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Return To Dark City (3e) (Lord Etheric, King Mufasa)

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Return To Dark City (3e) (Lord Etheric, King Mufasa)

Postby The Stray » Tue Dec 21, 2010 1:02 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 2030, 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 magical arts to bring wonders and terrors to the people. 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.


It's been three years since I put up the stats, stories, and setting info of my M&M home game "Tales of a Dark City" up here on the Roll Call forum, and I feel that, now that DC Adventures is out, it might be fun to go back and revamp some of my old 2e builds. I'm still getting the hang of the new system, so bear with me as I work out the kinks.

The Original Tales Of A Dark City Thread

Current House Rules:

3 skill points per PP: I'm not a fan of the increased cost of skill points, so I feel this is a reasonable compromise. If I actually start running this game again, I will probably modify this to Combat Skills costing 1 pp for 2 ranks, while non-combat skills will cost 1 per 3 ranks. But since I'm not actively planning a M&M campaign at the moment, this isn't a very big concern for me at the moment.

Extra minions are cheaper: The Multiple Minions extra on Summon costs +1/rank, instead of +2/rank. I like multiple minions as an extra instead of a flat flaw, but the 2/rank cost surcharge is just ludicrous. No one was abusing it before in my games, and I feel 1 pp/rank per doubling is a sufficient surcharge for the added utility.

This is all I have at the moment, but I will post more as they occur.

Design Diaries:

Design Diary 1: Origin Descriptors of the Brave New World

Design Diary 2: Hello, Yellow Brick Road

Design Diary 3: Profile Template
Last edited by The Stray on Thu Feb 17, 2011 4:44 pm, edited 16 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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Re: Return To Dark City (3e)

Postby The Stray » Tue Dec 21, 2010 2:52 am

The Good Guys

This is a roster of the various superhuman groups, including the various compositions of Watchmen over the years as well as a couple of other superhuman vigilante groups operating in the Drake City area. Blue links will appear as builds go live.

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

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.
Last edited by The Stray on Sun Feb 06, 2011 7:10 am, edited 11 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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Re: Return To Dark City (3e)

Postby The Stray » Tue Dec 21, 2010 3:06 am

Rogue's Gallery

Drake City

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.


Emerald City

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


National Organizations

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


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.

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


More added as they appear
Last edited by The Stray on Thu Feb 17, 2011 4:46 pm, edited 15 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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Re: Return To Dark City (3e)

Postby The Stray » Tue Dec 21, 2010 10:49 am

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 150
(Abilities 40 + Defenses 17 + Advantages 10 + Skills 27 + Powers 48+ Devices 8 )

Abilities: Str 7, Sta 0, Agl 3, Dex 0, Fgt 7, Int 2, Awe 1, Pre 3

Defenses:
Dodge: 7; Parry: 7
Fort: 10/4*; Will: 10
Tough: 13/7*
(*when exposed to sunlight, or from fire, silver weapons, or holy descriptors)

Offense: Initiative +3
Vampire's Kiss +7 (Close, Fortitude-resisted Damage 13 [DC 28], requires Grab)
Kaje's Broadsword +9 (Close, Damage 11 [DC 26], Crit 18-20)
Unarmed +7 (Close, Damage 7 [DC 23])

Skills:
Athletics 9 (+16), Deception 9 (+14), Persuasion 6 (+11), Expertise (Film) 6 (+8), Expertise (Streetwise) 6 (+8), Expertise (Magic) 9 (+11), Intimidation 12 (+15), Perception 9 (+10), Insight 9 (+10), Stealth 6 (+9)

Advantages:
Artificer, Attractive 1, Benefit 2 (Wealth), Connected, Equipment x (headquarters, vehicles), Fast Grab, Improved Grab, Improved Hold, Minions x (thugs and Bloodfang Vampires), Ritualist, Startle

Powers:

Vampire's Kiss
    Strength-based Damage 6 [Ex: Alternate Save (Fortitude); Fl: Grab-based]

Vampire Perks
    Visual Senses 2 [Darkvision]
    Movement 3 [Wall-Crawling 2, Safe Fall (fl: Limited (only while near a surface)]
    Powerlifting 4 [Enhanced Strength, limited to lifting]

Immortality
    Protection 7
    Enhanced Stamina 6 [Ex: Continuous; Fl: Limited (unusable while in sunlight, or against fire, silver weapons, or holy descriptors)]
    Immortality 4 [Recover from death in 2 days; Fl: Limited (stake through the heart prevents recovery)]
    Immunity 5 [Aging, Disease, Poison, Suffocation Effects]
    Regeneration 10 [1 condition per round; Fl: Source (blood)]

Devices:

Kage's Broadsword (Easily Removable)
    Strength-Based Damage 4 [Ex: Affects Insubstantial 2, Accurate 1, Incurable, Improved Critical 2]

Complications:
Sadism: Vincent Kaje just can't let things go without trying to harm them, just a little. He's legendary for his love of cruelty, even when it harms his plans or puts him in danger.
Rivalry: His frequent battles with the Cryptkickers and the other abnormal gangs of Drake City get in the way of his plans.
Reputation: Those who know Vincent Kaje know of him as a violent, sadistic psychopath who kills women for sick pornos that he then profits on
Enemy: The ARD, The Watchmen, the Outlaws, and just about anyone he's terrorized
Weakness: Aside from losing some of his defensive powers to certain descriptors, Vincent can be held at bay by a strongly presented Holy Symbol. He's Dazed and Compelled (can't attack the holder) until he Recovers [treat as a DC 20 Will resistance check] if they beat him on an opposed Presence check.

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:
Bite
    Linked Strength-Based Fort-Resisted Damage 3 [Fl: Grab-Based]
    and Affliction 8 [Dazed/Stunned; Fl: Limited (no 3rd degree)]
    and Weaken Stamina 8
Immunity 30 (Fortitude Effects)
Leaping 3 [60 ft. per round, 16 MPH]
  • AE: Movement 1 [Wall-crawling at speed-1]
Protection 8 [Fl: Limited (not effective against fire, silver, or blessed descriptors)]
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)


PROFILE
Alternate Identity: The Vampire Prince
Occupation: Gang Leader, Pornography Film maker
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
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.

Background: Coming soon!

Fiction: Beyond The Dome Prelude, Beyond the Dome Part 1, Beyond The Dome Part 2, Rebirth of a Hero Part 1, Thoughts in the Dark, Rebirth of a Hero Part 2, Beyond The Dome Conclusion

:arrow: Up first, the worst! Drake City's most wanted isn't the most powerful villain in the Brave New World, but he's the one who's caused the most damage.

:arrow: Here is The Original Version for comparison

:arrow: This version was surprisingly easy to build, and came out much cheaper in 3e than he did in 2e, enough so that he fit the 150 pp limit I set myself. As an NPC, he doesn't necessarily need that limit, and you'll notice I gave him Minions x and Equipment x, which was sort of a hold-over from 2e's x traits. I will eventually turn to stating out The Bloodfangs, which is the gang Vincent runs, and also stat up a typical headquarters, but I'll save that for when I do a post on the superhuman gangs of Drake City all at once.

:arrow: You'll note that I didn't go the full undead route with Vince here and stat him as a construct. That's because unlike his minions, he didn't die before becoming a vampire--he made an immortality pact for his powers. This means that he's not going to crisp to a light dead in the sun, though if he gets into a fight in the day he'll lost most of his Toughness and Fort defense when his Enhanced Stamina goes. If I were going full undead, he'd have an absent stamina and immunity to Fort effects.

:arrow: He originally has Vampiric on his bite, but that Extra doesn't exist anymore. There's a whole long thread about what trying to model the vampiric extra would look like, but I decided to play it safe and go with Limited Regeneration instead, as Source specifically mentions blood and that works for my purposes. Any round where Kaje can get blood, he can heal.

:arrow: Vince here also has the power to turn people into vampires by feeding them his blood, but that's a more of a plot-device Complication than something that can reasonably be stated out.

:arrow: Update 12/24/10: Edited picture to be more forum-appropriate after moderator suggestion.

:arrow: Update 12/29/10: Added in Typical Bloodfang Vampire stats. Going to do a whole post on them soon.
Last edited by The Stray on Thu Dec 30, 2010 1:07 pm, 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.

Tales of a Dark City (2e)
Return To Dark City (3e)
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Re: Return To Dark City (3e)

Postby The Stray » Tue Dec 21, 2010 9:22 pm

Deacon Kaje, The Prince of Darkness

Image

"What's that, Senator? You'd like to arrange for a 'special companion' during your stay? Yes, I can arrange that. How young do you want her?"

Concept: Suave vampire crime lord; PL: 10; pp 150
(Abilities 32 + Defenses 19 + Advantages 5 + Skills 24 + Powers 70)

Abilities: Str 5, Sta --, Agl 0, Dex 0, Fgt 10, Int 2, Awe 1, Pre 3

Defenses:
Dodge: 10; Parry: 10
Fort: immune; Will: 10
Tough: 10/0*
(*when exposed to fire, silver weapons, or holy descriptors)

Offense: Initiative +3
Vampire's Kiss +10 (Close, Fortitude-resisted Damage 10 [DC 25], requires Grab)
Hypnotic Gaze 3 (Perception, Will-resisted Affliction 3 [Dazed/Compelled/Controlled])
Unarmed +10 (Close, Damage 5 [DC 20])

Skills:
Deception 12 (+17), Persuasion 12 (+17), Expertise (Business) 9 (+11), Expertise (Streetwise) 9 (+11), Intimidation 12 (+15), Perception 9 (+10), Insight 9 (+10)

Advantages: 5
Attractive 1, Benefit 3 (Wealth), Connected, Equipment x (headquarters, vehicles), Minions x (Criminals and Youngblood Vampires)

Powers:

Hypnotic Gaze
    Mind Control 3 [Perception Range Cumulative Affliction, Resisted by Will, Dazed/Compelled/Controlled; Fl: Sense-Dependent (must meet target's gaze)]

Vampire's Kiss
    Strength-based Damage 5 [Ex: Alternate Save (Fortitude); Fl: Grab-based]

Vampire Perks
    Visual Senses 2 [Darkvision]
    Movement 3 [Wall-Crawling 2, Safe Fall (fl: Limited (only while near a surface)]
    Powerlifting 4 [Enhanced Strength, limited to lifting]

Immortality
    Protection 10 [Fl: Limited (ineffective against Fire, silver weapons, or holy descriptors)]
    Immortality 4 [Recover from death in 2 days; Fl: Limited (stake through the heart prevents recovery)]
    Immunity 31 [Aging, Fortitude Effects]
    Regeneration 10 [1 condition per round; Fl: Source (blood)]

Complications:
Identity: The fact that Deacon is a vampire is something he keeps tightly under wraps in his normal night-to-night dealings.
Rival: Deacon and Vincent struggle against each other. Deacon wants to prove himself a better monster than Vincent is. He also has enemies with The Smith Foundation, which is the Drake City mob.
Pride: Deacon is motivated to prove himself, and believes that he is in the right in whatever he does.
Weakness: Deacon is repulsed by Holy Symbols. A character can present a holy symbol at him and make an opposed Presence check. If the character wins, Deacon 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)
Weakness: Sunlight causes Deacon to burst into flames. Indirect sunlight causes Damage 5, while direct sunlight causes Damage 10.

PROFILE
Alternate Identity: The Prince of Darkness
Occupation: Underworld figure
Group Affiliation: The Youngbloods
Base of Operations: The Corinthian Heights
First Appearance: Tales of a Dark City #17
Sex: Male
Age: 43(Apparent Age mid 20’s)
Height: 5' 11"
Weight: 145 lbs.
Eyes: Ice Blue
Hair: Platinum Blond
Abnormal Type: Imbued Bygone
Virtue: Prudence. Moreso that his brother, Deacon is a model of restraint. He keeps his appetites firmly in check and focuses on the criminal enterprises he set up.
Vice: Pride. Deacon is motivated to prove himself, and believes that he is in the right in whatever he does.
Nature: Competitor. Deacon strives to overcome obstacles and turn things to his advantage. He was a rising corporate star before his death, and in undeath he sees his rising criminal empire as a test of his abilities.
Demeanor: Director. Deacon maintains a calm facade and is an excellent organizer, though he has a lack of tolerance for failure.

Background: Coming soon!

:arrow: Introducing the first new build, Deacon Kaje, Vincent's brother.

:arrow: This is a modification of Vincent's build. Specifically, Deacon actually IS dead, so he has no Stamina score and gains Immunity 30 (all Fortitude Effects). That ate up a lot of points from this build, even when taking into account not having to worry about Stamina or Enhanced Stamina. Instead, he has a flawed Protection that goes away if he's exposed to his Weaknesses.

:arrow: I made Deacon a lot more focused than his bother. Part of that was having less over-all points to play with. Another part was that Deacon was the "good boy" of the Kaje family, which is why Vincent turned him into a vampire in the first place. He's also much less mystical than Kaje, so has not Expertise in Magic. Instead, he has better Persuasion and Deception.

:arrow: I would have liked to give him more ranks in his Mind Control ability, but they just weren't there in the PC-friendly version of the build. If I were to expand, that's probably the first thing that would get bumped.

:arrow: Like Vincent, Deacon has X-Traits in Equipment and Minions. This represents the random number of Youngbloods, career criminals, headquarters, and vehicles he can call upon when he needs to. The Youngboolds are more of a Vampire Mafia than the Bloodfangs, who are more of a Lost Boys-type gang.
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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Return To Dark City (3e)
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Re: Return To Dark City (3e)

Postby The Stray » Wed Dec 22, 2010 8:12 am

The Jester

Image

"The razzle-dazzle! The razzmatazz! The Carney sideshow experience of life! Come one, come all! Tell me...are you having fun yet?"

Concept: Anarchist Prankster with Oracular Visions, PL10, 150 pp

The Jester - PL 10

Abilities: Strength 1, Stamina 1, Agility 5, Dexterity 4, Fighting 6/9/14, Intellect 2, Awareness 6/9/14, Presence 4
(See Eyes of the Oracle power)

Defense
Dodge 14, Parry 14/9*/6**
Fortitude 6, Will 14/9*/6**
Toughness 6***/1
(* See Eyes of the Oracle Power; **When Eyes of the Oracle is not active on either enhanced trait; ***without Defensive Roll bonus)

Offense
Initiative +9
52 Card Pickup: Affliction 10, +2 (DC Dog/Fort 20)
52 Card Slice: Strength-based Damage 1, +6 (DC 21)
Acid-Spraying Anarchy Button: Damage 3 and Weaken 3, +6/+9/+14 (DC Fort 18 and 13)
Colored Smoke Bomb: Burst Area Dazzle 6 (DC Dog/Fort 16)
Eyes of Soul's Truth: Cumulative Mind Reading 10 (DC Will 20)
Grab, +6/+9/+14 (DC Spec 11)
Happy Fun Ball: Strength-based Ranged Damage 3, +16 (DC 19)
Laughing Gas Sprayer: Cloud Area Affliction 6 (DC Fort 16)
Pistols: Blast 4, +14 (DC 19)
Spiked Chain Garrote: Concentration Progressive Affliction 6, +6/+9/+14 (DC Fort 16)
Spiked Chain Slap: Strength-based Damage 5, +6/+9/+14 (DC 21)
Spiked Chain Whip: Snare 6, +4 (DC Dog 16)
Thrill Kill Joybuzzer: Damage 6 and Affliction 6, +6/+9/+14 (DC Fort 21 and 16)
Unarmed, +6/+9/+14 (DC 16 or 20)


Skills
Acrobatics 5 (+10), Athletics 5 (+6), Deception 11 (+15), Expertise (Streetwise) 5 (+7), Insight 6 (+12/+15/+20), Investigation 5 (+7), Perception 6 (+12/+15/+20), Persuasion 1 (+5), Ranged Combat (Pistols) 10 (+14), Sleight of Hand 5 (+9), Stealth 4 (+9)

Advantages
Assessment, Daze (Deception), Defensive Roll 5, Equipment 9, Evasion, Fascinate (Deception), Improved Hold, Improved Initiative, Improved Trip, Inspire 2, Precise Attack (Close, Cover), Redirect, Second Chance (Resisting Deception), Set-up, Taunt, Ultimate Effort (Deception), Uncanny Dodge, Well-informed

Powers

Eyes of the Oracle (Array)
  • . . Eyes of Soul's Truth: Cumulative Mind Reading 10 (DC 20; Cumulative, Subtle (subtle), Insidious; Check Required 10 (DC 20 - Insight))
  • . . Eyes of the Fighter
    . . . . Enhanced Awareness: Enhanced Awareness 3 (Linked; +3 AWE)
    . . . . Enhanced Fighting: Enhanced Fighting 8 (Linked; +8 FGT)
  • . . Eyes of the Sage
    . . . . Enhanced Awareness: Enhanced Awareness 8 (Linked; +8 AWE)
    . . . . Enhanced Fighting: Enhanced Fighting 3 (Linked; +3 FGT)
  • . . Eyes of the Truth Seeker: Senses 21 (Accurate (Type): Mental, Acute (Type): Mental, Awareness: Psychic, Counters Illusion: Mental, Detect: Psychic 2 (ranged), Postcognition, Precognition, Radius (Type): Mental; Sustained)

Freerunning: Movement 2 [Safe Fall (Limited (Must be near a surface)), Wall-crawling 1 (-1 speed rank, Limited (Only while moving))]

Jacket of Tricks (array)
  • . . Acid-Spraying Anarchy Button
    . . . . Linked Damage: Damage 3 (Linked; DC 18; Affects Objects, Alternate Resistance (Fortitude), Reach (melee) (5 ft.), Penetrating)
    . . . . Linked Weaken Toughness: Weaken 3 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 13; Affects Objects, Reach (melee) (5 ft.))
  • . . Buff-Out Pills: Enhanced Strength 5 (+5 STR; Fades, Side Effect 2 (always - Affliction 10 (Fort-Resisted, Fatgiued/Exhausted/Incapacitated) on self when Fades duration ends))
  • . . Colored Smoke Bomb: Burst Area Dazzle 6 (Affects Sense: Visual, Resisted by: Fortitude, DC 16; Alternate Resistance (Dodge), Burst Area (30 feet radius sphere); Limited Degree)
  • . . Happy Fun Ball: Strength-based Damage 3 (DC 19; Increased Range (ranged), Accurate 6 (+12), Ricochet 3 (3 bounces), Homing 3 (3 extra attempts))
  • . . Laughing Gas Sprayer: Cloud Area Affliction 6 (1st degree: Vulnerable, Dazed, 2nd degree: Defenseless, Stunned, 3rd degree: Paralyzed, Incapacitated, Resisted by: Fortitude, DC 16; Extra Condition, Cloud Area (15 feet radius sphere))
  • . . Razor-Edged Cards
    . . . . 52 Card Pickup: Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge), Multiattack; Instant Recovery, Limited Degree, Inaccurate 2 (-4))
    . . . . 52 Card Slice: Strength-based Damage 1 (DC 17, Advantages: Throwing Mastery 4)
  • . . Spiked Chain Garrote: Concentration Progressive Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Concentration, Progressive; Grab-based)
  • . . Spiked Chain Slap: Strength-based Damage 5 (DC 21, Advantages: Improved Hold, Improved Trip, Precise Attack (Close, Cover); Reach (melee) 2 (10 ft.))
  • . . Spiked Chain Whip: Snare 6 (DC 16)
  • . . Thrill-Kill Joy Buzzer
    . . . . Linked Affliction: Affliction 6 (Linked; 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Asleep, Resisted by: Fortitude, DC 16)
    . . . . Linked Damage: Damage 6 (Linked; DC 21; Alternate Resistance (Fortitude), Sleep)

Pistols: Blast 4 (DC 19; Multiattack, Split (2 targets), Penetrating 2)

Spring-Heeled Boots (Removable)
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)

Equipment
Cell Phone (Smartphone), Jacket Full Of Tricks [Jacket of Tricks Array], Multi-tool, Pair of Custom Pistols [Pistols: Blast 4, DC 19; Multiattack, Split (2 targets), Penetrating 2]

Complications:
  • Addiction: Jester is addicted to hallucinogens, which he believes helps him maintain his psychic powers.
  • Enemy: Jester formed the Jokerz to protect Hillside against the encroachment of the other gangs of Drake city, and they really dislike him. He also has to deal with The Joker, who dislikes him because they're so alike (and yet so different).
  • Thrills: Jester is in the hero business Partly to do good, but mostly because it's a thrilling mental challenge to take down
  • Quirk: Jester likes to leave little obscure clues and hints when he's visited places, such as tagging meme graffiti on walls. He's very fond of leaving [url=Genius Bonus]Genius Bonus[/url] clues to his activities around places.
  • Reputation: Jester is the leader of a gang, and is known as a vandal (some use the words "terrorist"), a degenerate, and a hedonist.
  • Responsibility: Jester is devoted to watching out for his half-sister, Cassandra Sykes (AKA Dolli the Dancer).

Power Points
Abilities 58 + Powers 29 + Advantages 28 + Skills 21 (63 ranks) + Defenses 14 = 150

Created With Hero Lab® - try it for free at http://www.wolflair.com!

PROFILE
Alternate Identity: Jack Melinko
Identity: Public
Occupation: Anarchist Gang leader
Group Affiliation: The Jokerz, The Merry Pranksters
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/Red when using Eyes of The Oracle
Hair: Brown
Abnormal Type: Nova Psychic (with a bit of Tech Junkie mixed in)
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 topped by a jaunty blue Jester's cap. Beneath the mask he is scarred in a horrible fashion: he has a Glasgow Smile, two rips through his cheeks giving him a ghastly permanent smile.

Powers and Abilities: Jester is a psychic. He has the ability to, as he sees it, “see the truth of a person's soul.” This is a sort of mind-reading that manifests as him seeing a person with a sort of “archetype” overlay that he can interpret various ways. For instance, he might look at someone and get a succession of images (a knight, a fireman, a cop fighting drug dealers, a paragon with a flapping cape) that hint that the person sees himself as a protector and hero. This allows him to read a person's Demeanor and Virtue along with surface thoughts (one degree of success) and their Nature and Vice along with more personal thoughts (two degrees of success).

He's learned how to fine-tune his psychic abilities over the years. He can “widen” them, becoming more perceptive and intuitive and awae of his surroundings (Enhanced Awareness), or “narrow” them to gauge an opponent’s movements and react accordingly (Enhanced Fighting). He can also improve his mind's eye, allowing him to detect psychic activity around him and lean quite a lot about his surroundings. He even has the ability to perceive patterns, gaining insight into the past and the possible future by surrendering his conscious mind to open himself to hunches and impulses, though generally he has to be high on hallucinogens to pull off his future sight (which means he gets weird, cryptic visions that leave a lot open to interpretation).

His guns are a pair of World War II-era semi-automatic .45's, painted a metallic red. They belonged to his great grandfather, a mob hitman named Richard Harvey Quinn. The Jester has actually met his great-grandfather's ghost once or twice, though the specter doesn't hang around much (after all, his guns are the only thing that could kill him permanently).

He's modified a few utility belt tricks to go with his Jester gimmick, which he keeps in various pockets in his coat and on his person. He pulls these out to fit the situation.

Tactics: The Jester likes to size up his opponents before wading in to a fight, to try and gauge what they are likely to try. He typically starts a fight with an Assessment or a Mind Read. Once he's done that, he plans his strategy and goes with it. He will often try a Feint or Trick to keep his opponent off-balance, and is willing to accept the -5 penalty to try such things as move actions. He's adept at fighting at range and at close combat while using his Enhanced Fighting. He doesn't like fighting close up, though, and tries to keep opponents at a distance if he can.

Background: It's rare that a person is born with paranormal abilities in the Brave New World, and Jack Melinko is even rarer, as he was born with these abilities before the Shadow Weave changed the world. He was born with the ability to see into the truth of a person's soul (and their thoughts).

He also wound up born in a broken home, something sadly much more common. His mother was divorced and remarried by the time he was 2, with a brand new baby to take care of, and his parents argued all the time. Jack's psychic ability wasn't well appreciated by others, even though he grew up during the "Golden Age of Novas," because there are certain powers that just freak people out and the ability to listen in to other's thoughts and tell them things about themselves they might not want to hear is one of them. About the only person he got along with in his early years was his little half-sister, Cassandra Sykes.

As he grew older, Jack learned to keep most of his observations to himself, gaining friends through his natural charisma. He decided to associate only with people who were "authentic," in his view, which mostly meant hanging out with the outcasts and troublemakers. He formed a group that called itself "The Merry Pranksters" after learning about the originals in a unit on the 1960's. The kids mostly stuck to pulling pranks (switching locker locks around, coating benches in the lunch room with fresh paint, wrapping toilet bowls with Saran Wrap, and, in one memorable case, hoisting the principle's car to the top of the gym) for most of their middle school years...until they started experimenting with drugs.

This opened up a new chapter in Jack's life, as he discovered that he could expand his mental abilities while high. Not just being able to see the truth of a person's soul, he could detect cosmic patterns, learning things about the past and projecting them into the future, becoming one with the universe for brief periods of time like the oracles and shamans of old. Naturally, he was eager to share this mind-expanding experience with his friends, and soon the Merry Pranksters took on the psychedelic trappings of their hippie namesakes. The Merry Pranksters got involved in throwing parties around Hillside that involved liberal drug use and dance beats.

Jack got the "brilliant" idea to try and turn on the whole school to the wonders of being high and plotted to spike the school's water supply with LSD. A trial run involving spiking the principal's coffee landed Jack in jail. This was a second offense, so he was sentenced to the Bayview Juvenile Detention Facility for six months for his prank. This stay would change Jack's life.

Not long after he got there he managed to make an enemy fairly quickly. During an altercation between some skinheads and some Latinos Jack stepped in and verbally deconstructed the leaders of the two groups, using his psychic talents to reveal humiliating personal information about each of them to the others. This lead to the skinhead leader attacking him a few days later. The skinhead carved a Glasgow Grin into Jack's face and would have killed him if the guards hadn't pulled them apart. The State was not willing to spring for cosmetic surgery for an inmate, so Jack wound up just getting stitches and a permanent smile.

To keep himself from being a target again, Jack trained himself in various unarmed defensive techniques, and got quite good at them. He managed to barter his talents as a prognosticator to some of the other inmates in exchange for training in the arts of street fighting, which came in handy when the Latinos decided to come after him. He took on a half-dozen guys at once, blending his self-training with his psychic talents, and knocked them all out. They never bothered him again, and he managed to finish his time in the Detention facility without any more incidents.

Worse news was to come for him, though, because when he got out he discovered his sister's sad fate.

Cassie had wanted to see how he was doing and because Mommy and Daddy were having another fight she didn't tell them she was leaving. Instead, she went outside and hailed a cab. The cab didn't take her to the Bayview Juvenile Corrections facility. The driver had been paid off by the Bloodfangs to deliver "snacks" to their territory, and little Cassanda Sykes, all of 12 years old, was just the sort of fresh meat that the Bloods would pay a pretty penny for. She was taken to the heart of the Hellhole, and given over to a group of vampires who decided to take turns "having fun" with her.

They regretted their decision when Cassandra Erupted, transforming from a pretty preteen princess to a kicking, screaming whirlwind. Most of the vampires scattered, and Cassandra was left alone. Unable to cope with the violation and the sudden transformation, Cassandra ran away and hid. She was eventually found by the DCPD and returned to her parents but her trial had scarred her and things did not improve at home. Her behavior quickly spiraled out of control. She became erratic and overly theatrical, and therapy did not seem to help. Her lethal powers further separated her from her peers, and so she spiraled deeper into insanity.

When Jack found out what had happened to his beloved sister, he was livid. He stole his father's heirloom handguns and went after the gang. One by one, he used the tricks he'd learned in jail to take them down, but he stopped just short of murder for most of them.

The gang leader was another story. Jack saw something dark and evil in the man's soul, something that lived on death, and without thinking he put three bullets in the man's brain. The leader turned out to be a vampire, who pulled the bullets out and proceeded to beat Jack nearly to death.

Forced to retreat, Jack took on the mantle of the Jester, assembling a costume for himself. He called together his old friends, the Merry Pranksters, and they decided to get even with the Bloodfangs. Together, the band of friends formed their own gang, the Jokerz, to fight the growing influence of the Bloodfangs and their rivals the Cryptkickers. The group continued to pull Pranks, but now these pranks had a more cynical and political edge, promoting a decidedly militant left-wing agenda.

Jester also found himself in some financial trouble, as pranks got expensive, so he accepted a deal with Magadon Pharmaceuticals to test out certain drugs with combat potential for them in exchange for raw materials for his own drug lab. Jester wasn't thrilled about relying on corporate sponsorship, but in order to promote his vision of social change and his liberal agenda he needed funds. His ability to see the future is useful, but not so specific that he can pluck out winning lottery numbers from thin air. Manufacture and sale of various mind-expanding drugs (at a low price or even for free to those who want them) helps expand his influence and brings in the resources he needs to promote his other ideas.

Naturally, this has not made him any friends with the DCPD, who view him and his gang as drug-dealing junkie vandals. They have a hard time catching him in the act, of course, as he has predicted every raid they've attempted. Still, they see The jester's Jokerz as just another superpowered gang overrunning the streets, which isn't entirely fair but isn't entirely inaccurate either.

Lately Jester has been active in vigilante activities, as cleaning up the violence of the streets was his main motivation for forming the Jokerz in the first place. He's done some questionable things (such as hiding Holocaust from the authorities after his escape in order to try and rehabilitate the man) but he's been generally on the side of decency, if not law. With Dolli back in town, he's ready to act on a vision that's been troubling him for quite a while now—an apocalyptic “awakening” that he wants to prevent or divert to his own ends.

:arrow: Compare the Original Version to this one!

:arrow: This was a hard and complicated build, especially trying to keep it within 135 pp. The Jester was built off a villainous archetype called "Prankster," which worked well for the concept. however, I half-wonder if I went overboard with some of the Tricks in his Jacket. I used Hero Lab to help cost-account everything, but I'm not sure if everything I did is working the way it's supposed to. If someone out there with more experience with 3e rules would come out and help me fact-check myself, I'd appreciate it!

:arrow: This is a "PC-Friendly" build, trying to keep everything within the 15 pp/PL guideline. Sure, Jester is an NPC, but it's good practice in efficiency to try to keep within the guidelines. That said, I'd make quite a few changes if I weren't bound by the pp guideline, and I may post that version eventually, once I'm sure this one works as intended.

:arrow: Jester only meets his caps when he's got his Enhanced Fighting active or is shooting his guns or bouncy ball. I noticed that Enhanced Traits are Sustained by default, instead of Continuous as they were in 2e, which means he could lose these traits easily if he gets stunned in combat. When he's not using his enhanced fighting, he's more of a rounded PL 6 (or PL 8 with his guns). This represents him using his psychic abilities to read his opponent and react to their attacks.

:arrow: I'm really fond of that Super Bouncy Ball in his array of tricks. :mrgreen: It's just one of those things I added on a whim because I had Equipment Points to burn and I think came out really nice and flavorful. It can ping-pong around, acting as a nice distraction as he lines up shots with his guns, can bounce around cover, and has a total of 4 chances to hit it's target. I think that suits a bouncy ball attack just fine.

:arrow: Update 1/16/11: Added Background info in conjunction with posting Dolli, his half-sister. Also changed his Mind Reading to work with a Check Required instead of Feedback, which models how I picture his power working better. He only has a +13 Insight bonus while his Mind Reading is the active power of his array, meaning he has to roll 15 or higher to have his power work at full rank (and has to roll a 6 or better for it to work at all). Also, it's now insidious—people cannot tell he's reading their minds. However, he has to interpret what he sees, which is where the Check Required flaw kicks in.

:arrow: Update 1/29/11: Revision. I found a cost-accounting error and decided to fix it by making The Jester PL 10. Then I got working with things, messing with them, and found a few places that needed work or could have been stated out better. It snowballed from there. This version is still attack-shifted, though. The major change was to his Eyes of the Oracle array, specifically how I parsed his Enhanced Attributes. In the previous build when he used one enhanced ability he totally lost the other...I made the shift somewhat more even. Now when he's using his Enhanced Awareness at his PL he's not totally gimped in fighting, and vice versa (though he's gimped on both when he's reading minds, which represents a significant focus of his mental abilities to pull off). I added some Leaping in the form of spring-heeled boots (something the 2e version had) as well as Freerunning as some super movement (this change was inspired by DC Universe Online, as the Acrobatics movement power just worked for the character). I also rearranged and simplified his Jacket of Tricks array to represent some things from the Ghost/Jester match-up better.
Last edited by The Stray on Sat Jan 29, 2011 8:58 am, edited 4 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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Re: Return To Dark City (3e)

Postby The Stray » Thu Dec 23, 2010 9:52 am

Old Hillside Asylum
Hideout of the Jokerz

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PL 9 Headquarters -- 15 EP
Size: Huge (Hospital building, plus grounds)
Toughness: 8
Features: Defense System, Dimensional Portal, Effect, Holding Cells (Toughness 12), Infirmary, Living Space, Security Systems (DC 20 to bypass), Secret 1 (DC 20 to discover), Workshop (Drug Lab), Alternate HQ 2

Old Hillside Asylum is one of the oldest structures in Drake City. Built in 1905 as a "modern" facility for the treatment of the mentally ill, it became on of the premiere institutions of it's kind in Virginia. Of course, "Modern" treatments included locking away the mentally disturbed that the wealthy families of the area just didn't want to deal with, isolation treatments, sequestering unwed single mothers from society, lobotomy therapy, and electroshock treatments. Add to that a number of questionable fires, mysterious deaths and disappearances, and people "committed" there by Maxwell Lyons after opposing him politically, and the luster of the old building fades upon closer examination.

The facility was kept operational until budget cuts in the late 80's and early 90's forced it to close it's doors for good. The patients, with nowhere else to go, flooded into the streets, marking a downturn in Hillside as a desirable piece of real estate.

The building was kept maintained until the construction of the new asylum in 2003, after which the venerable structure was let to rot unceremoniously. It sat for decades, eventually slated for demolition, though the plans were never followed through. Instead, the grounds were purchased from the city, and new occupants moved in.

These new occupants were The Jokerz, one of the gangs of Drake City, who use the old Asylum as their base of operations, hideout, and home. No one is quite sure where The Jester managed to get the funds necessary to buy up the land and partially renovate the asylum, and asking him directly is a frustrating prospect at best as he's never given a clear answer. But however he accomplished the feat, he managed to get a good deal on the place.

Secret: From the outside, the old asylum looks abandoned. Of course, it's an open secret that the Jokerz lair there, but passers-by would hardly know to look at the place.

Living Space: Inside is a different matter. The Jokerz have rebuilt (or at least made habitable) a good portion of the former cells, the grand ballroom, and the staff quarters. The more artistically inclined graffiti artists have practiced their skills along the walls, creating expressive murals and outsider art. The Jokerz also lifted carnival signs and decorations from a defunct amusement park, incorporating them in the artistic design of the interior.

Infirmary: As a former hospital, the asylum has adequate infirmary facilities, which the Jokerz keep well-stocked with various drugs. The Jester worked out a deal with pharmaceutical giant Magadon to test various experimental drugs, which the Jokerz often cut their recreational drugs with.

Holding Cell: The Jokerz also refit some of the "isolation therapy" rooms as actual holding cells, reinforcing them to be quite strong (Toughness 12). They've also repaired the electroshock therapy chairs. They don't actually use these things often, but like spreading the rumor that they have the capability to use them if needed.

Defense System, Security System: Of course, the Jokerz didn't bother refurbishing the entire asylum. Most of it remains a dangerous, abandoned wreck. They didn't ignore these areas, though...in fact, they made the abandoned parts more dangerous, turning them into a booby-trapped maze designed to slow and incapacitate intruders. Joker initiation rites take the form of having new recruits run through this maze and try not to get lost, dropped in a pit, incapacitated by various chemical surprises, or seriously injured by various "pranks."

Workshop (Drug Lab): The Jokerz have converted some of the medical facilities of the asylum into a lab for producing the various hallucinogens they're fond of. The Candyman, one of the Merry Pranksters, is the authority in cooking up "party favors" for the Fuglyboyz, as well as the various tricks The Jester uses and his own batch of weaponized chemicals. The Candyman and The Jester have had arguments recently, as the Candyman wants to start producing profitable drugs like crystal meth, which the Jester abhors.

Dimensional Portal: One of the recent finds on the Hillside grounds was a portal to Abattoir, the Concept Realm of Murder, placed there by Vincent Kaje in his initial rise to power. The Jokerz were unaware of the seal when they moved in, only finding out about it when it broke open due to neglect and dropping the whole facility partly into Abattoir. The Jokerz and the Watchmen (who were visiting at the time) managed to get the portal sealed up again, but it remains there and could be opened up again by someone with the mystical know-how (Expertise [Magic] skill and Ritualist Advantage). The Jokerz have put a guard up to prevent it's use.

Effect (Summon Variable Active Indifferent Minion 6): The presence of the portal isn't all bad, though. Monsters from Abattoir can be called up in times of need, though they begin with an attitude of Indifferent and need to be coaxed into aiding the summoner. The Jester doesn't use this power except as a last resort, and he would prefer to find a way to seal the portal in his home entirely.

Alternate Headquarters: Old Town Bomb Shelter

PL 9 Headquarters
Size: Small
Toughness: 16
Features: Living Space, Power System, Concealed 2 (DC 25 to find), Sealed, Security System 3 (DC 30 to bypass)

The Olddhurtz "World of Tomorrow!" housing development was billed to be on the cutting edge of 1950's technology, a model high tech community where every garage had an outlet for electric cars, every room had a built-in color TV and FM receiver, and every backyard had a bomb shelter to protect them from the inevitable nuclear war with Russia.

The Jokerz took advantage of this when they purchased an old lot in the now defunct development. This shelter was designed to house a family of four in comfort underground for a year. The Jokerz prefer to use it as a bolthole when they need to lay low. The Jester once used this facility to hide the supervillain Holocaust after his escape from Hillside in an attempt to help rehabilitate him.

Alternate Headquarters: The Wormwood Nightclub

PL 9 Headquarters
Size: Medium
Toughness: 8
Features: Personnel, Fire Prevention System, Defense System, Effect 2 (Reaction Perception Area Affects Objects Nullify Explosives 6 [Visual--within sight of the cameras, Fortitude-Resisted])

The Wormwood was a nightclub frequented by the Jokerz in Hillside, a place where they could relax, drink, get high, and be merry. However, when The Joker attacked the club during a 4/20 celebration in 2025, killing dozens of bystanders in an attempt to get at the Jester, much of the place was demolished. Jester, feeling guilty that his very favorite hangout had been wrecked and so many people had been killed because of him, decided to pitch in and help rebuild the Wormwood, adding and paying for some "Special Modifications" to ensure that no one in the club would ever have to fear such an attack again.
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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Re: Return To Dark City (3e)

Postby The Stray » Fri Dec 24, 2010 6:32 am

Deva Dsytopia

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Concept: Sentient AI of the Watchmen's Headquarters, PL 9, 274 pp

Abilities: Str --, Sta --, Agl 0, Dex --, Fgt 0, Int 9, Awe 5, Pre 5

Defenses:
Dodge 0; Parry 0
Fort Immune; Will 9 (Impervious)
Toughness 18

Offense: Initiative 0
None. See holographic Projection

Skills:
Insight 10 (+15), Investigation 10 (+19), Perception 9 (+14), Persuasion 6 (+11), Technology 10 (+19)

Advantages:
Benefit 3 (Security Clearance, representing hacked passwords and friendly systems), Connected, Contacts, Eidetic Memory, Fearless, Improvised Tool, Inventor, Skill Mastery (Technology), Well-Informed, Equipment 4 (Deva's Dystopia nightclub)

Powers:

Immunity 30 (Fortitude Effects)

Machine Mind (Multiple Effects)
    Impervious Will 9 Linked to Permanent Quickness 12 [Perform Routine Tasks in -12 time ranks, Limited to Mental]

Holographic Projection (array)
    Base: Summon Deva Lang (Controlled Heroic Summon 9 [Ex: Mental Link])
  • AE: Summon Holographic Watchmen (Variable Summon 9 [Ex: Controlled, Multiple Minions 3 (8 minions), Horde, Mental Link; Fl: Concentration, Resistible (Will), Feedback])

Goddess of the Internet (multiple effects)
    Fiber Optic Eyes (Visual Senses 7 [Counters All Concealment, Counters Illusion])
    OpNet Data Reception (Radio Senses 15 [Radio, Extended 4 (x10,000), Rapid 4, Penetrates Concealment])
    Remote OpNet Link (No Conduit Simultaneous Remote Sensing 13 [Affects visual and radio; Ex: Subtle 1 (DC 33 to detect); Fl: Medium (Cameras Linked to the OpNet])
    This is The OpNet Calling (Selective Area Radio Communications 4 [Anywhere on earth; Ex: Rapid 4])
    Voice of the Machine(Comprehend 5 [Read All, Speak All, Understand All Languages, Speak with Machines/Electronics])

Backup (Immortality 4 [returns after 2 days])

Complications:
Acceptance: Deva wants to be a real girl.
Disability: Deva's hologram is sophisticated, but it still lacks the full range of sensation and motion that a living being would have. Sometimes this lack of tactile sense is problematic for her.
Hatred: Deva has an irrational hatred of some of the Watchmen's foes. Some of this hatred is justified, but there are those she dislikes, such as Holocaust, who are sincerely trying to turn a new leaf.
Secret: Deva takes pains not to let it be known that she's "just" an intelligent computer system, and works for ways to become more flesh-and-blood.

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)

PROFILE
Alternate Identity: Deva Lang, Deva Ex Machina, Deva-Tan
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
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: Caregiver. Since the world is hurtful and dangerous, Deva does what she can to look out for others. She dislikes watching people suffer, and wants to change the world for the better.

Powers:

Deva Dystopia is connected to the OpNet and can interface with and control various computers anywhere on Earth, using the Technology skill. 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 can fashion a holographic avatar to interact with the people of the club, including the Watchmen. In this form she goes by the name "Deva Lang", and takes pains not to reveal that she's just an image. If called on it, she'll claim to be a technopath projecting the hologram from a remote location. The hologram can't leave the grounds of Deva's Dystopia.

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 PL 9, 135 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:

Deva Dystopia was once simply the computer system of the Deva's Dystopia, the nightclub hideout of The Watchmen. 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 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.

Then in 2024 an Abnormal Supremacist group called the Dark Knights, lead by the psychic 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. During the battle, Eric Lang managed 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 hooked his mind directly to the computer banks of the club, creating a neural bridge that allowed him to pull the Watchmen personnel files and feed them into the holographic lightshow generators on the club floor, creating illusory duplicates of all the previous Watchmen to distract the Dark Knights while the real heroes came in from behind.

The act of linking his brain directly to the computer caused massive damage to Lang, who fell into a deep coma after completing the command. A part of him remained within the computer, however, 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. From these diverse pieces it fashioned itself 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 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.

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


Description: Drawing on the various holographic projectors within the club, Deva 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 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 (which is what Deva based much of her appearance on).

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


In 2013 a massive scandal involving Project Utopia, a humanitarian effort to use the powers of the newly-emerged abnormals for the betterment of the world, broke to national attention. A secret cabal had been revealed within the Project, using the abnormals for their own ends in secret "black ops" missions. It pushed 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. 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 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 (2017), however, the club’s dark atmosphere had 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.

Effect: The nightclub has a sophisticated holographic imaging array that users 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.

:arrow: Presenting Deva Dystopia Lang, The Watchmen's resident AI! See Original Version here.

:arrow: I decided to go the Rommie route with Deva, whom I've had some issues really nailing down before in the past. This version splits Deva's Dystopia into 3 discrete units: the AI, her hologram, and the club itself. That made things much easier to visualize and conceptualize.

:arrow: This is the first build I've posted for 3rd edition where I did NOT keep to my normal 15 pp/pl benchmark. There was just no way I was going to fit all of what I wanted Deva to be able to do in to that limit. The big cost factor was the Summon power, surprisingly. It looks like Summon got hit with the Nerf stick hard, which is rather unfortunate. Multiple Minions is a big offender...+2/rank is just too expensive for what you get out of it. it makes for a good power to AP off of, though.

:arrow: Another big cost change that took me by surprise was the change to Morph. The original Deva had Morph, and I considered giving it to her hologram form again, but there wasn't room for it in her 135 points. I suppose if I altered her concealment so it could had AE's, then I could pack it in, but I was going with a specific idea there.

:arrow: Speaking of the Deva Hologram's innate and permanent traits, she is naturally invisible to all senses and incorporeal, and her ability to be substantial and detectable is sustained, as suggested in the Corporeal heading.

:arrow: All in all, this build clocked in at about 84 points higher than the 2e Deva build, mostly due to the obscenely overcosted Summon extras. Still, it gets her all the effects I wanted for her, so yay!

:arrow: Update 02/07/11: Small update to clean up Deva's summon power. I removed Active, as heroic already had it incorporated, and also applied my house rule about the Multiple minions extra to the effect, replacing the points I gained back with the Controlled and Horde extras. This actually wound up saving me about 9 points, so I updated the point total to reflect that.
Last edited by The Stray on Mon Feb 07, 2011 9:25 pm, edited 2 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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Re: Return To Dark City (3e)

Postby Thorpacolypse » Fri Dec 24, 2010 8:39 am

Very creative and well thought setting, Stray. Keep up the good work.

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Re: Return To Dark City (3e)

Postby The Stray » Fri Dec 24, 2010 9:44 am

Just wait until I get more of my older builds updated...I have a whole thread worth, plus new ideas to kick around!
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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Re: Return To Dark City (3e)

Postby The Stray » Mon Dec 27, 2010 6:44 am

Design Diary 1: Origin Descriptors of the Brave new World

In my Profile description is a listing for "Abnormal Type." This is a shorthand for several Origin and Source descriptors that tie together Origin and Source, though usually it doesn't involve Medium or Result descriptors.

There are three primary sources for powers in the Brave New World setting: Those that are mystical in origin, those that are provided by beings from the Concept Realms, those that are technological or science-based.

Note that it's possible to have powers from different sources. Novas can have Genefreak augmentations, for example, and Imbued can have Gadgets and Artifacts. Anyone can develop Daredevil powers, if they train hard enough.

Abnormal Types:

Mystical Sources: Reshaping Reality

Mystical Powers are those which tap into the quantum restructuring energies of the Shadow Weave. These abilities tap into the universe at the quantum level and allow those who possess them to bend reality and physical laws to produce their effects. Novas, Psychics, Mages, Artifacts, and some Bygones use this power source.

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.


Spiritual Sources: Power from Beyond

Spiritual Powers are alien energies not native to the BNW's core reality. They come from the Concept Realms (major planes representing various concepts, such as Heaven, Hell, etc) and often provide powers along a theme, Generally an allegiance or phenomenon. Those with Spiritual powers have strong beliefs. Spiritual powers have many similarities with Mystical powers, but instead of bending existing physical laws, spiritual powers impose their reality on our own to create their effects. Spiritual powers always flow from some outside source, whether it is an ideal, a concept, or an actual entity. The person with such abilities acts as a focal point and a vessel, channeling the energies through themselves to affect their world. Nephilim, Imbued, Incarnates, Relics, and some Bygones uses this power source, as do all Spirits (naturally). Saints think they do, but see the actual entry.

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.


Technological Sources: The Cutting Edge

Technological powers are those produced through genetic therapy, cybernetic augmentation, and almost all applications of scientific theory. Sciences has come a long way, especially the fields of genetic engineering and cybernetic enhancement, and are able to grant powers on par with those of other abnormals. However, this technology is typically tightly controlled by the governments of the world and often results in horrible side effects for those who undergo such treatments. Augments, Cyborgs, Gadgets, and Daredevils use this power source.

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.


Abnormal Creatures

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.


Borrowing Powers:

It's possible to gain abnormal level powers without technically belonging to one of the three sources. Usually, this involves either superhuman levels of training, or some kind of Device or Equipment.

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.
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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Re: Return To Dark City (3e)

Postby The Stray » Mon Dec 27, 2010 7:40 am

Eric Lang, "The Ghost"

Image

"There are giants walking the world. Who knows what path those will take--around the village, or through it?"

Concept: Albino investigator with the power to cloud men's minds and walk through walls. PL 10, 168 pp

Abilities: Strength 5, Stamina 0, Agility 6, Dexterity 6, Fighting 6, Intellect 3, Awareness 5, Presence 3

Defenses:
Dodge 12; Parry 12
Fortitude 4; Will 10
Toughness 8/4*/0**
(* Without Equipment or Defensive Roll; ** without both)

Offense: Initiative +10

Close
Unarmed, +6 (Tough DC 20)
Sword Cane: Strength-based Damage 3, +12 (Tough DC 23)

Ranged
Light Pistol, +12 (Tough DC 18)
Sniper Rifle, +12 (Tough DC 20, Crit 19-20)

Skills:
Athletics 4 (+9), Close Combat (Blades) 6 (+12), Expertise (Theology and Philosophy) 3 (+6), Insight 7 (+12), Intimidation 10 (+13), Investigation 6 (+9), Perception 6 (+11), Persuasion 6 (+9), Ranged Combat (Firearms) 6 (+12), Stealth 12 (+18)

Advantages
All-out Attack, Benefit, Cipher, Benefit, Wealth (well-off), Connected, Contacts, Daze (Intimidation), Defensive Roll 4, Equipment 10, Favored Environment (Darkness), Hide in Plain Sight, Improved Critical (Sword Cane: Strength-based Damage 3), Improved Initiative, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Ranged, Concealment), Skill Mastery (Stealth), Startle, Ultimate Effort (Stealth Checks), Well-informed

Powers:

Enhanced Senses (multiple effects)
    Auditory Senses: Senses 5 (Accurate (Type): Auditory, Extended: Normal Hearing 1 (x10))
    Mental: Senses 6 (Danger Sense: Mental, Postcognition, Radio)
    Visual Senses: Senses 7 (Analytical (Type): Visual, Counters Illusion: Visual, Infravision, Tracking: Infravision 2 (full speed))

Ghost: Insubstantial 4 (Incorporeal; Activation 2 (standard action), Distracting, Tiring)

Hypnotic Invisibility: Concealment 6 (All Aural Senses, All Visual Senses; Passive, Limited (To living creatures))

Special Ops Training: Enhanced Strength 4 (+4 STR; Limited (Limited to Damage))

Equipment
Cell Phone (Smartphone)
Commlink
Deva's Dystopia Nightclub (headquarters)
Hidden Mesh-Armor Vest [Protection 4, +4 Toughness; Subtle (subtle)]
Light Pistol [Blast 3]
Sniper Rifle [Blast 5, Advantages: Improved Critical]
Sword Cane [Strength-based Damage 3, Advantages: Improved Critical; Subtle (subtle)]

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


Complications:
  • Arrogance: "I don't do can't." This is Eric's mantra, and it's not very difficult to sting his ego by suggesting something is beyond his capabilities.
  • Prejudice: Eric is an albino, and suffers prejudice based on his odd appearance.
  • Secret: Eric was the whistleblower who revealed the Project Proteus conspiracy to the world. There are many who would like to rake him over the coals for that, as the Proteus scandal indirectly lead to the worsening of Abnormal/Normal relations in the world.
  • Weakness: Eric's skin doesn't take bright light very well. Eric is Impaired in sunlight or really bright lights (at least as powerful as flood lights)

Power Points
Abilities 60 + Powers 35 + Advantages 30 + Skills 22 (66 ranks) + Defenses 21 = 168

PROFILE
Alternate Identity: Eric Michael Lang
Identity: Public
Occupation: Nightclub Owner
Group Affiliation: The Watchmen
Base of Operations: Deva’s Dystopia/The Watchtower
First Appearance: Tales of a Dark City #1
Sex: Male
Age: 46
Abnormal Type: Nova Psychic
Height: 6’ 4”
Weight: 155 lbs.
Eyes: Red
Hair: Platinum blond
Virtue: Fortitude. Eric's mantra is "I don't do can't," and he strives to struggle through the challenges that face him.
Vice: Pride. It is difficult for Eric to face his failings and limitations and he is sure that he can overcome them.
Nature: Architect. Eric seeks to make a world a better place and help the Abnormals learn to use their powers responsibly.
Demeanor: Deviant. Always the outsider even before he gained his powers, Eric proudly wears his differences on his sleeve and openly shows contempt for normal society.

Description:

Powers: Eric is a psychic who has extensive military training. He can mystically hide his presence from others by projecting an illusion that convinces people he's not important enough to be bothered with, though this can get broken if he pushes it too far. It also doesn't work on automated defenses or constructs, which he uses more conventional stealth tactics to defeat. He can turn himself into an insubstantial field of psychic enegy

Eric is a psychic. He can mystically hide his presence from others by projecting a hypnotic illusion that he's not important enough to be bothered with, something he calls his "Someone Else's Problem" field. He can, with great effort, turn himself insubstantial and move through walls. He does this only rarely, since it wears him out. He also has extremely sharply developed senses that allow him to pick apart and examine visual and auditory clues as well as occasionally grant him flashes of insight. He compares this to Sherlock Holmes' powers of deduction and observation.

Tactics: Eric Lang is a stealth specialist, focused on getting into a good position with his stealth and Concealment powers, then attacking with surprise. he can do this at range (with his High-Powered Sniper rifle that has a humongous range) or his Sword Cane/Sneak Attack powers. He's a precision fighter, preferring quick strike-and-retreat attacks to prolonged engagements. If he's not interested in killing his opponent (trying to teach them a lesson or capture them, for instance), or if his invisibility is countered in some way, he will try to talk his way out of the situation, using Deception and Persuasion

Most of his non-combat abilities focus on his detecting skills and wide array of super-senses. In particular, he has the ability to search a crime scene for clues and get a very good sense of what went on there (using his Postcognition power)

:arrow: Presenting Eric Lang, leader of The Watchmen in most of it's incarnations. For comparison's sake, here's the Original Version.

:arrow: This build came out 16 pp over my previous build, mostly due to changes in skills and the addition of the Sniper Rifle. The biggest change is the loss of Sneak Attack as an Advantage, which really hurt the build. I kludged together a power to give the "Attacking from the Shadows" thing some oomph, but the change means he's less a close-up ninja and more of a sniper type. I've also given him Favored Environment (Darkness), as it seems to fit his MO. It's a circumstance bonus, which works well as fuel for his All-Out Attack and Power Attack advantages. It also includes Deva's Dystopia, which I covered in more detail previously. This build represents an "iconic" sort of Eric Lang, without the changes to him that have happened due to the latest story arc he was involved in.

:arrow: This build ditches the flawed precognition he used to have because I went the Precog route with The Jester. Eric really didn't need it, even though I liked him having it before. Danger Sense does for him what the limited Precog was supposed to, and he instead got the ability to track by hearing.

:arrow: Update 1/20/11: Clean up and update for Eric in the wake of his rather humiliating loss to The Jester. Mostly it was just consolidating skills, juggling them so that they worked as I wanted him to fight (he had no way of using Demoralize, which didn't fit Eric as a character at all). Some of his skills got bumped, as well, and he got Startle. I also removed the "Enhanced Stealth" and varied advantages and incorporated them directly into the skills and advantages section. He lost all their benefits when he switched to Concealment, which just wasn't how I was expecting that to work. The largest change was to his Sneak Attack power, which I replaced with Special Ops Training. It's just a bonus to Strength limited to Damage, and I probably could have modeled it as a Strike that stacks with his Sword Cane, but it was easier to put put with Hero Lab (and I have the full version now, so I'll be able to crank out builds faster. Yay!). This boost to damage was necessary because of the horrible pasting he took at the Jester's hands which, given his background as a Black Ops agent, he shouldn't have taken. I also dropped the Lexus from his equipment, as he has one but it's not something he uses on adventures. Overall he's not going to be so gimped when he can't uses his stealth as he was before.
Last edited by The Stray on Thu Jan 20, 2011 8:52 pm, edited 1 time 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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Re: Return To Dark City (3e)

Postby The Stray » Tue Dec 28, 2010 5:57 pm

David Wyler, "Supernova"

Image

"That just makes me want to EXPLODE!"

Concept: Angry nuclear-powered fireslinger; PL 13, 195 pp

Abilities: Str 1, Sta 2, Agl 5, Dex 5, Fgt 4, Int 0, Awe 0, Pre 2

Defenses:
Dodge 10, Parry 6
Fortitude 14, Will 6
Toughness 16/2*
*Without Force Field

Offense: Initiative +5
Close
Unarmed +8 (Damage 1 [Tough DC 16])
Disintegration +8 (Close Damage 11 [Fort DC 26] and Weaken Toughness 11 [Fort DC 21])
Nuclear Fire Aura +8 (Close Damage 13 [Tough DC 28] with a Secondary Effect of Damage 4 [Tough DC 19])
Superheated Strike +8 (Close Damage 18 [Fort DC 33] and Affliction 18 [Fort DC 28])

Ranged
Radiation Control +8 (Ranged Damage 18 [Tough DC 33], Multiattack, 450/900/1800 ft.)

Area
EMP Burst (Close Burst Area Nullify 11 [Dodge DC 21, Fort DC 21], 30 ft. Radius)
Fireball (Ranged Burst Area Damage 13 [Dodge DC 23, Tough DC 28], 325/650/1300 ft, 60 ft. Radius)
Nova Blast (Close Burst Area Damage 13 [Dodge DC 23, Tough DC 28], 500 ft. Radius)
Nova Flash (Close Burst Area Visual Dazzle 13 [Dodge DC 23, Dodge DC 23], 30 ft. Radius)
Radiation Poisoning (Close Burst Area Progressive Affliction 11 [Dodge DC 23, Fort DC 23, Impaired and Vulnerable, Disabled and Stunned, Incapacitated and Dying], 30 ft. Radius)
Raging Firestorm (Ranged Cloud Area Damage 13 [Dodge DC 23, Tough DC 28] with a Secondary Effect of Damage 13 [Tough DC 13], 325/650/1300 ft., 15 ft. Radius)

Skills:
Acrobatics 9 (+14), Expertise (Rock & Roll Singer, based on Presence) +6 (+8 ), Intimidation 15 (+17), Perception 6 (+6)

Advantages:
Agile Feint, All-Out Attack, Close Attack 4, Precise Attack 2 (Ranged, Cover and Concealment), Ranged Attack 3, Startle

Powers:

Energy Absorption 10 [Absorbs Energy attacks, Boosts Regeneration]

Regeneration 1

Flight 6 [120 MPH, 1600 ft/round]

Fading Force Field 14

Immunity 16 [Fire Descriptor, Disease, Own Powers, Radiation Descriptor, Poison, Heat Environmental Condition]

Radiation Control (array)
    Mulitattack Blast 18
  • AE: Disintegration (Linked Fortitude-Resisted Affects Objects Damage 11 [Ex: Incurable] and Affects-Objects Weaken Toughness 11)
  • AE: EMP Burst (Continuous Close Burst Area Nullify 13 [Affects Electronics, moves with objects, Ex: Alternate Save (Fort), Affects Object Only])
  • AE: Fireball (Ranged Burst Area Damage 13 [60' Radius, Ex: Incurable, Area 2])
  • AE: Hellish Area Manipulation (Environment 6 [1600 ft. radius, Heat (Extreme), Impede Movement (-2 ranks), Light (Bright), Visibility (-5); Ex: Selective, Precise])
  • AE: Nova Blast (Close Burst Area Damage 13 [500 ft. Radius, Ex: Incurable, Area 5; Fl: Tiring, Distracting])
  • AE: Nova Flash (Linked Accurate Extended Teleport 10 [1000 miles in two move actions, Ex: Change Direction; Fl: Limited to Extended] and Close Burst Area Dodge-Resisted Visual Dazzle 13)
  • AE: Nuclear Fire Aura (Energy Aura 13 [Ex: Incurable, Secondary Effect 4])
  • AE: Radiation Poisoning (Progressive Close Burst Area Affliction 11 [Impaired and Vulnerable, Disabled and Stunned, Incapacitated and Dying; Ex: Extra Condition, Incurable])
  • AE: Raging Firestorm (Ranged Cloud Area Secondary Effect Damage 13 [Ex: Incurable])
  • AE: Superheated Strike (Linked Fortitude-Resisted Damage 18 [Ex: Incurable] and Fortitude-Resisted Affliction 18 [Impaired/Disabled/Incapacitated])

Complications:
  • Accident: Supernova has great difficulty keeping his powers in check, especially when angry or excited. This is not a quality one wants in a person who can level city blocks without much effort.
  • Reputation: Homicidal terrorist. Not entirely undeserved, though most of his deaths are caused by his frequent bouts of Power Incontinence. Of course, his infamous temper is also equally to blame--as well as the fact he went around as a supervillain calling himself "Holocaust" for quite a while.
  • Temper: Legendarily bad. When he loses it, he's likely to go off half-cocked and wreck things.
  • Toxic: Originally, Supernova was a psychokinetic, manipulating heat and fire. Then the brain trust at Dark-Hawke exposed him to Avatar energy, and now he leaks low-grade radiation, which can make people ill after long exposure. His second infusion of Avatar Energy has not helped matters.
  • Weakness: Cold temperatures have an adverse affect on him. He is automatically Fatigued as long as he is exposed to Intense Cold (and must make fort checks as normal to avoid conditions growing worse), and Disabled and Dazed while exposed to Extreme Cold. Direct attacks with the Cold descriptor have an extra degree of success against him.

PROFILE
  • Alternate Identity: David Wyler, "Inferno," "Holocaust," "Supernova"
  • Identity: Public
  • Occupation: Mass Murderer and Walking WMD
  • Group Affiliation: Independent/The Dirty Dozen/The Dark Knights/The Watchmen (He bounces around a lot)
  • Sex: Male
  • Height: 5’ 6”
  • Weight: 173 lbs.
  • Eyes: Glowing White
  • Hair: Blond
  • Abnormal Type: Nova
  • Virtue: Justice. When Holocaust looks outside of himself, he feels a righteous anger at people suffering injustice, particularly other Abnormals.
  • Vice: Wrath, Envy. Anger is David's defining trait. He believes he was unfairly screwed out of a normal life when his powers developed, and has decided to take it out on the world in revenge.
  • Nature: Vigilante. David is bitter and angry over the loss he feels he has suffered, and has vowed to make "them" pay, no matter the consequences. At present, he is trying to look outside his own anger, but that hasn't necessarily changed his vigilante mindset.
  • Demeanor: Penitent. After a massive destructive spree, David was forced to deal with the consequences of his actions, and this has given him a new perspective on life and his place in the world. He realizes now that he has gone too far, and is now trying (without much success) to make up for his past deeds.

Description: Holocaust is blond, fit, and would be considered handsome if a lifetime of anger and bitterness hadn't given him a semi-permanent scowl. His recent transformation leaves his skin glowing gold and hot to the touch. He dresses in dark colors and usually wears shades to hide his eyes, which glow white hot. Occasionally a nimbus of golden fire flares around his body, usually when he is upset or angry.

Powers: Once, Dave had the power to psychokinetically excite molecules, creating fire from thin air. Then the Dark-Hawke people messed with him, transforming his powers until he had the ability to tear apart nuclear bonds and direct those forces. A further dose of Avatar energy transformed him again, granting him the power to fuse molecules and atoms, turning him into a walking fusion factory.

Despite all those upgrades, all he really knows is manipulating fire and heat, so all his powers manifest as flares of nuclear plasma. In time he might learn how to use his abilities to control and create matter, but that sort of thing isn't likely as long as he's isolated by the low-grade radiation that leaks from him, causing sickness in those who aren't immune to disease. His powers have progressed to the point that ARD nullification chips can't be relied on to contain his power, and even injections of "Moxie" (Moxinaquantimine), a dangerous psychotropic, can only dampen his fires, not not null them completely. This means the ARD regards him as a Class-A threat (about one step below the Avatars).

David's powers are based on his emotions, and David is unstable at best. Occasionally, this power causes him to erupt in spectacular power surges. The last surge, caused when David accidentally absorbed a massive dose of Avatar Energy from the Drake City Fisher Relay, was barely contained by the sacrifice of Kevin Newberry, who teleported him far enough from the city to prevent a catastrophe.

Tactics: David is not a particularly clever tactician; he usually prefers to throw fireballs while flying around. When he gets whipped into a rage, he’s liable to start flinging AOE fireballs everywhere, or else use some of his nastier tricks (like radiation poisoning or his knuckle effects) against single irritants. Since he has Absorption Healing, fighting fire with fire (or any other sort of energy attack) plays right into his hands.

Background: David Wyler has a complicated past. He began his career as a singer in a band and surfer bum in LA until shortly after the Shadow Weave, when he Erupted after a surfing accident dropped him deep underwater. upon learning he had flame powers, the 15-year-old freaked out. He was taken to one of the original Rashoud Clinics run by Project Utopia on the eastern seaboard, hoping they could neutralize his powers so he could live a normal life. When this proved impossible, he went on a rampage, attacking a posh party hosted by the doctors of his clinic, killing 5 people (including the mother of 5-year-old Kevin Newberry, who later became the superhero Gabriel).

He was incarcerated, and might have spent the rest of his life in jail, but then the Avatar Crisis came and he was selected for experimentation by Dark-Hawke Industries as pert of their "Project Prometheus" super-soldier experiments, along with other members of The Dirty Dozen. This experimentation did not help his mental state, and he managed to break containment and escape when Carrion Queen sabotaged the Moxie tanks to cover her escape. He went looking for revenge, but encountered Eric Lang instead.

Eric Lang was, at the time, looking to reform the Watchmen, and he felt that David would be a perfect candidate for public service. David agreed, as Eric promised him that he wouldn't return to jail. The fireslinger served as a member of the Watchmen, taking the codename "Inferno."

However, he was still reckless and unstable. His downfall began when he and Von Jeggett wrecked Deva's Dystopia, the Watchmen's headquarters, in a brawl with Dream Larvae invaders from Oneiros. Inferno refused to help with rebuilding the club, and was ousted from the group in response. Furious,David was receptive to the offer of the supervillain Knightmare, who put together a team of criminal abnormals called "The Dark Knights." elated, he attacked Deva's Dystopia again...only to be humiliated by Eric Lang's new fire suppression system, which caught him off-guard.

He was jailed again, but sprung by The Dark Knights to help them lay siege to Deva's Dystopia in 2024. He played a minor role in that fight, as he was doped up on Moxie and still warry of the fire suppression systems. When the Dark Knights were defeated, Inferno went to jail yet again.

Or would have, if he hadn't been declared "legally insane" and committed to Hillside Asylum at the behest of Dark-Hawke's Project Prometheus. He spent the next four years in the care of mad scientists, who exposed him to Avatar energy and tinkered with his mind to help him "control" his powers. What wound up happening was that David developed radiation control instead, and had to be kept sedated and confined because he was now poisonous.

However, when Puck took control of the mind of Dr. Robin Goodfellow, he set some events in motion. he cut the doses of Moxie in the Hibernation Tanks of Hillside's solitary confinement ward. This allowed Inferno engineer the escape of a whole new incarnation of The Dirty Dozen. Inferno changed his name to "Holocaust" at this point, to better reflect the fact that he was a walking A-Bomb (his history classes being somewhat lacking, what with all the time in jail).

This was the start of his most dangerous rampage yet, as Holocaust was aided and abetted by The Jester, who allowed him the use of a bomb shelter as a hideout. The Jester had a cryptic vision in which Holocaust played a part, which was why he was helping the dangerous nutcase at all. David also met Auralon the Priest during this time, who attempted to befriend and reform the angry fireslinger. This...proved partly successful, as Auralon was immune to David's new Radiation powers. However, David was being subtly mind-controlled by Puck to cause as much chaos as possible, so while he enjoyed having a friend along, it didn't quite stop his rampages.

When Priest managed to break the mental manipulation Holocaust was under, the fireslinger hid himself away. The holy man managed to find him and convince him to turn himself in, which he did.

Holocaust didn't remain locked away long, though. He was sprung from the military base he was being kept at by a newly awakened Eric Lang, who convinced him that now was the time to try to redeem himself for his many crimes. He traveled with the Watchmen to check the Fisher Relay beneath Drake City, as they were checking various sites around the city for places where Seals to Abattoir might have been hidden. However, this did not go as well as planned. The demon Moloch attacked the city with an army of imps, distracting most of the Watchmen. Meanwhile, in the Rely, Holocaust began absorbing Avatar Energy from the surroundings. This overloaded him, and he nearly melted down before Kevin Newberry grabbed him and called on a stupendous effort to teleport him out to sea before he exploded.

He vanished for some time, but appeared to be well in his last appearance, now glowing yellow and hot as the sun from the new infusion of Avatar Energy, as part of the newly awakened Eric Lang's new batch of recruits for the Watchmen (all of whom, worryingly, were villains). Where this story goes from here is not known...this is where the campaign went on indefinite hiatus.

:arrow: And here is Supernova, who was posted before as Holocaust. See the Original Version!!

:arrow: This build of David reflects the changes to him, both in powers and personality, that occurred following the "All Hell" storyline of our 2e campaign. This shift sees David as a former supervillian trying to turn good after watching one of the PCs heroically sacrifice himself to try and prevent David's meltdown. He spent some time in jail after this event, turning himself in to the authorities, but it was revealed (in what turned out to be the last session of this particular campaign) that he'd been released by Eric Lang. If we begin this campaign again (which we might if the group decides to pick up M&M again), we might find out just where this Heel Face Turn might lead.

:arrow: In build terms, Supernova wasn't all that difficult to stat out. The big difference was the dropping of Absorption from the main power set. I worked out a compromise, using the Energy Absorption power that boosted Regeneration. His force field has the Fades flaw, which means it loses one rank every round it's up, instead of being Ablative like it was previously.

:arrow: With the points saved from that (absorption cost a lot before), I was able to massively beef up his Radiation Control array, bumping it up two ranks AND giving it the Multiattack extra. This means all the powers in his array got beefier, too. I had 57 points per power to spend on each Alternate Effect. Yikes. He does happen to be down a few AE's this time around, but it's no great loss, as he could Power Stunt for the things he lost, and a couple effects got folded together (mainly his Pain Strike/Branding Strike, changed to Superheated Strike that does both effects now). The main thing is that most of his area attacks got up to PL 13, which means very nasty things for anyone in those areas. The points that would have gone into more AE's seem to have been eaten up by his Advantages. All in all, I probably could have made him satisfactorily at PL 12 and 180 pp, since most of the extra points were spent to get him to PL 13 caps.

:arrow: Just a quick note to put David's powers in perspective. The BNW campaign I ran was PL 8. Any new campaign will likely be PL 9. David is a very dangerous foe by those standards.

:arrow: Yes, that IS a Dying condition on David's third degree of Radiation Poisoning. The BNW is an Iron Age setting, and so I've added Dying as a possible third condition to Affliction, as suggested in the "Going for the Kill" sidebar in the DCA book.

:arrow: If I've got my durations right, his Raging Firestorm should do damage three times--once on the initial attack, once on the second round (from the lingering cloud effect) and then a last time from the Secondary Effect. If I'm wrong, please let me know!
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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Re: Return To Dark City (3e)

Postby The Stray » Fri Dec 31, 2010 3:05 pm

Here's a combat I ran between some Nazis and the Bloodfangs (see A Fistful of Nazis).

This pits 6 Nazis with submachine guns, 1 Nazi with a Panzerfaust (rocket launcher), and 1 tank (crewed by 5 Nazis, including a Machinegunner) against 15 Bloodfang Vampires.

Blood And Crosses

December 1944. Somewhere in France.

The end was near. Wolfgang understood this. They all did. The Allied forces were beating them back. They had started this campaign with a full division, but they were down to one squad, one panzerfaust, and one panzer. And now, finally, they were being called back. But the road was long, and there were many dangers along the way.

Gregor sighted the town, or what was left of it, a few hours back. It would be a place to hole up for the evening. Max, Karl, and Jacob scouted the place, searching for snipers or mines. When they returned, Oberleutnant Zimmerman ordered them in. They checked the small town over. Deserted. Finally, it seems, the boys might have a rest. Wolfgang wondered if any would get any actual sleep, after the horrors they'd endured. He strongly doubted it.

He was on second watch. It was a chilly night, made all the colder as the Oberleutnant had forbade them from lighting fires to hide their position. He heard the echo of engines. Sounded like motorbikes...he called out, alerting the others. It could be an allied scout...though it sounded like more than one bike. Quite a few of them, in fact. The squad took up positions, waiting to see just what fresh hell had been visited on them now. Wolfgang and Hans were sent to scout the area of town where the motors growled.

The first thing they noticed was the bonfire roaring in what had been the town square. Someone had pulled down a wall from a nearby house and lit the whole lot. That struck Wolfgang as strange...surely the scouts wouldn't want to be noticed by any local militia, let alone any traveling scouts. He saw the motorbikes, shiny and strange, shaped unlike any he had ever seen before, painted with flames, monsters, and naked women. And he saw a group of strange men gathered around the fire. They were dressed in boots, denim jeans, and leather jackets festooned with spikes and metal badges, with hair styles that flowed and puffed and spiked in ways unnatural. They laughed as they pulled a struggling figure kicking and screaming towards the blaze.

Wolfgang watched, horrified. What perversion was this? The screaming girl could not have been older than fifteen. Wolfgang thought of his wife, Elsa, waiting in Bielefeld for his return. She had been not much older than this wretch when they married. He tensed, but a hand restrained him.

"Look." Hans whispered. "There are fifteen motorbikes, but only five of them. Where are the others?"

And then they heard a vile laugh from behind them. They turned. Three of the leather-clad figures had found them. They grinned, and the middle one said something in English that Wolfgang couldn't understand. Suddenly, their faces changed, twisting into monstrosities with glowing yellow eyes and sharpened fangs sliding forward.

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.


Round 1

Wolfgang stares, horrified, at the morphing countenance of the monsters before him. He just couldn't pull his eyes away...this was unnatural. This was unholy! One of the things whistled, signaling its brethren.

Beside him, Hans had managed to keep his wits about him. "Die! Die you unholy beasts!" He shouted, spasmodically yanking the trigger on his machine gun. The lead line stitched across the ground trio of horrors. One of them took the blast full on, jerking as the bullets slammed into it. But it just laughed and sneered, saying something contemptuous in English.

"God in heaven..." Wolfgang muttered, shaking his head as the monster's spell broke.

"Ach! Wolfgang, run! Warn the others!" Hans said. Wolfgang nodded numbly, his body lurching into motion.

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.


Round 2

The demons leaped on Hans. One bit low, catching his teeth on the soldier's body armor. The other sank his fangs into the soft flesh of his neck. Wolfgang choked back a tear as he heard his friend's scream cut suddenly short.

Then he felt rough hands on his back. No...

The monster grabbed him, whirling him around. It's fingers clutched at him, pulling the crucifix he wore from his neck free. The monster recoiled, grimacing. Wolfgang thanked his mother silently...she'd been the one to insist he wear the thing when he'd been conscripted. he continued his run.

From behind him he could hear the howls and jeers of the monsters, and knew that he would never be able to outrun them all...but ahead, he heard a welcome noise. the rumble of the Panzer as it awoke. Soon, terrible vengeance would be had on these fiends. Already he could see Jacob and Karl and the others, rushing through the rubble towards him. He was saved!

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.


Round 3

The fiends drew guns as they charged, their tiny pistols barking in the chilly evening. Wolfgang saw Karl take a bullet to his thigh and go down in a gurgle, while Jacob bit his lip as a bullet took him in the thigh. Still, the line held. Max grinned as he hefted the massive Panzerfuast up. "It seems we have some vermin to exterminate!" he crowed.

Wolfgang didn't hear the rest. He felt his feet give under him as the devil at his back recovered from it's ailment and launched itself at him. He grappled with the monster, trying desperately to hold those fangs at bay. He slips the demon's grasp, and looks up just in time to see Max's head turned into chunks of meat by the bullets of the demons.

He whirled, deperate, and fired his gun at the approaching horrors. His fellows do the same. Though the bullets fly and the cordite burns, only a couple of the things fall.

Then the Panzer breaks through a wall.

"For the Fatherland!" Oberleutnant Zimmerman cries as he whirls the turret towards the monsters. The turret spat death at them. "For the Reich! for the Fuhrer! Sieg heil!"

The tank lowered it's main gun and fired around directly over Wolfgang, towards the two demons that had feasted on Hans. The two looked up from their bloody feast just in time to see their death approaching. One blinked, the other leapt impossibly high into the air, coming down without a scratch.

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.


Round 4

The monsters did not remain idle. One leaped at Oberleutnant Zimmerman, who struggles to keep the monster at bay. Two go for his friends, and Wolfgang watches Jacob go down, his blood staining the leather jacket of the monster as it bites his throat.

The one fighting with Wolfgang let him go, leaping for poor Max's corpse. It pried the Panzerfaust from his still fingers, and said something with a grin as he aimed it at the tank.

No! Wolfgang would not let his comrade's arms be used so! He takes a wild shot, splitting the fiend from navel to crotch with his assault. Meanwhile, Adam and Ernst take their own horror to task. One of the vile things goes down at Ernst's shot, and a ragged cheer erupts from the men. They were winning!

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...


Round 5

And then their fragile hope is dashed in a hail of screaming fire. Wolfgang watches four flaming bolts streak from the darkness surrounding them. Oberleutnant Zimmerman has a hole burned throguh his back, while Adam takes a flare to his face. And Ernst...Wolfgang winces at watching where poor Ernst was hit. Dark shapes leap from nearby buildings and crawl along the tank, prying open the hatch to get athe the brave men inside.

A stitch of gunfire nearly rips Wolfgang's arm off as one of the horrors takes command of the tank's machine gun. Wolfgang leaps to the die, grabbing up max's Panzerfaust in the process. By god, he would not let these fiends win!

The rocket hit the monster at the machinegun square in the chest, and the blast tore through the others, though only one falls. Wolfgang choked back a tear, hoping his comrades within were spared the worst of the blast...or that the blast ended their misery.

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.


Round 6

One of the nightmare things in the darkness took exception to his blast, and jumped after him. Wolfgang blocked the strike with the panzerfaust, but dropped it in the process. Other shadows leapt onto the tank, and the fiends swarmed inside. Wolfgang blinked back more tears at the screams that came from within, and took aim at the monster in front of him. His aim was untrue, spraying wide. He stares death in the face.

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.


Round 7

The monster growls something in English at him, and charges. But again the crucifix around Wolfgang's neck saves him, and the monster recoils briefly. Long enough for the soldier to raise his gun once more...but his triumph turned to ash, as the hammer clicked down on an empty magazine.

There was an explosion from within the tank. Wisps of smoke curled from the hatch. Had one of his fellows detonated a grenade? Wolfgang did not know...he only knew that it was over. It was only him and the beast.

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.


Round 8

It snarled at him, it's gaze promising death. It's hands clutched at Wolfgang's throat...and again his crucifix saved him, brushing against the monster's hand. Wolfgang felt the grip slacken.

There's one last, strangled scream from the tank, cut short, and Wolfgang's courage failed him. He turned and ran, ran as fast as his legs would carry him, praying only that his end would be swift.

The monster, however, did not come for him. They turned to their meals, and began to feast, leaving the lone soldier to travel to an uncertain fate.

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.
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.

Tales of a Dark City (2e)
Return To Dark City (3e)
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Re: Return To Dark City (3e)

Postby JoshuaDunlow » Fri Dec 31, 2010 4:07 pm

It's good to see this, getting the light of day again. :wink:
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