GM WhtKnt's Forge of Heroes

Game Master WhtKnt

New heroes give their best to become the future of the Justice League, or perhaps a league of their own!


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Dark Archive

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I'm considering running a 3E Mutants & Masterminds game set in the DC Universe. I'm thinking of starting with street-level heroes (PL 8). It would be set in the modern day with the "classic" DC Heroes (as described in the DC Heroes and Villains books). The gist is that the PCs represent a new group of heroes who are sponsored by the Justice League. Think the Young Justice TV show, except that your team would not be composed of ex-sidekicks, but rather unique heroes.

So knowing that, would there be any interest?


Ooh, that works. Young Justice is one of my favorites. Let me think about it.


Never played 3E M&M. Is that very different from 2d Edition?


Definitely interested. I love superhero games.


btw, here is a useful SRD for 3rd ed M&M: SRD


It sounds like a lot of fun.

Dark Archive

DM Lil" Eschie wrote:
Never played 3E M&M. Is that very different from 2d Edition?

Most of the differences are pretty innocuous.

  • Fewer skill points, but the skills are much broader
  • Instead of a number for stats, you use only the modifier
  • Attributes are Strength, Endurance, Agility, Dexterity, Fighting, Intellect, Awareness, and Presence
  • Far more flexible and customizable
  • Affliction replaces the handful of minor abilities (Dazzle, etc.), as well as powers like Mind Control and Snare, making all of them much simpler to use and more flexible

Dark Archive

I'd be up for it. I could either bring in Susan Swan (inventor type), or Sparrow Hawk. Who is a genetic experiment by some badguy group that didn't go as well as the crooks wanted. Namely, is a heroic individual.

Dark Archive

*thinks* I know! I could use Miss Meow, based on my DC Universe Online character. Picture a young girl who got caught up in Braniac's invasion. Her parents are dead. She has Batman's martial arts skills shoved into her brain, and suddenly has the ability to rapidly create various 'gadgets' out of pieces of scrap. Oh, and had found herself transformed into a green and white furred neko-jin, complete with feline instincts and an obsessive love of tuna.

Sovereign Court

I'd be interested


Adventure Path Charter Subscriber

Sounds like fun. I'm running a 3e M&M game now and would love to get a chance to play from the other side of the screen.


I'd be interested.

Dark Archive

Okay, that seems to be enough interest to warrant a game. Let me set it up.


I'm thinking of doing something based on shadow powers. Obviously connected to the current Shadow Thief, Aviva Metula.

Dark Archive

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Okay, this is now an official recruitment thread.

Characters are PL 8. I'm not going to be terribly strict with points. Try to stay around 120, but if you need a few extra, feel free to take them. Just be sure that it fits your concept and that you observe the campaign PL level.

This is set in the DC Universe, using the "classic" DC heroes, as described in the Heros & Villains books. Consider this one of those "alternate Earths" that you hear so much about, such that it is unaffected by the mainstream comics universe (since I stopped collecting years ago).

You are an up-and-coming hero team, sponsored by the Justice League. If you wish to be "inspired" by one of them, that's fine, but don't feel obligated to create junior Justice League members. The League will allow you to handle situations as you see fit, intervening only if it becomes apparent that lives are in danger. You should NOT expect them to bail you out, however. If you screw up, the consequences are on you.

I will accept a total of eight players, chosen from those who show the most creativity, variety, and best balance for the team.

Grand Lodge

i'll dot in interest....might resurrect Firelash for this game....or make another character

Dark Archive

Dotting my interest too. Gimme a bit to work up a character sheet.

EDIT: Okay here's my character. Miss Meow uses Variable for her utility belt, with the listed power setting being her current load out.

Miss Meow:
Miss Meow - PL 8

Strength 3, Stamina 3, Agility 7, Dexterity 7, Fighting 6, Intellect 2, Awareness 4, Presence 3

Advantages
Evasion, Hide in Plain Sight, Jack-of-all-trades

Skills
Acrobatics 11 (+18), Close Combat: martial arts 7 (+13), Investigation 4 (+6), Perception 8 (+12)

Powers
Animal Senses: Senses 3 (Acute: smell, Low-light Vision, Tracking: smell 1: -1 speed rank)
Cat Claws: Strength-based Damage 3 (kinetic, DC 21; Increased Range: ranged [1 rank only])
climbing claws: Movement 2 (Wall-crawling 2: full speed)
Variable: Variable 3
. . Utility Belt (Powers: Bolo: Cumulative Affliction 1, Communication: Radio Communication 2, Health stim: Healing 2, Movement: Movement 1)
. . . . Bolo: Cumulative Affliction 1 (technological, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 11; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Communication: Radio Communication 2 (technological)
. . . . Health stim: Healing 2 (technological; Unreliable (5 uses))
. . . . Grapple Gun: Movement 1 (Swinging) (technological

Power Settings
Utility Belt (Powers: Bolo: Cumulative Affliction 1, Communication: Radio Communication 2, Health stim: Healing 2, Grapple Gun: Movement 1)

Offense
Initiative +7
Bolo: Cumulative Affliction 1, +7 (DC Fort/Will 11)
Cat Claws: Strength-based Damage 3, +7 (DC 21)
Grab, +6 (DC Spec 13)
Throw, +7 (DC 18)
Unarmed, +13 (DC 18)

Complications
Obsession: Justice: Perhaps it's having the mindset of Batman forced into her young brain. Perhaps it's the fact that her parents are dead, leaving Kate an orphan. Who knows really. What matters is that she can easily lose herself in the hunt for Vengence, or maybe Justice. Even she's unclear. So long as there's a crime going on somewhere, Kate has trouple taking care of herself. SHe'll drive herself into exhaustion and beyond to fight crime, skip meals because it takes too much time out of her eternal hunt. Well, maybe not tuna. Nothing is more important then eating tuna.
Obsession: Tuna: Kate Naowth loves tuna. Although that is putting it mildly. When she smells that most delectable of fish, she loses all control. It's worse then catnip to her. She'll go through anything, maul anyone, all to reach and consume tuna. This can be a problem.

Languages
English

Defense
Dodge 7, Parry 6, Fortitude 3, Toughness 3, Will 4

Power Points
Abilities 70 + Powers 32 + Advantages 3 + Skills 15 (30 ranks) + Defenses 0 = 120

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.


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Definitely interested!


I think I'm going to do someone whose power is to teleport things instead of themselves. I'm still working out the mechanics of how it would work exactly (since I can't find anything to exclude yourself from teleporting).

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Also dot


Very much interested, been dying to get into a M&M game for years now!


Here is Keruffle's character

Mack Borden - PL 8:

Mack Borden - PL 8

Strength 3, Stamina 4, Agility 4, Dexterity 5, Fighting 7, Intellect 0, Awareness 4, Presence 0

Advantages
All-out Attack, Attractive, Benefit: Radios that he operates can communicate dimensionally, Connected, Equipment 3, Evasion, Improved Defense, Improvised Weapon 3, Languages 1, Luck 4, Power Attack, Takedown, Ultimate Effort: Vehicle

Skills
Acrobatics 1 (+5), Close Combat: Unarmed 4 (+11), Expertise: Dimensional Knowledge 1 (+1), Intimidation 8 (+8), Investigation 3 (+3), Persuasion 8 (+8), Sleight of Hand 1 (+6), Stealth 8 (+12), Technology 2 (+2), Treatment 1 (+1), Vehicles 5 (+10)

Powers
Immortality: Immortality 6 (Return after 16 hours; Side Effect 2: always - Comes back as an alternate dimensional version, Tiring)
If he does happen to die in such a way that his regeneration cannot overcome it, his consciousness migrates to the nearest alternate him that his regeneration could revive. The time required is essentially how long it takes him to recover on this alternate timeline and drive back to his home reality.

Immunity: Immunity 4 (Aging, Disease, Environmental Condition: Radiation, Poison)
Movement: Movement 3 (Dimensional 3: any dimension, 50 lbs.; Affects Others Only; Limited: only affects vehicles, Quirk: must hit 88 mph, Tiring)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 0
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Equipment
Bulletproof Vest, Cell Phone (Smartphone), Semi, Toolkit (Basic)

Offense
Initiative +4
Grab, +7 (DC Spec 13)
Throw, +5 (DC 18)
Unarmed, +11 (DC 18)

Complications
Danger Magnet: Part of his blessing is part of his curse. The wierdest stuff is always happening to him
Overconfidence: He is confident he can handle much more than he really should

Languages
Arabic, English

Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 54 + Powers 14 + Advantages 20 + Skills 21 (42 ranks) + Defenses 11 = 120

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

Mack's origin:

Mack was a tank driver in the U.S. Military in Afghanistan. He got along well with the populace, respected their customs and even learned their language. It didn't matter when a band of insurgents wiped out his squad. Badly wounded he dragged himself into the remains of an ancient ziggurat. He found an ancient alter and needing to get the bullet out, laid down on it and managed to extract the bullet with his knife, passing out from the pain. He dreamed. And in his dream a giant infant claiming to be a minion of something called Zarathus said his sacrifice was acceptable and he could now access the Well of Worlds. Waking up he discounted the dream as a vivid hallucination except that his wound was entirely healed. A little experimentation proved that he would slowly heal and that he was slightly faster. More accurately the world seemed to move a little slower when he was in danger, giving him more time to react. Soon another side effect of his visit became apparent. Any vehicle he drove gained the ability to travel between dimensions when they hit 88mph and any radio he uses acquires the ability to communicate across the dimensions. Along with the blessings has come a curse. The wiedest stuff now happens to him. The Justice League has found his dimension hopping semi to be of use from time to time and to keep him on retainer they've assigned him to one of their junior league teams.


Vrog Skyreaver wrote:
I think I'm going to do someone whose power is to teleport things instead of themselves. I'm still working out the mechanics of how it would work exactly (since I can't find anything to exclude yourself from teleporting).

That would be the Attack limitation. :)

Quote:

ATTACK (+0 COST PER RANK)

This extra applies to personal range effects, making them into attack effects. Examples include Shrinking and Teleport, causing a target to shrink or teleport away, respectively. Unlike most extras, the effect’s cost does not change, although it does work differently.

The effect no longer works on you (so a Teleport Attack can’t be used to teleport yourself, for example). It affects one creature of any size or 50 lbs. of inanimate mass. The effect has close range and requires a standard action and an attack check to touch the subject. Its range can be improved with the Range extra while its required action can be changed with the Action modifier. The target gets a resistance check, determined when the effect is made into an attack. Generally Dodge or Will is the most appropriate. A successful check negates the effect.

You must also define reasonably common circumstances that negate an Attack effect entirely, such as force fields or the ability to teleport blocking a Teleport Attack. You control the effect, and maintain it, if it has a duration longer than instant.

If you want both versions of an Attack effect, such as being able to Teleport yourself and Teleport others as an attack, take both as Alternate Effects. For the ability to use both options simultaneously—to teleport a target and yourself at the same time, for example—take the effects as separate powers.

So, adding that and adding the Increased Range Extra would make Teleport cost 3PP per rank

That help? :)


I know the quickstart would produce a PL 10, but I can back it off in the end, so let me see what the dice would come up with...

Archetype: 1d20 ⇒ 12 = Psychic
Abilities: 1d20 ⇒ 3 = Inborn
Advantages: 1d20 ⇒ 5 = Comtemplative
Skills: 2d20 ⇒ (4, 11) = 15 = Charmer, Ninja
Offensive Power: 1d20 ⇒ 15 = Mentalist
Mentalist Powers: 4d20 ⇒ (1, 19, 18, 9) = 47 = (19, 18 both same so adding roll)ESP, Mental Blast, Mind Control
Defensive Power: 1d20 ⇒ 20 = Telekinetic Shield
Utility Power: 1d20 ⇒ 9 = Telekinetic Flight

Looks fairly straight-forward, but may adjust a few things here and there but for the most part a Telekinetic ESPer

Dark Archive

Miss Meow Origin:
Born Kate Newlin, she was eight years old when Braniac invaded. She doesn't remember much about the initial attack. Just that she woke up in a large pod, with a kind sounding woman's voice telling her she had to escape. Scared and alone, she reluctantly found herself fighting her way through what proved to be an alien space ship. At the time Kate hadn't noticed how much she had changed. That day was just the start of two years of constant battle against Evil.

Perhaps that constant war was due to who took her in. The Batman wasn't exactly a friendly person. In fact he could be called a slave driver. But Kate didn't care. Her parents were dead and her life had been ruined. It's impossible to have a normal life when you've found yourself as a white and green furred cat girl. Being sent into the field every night didn't help either. But that was because of the massive influx of new villains.

But now the ten year old heroine doesn't know what to do. Something went wrong on her last mission for Superman. She managed to save a police lab technician named Barry Allen from time traveling criminals. Yet on the return trip the time corridor collapsed around Miss Meow. Looking around, she wasn't in Central City. And her com unit couldn't connect to the Watchtower.

Obviously something has happened. And equally obviously this isn't her Earth. And yet, there still is far too much crime. So the war continues. This may not be her Earth, but it's still Earth. And she'll die before she lets evil win.


I'm always interested in a superhero game! Please consider Tenfold, a metahuman who has the power to create up to ten duplicates of himself. His primary weakness is that he's deaf, because he absorbs sonic energy to power his duplicates.

I created Tenfold a while ago, but I've built him in the DC heroes Mutants and Masterminds system and am pretty happy with how he's turned out.

Take a look, and let me know if you have any questions.


I'm still working on his backstory, but here is my character's crunch:

Fling:

STR 0
STA 3
DEX 0
AGI 0
FTG 0
INT 3
AWE 0
PRE 0

Dodge 7
Fortitude 6
Parry 6
Toughness 3
Will 6

Skills:
Expertise (Science) r15 +18
Investigation r5 +8
Perception r5 +5
Stealth r5 +5
Technology r5 +8
Treatment r5 +8

Powers:
Teleport R8
Extras: Change Direction (flat +1), Change Velocity (flat +1), Easy (+1 cost/rank), Increased Mass r8 (flat +1/rank of increased mass), Attack (will; +0 cost/rank), Area (+1 cost/rank), Range (Perception) +2 cost/rank, Selective +1 cost/rank

His power allows him to teleport things in an area to any location that he can see. He can selectively choose to leave targets unaffected as long as he can see them. His current maximum is 6 tons, and he can teleport objects up to one mile, if he can see that far. He can adjust velocity and orientation.

Motivations:
Greed: Fling is all about using his power to get paid. Your friend is quite the mercenary. Fling needs the money to fund his research into producing powers.

Other Complication: Secret - Fling created the formula that gave him his powers. While he destroyed his original notes, he's worried that someone else might discover it.

Point Expenditure: Abilities and Defenses - 34, Skills - 20, Powers - 66 = Total 120

Thanks for the help Arknight.

Dark Archive

Well, that and the fact the duplicates use Minion rules thus get knocked out fairly easily... right?

Also, for those not aware... 7 is the maximum possible attribute and to still be considered an unpowered non-meta. Although, from looking at the stats of Nightwing and Green Arrow, Fighting appears to not have the same limitation. Probably because it represents skill in combat rather then raw physical or mental ability.


I'll dot in with interest. I have a character I made using the base Mutants & Masermind system when I was just trying to figure out the rules. I'll have to back him down to PL8. Is there a difference in the DC Heroes rules versus the base?

Sovereign Court

Still interested but won't have time to make a character until next week.

Dark Archive

Nope, none at all. It's just branded and includes officially sanctioned stats for DC heroes and villains. Interestingly, I believe it gives Batman an Int score of 8, thus proving he is in fact a metahuman.


Adventure Path Charter Subscriber

Here's my character proposal. The powers for the concept are a little pricey and I'm just a lick over the 120 points for PL8. I've built him fairly young to justify the relative lack of skills and training.

Electron:
Electron - PL 8

Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 0, Intellect 2, Awareness 3, Presence 1

Advantages
Improved Initiative 2, Power Attack

Skills
Investigation 2 (+4), Perception 2 (+5), Ranged Combat: Electrical Attacks 4 (+8), Technology 3 (+15/+5)

Powers
Electrical Attacks
. . Chain Lightning: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
. . Lightning Bolt: Damage 8 (electricity, DC 23; Increased Range: ranged)
. . Stun: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
Electrical Body (Activation: Free Action)
. . Immunity: Immunity 20 (Common Descriptor: Electrical, Life Support)
. . Insubstantial: Insubstantial 3 (Energy; Permanent)
. . Protection: Protection 4 (+4 Toughness)
. . Teleport: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Medium: Energy Medium)
Electrosense: Senses 3 (Acute: Detect Electricity, Detect: Electricity 1, Ranged: Detect electricity)
Enhanced Trait: Enhanced Trait 5 (Traits: Technology +10 (+15); Limited: electrical devices)

Offense
Initiative +12
Chain Lightning: Damage 4, +8 (DC 19)
Grab, +0 (DC Spec 10)
Lightning Bolt: Damage 8, +8 (DC 23)
Stun: Affliction 8, +8 (DC Fort 18)
Throw, +4 (DC 15)
Unarmed, +0 (DC 15)

Complications
Disability: No physical body - interaction with the world around him is definitely weird and oddly impersonal.
Weakness: Potentially subject to electrical dampers in ways other PCs obviously aren’t.

Languages
English

Defense
Dodge 8, Parry 0, Fortitude 4, Toughness 6, Will 8

Power Points
Abilities 32 + Powers 71 + Advantages 3 + Skills 6 (11 ranks) + Defenses 11 = 123

Validation: Hero: Too many PP spent (123, max 120)


Here's Isikos. The name is Greek for "Shadow". He got it since Wonder Woman was the person to find him and he asked for advice on a name.

He's a bit over 120 points.

Origin story:

The golden lasso sort of tingles. It's not unpleasant. Well, the tightness is, but not the tingling. I knew that going shadowy would get me out of it, but I didn't think that would be helpful right now. A tug turned me around.

When you meet one of the most beautiful women in the world, it helps not to have your hands covering your exposed junk. From getting caught peeing on a rooftop. I figured she was after me for the other things, but my timing has never been great. "What are you doing here?" she said. There was the authority of a demigod there, but also a sense that she would judge me fairly. I knew I wouldn't get anything past her even without the lasso of truth.

"I was taking a... urinating, Ma'am. I can't do that in my shadow form." while the lasso compelled truth, it did let you choose how to say it. Her eyes let me know that that wasn't what she was asking. "I was waiting here because the alley below is known for muggings. I got changed recently and I wanted to help, but didn't really know how to go about it. Can I zip up?" She let me regain a bit of dignity and I told her my story.

I'm Tim Simpson, a student at [TBD] college. Financially, we're on the edge of starvation. We being me, Eric and Paul. Roommates in a crappy apartment down on 6th. I work delivering Chinese food from Fortune Dragon's Garden. That way I get money and a good meal every day. Of course it also mean that I'm working whenever people are doing something interesting, but it beats starving.

I was delivering to the Associative Elements building around 11:30. Eric thinks that they're a secret division of Star Labs because of the security. You gotta go through this airlock type thing to get into the lobby, and then you've got to wait for the person to come down and get the food. A pain in the ass, but they tipped well.

So I was waiting in the lobby with Carlos, the guard on duty. We were both looking up at the odd metal sculpture hanging above the lobby. I thought it looked like a starfish riding a seven-legged horse, but that's not important anymore because the wall exploded next to it and everything came down on us. Carlos couldn't have been hurt too bad because he was asking if I was alright. I heard it and though about answering, but just keeping breathing was hard enough. I had ben bashed by part of the wall and some of the metal rods from the sculpture were sticking through me.

It hurt in a way that was sort of detached and I got the feeling that that wasn't a good sign. That was when the lab table came out. The table missed me. But the glassware and chemicals hit pretty spot on. I don't know what it all was but one of them was this clear gel that slowly dripped down the rods into me. It was weird. My nose kept twitching as if I was smelling something strong, but my brain couldn't figure it out, so it smelled like nothing. Really smelly nothing.

That's when Hawkman got thrown out of the hole. There was something black attacking him. Blacker than anything I'd ever seen. It was like there was nothing there. There seemed to be more fighting going on, because some sort of laser came out and seemed to hurt the black thing. Part of it fell down and it was fluttering like paper or something. It landed on me, because today was obviously "Things falling on Tim day." Well, into me as it fell into the hole in my gut.

That's when things got weird. Weirder. I felt like I was falling into the floor. Like I was completely flat. I saw the metal that had been in me fall down. And I felt it hit. Carlos kept asking about me. I wasn't hurting anymore, but I couldn't speak or move. The floor had been cracked and I sort of puddled into the crack.

By then the Shadow-Thief had gone away and Hawkman was down trying to help Carlos. He'd broken both his legs and one hip. He asked Hawkman to look for me and he saw where I was. He looked right at me, but he didn't see anything. Or at least didn't recognize me as a person. So he focused on getting Carlos' legs stable and flew him out of there. I was left alone for a while. That's when I figured out how to move. I got out of there. Not knowing what else to do, I went home.

Eric and Paul were just joking around. They sort of got freaked out when I flowed over the TV. It took a bit to figure out how to speak and eventually I figured out how to get back to normal. I wasn't hurt at all anymore.

Over then couple of weeks I figured out what I could do. The guys knew I should be a superhero, but there's no good information to how to start that. Which leads to the whole waiting for bad guys and peeing on roofs thing.

stats:

Isikos - PL 8

Strength 1, Stamina 4, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 4, Presence 0

Advantages
Evasion 2, Hide in Plain Sight, Improved Critical: Shadow Blades, Move-by Action, Uncanny Dodge

Skills
Acrobatics 4 (+6), Close Combat: Shadow Blades: 8 (+8), Expertise: Geek Culture 2 (+4), Investigation 2 (+4), Perception 8 (+12), Stealth 14 (+16), Technology 2 (+4)

Powers
Atk: Clinging Shadows: Affliction 8 (1st degree: Vulnerable, 2nd degree: Defenseless, DC 18; Alternate Resistance (Dodge), Linked: Shadow Blades, Reach (melee) 2: 10 ft.; Limited Degree)
Atk: Shadow Blades: Damage 8 (DC 23; Linked: Clinging Shadows, Reach (melee) 2: 10 ft.)
Def: Absorb Energy: Protection 6 (+6 Toughness; Limited: Energy only)
Def: Healing Darkness: Regeneration 10 (Every 1 round; Source: darkness (not my obscure))
Def: Shadow Body: Insubstantial 2 (Gaseous; Custom: Must stay in contact with surfaces)
Gen: Leaves no Trace: Concealment 2 (Sense - Hearing, Sense - Smell; Permanent)
Gen: Seeking Shadows: Obscure 2 (darkness, Affects: Two Sense Types - Visual, Area: 60 feet radius; Feature: Follows User, Selective; Limited: Not in sunlight/bright light, Reduced Range: close)
Gen: Shadow Grasp (Str 1: Affects Corporeal)
Mov: Shadow Cling: Movement 2 (Wall-crawling 2: full speed; Custom: Only insubstantial)
Mov: Speed of Shadow: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Custom: Only insubstantial, Limited: Not in sunlight/bright light [2 ranks only 16 miles/hour, 250 feet/round])
. . Shadow Walk: Teleport 3 (Alternate; Carry 50 lbs.; Accurate, Extended: 8 miles in 2 move actions; Limited to Extended, Medium: shadows , Transit Time 3: 12 seconds)
Sen: Darkvision: Senses 2 (Counters Concealment: Darkness)
Sen: Tremorsense: Senses 3 (Accurate: Touch, Ranged: Touch)

Offense
Initiative +2
Atk: Clinging Shadows: Affliction 8, +8 (DC Dog/Fort/Will 18)
Atk: Shadow Blades: Damage 8, +8 (DC 23)
Grab, +0 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +0 (DC 16)

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 10e/4p, Will 10

Equipment
Smartphone

Complications
Relationship: Eric and Paul
Responsibility: College student


Adventure Path Charter Subscriber

Oops, didn't realize the initial stat block didn't include backstory:

Electron backstory:
Griffin McAliskey was a reasonably normal young boy growing up in Madison, Wisconsin - son of researchers at the university’s physics department. His parents, having trouble making ends meet, would often have to take him with them to the lab rather than pay for child care or a sitter. This led to tragedy one day as Griffin, unnoticed, stumbled into some of the experimental equipment and was seemingly vaporized in a powerful burst of electrical energy. More accurately, his body was not vaporized but transformed into pure electrical energy.
It took two weeks for his shocked parents to uncover what had happened to him. They covered up the accident, transported Griffin home in a jury rigged capacitor, and swiftly moved on to another university in New York. There, through several years of experiments and work, they helped Griffin learn to control much of his electrical energy. They were delighted when he discovered how to coalesce into a persistent body-like form - but they were also heartbroken because though they could see their son again, they knew he would never safely know the closenes of real human contact again.


I might see how I can work up Straightjacket for this. I think he's around this PL. Stretchy/grapply/strongman.


OK, found this alias from a game that didn't last long enough. Will need to adjust him down to PL 8, but that's easy enough.


QNetic, Cyber Hero:

QNetic - PL 8 (aka William "Wil" Simmons)

Strength 2, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 9, Awareness 2, Presence 2

Advantages
Benefit, Wealth 2 (independently wealthy), Eidetic Memory, Jack-of-all-trades, Speed of Thought

Skills
Close Combat: Unarmed 2 (+4), Investigation 1 (+10), Expertise: Neuroscience 1 (+10),Ranged Combat: Kinetic Blast: Strength-based Damage 9 2 (+4), Technology 2 (+11)

Powers
Brilliant Deduction: Senses 7 (Analytical: Postcognition, Postcognition, Rapid: Postcognition 2; Check Required 6: DC 15 - Investigation)
QNetic's mind is able to grasp forensic information very quickly and use the slightest clues to put together a detailed analysis of events which have previously occurred in a studied location/crime scene.

Computer Mind
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Eidetic Memory)
. . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks; Check Required 4: DC 13 - Technology, Limited to One Type: Mental)
QNetic's cybernetic enhancements to his brain allows him to remember everything in his memory perfectly. By aligning his brainwaves with the cybernetic portion of his brain, he is able to perform mental feats at an incredible rate.

Cyber Plating: Impervious Toughness 8 (Unreliable (roll) [3 ranks only])
QNetic's subdermal and exoskeletal plating makes him immune to most normal weapons, and reinforced plating also makes him immune to tougher weapons which hit him in the right locations.

Cybernetic Enhancements
. . Enhanced Ability: Enhanced Agility 9 ([0 active, 0/18 PP, 2/r], +9 AGL)
. . Enhanced Ability: Enhanced Dexterity 9 ([0 active, 0/18 PP, 2/r], +9 DEX)
. . Enhanced Ability: Enhanced Fighting 7 ([0 active, 0/18 PP, 2/r+4], +7 FGT, Advantages: Accurate Attack, All-out Attack, Defensive Attack, Power Attack)
. . Enhanced Ability: Enhanced Strength 9 ([0 active, 0/18 PP, 2/r], +9 STR)
. . Kinetic Blast: Strength-based Damage 9 ([0 active, 0/18 PP, 2/r], kinetic, DC 26; Increased Range: ranged)
. . Regeneration: Regeneration 18 ([0 active, 0/18 PP, 1/r], 1.8 per round)
. . Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round, Advantages: Evasion 2, Improved Initiative 5, Instant Up, Move-by Action, Quick Draw)
QNetic can direct energy to a variety of cybernetic systems, enhancing his strength, speed, coordination, healing, etc. to varying degrees, as well as emitting kinetic blasts. Due to the limits of energy available at one time, QNetic must choose how much and what to enhance, balancing the resources available between the various systems. In order to enhance his speed, he needs to direct all the energy from all other systems.

Immunity: Immunity 30 (Will Effects; Limited: Only to effects after first time exposed to.)
QNetics unique brain chemistry combined with his cybernetic implants allows him to adapt his cerebrum to mental assaults, effectively unable to be affected the same way twice by Will effects.

Offense
Initiative +9
Grab, +2 (DC Spec 12)
Kinetic Blast: Strength-based Damage 9, +4 (DC 26)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)

Complications
Prejudice: Cyborg appearance generates hostility, pity, fear.
Relationship: Father, mother, little sister

Languages
English

Defense
Dodge 2, Parry 2, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 58 + Powers 54 + Advantages 4 + Skills 4 (8 ranks) + Defenses 0 = 120

Wil Simmons was the victim of an industrial accident which bathed his brain in a chemical compound developed by illegal harvesting of Starru spawn. Wil was left paralyzed in his left arm and from the waist down.

Given a significant monetary compensation in order to keep the event secret, Wil found that his intellect was vastly increased by the chemical compound, and spent his newfound free time studying the workings of the brain.

With the help of his mother, Wil created cybernetic implants that restored his movement and enhanced his body in a variety of ways. Once he had mobility, he worked to improve the implants, designing cyberware that works specifically with his unique brain chemistry.

Now, as QNetic, Wil works to put his brain power towards solving crimes and seeking justice for those unable to attain it on their own.


Fling:

STR 0
STA 3
DEX 0
AGI 0
FTG 0
INT 3
AWE 0
PRE 0

Dodge 7
Fortitude 6
Parry 6
Toughness 3
Will 6

Skills:
Expertise (Science) r15 +18
Investigation r5 +8
Perception r5 +5
Stealth r5 +5
Technology r5 +8
Treatment r5 +8

Powers:
Teleport R8
Extras: Change Direction (flat +1), Change Velocity (flat +1), Easy (+1 cost/rank), Increased Mass r8 (flat +1/rank of increased mass), Attack (will; +0 cost/rank), Area (+1 cost/rank), Range (Perception) +2 cost/rank, Selective +1 cost/rank

His power allows him to teleport things in an area to any location that he can see. He can selectively choose to leave targets unaffected as long as he can see them. His current maximum is 6 tons, and he can teleport objects up to one mile, if he can see that far. He can adjust velocity and orientation.

Motivations:
Greed: Fling is all about using his power to get paid. Your friend is quite the mercenary. Fling needs the money to fund his research into producing powers.

Other Complication: Secret - Fling created the formula that gave him his powers. While he destroyed his original notes, he's worried that someone else might discover it.

Point Expenditure: Abilities and Defenses - 34, Skills - 20, Powers - 66 = Total 120

Fling's Backstory:

Fling came into the world known as Jonah Johnson. Jonah was a good student, who loved science and when he was a freshman in college, he found his calling: genetics. Jonah wrote his thesis paper on the DNA of metahumans that was talked about for years in the genetics circles.

When all was said and done, Jonah graduated from college with 4 doctorates: Genetics, Physics, Geography, and Psychology. He was hired on by Luthorcorp for their project codenamed floor 33, which was a secret project that studied ways to enhance or neutralize metahuman powers, as well as give powers to humans. For his part, Jonah was allowed to do whatever kind of research he wanted, with a large budget and little oversight. After three years, he made synthetic Kryptonite, which although proved lethal to kryptonian DNA, was also lethal to Human DNA. the formula was shelved, his budget was increased, and his staff was reduced (as he tended to work best alone, not surrounded by other scientists).

It was late one night that he was studying a sample of the Teen Titan Raven's blood that he discovered that it contained a specific strand of extraterrestrial DNA that had an odd effect on space/time. When spliced with normal human DNA it produced demons without fail, but when spliced with metahuman DNA and bombarded with a triple strand lethal burst of gamma radiation, the resulting serum would modify the DNA of anyone who ingested it, giving them extraordinary powers (along whatever lines they would have expressed metahuman abilities).

Of course he used it on himself.

When he did not get any obvious physical abilities, he assumed that he received mental ones. He experimented with a variety of different power scenarios, even getting shot to see if he had bulletproof skin. He noted that it was a failure (with the possibility that his intelligence *was* his metagene expression), and continued working on different projects. About 6 months later, he was at home when his pet dog bumped into a table and knocked over a large stack of papers that represented about 6 months research. Before he knew what he was doing, he extended his hands and the stack stopped falling in mid air and reappeared on the table. Knowing immediately that he had discovered his metahuman ability, he attempted to teleport...

and his table ended up in his neighbor's garage, collapsing on his new Mercedes. He apologized profusely, paid for the damages, and kept his mouth shut. Realizing that his initial formula had worked, he went about his business as if nothing happened, and then waited for the next time Lex Luthor tussled with the Justice League.

On that fateful day, he created a false positive for the league to find that indicated that they were on the cusp of creating super soldiers. when the lab was raided by several leaguers including batman, Jonah initiated the virus which corrupted all of his research, then walked up to Batman and explained that he had just finished research that was designed to specifically kill Superman: Synthetic Kryptonite. After being caught on security camera (as he knew he would be) helping the League, he was fired and then sued by Luthor. He settled out of court.

He consulted with Batman several times over the next few years and used an incident that occurred during one of those jobs to cover up his gaining powers.

Now in his mid 30's, fling is prepared to begin his research in earnest. He just needs money to do so, and being a superhero seems like a great way to get it.

Dark Archive

Okay, so far we have:

Electron - Electrical blaster/being of ight (Bill Dunn)
QNetic - Cybernetic detective (Reckless)
Fling - Teleporter that can affect others (Vrog Skyreaver)
Straightjacket - Strongman with elongation powers (Dr. Buzzard)
Isikos - Living shadow (Philo Pharynx)
Tenfold - Duplicator (x10) (Stalwart)
Unnamed - Telekinetic ESPer (Arknight)
Mack Borden - Immortal dimensional traveler (Kertuffle)
Miss Meow - Tuna-craving nekojin (Kahel Stormbender)

Expressed Interest
VanceMadrox
Phntm888
Monkeygod
grimdog73
Nohwear

Dark Archive

I need to get a screen cap of Miss Meow and create an alias for her still :)


Image


Dotting for interest. Leaning towards a water elementalist with a permanently semifluid body.


OK, updated the build to PL 8.


Here we are then. He should be exactly 120pp.

Stats:

TBD (Numinous “Nick” Nichols) - PL 8 (120 pp)

Abilities
Strength 4, Stamina 2, Agility 4, Dexterity 2, Fighting 2, Intellect 0, Awareness 2, Presence 0

Advantages
Accurate Attack, Improved Initiative, Power Attack

Skills
Athletics 6 (+10), Close Combat (affliction) 6 (+8), Ranged Combat (Tsunami Breath) 4 (+6)

Powers

Altered Physiology Toughness 10 10pp

Feeling the Flow Senses 3 (Ranged, Analytical Mental Detect Water) 3pp

The Blue Teleport 10 (Extras: Accurate +1, Change Direction flat +1, Change Velocity flat +1, Flaw: Check Required (athletics) -1, Medium (water) -1; 4 miles) 12pp

Living Water Alternate Form [Water] (free action) 28pp
*Affliction 8 [drowning, close range] (Extras: Cumulative +1, Flaws: Instant Recovery -1; Dazed/Stunned/Incapacitated) [8pp]
*Concealment 5 (Limited to underwater -1; all visual senses [5pp]
*Immunity 10 (life support) [10pp]
*Insubstantial 1 [5pp]

Tsunami Breath Ranged Damage 10; 20 pp

Offense
Initiative +8
Drowning: Close +8 (Fort DC 18)
Tsunami Breath: Ranged +6 (Tough DC 20)
Unarmed: Close +2 (Tough DC 14)

Defense
Dodge 6
Parry 4
Will 2
Fort 2
Tough 12

Vitals
Gender: Male
Age: 20 (DOB: 7/6/1996)
Height: 6’4”
Weight: 181
Eyes: Blue with visible waves moving across them
Hair: Previously blond, shaved. Now blue.

Power Point Totals: 32 Abilities + 73 Powers + 3 Advantages + 8 Skills + 4 Defenses = 120/120

Background:

Numinous had a very conventional middle class upbringing. His mothers, a civil rights lawyer and a high priestess, adopted him (always referred to in the family as “bought him off the rack”) when he was six hours old. His birth mother was invited to be part of the family but made only occasional appearances during his childhood. He knows nothing about his birth father. They lived at Sunny Rabbit commune in the Pacific Northwest until Nick was twelve, when his lawyer mother received a job offer that would mean a lot more money and opportunity but also a substantial relocation. They had a family meeting and decided to try life in Coast City.

Numinous’ priestess mother was without a coven after the move and decided to use the opportunity to start a new age bookstore, Skyclad Wonderments. Since both Moms would have day jobs, it was time for Numinous to graduate from homeschooling to public school. It wasn’t an easy transition. By happenstance, they settled into a district with a large military population. Most of the other kids decided Numinous was weird, at best. They didn’t like his attitude, his personal style, his religion, his politics, or even his name. He made a few friends, but mostly they were embittered outcasts that Numinous found hard to take sometimes. He didn’t like getting picked on, but he didn’t like how they were always down on everyone else too.

Ultimately, getting picked on turned things around. About a year in, one of Numinous’ many bullies started teasing him about how he didn’t care about sports. His Moms didn’t like competition and Numinous always felt uncomfortable around anything that involved uniforms. He got angry about it -he was getting angry more and more often, like his friends- and sat through most of a day fuming about the teasing and everything else. After school he joined his friends for an epic complaint session for the first time...and it didn’t make him feel better. Numinous’ moms also raised him to be accepting of other people and open to new experiences. He was not doing that at all.

The next day Numinous went back to school and went through the flyers for all the sports teams. They all looked more or less the same to him, except that some seemed really violent and those were right out. His Moms would be mad anyway, but they might literally kill him if he signed up for football or wrestling. Rifling through the other options, the swim team came to the top.

Numinous knew it was the right one. He deliberately didn’t ask any questions or try to find out anything about it except for the try out time. He walked into the locker room and found a good portion of his usual tormentors, maybe not the worst ones but kids who hated him pretty seriously. They hated him even more because he didn’t have a swimsuit (at the commune, such things simply were not used) and swam in an old, but clean, pair of boxers.

Coach almost didn’t let him in the pool at all, but he did and Numinous was a natural at it. He just knew what to do and how to best do it. None of that won him friends, but it shut the team up when his fourth lap put him right in the middle of the team’s personal best times. Coach sent him home with a pack of forms and information for Moms.

Moms were extremely uncomfortable, but priestess mom swung the family meeting in his favor when he promised that he would make the most of the opportunity but also not forget his values to fit in with his new team. Numinous spent the rest of his junior high and high school career racking up championships and winning over former enemies. Getting to know them and being around them so much inevitably rubbed off. He worked hard to like them and be a good team player, always supportive and friendly. It wasn’t easy, but he made it work. Along the way his long hair turned into a shaved head. He started going by Nick. He got comfortable with uniforms and excited by competition. He dressed more conservatively, like the guys. When the military recruiters came by, they said stuff that started to make sense to him. Nick lost touch with his old, angry friends and the swim team became an extended family.

The Moms watched all of this with considerable dismay, but couldn’t deny how happy Nick had become. His life had turned around and seemed to be going places. Eventually they decided that he was becoming his own person and he wasn’t being hostile or difficult at home or getting into much more than normal trouble, so it was something they needed to accept. The swimming scholarship that actually got Nick, always an average student, into UC-Coast City helped.

Nick was under no illusions about his university career. He was there to swim and he fully embraced that. Classes came second but they did come and he applied some of the discipline he learned in the pool to keeping up with them. He aimed to become a professional trainer or PE teacher.

Nick met Daniel Michael Ray when he almost failed a math class and got assigned Dan as a tutor. Dan thought tutoring a dumb jock was beneath him and “tutored” by handing over finished assignments. Nick didn’t want that; he actually wanted to learn. He also didn’t like that Dan would insert all kinds of elementary spelling errors into the work to make it look more “authentic”. They clashed often, despite Nick’s best efforts to bury the hatchet. It was like Dan wanted to be hated.

After a while, Nick started to suspect that Dan had more serious problems. He tried to inform Dan’s supervisor, asked after him with his roommate, talked to Coach, but everybody thought Dan just had a bad attitude. Knowing asking Dan himself wouldn’t get anywhere, Nick let it go. Things were tense for a few months, but then Dan turned over a new leaf. He finally accepted that Nick wanted to learn things and even accepted invitations to hang out a few times. Whatever was going on had to be over.

Then Dan arranged a private talk with Nick, at the pool after practice. It was a little weird, but Nick was happy to oblige. Dan was almost an hour late, not arriving until the pool was deserted except for the two of them. They had an awkward, meandering conversation where Dan explained that he’d had a hard life and he was sorry about being so mean to Nick. He hoped they were ok. They were. Dan was studying fluid dynamics and asked Nick if he would be willing to help with some tests. He had a new theory that could increase vehicle fuel efficiency if it worked out and if Nick would just wear some sensors and do some running and swimming in them, it would be enough to get started and maybe get a grant.

Nick was thrilled to help. He could be saving the environment! Dan wired him up with countless little bits of electronics and spent a few weeks putting him through his paces. The sensors made Nick’s head a little fuzzy, but it was fun and Nick got to see a whole new side of Dan. He was intense, but basically a good guy. Their research (Dan insisted it belonged to both of them) went on for a couple of months before Dan raised a new issue. He believed that the nuclear power plant just up the coast was dumping toxic waste into the ocean. He just needed proof and Nick could help him get it by planting a sensor package by the outlet pipes.

Nick leaped at the chance. By the time everything was ready, Dan had worked out a way to sneak Nick all the way into the plant by swimming up the pipes. They’d bring down the plant and be heroes! Nick just had to Trust Dan and Follow Instructions. It was the easiest thing ever, especially with Dan’s voice in his ears thanks to some waterproof earbuds. Nick swam through the pipes, past grates and through huge valves. The water felt funny and he was short on air a lot of the time, but Nick trusted Dan. He emerged inside the plant and Dan walked him through how to set up the bomb.

Dan called it a bomb now, but that didn’t seem important. There were instructions and Nick had to Follow Instructions. When Dan told Nick to hop back in one of the glowing blue pools and relax, Nick did it without hesitation. Then Dan explained: The sensors that Nick had been wearing for Dan’s research let Dan map his brain and train it to automatically accept anything Dan said. It was easy because Nick was so eager to make friends and so dim-witted. Any time Nick showed signs of resistance, Dan triggered the parts of his brain active when he was swimming to refocus him. Nick would have done anything for Dan after a few rounds of that.

Something about all that felt vaguely wrong. Dan must have noticed because he laughed and told Nick that the radioactive coolant he was swimming in would kill him in hours even if he got out that second. But Dan was kind at heart; the bomb would get to Nick first. He’d been too good of a friend to condemn to an agonizing death by radiation poisoning...which really should have started showing symptoms by now.

But the bomb would take care of it. Dan knew about this plant because his father died there in a radiation accident. Nick was the instrument of his revenge, and if half Coast City got irradiated in it then they had it coming for looking the other way for so long.

Nick lay in the glowing water and thought about Coast City. His friends. His Moms. All the innocent people. That was...wrong. It was hard to think with Dan in his ears, but Nick knew that. Dan was...making him a murderer. He had to...do...something. He couldn’t Trust Dan anymore. It was the hardest thing Nick ever had to do, but he pulled himself dripping out of the water and slipped and slided over to the bomb. He felt like he was melting as he lifted it up, dropped it a few times, and then finally dove back into the water with it to return the way he’d come.

He made it almost all the way, swimming faster and faster down the pipe. Nick could see the sand at the end of it just as the bomb clutched tight to his chest with one arm exploded. Nick felt himself rise up and spread, lost in an infinite, beautiful flow of Blue. It was the best swim he’d ever had; maybe he was in the Summerlands? He thought idly of Dan, standing beside the water. Nick left him with his shoes off, the waves washing up around his feet. Suddenly Nick could feel those feet around him, inside him. He just had to swim over and-

Nick reappeared in front of Dan, back in the world again. His former friend was cursing Nick’s name, oblivious for a moment before he drew a gun and shot Nick through the head. There was a splash and Nick felt waves race through his body as the bullet went through. Then a feral light gleamed in Dan’s eyes. He called Nick a metahuman and said he would be useful still. Nick just had to Trust Dan.

“Shut up, Dan,” Nick said. He punched the nerd in the face and Dan fell to the ground, coughing and choking as water welled up and out of his mouth and nose. The Coast Guard found them like that half an hour later. Every time Dan got his breath, Nick hit him again. He tried not to like it too much.

Nick expected to go to prison for a long time. He’d plead guilty; he did the crime, after all. But a search of Dan’s dorm room and lab locker found the electronics, the notes, and the computer programs that Dan had used on Nick as well as direct admissions by Dan in a grandiose diary that he had brainwashed a dumb jock into being his suicide bomber. STAR Labs confirmed that the science could work...but probably only on someone with Nick’s previously-latent metagene.

That was last year. It began with Nick at sea, unsure if he’d become a personal trainer or a teacher and fearing he might fail out of college. It ended with Nick as an uneasy test subject at STAR Labs, convinced that he had a higher calling. Someone, or something, out in that vast Blue flow wanted him to be a hero.

Explanation of Powers:

The radiation and bomb blast activated Nick’s metagene. Nick believes that the mysterious Blue he swims through when teleporting may be a conscious force that also took a hand in things. Initially his Living Water form was his default state and assuming a solid body required considerable effort. His training has largely remedied that, but when faced with trauma Nick’s watery nature makes itself known. Any sudden impact or penetration will cause a splash as his Altered Physiology defends itself.

Even when solid, Nick’s body displays a few signs of his metahuman nature. His irises are the blue of a tropical sea with visible waves rippling over its surface. The only hair on his body is atop his head, where a short, wavy coif appeared during the manifestation of his powers. It’s naturally blue and cannot be dyed. When cut, it reverts to water and reappears the next time Nick changes forms. He finds it annoying.

In Living Water form, Nick is recognizably himself but his hair orients into a row of short fins running down his head and spine. His hands and feet acquire webbing and gill slits appear on his neck. His body takes on the appearance of water around it, but is otherwise the same tropical ocean blue as his eyes. His water form is wet to the touch and soaks through to its surroundings in much the same way as a normal person’s body heat would.

Nick has the natural ability to Feel the Flow of water sources. He knows where they are and can sense if there is anything unusual or off about them. He finds the presence of flowing water decidedly pleasant and large bodies of it are calming to him.

Nick accesses The Blue through any amount of water, allowing him to dive into it and emerge elsewhere by accessing a place he believes is somehow the unity of all water. For Nick, this is a profoundly uplifting, spiritual experience where he briefly becomes one with the entire body whilst simultaneously swimming to his destination. He and anything that comes through the Blue with him will emerge soaking wet.

Nick’s Tsunami breath manifests with his gills flaring and the fins on his head rising; even if he’s in solid form they briefly appear, before a great torrent of water rushes out of his mouth at high speed and pressure. He believes that this extra water comes through the Blue to him from raging rapids, waterfalls, and rush tides somewhere else in the world. Anything in physical contact with Nick when he uses Tsunami Breath will be drenched.

Personality and Description:

Nick is a well-built, muscular man in his early twenties. He dresses in quick-drying, usually form-fitting athletic clothing unless circumstances dictate otherwise and becomes visibly uncomfortable when garbed otherwise. He was more at ease dressed up before his powers manifested, but now nice clothes are a sometimes expensive hindrance. He usually wears shades to hide his unusual eyes.

Nick is naturally outgoing, friendly, and laid back. His diverse upbringing has made him comfortable with a wide variety of people and situations, though since his powers manifested he has become less comfortable around scientists and technology. He has strong, generally left-wing beliefs on most issues, but long acquaintance and many positive experiences with conservatives of various (usually military) stripes have made him rather less strident than he once was and altered some of his previous beliefs, most conspicuously in giving him an abiding respect for the military and coming to appreciate the influence of strong authority figures. Nick believes “spirituality” is very important and loosely adheres to eclectic neopaganism, but if asked outright would tell you that swimming is his religion.

Nick has a powerful competitive streak when it comes to anything physical. He doesn’t insist he be the best at everything and shares the joy of a friend who bests him, but he believes in putting nothing less than his full effort in. He practices a rigorous fitness regime, pays careful attention to what he eats and drinks, and is a diehard partisan for all Coast City and UC-Coast City’s sports teams, except football.

I'm not super-experienced with M&M 3e so I couldn't quite figure out a way to make the water body the default state mechanically. Instead I hinted at it with the stats and used flavor text. Ideally, I'd like for him to have some kind of power where he assumes a solid form from the default water, but I'd do that in 2e by buying him a disadvantage and then using those points on a device or something that fixed it. It's all a little circuitous and he was a little tight anyway so I let it go and skipped the containment suit drama.

Also flavor texted some baggage (basically if he uses his powers powers, stuff he's touching gets wet) since it seemed more like a special effect or complication than a feature.

Wanted to give him a vulnerability to sonic but wasn't sure how to best do it.

Blanking on a name at present because everything I think of sounds a little dirty or a bit too childlike. Open to suggestions.


Typhoon maybe? or Tsunami?


Or possibly Fathom. I'd say anything with the prefix of Aqua but those seem to be taken.:) (Technically Fathom is also though.) Maybe something with the prefix Hydro.


Just discovered this thread; I'd be very interested! I'm actually in one DC Universe M&M game, and I'm craving more! I'll take a look through the characters pitched so far and then come up with one of my own.

First thought would be a street level mage, like a Constantine or Dresden type.


Okay, here is my hero submission, Ghost.

Crunch:

Ghost (James “Jim” Margrove) - PL 8 (120 pp)
Abilities
Strength 1, Stamina 2, Agility 4, Dexterity 2, Fighting 3, Intellect 2, Awareness 5, Presence 0
Advantages
Equipment (2 ranks), Evasion, Grabbing Finesse, Improved Initiative, Improvised Weapon (2 ranks), Uncanny Dodge
Skills (Ranks)
Acrobatics (4 ranks) +8
Athletics (4 ranks) +5
Close Combat (unarmed) (3 ranks) +6
Close Combat (grappling) (3 ranks) +7
Deception (3 ranks) +3
Expertise (Technician) (2 ranks) +4
Insight (2 ranks) +7
Intimidation (3 ranks) +3
Investigation (3 ranks) +5
Perception (4 ranks) +9
Persuasion (2 ranks) +2
Ranged Combat (Throwing) (4 ranks) +6
Sleight of Hand (2 ranks) +4
Stealth (5 ranks) +9
Technology (3 ranks) +5
Vehicles (1 rank) +3
Powers
Invisibility - Vanish at will from all senses (cost 8)
Phasing - Fully Insubstantial, Reaction (cost 24)
Teleportation - 250 feet, Change Direction (cost 7)
Equipment (10 ranks)
--Utility Belt (10 ranks)
----Bolas (Effect snare 3, Resisted by Dodge, Hindered & Vulnerable/Defenseless & Immobilized) (6 ranks)
----Brass Knuckles (Damage 1) 1 rank
----Pepper Spray (Close visual dazzle 4, chemical, Sight Impaired/Disabled/Unaware) 1 rank
----Shuriken (Ranged damage 1) 1 rank
----Stun gun (Affliction 5, electricity, daze/stun/incapacitate)
Offense
Initiative +8
Unarmed (brass knuckles) +6 2 Damage
Grappling +7 Effect Grab
Bolas +6 Effect snare 3
Pepper Spray +3 Close visual dazzle 4
Shuriken +6 1 Damage
Stun Gun +3 Affliction 5
Defense
Dodge +7
Parry +7
Fortitude +5
Will +5
Toughness 2
Vitals
Gender: Male
DOB: 08/5/1991
Height: 5’8”
Weight: 173 lbs.
Eyes: Brown
Hair: Brown
Motivation: Justice
Complication: Secret Identity

Power Point Totals: 38 Abilities + 8 Advantages + 43 Powers + 20 Skills + 11 Defenses = 120 PP.

Backstory:

Jim Margrove was born an ordinary, everyday child and lived that way until his teenage years. Everything was normal until the car he and his family were in was t-boned by a drunk driver. Jim found himself lying on the sidewalk next to the car, with naught but minor bruises and scrapes. The car door was swinging open slightly, so everyone, including Jim, assumed his seat belt clasp and the door had broken and he had just narrowly missed being hurt badly. Though hurt, the rest of his family was alive, and driver was sentenced to a nice lengthy prison sentence.

A little while later, Jim was in his neighborhood trying to get away from some bullies. He ducked down an alley, and hid behind a dumpster, hoping that they wouldn’t see him. They turned down the alley and checked everywhere, one of them looking right at his hiding place - but that one either didn’t see him or didn’t say anything to the others. Maybe that guy wasn’t too bad. Who knows.

What really helped him put things together, though, was when he got drunk in college and somehow ended up on the roof of the student union building. When he woke up, he didn’t know how he’d gotten up there, what had happened, the roof access door was locked, and, to top it off, the campus police were standing down below, so he couldn’t climb down without being seen. Jim began to panic. If he was caught, he would probably get cited for underage drinking, trespassing, and who knew what else. He kept telling himself, don’t let them see you, don’t let them see you. He happened to glance in a reflective puddle on the roof of the building, and noticed he couldn’t see himself. Stopping in wonder, he stared at the puddle, and then faded back in. Telling himself not to be seen, he watched as he disappeared. Okay, invisibility. He could work with that. He might at least be able to avoid being caught, and slip through the door if someone came up. The door. He looked at it, remembering that car accident, wondering if it wasn’t happenstance that had saved him that day. He walked up to it, took a deep breath, and, pushing forward, walked through the door, into the stairwell. Heading down, he found that the stairwell only went to the top floor of the building, and he’d have to find another way down. Invisibly slipping through the door, he moved towards the elevators before stopping. There were cameras watching the elevators. He couldn’t just walk up and push the button to call an elevator, even invisible. A security guard watching the cameras might get suspicious. He’d have to wait until someone came up, and then slip into the elevator behind them. Walking towards the elevators, he saw the doors open from the other end of the hallway, and the custodian come out with his cart. He started running towards the elevator as quietly as he could. Who knew how long he’d have to wait for an elevator if he missed this one? He had to catch it. The doors began to close. He wasn’t going to make it! He wasn’t - !

Suddenly, he was in the elevator, the doors closing behind him. Pushing the button for the lobby, he tried to figure out what happened, but in his still panicked state, he couldn’t process what happened. He got out of the building and made it back to his dorm room, where he fell into a blissful, peaceful sleep.

Over the next summer break, he began experimenting with his abilities. He didn’t know how he’d come to have them, but he knew he couldn’t have them going off when he wasn’t aware and possibly embarrassing him. Eventually, he figured out that he had teleported into the elevator (although discovering that by teleporting up to the roof of his parents’ house wasn’t the safest method for doing so). That next school year, the Campus Avenger, a dashing (he was a guy in a ski mask and hoodie) and heroic vigilante appeared, protecting the denizens of the campus from criminals and hoodlums (he prowled the streets during party nights and made sure people got home safely).

Jim graduated with a degree in computer science and, for a time, stopped his vigilante activities. After all, he was now working for a branch of Wayne Enterprises, with the work being quite demanding. Then, when he was on his way home, he saw a mugger try to accost a man in an alley. He rushed in to help the man, but the mugger pulled a knife and slashed at him. Jim reacted without thinkgin to save his life - by going intangible. The knife passed harmlessly through him, and the confused mugger got a punch to the face before Jim teleported behind him, grabbed him, and disarmed the knife. The mugger ran off, and the man thanked him profusely. Jim went home and, after thinking about it, decided he could do this at least part-time. He had stumbled upon a couple of interesting designs at work on the Wayne Enterprise server, and he could replicate them. Soon, Ghost was born. Though he primarily fought low-level toughs and back alley muggers, he eventually had a brush with Captain Cold. He was able to foil Cold’s heist, and was trying to battle him just as the Flash showed up. Ghost teleported away quickly, since he was an unknown vigilante. He thought he was clear, but the Flash told the Batman about him, and the Batman tracked him down, offering him a position on a new superteam. Initially refusing, for the team would be headquartered in a different city, he was chosen for a transfer to a Wayne Enterprises facility in that very city. Amazed at his luck, he accepted the offer, and now he might do a bit more good than just beating up muggers.

Explanation of Powers:

Jim doesn’t know the origin of his powers. They just showed up one day. However, they are actually the result of a rogue scientist who injected several infants with what he hoped would be a super soldier serum. The scientist died before he could learn if his work was successful, but it appears to have at least partially been so, because of Jim’s abilities. Whether the other test subjects have the same abilities, or even survived, is unknown. Though not a power per se, his situational awareness makes him quite adept at noticing things, and is a slight side effect of the injection.

Ghost’s powers make him an excellent infiltration specialist. His invisibility makes him undetectable to all forms of sight, and doors are no obstacle since he can go completely intangible. His teleportation is short-range, but still effective enough for a quick getaway.

His combat style focuses on incapacitation and evasion. He knows he isn’t the strongest combatant in a straight-up fight, so he relies on grappling and other forms of incapacitation to take opponents out quietly and quickly from stealth. If he has to fight directly, he focuses on wearing his opponent down and avoiding injury himself.

Appearance and Personality:

When Jim Margrove walks down the street, no one looks at him twice. He’s fairly ordinary, and though he looks to be in slightly better than average shape, he certainly isn’t going to stand out in a crowd. He likes it that way, for it makes it easier to keep his identity as Ghost hidden.

Ghost’s appearance, however, is a matte black form-fitting jumpsuit, boots, gloves, and a mask that fully covers his face with two eye-holes. His utility belt is also black. He chose the colors out of practicality - after all, since he does most of his crime fighting at night, it helps to not stand out.

In personality, Jim enjoys a good joke and spending time relaxing. However, his approach to life is a measure twice, cut once approach. When he would locate a mugger, he would always take the time to make sure the criminal didn’t have a buddy or two who could blindside him while he dealt with one, and always avoided a fight he couldn’t win - after all, he couldn’t help the victim if he became one himself.

I've left room for growth in basically every facet of his character as we move up in power level. He's still figuring his powers out somewhat, as well as learning new tricks.


It seems insubstantial is the theme of submissions. Either one of us is getting in or this is going to be the JLA:Team Squishy.


Philo Pharynx wrote:
It seems insubstantial is the theme of submissions. Either one of us is getting in or this is going to be the JLA:Team Squishy.

You saying this team needs a tank? I could look at something like that for my submission...

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