Paragons: Gods Among Men (Inactive)

Game Master WhtKnt

What would you do if you awoke one morning and found that you could fly or project flame from your open palms? Would you save the world... or destroy it?


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Dark Archive

2 people marked this as a favorite.

This is not a recruitment thread, but a very preliminary interest check. It will be a month (perhaps two or three) before this campaign begins, if there is sufficient interest.

I am looking at starting a Mutants & Masterminds 3rd edition campaign based on the Paragons campaign setting from Green Ronin. In this campaign, the characters would play normal humans who suddenly and inexplicably gain super-powers.

What makes the campaign different is that the players would develop PL 2 characters with no super-abilities. Powers will then be added by the GM to bring them up to PL 8, but the players will not know what powers they have inherited (at least, not right away).

Naturally, there will be some event that causes stress, and some of your powers will likely reveal themselves, and as the campaign goes on, you will learn more about yourselves and your new abilities, as well as what is happening in the world around you.

Any interest?


i'd give it a shot, depending on what type of character we are creating (high school kid? middle aged cubicle-dweller? anything we want?). i'm not SUPER pumped about not developing my own powers, but i suppose it could be fun not knowing what they are (plus it's less work). especially if we can give the GM an idea or "wish list" of what kind of Superheroes we might like to play to sort of give the GM an idea of what powers appeal to us.

Dark Archive

The type of character you create would be entirely up to you (although PL 2 is high for a very young child). You are absolutely free to give the GM a wishlist, and such would be taken under close advisement in the design of your character. I would not want someone to be stuck with a character that they considered absolutely unplayable.

Dark Archive

interested.


WhtKnt wrote:
The type of character you create would be entirely up to you (although PL 2 is high for a very young child). You are absolutely free to give the GM a wishlist, and such would be taken under close advisement in the design of your character. I would not want someone to be stuck with a character that they considered absolutely unplayable.

alrighty then, i am interested. what kind of character i start with (pre-super) would probably depend on what the others start with.

my issue wasn't necessarily with "unplayability" but rather i didnt want to end up with a character who was a speedster if i wanted more of a brute, etc. i like a variety of character types in mutants and masterminds, though, so it shouldnt be too much of an issue for myself.

some character ideas that come to mind for me (in no particular order):
- a scientist. exposed to radiation, he then gains radiation-based powers (radiation blasts, a radiation form that can walk through or melt through walls, etc.)
- a Dr. Strange type person with magic-based powers
- a physicist who ends up with powers related to transfer of energy. uses absorption to take energy of various sorts and convert it into blasts or force fields, etc.
- bodyguard or entry-level cop, former military, has brute-type powers (thinking powers like Alex Mercer from Prototype. strength, density, invulnerability, might, etc)


Definitely interested. I like the role-playing aspect of not knowing what powers you have and finding out as you go.


I'd be interested. Probably a major league baseball player. Once he develops powers he would face a moral quandry. Reveal his superhuman and status and get an 'asterik' next to his record or try to keep them concealed.


Interest has been expressed. :)

One thing we've done for board-games (esp. cosmic encounter) is to give each player the option of 2 or 3 power sets, and allow the player to choose 1. In this case, it might work to have power 'sketches', and the GM only works up the one selected. Or, alternatively the GM sketches up one power set with 2/3 options before the GM runs the #s.

My base character preference would be a college professor (second- or third-tier state U - not a top-flight school), with a specialty leading to a related 'radiation accident'. Either an actual industrial accident, or emergence of some 'super trait' that the academic specialty gives access to (extra-dimensional math guy, I'm lookin' at you). specific thoughts include:
- astrophysics/astronomy
- mathematics
- historic anthropology (medeavalist)
- geneticist


Heh. coincidentally, I'm watching The 4400, which recently popped up on Netflix. Now I may be inspired to dust of my Heroes DVDs as well...

Dark Archive

Okay, looks like we have some takers. I'll jot down your board names and PM you when I get closer to having it set up. Probably will be mid-October, maybe as late as November.


Time enough to see Heroes again :) Turns out there's not too much dust on my MnM books.

Silver Crusade

Figure I'd throw out some interest myself. Kind of going through a busy spot at work, but after this month it'll start to slow down.


sweeeeet


I'll also put myself forward as interested. M&M is my favorite system and I'd love to get a chance to play a superhero. Two months until a proposed start date sounds great, as by then my life will be a lot less suddenly complicated. GM-chosen powers sound interesting; I'm guessing that the GM would choose power-related complications like Accident and Weakness as well?

With the other characters proposed, I'd go with something like a high school student. Lots of superheroic fun to be had with that kind of situation. Powers... a classic paragon would be fun. Or an ice elemental controller, or a super-agile hyperkinetic in the vein of Spider-Man or Daredevil.


Interested. What edition of M&M?


EDIT 3 rules set is nice,
Herolab fun.

Idea 1:

I would love to play a female TimeLord, not "The Doctor" but anther time lord "The Traveler" who would stick more to the rules of the time loads, "No messing with Wibaly wobaly timey wimy" Rules, so she would be very reluctant to mess with time, "Bad things happen when you mess with time, fix a problem yesterday and you could end the world tomorrow, we have rules that stop that kind of thing" So she would have to ASK the timelords if she could interfere with time [The GM] so as not to brake the game. Shes on earth as a safe place, young and low in "Time Lord Training" [AKA powers] but she know her heritage and is just keeping her head down for now, she dos not know why he was marooned on earth.

--------------------------------
Idea 2:

If not that then just a Time manipulator based super/pre-super, Kind of time and space super movement, not "speed" that's a whole other ball game, more shifting in time and space etc,

Back ground would be mixed Blood Alien/human, Kind of child from another reality Alien thing going on. Or other world, Plane etc.

thinking a Hobo type, he has flash back to being in other places, one day he wakes up its NYC next Rome, next Greece, then an Alien city, he thinks hes going mad, and no one believes him.

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

well that's my ideas

Dark Archive

3rd edition, but not set in the DC Universe.


Dropped the Time Lord Idea.

Basic outline:

Thinking Powers
Main power.

--Movement 2 Teleport 120' mov +50lb 10pp
--->
--->+1/r Extended [4 miles]
--->+1 Turnaround

Alt Power Movement 5 (Dimensional 2 [Alt-earths] + Time 3 [A;ll]]
--->+2 Subtle undetetable
--->-1/r Uncontrolled

Alt Power Movement 2 (Dimensional 2 [Alt-earths]
--->+1r Attack [Wil Save DC12]
--->+2Dimensinal 2 Alt Earths
--->+1 Reversible

Alt Power Movement 2 (Dimensional 2 [Alt-earths]
--->+1r Attack Objects [Wil Save DC12]
--->+2Dimensinal 2 Alt Earths
--->+1 Reversible

Secondary powers

Linked Affect 1 6pp
Comprehend 2
-->Speak all
-->Understand all
+
Mindreading 1 DC11

Linked Affect 2 3pp
Immortality 1 [2 weeks]
Immunity 1 Ageing

Advantages
Eidetic Memory
Jack of all Trades

Ability all 0 but for AGL 1 INT 1 AWE 1

Skills Acrobats +1
Deception +2
Expertise +1
Ives +1
Insight+1
Perception +3
Stealth +3
technology +1
Treatment +1

30/30 PP spent


Thinking about it as the start can cut this back to the one power,
Super Movement, Alt Earths/Timelines, with an attack based on it, and teleport alt power.

That would keep him simple, his power is Uncontrolled [GM control etc] v time, In fact the idea is he dos not ravel in time but moves to an Alt Earth that has a diffident time line etc. so as not to brake the game,

"The Shiftier"

Linked power Super Movement [9pp]
P1: Movement 2 (Dimensional 2 [Alt-earths] 4pp
p2: Movement 5 Time 3 [all] 3pp
->-1/r Uncontrolled

Alt Power x 2

LP1: Movement 2 Teleport 120' mov +50lb 10pp 7pp
--->+1/r Extended [4 miles]
--->+1 Turnaround

Alt Power Movement 2 (Dimensional 2 [Alt-earths] 7pp
--->+0r Attack [Parry Save DC12]
--->+1/Affects Objects
--->+1 Reversible

the other 21 points would go on PC base.

All Stats getting +1 =16pp

three Advantages =3pp
Eidetic Memory
Jack of all Trades
Move By Action.

Skills =0pp
ALL +1

Then 2pp left for fun things


Dropping from this it looks dead

Dark Archive

Not dead, just delayed. I said it would be a month or three. Anyone still there? Will be sending PMs to the interested within a day.


I've been keeping an eye on this, and I could be interested too. A lot depends on how busy I am when we actually want to start up. I love Mutants and Masterminds though. Let us know.


Still interested :-)

Dark Archive

This is now officially a recruitment thread. As noted previously, you will be playing a modern-day human at PL2 (or less, if you desire). The GM will then add powers to bring you to PL8. You may, nay, are encouraged to make suggestions regarding your power sets, but you will not know the extent of your abilities except through trial and error.

All of your powers will stem from a common theme (e.g., fire powers), but I intend to make it interesting and some of the connections may be tenuous. For example, your power over flame might include the ability to create a choking smoke that sheathes an area in darkness.

Please do not submit a fully powered character; all I need is a PL2 character with no super-powers and some suggestions that you would find
interesting to play as far as power sets.

I'll give one week for recruitment, plus a few days for me to assemble characters, so the official start date will be December 8. RECRUITMENT ENDS AT 11:59 CST ON DECEMBER 6, 2013.

We also need to discuss here the campaign will be set. Do you folks prefer a big city or a more rural setting?


Tenro wrote:

some character ideas that come to mind for me (in no particular order):

- a scientist. exposed to radiation, he then gains radiation-based powers (radiation blasts, a radiation form that can walk through or melt through walls, etc.)
- a Dr. Strange type person with magic-based powers
- a physicist who ends up with powers related to transfer of energy. uses absorption to take energy of various sorts and convert it into blasts or force fields, etc.
- bodyguard or entry-level cop, former military, has brute-type powers (thinking powers like Alex Mercer from Prototype. strength, density, invulnerability, might, etc)

Still interested. Is there an age range we should put our character in? And I prefer bigger city to rural area.

Dark Archive

Age is from 12 to 120. Just keep in mind the limitations inherent to younger or older characters.


Presenting Jackson Hail for consideration...

Background

Jackson Hail was one of the youngest Ph.D.'s to ever graduate from MIT. To make his accomplishment even more impressive, he received Ph.D.'s in both Physics and Chemistry. After graduating, Dr. Hail took a position at Science Tech as an assistant professor and has been there ever since. He's spent the last 5 years working to develop his concept of NanoBodies which are nanometer size machines that following injection could interact and alter a person's DNA. Jackson knows that a Nobel Prize is in his future if he can develop the machines.

Power Level 2 (30 Power Points)

Abilities (18 Power Points)
Strength - 0
Agility - 0
Fight - 0
Awareness 1
Stamina - 0
Dexterity - 3
Intellect - 5
Presence - 0

Skills (7 Power Points)
Expertise Science - 8
Technology - 6

Advantages (5 Power Points)
Eidetic Memory
Improvised Tools
Inventor
Languages (German, Chinese in addition to English)

Complications
Responsibility
Accident

The Exchange

never played but I love supers games, I could give it a try if you're cool with new players.

Dark Archive

Absolutely! You can either send me a detailed description of the kind of character you want to play, or you can try your hand at developing a character using the SRD. You have 30 character points to play with.

Dark Archive

Still interested in playing.


Kicking around a number of character concepts, I've sorta run up against the idea that the "self-made super" doesn't fit in with the campaign theme well. The idea, 'i've spent the last 15 years of my life dedicated to XYZ martial art', or, 'over the last decade my researches into the connections between alternate dimensions and ancient sorcery have led me to 25 successful magical spells', are pretty much right out. Does that hang together?

I'm looking at
- 'found an artifact' (magical amulet, powered suit with no directions, etc.) fits the theme.
- discovered a heritage (grandpappy was an alien/atlantean/whatever, i'm an alien but don't know it, i'm a mutant with powers) seem to work OK
- radiation accident! (radioactive spider bite, caught in the dematerializer experiment at work, voodoo priestess summoned a loa to ride me, etc.)

The whole 'i'm from the future/outer space/dimension Q, and i'm stranded/lost/here to help' also doesn't seem to work, without an element of amnesia of some sort.

Does that jibe with the campaign baseline?

Sczarni

Here's the character idea I was kicking around from September. I'm also considering a boring call center employee, which I'll throw up if I have time!

Spoiler:
Kelsey Wilson is a normal, every-day dime-a-dozen teenager. Skinny and in baggy clothes, she looks like the perfect mark for any number of crimes-- and she would be, if she wasn't a skilled technical fighter.

Picked on relentlessly during her middle-school years, Kelsey's sole retreat was watching martial arts films with her father. Secretly, she began to amateurishly practice techniques from the films she watched. Her fantasies of taking violent revenge on her persecutors turned into genuine skill and interest, and after her tormentors grew up and left her alone, her desire to learn to fight remained.

When her parents divorced, Kelsey went to live with her father. After weeks of pestering, he enrolled her in a local karate class for what he thought would be a few weeks-- and it only turned into four years of near perfect attendance. She's been there since she was twelve, learning from grown men half as talented as she is.

For a sixteen year old introvert, she's surprisingly naturally skilled at hand-to-hand combat. A franchise karate dojo, however, is hardly a worthwhile place to hone her skills, and she's held back by her training. She participates in the photography club at her high school with her few friends, but is secretly only there because she's too annoyed the boxing club members won't take her seriously.

Kelsey has few prospects for her future. She pays attention in class, but has a hard time presenting herself, which of course is an issue for all walks of life. If she can convince her father, Kelsey hopes to join a women's mixed martial-arts training program at the local gym.

Abilities

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

Advantages

 Defensive Attack, Defensive Roll, Improved Critical (Karate), Improved Initiative, Improved Trip, Instant Up, Equipment 1

Skills

 Acrobatics 3 (+4), Athletics 6 (+6), Close Combat: Karate 1 (+4), Expertise: Current Events 4 (+3), Expertise: Martial Arts 5 (+4), Expertise: Photography 3 (+2), Insight 5 (+6), Perception 4 (+5), Stealth 1 (+2), Treatment 2 (+1)

Equipment

 Digital Camera, Cell Phone (Smartphone), Computer, Flashlight

Offense

 Initiative +5

 Throw -1 (DC 15)

 Unarmed +4 (DC 15)

Languages

 English

Defense

 Dodge 1, Parry 3, Fortitude 2, Toughness 1, Will 1

Power Points

 Abilities 4 + Powers 0 + Advantages 7 + Skills 17 (34 ranks) + Defenses 2 = 234


Submission, "Ace"

Ace:
Agent of Change, "Ace", Paul Corkran

Core concept - an ecosystem mapping robot/cyborg from a now-defunct alien empire, intentionally unaware of his nature.

Civilian - Paul Corkran is a 26 year old biological sciences field guide. He's not the scientist, but he supports the scientists with logistics, supply, transportation, and occasional film/photography. Although young, he has carved a niche in this particular area, and runs 3-5 projects per year. He's got a BS in field biology from UNC Wilmington, licenses for every form of transportation known to man (specifically light planes and boats). He's got his passport, stamped in about 25 countries, a network of college buds, and contacts with in-country guides and suppliers throughout the world.

Powered - Ace is a cyborg. He's been mapping and gathering ecosystem data on Earth for a Long Time. It's unclear whether Ace came to North America in the Clovis immigration, or with the early Vikings. His core programming (with a lock-out against self-introspection) includes a mimic feature - about every 30-50 years, Ace resets, taking on the local language, local appearance, standing up some new identity, and archiving his previous personality and memories. [Note: this is not a planned 'feature' power set, but intended as a plot mechanism. Maybe, many character points down the line, Ace will figure out how to bypass the inhibitors, and gain direct access to his mimic circuits and archived memories..]

Most recently, Ace 'reset' about 10 years ago, took two years stand up and adopt the Paul Corkran identity. Ace's identities consistently seek out exploration and ecosystem discovery roles, with all of the information fed into a vast database, waiting (in vain) for his alien masters to retrieve him someday.

Ace's robot form is powered by a temporal imbalance engine [Note: hand wavy pseudo-science alert! However, game effect distinctive features, for folks that can detect temporal anomalies...]. The basic chassis of Ace's robotic form provides physical robustness, broad life support (Ace doesn't need to eat, breathe, or sleep, though Paul Corkran doesn't know that...), some odd senses, and remarkable regenerative abilities. The self repair element of Ace's frame is important, because all of the original engineers and technicians are long gone and lost to memory.

Ace's temporal imbalance engine can also be used to create time-based effects. These include a variety of effects in accelerating his own time frame [Note: fast strikes, fast running, 'quickness' getting-things-done], and creating temporal distortions in his immediate vicinity [Note: force-field like defense, boosted damage to strikes, a small, short range blast, 'time tricks'].

Power Level 2, 30 PP: Abilities 20 + Advantages 6 + Skills 4
Str: 1 Agi: 1 Fgt: 2 Awe: 1 Sta: 2 Dex: 2 Int: 0 Pre: 1
Advantages: Benefit (Field Biologist/Guide/Pilot licenses), Connected, Equipment 1, Jack-of-Trades, Languages 1, Well-Informed
Skills: Close-Combat (unarmed) 1, Expertise (field biologist) 1, Investigation 1, Perception 1, Persuasion 2, Vehicles 2
Complications: social distance (aversion to lasting attachments), distinctive features (temporal anomaly), compulsion (eco system survey), responsibility (called away for field biology gigs), secret (scrubbed past - before college)

Powers -
durable recording instrument - some protection, immunity(life support), detect/sense/acute life/living systems
quick-brick - a little super-speed, fast movement, teleport-must-transit with big limits, temporal-distortion (force field, damage to strength, small blast, smaller area blast)


And here's my submission, a middle-aged warehouse manager and ex-marine.

Frank Laufley, ware-house manager and ex-marine.
Age: 37 Male

STR 0
STA +1 (2 pts)
AGL 0
DEX +2 (4 pts)
FGT +1 (2 pts)
INT 0
AWE 0
PRE 0

Skills:

Athletics 6 (3 pts)
Close Combat
(Hand to Hand) 6 (3 pts)
Expertise
(Warehouse Mgmnt.) 4 (2 pts)
Expertise
(USMC) 4 (2 pts)
Ranged Combat
(M4 carbine) 8 (4 pts)
Vehicles 8 (4 pts)

Complications
Motivation: Patriotism
Relationship: Son

Advantages
Connected
(Marine buddies) 1 (1 pt)
Contacts
(Marine buddies) 1 (1 pt)
Inspire 1 (1 pt)
Skill Mastery
(vehicles) 1 (1 pt)
(30 pts)

Notes: The son of a Viet Nam vet, and a former Marine (driver of the amphibious LVTP7) Laufley now manages the warehouse of a short-haul freighter (where he started as a driver). He is divorced, but on amicable terms with his ex, Cindy.


ah, turns out that i only have 2E rules for MnM. anyone know where i can get free access to the rules? i will look for an SRD.

EDIT: found an SRD.

my character will be a Nuclear Physicist, and some ideas for preferred powers would be the following:

- radiation blast (energy blast)
- radiation form (turn into energy, could perhaps move fast, move through walls, cause damage by a touch (to melt through walls perhaps)
- radiation shielding
- some things that accentuate his intellect (bump his intelligence into superhuman levels)
- ability to absorb energy
- some sort of healing (using knowledge of anatomy to target healthy cells/malignant cells, then targeting healthy ones with radiation to grow and using harmful radiation to kill bad cells, etc)


Using the SRD, I would say that this is a good idea for my character. A 35 year old Nuclear Physicist that is well-renowned in the field of nuclear science, particularly as relates to medicine. What i mean by this is that he in an expert in Nuclear Science, but under that umbrella he has worked on things from weapons to medicine and is well-versed.

I spent all his points on Intellect, mental skills, and a single rank in Benefit: Wealth (so he is well-off in terms of money, but he is no Tony Stark or Bruce Wayne).

Dr. Warren Mulheer:

Strength
Agility
Fighting
Awareness
Stamina
Dexterity
Intellect 5 (10pts)
Presence

Initiative

Offense

Dodge (agl)
Parry (FGT)
Fortitude (STA)
Toughness (STA)
Will (awe)

Defense

Powers & Devices
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H e r o : ___________________________________________________________________________ __________________________

Skills

Total Ability Ranks Other
Acrobatics
Athletics
Close Combat
________________________________________
________________________________________
________________________________________
Deception
Expertise
_________ Science 8 (4pts)
_________ Medicine 8 (4pts)
________________________________________
________________________________________
Insight
Intimidation
Investigation 4 (2pts)
Perception 4 (2pts)
Persuasion
Ranged Combat
________________________________________
________________________________________
________________________________________
Sleight of Hand
Stealth
Technology 6 (3pts)
Treatment 8 (4pts)
Vehicles
Complications
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Advantages
_________Benefit: Wealth_____________________________________________________________________ _____________________
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EQUIPMENT, VEHICLES, AND HEADQUARTERS
___________________________________________________________________________ _________________________
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Another submission - though Terrence can also be yanked by the GM as a villian if he'd prefer... :)

Gates/Terrence:

Gateway Event, "Gates", Terrence Nardeau

Core concept - Anthropologist been doing fieldwork in West Africa, participated in a set of ceremonial rites of passage. The rituals and the narcotics gave him access to flows of energies (the 'channels') and their entry and exit ('gates') from people, places, and things.

Civilian - Terry Nardeau is a respected anthropology professor. He has published journal articles, several books, and a textbook. He leads seminars and gives guest lectures at diverse universities around the world. On a recent field expedition, he participated in initiation rites and experienced a hallucinogen-fueled mystic vision - one that struck home as no other altered state of consciousness ever had. Since that time, he has been pursuing the doorways and byways of the revelations. He has reduced his lecturing commitments, increased his narcotic intake, and expanded his research into arcane formulations. Terry is tottering - he could tip into a bad place with little effort. Or, he could find purpose and inspiration in exercise of his powers to combat evil in the world.

Powered - Gates is a wizard. He manipulates transitions and transfers. These gates and channels so far address only transfer of energies - vitality, types of powers, etc. - from one entity to another. Gates is beginning to experiment with transfer of matter, though initially the gates and channels for that capability run along uncertain and inconveniently placed ley lines. Eventually, he will come to command the gates between realities that he now runs afoul of unintentionally, and finally to understand that the only gate of perception is the soul.

Power Level 2, 30 PP: Abilities 14 + Advantages 6 + Skills 5 + Powers 4
Str: -1 Agi: 2 Fgt: -1 Awe: 4 Sta: 0 Dex: 0 Int: 3 Pre: 12
Advantages: Inspire 2, Leadership, Ritualist, Trance, Ultimate Effort - expertise(magic)
Skills: deception 1, expertise(anthropology) 1, expertise(magic) 2, insight 2, investigate 2, perception 1, persuasion 1
Powers: magic 2, force field 3, linked(weaken 2, enhance(awe) 2) (all limited(gestures, incantations), mystic descriptor)
Complications: accident - all 'spells' can backfire for localized drain/damage (escaped nasties); addiction - hallucinogens; fame - hosts a TV show; motivation: thrills - Gates is looking for an outlet

Powers -
a variety of transfer spells - particularly linked nullify and 'mimic'. bigger direct damage spells, greater defensive spells

Dark Archive

A little clarification:

The setting is Earth, c. 2014. The world is very much like the one we know. No confirmed cases of "super-powers" have been evidenced to this point. Some few people believe that certain persons in the past may have had metahuman abilities (such as Jesus Christ, Moses, or Davey Crockett), but most accept that metahumans are fictional, limited to comic books and movies.

Likewise, intelligent alien life has never been evidenced. The existence of such is almost undisputed among scientists, but we have never been contacted openly (and it is generally accepted that the probability of such is astronomical).


@Whtknt - hence Ace's lack of knowledge of what he is, and Gates's tottering steps into the realm of magical art.. :)


BTW, in a recent near-future game I ran, we had a mutagen kicking around that was 99% lethal (Wild Card virus, if anyone's familiar). One faction of folks tried to assassinate the Dali Lama with it, but the PCs jumped in, and the luck controller brought home that 1% chance. Last we checked, the Dali Lama was hanging with the Watchers and trading koans with them.


Well if its not dead Im back in baby :)


They say there the oldest race but I beg to differ Time_Lords

GM Capt Wombat's PC Background + Sheet - Long:

Still thinking some kind of "Shiftier", all his powers relate to that. Time, Space, Dimensional shifting all linked.

Another world another time,

Time November the 5th 1977

Place the Colonial Palace of the British Empire in Boston
The British Imperial States of America (BISA)

Who: Montgomery Witherspoon was running late, the Colonel Science Academy meeting was starting and he wished to see Professors Harper's talk on Trans-Dimensional filed mechanics for use possible teleportaion devices. Montgomery had kissed his mother good night and now at 9pm was running in the rain to the talk. As a research fellow at King Elvis the 1st Royal Boston University he could not miss this. His whole department would be there and he was meant to be helping Professors Harper's as his assistant during the talk. he rand in the back doors to the lecture theater,

"Hi Miss Copper sorry I am late, let me take that"
He said Professors Harper's PA

As she hands him the try if cables
"Where have you been, hes been playing marry hell because the pads have not been set up yet, now get to it you next time I will ask Wilkins to help"

He nodded and then when up the steps to the platform. All around where rings of seats going up, here the brightest minds in the kingdom would tonight look on wile Professor Harper's have his demonstration. He worked hard and fast, linking in the power cables and synchronizing them to the two pads. Then he got out the cage that had a small monkey in it.
Tonight this monkey would be teleported all of 10' from pad to pad. The world would look on and be amazed. He would be famous on campus, he would be for ever be Professor Harper's Assistant the night he showed the world yet another amazing discovery. He was day dreaming when a voice behind him said sharply.

" Witherspoon!! have you not done yet, look their starting to come in, get that finished then get off the stage until I call you!"

"Yes Professor, was all he could say"
as all he could reply

The great man stomped off to glad hind then facility heads

The room filled and soon lights where dimmed, Professor Harper's started with the math, Montgomery slid on a Chalkboard with it on, then a small cut away model, last off all he pulled away the sheets showing the two full sized pads and bright on the Monkey in the cage. Montgomery placed it on pad A and then stepped back as Professor Harper said to the throng looking on.

"And now I shall demonstrate the full sized system on a live subject"

He pulled back the power lever and! Nothing, he did it again, nothing.
there was a few titters from the audience. The great Professor round at Montgomery. In a greeted teeth whisper he said

"By the French Emperors balls you little git, I'll have you sacked and shipped off to a research missing in the united states of Alaska if you don't FIX THIS AND NOW!!"

More mutters from the audience and shaking of heads.

"yes Professor, sorry Professor, right away Professor"

he rushed over to the B pad and at once spotted what was wrong. He had cross linked to cables, simple just pull them out and put them in the right links. He knelt down on the B pad and pulled 1st one out then the other, I can do this faster if I just put them both back in at the same time He thought to himself.

He never did find out of it worked, to every one on the room there was a blinding flash, and poor Montgomery Witherspoon was lit-up then blasted apart into subatomic participial, the Power serge rang back to the power switch and Professor Harper, still holding at the on position. Several 1000 volts however lit him up to. Also in a tragic way killing him instantly as he became a smoldering human torch. Screams, cry's and a a stampede followed A fire crew came and said the two men where dead, as one could not be found and the other was a blacked mess. How ever the monkey was fine and doing well.

Time: 2014
Place: JFK Stat Metal Hospital in Harrington Connecticut USA.

Two Doctors eat lunch.

"So Andy hows that new patient of yours, the one they found last week down near Boston."

"Classic delusional ted, says hes from another reality, where Elvis is king, as in HRH king and the British Empire includes the US, man hes hard going, says he was a tech and some experiment went wrong"

"That old line Bill, So do you know who he really is yet?"

"not a stitch on him when he was found, he dos have an English ascent so he could be a brit, you know lost wile on holiday, wife runs off has brake down. Or voice guy says its real but the Brit cops say hes not on any of there records do where trying Canada now."

"Well best of luck with him, o whats he call himself?"

"Your going to love this, Montgomery Witherspoon, really like that's real"

The two docs brake up and one heads off to do his rounds, thinking about him he looks in on Montgomery Witherspoon siting on his small bed in a small hospital room. He was writing frantically in a small pad with a pence.

"What you doing Montgomery?"
The doctor asked, always best to show interest little things like this could give clues as to who he really was.

"The Chalkboard you see Doctor! it was all on the Chalkboard, the math you see, if I could just remember it you know, But I did not see it all, I missed some and well, BUT! I can still write it down, hyes, Then I could make a new set of teleport pads and you know work out the test, then go home, to Mother, she will be missing me by now, I know she will."

The doctor knew all about his mother and the world he said she was in,
he looked with pity at the man who called himself Montgomery,
Poor guy, totality nuts,

He turned and left, As Montgomery look up at his closing of the door.
There was a clatter, the Pencil was of the floor again, it kept doing that, falling through his hand or was it his pencil at all. He looked up, The room now had yellow walls not Pale blue. This had been going on all the time. Things small things around him kept changing. he told now one, they would really think him mad then. No he would just stick to the truth and see how it all worked out. Yes that's what he would do. The Pencil clattered to the floor again.

=========================================================

Thinking about it as the start can cut this back to the one power,
Super Movement, Alt Earths/Timelines, with an attack based on it, and teleport alt power.

That would keep him simple, his power is Uncontrolled [GM control etc] v time, In fact the idea is he dos not ravel in time but moves to an Alt Earth that has a diffident time line etc. so as not to brake the game,

"The Shiftier"

All Stats getting +1 =16pp

three Advantages =3pp
Eidetic Memory
Jack of all Trades
Move By Action.

Skills =0pp
ALL +1

Then 1pp left for fun things


Ooooooooh, me like! I have a few questions, if you will indulge me.

1. What type of 'powers' can we choose? Purely ones that are superpowered or more technological and/or mystic ones as well (Example: Device or Arcana,). I will likely make a 'standard' superhero, but I just want to know what options are available.

2. I presume we are making superheroes and not supervillains, correct?

3. What edition of M&M will be used? The newest one?

4. What city will this be set in? Freedom City? Some real world city?

5. Will all the characters 'go super' as a group or all happen separately and they wander across each other by chance?

EDIT: 6. Can we use powers from books other than the core?

Also as a note, this is finals week for my college, so my posting will be somewhat sporadic for a day or two.

Hello there, Cap'n Wombat! TSP here.

Dark Archive

1) Devices are a possibility, though you will likely have some sort of hyper-inventing or super-intelligence. Likewise, magic is also a possibility. You would probably start out with just a single ability, but could unlock more.

2) That is entirely up to you. As I said, what would you do if you awoke one morning and could fly?

3) Yes, the 3rd edition.

4) I've been throwing that question out to the group. I'd rather not use Freedom City, but I can either use a real-world city or a made-up one.

5) You may know each other at the start, but you will not gain your powers as a group.

6) Not unless you can cite a reference and I have access to it.

Dark Archive

A reminder: I will be choosing your powers. I am certainly open to suggestions or "wish lists," but ultimately, I am the final arbiter.

The powers will follow a common theme, but may be quite unique in how they are interpreted. (Yes, I have the Power Profiles series and will be making use of it.)

Dark Archive

Since the question has been broached, I'll ask again:

Will this be set in real or fictional place, and should we go urban or rural? In this case, rural simply means a small town, where urban is a big city.

If a real city is chosen, let's start discussing which one. If a fictional city is preferred, I'll start working up a map.


I would prefer a very metropolitan/cosmopolitan city, real or fictional.

Also, can it be reasonably assumed that if a character has a few ranks in Benefit: Wealth, they have access to a cell phone with Internet? I honestly can't picture a millionaire/billionaire who wouldn't buy a $300 phone. On a related note, would having 5 ranks in Benefit: Wealth break the game? I think it would be good to have a person who could fund things, e.g. the science character's projects and perhaps have a base of operations? My character is going to be a 'insanely rich socialite' who develops mental powers (A lot of mind control abilities, though which ones I would prefer, I will look into,).

Dark Archive

Nope. Insanely rich is fine, if that's the route you wish to travel. And yes, you can have a phone.


What about an HQ later on? I assume we all are going to form a 'Justice League' type organization, right?

I don't mean to overreach, I'm just trying to lay out a logical plan for my character.

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