firefly
Power Level: 9; Power Points Spent: 150/153
STR: +1 (13), DEX: +3 (16), CON: +1 (12), INT: +3 (16), WIS: +2 (14), CHA: +4 (18)
Tough: +1/+0, Fort: +4, Ref: +10, Will: +5
Skills: Acrobatics 2 (+5), Bluff 4 (+8), Concentration 4 (+6), Craft (artistic) 4 (+7), Diplomacy 6 (+10), Knowledge (art) 7 (+10), Knowledge (behavioral science) 2 (+5), Knowledge (business) 7 (+10), Knowledge (civics) 2 (+5), Knowledge (current events) 3 (+6), Knowledge (history) 2 (+5), Knowledge (life sciences) 1 (+4), Knowledge (physical sciences) 2 (+5), Knowledge (popular culture) 4 (+7), Knowledge (technology) 3 (+6), Language 4 (+4), Medicine 1 (+3), Navigate 2 (+5), Notice 4 (+6), Pilot 2 (+5), Search 4 (+7), Sense Motive 4 (+6), Stealth 3 (+26)
Feats: Attractive (+4), Benefit (Wealth), Connected, Defensive Roll 4, Dodge Focus 6, Equipment 1, Evasion, Favored Environment 2 (Choose Environment), Improved Defense 2, Improved Initiative, Leadership, Move-by Action, Second Chance (being squished/stepped on), Taunt, Teamwork 2, Well-Informed
Powers:
Firefly Form (Linked)
. . Flight 3 (Linked; Speed: 50 mph, 440 ft./rnd; Power Loss (if wings immobilized))
. . Shrinking 20 (Linked; -5 Toughness, -5 size categories, 1/16 movement speed; Normal Strength)
. . Strike 2 (Linked; DC 18; Mighty)
. . Super-Senses 1 (Linked; ultravision)
Light Control 9 ([9 active, 9/9 PP, 1/r], light; Limited (only when fully shrunk))
. . Blast 6 (Alternate; DC 21; Limited (only when fully shrunk))
. . Dazzle 6 (Alternate; affects: visual senses, DC 16; Limited (only when fully shrunk))
Equipment: Commlink
Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: -19)
Attacks: Blast 6, +12 (DC 21), Dazzle 6, +12 (DC Fort/Ref 16), Strike 2, +12 (DC 18), Unarmed Attack, +12 (DC 16)
Defense: +18 (Flat-footed: +6), Size: Medium/Miniscule, Knockback: +5
Initiative: +7
Languages: Chinese (Mandarin), English, German, Japanese, Spanish
Totals: Abilities 29 + Skills 20 (77 ranks) + Feats 27 + Powers 61 + Combat 0 + Saves 13 + Drawbacks 0 = 150
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
I gave her truckloads of skills and feats to represent her being around for a while. I'll have a bio up later today.
daemonprince |
For Amalgam he really doesn't have much in the way of previous heroic or villainous contact. I figured that Dr Oliver had at some point worked with AEGIS, so he could have Director Powers as a contact, and possibly have encountered some of the Freedom League as an alien advisor or researcher. Nate however was just a beat cop and soldier and likely had no real interaction with any heroes or villains beyond maybe working crowd control at a big super fight or the like.
Blacklite |
I came up with this name and basically pushed it on everyone I saw. Mind you, when I say "pushed" what I really meant was "beat them about the head and neck", and when I say "everyone" I really mean "all the scum of Freedom City"
I'm testing out different hero builder programs (Marvel, Champions Online) to get a really good image of Blacklight.
Sub-Zero |
I've Updated Sub-Zero here, including a background and some npcs, and adjusting his Skills and Feats slightly to adjust for the background story.
Anders Erling grew up in relative comfort, the grandson of a Swiss banker who moved to Freedom City with his family in 1973. Grandpa Dag continued to raise the lad after Anders' parents died when he was 12. Dag made sure that Anders remained aware of his rich cultural heritage, although he did favor old tales of the Norse gods among these lessons.
While Anders began to study to follow in his grandfather's footsteps and take over the family banking empire, it was a more ancient ancestor's legacy he would truly inherit. Anders was of a godly bloodline, one of the few remaining ancestors of the Norse god Hodor and a Swedish woman whose name is lost to history.
When Hodor was tricked into killing Baldor, this woman tore her gown in half, swaddling her infant twins in the half-gowns and sending them each down a different fork of th river near her village, before throwing herself off a cliff in grief. She felt that her children would inherit their father's sin, shunned by everything that had sworn not to harm Baldor. As Hodor was, in turn, slain by his brother in vengeance, he had a vision of the children wrapped and floating down the river, and he imparted the torn gown with a fragment of his portfolio.
These artifacts have been found and lost several times in the centuries since those times. Only usable by a descendant of the original twins, the Mantle of Winter and the Mantle of Shadows remain powerful on the right shoulders.
Anders discovered the Mantle of Winter in a safety deposit box left to him as part of his inheritance on his 21st birthday. Anders felt the power within the garment by simply touching it.
Soon after, a hero began prowling the dark corners of Freedom City. Calling himself Sub-Zero, this young man is ready to make a splash on the hero scene.
Sub-Zero
Power Level: 9; Power Points Spent: 150/150
STR: +0 (10), DEX: +2 (14), CON: +7 (24), INT: +2 (14), WIS: +2 (14), CHA: +1 (12)
Tough: +7, Fort: +7, Ref: +6, Will: +6
Skills: Acrobatics 1 (+3), Bluff 1 (+2), Computers 1 (+3), Concentration 1 (+3), Diplomacy 1 (+2), Disable Device 1 (+3), Drive 1 (+3), Escape Artist 1 (+3), Gather Information 1 (+2), Intimidate 1 (+2), Investigate 1 (+3), Knowledge (arcane Lore) 1 (+3), Knowledge (business) 2 (+4), Knowledge (earth sciences) 1 (+3), Knowledge (history) 1 (+3), Knowledge (life sciences) 1 (+3), Knowledge (physical sciences) 1 (+3), Knowledge (streetwise) 1 (+3), Knowledge (tactics) 1 (+3), Knowledge (technology) 1 (+3), Knowledge (theology & philosophy) 3 (+5), Language 1 (+1), Medicine 1 (+3), Notice 9 (+11), Profession (Accounting) 2 (+4), Search 13 (+15), Sleight of Hand 9 (+11), Stealth 13 (+15)
Feats: Attractive (+4), Benefit 2 (Wealthy), Blind-Fight, Evasion 2, Hide in Plain Sight, Power Attack, Skill Mastery ( Notice, Search, Sleight of Hand, Stealth)
Powers:
Mantle of Winter (Device 14) (Hard to lose, Restricted use (Descendant of Hodor); Indestructible, Summonable)
. . Blizzard (Weather Control 9) (cold (extreme), visibility, Radius: 2500 ft., DC 19; Range (touch))
. . . . Ice Sculptures (Create Object 6) (Alternate; Max Size: 6x 5' cubes, DC 16; Movable (Radius: 30 ft., Strength: 30, Force: 1.6k lbs.))
. . . . Icy Shackles (Snare 8) (Alternate; DC 18; Accurate 2 (+4))
. . . . Whiteout (Obscure 9) (Alternate; affects: visual senses, Radius: 2500 ft.; Custom (Does not effect Sub-Zero); Range (touch))
. . Ice Spear (Blast 9) (DC 24; Accurate 2 (+4))
. . . . Arctic WInd (Blast 4) (Alternate; DC 19; Cone Area (40 ft. cone - General))
. . . . Sub-Zero Touch (Damage 9) (Alternate; DC 24; Penetrating; Accurate 2 (+4))
. . Immune to Cold (Immunity 6) (damage type: Choose Damage Type, environmental condition: Choose Condition)
. . Impervious Toughness 7
. . Westward Wind (Flight 5) (Speed: 250 mph, 2200 ft./rnd)
. . Winter's Return (Regeneration 8) (ability damage 1 (recover 1 / 5 hours), recovery bonus 1 (+1 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), recovery rate (unconscious) 1 (recover 1 / round), resurrection 1 (1 week); Limited (Only in Sub-zero temperatures))
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
Attacks: Arctic WInd (Blast 4) (DC 19), Ice Spear (Blast 9), +9 (DC 24), Icy Shackles (Snare 8), +9 (DC Ref/Staged 18), Sub-Zero Touch (Damage 9), +9 (DC Staged/Tou ), Unarmed Attack, +5 (DC 15)
Defense: +9 (Flat-footed: +5), Knockback: -7
Initiative: +2
Languages: English, Swedish
Totals: Abilities 28 + Skills 18 (72 ranks) + Feats 9 + Powers 59 + Combat 28 + Saves 8 + Drawbacks 0 = 150
DNPC- Grandpa Dag. Still wants his grandson to follow the family business, worried about his "distractedness".
Enemy-The Void. Anders' uncle twice or thrice removed, inheritor of the Mantle of Shadows, wanted in connection with several robberies and at least one murder, has left feelers open for any whispers about the other Mantle, will come looking for it.
Reckless |
If we're going with the current year as 2010 as sort of indicated in the wiki, then that would put his parents' death around the Terminus invasion. Since I like that historic connection to the setting, I'll adjust his age at the time of their death (and/or his current age)
to reflect it if it's not 2010.
The Watcher of the Freedomverse |
So here is the list of Characters and Interested Players
Characters
Philo Pharynx as Waveform
Brox RedGloves as Blacklight
Echos Myron as Asif al Hazred, Bahamut
daemonprince as Amalgam
TheWidget as Tremor
Reckless as Sub Zero
Taenia as Golem
tumbler as Quark
Soprovo as Fire Fly
Interested
psionichamster
Arknight
Samnell
Nohwear
Dragonofashandflame
Black Dow
Jemal
So far we have a great group of potential heroes.
So I've been thinking about this group its looking amazing its going to be very difficult to lower down to Six and ill be keeping all of your names if we lose some one for a PM.
So on May 5th is the last day for being entering some type of character, but you can make changes on your character and get them finished all the way though May the 8th or until you say your character is ready.
Another thing you guys need to remember is that this will be a super hero team so it won't be likely that I will take two characters that are very similar. So if you see other characters that are to similar to your character you can make changes to your character all the way up through the 8th or you claim its done after the 5th.
I am really excited for this game and im going to put in extra time on the Obsidian Portal, is there anything more your guys want on there or anything else I can do?
Soprovo |
Here is Firefly's background. She is likely to have made lots of friends and lots of enemies.
Since then, Ruth has studied all aspects of metahuman life and has been an outspoken advocate for metahuman rights. While not directly involved in superhero affairs, she has worked behind the scenes to help out where she can. She moved to Freedom City in 1990 and openly opposed Moore's anti-meta administration. She has also amassed a fortune with wise investments in strong and forward thinking companies. She was even offered a staff position at Claremont Academy, but turned it down. She did, however, agree to be a substitute teacher there, should the need arise.
It was on one of these substitute days that one of the students brought out the experimental Commborfian Infanto-Ray that his father had obtained. Just as Ruth was about to confiscate the device, it malfunctioned. Everyone in the classroom was de-aged to various degrees. Ruth found herself in a teen-aged body, and that body had powers! With help from other staff members, the device was confiscated and repaired, and the students were all returned to their true age. Ruth, however, declined. She had a youthful body and powers again, and she was going to keep them (who wouldn't?!)
Ruth now goes by the name “Firefly.” She sometimes feels guilty about getting a second chance, but intends to use it to its fullest. She also harbors an unhealthy grudge against electrically powered supers. She learned that Dynamo escaped Blackgate prison in 2004, but nothing has been heard from him since.
Blacklite |
Bahamut, The Platinum Protector |
Here's a Hero Machine 3 rendering of The Platinum Protector, Bahamut.
Looking forward to seeing what everyone else comes up with.
Blacklite |
Resized and illuminated better
Note when I made that character on Champions, I realized you couldn't see ANY details if I went with black for a base color for skin. So I lightened it to a mid-gray and illuminated the pic. Make no mistake, Blacklight's skin is black as coal. Bit the pic gives you an idea of his features as well.
Philo Pharynx |
I made a few minor stat changes.
Power Level: 9; Power Points Spent: 150
STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)
Tough: +10, Fort: +8, Ref: +7, Will: +7
Skills: Acrobatics 4 (+8), Bluff 6 (+8), Concentration 4 (+6), Diplomacy 6 (+8), Escape Artist 1 (+5), Gather Information 1 (+3), Investigate 1 (+1), Knowledge (earth sciences) 4 (+4), Knowledge (life sciences) 4 (+4), Knowledge (Metahumans) 2 (+2), Knowledge (physical sciences) 4 (+4), Medicine 2 (+4), Navigate 5 (+5), Notice 6 (+8), Search 6 (+6), Sense Motive 2 (+4), Survival 2 (+4)
Feats: Attractive (+4), Environmental Adaptation (Water), Fast Overrun, Grappling Finesse, Improved Grab, Improved Overrun
Powers:
Hydrokinesis (Move Object 10) (Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, Feats: Improved Grab; Duration (continuous); Limited Material (Water), Range (touch); Focus (Water), Noticeable)
Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning; Burst Area (15 ft. radius - General))
Nonwetting water (Features 1)
Resilience (Protection 4) (+4 Toughness)
Water Shield (Protection 4) (+4 Toughness; Burst Area (20 ft. radius - General); Selective; Focus (Water))
Water Slam (Damage 10) (DC 25; Range (ranged); Indirect 3 (any point, any direction); Custom (Requires water source), Reduced Range 2 (max range 250 ft.))
Purify water (Transform 8) (Alternate; affects: 1 thing > 1 thing, Transforms: 250 lbs., DC 18; Affects Objects (Only), Burst Area (40 ft. radius - General), Duration (continuous); Action (full), Distracting, Range (touch); Custom (Impurities collected), Precise)
Watersense (Super-Senses 8) (acute: Watersense, detect: Water-based fluids, Tactile 2 (ranged), penetrates concealment: Choose Sense, ranged: Watersense)
Waveriding (Linked)
Catch the Wave (Flight 3) (Alternate; Speed: 50 mph, 440 ft./rnd; Burst Area (15 ft. radius - General); Limited (Only in contact with surface); Selective; Focus (Water))
Motion Blur (Blur) (Linked; Partial concealment from all visual senses; Custom (Move over 60'))
Waveriding (Flight 4) (Linked; Speed: 100 mph, 880 ft./rnd; Limited (Contact with Surface); Custom (Works in water); Focus (Water))
Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +12)
Attacks: Purify water (Transform 8) (DC Fort 18), Unarmed Attack, +8 (DC 15), Water Slam (Damage 10), +8 (DC Staged/Tou )
Defense: 18 (Flat-footed: 14), Knockback: -5
Initiative: +4
Languages: English
Totals: Abilities 20 + Skills 15 (60 ranks) + Feats 5 + Powers 64 + Combat 32 + Saves 14 + Drawbacks 0 = 150
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
Blacklite |
Am I the only one who purchased a base? Hmm...ok a few rules:
No sleep-overs
If you're here don't touch my toys
I have antihistamines if you're allergic to cats
Good luck getting here without my say-so
EDIT: If you want an invite, there's this great pizza joint on the West End (Inside Ashton Mall) called Uno's. Deep dish only. Bring any of that NY style flat crap and you get banned.
Taenia |
All your base...never mind
Golem is kinda new at the superhero business so the idea of a base hasn't really occurred to him yet, or even how to do it. I imagine him to be somewhat naive regarding the world supers despite his 2000+ years of history, and penchant for remarking famous artists of the past may have actually been him in disguise.
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Changed some things around for Quark (considering Dr. Quark?). Added some more background and NPC's. Also added a headquarters, but I don't envision him having this at the beginning of the campaign. He is a brand new hero. I would like to see him realize the need for some of these hero things in the campaign. If that doesn't work, I can more the timeline to a little more experienced Quark.
Are The Foundry and Talos enough villain hooks? He doesn't really have much history in the super world, but maybe I could make him related to another villain or something. Or maybe there is a villain who he used as a guinea pig at The Foundry who has it in for him?
Dr. Derek Swift, M.D.
Human Male
Power Level: 9; Power Points Spent: 150/153
STR: +0 (10), DEX: +4 (18), CON: +0 (10), INT: +6 (22), WIS: +1 (12), CHA: +1 (12)
Tough: +0, Fort: +0, Ref: +4, Will: +1
Skills: Computers 8 (+14), Diplomacy 8 (+9), Knowledge (life sciences) 9 (+15), Knowledge (physical sciences) 4 (+10), Knowledge (technology) 4 (+10), Medicine 9 (+10), Notice 8 (+9), Stealth 4 (+28)
Feats: Defensive Strike, Eidetic Memory, Elusive Target, Equipment 2, Evasion 2, Hide in Plain Sight, Improved Initiative 3
Powers:
Atomic Strike (Strike 6) (DC 21)
Healing 1 (DC 11)
Microvision (Super-Senses 8) (microscopic vision 4 (atom-size), x-ray vision)
Quantum Size (Shrinking 20) (quantum forces, -5 size categories, 1/16 movement speed; Linked (Quantum Speed (Super-Speed 3)) [3 ranks only], Normal Strength, Normal Toughness; Atomic Size)
Quantum Speed (Super-Speed 3) (Adds: Quickness 3, Speed 3, Feats: Improved Initiative 3)
Quickness 3 (Perform routine tasks at 10x speed)
Speed 3 (Speed: 50 mph, 440 ft./rnd)
Equipment: Headquarters
Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: -20)
Attacks: Atomic Strike (Strike 6), +12 (DC 21), Unarmed Attack, +12 (DC 15)
Defense: +18 (Flat-footed: +9), Size: Medium/Miniscule, Knockback: +5
Initiative: +4/+16
Languages: English
Totals: Abilities 24 + Skills 14 (54 ranks) + Feats 8 + Powers 92 + Combat 12 + Saves 0 + Drawbacks 0 = 150
Powers:
Quark is infused with photonic and quantum energies due to his interactions with Beacon’s mystical light powers and his own gene altering serum. Quark can reduce his size from that of a normal human down to a size where he can interact with subatomic particles. Some unexplained aspect of Quark’s size manipulation also changes his interaction with space-time, making time seem to flow at a slower pace. To the rest of the world, Quark seems to be speaking, moving, and thinking at super speeds. Quark is also able to use his abilities to perform medical procedures, attacking bacteria at the sight, rebuilding tissues, or draining poisons from the patient’s system. His researching using his abilities to conduct gene therapy, which could eventually lead to the ability to suppress or enhance the abilities of others.
Build Concerns:
Quark cannot use his healing on himself. Swift has the knowledge to create a serum that suppresses the powers of metas who derive their abilities in some way from their species, mutation, or other biological process. He considers this serum to be too dangerous to use, and so only some story level event would cause him to use it. As such, it is not among his powers.
He has not many feats or useful combat/adventuring skills as he is quite new to this whole thing.
Dr. Derek Swift is one of the world’s foremost authorities on metahuman biology and a world class surgeon. His early work at University attracted the attention of Talos and The Foundry, who hired him and funded his research into genetic manipulation. Swift believed he was working to develop gene therapies to control dangerous mutations and powers granted through circumstance. He sought to return normal lives to villains like Gamma and to make incarcerating unrepentant super villains safer and more human, but the foundry was using his work to create weapons to suppress super abilities and sell them to the highest bidder. Swift developed a revolutionary gene therapy that could remove the abilities of a meta given time to study genetic material, and could also temporarily suppress the abilities of any meta who gained power from their physiology. Swift began to suspect the truth behind his employers and quickly developed a serum to counter the effects of the weapons the Foundry had developed based on his work. Not knowing what to do, he sought the help of Langston Albright who had been a guest lecturer at FCU Medical School, not realizing that Albright had been the hero Beacon. When Swift turned up in Albright’s office with such a firm resolve and wild story, Albright briefly thought that perhaps this was the one who was intended to succeed him and take control of the Beacon powers.
At the same time, Keres ordered Foundry agents to recover Swift, leading them to attack the Albright Institute to recover their asset. As the agents moved through the outer layers of Institute security, Albright granted Swift a small amount of his Beacon abilities as a test of his resolve. Swift struck out at the Foundry agents, but Swift was no fighter. He soon found himself stunned and losing consciousness. Dragging himself behind a pillar in the lobby of the Institute, he fumbled the vial of restorative serum from his jacket pocket and injected himself, believing he was killing himself but denying the serum to The Foundry. The serum, combined with the mystical energies of the Beacon, unlocked strange powers within Swift, allowing him to access sub-atomic energies.
Swift can now reduce his size to an atomic and even sub-atomic level. He has only begun to explore these abilities, but has already determined that he can use his abilities to be an amazingly accurate surgeon, and even to manually interact with the DNA of test subjects (plants, insects, mice). Swift has no particular aspirations to be a super hero, but is interested in helping the community. He fails to realize that the responsibilities that come with gifts like his will not allow him to stay at home and be support staff.
Swift has a 15 year old daughter named Aurora who lives in Freedom City with his ex-wife and is a star athlete at Roosevelt high. She is unaware of her father’s abilities, and Swift feels a fair amount of guilt for hiding these changes from his daughter. She is aware that he lost his job recently, and that he has been particularly unreliable of late. This has led to some tension in an otherwise peaceful relationship.
Swift will soon open a small medical practice on the first floor of his brownstone, gaining a number of dependent NPC’s as office staff. I imagine a tough as nails nurse who is a former military medic, a sharp tongued receptionist, and probably an attractive Doctor partner who he can have some romantic tension and someone to disappoint when he fails to show up because of his heroic activities. All of that is open to interpretation and alteration, or can be changed completely to fit the campaign. Maybe he takes a position somewhere that is useful to the campaign. In the basement of the clinic he will establish a parallel clinic that will treat metahuman patients for various reasons.
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Soprovo, I really like the backstory of Firefly. Would it be so bad to have two characters who can change size? The two could have an interesting mentor/student relationship given Firefly's experience and Quark's lack thereof.
We could work to make sure the powers other than shrinking don't overlap. I think there isn't much overlap already.
Arknight |
I think I finally narrowed down a concept. :)
*****************
Growing up, X was always surrounded by his 'imaginary friends'. They were in all forms, from animals to people from current and old times. Naturally his parents never believed in them, and after some time, they gradually stopped coming around.
Fast forward a decade, X is graduating with a degree in criminal justice, but no set plan after graduation. As a joke, he and a couple of friends stopped into an old bookstore that also happened to have a 'Fortune Teller' in residence. Curiously, once they left an hour later, all X could remember was the fortune teller telling him "Your destiny is here and now." for weeks after he was seeing all kinds of strange things and barely sleeping from nightmares. Figuring out it had something to do with the shop, he returned.
Once there, he found the place empty and developed a massive headache. The door was open, so he looked in to see what looked like a fire in the back room. Figuring to help, he rushed in, to see a strange (he could only call it demonic) creature tearing the room apart and screaming a strange language. In a matter of moments, the creature touched a box on a shelf, which unleashed a bright beam of light, which struck X square in the chest.
X felt a surge of warmth through him, and strangely understood that the demon was cursing in its search for a mystic book which X somehow knew was in the box. Words and gestures came unbidden to his mind, and X found himself throwing a bolt of mystic energy, disrupting the creature's structure and banishing it to where it had come. Moments after, he passed out only to wake up out front of the building with it on fire.
In the aftermath, X was notified that he had been the heir of the older 'fortune teller' lady who had had a heart attack across town. She had left him the bookstore and a bank account of the store's finances. Shaking his head on the way to the store, he tried hard to understand what was going on. Once at the burned out store, he found an untouched door which he opened. the other side seemed to have a whole other building behind it, seemingly in the same location as the burned out husk of the bookstore.
In the hours he spent exploring the other building, he found only minutes had passed back in the remains of the bookstore. Curious but encouraged, he spend several days studying what seemd to be a magical laboratory with envelopes addressed to him. The envelopes told him that he was the heir to an ancient magical legacy and had information to begin his journey along the path of the arcane arts.
**********************
Thoughts?
Honor Guard |
If this game is still in the Recruitment phase, I would love to pitch a paragon concept of some sort. The concept is inspired by the artwork below, and I will probably be going by the name of either Invictus or Pantheon.
I am thinking a mystical amulet or some such allows him to transform into an embodiment of the Greek Pantheon, Strength of Zeus, Wisdom of Athena, Prowess of Ares, something along those lines.
Jemal |
Alright, decided on a character. I'll be playing a luck/probability controller who's actually two people in one body.
here's the background. Will have stats up shortly.
Felicia and Felix Fortuna, AKA Fortune - PL 9 (150pp)
A scientifically inclined individual might say that the Fortuna family was blessed with a combination of luck and foresight, an ability to alter probabilities on a quantum level.. but for centuries the Fortunas have known their gift as "Chaos Magic". The Fortunas have spent generation after generation subtly (And sometimes not so subtly) using their powers to amass vast amounts of wealth and influence throughout their extended family.
When the twins Felix and Felicia were born in the early 80's, they had every luxury available to them as the heirs to the estate, but as they grew up they realized that they were more sympathetic than the rest of their family.
The Family was content to let them 'act out' during their teen years, expecting them to get over their good samaritan phases as they matured, but it never happened, and the twins continued to use their abilities to help rather than manipulate and control.
Eventually, the twins good natured heroism collided harshly with the family's plans, and one of their Uncles ended up in Jail. After this, they became persona non grata in their own homes, and over the next few years waged a covert war on their family, continuously and valiantly - but unsuccessfully - attempting to expose the Fortunas for what they truley were.
Finally, everything came to a head as it often does in a climactic battle with their Father, Grandmother, Aunt. Outnumbered and Outgunned by the far more experienced trio, the Twins would surely have been done for if not for the intervention of their Great Grandfather. Though he had long felt as the twins did, he had never had the courage to stand up to the family until inspired by them, and on the fateful day, he came to their rescue.
By the time the smoke had cleared, Great Grandfather lay dieing, Aunt and Grandmother had been transformed into harmless critters, and Father was unconscious. The twins had not escaped unscathed themselves, however. During the struggle they had been caught in a blast of chaos magic that left them both crippled and dieing. Great Grandfather told them how proud he was, and that they could continue helping people, but only together forever, then used his last breath to push the two of them into one body, using each others life essence to restore them to whole before he finally succumbed to his own wounds.
After the battle, the Twins took the combined super-name of "Fortune" as their father was imprisoned, and set about the task of figuring out how to live their lives as a dual entity.
Appearance: Felicia and Felix at a family function before the merge
Jemal |
Rough first Draft
Abilities: 14pp
STR 10 (+0)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 14 (+2)
Combat:
Init +6
Defense 20 (10 dodge focus)
Accident: Perception Attack, Toughness DC 24
*Indirect 3, Split 2, Subtle 2, Variable Descriptor 2*
Saves: 21pp
Toughness +4-8 (1 con + 3 defensive roll *+ equipment*), Fort +8 (7 base +1 con), Reflex +8 (6 base + 2 dex), Will +8 (8 base)
Skills: (64 ranks=16pp)
Acrobatics(+6/4), Bluff(+10/8), Computers(+5/3), Diplomacy(+8/7), Escape Artist(+5/3), Gather Information(+5/4), Knowledge: Math(+8/6), Notice(+10/10), Search(+5/3), Sense Motive(+6/6), Sleight of Hand(+6/4), Stealth(+8/6)
*Stealth +12 in Spy Suit.
*Bluff +14 in Evening Wear
Feats: 36pp
Accurate Attack, All Out Attack, Attractive, Assessment, Benefit (Wealth), Defensive Attack, Defensive Roll 3, Dodge Focus 10, Equipment 2, Evasion 2, Improved Initiative, Interpose, Leadership, Luck 5, Power Attack, Quick Change 2, Set-up, Uncanny Dodge
Powers: 66pp
Morph 1 (Brother/Sister): 1pp
Feature: Where did that come from? (Can carry gear around in an 'extradimensional space'.. how improbable!): 1pp
Super-Senses: Precognition 2 (Limited: Near Future -1/rank), Detect Weakness 4: 6pp
Twist of Fate : Luck Control 3 (Spend HP, Bestow HP, Force Reroll, Burst Area +1/rank, Selective +1/rank, Progression 5): 5/rank +5 = 20pp
ImProbability Array: 36p +2 ap = 38pp
-Primary: Probability Control 9: 4/rank = 36pp
-AP: Flesh Wound: Healing 9 (Perception +2/rank, Limited: Recent injuries -1/rank, Stabilize): 3/rank +1: 28p
-AP: Accident: Blast 9 (Perception+1/rank, Indirect 3, Split 2, Subtle 2, Variable Descriptor 2) 3/rank +9 = 34 pp
Equipment: 10ep
Gear Array: 4p + 2 AP = 6ep
-Combat Suit: Protection 4
-Evening Wear (Sexy Gown/Tuxedo): Enhanced Attractive, Distract, Fascinate, Bluff +4
-Spy Gear: Protection 2, Stealth +4, Hide in Plain Sight
Smartphone (Phone, commlink, Video Camera): 4ep
Drawbacks:
Complications:
Motivation: Doing Good
Motivation: Amends - The Twins feel like they have to atone for their family's misdeeds.
Wanna Bet: The Fortunes have a weakness for gambles/bets.
Enemies: The Fortuna Family and their allies
COST: 14 Abilities +21 Saves +16 Skills +36 Feats +66 Powers -x drawbacks = 153/150