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Kerevision: Neo-Earth OG: Arcana

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Kerevision: Neo-Earth OG: Arcana

Postby kerianvalentine » Tue Aug 18, 2009 10:59 am

The white-haired Master sits down in a large rolling chair, folding his fingers on the desk. A stylized KNN logo glows a dim blue behind him.

Hello, and welcome, Kerevision Viewers, to the Kerevision News Network, your source for up-to-the-minute updates, background information, and of course the Who's Who of the movers and shakers within the world locally recognized as Neo-Earth OG.

I'm your host, the Master of Kerevision - for those who aren't familiar with my work, I advise you to examine the Kerevision Channel Guide for more information.

KNN is devoted to accurate, interesting, and up-to-date information for the Neo-Earth OG realm. Besides the obvious changes of the Neo-Earth OG setting, this also means that these programs do NOT necessarily follow the 10/150 rule. For this reason, these programs have been separated from the primary channel guide, and will remain so for ease of organization!

And now without further ado, I shall begin our reports. Thank you for watching, loyal viewers!


Neo-Earth OG
Setting Primer
A Brief History Of Magic
Those Beyond Understanding: Arcana


The Galactic Imperium of Man
God-Emperor Palpatine
Warmaster Darth Vader


Britannia
Charles Di Britannia
Gilbert G.P. Guilford, The Immortal Knight
Sephiroth, Knight Of One


Japan
Lelouch/Zero
Kallen Kasshu


The United States Of America
Hawkeye
President Steve Rogers


Independant
Batman (David Xanatos)
[url=http://www.atomicthinktank.com/viewtopic.php?p=602621#p602621]Two-Face (Slade and Wade Wilson)


Teen Titans
Nightwing (Terry McGinnis)
Simon
The Amazing Spider-Girl (Julia Carpenter)
Last edited by kerianvalentine on Fri Aug 28, 2009 10:16 am, edited 17 times in total.
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Setting Primer

Postby kerianvalentine » Tue Aug 18, 2009 11:56 am

NEO-EARTH OG

The year is 2009, a mere two years after the last Gundamfight. The defeat of the Devil Colony and the Bloody Valentine Disaster still loom in the minds of the citizens of the Neo-Zeon PLANTS, space a bubbling cauldron of fear.

On Earth, however, the situation is significantly different. Over the last two years, Emperor Charles Di Britannia - ninety-ninth emperor of Britannia - has marched across the world, claiming more than 50% of it for his grand Empire. Britannia holds nigh-complete control over Neo-Earth thanks to both Suzaku Kururugi and his Lancelot Gundam's victory in the Gundamfight, and Emperor Charles' subsequent return to the old ways of war in an unexpected betrayal of the Axis Treaty.

Those nations still free have their eyes heavily on Britannia even as the Britannians themselves assure that the marching and conquest is over. Still, this is small comfort to the ailing, non-Imperialist nations, who now look to be on their last legs as the Britannian engine of commerce charges forward full-speed.

Welcome to Neo-Earth OG. Enjoy your stay.


In The Beginning

In the beginning, there was a physical God amidst the nothingness of the void. This God took its time, creating space, time, the Universe, and life. And when it had exhausted its power, it looked upon what it had made, and it thought it good.

But unfortunately, it was not quite good. The God realized that there was no method of energy recycling - that no stable system of "in and out" existed for the souls of the creatures it had lovingly built. If it did not do something, the whole of its Creation would perish, and it could not begin to fathom such sorrow. So it did what it had to do, and it died.

An Infinite death cannot exist in a finite space; a second world spawned forth from God's corpse, a massive black netherworld in which the souls of the dead could wait to be recycled into life once more. Unfortunately, no suicide is without taint, and God's death left its incomprehensible antibodies - what we might call Angels - twisted and fallen into mere Shadows of what once they were. The Shadows would be a problem for those souls who first died, and they would band together to construct from the Netherworld's black earth a Soul Society of fortresses all across the underworld.

This was not, however, the last act of God's mind. In its infinity, it could not completely be silenced, and so it shattered into twenty-two pieces, each a piece of the infinite purposes of God's thoughts - the Major Arcana.


A Time Apart

A young Force-sensitive explorer named Palpatine of Earth, time- and space-flung far from his homeworld, crash-landed in the distant past of a planet that he would come to call Holy Terra. Taking his time to master his prodigious connection to the Force, Palpatine would lay down the foundations of both the Galactic Imperium of Man and the Sith Order he himself would lead alongside several small blue creatures that would come to be known as the Guardians of the Universe. The Guardians and Palpatine fashioned from the power of sentient emotions rings that would channel the energy of life itself - the Force, Spiral Energy, Mana, magic - into anything the users of said rings could imagine. However, the Guardians deemed these rings too powerful, and took only the green rings of Willpower with them to their home of Oa, leaving the rest of the rings with Palpatine. Palpatine took for himself the Blue Ring of Hope and began his work to build Holy Terra into a world bustling with life.

Meanwhile, an entity nearly as old as time would finally lapse into slumber as its greatest creation, a race of machine-creatures known as the Cybertronians, were complete.


World War II

In 1939, the alchemical nation of Central Germany would invade and conquer the neutral nation of Ishbal, enacting vast purges of the native populace for their own personal gain. The Allied nations of Britannia, the United States of America, and several other no-longer-existant nations would strike back at Germany and its Axis, bringing them low thanks to the efforts and sacrifice of Albert Einstein (chronicled by friend and cohort H.P. Lovecraft as The Chimera Creature Crusade, a popular short-story about the last fight of Albert Einstein, Nikola Tesla, and their Science Squad). This blow would cripple Germany, but the most important advent of this was not Germany's weakening: the signing of the Axis Treaty would (in the hope of the people) prevent future wars from occuring, by encouraging the creation of unique prototype weapons to show off in a world-wide fight. These prototype weapons would be called 'Gundams'.


The First Colony Launches

Space. A verdant field of stars, it was untouchable until 1954, when the Holy Empire of Britannia launched several space colonies at the behest of the genius scientist Nikola Tesla. The colonies - designs he and Einstein had worked on before the war - succeeded in their launch, allowing mankind to finally reach up and grasp the stars between his own hands. Nikola Tesla died with a smile on his face in the Einstein Colony.


Sieg Zeon

In 1979, the Unified Colonial Citizenship - UCC - labored for independence from the various nations that had launched colonies since 1954. Numbering 14 colonies, from Einstein Colony to Bell Colony, the UCC took their complaints before the UN, demanding right to participate in the Gundamfight for control of space and in the UN delegation meetings. They were denied.

In response, the UCC turned control over to Side 3's military, the Principality of Zeon. Zeon's unveiling of their mass production prototype, the Zaku, quickly overwhelmed the United Nations Defense Force, and the Zakus stormed their way across Europe and towards the capitol city of Britannia, Pendragon.

It was then that the Empress of Britannia unveiled the weapon up her sleeve - Mass Production-type GM-Knightmare Frames based on their last unit, Knightmare Gundam. Each easily a match for two Zakus, the GM-Knightmare Frames were hailed as a revolution in defense, adopted by the UN Defense Force, and became the deciding factor in the fight against Zeon.

In 1980 - one year after the war began - Zeon surrendered, partially thanks to the efforts of Side 7 pilot Amuro Ray and the secret Britannian prototype, GM-Gundam. Amuro left Britannian service shortly after, moving to join America's rising Londo Bell space defense team. The UNDF turned control of space operations over to Londo Bell, and Britannia turned its eyes back to the ground.


The Final Gundamfight

In 2007, disaster struck. A project from Japan known as the Devil Gundam infiltrated the Gundamfight, causing incredible havoc when it took over the Valentine Colony and kidnapped one Rain Mikamura Kasshu as its power source. In a short-sighted attack, grieving from the death of his master and determined to save his beloved wife, Japanese Gundamfight Domon Kasshu destroyed the Devil Colony in a massive Sekiha Tenkyoken, causing the deaths of one million Colony citizens and horrifying the UCC. In his shame and penance, he left his wife and 14-year-old daughter Kallen Kasshu behind in Japan, joining Londo Bell in the White Master Gundam. This incident would come to be known as the Bloody Valentine Event, but his withdrawal from the Gundamfight also held another, deeper problem: the victory of Suzaku Kururugi in his KF-Lancelot Gundam. With Britannia controlling all of space and the world reeling from the Bloody Valentine Event, Charles Di Britannia, 99th Emperor of Britannia, put his plan into action.

MP-Knightmare Frames were launched across the world, swiftly crushing under his heel many, many weak but prosperous nations - including Japan, France, much of Russia, and a great deal of Africa. Germany, America, Atlantis, Khandaq, the Chinese Federation, Latveria, Hyrule, and a few others stood against Britannia, but the vast majority of nations fell.

And so Britannia dominated the world...


The Present Day

With Britannia in control of the planet thanks to their advanced technology and powerful military, the remaining nations may seem to be merely attachments, but they are not so.

America still has power, through President Steve Rogers has his hands full attempting to fight the trade embargos he is seeing crop up day after day thanks to Britannia's control. SHIELD is on full-alert day in and day out, with Nick "Solid Snake" Fury keeping watch from the Helicarrier for anything that might threaten the U.S. Soil even as the internal problems begin to creep up.

Similarly, Area Eleven - once known as Japan - has begun to see a rise in independent fighting at the hands of the terrorist Zero, who supposedly has supernatural powers as powerful as any seen since. It remains to be seen whether or not Zero will be successful, but all eyes are upon him as he and his Black Knights strike at Britannians one by one. Their most recent success was the destruction of the Britannian Metal Gear facility near Konoha Village, thanks to the efforts of three unnamed heroes.




Current Events

The Decepticons have come and gone, repelled by Britannia's New London and the Evangelions. The rise of Unicron from Cathedral Terra - the Earth's second, secret moon - was similarly prevented by the Evangelions, sinking Cathedral Terra back into its secret orbit.

The SDF-1 Macross and its sole survivor, John-117, have returned to Earth after a 30-year trip outside the Galaxy, bringing with them a zombified scourge known only as the Flood and their primary hosts, the Zerg. The Macross was destroyed by Londo Bell's Heero Yuy, sweeping the island it crashed on to pieces.

A second, parallel(?) universe opened up, revealing a world where the entire universe was linked to a cybernetic internet controlled by a man named Terminal Zero. After a complicated situation, three individuals - Kelly Creuz, Hyuton, and the Arcknight - were charged by the terrorist Zero with attempted regicide.

At a UN meeting to decide the fate of these three, an assassination attempt on Emperor Charles resulted in an uproar from the delegates, and Charles Di Britannia (along with the terrorist Zero) has since disappeared. What happened to him remains a mystery, but Knight of One Sephiroth is having trouble keeping the noble family under control, and Britannia has become a cauldron of havoc...




The Nations

Britannia: The largest nation in the world, the Holy Empire of Britannia controls a significant amount of territory, military might, and economic force. With the vast majority of the world's Sakuradite in hand, Britannia is more or less the unquestioned ruler of even those nations that managed to resist. Still, with Emperor Charles gone, the nobles are in an uproar, and it's all the Knights of the Round can do to keep them under control.
The Knights of the Round are: Knight of One Sephiroth, Knight of Two Cloud Strife, Knight of Three Captain Britannia, Knight of Four Suzaku Kururugi...and others.

America: Under President Steve Rogers, America is holding on, but just barely. Between an economic collapse due to the mutant transformation of Kansas into The Lost Land, funding for SHIELD, and a lack of readily available power sources with dwindling Sakuradite supplies, America has little to look forward to if no one can step up and save it. Still, there are heroes left...perhaps one of them will be able to save the day.

Hyrule: Less a nation, more an independent collection of countries, Hyrule includes several nations of Laguz and Beorc, Hyrule proper, and the Great Ocean's island chain. It is ruled by a council of individuals, and is the only nation on the planet with a magical focus rather than technological. Hyrule has been absent from world affairs for some time - only time will tell if they choose to step up.

Latveria: A tiny nation in Europe ruled by Sorceror Supreme Doctor Victor Von Doom, Latveria is more or less untouched thanks to the efforts of Von Doom's Shieldbots - Doombots specifically converted to channel a single shielding spell into an enormous nation-wide protection. Latveria enjoys a very high standard of living thanks to their powerful ruler.

Khandaq: A tiny African nation ruled by Theo Adam, little can be said about Khandaq beyond that thanks to Black Adam's efforts, it remains independent from Britannia.

Atlantis: Little is known about the undersea country of Atlantis, save that the dual princes Namor and Arthur Curry are embroiled in a civil war over its future.
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Re: Kerevision: KNN

Postby Arthur Eld » Tue Aug 18, 2009 12:05 pm

Words cannot say how awesome this setting is. Code Geass, LoZ, Gundams, Captain America as president, and everything else looks amazing. Sephiroth as Knight of One is a scary idea, but if he has Geass, then I might just curl up in a little ball.
Last edited by Arthur Eld on Wed Aug 19, 2009 6:29 am, edited 1 time in total.
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President Steve Rogers

Postby kerianvalentine » Tue Aug 18, 2009 12:18 pm

On camera one, the newscroll focuses over onto the President of the United States, Steve Rogers, aka Captain America.

Image

President Steve Rogers
PL 11/181
Attributes: STR 24, DEX 24, CON 24, INT 20, WIS 16, CHA 22

Skills:
Acrobatics 16 + 7 = 23
Bluff 12 + 6 = 18
Drive 6 + 7 = 13
Escape Artist 12 + 7 = 19
Gather Information 8 + 6 = 14
Intimidate 14 + 6 = 20
Knowledge (Current Events) 9 + 5 = 14
Knowledge (Tactics) 8 + 5 = 13
Language 3 (English base; Japanese, German, Chinese)
Notice 12 + 3 = 15
Pilot 8 + 7 = 15
Search 10 + 5 = 15
Sense Motive 12 + 3 = 15
Sleight of Hand 8 + 7 = 15
Stealth 12 + 7 = 19
Survival 8 + 3 = 11

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Benefit (Diplomatic Immunity, Security Clearance, Status), Blind-Fight, Connected, Contacts, Defensive Attack, Diehard, Dodge Focus 9, Elusive Target, Equipment 4, Fascinate (Diplomacy), Fearless, Inspire 3, Instant Up, Interpose, Leadership, Master Plan, Move-By Action, Power Attack, Redirect, Uncanny Dodge (Hearing)


Equipment:
Dual Shields (Shield 2, Mighty Thrown Autofire 1 Damage 4)
Three-Piece Suit (Protection 4)
Hold-Out Pistol (Subtle Ranged Damage 2)

Initiative/Defense: +7/+9 (+11)
Saves: FORT +11, REF +11, WILL +8, TOUGH +7 (+11)
Attack/Damage: +11/+7 (+11 shield)


DVD Commentary:

President Steve Rogers, Captain America, Les Enfantes Terribles codename Solidus Snake, is an over-priced PL 11 with some truly brutal features. He doesn't mess around with the Patriots, with a well-rounded skillset and well-rounded saves, attacks, and tactics. He's pretty much the premier "All Natural" Hero of the setting if you want to get right down to it, though being a super-soldier clone makes ol' Steve not necessarily completely natural.

He's also more or less retired from heroing, though he could always pick up again at any time. He's in pretty good shape for a thirty-six-year-old.
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Re: Kerevision: KNN

Postby Arthur Eld » Tue Aug 18, 2009 12:24 pm

Wow, a combat monster and the youngest President ever. Impressive.
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Knight of One Sephiroth

Postby kerianvalentine » Tue Aug 18, 2009 12:49 pm

The Knight of One Sephiroth is giving an interview about the current state of affairs.

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Knight Of One Sephiroth
PL 13/PP 200

Attributes: STR 18, DEX 26, CON 26, INT 18, WIS 14, CHA 14

Skills:
Bluff 2 + 2 = 4
Diplomacy 6 + 2 = 8
Escape Artist 8 + 8 = 16
Intimidate 12 + 2 = 14
Knowledge (Arcana) 4 + 4 = 8
Knowledge (Current Events) 8 + 4 = 12
Knowledge (Tactics) 10 + 4 = 14
Knowledge (Technology) 8 + 4 = 12
Language 8 (English base, 8 additional)
Notice 14 + 2 = 16
Search 12 + 4 = 16
Sense Motive 16 + 2 = 18

Feats:
Attractive 2, Bishonen, Combat Reaction (Block When Combat Starts), Defensive Strike, Defensive Throw, Distracting Looks, Equipment 1, Follow-Up Strike, Improved Critical (Masamune Melee, 5), Last Stand, Minions X, Move-By Action, Quick Draw 1, Sense Murderous Intent, Truth Sense, Well-Known, Withstand Damage.

Powers:
Battle Sense (Precognition; Enhanced Defense 10; Enhanced Attack 6)
Masamune (Easy-To-Lose Indestructible Device 6)
Flight 4

Masamune:
Ranged Damage 13 [A.P.: Burst Damage 13, A.P.: Mighty 1 Autofire 1 Damage 12, A.P.: Cone Damage 13]
Enhanced Feat (Dodge Focus 1)

Equipment:
Sexy Leather Trenchcoat (Protection 5)

Initiative/Defense: +8/+10 (+11)
Saves: FORT +12, REF +13, WILL +12, TOUGH +8 (+13)
Attack/Damage: +7 (+13)/+4 (+13 Masamune)


DVD Commentary:
The Knight of One, Sephiroth is slightly above the mark for his PL, which is kind of shocking - I expected him to be more expensive.

Sephiroth serves as the head of Britannia's military, the Knight of One. Genetically superior, longtime friend of Emperor Charles Di Britannia, and one of the most powerful beings in the setting, Sephiroth is a capable and dangerous combatant, but he's not the best of leaders, and it shows. He's certainly not incompetent, but his leadership skills are kind of lacking, as he doesn't really know how to talk to people; he relies on his good looks and general appearance to get people on his side. His angelic appearance, combined with his general power scale, mean that most people just won't argue with him.

Sephiroth has all of the Britannian military at his beck and call; he essentially has Minions X (Britannian Soldiers). If he needs to, he can also use a personal Knightmare Frame, but he hates being constrained by such things.

Sephiroth spends his time in the Britannian Capitol City of Pendragon, working as the Lord-Protector and Regent of Britannia...especially now that Charles has gone missing.

Sephiroth is my first build to use Mecha and Manga extensively. He has a significant specialty in blocking, and prefers to open combat NOT with attacks but with a defense, then opening up with his Burst, Cone, or Ranged Damage; if his foe manages to survive, he closes for an autofire storm.

EDIT:

Sephiroth's defensive focus is truly terrifying; those PL 10s attempting to attack him in melee tend to get destroyed in no time as he free-action trips them and kills them with his brutal combat assault.

I added Improved Critical 5, to make him a true death machine; he trips you, you fall, and then he hits you, hits you again, and you die.
Last edited by kerianvalentine on Tue Aug 18, 2009 2:14 pm, edited 1 time in total.
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Zero

Postby kerianvalentine » Tue Aug 18, 2009 1:29 pm

A couple mugshots flash across the Kerevision screen of the fearsome terrorist

Image

Zero
PL 11/PP 165

Attributes: STR 16, DEX 14, CON 14, INT 26, WIS 22, CHA 24

Skills:
Bluff 16 + 7 = 23
Diplomacy 12 + 7 = 19
Disguise 12 + 7 = 9
Gather Information 10 + 7 = 17
Intimidate 10 + 7 = 17
Knowledge (Tactics) 10 + 8 = 18
Perform (Oratory) 16 + 7 = 23
Notice 4 + 6 = 10
Sense Motive 10 + 6 = 16

Feats:
Assessment, Benefit (Alternate Identity), Connected, Contacts, Eidetic Memory, Fascinate (Perform), Inspire 2, Leadership, Low Profile, Master Plan, Rallying Cry, Rhythm Of Combat, Rousing Speech, Task Focus (Rousing Speech: Perform)

Powers:

The Emperor Arcana Array (Dynamic Mind Control 11, Duration: Continuous, Limited: Requires Eye Contact)
-D.A.P.: Ranged Damage 11
-D.A.P.: Perception Damage 7
-D.A.P.: Super-Strength 6/Enhanced Strength 9
-D.A.P.: Teleport 11
-D.A.P.: Enhanced Feat (Dodge Focus 12)

The Emperor Arcana Container 7
-Protection 7
-Enhanced Saves (Fortitude 7, Reflex 7, Will 2)
-Enhanced Feat (Attack Focus: Ranged 11; A.P.: Attack Focus: Melee 11 )

Initiative/Defense: +2/+0 (+13)
Saves: FORT +9, REF +9, WILL +10, TOUGH +9
Attack/Damage: +0 (+11/+11)/+3 (+7/+11/+7)


DVD Commentary:
Lelouch actually pulls in at a completely accurate number, which is truly shocking to me, because I was certainly expecting his power array to be a lot more...well, expensive.

Lelouch in Neo-Earth OG, like his father Charles, is actually not part of a contract with a witch known as C.C.; instead, Lelouch possesses a piece of God's mind, a shard of the unique Emperor Arcana. The Emperor Arcana manifests as a unique power in each of its recipients, breaking up amongst those with the spark of true leadership and transfiguring them into those suited to rule as they war amongst each other.

Essentially, each of the various powers of the Emperor Container and Array are individual Geasses Lelouch has collected over his two years of activity, killing other recipients of the Emperor Arcana and closing in on assembling the complete Arcana.

The Emperor Arcana is God's unquestioned rulership over all that is. It compels those who possess it to rule over all that they can, supernaturally; it also functions as a sort of Highlander combat amongst its recipients. There can be only one.

Lelouch prefers to avoid combat if at all possible (he has a bit of a trade-off, and isn't quite as durable as he could be), aiming to use his tactical genius and mind control to take command of the battlefield. Unlike the mainstream CG, Neo-Earth Lelouch is not limited to one command - he can alter his mind control at any time, and it remains continuous until broken. He does, however, prefer not to use it; the fewer people who know he has actual supernatural powers, the better.
Last edited by kerianvalentine on Tue Aug 18, 2009 2:13 pm, edited 1 time in total.
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Warmaster Darth Vader

Postby kerianvalentine » Tue Aug 18, 2009 2:10 pm

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Warmaster Darth Vader of the Imperium of Man
PL 16/491
Attributes: STR 22 (36), DEX 10, CON 23 (30), INT 18, WIS 18, CHA 18

Skills:
Bluff 10 + 4 = 14
Computers 12 + 4 = 16
Concentration 20 + 4 = 24
Craft (Technology) 8 + 4 = 12
Intimidate 20 + 4 = 24
Knowledge (Tactics) 20 + 4 = 24
Knowledge (Technology) 10 + 4 = 14
Notice 20 + 4 = 24
Search 20 + 4 = 24
Sense Motive 20 + 4 = 24

Feats:
All-Out Attack, Crushing Pin, Damaging Escape, Demonic Glare, Diehard, Eidetic Memory, Equipment 23, Fearless, Finishing Blow, Inspire 3, Interpose, Last Stand, Minions 17 (7 progression, 10/150 minions), Move-By Action, Power Attack, Rage 5, Redirect, Sense Murdeorus Intent, Startle, Takedown Attack 2, Truth Sense, Withstand Damage


Powers:
Cybernetics (Super-Strength 8)
Warmaster's Armor (Innate Permanent Growth 7, Partial Immunity: Fortitude Saves, Immunity 10 [Life Support, Aging])
Warmaster's Lightsaber (Targeted Shapeable Corrosion 16)
X-Gene: Force-Sensitivity (Container) 16
Yellow Power Ring (Hard-To-Lose Device 10, Limited x2: Darth Vader, Indestructible)


Force-Sensitivity
Super-Senses (Danger Sense, Mana Awareness, Detect Mana, Postcognition, Precognition, Uncanny Dodge [Mental])
Force Techniques (Subtle, Chokehold Damaging Perception Move Objects 16, A.P.: Progression 2 Illusion [4/rank] 16, A.P.: Effortless Conscious One-Command Sense-Dependant No-Save Mind Control 16)


Yellow Power Ring
Create Dynamic Precise Impervious Moveable Objects 9 [D.A.P.: Penetrating Ranged Damage, D.A.P.: Shield, D.A.P.: Force Field, D.A.P.: Flight, D.A.P.: Selective Space Flight/Selective Area Immunity, D.A.P.: Comprehend]


Equipment:
Space Battleship (Executioner)

Initiative/Defense: +0/+11
Saves: FORT +15, REF +0, WILL +21, TOUGH +10
Attack/Damage: +16/+12 (+16 Lightsaber)


Stormtrooper Terminators
10/150
Attributes: STR 20 (28), DEX 10, CON 20 (24), INT 12, WIS 14, CHA 10

Skills:
Climb 8 + 9 = 17
Intimidate 10 + 0 = 10
Notice 10 + 2 = 12
Search 10 + 2 = 12
Sense Motive 5 + 2 = 7
Stealth 5 + 0 = 5

Feats:
All-Out Attack, Dedication (Darth Vader), Improved Critical (Turbolaser) 3, Power Attack, Teamwork 3

Powers:
Innate Permanent Growth 4
Super-Strength 1
Stormtrooper Terminator Armor (Impervious Protection 7, Immunity 10 [Life Support, Aging])
Turbolaser (Ranged Damage 13)
Super-Senses (Danger Sense 1)


Initiative/Defense: +0/+5
Saves: FORT +8, REF +5, WILL +10, TOUGH +15
Attack/Damage: +7/+9


DVD Commentary:

The Dark Lord of the Sith and the Warmaster of the Galactic Imperium is perhaps one of the most horrifying builds I've ever set up. Definitely last boss material.

Darth Vader was one of the first clone soldiers ever made by God-Emperor Palpatine from his own flesh and blood. Granted the Yellow Ring of Fear, Vader is the most powerful of the Imperium's Sith Lords, the first-born and the greatest and certainly the most fearsome. His power is rivaled in-setting only by the God-Emperor himself and his blue ring.

Vader possesses a full compliment of 100 Stormtroopers cloned from his geneseed, each holding a starship-quality turbolaser. These stormtroopers are not capable of true Force Manipulation like Vader, but they do possess mild sensitivity to danger. Besides, they don't need it - each soldier is more than a match for any hero.

It would likely take all of Neo-Earth OG to strike down Darth Vader if he ever turned his full attention upon our little blue-and-green marble. Fortunately, Vader is more or less uninterested in Earth, with his more pressing matters of the Green Lantern Corps and their backers, the Guardians of the Universe.
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Clint "Hawkeye" Barton

Postby kerianvalentine » Tue Aug 18, 2009 3:16 pm

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Clint "Hawkeye" Barton
PL 11/PP 181

Attributes: STR 14, DEX 22, CON 14, INT 18, WIS 14, CHA 18

Skills:
Acrobatics 10 + 6 = 16
Bluff 16 + 4 = 20
Climb 10 + 2 = 12
Disable Device 5 + 4 = 9
Escape Artist 10 + 6 = 16
Notice 10 + 2 = 12
Search 10 + 4 = 14
Sense Motive 12 + 2 = 14
Sleight of Hand 10 + 6 = 16
Stealth 10 + 6 = 16
Survival 10 + 2 = 12
Swim 5 + 2 = 7

Feats:
Accurate Attack, Ambidexterity, Attack Specialization (Ocelot Revolvers) 2, Connected, Defensive Roll 7, Distract (Bluff), Elusive Target, Equipment 3, Fearless, Improved Aim, Improved Critical (Ocelot Revolvers) 5, Improved Ranged Disarm, Instant Up, Luck 3, Move-By Action, Precise Shot 2, Quick Draw 2, Redirect, Seize Initiative, Set-Up, Sneak Attack 1, Taunt, Teamwork 1, Track, Ultimate Aim, Uncanny Dodge (Hearing)

Equipment:
"Ocelot" Revolvers (Autofire 1 Ranged Damage 5)

Initiative/Defense: +6/+13
Saves: FORT +7, REF +16, WILL +10, TOUGH +9
Attack/Damage: +9 (+13 pistols)/+2 (+5)

DVD Commentary:

Long-time friend of President Steve Rogers, the current leader of the Avengers is certainly nothing to sneeze at. Clint "Hawkeye" Barton is a brutal shot when it comes to taking down foes with his dual Ocelot Revolvers. Almost a pure gunslinger build, Hawkeye is built to take advantage of his tremendous accuracy with his autofire pistols, and kill the living hell out of anything he hits. Combining this with his Improved Critical for his revolver attacks, his Accurate Attack, his Improved Aim, and his Ultimate Aim, and Clint can routinely score a damage bonus of +12 despite his enormous accuracy, beating out his own caps and truly proving that he deserves to be the leader of the Avengers.

I knew I wanted Hawkeye to be the same PL/PP as Steve Rogers, but I wasn't sure how it would come out. I'm pleasantly surprised and not just a bit amused.


Hawkeye is, as mentioned, the current leader of the Avengers, whose line-up includes:

The Flash
Moon Knight
Scarlet Witch
Spider-Man
Captain Marvel

Hawkeye's been the leader of the team since Steve got elected to the Presidency about a year back. He's so far gone on several successful counter-operations, but for the most part, the Avengers are home-grown Americans and don't do much overseas, so they've been busier with damage control than they have with actual heroism.

Hawkeye's war record is extensive - Clint is easily the oldest member of the team, pushing his 50s. He's still in great shape, particularly because he's an amazing spy and an ex-SHIELD member. It's rumored that Hawkeye's had a sip of the old super-soldier serum, but that's never been proven. He never quite let go of his love for revolvers, and had a pair custom-fashioned for himself after his old SHIELD codename, Revolver Ocelot. The Ocelot Revolvers come with several trick bullet sets one can load into them; apply these as extra efforts, as necessary.
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Immortal Knight Guilford

Postby kerianvalentine » Tue Aug 18, 2009 3:48 pm

Image

Gilbert G.P. Guilford, The Immortal Knight
PL 9/PP 135
Attributes: STR 14, DEX 14, CON 16, INT 12, WIS 14, CHA 14

Skills:
Acrobatics 6 + 2 = 8
Notice 8 + 2 = 10
Search 6 + 1 = 7
Sense Motive 9 + 2 = 11
Survival 11 + 2 = 13

Feats:
Acrobatic Bluff, Attack Focus (Melee) 6, Dodge Focus 11, Equipment 1, Improved Disarm, Improved Initiative 1, Improved Sunder, Interpose, Move-By Action, Rage 2, Uncanny Dodge (Scent)

Powers:
Super-Senses 9 (Acute 2 Accurate 4 Radius 2 Tracking Olfactory)
Adamantium Skeleton (Protection 4)
Immunity (Aging)
The Immortal Knight (Regeneration 38, Bruised/Unconscious/Injured/Staggered/True Resurrection No Action)

Equipment:
Rapier (Mighty Damage 2; Improved Critical 2)

Initiative/Defense: +2/+0 (+11)
Saves: FORT +10, REF +2, WILL +9, TOUGH +3 (+7)
Attack/Damage: +5 (+11 Melee)/+2 (+4 Rapier)

DVD Commentary:
Grown out of a little joke that Guilford never dies (it's true) after my PCs lopped off his head, Guilford has become the Wolverine of Neo-Earth OG, with a healing factor and adamantium skeleton applied to him during his troubled past.

Instead of Charles Xavier discovering the insane mutant, however, it was Princess Cornelia Li Britannia who found and tamed the wild immortal, giving him a home and a cause to believe in. As a result, Guilford became a loyal servant of Cornelia, her personal bodyguard and warrior. He still has serious rage issues, but Guilford's learned to channel his hate into his attacks, and when he does rage, you should feat for the safety of whomever he's about to strike down with his rapier.
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Re: Kerevision: Neo-Earth OG

Postby Thorpacolypse » Tue Aug 18, 2009 6:21 pm

Man, when you make a comeback, you make a comeback!

The new fall season is looking quite promising! 8)
Shop J-Mart!

Service with a smilie! :)
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Re: Kerevision: Neo-Earth OG

Postby Thorpacolypse » Tue Aug 18, 2009 8:11 pm

kerianvalentine wrote:It's gonna be hard to top that Vader. :|


I'm just shocked that you broke your PL10/150pp, No Compromise, No Exceptions rule! :shock:
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Re: Kerevision: Neo-Earth OG

Postby Arthur Eld » Tue Aug 18, 2009 8:46 pm

If I had to peg Guilford as any X-Man, it woulda been Cyclops, but your take on him in this amalgam universe is still awesome.

I can only wait with anticipation to see how your Cornelia will turn out.
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A Brief History Of Magic

Postby kerianvalentine » Tue Aug 18, 2009 9:19 pm

A Brief History of Magic

When first the world was formed by the physical entity whose only title applicable is 'God', it conceived of a genius solution to the problem of Creation eventually breaking down by building inherent into all things a duality - things would both produce and consume 'life energy', taking in the life of others and exuding life themselves. This 'life energy' would come to be known by many names over aeons - the Force, Chakra, Chi, Spiral Power - but it is most simply known as Mana, the energy that powers magic.

However, as God looked upon Creation, in its infinite wisdom, it realized its mistake - Creation would never break down, true! But eventually, Creation would spill across its boundaries, for the amount of life energy being produced would forever be greater than that consumed, until eventually there would be no room for Life and all things would crowd and be miserable. And so God, with its last act of will, committed suicide, crafting in its infinite death a new world from its own corpse. This world would be the Netherworld, where souls would go to wait and be cleansed and prepare to produce more life energy after their deaths, which would in turn prevent Creation from overcrowding.

Unfortunately, no kind deed tainted with a wish for death can ever go exactly as planned. The antibodies - those things we might call Angels - of God were twisted by these death throes, and so even as the endless blackened landscape of the Netherworld was formed, so too were the Angels fallen into mere Shadows of what once they were. Twisted, insane, and enraged, these mindless entities would attack any foreign substances entering the Netherworld - up to and including human souls. And those souls consumed by a Shadow would become themselves Shadows even as Shadows consumed each other for sustenance, growing greater and greater.

The advent of Shadows produced more than simply twisted angels, however. The Death Wish reverberated across both Creation and the Netherworld, until it had taken on a twisted unlife of its own, a horrible mockery of the Mana that fueled all things. It would come to be known as Anti-Spiral Energy, the Void, Necromana - and it would be to the Netherworld as Mana was to Creation, a fuel for the Shadows and Soul Reapers alike, as well as seeping into Creation to become what would power Necromancy.


Mana: Life, The Universe, And Everything

The most basic building-block of life is Mana, the infinite energy that once powered God. In essence, Mana is the Quintessence, the final of the five classical elements (fire, water, wind, earth, and wood) that seeps into all things and gives them existence. Everything that is has a spark of Mana, even the rocks and the planets themselves.

Mana is harnessed in as many ways as there are sentient beings among the stars. A crash course in all of them would take far too long; instead, the most popular are outlined below for the sake of brevity.

X-Genes: The X-Genetic trait to access Mana is a rare and special method of awakening found only in a very few people, based solely on their DNA - the X-Gene that grants superpowers. Like the X-Gene for Newtypes, the X-Gene for Mana-channelers varies in power; the weakest of these are barely sensitive to the eddies and flows of Mana, while the strongest are Spiral Knights of extraordinary power able to bend reality around them without even realizing it.
The most common X-Gene practicioners were once the Jedi Knights, an order of monks within the Galactic Imperium established as peacekeepers and guardians. The Jedi Order safeguarded their traditions, techniques, and 'spells' very carefully, until God-Emperor Palpatine finally grew tired of their neutrality in the ongoing war with the Guardians of the Universe and demanded they take a side. When the Order refused, Palpatine had the Sith Lords exterminate the Jedi to nearly a man as traitors, taking their techniques for himself. Now only a few remain, scattered and deep in hiding. The best-known Jedi on Neo-Earth OG is Kelly Crews, who is also the Sector's Green Lantern.
A more recent and erratic "semi-trend" in X-Gene channelers is that of the Spiral Knights. Unlike the Jedi-level X-Genes, Spiral Knight X-Genes are uncontrollable and fluctuate wildly in power scale, with the greatest among them able to literally rewrite local reality in their wake. Controlled only by pure willpower, these Spiral Knights do more or less as they please; there is no true faction, allegiance, or alliance amongst the Spiral Knights, and these rare, hot-headed individuals often come into contact with one another over any argument they can find, fighting to exult in life itself.

Sorcery: Practiced most heavily in Hyrule and its surrounding areas, the traditional means of Mana-channeling is Sorcery. Wizards, witches, sorcerers, warlocks; whatever name these may go by, Mage channeling has very specific laws all spells they cast must follow. Even Ninja Magic - a more recent (by perhaps a hundred years compared to sorcery's existence as far back as ancient egypt) tradition - requires the handsigns and vocal components to mold the Mana into the proper shapes for their reality-bending brilliance. The schools of magic are too varied to list here, including everything from Evocation and Summoning to the more specialized Gearmancy and Technomancy. The only magical techniques not included by Sorcery are necromantic - these fall under, well, Necromancy.
Ninja Magic is most heavily practiced in the Five Great Villages - Fire Village in Britannia, Sand Village in America, Storm Village in Japan, Mist Village on Lake Hylia, and Leaf Village somewhere in Africa. In addition, the cyborg Schwarz Bruder - called the greatest ninja in the world - has mastered all the techniques of these villages, and currently resides in Ryouzampaku Dojo, located in Vespertine City, Britannia.



The Void: The Power Of Entropy

As Mana is the building block of life, so too is Void the building block of death. Unlike Mana, however, Void is not so easily mastered by those with Mana still pouring from their souls, and therefore, fewer methods of channeling Void exist than Mana. Moreover, Void is more specialized than Mana, with its effects mostly subtle or darker in nature - where a Mana fireball might be vibrant and full of heat, a Void effect to harm someone might draw hands from their shadows and drain their energy.

This does not apply to Shadows, Soul Reapers, or Anti-Spiral Knights; their methods of channeling Void are unique and cannot be learned by any living human.


Anti-Spiral Knights: The Soldiers of Death, Knights of Oblivion, the Entropic Executioners, the Inside-Out Inquisitors; whatever name they are known by, Anti-Spiral Knights are a sad but fearsome case. Living human beings with the X-Gene to access Mana who undergo a dangerous and horrible ritual, Anti-Spiral Knights fill their own souls with Void, becoming creatures of death who walk still. Their hair becomes white or black, their skin pale, and their powers become as black as their now-inverted souls due to their sacrifice to the altar of Entropy. Anti-Spiral Knights are almost exactly like Spiral Knights, able to bend reality to their whims at the highest levels of power; however, unlike Spiral Knights, their manifestations are often those of horror and sorrow instead of sheer overwhelming power. There are few Anti-Spiral Knights existent in the universe, a fact the warring Spiral Knights should be quite grateful for.

Soul Reapers: The souls of the first dead in the universe established the Soul Societies as places for human souls to wait in the harshness of the Netherworld. They learned to draw upon the Void around them and bring it into their souls in the form of their weapons, unifying the Mana and Void in a precarious tightrope-walking empowerment. By wielding Void and Mana in balance, the Soul Reapers protect the humans waiting for reincarnation from the insane Shadows without slipping into too much imbalance and risking driving themselves into the pit of oblivion.

Shadows: Natural creatures of death, the corrupted antibodies of God, Shadows wield Void as easily as humans breathe, literally made of the stuff. Though Shadows have universal traits of physical durability and strength, the vast majority of Shadows are not capable of 'wielding' Void in such a way that could be called 'wielding', instead simply possessing some single trait or 'technique' resemblant of necromancy. A Shadow that was not a natural Shadow is identifiable by the white mark on its forehead; the death of such a Shadow instantly frees the human soul trapped within. Soul Reapers occasionally go on Shadow-Hunts when security is tight enough to afford them in order to rescue these lost and forsaken people.
However, when a Shadow consumes enough weaker Shadows, the new Shadow takes on a sentience all its own. The more Shadows consumed, the more human it becomes; a powerful enough Shadow may be altogether indistinguishable from a regular human being in its favored form. These Shadows possess destructive and fearsome techniques of incredible power, often unique expansions upon their original methodologies or their base Shadow's natural 'technique'. These humanoid Shadows occasionally travel to Creation through the cracks in the Netherworld's shell, seeking to better understand the Manaborne (the living) or simply seeking to feed more efficiently. The Soul Reapers fear these "Shadow Lords" greatly, and even the rumor of one can be enough to close a Soul Society fortress's gates and condemn hundreds of human souls to Shadowdom in favor of protecting those still alive.

Necromancy: Like Sorcery, Necromancy has a varied set of effects and practicioners, though the most common thread is a death theme that pervades any spell cast with Void. Necromancy is not heavily practiced anywhere but Hyrule due to the cultural stigma of animating the dead; Hyrule has no such stigma, and Necromancers often find acceptance under Gerudo-King Ganondorf's rule or Queen Zelda of Hylia's banner.
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