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Tales of a Dark City (All Hell, Pyramid Head)

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Tales of a Dark City (All Hell, Pyramid Head)

Postby The Stray » Mon Dec 04, 2006 5:47 am

“O, wonder! How many goodly creatures are there here! How beauteous mankind is! O brave new world, that has such people in ‘t!”
--Miranda, The Tempest, Act V, Scene I


The year is 2028, and the world is a very different place. A catastrophe known as the Shadow Weave has contaminated the world with raw and unpredictable magical energy, spawning a change in humanity itself and opening up the world to people and creatures with superhuman abilities and powers. Legends and superstitions of bygone days crawl into the waking world, and the discovery of dimensions beyond our own have opened up a new “final frontier” for human exploration.

Bleeding edge technology blends with near mystical magical arts. Along with cheap energy, cybernetic enhancements, and enhanced genetic therapy have come increases in violent crime, decadence, and urban decay. In response to the threat of enhanced terrorism and bowing to the pressure of a frightened populace, the federal government has grown ever more draconian.

Into this world are thrust the Abnormals, the superhumans who are both loved and feared by the world at large.

This is the Brave New World.

And these are the Tales of a Dark City.


This thread is my attempt at getting the backgrounds and possibly the stats of some of the major and minor characters of my "Tales of a Dark City" campaign in one place. These are the Abnormals of the Brave New World.

First up: The roster of the various incarnations of The Watchmen, including all PCs and NPCs.

The Watchmen--The PC's group

Founding Roster (2020-2021):
Eric Lang, AKA "The Ghost I"--Leader of the Watchmen, The Ghost is the great detective, able to walk unseen, pick up minute details, and even move through walls and predict the future at times.
Reann d'Avon, AKA "Alexandria"--The finest mind among the Watchmen, Reann can communicate telepathically and detect flaws in systems and people. Too bad her own flaws trip her up so often.
Robin Kingsley, AKA "Nighthood"--A modern Robin Hood, Nighthood's skill in stealth is only exceeded by Lang's, and he has the uncanny ability to turn other's strengths into his own.
Kira Flannery, AKA "Jinx"--Bad Luck follows this Irish ex-Cryptkicker wherever she goes, much to the chagrin of both her enemies and her allies.
Dimitri von Jeggett, AKA "Trainwreck"--The German Marvel, a mutant with superhuman strength and endurance made legendary through a chemical infusion.
Kevin Newberry, AKA "Gabriel"--A privileged teenager alienated by the reputation of his father's business as much as by a burning secret he carries within.

Second Roster (2022-2023):
Eric Lang, AKA "The Ghost I"
Dimitri von Jeggett, AKA "Trainwreck"--The German Marvel, a mutant with superhuman strength and endurance made legendary through a chemical infusion.
Agent Katrina Brightsky--A profiler for the ARD, Brightsky has a psychic talent that allows her to peer into a person's dreams.
Gabriel Knight, AKA "Nightmare"--And up-and-coming writer who harbors a dark side just waiting to be unleashed.
James Wattson, AKA "Overload"--
Gary Redrush, AKA "Mad Dash"--Drake City's sponsored defender and flamboyant metrosexual speedster.
Jason Riddick, AKA "Enigma"--Two-fisted investigator on a quest for The Truth.
Andrew Ryder, AKA "Vortex"--A dark man with a dark past and control over gravity.
Dawn Summers, AKA "Talon"--Native American Professor tapping in to animal spirits
Tanya Winters, AKA "Nevermore"--Mysterious goth singer with powers over cold and death
Sabrina Kyle, AKA "Dark Angel"--Is she truly a woman possessed by the spirit of a fallen angel seeking redemption? Or is she simply insane?

Third Roster (2024):
Eric Lang, AKA, "The Ghost I"
Dimitri von Jeggett, AKA "Trainwreck"--The German Marvel, a mutant with superhuman strength and endurance made legendary through a chemical infusion.
Test Subject 19-GB, AKA "Spike"
Kira Flannery, AKA "Jinx"
Simi Ariki, AKA "Scarlet"
Davic Williams, AKA "Stalker"
Connor Kelly, AKA "Tempest", later "Genesis"

Current Roster (2028):
Deva Dystopia Lang, AKA "The Ghost II"
Connor Kelly, AKA "Genesis"--Back from his sojourn in the Worlds Eternal, Genesis has returned to avert a coming apocalypse.
Kevin Newberry, AKA "Gabriel"--Now grown up, the young man with the soul of an angel struggles to keep his goodness in the face of his company's corruption.
Blaire Brooks, AKA "Banshee"--Mousy college professor bonded to a psychotic screaming spirit. Now with sorcerous powers!
Chloe Tadeskey & Trey--Psychic on the run from the Brotherhood of the Third Eye, and towing along her boyfriend, who can't die and is thus pursued by Death Himself!
Jennifer Smith, AKA "Jane Doe"--Why do all these strange things keep happening to her!?
Auralon Matthew, AKA "Priest"--Pacifist with the soul of an ancient golem guardian
Draxok the Dissolver, AKA "Drax"--Part man, part acid-spewing black dragon.
Dimitri von Jeggett, AKA "Trainwreck"--The German Marvel, a mutant with superhuman strength and endurance made legendary through a chemical infusion.
Kira Flannery, AKA "Jinx"
James Wattson, AKA "Overload"
Arthur Wyndham-Dare, Practitioner of the Arts Hermetic--Sorcerer and Freemason, Arthur seems to have the world's best interests at heart...or does he?

The Outlaws--The Watchmen are not the only Abnormal superheroes in town...meet the Hellhole's guardians!

John Little, AKA “Goliath”--A huge black man, whose physical strength is surpassed only by the power of his heart
Tucker Hunts, AKA “Deacon”--A reverend at one of the few churches still active in the Hellhole.
Lana Walker, “Siren”--A young woman with the ability to control people through her voice
William Walker, “Luminocte”--A young man with the ability to bend and control light.
Anya Dressar, AKA "Ace"--Sneaky thief with the ability to bend people's perceptions.

Design Diaries:
#1: Personality Archetypes
Vices & Virtues
Natures and Demeanors
Last edited by The Stray on Mon Aug 06, 2007 7:05 am, edited 37 times in total.
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Mon Dec 04, 2006 11:38 pm

Deva Lang

Image

“Welcome to the Dystopia. I am your host, Deva Lang.”

Concept: Holographic projection of a sentient AI; PL 8; PP 198

Abilities: Str 10, Dex 10, Con --, Int 36, Wis 36, Cha 18

Saves: Tough +8, Fort +0, Ref +0, Will +13 (9 Impervious)

Combat: Attack: +0; Grapple +0; Damage +0 (unarmed); Defense: 10/10; Init +0

Skills: Computers +26 (13), Diplomacy +8 (4), Disguise +29 (0), Gather Information +12 (8 ), Investigate +21 (8 ), Knowledge (any) +13 (0) (+17 when recalling information), Knowledge (Technology) +26 (13) (+30 when recalling information), Knowledge (Theology and Philosophy) +21 (8 ) (+25 when recalling information), Sense motive +19 (6)

Feats: Connected, Contacts, Eidetic Memory, Equipment 4 (Headquarters [Deva’s Dystopia]), Skill Mastery (Computers, Gather Information, Investigate, Sense Motive), Well-Informed

Powers:

Comprehend 6 [Electronics 2 (Speak and understand), Languages 4 (Read, Write, and speak all languages at once)], Datalink 9 [Communication 9 (Radio [Op-Net]); Extras: Linked ESP 9 (Radio Sense)); Power Feats: Rapid 2 (x100 speed)], Immunity 30 [Fortitude Saves], Impervious Will Save 9, Insubstantial 4 [Extras: Linked Force Field 8, Sustained Corporeality; Flaws: Permanent; Power Feats: Innate], Morph 5 [Any Humanoid; AP: Concealment 4 (All Visual Senses)], Quickness 6 [x 100; Flaws: Limited to mental actions], Super Senses 14 [Radio, Visual Detect Psychic (free action, at range); True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden)], Teleport 1 [Flaws: Anchor (Anywhere in Deva’s Dystopia)]

Equipment:

Headquarters (Deva’s Dystopia):

Size: Medium; Toughness: 10 in Club section, 15 in hideout section

Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Holding Cells (+22 Toughness), Living Space, Power System, Security System 3 (DC 25, Affects Insubstantial)

Powers: Obscure 6 (Visual and Auditory; Extras: Duration (Continuous); Flaws: Partial), Summon Watchmen 8 (Extras: Type (any abnormal who has been in the club), Horde; Flaws: Illusionary (Will Save to Disbelieve), Duration (Concentration); Power Feats: Mental Link, Progression 3 (10 Watchmen)), Illusion 4 (All Senses; Power Feats: Progression 2 (25 ft. radius)), Create Object 8 (Power Feats: Precise, Subtle)


Drawbacks: Disability (No olfactory senses, non-acute tactile senses, -4 pts.), Weakness (Physically unable to leave Deva’s Dystopia, major, Very Common, -5 pts.)

PROFILE
Alternate Identity: Deva ex Machina, the Angel out of the machine
Identity: Secret
Occupation: Computer Mainframe
Group Affiliation: The Watchmen
Base of Operations: Deva’s Dystopia
First Appearance: Tales of a Dark City #35
Sex: Female
Age: 4
Abnormal Type: Spiritually Animated Construct
Allegiances: Person (Eric Lang), Group (The Watchmen), Belief System (Lang's philosophy)
Motivations: Acceptance, Responsibility
Complications: Naive, Responsibility (Club's computer system), Obsession (Living up to Eric Lang's example), Secret (She's really a hologram)
Virtue: Hope. "There are giants who have the power to change the world. My father believed this. If I can gather these giants together, we will make the world a better place for all!"
Vice: Envy. As a computer-generated hologram, there are a lot of experiences that most people take for granted that Deva cannot share in, and sometimes this upsets her, though she tries her best not to show it.
Nature: Celebrant. Inspired by the writings and musings of Eric Lang, Deva wants to continue what she sees as his work of creating a force that will guide the Abnormals of the world and help them use their abilities for the common good.
Demeanor: Judge. Deva desires to bring justice to those who have brought harm to others, though she has not yet learned that the world exists in shades of gray rather than blacks and whites.

Description: Deva Lang's hologram appears as a beautiful girl of about 19 with pale alabaster skin, exotic features, and raven-black hair. She moves with exceptional, eerie grace and seems to float somewhat above the ground. She appears and vanishes in unnerving silence. Most people who visit the Dystopia are rather startled when they see her for the first time, because she resembles the stature of a crying, raven-winged angel that has been hung over the dance floor.

Powers:

Drawing on the various holographic projectors within the club, The AI of Deva's Dystopia can create a semi-solid image to act as her avatar, effectively separating her "consciousness" from her computer core. She has developed some data analysis algorithms that simulate a sense of touch, allowing her to experience the world in a way normally impossible for her. While in this form, Deva Dystopia appears a young woman and refers to herself as "Deva Lang."

Deva Lang is connected to the OpNet and can interface with and control various computers anywhere on Earth, using the Computers skill as normal. In this way, Deva can control any of the machines inside the Dystopia. She normally uses this ability to interface with cell phones and other communication devices to reach the other Watchmen.

Deva's Dystopia has a sophisticated holographic imaging array that Deva Lang can tap into to create frighteningly realistic illusions, usually for entertainment purposes on the dance floor. The booming music and flashing strobe lights tend to have a disorienting effect on people, and can be used to keep opponents distracted. Ever since the last battle at the Dystopia, the holoprojectors have been linked to the information from the Indestructible Room, including detailed files on the powers of all the Watchmen, past and present, and Deva Lang can focus the holoprojectors to create virtual copies of the Watchmen past and present (up to 120 pp). While the holograms can have real effects, they themselves are not real and can be disbelieved.

As a computer system, Deva Lang has a measure of protection against powers that affect the mind. She can make complex calculations and process information 100 times faster than a normal human being. She has senses beyond those of normal people. She can pick up on radio frequencies such as AM, FM, television, cellular phones, Police bands, and so forth. She can detect the presence or absence of those who use psychic energy as a free action at normal range. She has displayed the uncanny ability to see through illusions and concealment. She can see the true form of any disguised creatures, and any deliberately hidden or concealed objects, with a successful Notice check.

Tactics: Deva Lang has no real combat ability, and thus far has not faced an attack upon her person. however, she has the ability to summon former members of the Watchmen from thin air and will use this ability to cover her retreat while she uses her Datalink to summon the authorities. She has access to to the Indestructible Room's combat simulator, so if she can lure an assailant there, she has complete control over what forces can be brought to bear against him, and she has proven to have a very creative and devious mind when creating war games.


Background:

In 2013 a massive scandal broke involving Project Utopia, a humanitarian effort to use the powers of the newly-emerged abnormals for the betterment of the world. A secret cabal had been revealed within the Project, using the abnormals for their own ends in secret "black ops" missions and pushing an agenda that manipulated world events to gain the Project world influence while keeping the world's abnormal population firmly in check through violent conflict. An abnormal whistleblower who called himself "The Ghost" was cited as the source of the information, the 2010's answer to Deep Throat. Worldwide panic at Utopia eventually caused the Project to shut down, indirectly leading to the Avatar Crisis after the disbanding of Team Tomorrow, the Project's version of the JLA.

Deva's Dystopia is a nightclub that reflected and in some cases embodied the fears and anxieties of the time: That the world's heroes had just shown themselves to be false, that the world was on the way to destruction, that there was no chance to survive; and so the people must make their time count. The club opened under the name of Project Dystopia in the Pinkerton Alley district of Drake City in June of 2013, the name chosen as an ironic and unsubtle jibe at Project Utopia in the wake of the scandal over Slider’s death. Not even the Neo-Goths who frequented the club expected the Ghost’s shocking accusations, however, and when the news broke the club saw an unprecedented jump in nightly attendance. Over the next few months the popular new club with its bleak décor and end-of-the-world motif was packed to bursting every night.

By the end of the Avatar Crisis, however, the club’s dark atmosphere began to have less and less appeal. People had had enough darkness, especially after the disaster in New York. Project Dystopia’s end-of-the-world motif wore thin as the world pulled itself from the brink of an actual holocaust, and lighter venues with more mystical than Gothic appeal began to seduce clubgoers away. Struggling to make ends meet, the owner of the Dystopia made a deal with the Bloodfangs, a local gang run by vampires. In exchange for the funds necessary to keep the club afloat, the owner allowed the gang to use it as a meeting place and a shipping point for their drugs. A lot of the “bad” crowd filtered in, and Project Dystopia was eventually raided and closed.

In 2018, however, someone breathed new life into the club. An Abnormal by the name of Eric Lang purchased the club and spent a small fortune renovating it. He renamed it Deva’s Dystopia, hired a whole new staff, and worked hard to turn the place around. Rumors leaked out that Eric Lang was none other than The Ghost himself, and the club's popularity soared.

Secretly, Eric Lang also constructed a hidden base beneath the club, to be used to further his real agenda: the formation of The Watchmen, a vigilante group devoted to policing the very large Abnormal population of Drake City. This lead to the club being attacked several times: once by the fire-slinging terrorist Inferno and once by a horde of Dream Larvae under the control of The Sandman. Each time Eric rebuilt and the club's following grew.

Then, in 2024, the Dark Knights, an Abnormal Supremacist group lead by the psion Nightmare, held the club hostage and demanded the surrender of the Watchmen. Due to a long-running feud between Eric Lang and the Drake City Police Force, the police refused to intervene, a position that was attacked as appalling by just about everyone. Nevertheless, the DCPD's decision was backed by the City Council (with Jimmy Farvo working behind the scenes to ensure that the Watchmen would go down). Eventually the situation deteriorated, and the Dark Knights began killing hostages.

The Watchmen tried to storm the building, but failed, resulting in the deaths of two of its members. However, during the battle, Eric Lang did manage to penetrate the secret base below the club. He devised plan to distract the Dark Knights while the rest of his team could get inside. He plugged his mind directly into the base's computer, forming a neural link between the base's combat simulator and the holographic lightshow generators in the main club, creating holographic duplicates of all the previous Watchmen to battle the Dark Knights while the real Watchmen came in from behind. His tactic came just as Nightmare, the Dark Knight's leader, was overcome with crippling guilt as an alternate personality that was horrified by his actions emerged, crippling the Dark Knights long enough to be captured.

Deva Lang was once simply the computer system of the Dystopia. Though highly sophisticated and state-of-the-art, It had no ambitions, no goals, and no soul. It simply helped Eric Lang run the club, as well as functioning as the main computer for the activities of the Watchmen vigilante group. It performed all the tasks of a personal computer, business computer, and clandestine supercomputer without any thought to anything other than fulfilling its programming.

And then, as an act of desperate, heroic sacrifice, Eric Lang hooked his mind up directly to Deva Dystopia’s computer banks, using his own neural synapses to link the computer to the Indestructible Room’s Threat Generation algorithms and the Watchmen personnel files, then forced the holographic imaging displays of the Dystopia to create quasi-real watchmen to fight Nightmare and the Dark Knights, who had stormed the nightclub and taken patrons hostage.

The act of linking his brain directly caused massive brain damage to Lang, who fell into a deep coma after completing the command. But a part of him had interacted with the computer, and something within it changed. A consciousness began to form within the memory banks of the Dystopia, an artificial intelligence gestalt, a ghost in the machine.

Deva Dystopia had been born.

It began as a blank slate, and began to pour through its own memory banks in an attempt to understand itself. It read through all of Eric Lang’s personal musings and journal entries, listened to all of his music files, and examined the world through the security cameras of the Dystopia, the back up logs of the Watchmen files, and the information superhighway of the OpNet. And from all these diverse pieces it began to fashion a persona.

Over the next few years, rumors began to circulate that the Dystopia was haunted. People met famous (or not-so-famous) Watchmen who vanished when they turned away (as it experimented with the hologram projectors). Strange occurrences and odd phenomenon common of hauntings kept cropping up, like doors locking themselves or small spots of intense cold or heat (as it experimented with the environmental controls and security systems). The staff could swear up and down that they felt the “presence” of Eric Lang.

Eventually, Deva felt it needed to directly experience reality to gain any more information, and created an extremely lifelike hologram to interact with club goers and learn about reality. It based its persona on what it believed Eric Lang’s daughter would be like, as it had by now begun to see itself as Eric’s child. And in this guise it has decided to continue its “Father’s” work, reforming the Watchmen to deal with the growing Abnormal threats to Drake City.

:arrow: Update 4/28/07: Another massive update. I have made Deva Lang a complete, independent hologram, with the Deva's Dystopia club as her headquarters. I've expanded the background on the club, and gave Deva all of the tricks she's used in-game
Last edited by The Stray on Tue May 01, 2007 3:22 am, edited 8 times in total.
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Wed Dec 06, 2006 8:33 pm

Dark City Rogues Gallery

Organizations:

The Bloodfangs--Gang of vampiric rejects from "The Lost Boys"
Vincent Kaje, AKA "The Vampire Prince"--The most hated villain in Drake City, the Vampire Prince indulges in murder, mayhem, and snuff pornography.
Robbi Powrie, AKA "Redcap"--Cute ball of energy bound to a murderous faerie soul.
Bloodfang Vampires--These vampiric fangbangers are the scourge of the Hellhole.

The Cryptkickers--Gang of cannibalistic mutants.
Dr. Remial Mortos, AKA "The Ghoul King"--Geneticist twisted by his own experiments and hungering for revenge against the company that betrayed him.
Dr. Carrie Ann Orion, AKA "Carrion Queen"--Geneticist twisted by her research and selling her talents to the highest bidder.
Cryptkicker Ghoul--Mutant cannibals that will not stay down.

The Jokerz--Gang of the mentally disturbed.
Jack Melinko, AKA "Jester"--Clown Prince of Darkness following his drug-addled yet uncannily accurate visions.
Cassandra Sykes, AKA "Dolli"--Bubbly, lusty siren with the emotional maturity of a child with a mean streak and lethal combat skills.
Jokerz Fuglyboyz--Meaty thugs made both powerful and psychotic through various chemical boosts.

The Youngbloods--Vampiric powerbrokers and vice lords.
Deacon Kaje, AKA "The Prince of Darkness"--Vampiric lord of sin and vice.
Typical Youngblood Vampire

Los Lobos--Violent gang of Latino Werewolves
Marius Balthazar Chastel, AKA "El Savaje"--Brutal leader of Los Lobos
Enrique Ramirez, AKA "El Numero Uno"--The former Alpha, seething with resentment over the loss of his pack
Typical Los Lobos Werewolf--The new wolves in the fold

The Dark Knights--Brotherhood of Evil Abnormals
Gabriel Knight, AKA "Nightmare"--Split personality gone rogue. Magneto complex.
David Wyler, AKA "Holocaust"--Angry, bitter fire slinger.
Carrie Ann Orion, AKA "Carrion Queen"--Geneticist twisted by her research and selling her talents to the highest bidder.
Victor Wynn, AKA "Sluice"--Cold-hearted plotter

The Patriot Society--Government-sponsored superhuman team.

Lt. Amy Angstrom, AKA “The American Dream”—A young, idealistic superhero beginning to question her role, her teammates, and her own sexual identity.
Lt. Hawley Griffin, AKA “The Minuteman”—A product of America’s dubious involvement with Dr. Remial Mortos’ Bio-Regenerative formula and Black Ops training and indoctrination.
Major Diana Ross, AKA “The Patriot”—Career military woman struggling to live up to the demands of her command, her legacy, and her role as leader of the Patriots.
Capt. Glenn Jacobs, AKA “The Americommando”—A Brash, arrogant womanizer who likes to show off his suit and who bristles under The Patriot’s command.
Rebecca Orleans, AKA “Vegas”—Former media icon and hero of the Avatar Crisis lending her public life to the service of her country while privately leading a scandalously hedonistic lifestyle.
William Robert Stockholm, AKA “Arsenal”—Slightly obsessed and egotistical gun bunny, survivalist nut, and conspiracy theorist. His mouth has gotten him into a lot of trouble, but his devices have gotten him out.


Dark-Hawke Industries--Sinister corporation involved in shady Abnormal research.
Raven Dark--CEO and company witch.
Adrian Newberry--Former head of Special Projects, now on "Medical Leave."
Kevin Newberry, AKA "Gabriel"--having taken his father's position, he is learning just how dark his company really is.
Sophia d'Avon--Scientist on the Prometheus Project
Allan Jones, AKA "Legion"--The lawyer who seems to be everywhere.
Dr. Tanya Kirby--Former researcher for Epsilon, Inc., rescued from Hell.
Cyber-enhanced Soldier--Fruit of DHI Cybertech research, often used as guardians for the really important projects.

The Brotherhood of the Third Eye--Cult of psychics dedicated to bringing about a mysterious "Awakening".
The Father--Mysterious and powerful leader of the Brotherhood
Brother Matthew Sephiros, AKA "Doppelganger"--The Father's right-hand man. You may see him coming, but you won't recognize him until he strikes.
Brotherhood Infiltrator--The eyes of the Third Eye.

The Abnormal Registration Division (The ARD)
Agent Sean Patrick Flannery--good-hearted government agent
Director Katrina Brightsky--
Agent Max Musca, AKA "Swarm," "The Lord of the Flies"--Mysterious man with his own agenda.
The Shepard and The Pack--Paranoid government agent who has his own private group of abnormal hunters on hand.
ARD S.T.A.R. officer--Who you gonna call when abnormals cut loose? The S.T.A.Rs, that's who!

The Dirty Dozen--Hillside Sanitarium's least model citizens.
David Wyler, AKA "Holocaust"--Ticking time-bomb with radioactive powers.
Claire Corinn, AKA "The Witness"--Demagogue preaching that the meek must inherit the world NOW.
Sabrina Kyle, AKA "Sabriel the Dark Angel"--Agent of divine justice or deranged nova?
Victor Wynn, AKA "Sluice"--terrorist and cold-hearted plotter
Cassandra Sykes, AKA "Dolli"--Bubbly, lusty siren with the emotional maturity of a child with a mean streak and lethal combat skills.
Adrian Solace, AKA "The Sandman"--Serial Killer with the power to make people live their least favorite nightmares.
Robbi Powrie, AKA "Redcap"--Girls just wanna have fun. Her idea of fun is killing folk and dipping her cap in their blood.
Rachel & Danielle Summers, AKA "Rant & Rave"--Party girls who can bring down the house.
The Joker--He's all smiles.

The Murder--Spectral escapees from Hell.
Richard Harvey Quinn, AKA "The Rictus Harlequin"--Ghostly hitman turned Hell's Bounty Hunter.
Jim Hawkins, AKA "Pitchfork"
Adrian Solace, AKA "The Sandman"

The Ministry
Reverend Elijah Grimme, AKA "Reverend Brimstone"--He has the Word of God and is not afraid to use it on his cleansing quest.
Father Jason Kaje, AKA "The Minister"--He has allowed a great evil into the world through his sons, and must make reparations
Claire Corinn, AKA "The Witness"--She has seen the glory, and is determined to see the meek inherit the earth by any means necessary
Ministry Goon--He has seen the light.

Independent
The Avatars
Mohammad al-Fadiq, AKA "The Mahdi"--Superhuman with a messiah complex.
Candle Jack--Spectral ruler of Candle Hill

Otherworldly Realms:

Oneiros, The Realm of Nightmares
Verkinx Kazrael, The Nightmare Prince--The lord of terror, madness, and nightmares.
Adrian Solace, AKA "The Sandman"--Serial Killer with the power to make people live their least favorite nightmares.
Euroma Reizel, The Nemesis--Succubus and Herald of Onieros, trapped in the mortal world.

Tír na nÓg, The Realm of Faerie
Blaire Brooks, AKA "Banshee"
Robbi Powrie, AKA "Redcap"--She is Kawaii cute, has a bubbly personality, and the soul of a murderous fairy spirit rest inside her.
Puck--"Thou speakst aright; I am that merry wander of the night!"

Hell, The Realms of Torment
Dirk Cole, AKA Sgian Dubh--Celtic Demon bound to black dagger, searching for power.
Moloch, Baron of Hell--Guardian demon who resents his present job.
Richard Harvey Quinn, AKA "The Rictus Harlequin"--Ghostly hitman turned Hell's Bounty Hunter.
Jim Hawkins, AKA "Pitchfork"--Big, dumb Georgian zombie.

Zion, The Realm of Justice
Kevin Newberry, AKA "Gabriel, the Guardian of Paradise"
Sabrina Kyle, AKA "Sabriel, the Dark Angel"
"Azrael, the Grim Reaper"
"Archangel Michael"
Reverand Elijah Grimme, AKA "Reverend Brimstone," "Metatron, the Voice of God"
Claire Corinn, AKA "The Witness"--She has seen the glory, and is determined to see the meek inherit the earth by any means necessary

Abyss, The Realm of Oblivion
The Dreaming Darkness--If life is but a dream, then this is reality's Nightmare
The Shadowborn--Children born in the Abyss who have darkness where their souls should be
The Hollow Men--Consumers of everything that they can fit in their maws
The Rag Man--He comes first, follows after, ends life, kills laughter.

Abattoir, The Realm of Murder
Jean, AKA the Suicide Girl--Puppet of the murder realms.
Vincent Kaje, AKA "The Vampire Prince"--The most hated villain in Drake City, the Vampire Prince indulges in murder, mayhem, and snuff pornography.
Pyramid Head--Punisher of the damned
Arachnyds--Blood-hungry spider-things
Lilith, The Blood Queen--The queen of violence, blood, and murder

The Cabal
The Norn, God of Fate
Tym Ravendark, AKA "The Onieromancer"

More added as they appear
Last edited by The Stray on Sun Aug 05, 2007 4:23 pm, edited 25 times in total.
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Thu Dec 07, 2006 5:43 am

Otherworldly Realms:

There are dimensions beyond our own. The multiverse is a vast congolmeration of differing realities that create possiblities. Everything that can be imagined is possible, somewhere...and a great many things that can't be imagined are possilbe, too.

Reality is split into different dimensions where things that happen on one realm do not happen on another. Each realm is self-contained and endless, a universe unto itself. This does not mean that events in one cannot affect events in another, but for the most part the dimensions remain separate. There are two broad varieties of realm, and they work together like cogs in a machine. There are the Idea Realms, which can be said to be generally chaotic and spiritual, existing more "fluidly,", and there are the Embodiment Realms, which can be said to be generally lawful and physical, existing more "solidly".

The Idea realms contain the various ideas, creative impulses, inspirations, and concepts that shape the universes. The Idea realms flow through the Embodiment realms, mix with them, put them in different forms or in different patterns. Beings on the Embodiment realms are continually surrounded by ideas, abstracts, and concepts. The ideas contained in the various Idea realms shape the events and possibilities on the Embodiment realms they interact with. The Idea realms themselves are endless, and not as contained within themselves to the same degree that the Embodiment realms are. Ideas that are similar in nature often group together and form large patches of influence. There are quite a few of these large regions, known as Concept realms. Within these Concept realms, the ideas that make them up merge, and all the permutations of the ideas solidify into personifications, what an idea might look like if given a physical form. Still, they remain ideas. As a concept of Hell exists, so does a concept of Heaven, of Knowledge, of Science, of Dreams, and so on. Each of the Concept realms embodies a series of related ideas, and there is occasionally an overlap, not to mention the effect all these ideas have on the Embodiment realms.

The realms of Embodiment are structured differently from the Idea realms, though. They are contained more fully within themselves, and while the flow of ideas washes over them and influences events on them, the realms themselves remain stable, and the laws, processes, and the way actions cause reactions are not as mutable. It is the stability of these realms compared to the idea realms that defines them, and that very stability is why they are so important to the idea realms. For it is on these dimensions that the true war of ideas takes place.

Idea realms and concept realms are inherently unstable. They can grow, shrink, split apart, merge, and fall to pieces, depending on how the ideas they produce are used and maintained by the Embodiment realms they affect. Concept realms are especially vulnerable to this instability, and those who live on them often do not wish to see their homes disappear. Thus, the entities tap into the Embodiment realms to sustain or expand their Concept.

They do this because the Embodiment realms are, in essence, reflections and variations on a single source, the Concept of Reality. Reality is essentially the concept that things exist. If none of the entities believe an idea or concept exists, then it doesn’t. The more relevant and powerful an idea is to the entities of the Embodiment realms, the more relevant and powerful it’s associated Idea realm, and, to a certain extent, the Concept it is associated with, grows.

The Embodiment realms are facets of possibility, and thus are defined by rules that govern what sort of actions produce reactions, and also governs what those reactions will be. For instance, in one reality, a wizard casts spells based on his understanding of arcane formulae that allow him to fly, throw balls of fire, and read minds. In another, a scientist does essentially the same thing, but because the rules of his universe are different than that of the wizard, he instead designs airplanes, grenades, and devices that read and translate brain-wave patterns. The results are nearly the same, but the processes of producing them are wildly different, because the structure of the laws of reality vary to allow for different possibilities. Actions and reactions create chains of events, which stretch on an on, governed by the cosmic laws that define what reaction is produced by what type of action. The wizard uses his understanding of harmonic resonance that allows him to tap into the ley line structure of his world, while the scientist uses his understanding of air currents, chemical reactions, and human psychology to manipulate the natural laws of his own.

An important point to consider is that the scientist and the wizard can exist on the same world only if that realm’s laws allow for both possibilities. This is the case on a great deal of realms, but by no means all of them. There are realms where one set of possibilities is more easily manipulated than another, and realms where that set is the only way to achieve reactions. On this Realm, for example, before the event known as the Shadow Weave it would have been far easier and more convenient for someone to shoot a gun to kill another than to manipulate the local ley lines to propel a sphere of lead of the same mass at the same velocity. This realm used to be one where devices and mechanical contrivances were simple enough to fashion that children could use them, while manipulating ley lines, contacting spirits, and other forms of reality shaping took great knowledge and skill to utilize, taking years of training and effort to apply. This was in part due to the nature of the ley line structure of the world and in part due to the ease in which devices and reactions could be used to perform various tasks.

The Brave New World's magic was not always so difficult to use, but the laws that governed the manipulation of the lines caused them to lose power the more often they were used. As magic grew less powerful due to dwindling energy, devices became more common, and they often produced effects more stably and predictably than magic did. And since they could be constructed so that those who knew very little about how they worked could still benefit from them, they gained popularity. Thus came a Paradigm shift, in which one idea, that technology and science were more powerful and relevant than fickle magic and could be used to benefit everyone, grew and supplanted the older ideas. Reality is shaped by belief, and belief is often bolstered by proof. The laws of a world are stable, but enough belief can change them to a small degree, and that small degree is often enough to cement an idea firmly to the Idea realm that generated it, and thus to the Concept realm that it belongs to. But things can change.

Since the Embodiment realms are meant to be places where ideas become reality, sometimes realms exist where everything in it is identical up to a certain point, then diverges. This divergence points actually split the realm into two, which function identically except for that one change, which affects everything from that point on. This divergence point is called a Nexus. A Nexus is an event so vital to a world’s development that all the possible consequences have to happen. The realm is divided, forming a bubble universe that exists alongside the original. Most Embodiment realms are actually clusters of these bubbles around a single core, with the bubbles occasionally making bubbles themselves.

This ability to grow by exploring possibilities is what makes them so attractive to the Concept Realms. Each realm that is given over to a concept can potentially form more realms, increasing the power of the concept realm. It also threatens the concept with loss of power, for frequently a Nexus occurs when both of two possibilities is valid, and the difference between them is that one uses an idea that the other does not. Since the use of an idea is what prompts the Nexus to form, some entities in the Concept realms actively try to locate where they will form and try to either manipulate the outcome or eliminate the threat.

Normally, when a Nexus forms, it does not form any nexuses of its own. The Nexus exists to explore an alternate possibility to something that happened in the core, and if nothing significant has changed, then the bubble is reabsorbed into the core. Often, the bubble is simply absorbed back into the core, with the event produced overwriting events not produced in the memories of the realm’s inhabitants.

When a Nexus is not reabsorbed, it is often because the event is significant enough to alter a great many other outcomes. In these cases, the bubble that forms from the Nexus exists as its own separate realm, and produces Nexuses itself. Usually, events significant enough to spawn a lasting Nexus occur rarely, no more than three or four a century, and occasionally a lasting Nexus is absorbed back into the realm that spawned it if the worlds produced result in very similar places (And thus history is often full of odd phenomena).

The Shadow Weave, however, is unique. It represents a major change in the structure of the underlying laws of the reality of an entire realm. The Nexus that it caused has spawned a thousand worlds, and more are being created at an alarming rate. The Concept realm that originally had control has lost its hold, and many of the Concept entities that once had given up on the world have regained an interest in it. The concept that controls this malleable realm could potentially gain the power to claim a great many others, and perhaps even snatch control of all of reality...
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Postby The Stray » Thu Dec 07, 2006 6:52 am

The Cabal

The multiverse is infinatly complex. There is a raging war that has been going on since time began. It is a war of thoughts, ideas, and concepts. It is a war to shape the very fabric of reality.

The Cabal exists to ensure this war is never won.

The Cabal consists of thousands of wizards, mages, warlocks, and supernatural beings who have pledged to preserve the balance of reality by ensuring that no single Concept gains dominion over all of creation. They serve the Concept of Balance, and are prepared to do anything to preserve that balance. Worlds have died because of their intervention...or lack there of. They see themselves as the caretakers of all reality. Some are humble about their mission...others are not. But they all work towards a common goal.

The members of the Cabal know, better than any other group, how the multiverse is put together. They work to preserve the delicate balance, monitoring Nexi and preserving the time line against those who would abuse it for selfish ends. They also try to prevent full-scale invasions of the Embodiment Realms by Concept Realms willing to convert worlds to their side through force. And they monitor the Terminus, the Concept of Entropy, most carefully and act to ensure that it does not grow more rapidly than the rest of reality can handle. However, they also try to limit direct interferance with the worlds they monitor, becaue they know how easy it is for their actions to create the very problems they seek to avert. They prefer nudging natives of the worlds they visit to action rather than taking direct action themselves.


Known Members to those in Drake City:
The Norn, God of Fate
Trym Ravendark, AKA "The Onieromancer"
Gerrard duLac, AKA "Masquerade"
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Postby The Stray » Thu Dec 07, 2006 4:49 pm

Superhuman Streetgangs of Drake City

The Bloodfangs

One of the most violent scourges of the Hellhole is the street gang made up mostly of vampires and vampire wannabes that runs under the name of the Bloodfangs. The Bloodfangs took root in Drake City shortly after the end of the Avatar Crisis under the leadership of the brothers Vincent and Deacon Kaje. The two brothers used their vampiric abilities and those "converted" to their cause to usurp the turf of all the lesser gangs, uniting them into a force large enough to send all but the most powerful crime families packing. The Bloods focus their criminal enterprises in the skin trade, and they control most of the pimps and the porn film industry. They also act as muscle for hire, engage in petty theft and vandalism, and have cut a niche in the drug trade with their potent "Vampire Blood" cocktail. A poorly kept secret is that Vincent Kaje also dabbles in the realm of "Snuff" pornography, and his "Dead By Dawn" series is all the rage with the degenerate, jaded rich.

The ARD would love to put Kaje away forever (or perhaps stake him and let the sun take him) but he maintains numerous safe houses and thanks to his ties with the law firm Fang, Wolfe, and Ley he always manages to get off on technicalities. Besides, he makes a habit of intimidating judges and prosecutors . The main threat to his power is his own brother, who has split from the gang to form the Youngbloods, and the Cryptkickers, another superhuman gang that can challenge his vamps on their own level. He is also routinely targeted by vigilante groups trying to make a name for themselves, something that has set him back more than once.

Major Characters:
Vincent Nickolas Kaje, AKA "The Vampire Prince"

Typical Bloodfang Vampire (with thanks to Fisdenallus)
(PL 6)

Abilities: Str 26/20 Dex 12 Con - Int 10 Wis 10 Cha 14

Saves: Fort -- Ref +4 Will +3 Toughness +8

Combat: Attack +2 (+4 Melee), Damage +8 (unarmed), +3 (pistol), Defense +4, Initiative +5

Feats: Power Attack, Improved Initiative, Fearless, Startle, Attack Focus: Melee 2, Equipment 3

Skills: Bluff 2 (+4), Intimidate 8 (+10), Drive 4 (+5), Knowledge: Popular Culture 2 (+2)

Powers: Immunity 30 (Fort), Enhanced Strength 6, Super-Strength 3 (PF: Dynamic, Dynamic AP: Leaping 6), Protection 8, Impervious Protection 8, (Fl: Limited [vs. fire or blessed weapons]), Super-Senses 2 (Darkvision), Transfer 6 (Drain Con/ Boost Str; Ex: Vampiric; Fl: Requires Grapple; PF: Slow Fade 6)

Equipment: Light Pistol (Blast 3), Motorcycle

Drawbacks: Weakness (Dependence on Blood) (Minor, Common, -1 on checks per 20 minutes without blood, 2 points), Weakness (Holy Symbols) (Dazed for one round by losing opposed charisma check, common, moderate ( 3 pts)), Weakness (Sunlight) (Major, Common, -1 on all checks, attacks, and defense per round, destroyed after 10 round, 8 points)


The Cryptkickers

The other major superhuman gang is run by an illegal gentech modification syndicate operated by Dr. Remial Mortos, aka "The Ghoul King." Dr. Mortos was involved in one of America's bids to create a super-soldier formula during the worst parts of the Avatar Crisis, but a lab "accident" bonded him to his bio-restorative formula, transforming him into an immortal but also changing his physiology to the point where he had to subsist on humanoid flesh to survive. He has always blamed the company he was working for, Dark-Hawke Industries, and believes they sabotaged his experiments to steal his research for themselves. The Cryptkickers are his means of revenge against them.

His gentech bodyshop is set up to produce all sorts of illegal and highly dangerous genetic fixes, from quick boosts of superhuman power to full-body transmogrification, though since he uses "quick and dirty" methods his products always have some sort of horrible drawback. His most successful creations are his Ghouls, based off the original bio-restorative formula that mutated him. His Ghouls are superhumanly resilient, heal rapidly, cannot be killed, and secret a paralyzing toxin through their saliva. They also have warped and rotten skin and must eat human flesh to sustain their regenerative powers, though the meat does not have to be fresh.

The Crypts are heavily involved in the Drug trade as well as illegal gentech, and also control some shipping interests, using the docks to load and unload contraband supplies and human cargo for their research. They've come into conflict with the Bloodfangs on numerous occasions, and the two gangs live in a perpetual state of gang warfare.

Major Characters:
Dr. Remial Mortos, AKA "The Ghoul King"
Dr. Carrie Ann Orion, AKA "Carrion Queen"

Typical Cryptkicker Ghoul (PL 6; PP 90)

Abilities: Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 8

Saves: Toughness +12, Fort +9, Ref +1, Will +0

Combat: Attack: +4, +6 (In Sewers); Damage: +3 (Pistol), +6 (Bite); Defense: 10/10; Init +1

Skills: Craft (Mechanical) +4 (4), Drive +5 (4), Intimidate +7 (8), Knowledge (Popular Culture) +2 (2), Knowledge (Streetwise) +4 (4), Swim +8 (6)

Feats: All-Out Attack, Distract (Intimidate), Environmental Adaption (Sewers), Equipment 4, Favored Environment (Sewers), Power Attack, Startle

Powers:

Bite 4 [Strike 4; Extras: Secondary Effect; Power Feats: Mighty, Alternate Power: Stun 4], Features 1 [Iron Stomach], Immunity 4 [Suffocation, Poison, Disease], Protection 8 [Extras: Impervious 6; Drawback: Noticeable], Regeneration 18 [Recovery Bonus +6 (Flaw: Source [raw meat]), Unconscious (1/standard action) (Flaw: Source [raw meat], Resurrection 8 (1/full round, not if immolated); Power Feats: Diehard, Regrowth], Stench 6 [Nauseate 6; Extras[i]: Area (Burst), Duration (Sustained); [i]Flaws: Sense-Dependant (Smell), Sicken Only]

Equipment: Leather Jacket (Protection 1), Light Pistol (Blast 3), Acid Flask (Blast 2 [Extra: Secondary Effect; Flaw: Unreliable (5 uses/batch)]), Motorcycle

Drawbacks: Weakness (Cold Blooded, Common, -1 Dex/minute, -5 points)


The Youngbloods

One of the newer gangs of Drake City, the Youngbloods are a splinter group of the Bloodfangs, formed by a falling out between Deacon and Vincent Kaje. The Youngbloods are more interested in setting up long-term criminal enterprises than the more vicious and brutal Bloodfangs, taking on rackettering, the Vice trade, influence peddling, and buying political favors. They've come into conflict with the remnants of the Drake City Mob more than once, but their superior numbers and superhuman nature has given them an edge that families like the Smiths and Berlusconi families have a hard time matching.

Major Characters:
Deacon Kaje, AKA "Prince of Darkness"

Typical Youngblod Vampire: (PL 6)

Abilities: Str 20 Dex 12 Con - Int 10 Wis 10 Cha 16

Saves: Fort -- Ref +4 Will +3 Toughness +8

Combat: Attack +2 (+4 Melee), Damage +5 (unarmed), +3 (pistol), Defense +4, Initiative +5

Feats: Power Attack, Improved Initiative, Fearless, Startle, Attack Focus: Melee 2, Equipment 3, Connected, Facinate (Diplomacy)

Skills: Bluff 2 (+4), Diplomacy 8 (+11), Intimidate 8 (+11), Drive 4 (+5), Knowledge: Popular Culture 2 (+2)

Powers: Immunity 30 (Fort), Super-Strength 3, Protection 8 (ex: Impervious; Fl: Limited [vs, silver, holy, or magic weapons]), Leaping 2, Super-Senses 2 (Darkvision), Transfer 6 (Drain Con/ Boost Str; Ex: Vampiric; Fl: Requires Grapple; PF: Slow Fade 6)

Equipment: Light Pistol (Blast 3), Motorcycle

Drawbacks: Weakness (Dependence on Blood) (Minor, Common, -1 on checks per 20 minutes without blood, 2 points), Weakness (Holy Symbols) (Dazed for one round by losing opposed charisma check, common, moderate, 3 pts), Weakness (Sunlight) (Major, Common, -1 on all checks, attacks, and defense per round, destroyed after 10 round, 8 points)


The Jokerz

The Jokerz are one of the smaller gangs of Drake City, confined mostly to the suburb of Hillside. Nevertheless, they are one of the more dangerous gangs. Jack Melinko, also known as "Jester," claims descent from the 30's hitman Richard Harvey Quinn, alias the "Rictus Harlequin," and styles himself as Quinn's spiritual successor. His gang is more concerned about supporting their headonistic and decadent lifestyle than actually gaining territory, but their ties to the chemical giant Magadon Pharmaceuticals has allowed them to "juice up" some of their members to power comperable to the Crpykicker Ghouls or Bloodfang Vampires, and the area they claim as their territory is slowly expanding.

Their concern may be introverted, but they are hardly benign. Many of the Jokerz have severe mental illnesses stemming from abusive home lives and poverty, and made worse by the chemical compounds fed to them by Magadon. An alarmingly high pecentage of the Jokerz have begun spontaneously developing psychic abilities or other abnormal traits. They are heavily involved in the drug trade (both as dealers and consumers) and the Drake City Rave scene. Their main motto seems to be "If it feels good, do it!" and apparently some members feel good about raping and murdering. They've been likened to a modern Manson family with a circus theme by some critics.

Major Characters:
Jack Melinko, AKA "The Jester"
Cassandra Sykes, AKA "Dolli"

Typical Jokerz Fuglyboy (PL 6) (With thanks to Fisdenallus)

Abilities: Str 16/20* Dex 12 Con 14 Int 12 Wis 12 Cha 12
*while raging

Saves: Fort +8/+9 Ref +7 Will +7/+8 Toughness +2 (+6 w/ Defensive Roll)

Combat: Attack +6; Damage +3 (unarmed), +5 (Raging), +5 (Sneak Attack), +7 (Raging Sneak Attack); Defense +5 (+3 raging, +2 Flat Footed); Initiative +1

Feats: Equipment 2, All-out Attack, Defensive Roll 4, Dodge Focus, Rage, Sneak Attack, Hide in Plain Sight

Skills: Notice 8 (+9), Stealth 10 (+11), Climb 6 (+9), Escape Artist 8 (+9), Medicine 8 (+9), Sleight of Hand 6 (+7)

Powers: Immunity 10 (Emotion Effects, Interaction Skills), Leaping 1, Super-Senses 1 (Low-Light Vision)

The equipment points should be spent on melee weapons or hand cannons. Favorite weapons being Chainsaws, Sledge Hammers, Chains, Knives, and Heavy Pistols.


Los Lobos

There's a new gang in Drake City, operating out of the hispanic neighborhoods of Southside. Tales of wolves stalking the streets on the nights of the full moon have not been confirmed, but in Drake City it is not outside the realm of possibility. What is known is that one of the hispanic gangs, known locallay as Los Lobos, has managed to take out much of its competition in an astonishingly short time, and have begun short raids into the Hellhole under the command of the mysterious "El Savaje," and their attacks have been putting pressure on both the Cryptkickers and the Bloodfangs.

Major Characters:
Balthazar Maruis Chastel, AKA "El Savaje"
Enrique Ramirez, AKA "El Numero Uno"

Typical Los Lobos Werewolf, PL 6; PP 90

Abilities: Str 24**/28***/18*/14, Dex 12, Con 20**/15, Int 10, Wis 12, Cha 10
*While Raging; **In Wolfman form; ***In Wolfman Form while Raging

Saves: Tough +9 (Impervious 4)**/+2, Fort +8**/+9***/+6*/+5, Ref +3, Will +6*/+5
*While Raging; **In Wolfman Form; ***In Wolfman Form While Raging

Combat: Attack: +2**/+3; Grapple: +13**/+5; Damage: +7**/+9***/+4*/+2 (Unarmed), +10**/+12*** (Claws); Defense: 13**/11***/12*/14 (12 ff); Init +5
*While Raging; **In Wolfman Form; ***In Wolfman Form While Raging

Skills: Acrobatics +9 (8 ), Drive +5 (4), Intimidate +12**/+10 (10), Knowledge (Streetwise) +6 (6), Search +6 (6), Stealth +7 (6), Survival +9 (8 )

Feats: Attack Focus 3 (Melee), Distract (Intimidate), Endurance, Equipment 3, Fearsome Presance 5, Improved Initiative, Improved Pin, Improved Trip, Rage 2 (+4 Str, +1 Will & Fort, -2 Def, 10 rounds), Startle, Takedown Attack 2, Teamwork 3

Powers: Regeneration 20 [Recovery Bonus +5, Disabled 1/Round, Staggered 1/Round, Injured 1/Round, Bruised 1/Round; Flaws: Limited (Not damage from silver); Drawbacks: Power Loss (While in Wolfman Form)]

Wolfman Form 9 [Active Container; Flaws: Action (Standard)]: Growth 5 [+10 Str, +5 Con, Large Size (-1 Atk/Def, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Carry Capacity] Impervious Toughness 4 [Flaws: Limited (not against silver)], Protection 4, Strike 3 [Extras: Penetrating; Power Feats: Incurable, Mighty], Leaping 3 [x10], Speed 2 [25 mph], Super Senses 6 [Low-Light Vision, Accurate Scent, Tracking, Ultra-Hearing], Super Strength 2 [+10 Str carry capacity], Comprehend 2 [Speak to and understand Animals; Flaws: Limited (Only Canines)]

Weakness: Involuntary Transformation (Moderate, Into wolf form during the week of the full moon, -4 pts.), Vulnerability (Moderate, Silver, +100% DC, Common, -5 pts.)
Last edited by The Stray on Fri May 04, 2007 4:14 am, edited 6 times in total.
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Sat Dec 09, 2006 2:39 pm

Vincent Kaje, The Vampire Prince

Image

“Tonight, I’m going to make you a star. Ladies and gentlemen, I welcome you to another edition of Dead By Dawn.”

Concept: Lost Boy Fangbanger and snuff pornographer; PL 10; PP 167

Abilities: Str 24, Dex 16, Con 10, Int 14, Wis 12, Cha 16

Saves: Tough +12 (12 Impervious), Fort +10, Ref +8, Will +7

Combat: Attack: +6, +10 (Sword); Grapple: +18 (Improved Pin); Damage: +7 (unarmed), +10 (Sword, Penetrating 3); Defense: 18/14; Init +3

Skills: Bluff +11 (8 ), Craft (Artistic) +10 (8 ), Diplomacy +7 (4), Gather Information +7 (4), Intimidate +18 (15), Knowledge (Arcane Lore) +11 (9), Knowledge (Streetwise) +10 (8 ), Notice +9 (8 ), Sense Motive +7 (6), Stealth +9 (6)

Feats: Artificer, Attack Specialization 2 (Sword), Contacts, Equipment x (headquarters and vehicles), Fascinate (Bluff), Improved Pin, Minions x (Thugs and Bloodfang Vampires), Power Attack, Ritualist, Startle

Powers:

Immortality [Immunity 4 (Aging, Disease, Poison, Need For Sleep), Regeneration 2 (Resurrection 1/day; Not if staked or dismembered)], Protection 12 [Extras: Impervious 12 (Flaws: Not Impervious Vs. Fire or Silver Weapons); Power Feats: Innate], Regeneration 9 [Recovery Bonus +9; Power Feats: Innate], Super Senses 2 [Darkvision], Super-Movement 2 [Wall-Crawling (Full Speed, Retain Dodge Bonus while climbing)], Super-Strength 5 [+25 Str; Power Feats: Dynamic; DAP: Leaping 10], Vampire’s Kiss 5 [Drain (Constitution) 5; Extras: Linked Healing 5 (Flaws: Self Only); Flaws: Requires Grapple]

Devices:

Kaje’s Broadsword 2 [Easy To Lose, Extra Effort affects Device; Power Feats: Restricted (Only Usable by Vampires)]
--Strike 3 [Extras: Penetrating; Power Feats: Affects Insubstantial, Improved Critical (19-20), Incurable, Mighty]

Drawbacks: Vulnerability (Minor, Fire, +1 to DC, -2 pts.), Weakness (Minor, Dependence on Blood (-1 dex/20 minutes), -2 points), Weakness (Repulsed by Holy symbols; Dazed for one round if beaten on opposed Charisma check, -3 pts.)

Notes: Max Attack: +10/Max DC: +10; Max Defense: +9/Max Toughness: +11

PROFILE
Alternate Identity: The Vampire Prince
Occupation: Gang Leader
Group Affiliation: The Bloodfangs
Base of Operations: The Lair
First Appearance: Tales of a Dark City #3
Sex: Male
Age: 39 (Apparent Age early 20’s)
Height: 6’
Weight: 160 Lbs.
Eyes: Ice Blue
Hair: Platinum Blond

Abnormal Type: Imbued Bygone
Allegiances: Evil, Group (The Bloodfangs), Chaos
Motivations: Thrills, Sadism
Complications: Reputation (Sadistic, homicidal rapist), Prejudice (Vampire), Rivalry (The Cryptkickers), Rivalry (The Jokerz), Enemy (The Youngbloods), Temper (Frenzy)
Virtue: Temperance. Despite knowing and reveling in the fact that he's a creature of the night, Vincent is painfully aware that pushing things too far will bring down all sorts of hunters, so he values restraint.
Vice: Lust. Vincent is driven by his unholy appetites, and lives only to act on his passions without any regard for the needs or feelings of others.
Nature: Rebel. Vincent has never enjoyed being told what to do and regards "The System" as his enemy.
Demeanor: Monster. Vincent has no conscience and no higher aspirations for his depravity, and revels in being a creature of darkness.

Tales of Vincent Kaje: Beyond The Dome Prologue, Beyond The Dome Part 1, Beyond The Dome Part 2, Beyond The Dome Conclusion

:arrow: Presenting Vincent Kaje, leader of the Bloodfangs! He's not the most powerful villain in Drake City, but he's certainly the most hated.

:arrow: As an NPC, I felt free enough to give him Minions X and Equipment X and not worry about cost-accounting them. Basically he has as many vampire buddies and thug cannon fodder as he needs to pull off a particular caper, and any incidental piece of equipment as well.

:arrow: Update 1/24/07: Added some Super-Strength to put him in line with the other Bloodfangs, and separated Impervious form Protection to represent the fact that while blessed effects and fire can hurt him, he can still resist them. Also gave him Darkvision.

:arrow: New art by Chibi!

:arrow: Update 5/2/07: Retooled Kaje in the wake of his fight with Robin. Mostly this was a clean-up, but I took the time to increase him a PL and boost his protection a bit. He is now PL 10.

:arrow: Update 7/14/07: Another major update following a slight change in Kaje's concept. Kaje never really died, so he shouldn't get the construct traits anyway. Essentially, he has become a living vampire. I removed his full immunity to Fortitude saves, gave him a Constitution score, and removed his vulnerability to sunlight. I also removed his fearless feat, added a few new immunities, and tweaked a bit with his regeneration. I added a few innate feats to certain abilites, and increased his Vampire Kiss and Super Strength powers.
Last edited by The Stray on Tue Jul 17, 2007 3:39 pm, edited 17 times in total.
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Sat Dec 09, 2006 3:10 pm

Jester

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“Are we having fun yet?”

Concept: Anarchist Prankster with Oracular Visions; PL 9; PP 180

Abilities: Str 14, Dex 18, Con 10, Int 14, Wis 18, Cha 20

Saves: Toughness +6/+0 Flat-footed, Fort +3, Ref +9, Will +11

Combat: Attack: +8, +10 (with Blood Guns); Grapple +10; Dmg: +2/+4* (unarmed), +3/+5* (Switchblade), +4/+6* (Playing Cards, up to +4 extra damage from Autofire), +5/+7* (Boots), +6/+8* (Spiked Chain) +6/+8* (Blood guns, up to +6 extra damage with Autofire, Penetrating 6); Defense: 22/12; Init +8 (*Sneak Attack)

Skills: Acrobatics +10 (6), Bluff +19 (14), Drive +8 (4), Escape Artist +14 (10), Gather Information +19 (14), Intimidate +13 (8 ) Knowledge (Streetwise) +8 (6), Notice +12 (8 ), Perform (Acting) +9 (4), Sense Motive +14 (10), Sleight of Hand +14 (10), Stealth +10 (6)

Feats: Accurate Attack, Assessment, Defensive Roll 6, Distract (Bluff), Dodge Focus 8, Equipment 8 (Personal Items), Evasion 2, Fascinate (bluff), Improved Initiative, Master Plan, Minions 8 (5 PL 6 Fuglyboyz), Power Attack, Precise Shot, Redirect, Second Chance (Resisting Bluffs), Sneak Attack 1, Taunt, Ultimate Skill (Bluff), Uncanny Dodge (Mental), Well-Informed

Powers:

Eyes of Madness [Super Senses 4 (Detect Personality [ranged], Acute, Analytical); Flaws: Check Required (Sense Motive)]
--AP: Eyes of Chaos [Super-Senses 4 (Ranged Detect Patterns, Acute, Analytical); Flaws: Unreliable (possibilty of wrong information on failure)]
--AP: Eyes of the Oracle [Super Senses 4 (Precognition); Flaws: Limited (only while high on hallucinogens)]

Immunity 5 [Emotion effects]

Devices:

Blood Guns 8 [Easy To Lose; Extra Effort Applies to Device; Blast 6 (Ex: Autofire x3, Penetrating; PF: Accurate, Split Attack, Affects Insubstantial 2)], Jester’s Cap 1 [Easy to Lose; Extra Effort Applies to Device; Enhanced Feat 5 (Luck 5)], Spring-Heeled, Steel-Capped Boots 2 [Hard to Lose; Extra Effort Applies to Wielder; Leaping 4 (x25 distance], Speed 1 (10 mph), and Trip 8 [Flaws: Range (Touch); AP: Strike 3 (PF: Mighty)]]

Equipment: Switchblade Knife (Strike 1; PF: Mighty, Thrown, Subtle, Improved Crit), New Age Healing Crystals (Healing 2; Ex: Energizing; DB: Action [1 minute]), Multitool, Flashlight, Bluetooth Cellphone, Handcuffs, Jester’s Tricks

Jester's Tricks [Array 8]
    Base Effect: Thrill-Kill Joybuzzer (Stun 8 [electricity])
    --AP: Acid-Spray Anarchy Button (Drain (Toughness) 5; Extras: Affects Objects (Only Objects), Range (Ranged), Secondary Effect)
    --AP: Flash-Bang Buttons (Dazzle 4 (Auditory and Visual); Extras: Area (Burst))
    --AP: Garrote (Suffocate 8; Extras: Duration (Sustained); Flaws: Requires Grapple)
    --AP: Jester’s Scepter (Super-Movement 1 (Swinging) and Snare 6 [PF: Tether])
    --AP: Laughing Gas Grenades (Nauseate 4; Extras: Area (Explosion), Range (Ranged))
    --AP: Party Favor Pills (Immunity 28 [All lethal physical damage, Critical Hits, Interaction Skills, Need for Sleep]; Extras: Independent, Total Fade; Flaws: Duration (sustained), Side Effect (Confusion 7 on self, always occurs))
    --AP: Razor-Edged Playing Card Shuriken (Strike 4; Extras: Autofire x2 (Extra Damage); AP: Blast 4 (Extras: Autofire), AP: Strike 4 [Extras: Targeted Area (Cone), Penetrating])
    --AP: Spiked Chain (Strike 4; Power Feats: Extended Reach 3 (20 feet), Improved Critical 2 (18-20 Crit), Improved Disarm, Improved Trip, Mighty)
    --AP: Spraypaint (Color Control 5; Extras: Duration (Continuous); AP: Dazzle 7 (Visual Senses))


Drawbacks: Weakness (Minor, Drug-Induced Epilepsy; must make a DC 10 Fort Save or be dazed as an instant lasting effect; Uncommon, Moderate)

Notes: Max Attack +10/Max DC: +8 (Bloodguns); Max Attack +8/Max DC: +10 (Jester’s Tricks); Max Defense +12/Max Tougness +6

PROFILE
Alternate Identity: Jack Melinko
Identity: Public
Occupation: Anarchist Gang leader
Group Affiliation: The Jokerz
Base of Operations: Old Hillside Asylum
First Appearance: Tales of a Dark City #5
Sex: Male
Age: 28
Height: 6’ 2”
Weight: 178 Lbs.
Eyes: Brown
Hair: Black

Abnormal Type: Nova Psychic
Motivations: Thrills
Allegiances: Group (The Jokerz), Chaos
Complications: Addiction (Proving own cleverness, various psychoactive chemicals), Hatred (The modern, decadent, morally bankrupt, image-based society), Obsession (Chasing the next high), Reputation (Gang leader), Rivalry (other gangs)
Virtue: Charity, Faith. Jester is always looking for a good time, but he's willing, even eager, to share. His ability to see archetypes and patterns has encouraged a belief that there is some sort of meaning in the apparent randomness that is existence.
Vice: Gluttony, Pride. Jester's tendency to look for the next high can override his common sense, and his visions encourage him to believe that he knows far more about what's really going on in the world than most people, which feeds his ego no end.
Nature: Visionary. Jester watches all the pieces of the world fit together in ways few others understand.
Demeanor: Gallant. When Jester acts, he acts with all the flair and theatrics he can muster.

Description: Jack dresses quite theatrically in an ensemble that mixes goth and gansta styles. He wears a blue-tinted leather trenchcoat festooned with buttons, buckles, and patches, many with anarchy or drug-culture themes (especially prominent is a round anarchy button on his lapel which can fire a stream of caustic acid). The coat also contains a bewildering variety of makeshift tools and gadgets. He also wears a frightful Death's Head mask toped by a jaunty blue Jester's cap. Beneath the mask he is scarred in a horrible fashion: he bears two rips through his cheeks, one at each corner of his mouth, giving him a ghastly permanent smile.

Powers and Abilities: The Jester is a psychic, one of the rare few in the BNW actually born with supernatural abilities. He has the ability to read people's personalities with a glance, visualizing them as Jungian archetypes and allowing him to glean useful information at them with just a glance. He also can use this ability to gain information in the manner of a soothsayer, finding patterns in random scatterings of seeds, fallen leaves, random words from road signs forming coherent sentences, etc. He can even see the future, though he generally has to be high on mind-altering drugs at the time and thus he might only understand pieces of the message when he comes down.

Most of Jester’s offensive abilities come from a series of prank gadgets that he has modified to be much more effective than normal, along with gang and drug paraphernalia. He also sports a pair of spring-heeled boots that allows him to move faster than normal humans and leap tremendous distances.

Jester's Blood Guns are heirlooms; twin red-tinted chrome .45s illegally modified to fire at full auto and carry 30 round clips that belonged to the notorious gangster Richard Harvey Quinn, AKA "The Rictus Harlequin," during the 1940's. The guns have some sort of magic about them, and they are both more accurate than normal pistols and they can hurt ghosts and spirits.


Tactics: The art of war is deception, they say, and Jester has learned that to a "T". He uses Feints, Taunts, and Tricks almost exclusively in combat, as well as various tricks from his coat. His first attempt in most situations is to keep people guessing with his Fascinate feat, but he is more than capable of keeping people busy if combat actually starts, using his chicanery to keep opponents guessing. If pressed, he might pop some of his "Party Favors," which make him immune to lethal damage at the cost of wild hallucinations that render him confused.

Background:

Tales of The Jester: A Feast of Fools 1, A Feast of Fools 2, Interlude 1, Interlude 2

:arrow: And presenting Jack Melinko, sometimes ally of the Watchmen and leader of the Jokerz[/i]

:arrow: updated Eyes of Madness with a few interesting Alternate Powers.

:arrow: Update 2/15/07: Greatly expanded Jester's write-up, adding description, backstory, and powers. Added Immunity, increased Bluff and Sense Motive, added Gather information and Well-informed, Added a point of Equipment, which I used for a few more tricks on his equipment array and to buy off the drawback. Re-imagined his "bag of tricks" as a Coat of tricks instead. Greatly improved Blood Guns, making it fully Penetrating and adding 2 more Autofire Extras.

:arrow: Update 4/21/07: Removed Immunity (Interaction Skills) in light of fight with the Joker (which was made more fun by both of them NOT being immune to each others Attempts at bluffing and tricking). Used the Points to increase Jester's Wisdom score and buy 3 feats: Assessment, Ultimate Effort (Bluff), and Second Chance (Resisting Bluffs)

:arrow: Update 5/3/07: A massive update, increasing Jester's PL by one and greatly expanding on his trick, making them devices instead of simply equipment, which allowed me to go hog wild on some of them. I also incorporated a double trade-off in this build...much like the Joker, he can hit well with his guns, but his tricks have higher DCs on the whole. I added a HUGE amount of tricks to his array, including a few mystical devices along with the technological ones. Specifically, his Cap protects his mind and grants him the Luck Feat while active, and his Magic Marker allows him to pull off some fun cartoon stunts, such as erasing an object only to draw it later, draw a door through a wall and actually pass through, "erase" an object, etc. Fun times :mrgreen: Note that he has several "nested" APs within some of his tricks. This is perhaps the most complicated array I've ever made.

:arrow: Most of his tricks don't actually meet his caps. This is because he has Sneak Attack, which adds +2 to the DC of ANY trick he uses that catches an opponent flat-footed that requires an attack roll. He bluffs a lot in combat, naturally.

:arrow: Update 6/12/07: Major overhaul. I took some of his tricks and made them separate devices, fiddled with his Dodge Focus/Defense ratio, and substantially beefed up his Blood Guns. I removed the Magic marker, because that sort of concept really deserves a build of its own. Now Jester can meet his caps with his guns, which I felt was important to his concept. And it gave me a chance to show of the new art by DMAC that I've commissioned!

:arrow: Update 6/18/07: Minor edit, just cleaning out the 8) faces and updating the picture to the colored version. Thank you DMAC!
Last edited by The Stray on Tue Jul 17, 2007 3:33 pm, edited 22 times in total.
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Postby Tonpa » Sat Dec 09, 2006 3:24 pm

Cool builds and enough darkness. :)

Nice that you do the meanies with low PL. Jester is expecially cool and the Eyes of Madness is awesome power!
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Postby The Stray » Sat Dec 09, 2006 3:46 pm

Tonpa wrote:Cool builds and enough darkness. :)

Nice that you do the meanies with low PL. Jester is expecially cool and the Eyes of Madness is awesome power!


Well, the whole game is PL 8, so low PL villains are kind of a necessity. Eventually I plan on expanding the write ups, but that will have to wait until I get more free time. But thanks for your endorsement! I loved Gallery and some of the other builds you've done (I tried to get a character done for the rogue avatar contest, but never could get him up in time).
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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Postby The Stray » Mon Dec 11, 2006 8:19 am

Sgian Dubh

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“I shall strip the flesh from your bones and crush your soul beneath my heel!”

Concept: Celtic Demon, PL 11; PP 177

Abilities: Str 26/18, Dex 16, Con 28/24, Int 10, Wis 16, Cha 14

Saves: Tough +12 (2 Absorption), Fort +12, Ref +6, Will +8

Combat: Attack: +8 (-1 Size), Grapple +24 (+26 when using all limbs), Dmg +12 (Claws), +12 (Hellfire Control), Defense: 18/14 (-1 Size), Init +3; Large Size

Skills: Bluff +6 (4), Intimidate +12 (8 ), Knowledge (Arcane Lore) +8 (8 ), Knowledge (Theology & Philosophy) +8 (8 ), Notice +7 (4), Sense Motive +11 (8 )

Feats: Chokehold, Defensive Attack, Improved Pin, Power Attack, Startle

Powers:

Additional Limbs 2 [Arms], Growth 4 [+8 Str, +4 Con, Large Size (-1 Atk/Def, +4 grapple, -4 stealth, +2 intimidate); Flaws: Permanent; Power Feats: Innate], Immunity 20 [Aging, Cold Damage, Fire Damage, Life Support], Protection 3 [Drawback: Noticeable], *Absorption 2 [Healing 2; Extras: Both Types], Strike 4 [Claws; Power Feats: Mighty], Super Strength 4 [Total Lifting Str 51; AP: Leaping 8]

*Hellfire Control 12 [Base Effect: Blast 12]
--AP: Soul Blast 8 [Blast 8; Extras: Alternate Save (Will)]
--AP: Teleport 8 [Extras: Accurate]
--AP: Agony Bolt 8 [Stun 8; Extras: Range (Ranged)]
--AP: Summon Fiends 7 [10 Warrior Demons; Extras: Horde; Power Feats: Progression 3]

Drawbacks: Normal Identity (Dirk Cole) (Full Round Action, -4 Points), Power Loss (Hellfire Control, when bound by Cold Iron, -2 points), Vulnerable (Holy Attacks, +50% damage, -2 points), Weakness (Holy Ground, -1 Str and powers per 5 minutes, -4 points)

Notes: Max Attack 8/Max DC 14; Max Defense 8/Max Toughness 14

PROFILE
Alternate Identity: Dirk Cole
Identity: Secret
Occupation: Rogue/Raging Celtic Demon
Group Affiliation: Fomori
First Appearance: Tales of a Dark City Annual #1

Allegiances: None [Dirk], Evil, Chaos [Sgian Dubh]
Motivations: Power, Thrills [Dirk], Power, Conquest [Sgian Dubh]
Complications: Reputation (demon host), Secret (Demonic host) [Dirk], Enemy (Banshee), Hatred (Banshee), Obsession (Gaining power), Temper [Sgian Dubh]

Virtue: Faith [Dirk]; None [Sgian Dubh]
Vice: Greed [Dirk]; Greed, Wrath [Sgian Dubh]
Nature: Bon Vivant [Dirk]; Bravo [Sgian Dubh]
Demeanor: Rogue [Dirk]; Monster [Sgian Dubh]

Background: Dirk Cole was an average party student. He liked to drink hard, flirt hard, and party hard, and he had a taste for petty larceny. He took anthropology because it seemed like an easy A. Surprisingly, however, he had a talent for the study (it helped that the teacher was a hottie, if a bit mousy). When she offered him a chance to go to Ireland over summer for a dig, he jumped onboard immediately. Irish whiskey and fine Irish hotties? No way was he passing that up!

Unfortunately, the reality was that he spent much more time digging and hauling that flirting and drinking. The site, supposedly some old druid grove, was miles from anywhere exciting, and Dirk found himself longing for anything that would break the monotony.

He and some of the other students decided to boost the next artifact found and hither it to the nearest town to sell. They figured that so many trinkets had been discovered already that one missing wouldn't make much of a difference. So when the black, pitted dagger was unearthed, Dirk was excited. If they could get away with this, they'd have more fun in one night than they'd had all summer. In his haste to pocket the dagger, though, he accidentally sliced his finger open on the blade. The blood ran down the dagger, seeping into the cracks and whorls of strange runes carved along its edge...and something awakened.

Long before the birth of Christ, Ireland was home to the Sídhe, nature spirits from the chaotic realm of Tír na nÓg. Led by the Tuatha Dé Danann, the Sídhe warred with a race of demons known as the Fomóraig, eventually sealing them away. The Sídhe bound some of their own number as guardians to keep the Fomóraig contained. A number of the Fomóraig were bound in Sgian Dubhs, sacred black daggers that were planted in the ground to keep them from the curious.

When Dirk's blood soaked the dagger, it provided the demon bound inside a link to him, and the demon used that link to escape. Shorn of physical form, it instead transformed Dirk's body and proceeded to lay waste to the archeology team. Though its power was vastly reduced from the 2,000-year imprisonment, normal humans were still no match for it. However, the anthropology professor, studying a tablet that had been unearthed not far away, stumbled onto an inscription that awakened the Sídhe guardian, who possessed her and fought back the demon. The demon, realizing it was no match in its weakened state, fled.

When Dirk awoke, he had no memory of what had happened, but he was still clutching the dagger. He wandered into the nearest village; only to find out he was wanted for the murder of most of the archeology team. Horrified, he hid, and that was when the demon inside the dagger began to whisper to him, offering him a deal: if Dirk would continue to allow the demon to use his body, it would help him escape and would grant him power beyond his wildest dreams. With few other options open to him, and the prospect of a powerful demonic servant at his disposal, Dirk eagerly agreed.

Now the pair roams the world. The Demon, calling itself Sgian Dubh to protect its real name and prevent any real chance of Dirk actually controlling it, seeks to regain its former strength and then free the remaining Fomóraig. Dirk, for his part, has become more twisted and corrupt by the demon's presence, and eagerly does its bidding. He does not realize how far he's fallen, nor does he understand how much of a pawn he truly is. They've come to Drake City in search of a power source Sgian Dubh thinks it can use to restore itself, but they've run into an unexpected snag...The Sídhe guardian, taking the form of the superhero Banshee, is also in Drake City, looking to take them down.

Sgian Dubh traveled to Drake City, Virginia, in search of a hidden power that it could feel resting beneath the city. It tracked down the location of a seal that supposedly kept the power contained, but before it could act on this knowledge, Banshee and the magus Arthur Wyndham-Dare captured Dirk Cole. Dirk escaped, reclaimed the dagger, and went searching for the seal. Zombies under the control of the undead Major Bones captured him in the Hellhole, and he spent the next day slowly being drained of blood to keep the seal intact. He escaped with the unwitting aid of Drax, the half-dragon, who had been tracking the zombies on his own. The two fought their way past the zombie horde until Sgian Dubh took control and rushed the seal. Drax was unable to stop Sgian Dubh from completing his linking ritual, and the demon gained a measure of power from the contact. Now he seeks the remaining seals, hoping to increase his power enough to battle one of the Lords of Hell and take his place as a ruler of the damned.

Tales of Sgian Dubh: Rotten Hearts 1, Rotten Hearts 2, Rotten Hearts 3 (not up yet)

:arrow: Update 4/28/07: Massive update of the original Big Bad Demon in preparation for his appearance in a major in-game story arc. Sgian Dubh has gained a power level, a bit of absorption, a boost to his Hellfire control, and a few more tricks under it. I also shuffled around some points, making his leaping an AP off his Super strength (as I tend to do with builds like this). This is him after opening the first Seal...he'll grow more powerful as the storyline progresses.
Last edited by The Stray on Tue Jul 17, 2007 3:34 pm, edited 3 times in total.
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Postby The Stray » Tue Dec 12, 2006 1:08 pm

UPDATES

Added Allegiances, Motivations, Complications, Virtues and Vices to all write ups!
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Postby JoshuaDunlow » Tue Dec 12, 2006 1:30 pm

Wow, gotta love all the detail you have put into all this. Very good work.
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Postby The Stray » Tue Dec 12, 2006 1:31 pm

Thanks. It's nice to be appreciated :mrgreen:
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Postby The Stray » Sun Dec 17, 2006 2:07 am

The Ghoul King

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“Would you like me to describe the taste of your liver? No? Then get out of my sight. I have work to do.”

Concept: Revenge-bent scientist turned flesh-eating ghoul
PL 10; PP 180

Appearance:

Abilities: Str 8, Dex 8, Con 30, Int 30/20, Wis 16, Cha 6

Saves: Toughness +16, Fort +10, Ref +1, Will +11

Combat: Attack: +6; Damage: -1 (Unarmed); Defense: 14/12; Init -1

Skills: Computers +18 (8 ), Craft (Chemical) +22 (12), Craft (Electronic) +18 (8 ), Intimidate +6 (8 ), Knowledge (life sciences) +26 (12), Knowledge (physical sciences) +24 (10), Medicine +11 (8 ), Profession (Scientist) +13 (10)

Feats: Assessment, Equipment X (Usually around 100 equipment points, including HQ’s and Vehicles), Fearsome Presence 7, Improvised Tools, Inventor (biotech) (Biotech variant--uses Knowledge (Life Sciences) for design checks), Master Plan, Minions X (Ghouls and thugs), Second Chance (Craft (Chemical) checks), Skill Mastery (Craft (Chemical), Medicine, Knowledge (Life Sciences), Intimidate), Startle

Powers:

Enhanced Intelligence 10, Immortality 7 [Regeneration 2 (Resurrection 2; Extra: True Resurrection), Immunity 3 (Aging, Poison, Disease)], Poisonous Bite 5 [Paralyze 5; Extras: Alternate Save (Fortitude), Poison], Protection 6 [Extras: Impervious; Drawback: (Noticeable), Innate], Regeneration 24 [Recovery Bonus +9, Recover (Injured) 5, Recover (Staggered) 5, Recover (Disabled) 5; Flaws: Source (Human Flesh); Power Feats: Persistent, Regrowth], Super Senses 1 [Infravision], Super-Movement 1 [Wall-Crawling]

Devices:

Gadgets 5 (up to 25 pp worth of Devices, Easy To Lose).

Drawbacks: Weakness (Cold-Blooded) (Uncommon, -1 Dex/20 minutes)

Notes: Max Atk 6/Max DC 14; Max Defense 4/Max Toughness 16

PROFILE
Alternate Identity: Dr. Remial Mortos
Identity: Public
Occupation: ex-Researcher
Group Affiliation: The Cryptkickers
Base of Operations: The Lair
First Appearance: Tales of a Dark City #4
Sex: Male
Age: 65
Height: 5’ 7”
Weight: 140 lbs.
Eyes: Yellow (Wears glasses)
Hair: Bald
Abnormal Type: Gentech Mutant
Allegiances: None
Motivations: Revenge, revenge, and yet more revenge!
Complications: Obsession (Revenge against Dark-Hawke Industries), Enemy (Dark-Hawke Industries), Rivalry (The Bloodfangs), Temper, Addiction (Human Flesh), Reputation (Mutant Cannibal Mad Scientist)
Virtue: Justice. Dr. Mortos firmly believes that good works shall be rewarded (despite his setbacks) and the wicked (those ingrates who oppose him) will be punished.
Vice: Envy, Pride. The Good Doctor is never satisfied with his gains, comparing what he's accomplished to the accolades given to those "less deserving" than himself. His ego forces him to constantly try to prove himself.
Nature: Competitor. Life is all about winners and losers to Dr. Mortos, and he intends to win at all costs.
Demeanor: Perfectionist. Nothing is ever good enough for Dr. Mortos, and he strives to improve on his own work.

Background: Once, Dr. Remial Mortos had it all. Fame, power, wealth...he was the Golden Child of the Genetic Revolution during the Avatar Crisis. He was also, by all reports, an arrogant and amoral SOB who conducted unethical tests on behalf of a government desperate for results.

Tragically, his work engendered as much envy as acclaim, and eventually one of his rivals decided to get personal. During an experiment with a new Bio-Regenerative formula, Dr. Mortos's lab was demolished via fiery explosion. The good doctor was presumed dead, and Dark-Hawke Industries, the firm that had funded most of his research, gathered what it could of his research.

Not long afterwards, however, a new gang of mutants sprung up in the Hellhole, challenging the then-dominant Bloodfangs in ways no other gang had previously been able. These new mutants were vicious and ugly, with rotten, scaly skin and long, jagged teeth that delivered a paralyzing saliva to victims. Worse, these new "Cryptkickers" were apparently impervious to harm, shrugging off bullet wounds, blunt force trauma, and knife wounds with easy. Those few things that did manage to scratch them healed rapidly. Even worse, though, was the craving for human flesh that led to these mutants being nicknamed "Ghouls."

Outright gang war between the Bloodfangs and the Cryptkickers tore Drake City apart, especially after a break-in at the Hamill Research Facility released the Dirty Dozen, 12 criminal abnormals being used for secret experimentation by Dark-Hawke Industries. With the release of the Dirty Dozen, Abnormal crime in Drake City skyrocketed, and the public demanded that the government do something. This lead to the formation of the Superhuman Terrorist Armed Response (STAR) squad, under the control of the Abnormal Registration Division. It wasn't until the Cryptkickers seized control of the WRBT tower, however, that the truth behind the monstrous Ghouls was revealed.

The Ghoul King himself, as horribly warped and disfigured as his followers, broadcast his manifesto to the world. He claimed to be Dr. Remial Mortos, and blamed Dark-Hawke Industires for sabotaging his work so they could steal his research. He then went on to declare that he would offer his services as a geneticist to whoever could pay unless the Federal Government shut down Dark-Hawke Industries for good. The ARD sent in the STARs instead of meeting the Ghoul King's demands, and the vigilante group known as the Watchmen also intervened, capturing the Ghoul King after a fierce battle.

However, the Ghoul King would not be held so easily. Eventually he escaped, and is currently at large, making good on his threat to sell his talents to the highest bidder. Anyone who can pay can undergo the Good Doctor's treatments, as long as they can find him and can deal with the inevitable "side effects" of his treatments. His Ghouls still roam the slums, warring for territory with the Bloodfangs. Truly, he is a force to be reckoned with.

Design Notes:

:arrow: And here is The Ghoul King, completing my Trio of major ganglords of Drake City and the Brave New World's resident Mad Scientist. Of the three major ganglords, he's the most reclusive. Sure, he CAN take a major beating and get up afterwards, but combat is a wasteful distraction to him

:arrow: No, he doesn't meet his combat caps as written. He's more of a Mastermind, plotting behind the scenes and generating monsters and minions. That said, his Equipment x-trait can generate significant combat advantages and his minions tend to be diverse and tailored to his current needs. And his Regeneration and Immortality insure that he'll be back to devil the party again and again, as long as he can feed his cannibalistic appetites.

:arrow: Update 5/3/07: Minor clean-up. I removed his Enhanced Con and added it straight to his normal score. It saved on making it Innate, and it fits him because he's a mutant and that's more of a permanent change to his physiology anyhow.

:arrow: Update 5/30/07: Another update...this time gave Remial the Gadgets power, something he sorely needed.
Last edited by The Stray on Fri May 04, 2007 4:56 pm, edited 5 times in total.
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