Moderators: The Mod Squad, The Justice League, M&M Line Developer

Drake City
The Watchmen--The PC's group
Founding Roster (2020-2021): The first time Eric Lang organized the Watchmen, it was in direct opposition to the rising abnormal gangs of Drake City. After some initial success, the group disbanded due to various other interests pulling the heroes in different directions.
Deva's Dystopia--The nightclub where the Watchmen's base is hidden.
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): The second incarnation, and one of the most successful. Fought off an invasion by Onieros, the Realm of Nightmares, spearheaded by The Sandman and The Nemesis. Many were killed stopping The Nemesis.
Eric Lang, AKA "The Ghost I"--Leader of the Watchmen, reforming his group.
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.
David Wyler, "Inferno"--Angry psychokinetic
James Wattson, AKA "Overload"--Electric-powered blaster
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): Group of Watchmen formed to bring the abnormal gangs back under control. Faced down The Murder and The Dark Knights, but disbanded when Eric Lang sacrificed himself by plugging his brain directly into the computer of Deva's Dystopia, inadvertently creating an AI in the process of defeating the Dark Knights.
Eric Lang, AKA, "The Ghost I"--See Above
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"--Genetically engineered Bygone, a puma given human-like stature and intellect.
Kira Flannery, AKA "Jinx"--See Above
Simi Ariki, AKA "Scarlet"--Former Bloodfang vampire, breaking with the gang in opposition to Vincent Kage's horrible actions.
Davic Williams, AKA "Stalker"--Mysterious teleporting construction worker.
Connor Kelly, AKA "Tempest", later "Genesis"--Weather-controlling hero transformed through Avatar Energy into a cosmic being.
Fourth Roster (2028): The latest incarnation. Fought against The Bloodfangs and helped slow a demonic invasion trying to use 9 mystic seals to open the world to Abattoir, the Realm of Murder.
Deva Dystopia, AKA "Deva Lang," "The Ghost II"--Sentient AI hologram, Leader of the new Watchmen band.
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"--See Above
James Wattson, AKA "Overload"--See Above
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!
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. Transformed into a vampire after a run-in with Vincent Kaje.
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.
The Jokerz--Gang of the mentally disturbed turned into vigilante group protecting Hillside.
Jack Melinko, AKA "Jester"--Clown Prince of Anarchy following his drug-addled yet uncannily accurate visions.
Cassandra Sykes, AKA "Dolli"--Bubbly, lusty siren with the emotional maturity of a child, a mean streak, and lethal combat skills.
Timothy Owsley, AKA "The Candyman"--Purveyor of mind-altering hallucinogens and mind-bending experiences.
Todd Jacobs, AKA "Fugly"--Very large. Very strong. Very ugly. Very simple. Very messed up in the head.
Jokerz Fuglyboyz--Meaty thugs made both powerful and psychotic through various chemical boosts.
Old Hillside Asylum--Creepy old mental hospital where the Jokerz make their home.
Emerald City
The Emerald City Sentinels--The PC's Group
The Initial Roster (2003): Formed from some of the first novas to erupt during the Shadow Weave, The Emerald City Sentinels banded together to protect the citizens of the city against the Silver Stormers, random mutations that cropped up in the wake of the chaos of The Halloween That Never Died.
Jordan, AKA "The Paragon"--One of the most upright superheroes, The Paragon fought a battle for Truth and Justice. Eventually left the team to work with Team Tomorrow to try and
"Fissure"--Mysterious fiery man who erupted during The Silver Storm, joined the team for a time, and then left for parts unknown.
Denise, AKA "Girl Marvel"--Psychic who erupted during the Silver Storm, helping to fight off the Stormers in the process. She joined the initial team soon after, during the whirl of media attention following the Incident.
The Current Roster (2030): To be determined.

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 Youngbloods--Vampiric Mafia, in control of sin and vice in Drake City.
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 "Inferno"--Angry, bitter psychokinetic.
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
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 Dirty Dozen--Hillside Sanitarium's least model citizens.
David Wyler, AKA "Holocaust"--Angry, bitter radioactive time-bomb.
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.
Jack Napier, AKA "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"
Candle Jack--Spectral ruler of Candle Hill
The Ministry--Anti-Abnormal fundamentalists
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
David Wyler, AKA "Supernova"--Angry, radioactive time-bomb trying to turn a new leaf.
The Stormers--Collection of Novas who erupted all at once
Chad Sherwin, AKA "Lord Etheric"--Pretentious goth turned cackling supervillain. Also known, much to his chagrin, as "Lord Emo".
Elaine Chao, AKA "Mongoose"--Martial arts instructor granted the powers of a mongoose during the Silver Storm. Reformed.
Harry Essex, AKA "Octaman"--Conman who mutated into horrible rubbery hentai tentacle monster
Angus Wilcoxon, AKA "Lightshow"--Stoner who erupted with control over light. Reformed.
Chelsea Lincoln, AKA "Death Magnetic"--Little girl who gained magnetic powers, inadvertently created Junkpile as a protector when her powers manifested. Has not grown up to be a model citizen, sadly.
Junkpile--Exactly what it says on the tin. Giant walking pile of garbage. Rampaging monster that keeps reforming to menace the city.
MarsTech, Inc.
Heaven Thunder Triad
The Rosemont Center
Leon Ambessa, AKA "King Mufasa" -- Werelion trying to control his inner beast.
Jack Flash
Darke-Hawke West
The Pantheon
"Claire of the Green"
The Fey
The Green-Eyed Girl
Mr. Silver, The Toymaker--Creepy Fetch Maker
Jack Flash
The Cheshire Cat
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.
The Abnormal Registration Division (The ARD)--Government taskforce assigned to stop Abnormal rampages.
Agent Sean Patrick Flannery--good-hearted government agent
Director Katrina Brightsky--Native American Agent with precognitive powers
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 Martyrs of the New Dawn--Radical Islam terrorist group out for World Domination
The Avatars
Mohammad al-Fadiq, AKA "The Mahdi"--Superhuman with a messiah complex.
Ifrit
G.I. Jane
Effigy
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.
Arcadia, 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!"--Faerie spirit possessing the doctor who runs Hillside Asylum
The Green-Eyed Girl
Mr. Silver, The Toymaker--Creepy Fetch Maker
Jack Flash
The Cheshire Cat
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 Norns, Gods of Fate
Tym Ravendark, AKA "The Onieromancer"
Marcel The Pretender


Headquarters
The Lair
PL 10 Headquarters (Size: 5; Toughness: 10; Features: Communications, Concealed 3 [DC 30 to find], Deathtraps, Dimensional Portal [To Abattoir, the Realm of Murder], Effect, Fire Prevention System, Holding Cells 2 [Nullify, Toughness 15], Living Space, Power System, Security System 3 [DC 30 to bypass], Workshop [Film Editing], Workshop [Magical], Alternate HQ 2)Alternate HQ: Dead By Dawn Urban Death Maze (Size: 1 [Warehouse]; Toughness: 8; Features: Communications, Deathtraps, Holding Cells 1 [Toughness 12], Secret 1 [DC 20 to find], Security Systems 1 [DC 20 to bypass])
Alternate HQ: Dead By Dawn Rural Hell Farm (Size 1 [Farm]; Toughness: 6; Features: Communications, Deathtraps, Grounds 1, Isolated, Living Space, Power System, Secret 1 [DC 20 to find])
Typical Bloodfang Vampire
PL 6 Minion, 90 pp
Abilities: Str 5, Sta --, Agl 4, Dex 1, Fgt 4, Int 0,
Defenses:
Dodge 4, Parry 4
Fort Immune, Will 0
Toughness 8
Offense: Initiative +4
Unarmed +4 (Close Damage 5 [Tough DC 20])
Knife +4 (Close Damage 6 [Tough DC 21, Crit 19-20])
Bite (Close Damage 8 [Fort DC 23, Requires Grab] and Affliction 8 [Fort DC 18, Dazed/Stunned] and Weaken Stamina 8 [Fort DC 18])
Light Pistol +4 (Ranged Damage 3 [Tough DC 18])
Flare Gun +4 (Ranged Damage 3 [Tough DC 18, Chemical, Fire])
Skills: Deception 5 (+5), Intimidation 10 (+10), Ranged Combat (pistols) 3 (+4), Vehicles 6 (+7)
Advantages: Daze (Intimidate), Fascinate (Intimidate), Fearless, Startle, Equipment 5
Powers:
BiteLinked Strength-Based Fort-Resisted Damage 3 [Fl: Grab-Based]
Immunity 30 (Fortitude Effects)
and Affliction 8 [Dazed/Stunned; Fl: Limited (no 3rd degree)]
and Weaken Stamina 8
Leaping 3 [60 ft. per round, 16 MPH]Protection 8 [Fl: Limited (not effective against fire, silver, or blessed descriptors)]
- AE: Movement 1 [Wall-crawling at speed-1]
Visual Senses 2 [Infravision, Tracking (Infravision)]
Equipment:
Knife (Damage 1, Imp. Crit)
Light Pistol (Ranged Damage 3)
Flare Gun (Ranged Damage 3, Chemical, Fire)
Leather Jacket (Protection 1)
Motorcycle (Size M, Str 1, Def 0, Tough 8, Speed 6)
Complications:
Weakness: Sunlight causes Bloodfang vampires to burst into flames. Indirect sunlight causes Damage 5, while direct sunlight causes Damage 10.
Weakness:Bloodfangs are repulsed by Holy Symbols. A character can present a holy symbol at one and make an opposed Presence check. If the character wins, the Bloodfang is Dazed and Compelled (can't attack the target) until he takes a standard action to Recover (this is a DC 15 Will Resistance check)








Deva Lang, Holographic Avatar
Concept: Holographic AI Avatar, PL 9, 135 pp
Abilities 8 + Powers 105 + Advantages 3 + Skills 6 + Defenses 13
Abilities: Str --/-1, Sta --, Agl 0, Dex --/-1, Fgt 0, Int 9, Awe 5, Pre 5
Defenses:
Dodge 9; Parry 0
Fort Immune/Will 9
Toughness 9
Offense:
Unarmed +0 (Close Damage -1 [DC 14])
Skills:
Deception 6 (+13), Insight 3 (+8 ), Perception 3 (+8 ), Persuasion 6 (+13)
Advantages:
Attractive, Eidetic Memory, Fascinate (Persuasion)
Powers:
Hologram Form (multiple effects)Innate Permanent Concealment 10 [All senses, Sustained Unconcealed, Precise]
Innate Permanent Insubstantial 4 [Incorporeal, Subtle 2 (looks normal), Sustained Corporeality]
Sustained Enhanced Strength 4
Permanent Enhanced Dexterity 4
Innate Protection 9
Teleport 4 (Move 500 feet in a move action, Limited to the grounds of Deva's Dystopia
Immunity 30 (Fortitude Effects)
Complications:
See main statblock
Deva's Dystopia, Nightclub Hideout
PL 9 Headquarters -- 20 EP
Size: Medium
Toughness: 14
Features: Combat Simulator, Communications, Computer, Defense System, Effect (Environment 3 [250 ft radius, Cold 1, Heat 1, Light 1, Visibility 2, Selective, Precise]), Fire Prevention System, Garage, Holding Cells, Living Space, Personnel, Power System, Secret 1, Security System 3



Nova: When most people think of an Abnormal, they think of a Nova. Nova powers spontaneously develop after some sort of accident or intense situation (almost no one in the BNW is born with superpowers), developing powers based on their inmost wishes, or as a direct response to whatever triggered the transformation. The spontaneous development of nova powers is referred to as an Eruption.
Mage: Mage powers are powers gained through training and study. Training magic is a more reliable method for gaining powers than trying to force an Eruption (which might be potentially lethal), but most people do not have the will, dedication, or patience necessary to stick to a training regimen. The process of becoming a Mage through training is known as an Awakening.
Psychic: Psychics are Mages who had some latent potential within them that they developed and nurtured into an Abnormal power. Psychic powers tend to be more intuitive than Mage powers, but they are functionally identical as far as descriptors are concerned, and effects that can nullify a mage can nullify a psychic. Psychics refer to the method by which they gain powers as an Awakening, same as Mages.
Saint: When most people picture Spiritually-empowered people, they think of the Saints, who draw on and channel holy (or unholy, as the case may be) powers through religious practices. Saints claim that, similarly to Mages, they gain their power from divine beings through faith, prayer, and dedication to whatever supreme being they venerate. This is a nice fiction, but the dirty truth is that Saints are deluded about where their power comes from. This does not stop people from calling themselves or believing themselves to be Saints, and since Spiritual abilities are difficult to distinguish from magic, they may never have a cause to believe otherwise. Someone calling themselves a Saint is either a particularly religious Mage or Psychic, or else is a Nephilim or an Imbued.
Nephilim: The true source of the majority of spiritual powers in the BNW comes from people being possessed by spirits from the Concept Realms. Most Nephilim aren't aware of this union, because the spirit providing them powers doesn't contact them, so they believe they are Novas or Saints. Sometimes the spirit within tries to contact the host (which is where stories of angelic guidance and demonic possession come from). Whether the host contacts the vessel or not, all Nephilim feel a presence they refer to as The Touch Of God (or Buddha, Satan, Eris, the Spirit of Ben Franklin, whatever is appropriate to the spirit and the host's beliefs). Nephilim often have Power Loss or Normal Identity Complications that reflect the fact that the powers aren't always available.
Imbued: Sometimes, a spirit doesn't just possess a host and coexist with the vessel's original soul--it takes over. The original soul is removed (and often obliterated by the process), leaving the spirit with a puppet that has all the host's memories. This usually leads to a radical change of personality as the Imbued begins to promote the spirit's agenda. Imbued are generally indistinguishable from Novas or Nephilim, and most don't realize they've become a puppet for an otherworldly entity. This act of violation is euphemistically referred to as a Revelation. People who "sell their souls" for power generally receive this sort of Abnormal transformation.
Augment: An Augment is a biologically altered organism. Genetic re-sequencing, super-soldier treatments, Project Prometheus, biological grafts, etc. can be described as Augments. Augments usually refer to the process of becoming Abnormal as a Mutation. Augments are likely to suffer Limitations and Side Effects on their powers, and are prone to nasty Complications as well.
Cyborg: Cyborgs are people who have had technological devices directly implanted into their bodies. These can range from implantable cellphones and mental computers available to the wealthy to prosthetic limbs for the disabled to full skeletal replacements, implanted minguns, and chemical combat drug cocktails. Cyborgs tened to refer to the process of gaining their devices as an Upgrade.
Bygone: Bygones are Abnormal creatures that display characteristics of monsters from myths and legend. Werewolves, dragons, unicorns, and the like are Bygones. Bygones can be wither Mystical, Spiritual, or Technological in natures, and are either Novas, Imbued, or Augments. Bygones generally don't have a collective term for the process that grants them powers, using whatever primary descriptor their Source provides.
Construct: Constructs are artificial creations. These range from golems to robots to zombies, and have descriptors based on whatever source created and sustains them. Constructs are either Spiritually, Mystically, or Technologically animated. They talk about the process that gave them existence as their Creation.
Spirit: A spirit is a source for spiritual powers. Most Spirits can't directly interact with the BNW, requiring vessels to possess or imbue. There are a few, however, who have a tie to the world that allows them to Manifest in a form that can take direct physical action. Demons, angels, ghosts, and funky concept spirits guard the sources that keep them sustained jealously. The act of a Spirit coming into being in the BNW is referred to as a Manifestation.
Daredevil: Daredevil powers are powers granted by intense training that aren't otherwise magical or spiritual in nature. Military combat training, martial arts practices that don't develop mystical overtones--these are the powers that can be gained just through hard work, practice, and talent. Most Daredevils snidely refer to the process of training that gives them abilities as Practice.
Gadget: Gadgets are technological Devices and Equipment. They are, one and all, Removable (sometimes Easily so). Gadgets include all forms of Equipment.
Artifact: An Artifact is any device that grants magical powers. Like Gadgets, they are Removable (sometimes Easily so). Artifacts cannot be purchased as Equipment.
Relic: A Relic is any device that has been imbued with spiritual powers. Like Gadgets, they are Removable (sometimes Easily so). Relics cannot be purchased as equipment.


Headquarters: Deva's Dystopia, Nightclub Hideout
PL 9 Headquarters -- 20 EP
Size: Medium
Toughness: 14
Features: Combat Simulator, Communications, Computer, Defense System, Effect (Environment 3 [250 ft radius, Cold 1, Heat 1, Light 1, Visibility 2, Selective, Precise]), Fire Prevention System, Garage, Holding Cells, Living Space, Personnel, Power System, Secret 1, Security System 3



The Nazis and the Vampires are both Minions, so I'll give each side the ability to Fiat for hero points to give the sides a relative edge (after all, the vamps can't take Extra Effort otherwise, having no Stamina score).
There's two Nazi soldiers here, along with 8 Bloodfangs. 3 of them are nearby about 5 feet away, while the rest are about 60 feet away near the bonfire and start this combat Surprised. The rest of the Nazi Soldiers are 2 rounds away, and also start this combat Surprised. Initiative is rolled.
Nazis 13+1 (total 14), Vampires 11 +4 (total 15). Looks like the vamps go first.
Two of the vampires attempt to Fascinate the Nazis, while the third signals the others. One gets 14, the other 27. One of those is an impossible check, the other attempts to resist with Intimidate. He rolls 16, And spends his action opening up with his machine gun, presenting an immediate danger and breaking the Fascinate on his friend. He's able to attack all three with Multiattack, so he has a -3 penalty to his +5 attack roll. He gets 6, 12, 17...only one vamp is hit. The vamp rolls toughness vs. DC 19--Nat 20. He's a minion, so no critical hit, but that hardly matters. The vamp takes no damage.
The nazi orders his partner to go warn the others as a Free action. The other nazi does so, taking a move action in place of his standard action and free actions to howl his head off.
Neither side have Hero Points
Two of the vamps attack the Nazi who blasted him, while one goes after the runner.
The two attacking the fighter attempt grabs for Bite attempts. Attacks: 23, 20. The dude makes two Dodge resistance roll against the bites, which are DC 8 due to being Strength based: 18, 14. One bite gets through. That's a single Fortitude check to try and resist Damage, Affliction, and Weaken from the bite: 15. ouch. He loses 4 Stamina, is Stunned and is Incapacitated. Since the vamps were "Going For The Kill," he's dead.
The vampire leaps at the Nazi, but the Nazi has a crucifix. I realize at this point I forgot to record the Vamp's Presence scores, which should be 0. Oops. Opposed Presence checks: Vamp 13, Nazi 14. The Vamp needs to spend his turn making a check to recover, but his side gains a Hero Point for the complication. he rolls his Will check: 18. He'll be able to ignore the crucifix unless the Nazi uses it to ward him away.
The Nazi uses the distraction to double move back towards his comrades.
Meanwhile the rest of the vampires are mobilizing, as are the Nazis. The Nazis get into the tank and activate it (full round action), while the vampires begin their attack, while the 5 on the ground take double moves to get within range of the bonfire. The 5 vampires draw guns and move towards the fleeing Nazi. There are 7 vampires out searching the town who are now alerted to the ruckus and will be able to head back after a couple round. They'll arrive by Round 4.
Vamps have 1 Hero Point
It's 8 vampires against 6 Nazis, but the Vamps have initiative. The 5 on the ground take shots at the Nazis poking through the rubble, trying to thin their numbers as they close to melee range. Only two hit. One of the soldiers goes down, the other makes his Toughness Save.
The one chasing after the runner decides to leap at him again and attack, making another bite attempt. 7. Flat miss on the grab check. The other two drop the dead Nazi, leap closer, and shoot at the Panzerfaust wielder. !7 and natural 20. Since Minions can crit against Minions, the vamp chooses extra damage. that's an 8 damage and a 3 damage effect. The Panzerfaust rolls 19 against the 8 damage, which means the other one is moot...he goes down in a bloody heap, leaving 4 Nazis left.
The runner again sprays a multiattack against the three vamps behind him. Again, only one hits, but it fails it's toughness save and is downed. The other 3 Nazi's do likewise to the 5 vamps coming towards them.
1 hit, Vamp Saves. 1 crit, 1 hit, 1 vamp saves, 1 fails. 1 hit, vamp fails. 2 Vamps down.
The tank moves into range. The Machinegunner takes a shot at all the remaining vampire (total of -5). 2 hits. One vamp saves, one is downed. The tank gunner aims to catch two vamps in the blast radius of the gun, hoping to keep the runner safe. The vamps make Dodge attempts, but both fail, so have to save against full damage. Only one makes it.
Final tally: 4 Nazis (plus Tank Crew) and 4 vamps (plus reinforcements) left alive.
7 Vampire reinforcements arrive. They make a Team Sneak check to try and move unseen. All except one succeeds on the aid check, so that's a +5 circumstance bonus. The main roller rolls 13, +4 Agility, +5 circumstance: 22. The Nazis roll Team Peception--3 failures and 1 success on the aid rolls, so the final roller gets a -2 Penalty on his check. This makes it impossible for him to spot it, so the Vamps will get Surprise when they make their move.
The 4 remaining vamps leap at the line of soldiers. One goes after the machinegunner, two goes after the line, the last spends the team's Hero Point to grab the Panzerfaust's rocket launcher. He can't fire this round, though.
Vamp attacking the machinegunner gets a Nat 1. One vamp hits his target with a grab, and the fellow blows his dodge roll to escape. He rolls well on his fortitude check, but though he succeeds against the Affliction and the Weaken effect he fails against the damage and is downed.
The Nazis go. The machinegunner is still grabbed, so he makes an Athletic check to try and escape (DC 18). he rolls a total of 15. Fail. He tries again, and rolls even worse. He's trapped by the vampire. Meanwhile, the 3 Nazis on the ground fire at the three vamps around them. I rule they can't use Multiattack in such close quarters without possibly hitting their comrades if they miss their attacks, which is a Complication for the Nazis, who gain 1 Hero Point. Two decide to do single attacks, against their respective foes, while one takes a chance and Multiattacks against the vamp with the Panzerfaust. The two doing single attacks make their shots count, and one vamp goes down. The multiattacker also succeeds, with 2 degrees of success from rolling a 22 and increasing his damage by 2. The vamp blows his toughness save and is downed.
The tank isn't able to do much, but to them it doesn't look like they have to, as there are 3 Nazis (plus machinegunner and tank crew) and only 2 vamps. How wrong they are...
The Nazis have 1 Hero Point.
The vampires strike back. 4 of them pull Flare Guns and shoot at the machinegunner and 3 Nazis on the ground, while 3 leap on to the tanks and attempt to open it and get at the crew inside.
All except 1 Nazi are hit by the flare guns, and none of those hit make their saves. The one who was grappling with the machinegunner takes the opportunity to use a move action to take control of the gun and fire at the last Nazi, but misses, hitting his teammate instead (same complication as the last time...the Vamps get a hero point). The vamp gets ripped apart by the gunfire and isn't able to act.
The remaining Nazi on the ground runs for the Panzerfaust, scooping it up and spending his Hero Point for an extra action to shoot at the machinegunning vamp. He hits. The vamps are all in range of the blast. So is the tank crew, but they have a +5 bonus to their Dodge attempt. So is the Tank itself, having to save against 7 damage. The vamp hit by the Panzerfaust fails his check against the initial attack. Two of the vamps succeed on their Dodge rolls, the third fails. He dies, but the two who dodged make their toughness saves. Inside the tank, half the crew make their dodge saves, the others don't. both those who saved make their Toughness checks, while one who failed his dodge succeeds and the other dies. The tank itself rolls a nat 20 and is unaffected by the Panzerfaust.
The vamps have 1 Hero Point.
One vamp leaps at Panzerfaust, while the other three join their comrades up on the tank. The 5 vamps swarm into the tank, though only 2 are able to attack this round.
Vamp attacking the Panzerfaust attempts a grab and bite. He misses! Meanwhile, the 2 vamps able to attack make their grabs--neither connect.
Panzerfauts spends a move action to draw out his machine gun and takes a Multiattack against the vamp in his face. He misses, too. Sucks to be him. The 3 nazis left in the tank try to defend themselves unarmed. Only one hits, and the vamp saves with no trouble.
The vamps have 1 hero point still.
The vamp attacking Panzerfaust attempts another grab. This time, he hits, but the Nazi is able to throw him off. The 5 vamps in the tank attack the 3 Nazis left there. 3 hit, and attempt a grab. 2 of the Nazis fail their dodge checks and must save against the grab-based bite. Neither save against the damage, and one fails against the Affliction and Weakness, too. They scream and go down.
The last Nazi in the tank uses Extra Effort to grab a shell and attempts to blow up the tank itself using the Burst 6 effect of the tank blast. 4 of the five vamps, as well as the Nazi himself, fail the dodge resistance check. In a stunning reversal, though, the one vamp who succeeded on the dodge check is the only one who failed the toughness save. The tank is damaged by the burst, taking -1 to future checks.
Meanwhile, Panzerfaust boy raises his machine gun again, aiming for a multiattack. He misses yet again, and i give him the complication that he's now out of ammo. The Nazis now have 1 Hero Point.
Both sides have 1 HP.
The four vamps in the tank gang-tackle the last Nazi. 3 hit with grabs. He shakes off two of them, but the third has a firm hold, and the Nazi's save isn't enough to overcome any of the linked effects. He goes down in a gurgle.
The vamp outside has had enough of Panzerfuast boy, and attack him. He hits, and Panzer makes his Dodge save.
Panzerfaust uses his turn attempting to run away, and spends Extra Effort for more speed.
The vamp decides to let him go, and this combat is over.
Wrap up thoughts:
Not being able to use Extra Effort was a MAJOR drawback for the vampires, as there were several times I wanted to let them use it, only to find the effects I wanted listed under EE rules instead of HP rules. That severely limited the vamps (and would severely limit any construct PCs), so I'm going to make a house rule allowing constructs to gain the effects of EE with hero points (or Complications if they're using them against the PCs) in my home games.


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