| EltonJ |
| 1 person marked this as a favorite. |
Special Note: Oh, everyone, you own the Copyright on your hero -- although at least two are derivative right now (the Guyver and Chance Burton). You created your hero, it's yours to do as you wish.
I'll own the copyright on most of the villains you face. I still plan on using some villains (or at least their stats) from DC adventures. They will be Guest villains, part of a crossover. And some villains comes from Green Ronin Publishing's Rogues Gallery (the Alchemistress, the Syndicate, and Arctic Fox, for example).
| Philo Pharynx |
Shinediggersby wrote:How common are people with superpowers in this setting?Not very common. 1.5% of the population has superpower.
I'm not an Otaku about MHA, but I thought that the majority of the population had quirks. It's just that most people have less powerful quirks that aren't suitable for superheroing.
| EltonJ |
EltonJ wrote:I'm not an Otaku about MHA, but I thought that the majority of the population had quirks. It's just that most people have less powerful quirks that aren't suitable for superheroing.Shinediggersby wrote:How common are people with superpowers in this setting?Not very common. 1.5% of the population has superpower.
Exactly. :-)
| Greekfyre |
Slyness wrote:I would prefer to be a student and disregard the time frame, just assume that it happened the appropriate amount of time ago.Gotcha. We can say the events of the movie (and conception) took place 15 years ago.
Another option could be that some nefarious spell kept Gracie's pregnancy 'frozen in time'....causing Gracie to be able to do something most mothers can not do while scolding their child. Many mothers can use how long it took to give birth during labour, but most cannot say they carried their child for over a year (or in Gracie's case for over a decade).
With her unborn child's luck power keeping her safe in unbelievable ways during the years she was pregant with her child.
The above option can add some uniqueness to the mother-child dynamic even in a world of super-powered people.
| Batman. |
Okay, I decided on the background for Batman. At first I was going to keep him completely away from DC inspiration, but my muse kept dragging me back.
-----
Wayne never what quirks his biological parents had. International adoptions often have paperwork issues and strange privacy laws. But Mama Lina and Mommy Lois loved him. He was a toddler when they figured out that he could be quiet. Too quiet. Mama Lina was pleased as punch about this and began setting up training. Not just focused on developing his power, but also making sure he could control it. Useful when the offensive part of his quirk came online.
That was one of the advantages of having a mother who was a security consultant. The fact that she had been a criminal was complicated. Another complication was that his other mother could literally smell when there was more to a story. But she taught him how to look deeper into things.
The early training really helped bring out his quirk, making him definitely Zion High Material. But the suit that Mama Lina got him helped put him over the top.
| Slyness |
EltonJ wrote:Slyness wrote:I would prefer to be a student and disregard the time frame, just assume that it happened the appropriate amount of time ago.Gotcha. We can say the events of the movie (and conception) took place 15 years ago.Another option could be that some nefarious spell kept Gracie's pregnancy 'frozen in time'....causing Gracie to be able to do something most mothers can not do while scolding their child. Many mothers can use how long it took to give birth during labour, but most cannot say they carried their child for over a year (or in Gracie's case for over a decade).
With her unborn child's luck power keeping her safe in unbelievable ways during the years she was pregant with her child.
The above option can add some uniqueness to the mother-child dynamic even in a world of super-powered people.
Cool idea, thanks.
| Greekfyre |
Greekfyre wrote:Cool idea, thanks.Another option could be that some nefarious spell kept Gracie's pregnancy 'frozen in time'....causing Gracie to be able to do something most mothers can not do while scolding their child. Many mothers can use how long it took to give birth during labour, but most cannot say they carried their child for over a year (or in Gracie's case for over a decade).
With her unborn child's luck power keeping her safe in unbelievable ways during the years she was pregant with her child.
The above option can add some uniqueness to the mother-child dynamic even in a world of super-powered people.
You're welcome.
| Wrong John Silver |
Special Note: Oh, everyone, you own the Copyright on your hero -- although at least two are derivative right now (the Guyver and Chance Burton). You created your hero, it's yours to do as you wish.
I'll own the copyright on most of the villains you face. I still plan on using some villains (or at least their stats) from DC adventures. They will be Guest villains, part of a crossover. And some villains comes from Green Ronin Publishing's Rogues Gallery (the Alchemistress, the Syndicate, and Arctic Fox, for example).
Interesting! I hadn't thought about copyright for PCs before. I suppose it's important, today!
By the way, was there anything further we needed to do in preparation?
| Shinediggersby |
Ok here's bird girl again only this time with her completed origin story and some other minor tweaks/additions.
Name: Ava Hawke
Alias: Talon
Gender: Female
Height: 5’5”
Power/Quirk: Bird of Prey
Origin: Inherited altered DNA
Appearance:
Casual Clothes
Hero Costume
Background:
Ava Hawke is the daughter of the villains Night Hawk and Shadow Falcon. They were originally the products of a secret project of a biotechnology company called The Animo Corporation to create superpowered soldiers by altering humans with animal DNA which was contracted by the military. They were thought to be a success at first but then their animal instincts began taking over, causing them to kill uncontrollably. When the military tried to have them killed they escaped and turned to a life of crime. When Ava was five her parents were arrested and since then she's grown up in foster care.
Growing up she became something of an outcast amongst her peers once they started to find out that her parents were supervillains. Some bullied her for it while others were scared of her. She would move around a lot due to being in the foster system but eventually people would always find out. She didn't have many friends until she was nine and discovered that she could talk to birds.
Around the same time her powers started to develop she moved into a group home run by a woman named Helena Sanders who was once the superhero named Lady Light, but she has retired from the life of a hero years ago. Ava became one of four foster children in her care and she was one of the kindest people Ava had ever met. For the first time in her life Ava felt at home. As Ava grew older more powers similar to those of her parents began to emerge.
Everything started to change for Ava when she started to develop the predatory instincts of a bird of prey. At first it wasn't all that noticeable, she was a little more aggressive than usual but what teenager isn't? It was only when she lashed out at one of her foster siblings with her talons that she and Helena realised something was wrong. Helena tried to help Ava learn to control it which helped, but only somewhat. It was clear she was in need of more guidance so Helena used some of her connections from her days as a hero to get Ava a place in Zion High School.
Complications:
Motivation: Ava wants to prove that she is nothing like her parents and can be a hero. She has a fondness for the natural world, especially birds and will oppose anyone that threatens nature.
Hunter’s Instincts: Ava’s more animalistic instincts are prone to taking over, particularly when she is angry. They cause her to lash out blinding without care for who she hurts. Ava fears that because of this she will turn into a villain like her parents.
Reputation (Villain Parents): There are some that are quick to judge Ava because of who her parents are and may treat her badly or fear that she will turn out like her parents.
Relationship (Helena Sanders): Helena has always been kind to Ava and has tried her best to help her keep her animal instinct in check. She could have cast Ava aside the first time she lost control of her powers but didn't and for that she will always be grateful. If she was ever in danger Ava would do whatever it takes to protect her.
Pl 10 150 pp
Abilities: 64pp
Strength: 7 fighting: 0
Agility: 10 awareness: 5
Dexterity: 0 Intellect: 0
Stamina: 10 presence: 0
Offense:
Initiative: +14
Unarmed: +0, dc 22 toughness
Grab: +0, dc 17 strength or dodge
Talons: +10, dc 25 toughness
Wing Beat: dc 20 dodge, dc 20/25 toughness and dc 15/20 strenght
Hunter's Sight: dc 20 Will
Defences: 15pp
Dodge: 10
Parry: 10
Fortitude: 10
Will: 10
Toughness: 10
Skills: 16pp
Athletics 2 (9), Acrobatics 2 (12), intimidation 6 (6), investigation 5 (5), perception 10 (15), stealth 3(13), Sleight of hand 4 (4)
Advantages: 10pp
Animal Empathy, hide in plain sight, power attack, all out attack, improved initiative, extraordinary effort, move by action, evasion 2, takedown.
Powers: 45pp
Wings: Flight 7, wings. 7pp
Ava can sprout large bird like wings that allow her to fly.
Eagle eyed: Senses 9, Darkvision, extended vision 2, danger sense (visual sense type), direction sense, microscopic vision 1, tracking (visual) 1, rapid vision 1. 9pp
She has keen senses similar to, but in some cases even greater than the animals her powers are derived from.
A little Bird told me: Comprehend 2, speak to and understand animals, Avians only. 2pp
Her mental connection with birds allows her to essentially speak their language and understand them
Bird Mimicry: Feature 1, mimicry. 1pp
Like some birds she can mimic sounds and voices.
Bird of Prey: Array, 23pp + 3 alternate effects
Wing Beat: Strength based damage 3, area (60ft cone), linked with move object 10, area (60ft cone), reduced range (ranged to close), limited to pushing away from user. 23pp
By flapping her wings with incredible force she can create a powerful gust of wind to hurt and push back her foes.
Talons: Strength based damage 3, multiattack, accurate 5, precise, improved critical 3, improved smash. 23pp
Her fingernails can extend into extremely sharp talons that she can attack with rapidly.
Hunter’s Sight: Affliction 10 (Vulnerable, Defenceless, resisted by will), cumulative, subtle 1, insidious, feature (user is aware of the location of those currently afflicted), limited degree, conditions limited to user's attacks. 23pp
Her hunter's instincts allow her to assess her targets and pinpoint their weak spots. While someone is chosen as her prey she always knows their location.
Bird’s Eye View: Remote Sensing 11, Visual and Auditory, subtle 1, Medium (Avians). 23pp
Her psychic connection with birds allows her to see and hear through them even at great distances.
64+15+16+10+45 = 150
| Toptomcat |
How unusual are the PCs in this universe?
If there are enough PL 10 teenagers in a world that they're in the same high school together, my first question is 'how has the Earth not yet been knocked off its orbit?' PL 10 is 'globally relevant superhero' even in extremely high-supers universe like Marvel and DC, and would be a global A-lister in slightly less bonkers places like MHA or Worm. Are our classmates already routinely making front-page news?
| EltonJ |
How unusual are the PCs in this universe?
If there are enough PL 10 teenagers in a world that they're in the same high school together, my first question is 'how has the Earth not yet been knocked off its orbit?' PL 10 is 'globally relevant superhero' even in extremely high-supers universe like Marvel and DC, and would be a global A-lister in slightly less bonkers places like MHA or Worm. Are our classmates already routinely making front-page news?
Ah, interesting question. The answer is, the students can't escape media attention all the time.
| Greekfyre |
Anything in part 2 takes precedence over part 1, such as the name and population size of the municipality Parker grew up in.
The coastal village Parker is from, Jordan River, is a small coastal hamlet (with a population of about 100 people) that is located on the southwestern coast of Vancouver Island located in British Columbia, Canada.
The city Parker moved to with his father is Victoria, the capital of British Columbia, which is located on the southeastern coast of Vancouver Island.
The characters:
Parker Macarius Song (Greekfyre's legal name)
Dr. Daphne Song (nee Alana) - Parker's mother (one of two doctors who work at the medical centre in Jordan River.
Kenji Song - Parker's father. He is a successful author who has sold many novels in various genres, using a nom de plume for each different genre he pens novels in
Alana Song - Parker's sister, who is three years (and grades) younger than Parker.
Vinnie (a high school senior while Parker was a freshman, the leader of the high school group of delinquents Parker spent his free time with when he was a freshman at the high school he attended in Victoria, B.C.)
Sammy (a high school junior while Parker was a freshman, part of Vinnie's crew)
Jimmy (a high school sophomore while Parker was a freshman, part of Vinnie's crew)
Tony (a fellow freshman that Parker befriended during detention, and who is the most junior member of the crew of Vinnie's crew (not including Parker)
I left the ethnicities of Vinnie's crew open - feel free to choose them randomly if you want, Elton. I also did not name a number of the NPCs (or the last names for Vinnie and his crew). Feel free to use names you want, including connections to other important NPCs of other PC backgrounds).
Vinnie's boss (name ?) (runs the chop shop)
(2 npcs - names ?) - chop shop car body detailer)
(2 npcs names ?) - chop shop mechanic
(4 npcs name ?) - car thieves
firefighter who saved Parker's dad (Pete ??)
firefighter who 'saved' Parker (??)
The two cops that caught and booked Parker (?? and ??)
homeroom teacher of the Victoria high school Parker attended (??)
principal (??)
detention teacher (??)
social worker (??) who came into Parker's life when his father was not able to return home as a capable legal guardian of Parker (due to being in a burn ICU unit, then the psychiatric ward at a hospital in Victoria).
Continued from Part 1 of Greekfyre's Origin Story....
Sammy, Jimmy and Tony go to wait outside as Vinnie told them. The garage door to the chop shop closes after they exit the building.
"Is this the guy then, Vinnie?" the chop shop operator asks as the rest of the criminals get to work on the new vehicle, not paying attention to the conversation their boss is having.
"Yes, he is, boss."
The hardened criminal looks Parker up and down, "Vinnie tells me he has never met a wheelman as talented as you. Think you can handle bringing me a ride like this one," he indicates the car Parker recently stole and parked in the chop shop, "twice a week?"
Parker attempts to conceal his discomfort at how real the conversation is getting with someone he just met, "Couldn't Vinnie just drive them here after we have finished our joy rides, Mister....?"
"No names for now, kid. Part of how we stay under the radar. Hard to be in cahoots with someone you do not know the name of, after all."
A bit perplexed by the word 'cahoots', Parker replies, "Yeah, I guess so. So Vinnie can take the rides from me to deliver them to you, right?"
The older criminal reassesses Parker, then turns to Vinnie, "Yeah, Vinnie can take care of that. Take him to the back and get him up to speed, Vinnie." and then gives Vinnie a look that Parker does not notice, conveying what sort of task he is giving Vinnie.
"Sure thing, boss. This way, Parker." and starts heading towards a door in the back wall, "We have to go a few buildings back to get you filled in fully."
Vinnie and Parker make their way to a small circular concrete building, with some plastic gas cans leaning up against the side of the building. The building has what appears to be medieval style arrow slits along the exterior wall about six and half feet from the ground. The single entrance into the building is a steel door with multiple reinforced glass windows, with less than a foot between each pane of glass and the edges of the door.
Vinnie opens the door, "Head in and turn on the lights, Parker. Switch is on the wall straight across from the door."
Parker, nervous sweat starting to form on his brow, "Let me get my lighter out to make some light to walk through."
Vinnie snags Parker's zippo lighter as Parker takes it out of his pocket, "Don't do that, there are flammables inside."
As the situation is starting to kick in his fight or flight response, Parker attempts to sprint past Vinnie, who easily holds Parker in place, then shoves him through the doorway and slams the door shut.
"Vinnie, I never said anything to the cops. By the gods, I kept my mouth shut!"
"I believe you, Parker. This is about tying up loose ends that can't be connected back to me." Vinne picks up one of the plastic gas cans, raises it and tips it so the gas starts to pour into the small building through the arrow slits. "Boss says this time I have to stay to make sure the loose end is taken care of. I don't know how you managed to survive the fire that consumed your room. No hard feelings, Parker. Boss says if I don't take care of this mess then I will be part of the mess he will have to clean up. I got too much to live for. I have plans. Plans I cannot afford to have you throw a wrench into. Adios, Parker, thanks for the fun times. Now be a good sport and die this time."
The non-explosive though flammable materials within the building (wooden benches & shelves, paint thinner, cans of spilt paint, etc.) get doused with the gas that Vinnie pours into the building, then he flicks Parker's zippo on and flicks it into the building as well, "Here's your lighter back, Parker."
The light of the fires along the base of the walls inside quickly reveal that the only way into or out of the building is the metal door. Parker tries to open it, with no success, "Vinnie, let me out!
"Darn it, I forgot to bring some marshmallows. I like to burn mine extra crispy. How about you, Parker? Are you an extra crispy kind of guy? You soon will be if you weren't already. I'll think of you next time there's a bonfire at the beach and I'm roasting marshmallows. I'm pretty sure that Sammy and Jimmy can be trusted to keep their yaps shut. I'm not so sure about Tony. You might be seeing him in the afterlife sooner than later."
The flames start to flicker closer to Parker, Parker sweating from the fear of knowing he's about to die. As the first orange flame touches his leg, its hue shifts to green, then a flame from the other side of the door does the same thing.
Parker increases the rate at which he is pounding on the metal door, "Let me out! My dad is still alive! You're not a murderer! Let me out and you still won't be one!"
Vinnie chuckles, "You think this is my first bonfire rodeo, Parker? Far from it. Flames have such a hypnotic quality to their chaos. I love how the flames will sometimes flicker," the orange, blue and yellow flames inside the building seem to have doubled in size the moment Vinnie said the word, 'flicker'.
"The boss tells me I have to be more discreet when I use my power. He repurposed this old tool shed for me to take care of my craving while wrapping up any loose ends he is worried about...like you, Parker."
"You can control fire? You could use your power to save people, Vinnie, not kill them."
"Nah, villains have more fun. The sounds of their screams is the best complement to the hypnotic flicker of the flames."
Again, the non-green flames inside the building doubled in size again when Vinnie said the word, 'flicker'.
"Speaking of which, your screams should be starting right about now," Vinnie walks to stand in front of the glass-paned steel door, "What the?! What's causing the green flames? Pretty shade of green it is. How are you not screaming, Parker? You're engulfed in green flames."
Parker punches at the glass, to no effect. In a rage he punches at the metal of the door and to his, and Vinnie's shock, his clenched fist phases through the door.
"Now I see how you survived the first fire I tried to get rid of you with."
The revelation that Vinnie started the fire that nearly killed his dad, Parker's rage takes form as green flames extend from Parker's hand that is on the exterior side of the door and reaches out to envelop Vinnie.
"I don't do fair fights, Parker." Vinnie says as he withdraws away from the door until he escapes the green flames, "How the flames look lovely when they flicker,", the non-green flames growing twice in size again, now reaching the height of the 30 foot ceiling of the stone building, "like flickering", the non-green flames causing the interior of the stone building to reach close to incinerator temperatures, "Christmas lights. Parker, you were supposed to die last week. Make this easy for both of us and die already."
Parker, not seeing where Vinnie is, thinks of more green flame extending out from his hand outside the building...and launches clouds of green flame in all directions he is able to, including 250 feet up into the night sky.
"Odd, that you can phase through the steel but not the glass, Parker.", Vinnie taunts his prey, "Too bad for you there's too much glass for you to walk through the door."
"Thanks for pointing that out, Vinnie. There's no glass in the walls. I'm going to see you pay for hurting my dad."
Parker, realizing neither the fire nor the smoke is a detriment to him, regardless of the hue of flames, pulls his hand back inside, steps to the right and goes to phase through the wall...and gives himself a concussion from the impact when his head hits the wall fast and hard and gets knocked out.
Vinnie, disappointed that he will have to get his hands literally bloody, walks around the building and grabs an axe that is hanging on the back side of the building. As he starts walking back around to the door he hears the sirens of fire trucks getting close.
"Third time's the charm, as they say, Parker. Enjoy your third chance at life. We'll meet again soon."
Vinnie's boss and his crew, upon hearing the approaching sirens, close up and darken the chop shop, giving the appearance of just another decrepit abandoned dock warehouse.
The firefighters that arrived on the scene locate the concrete building that has multi-coloured flames burning inside. The firefighters that saved Parker's dad recognize Parker's unconscious (and unburnt) body.
"Let the cops know we have an arsonist suspect to take into custody."
Over the next 24 hours Parker was in police custody and interrogated. Parker never told the cops about Sammy, Jimmy or Tony. He told them Vinnie was responsible for starting the fire that nearly killed his dad and that Vinnie was the one that locked him in the concrete building at the docks. Fearing retaliation against him through his parents and sister, he did not tell the cops about the chop shop.
Parker's mother came and got him from the station and drove him back to Jordan River and enrolled him at the nearby rural high school to complete his freshman year.
Over the next several weeks since Vinnie tried to kill him, an arsonist started multiple fires in the city of Victoria, with the same m.o. Scorched into walls at the scenes, as if someone used a high heat flame thrower to write 'Flicker' as a calling card. Investigators soon ruled out Parker as a suspect, and Parker told the cops that it seemed like everytime Vinnie had said the word 'flicker' the night he tried to kill him, the flames doubled in size.
A week after he finished his freshman year, someone from Zion High came to Jordan River to talk with Parker's mother. Parker's mother, knowing the threat that Vinnie represents to her son would be lesser if Parker were trained as a hero at Zion High and gave her consent.
After hearing Parker was cleared of being an arsonist suspect, the two firefighters who rescued his father reached out to him and asked if he would be interested in working at the firehouse for the summer, to which Parker wanted to accept but his mother initially refused to give her consent until the firefighters promised her that Parker would never be out of their company while he was in Victoria.
Complications:
Motivation (Doing Good): Parker was always a good kid with the only lapse in that being when he was rebelling against his father for breaking up the family, which resulted in Parker commiting non-violent petty crimes and non-violent joy rides for a few months.
Complication (Enemy): Vinnie ? (villain code name: Flicker)
Complication (Identity): Part of the stipulation Parker's mother had for enrolling Parker at Zion High was to keep his identity a secret, and she was very persistent that none of his face or hair can be seen while in any hero costume they design for him. "As my husband is...was prone to say, 'Some people have jawlines that would make it hard to conceal their identities in half-masks that don't cover their jaws. There are thousands of Bruce Campbell fans that would be able to pick him out of a line up of people wearing Batman cowls.' No half-masks for my son."
| Siphon_ |
I hope it's not too late to submit something!
Here's my submission: Siphon
She's a power/vitality stealer in the same vein as Rogue except that she has control over whether or not she drains someone. Also, she *has* to drain people as a means of sustenance because she can't eat otherwise.
She's also a reformed villain.
The world sympathizes with a sick child, the Tepes discovered after Valerie was diagnosed with a rare disease that attacked her cellular mitochondria. When the disease confounded local doctors several years ago, Martin and Sonja Tepe resorted to crowd funding to raise money and awareness for their plight. They quickly became enamored of the attention and moderate celebrity, appearing on local talk shows and becoming the topic of various fluff pieces in the media. Valerie became more of an exhibit than a daughter to her parents.
Yet all the donations, fundraisers, and awareness campaigns could not actually cure her, and her health deteriorated. Martin and Sonja became more desperate, taking her anywhere someone would offer up a little bit of fame with an unusual diagnosis. But eventually interest in Valerie's condition waned as the quacks and pseudo-scientific hucksters piled up.
When Valerie turned fourteen and it became evident that she would not see her fifteenth, Dr. Sange arrived out of nowhere, offering a mysterious treatment that would save Valerie's life. He offered no fame, no publicity, only a chance at her continued living. The Tepes had, ultimately, no choice but to accept.
Valerie endured strange treatments, chemical baths, mysterious injections, and esoteric radiation treatments. It was a long, arduous process for her, full of strange sensations, discomfort, and pain.
When the treatment finally finished, Dr. Sange returned her to her parents, yet she appeared no better. She was gaunt, weak, and anemic, just as before the treatments. Yet, when they invited a childhood friend over for a visit, the moment she touched her, Valerie became instantly better, though Theresa became ill and sickly.
Dr. Sange appeared extremely pleased at this turn of events. Even though Valerie's sudden health began to wane after a few hours, Theresa took weeks to recover. The Tepes were outraged; they couldn't take any fame from Vanessa's unusual recovery if she could only gain vitality by stealing it from others.
When Valerie's parents attempted to confront Dr. Sange, he responded by presenting them a bill for the staggering costs of the treatment. He also quietly demonstrated that he had the resources to ensure that either they paid, or would suffer. It was then that he offered them a means to repay him. After some deliberation, Martin and Sonja Tepe agreed.
* * *
"It's going to be so easy," her mother told her reassuringly. "All you have to do is go with these people to the police station. You touch a few of the police officers, and you'll feel better. They'll go to sleep, and that way, these nice men will be able to recover some property that the police accidentally took. No one will be hurt, and you'll feel so much better." Valerie nodded dutifully as the car door closed. When the vehicle pulled away, she watched her mother and father hugging each other through the window. Then she turned and looked at the men in the car with her. All had been instructed not to touch her skin, so they looked at her uneasily.
Her mother was right. It had been easy, and she felt so much better afterward. She was dropped off by herself near the police station, giving her time to be found by an officer taking a smoke break. Her sickly complexion immediately got his attention and she was brought inside. Then she began to drain the life force from the cops, one by one. By the time she had absorbed half the night shift, she felt great. The men who dropped her off showed up and emptied the place of drugs, guns and other bits of vital evidence, and Valerie felt well for a whole week.
Dr. Sange came back several times, offering additional debt forgiveness if Valerie would assist various associates of his in the collection of this or that. Valerie would sate herself on security guards, bank employees, computer security chiefs, and others to access restricted areas.
The Tepes prospered. Their debts fully paid, they reaped untold profits by hiring out their daughter to whomever needed her special abilities. They moved from their moderate home in the suburbs to a grand estate in the hills. Living in the lap of luxury, Valerie's parents forced out any remorse for her wrongful acts, continuing to broker her villainous activities for their own profit.
After a little over a year of these clandestine activities, Valerie, going by the code-name of Siphon, went up against her first super-powered individual.
She was brought on to help raid a cargo ship and obtain some black-market weaponry being smuggled in from Santo Elto on behalf of the mysterious Mr. Cane. She was in the process of absorbing the ship's captain when a costumed do-gooder arrived on scene. In a burst of blue energy, the Azure Avenger appeared, sending the mercenaries scattering. Somehow aware of the smuggled shipment of outlaw hi-tech weapons, he effortlessly knocked around Mr. Cane's goons to keep the shipment out of villainous hands. However, not expecting to see such a young girl with these thugs, Azure didn't react in time to keep Valerie from touching him.
She siphoned off his blue-spectrum powers, incapacitating him and gaining a rudimentary control over Azure's light. Mr. Cane was able to recover most of the weapons, and Valerie sank the ship with the Azure Avenger aboard using his own energy beams. (He got better.)
Suddenly, Siphon was in the big leagues. Her asking price tripled, and that price quadrupled in the days after she had siphoned off one hero's power or another. Any time there was the fear of a super-powered do-gooder who might snoop around, Valerie was called in.
To adjust to the campaign's theme of a super hero high school, let me know if you would prefer Siphon to have put her villainous past away (maybe a hero catches her and pushes her to enroll in Zion since he recognizes that she's been manipulated by her parents), or maybe she's still expected to do villainous things on the side and after school by -- something that would disagree with her new relationships with more heroic-minded classmates.
Costume images will be forthcoming, but she usually wears a sleek black catsuit on jobs and will probably stick with that aesthetic.
| EltonJ |
I hope it's not too late to submit something!
Here's my submission: Siphon
She's a power/vitality stealer in the same vein as Rogue except that she has control over whether or not she drains someone. Also, she *has* to drain people as a means of sustenance because she can't eat otherwise.
She's also a reformed villain.
** spoiler omitted **...
It is almost too late. I'm ending recruitment tonight.
| EltonJ |
If the submission has to be finalized by tonight, I won't be able to. I'm out of town and won't be back home to get the book and update Siphon from PL 6 to PL 10 until the weekend.
Hopefully this won't be a deal-breaker, but if so happy gaming!
I can extend it to tomorrow night if you need more time, Siphon_!
| EltonJ |
Slyness wrote:I still have a few points to spend, cleanup to do, and more background to write, but the gist of the character is there. Again, I have no experience with M&M, so I am open to feedback.I am working on Chance.
Okay. I still need to see your character write up and stats. Although I'm sure GM Supertumbler can also give you feedback if you ask.
| EltonJ |
Slyness wrote:Still not sure what more you need that isn't in the link to my sheet.Do you mean something more than is in the link?
Okay, I can choose. First of all, I wanted to mention that there was a great outpouring of human imagination during this recruitment. A lot more than I got for my recruitment for my D&D fantasy games, that's for sure! It wasn't boring to read your entries. It was like a real treat for me.
My Pathfinder recruitment for my Pathfinder games always had something of the same theme. Even with allowing all the classes, there wasn't enough imagination involved. I guess I was looking for something different when I started this game, and I got it. This will be a refreshing roleplay for me, since I get to use some villains I managed to acquire. Right now, the Zion High setting is in the DC Comics Universe. I'll explain why later. The city you are based in is Zion City. No, you're not going to meet Superman. You might see Batman though.
I'm looking for six heroes to make the cut for the Young Justice (Zion) team.
1. Caterina.
2. Greekfyre.
3. Jonathan Wraith.
4. Jessie Guyver
5. Batman.
6. Mach 3.
Sorry everyone whose heroes didn't make the cut. I know there are some disappointments, and I'd like to say all of your heroes were great. But you can save your hero in case this game takes off (the Superhero fantasy genre is different than the regular fantasy genre) I might do a spin-off and do something for Gotham City.
| Miss Calaveras |
Which characters are still playing? It looks like you have two armored suits, death magic user, and a speedster, right?
Yeah, right now, the active PCs are:
Jessie Kamiya, lady Guyver battlesuit transformer
Jaime aka Mach 3, speedster with an ironic penchant for being late
Parker Song aka Greekfyre, flying blasting scion of four fire gods
Catrina Ortiz aka Miss Calaveras, wielder of death magic
It's a fun group, come join the class!
| EltonJ |
Which characters are still playing? It looks like you have two armored suits, death magic user, and a speedster, right?
Can you repeat the character generation rules, or just link to posting and add any updates?
Thanks
What You'll Need
* One copy of Mutants and Masterminds Deluxe Heroes' Handbook (3e). I linked the place where you can get the PDF. It's Drivethru, Paizo. Use just the the Core Rulebook to develop your Hero. If you have power ideas beyond the core rulebook, then we can talk about it.Designing your Hero
Origins. from what I saw of the interest check, there is an outpouring of human imagination when it comes to heroes! Come up with a origin for your hero and how he got his "quirk." I'll leave it up to you. Your quirk can be one power, or a number of powers related on one theme.
Age. You are all High School first years (Sophomores). But first, you need to test into Zion High School, so you will face fake villains as your test.
Costume. In Zion High, your Physical Education teacher may have you change into your costume for outdoor activities. Be creative in designing your costume. I also need you to design a costume and link a picture of it, so everyone can see it. If you lack drawing skills, you can also describe it or buy one of Storn Cook's illustrations from Drivethru. Also, you may have to come up with a Superhero name for your character. And yes, you all know each other, so if you need a secret identity, we can talk about that as well. Although I don't care if your costume is the sky.
Complications Remember, you need a motivation for adventuring, and another complication.
Power Level. We are using Power Level 10 to start. You are free to use the Archetypes on pages 34 through 49 of the M&M 3rd Core Rulebook if you need to figure out where to start.
Powers or Quirks. I know M&M 3e had booklets upon booklets describing certain powers. However, to make sure we are on the same page, I'd like you to stick to the Core Rulebook. IF you can't, again we can talk about it. I may have to try and get my M&M pdf collection from one of my thumb drives.
Advantages. Advantages in M&M 3rd are like feats in Pathfinder or D&D 3e. Try to pick Advantages that fit your concept.
GM Approval. I need to approve your hero for play. So feel free to make up more than one if your first concept doesn't fly.
Okay, that's it. Any questions?
| Jubal Breakbottle |
What's the setting? I thought I read DC universe, but the Gameplay has Cable in it. Is it mash-up? Can I get a thumbnail description of the world, so I understand what myths to draw upon. I'm thinking about an Atlantean but want to understand where your Atlantis is.
PL 10, and 150 power points, right?
thanks
| EltonJ |
| 1 person marked this as a favorite. |
What's the setting? I thought I read DC universe, but the Gameplay has Cable in it. Is it mash-up? Can I get a thumbnail description of the world, so I understand what myths to draw upon. I'm thinking about an Atlantean but want to understand where your Atlantis is.
PL 10, and 150 power points, right?
thanks
It's a bit of a crossover. It's still DC Universe. Cable is probably the only crossover so far from the Marvel Universe, and I'm keeping it that way. Because there is a Guyver in the game, there is a crossover with Yoshiki Takaya's Guyver: the Bioboosted Armor.
Atlantis is under the Atlantic Ocean, close by Bermuda. (Google Earth has the position of Atlantis.) Poseidonis, it's sister city, is 10 miles away to the North and is under the sea as well. Do you have a copy of DC Universe for the M&M RPG?
Batman is currently leader of the Justice League. I've always assumed Superman to be the leader, but apparently it's Batman. Also, it draws on the "Young Justice" T.V. show, the first season is available for 20 dollars downloaded from iTunes.
Batman handles Missions.
Black Canary is a therapist.
Cable handles training.
Professor Martin Stein (one half of Firestorm) teaches science.
Zion High is located in Independence, Missouri. It was commissioned by the Justice League to be a place to train metahuman teenagers. There are two boom tubes that connect, secretly, to several cities around the US and to the Watchtower.
Enemies so far included Zoanoids, but I'm planning to draw heavily on the DC Universe for enemies.
| EltonJ |
Yes. I linked a picture of Garth on the profile.
No. Uthor hasn’t really accepted the superhero role that Aquaman has put in front of him. His secret identity is a prince of Atlantis. Part of his personal plot is the acceptance of the superhero role and accepting a name is part of that plot.
Okay. I'll wait for others to submit their heroes before starting.
:)| Slyness |
Just in case there is still an open spot, this was my original submission:
-----Description:-----
Chance is a good-looking kid with bright blue eyes and sandy blonde hair. Even at this young age, he has the strong jaw of his father, Jack Burton. He has an easy smile as if he doesn't have a care in the world. Well-worn cowboy boots, jeans and a Harley Davidson t-shirt are his go-to. And like his father, he would not be caught dead wearing anything with sleeves, much to his mother's dismay.
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| Pics: Chance / Maverick | Height: 5'7" | Weight: 140 |
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-----Abilities(62):-----
| Strength: 2 | Stamina: 4 | Agility: 6 | Dexterity: 6 | Fighting: 0 | Intellect: -1 | Awareness: 10 | Presence: 4 |
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-----Defense(26):-----
| Dodge: 10(4) | Parry: 10(10) | Toughness: 10 | Fortitude: 10(6) | Will: 10 |
• Defensive Roll: 6
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-----Trained Skills(9):-----
| Acrobatics: 8(1)| Athletics: 4(1)| Insight: 12(1) | Perception: 12(1) | Persuasion: 6(1) |
| Ranged Combat(Thrown): 8(1) | Sleight of Hand: 8(1) | Stealth: 8(1) | Vehicles: 8(1) |
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-----Luck(Rank:4)(Subtle:2)(20):-----
• Party Luck: You can spend a hero point or use Luck on another character’s behalf, with the normal benefits.
• Misfortune: You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls. The target of this last effect may spend a hero point or use Luck to avoid having to re-roll.
• Charmed Life: You’re largely immune to routine “bad luck”. You never get a flat tire, have to wait in line, or run into delays due to traffic accidents or weather.
• Gambler: You can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, resolve the game normally).
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• Lucky Shot(1): You can pull off an otherwise “impossible” shot. Your rank in this power determines the maximum effect of the attack: use the lower of the two, if they differ.
---Lucky Shot: Enhanced Extra(Perception Range), Variable Descriptor(Attacks), Ricochet(+1 point), Quirk(Limited to Lower of Attack or Extra’s Rank, –1 point) Quirk(Limited to Ranged Attacks, –1 point)• 1 point per rank
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• Visions of Fortune: You can sense a subject’s future in terms of good and bad luck and probable outcomes: the GM tells you if the subject’s luck is trending good or bad(or remaining largely neutral). A Perception check may be required for more detailed information, and the GM may also grant you spontaneous visions or impressions from time to time. This power is also a good means for receiving inspiration.
---Senses4(Precognition), Limited to Luck Trends • 2 points
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• Perfect Timing(1): You have an uncanny knack for showing up in the right place at the right time, whether it is an opportunity to run into someone you need to speak to or a last-minute save for a friend in need. You can do this a number of times per adventure equal to your rank. Like a number of luck powers, this one relies on some management by the Gamemaster, who decides when it comes into play, although you can offer suggestions and perhaps modify circumstances with a hero point used to further edit the scene. It is up to you and the GM to agree upon a plausible explanation for how you “happen” to show up where and when you do.
---Feature (Edit Scene to appear in it) • 1 point per rank
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• Lucky Escape(2)(1 week): You have an uncanny knack for survival, even in the face of certain death. Any time your character would die, you can return sometime later (determined by your effect rank) so long as you can provide a plausible explanation—no matter how outlandish—of how you survived.
---Lucky Escape: Immortality, Limited to Circumstances of Plausible Survival • 1 point per rank
• Lucky Escape II(5): For some characters, this power not only saves them from death but even from serious injury: What initially looks like an injury turns out to be far less serious. Perhaps it was just a graze, or something in your pocket or environment blocked the attack.
---Lucky Escape II: Healing, Limited to Self, Subtle 2 • 2 points + 1 point per rank
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| Origin: Innate Magic | Source: Chinese Sorcery |
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-----Senses(13):-----
• Vision-Extended(2): -1/1000'
• Vision-Counters Concealment(5): This sense ignores all Concealment effects, regardless of descriptor. Concealed subjects seem slightly “off” to you, enough to know they are concealed to others.
• Vision-Penetrates Concealment(4): This sense is unaffected by concealment from obstacles.
• Darkvision(2): You can see in complete darkness as if it were normal daylight; darkness provides no concealment to your vision.
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-----Movement(4):-----
• Leaping(2): Standing-30'
• Wall-crawling(2): You can climb walls and ceilings at your ground speed and are not vulnerable while climbing.
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-----Advantages(17)-----
• Attractive(2): You are Very Attractive, giving you a +5 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing.. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which would not be influenced by your appearance.
• Beginners Luck: By spending a hero point, you gain an effective 5 ranks in one skill of your choice you currently have at 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.
• Fearless: You are immune to fear effects of all sorts.
• Inspire (5): Once per scene, by taking a standard action and spending a hero point, allies able to interact with you gain a +5 circumstance bonus on all checks until the start of your next round, with a maximum bonus of +5. You do not gain the bonus. The inspiration bonus ignores power level limits.
• Language: Mandarin
• Luck(5): Once per round, you can choose to re-roll a die roll, like spending a hero point, including adding 10 to re-rolls of 10 or less. You can do this a number of times per game session equal to your Luck rank. Your Luck ranks refresh when your hero points reset at the start of an adventure.
• Teamwork: You’re effective at helping out your friends. When you support a team check you have a +5 circumstance bonus to your check. This bonus also applies to the Aid action and Team Attacks.
• Throwing Mastery: You have a +1 damage bonus with thrown weapons per rank in this advantage. You can also throw normally harmless objects as weapons with a damage bonus equal to your advantage rank and range based on the higher of your advantage rank or Strength.
• Uncanny Dodge: You are not vulnerable when surprised or otherwise caught off-guard.
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-----Complications:-----
Motivation-Thrills: For some the life of a superhero is all about excitement, thrills, danger, and challenge.
Gambling: Cannot pass on a game of chance.
Loyalty: Always help a friend in need.
Ignorance: Unaware of his power.
Enemy: Wing Kong mafia.
Enemy: Ch'ing-ti, god of the East.
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-----Background:-----
Chance is the son of Jack Burton and Gracie Law. He was conceived while Jack was under the influence of a magic potion provided by Egg Shen, who Chance knows as Uncle Egg. Unbeknownst to Chance, this magic was passed on to him in the form of extreme good fortune. He uses it to do a few card tricks and has no idea why he has been invited to Zion High. But his mother insisted that he try and his Uncles Egg and Wang encouraged him, so he is willing to try it out.
Chance doesn't know it, but he is now a central figure in a millennia-old feud between Egg Shen and Ch'ing-ti. Egg is the human avatar of Caishen, a Chinese god of Luck. They have gambled on mortals before and Egg lost the last wager when Lo-Pan turned out not to be worthy. Ch'ing-ti will attempt to sway Chance, in order to prove to Egg that mortals are inherently immoral. Meanwhile, Egg will encourage and guide Chance towards wisdom and hopefully, heroism.
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