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The Forge [3E] DC: AquaMaria, Madelyn Spaulding, Omnifarious

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Re: The Forge [3E] Aberrant

Postby HustlerOne » Mon Jul 16, 2012 11:14 am

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Montressor - Bahrain Rashoud Lab Guard (later Warden)

PL: 11

Abilities: Str: 3/12**, Sta: 4/12*, Agl: 4, Dex: 3, Fgt: 3, Int: 3, Awe: 1, Pre: 4


Powers: Absorption: Energy Absorption 9 (Strength) (9),

Adaptability: Immunity 10 (Lifesupport) (10),

Disrupt: Nullify (Quantum Powers) 5 (Extras: Concentration) (10),

Enhanced Quickness: Quickness 4 (Flaw: Limited to Physical tasks) (4),

Mega Stamina: Enhanced Stamina 8 (16),

Quantum Leech: Weaken (Quantum powers) 5 (Extras: Concentration) (10),

Regenerates: Regeneration 3 (3)


Advantages: Benefit 1 (Member of Project Proteus), Close Attack 4, Connected,

Defensive Attack, Eidetic Memory, Great Endurance, Improved Defense, Improved Initiative 2,

Minions 5 (Proteus Thugs - Use Soldier Archetype), Power Attack, Ranged Attack 3, Takedown


Equipment: None.


Skills: Athletics 7 (+10), Expertise: Guard 6 (+9), Expertise: Proteus Protocols 4 (+7),

Intimidation 2 (+6), Perception 2 (+4), Stealth 6 (+10), Technology 4 (+7)


Offense: Initiative: +12, Unarmed: +7 (Damage 3), Absorbed Strength: +7 (Damage 12)**,

Disrupt: +6 (Nullify 5), Quantum Leech: + 6 (Weaken 5)


Defense: Dodge: 7, Parry: 9, Fortitude: 4/12*, Toughness: 4/12*, Will: 7

* With Enhanced Abilities
** With Energy Absorption

Abilities: 50, Powers: 62, Advantages: 22, Skills: 16, Defense: 15 = Total: 165


Complications: Guilt Ridden: Feels guilty for imprisoning children at Bahrain.

Responsibility: Is responsible for the protection of the Bahrain Rashoud Lab.


Notes: Arthur Larian was once a lowly guard at Bahrain prison. Then a Nova prisoner escaped which caused him to become a Nova himself. His powerful abilities to take away other Nova's powers had him appointed as warden over Bahrain. He officially oversees the prison for project Utopia but is secretly working for project proteus.

Montressor has become disturbed that Nova children are now imprisoned within the walls. Though he is still unaware of the horrific experiments being performed on the children. He does know of the experiments on adult prisoners however. For now he personally treats the children as guests and believes they are in Bahrain for their own protection from other so called dangerous factions.

Montressor is a sort of Quantum sink. He absorbs the quantum energy surrounding him. He can turn that absorbed energy to make himself into a powerhouse for a limited time. Normally he is a defensive support player backing up other prison guards or human soldiers. Montressor's stats are also a stand in for other Nova guards within Bahrain that maintain a Quantum barrier to prevent quantum use.

By the way the name "Montressor" ironically appears in Trinity as the name for a famous Hospital allied with Aeon. I always felt the use of Montressor's name in Aberrant was a insulting jab against Trinity players. Much like the use of the name Proteus itself was a mockery of Aeon players. Why anyone would use those names ever again if they were connected to such immoral activities is beyond me.
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Re: The Forge [3E] Aberrant

Postby HustlerOne » Tue Jul 17, 2012 12:33 pm

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Name: T2M Central Headquarters, Size: Large (2), Toughness: 10 (2),

Features: (8) Communications, Grounds, Gym, Holding Cells, Infirmary, Living Space,

Personnel, Security System 1


Powers: None


Final Cost: 12

Notes: The T2M Central Headquarters is the homebase of Team Tomorrow Central. It is merely for show for the general public and media. It really is more of a showpiece for news conferences and public spectacle (like charity events and weddings). Most of the human staff and Novas actually live in nearby gated communities. Still, it does have some very basic facilities to help support Utopian Novas.

Unknown to anyone but the highest members of project proteus are the hidden recording devices embeddedwithin the walls of the HQ. This also applies to the numerous residential areas nearby. These electronic recorders were originally meant for the protection of Utopian personnel. Now it is used to track and keep an eye out for any sedition displayed by Novas working for project Utopia.

The T2M Central Headquarters is located in Addis Ababa, Ethiopia.

There are at least three other headquarters similar to this one used by the other three Teams. All were designed by the famous Nova Architect Piotr Enrikssen. They are Team Tomorrow America located near Mexico City. Team Tomorrow Europe located within Venice, Italy. Finally, Team Tomorrow Asia is placed on Talaud Island in Indonesia.
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Re: The Forge [3E] Aberrant: Team Tomorrow

Postby HustlerOne » Wed Jul 18, 2012 11:03 am

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Firefly - Debutante Shrinker

PL: 10

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


Powers: Absorption: Energy Absorption 5 (Quantum Bolt) (5),

Armor: Protection 3 (Extras: 3 Impervious) (6),

Bioluminescence: Environment 1 (Light) (2),

Enhanced Quickness: Quickness 3 (Flaw: Limited to physical tasks) (3),

Hyperflight: Flight 9 (18),

Mega Appearance: Enhanced Attractive 1 (1),

Sizemorph (Shrinks): Shrinking 20 (20),

Quantum Bolt: Ranged Damage 4 (8)


Advantages: Agile Feint, All-out Attack, Benefit 4 (Member of Team Tomorrow ,

Wealthy 3 - Millionaire ), Connected, Defensive Roll 2, Equipment 10, Evasion 2,

Favored Environment 1 (Air), Fearless, Hide in plain sight,Improved Initiative 2,

Seize Initiative, Taunt


Equipment: Normally none. May sometimes have Search and rescue equipment.

Optional 50 equipment points.


Skills: Acrobatics 2 (+7), Athletics 2 (+3), Close Combat: Unarmed 3 (+4), Deception 4 (+6),

Expertise: Popular Culture 6 (+6), Expertise: T2M Protocols 2 (+2), Intimidation 0 (-10)**,

Insight 6 (+7), Perception 8 (+9), Persuasion 4 (+6), Ranged Combat: Quantum Bolt 9 (+11),

Sleight of Hand 2 (+4), Stealth 0 (+20)**, Vehicles 2 (+4)


Offense: Initiative: +13, Unarmed: +4/6* (Damage 1/-3), Quantum Bolt: +11/13* (Damage 4 ),

Absorbed Bolt: +11/13* (Damage 9)


Defense: Dodge: 5/15**/17*, Parry: 2/12**/14*, Fortitude: 3, Toughness: 0/3****/5***, Will: 7

* With Favored Environment
** With Shrinking
*** With Defensive Roll
**** With Armor

Abilities: 24, Powers: 63, Advantages: 28, Skills: 25, Defense: 10 = Total: 150


Complications: Fame: Famous for being a member of Team Tomorrow.

Relationships: Her wealthy socialite parents.

Thrill seeker: Craves and seeks to be the center of attention.


Notes: Delaney Croft Martin was once a heiress to two wealthy and very affluent socialites. She became a Nova at a social gathering due to the boredom of the event. Delaney soon joined Team Tomorrow to get away from her former boring life. Now she enjoys her new life performing mostly search and rescue. She somewhat resents the fact that she is not as famous or as powerful as other members of the Team.

Firefly is part of Team Tomorrow Auxiliary. She's like a free agent and can switch from one team
tomorrow to another. Her specialized abilities are used mostly to look for survivors in a disaster area. Her small size allows her to enter narrow spaces like collapsed buildings. She can use her bioluminescence to lighten up dark areas and guide survivors lost at night. She's not much use in combat but her small size makes her useful for scouting.

Firefly as she is known is an expy of Wasp from Marvel. Originally she had ESP powers which she used to search for any survivors in a disaster area. However I changed her powers to more fit her name and motif. I'm a fan of Wasp and just wanted to introduce a character like her into Aberrant. Delaney has the same taunting and vivacious personality of Wasp from the Avengers: Earths greatest heroes show.
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Re: The Forge [3E] Aberrant: Team Tomorrow

Postby HustlerOne » Thu Jul 19, 2012 11:12 am

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"So it turns out the guy wasn't even a Nova. Just some guy who liked dressing up in costumes and getting beat up by strong Nova women...."


RagnaRockette - Kinetic Paragon

PL: 11

Abilities: Str: 5/13*, Sta: 4/11*, Agl: 2, Dex: 4, Fgt: 5, Int: 1, Awe: 0, Pre: 3


Powers: Adaptability: Immunity 10 (Lifesupport) (10),

Indestructibility: Immunity 5 (Kinetic Damage), Impervious protection 4 (9),

Kinetic Anima - Kinetic Shaping: Perception Ranged Move Object 9 (Flaw: Limited to kinetic energy) (18),

Alternate Effects - Crush: Move Object 6 (Extras: Damaging) (1),

Force Field: Sustained Protection 2 (Extras: 7 Impervious) (1),


Hyperflight: Flight 9 (Flat: Swimming 9) (19),

Mega Stamina: Enhanced Stamina 7 (14),

Mega Strength: Enhanced Strength 8 (16),

Node: Senses 1 (Quantum Awareness) (1)


Advantages: Benefit 6 ( Queer Nova Alliance member, Team Tommorrow Member,

Wealthy 4 - Multimillionaire), Connected, Improved Initiative 1,

Languages 1 (English, Dutch is native), Move by Action, Power Attack, Takedown 2, Teamwork


Equipment: None.


Skills: Acrobatics 4 (+7), Athletics 6 (+11), Close Combat: Unarmed 4 (+4), Expertise: Dance 4 (+5),

Expertise: T2M Protocols 4 (+5), Intimidation 8 (+11), Perception 6 (+6), Persuasion 6 (+9),

Ranged Combat: Crush 7 (+11)


Offense: Initiative: +7, Unarmed: +9 (Damage 13), Crush: +11 (Damage 6),


Defense: Dodge: 8, Parry: 8, Fortitude: 11/12*, Toughness: 4/13**, Will: 9

* With Enhanced Abilities
** With Forcefield


Abilities: 48, Powers: 89, Advantages: 14, Skills: 25, Defense: 19 = Total: 195


Complications: Bisexual: Her sexual preferences is looked down upon by more conservative

members of society.

Inexperienced: Is still in training and has little experience in the field.

Relationships: Her sometimes girlfriend Ana Graca Texeira.

Notes: GvuthBjorg Danielsdotter is a kinetic controlling paragon similar to Caestus Pax. She is still in training as a Team Tomorrow Trainee along with Shadow artist and Slag for now. However, she shows promise in being almost as powerful as the almighty Caestus Pax. RagnaRockkete is bisexual and has joined the Queer Nova Alliance which is a homosexual civil rights organization. Her association with the Queer Nova alliance has gotten her into trouble with various church groups, project Utopia, and a possibly homophobic Caestus Pax.

She has a on and off relationship with fellow Team Tomorrow member Ana Graca Texeira. Use the paragon archetype for Ana. Both are currently dating but are forced to keep their relationship private from the public eye. Project Utopia is concerned that their dating might receive negative publicity from religious groups.

RagnaRockette's stats are those of a Paragon archetype mixed with a little bit of the Energy Controller archetype. Her stats can also be used for Pursuer and a weaker version of Caestus Pax.
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Re: The Forge [3E] Aberrant: Team Tomorrow

Postby HustlerOne » Fri Jul 20, 2012 2:00 pm

Image
"No, you look, André. Novas are one in a million, maybe six or eight thousand world wide. They're systematically killing us off and they're getting us to do it so it doesn't look like there's anything up. All for N! or for publicity or whatever screen they want to throw up against us!"


Slider - Spatial Warper

PL: 10

Abilities: Str: 1, Sta: 2/4*, Agl: 6, Dex: 4, Fgt: 4, Int: 2, Awe: 2, Pre: 3


Powers: Hardbody: Immunity 2 (Critical Hits, Flaw: Limited to Half Effect), Impervious Toughness 2

(4),

Flies: Flight 6 (12),

Mega Stamina: Enhanced Stamina 2 (4),

Regenerates: Regeneration 2 (2),

Spatial Manipulation - Deflect/Redirect: Deflect 10 (Extras: Redirect) (20),

Alternate Effects - Crush: Move Object 6 (Extras: Damaging) (1),

Ripple Shield: Sustained protection 2 (Extras: 2 Impervious), linked to Deflect 5 (Extras: Redirect) (1),

Warp: Movement 2 (Space Travel 2, Extras: Portal) (1)


Advantages: Benefit 1 (Member of Team Tomorrow), Defensive Roll 2, Equipment 5, Evasion 1,

Improved Initiative 3, Move by Action, Redirect, Seize Initiative, Teamwork


Equipment: Quantech Armored Costume: Protection 3 (3 ep),

Optional: 22 Equipment points left over for search and rescue gear.


Skills: Acrobatics 4 (+10), Close Combat: Unarmed 6 (+10), Deception 2 (+5),

Expertise: T2M Protocols 4 (+6), Insight 4 (+6), Investigation 6 (+8), Persuasion 8 (+11),

Sleight of Hand 4 (+8), Stealth 6 (+12)


Offense: Initiative: +18, Unarmed: +10 (Damage 1), Crush: +4 (Damage 6),


Defense: Dodge: 9, Parry: 7, Fortitude: 3/5*, Toughness: 2/4*/6***/9**/11****, Will: 11

* With Enhanced Abilities
** With Ripple Shield
*** With Defensive Roll
**** With Armor


Abilities: 48, Powers: 45, Advantages: 16, Skills: 25, Defense: 16 = Total: 150


Complications: Enemy: Project Proteus seeks to assassinate her to keep her quiet.

Fame: Known as Team Tomorrow's sweetheart.

Honor: Will always try to do the right thing.

Relationships: Her Friend Andre Corbin.


Notes: Jennifer Landers is known as Team Tomorrow's sweetheart for her kind and caring personality. She is the team warper allowing the team to travel instantaneously to remote destinations through the use of portals. Slider is the very symbol of Team Tomorrow's benevolence, charity, and cooperation between normal humans and Novas. Slider is well known for her work in disaster relief by warping survivors out and warping in supplies into disaster areas. Slider honestly believes in the Team Tomorrow code of honor.

So it must have been a shock to her when she discovered the dark sordid underbelly of Project Utopia. Jennifer is a headstrong woman who always does the right thing. She plans to reveal the corruption within project Utopia to the world in order to help save it. She knows she cannot stay silent of the widespread sterility, enslavement, and possible genocide of her people by a hidden project proteus. She is trying to convince as many coworkers and friends in project Utopia to the dangers of project proteus.

Slider was supposed to have been murdered in Aberrant Cannon. However I liked her so much I couldn't bear to see her be killed in my campaign. Unknown to Max Mercer and project proteus is the fact that it was Slider's death which leads to the dreaded Aberrant war. If she dies then the dark future of Trinity becomes set since she alone had the charisma, legitimacy, and symbolism to keep humans and Nova's together.
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Re: The Forge [3E] Aberrant: Team Tomorrow

Postby HustlerOne » Mon Jul 23, 2012 11:03 am

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Skew - Magnetic Controller

PL: 10

Abilities: Str: 3, Sta: 2/7*, Agl: 3, Dex: 4, Fgt: 3, Int: 3, Awe: 2, Pre: 4


Powers: Durability: Impervious Toughness 3 (Flaw: Limited to kinetic damage only) (3),

Electromagnetic Vision: Senses 2 (Infravision, Ultravision) (2),

Magnetic Mastery - Magnetokinesis - Perception ranged Move Object 10 (Flaw: Limited to metals) (20),

Alternate Effects - EMP: Burst Area Nullify (Electronics) 5 (Extras: Affects objects only, Broad

(Electronics) ) (1),

Magnetic Blast: Ranged Damage 8 (Flat: Accurate, Variable Descriptor - Laser, Electromagnetic

spectrum) (1),

Magnetize: Affliction 10 (Resisted by Fortitude, Hindered, Immobile, Extras: Burst 5,

Flaws: Limited to metals, Limited to two degrees) (1),

Storm: Burst Damage 5 (Extras: Reaction) (1),

Magnetic Shield: Sustained Protection 5 (Extras: 5 Impervious) (1),


Hyperflight: Flight 7 (14),

Mega Stamina: Enhanced Stamina 5 (10),

Regenerates: Regeneration 2 (2)


Advantages: All-out Attack, Attractive 1, Benefit 3 (Member of Team Tomorrow ,

Wealth 2 - Independently wealthy), Interpose, Languages 3 (French, German, Spanish,

English is native), Precise Attack 1 (Ranged), Teamwork


Equipment: None


Skills: Athletics 5 (+8), Close Combat: Unarmed 2 (+5), Expertise: Streetwise 4 (+7),

Expertise: T2M Protocols 4 (+7), Intimidation 2 (+6), Perception 4 (+6), Persuasion 6 (+10),

Ranged Combat: Magnetic Blast 7 (+10), Ranged Combat: Throwing 2 (+6)


Offense: Initiative: +3, Unarmed: +5 (Damage 1), Magnetic Blast: +12 (Damage 8 ),

Throw: +6 (Damage 10)


Defense: Dodge: 8, Parry: 5, Fortitude: 6/11*, Toughness: 2/12**, Will: 8

* With Enhanced Abilities
** With Magnetic Shield


Abilities: 48, Powers: 56, Advantages: 11, Skills: 18, Defense: 17 = Total: 150


Complications: Abrasive: Tends to be upfront with people.

Fame: Famous for being part of Team Tomorrow.

Loose Cannon: Causes property damage while in combat.


Notes: Andrew Parker is better known as Skew. He is considered the loose cannon of the team due to causing so much property damage whenever he uses his powers. Although Skew tries to clean up his own mess whenever he can. Skew is also very forthcoming with his opinions. Skew usually tells people as he sees it.

Skew has control over the electromagnetic spectrum of the quantum field. He is a lot like Static shock from DC and a younger Magneto from Marvel. It is rumored that he can affect the iron within the human bloodstream. This is best left as a powerstunt involving the affliction power.

Skew is a Energy controller archetype. Simply switch his alternate effects and base power to
simulate other energy controllers. His stats can be used for Apollo, Lightning, and Phosphorous.
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Re: The Forge [3E] Aberrant:

Postby HustlerOne » Tue Jul 24, 2012 12:25 pm

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"HAHAHA... aw' right, sorry, Apostle, but if you could just see the look on your face...."


Leviathan - Amphibious Savage

PL: 10

Abilities: Str: 0/9*, Sta: 0/9*, Agl: 1, Dex: 1, Fgt: 6, Int: 0, Awe: - 1, Pre: 2


Powers: Amphibious: Immunity 1 (Suffocation 1 - Underwater), Movement 2 (Environmental

Adaptation - Aquatic, Sewers), Swim 3 (8),

Blindfighting: Senses 1 (Acute Smell, Ranged Touch) (2),

Bodymods: Extra Limbs 5 (4 extra arms and a tail) (5),

Claws and Teeth: Strength based Damage 3 (3),

Coating: Immunity 6 (Heat, Entrapment, Flaw: Limited to Half Effect) (6),

Alternate Effect - Nematacyti Coat: Affliction 6 (Restricted by Fortitude, Fatigued, Exhausted,

Paralyzed) (1),


Durability: Impervious protection 9 (Flaw: Limited to Kinetic Damage) (9),

Grows: Growth 4 (Flat: Innate, Flaw: Permanent) (9),

Lifter: Enhanced Strength 3 (Flaw: Limited to Lifting) (3),

Mega Stamina: Enhanced Stamina 5 (10),

Mega Strength: Enhanced Strength 5 (10),

Regenerates: Regeneration 5 (5),

Snakelike: Movement 1 (Slithering) (2),


Advantages: Connected, Fast Grab, Favored Environment 1 (Sewers), Improved Hold,

Prone Fighting, Startle, Taunt, Tracking, Trance, Ultimate Effort (Fortitude)


Equipment: None.


Skills: Athletics 11 (+20), Close Combat: Unarmed 2 (+8), Deception 6 (+8),

Expertise: Philosophy 2 (+2), Expertise: Popular Culture 2 (+2), Insight 4 (+3),

Intimidation 10 (+12/14), Perception 2 (+1), Ranged Combat: Throw 4 (+5),

Sleight of Hand 2 (+3), Stealth 6 (+7)


Offense: Initiative: +1, Unarmed: +8/10** (Damage 12), Throwing: +5/7** (Damage 12)


Defense: Dodge: 8/6***/8**, Parry: 10/8***/10**, Fortitude: 2/7*/11***, Toughness: 0/5*/9***, Will: 9

* With Enhanced Abilities
** With Favored Environment
*** With Growth

Abilities: 18, Powers: 73, Advantages: 10, Skills: 25, Defense: 23 = Total: 150


Complications: Disability: Leviathan is blind and relies on other senses to see.

Enemy: Project Utopia

Immature: Can be sometimes be infantile.

Prejudice: Faces discrimination for looking like a monster.

Tainted: Physically deformed in the eyes of humans.


Notes: Leonardo de La Rocha was the son of a very religious woman. His mother believed he was a demon and tried to have him killed by burning him along with their home. Leo survived by escaping into the sewers of Venice. While in the sewers he became more mutated and renamed himself after the mythical sea creature Leviathan from the Bible. Leviathan is like his namesake both in mind and body.

Leviathan is a large crocodile like monster with numerous arms. He has joined other deformed Nova's called the Harvesters for protection and revenge against normal humans. The Harvesters wishes to annihilate all humans that fear them. They may even wish to get rid of human looking Nova's including those who belong to their Teragen allies. Leviathan and other harvesters make their home in the sewers of urban cities.

Leviathan is an expy of Killer Croc from DC. He can be used for other highly tainted Aberrant freaks common to the Harvesters. He is a modified version of the Savage archetype from the Gamemaster's guide. He could be a weaker version of the Brute archetype as well.
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Re: The Forge [3E] Aberrant

Postby HustlerOne » Wed Jul 25, 2012 11:14 am

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Shrapnel - Molten Metal Elemental

PL: 10

Abilities: Str: 3, Sta: 2, Agl: 4, Dex: 4, Fgt: 6, Int: 1, Awe: 2, Pre: 1


Powers: Bodymorph (61 points) (Move Action -1) (60),

Metal Energy Form: Immunity 10 (Molten Effects), Insubstantial 3 (Molten Energy Form),

Strength affects corporeal 1 (26),

HyperFlight: Flight 8 (16),

Shard Projection - Quantum Bolt: Ranged Damage 8 (16),

Alternate Effects -Claws: Strength Based Damage 2 (Flat: Penetrating 2) (1),

Immolate: Damage 3 (Extras: Reaction) (1),

Shrapnel Shards: Cone Damage 8 (1)


Advantages: Accurate Attack, Agile Feint, Connected, Contacts, Defensive Attack,

Defensive Roll 3, Favored Environment 1 (Air), Languages 3 (Gaelic, German, Spanish, English

is native), Move by Action, Startle


Equipment: None


Skills: Acrobatics 6 (+10), Athletics 4 (+7), Close Combat: Unarmed 1 (+7),

Expertise: Mercenary 4 (+5), Expertise: Streetwise 2 (+3), Intimidation 6 (+7),

Investigation 4 (+5), Ranged Combat: Shards 7 (+10),


Offense: Initiative: +3, Unarmed: +7/9** (Damage 3), Shards: +11/13** (Damage 8 ),

Claws: +7/9** (Damage 5 )


Defense: Dodge: 12/14**, Parry: 6/8**, Fortitude: 5, Toughness: 2/5*, Will: 4

* With Defensive Roll
** With Favored Environment

Abilities: 46, Powers: 60, Advantages: 14, Skills: 17, Defense: 13 = Total: 150


Complications: Enemy: The British government.

Hatred: Shrapnel hates the baseline Monkeys (IE normal humans).


Notes: Allison Hughes lost her entire family the day she became a Nova. She was placed in the custody of the British government while in her late teens. She was forced into becoming a Elite mercenary working exclusively for England only. Shrapnel soon formed a hatred towards all normal humans due to her mistreatment by a secret shadowy faction within the British government.

Shrapnel heard of the Teragen and made her escape. She joined the "Primacy" faction of the Teragen to liberate her fellow Nova's from the slavery she endured. Shrapnel and the primacy wishes to overthrow the current human establishment in order to make way for a world run by Novas. She hates normal humans with a passion and refers to them as Monkeys.

Shrapnel can become a being of molten energy and metal. She can fire shrapnel at her opponents hence her name. She actually prefers to stay in what she considers her natural Nova form. In her human form she is a fiery red haired woman with a seemingly permanent scowl face.

Shrapnel is a Elemental archetype. Her stats can be used for other Elementals such as Splash. Simply replace her alternate form with another element, effects, and powers.
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Re: The Forge [3E]

Postby HustlerOne » Wed Jul 25, 2012 11:31 am

Well, I'm finally done with Aberrant. I managed to build a good collection of archetypes that are common within the Aberrant setting. They're more like NPC's or mooks that the heroes deal with on a daily basis
than someone like Caestus Pax or Totentanz.

By the way It would be nice to know what some Aberrant fans thinks of my builds. I have a slightly different take on the universe but they should be close enough to be usable in any Aberrant game. Was I able to
capture the essence of each character well enough?

I should be finishing the Aeon Universe with builds from Trinity next. I'm going to focus more on the Aberrants versus Psion conflict rather than the other stuff like aliens and conspiracies.
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Re: The Forge [3E] Trinity

Postby HustlerOne » Sun Jul 29, 2012 11:25 am

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Divis Mal - Generic True Aberrant Archetype

PL: 12

Abilities: Str: 0/10*, Sta: 1/11*, Agl: 0, Dex: 1, Fgt: 4, Int: 3, Awe: -2, Pre: 3


Powers: Adaptability: Immunity 11 (Aging, Lifesupport) (11),

Electromagnetic Vision: Senses 2 (Infravision, Ultravision) (2),

Faster Regeneration: Regeneration 10 (10),

HyperEnhanced Hearing: Senses 1 (Ultrahearing) (1),

Hyperflight: Flight 10 (20),

Indestructibility: Immunity 5 (Quantum Damage), Impervious protection 5 (10),

Mega Stamina: Enhanced Stamina 10 (20),

Mega Strength: Enhanced Strength 10 (20),

Node: Senses 1 (Quantum Awareness) (1)

Quantum Mastery - Quantum Bolt: Ranged Damage 10 (20),

Alternate Effects - Disrupt: Nullify (Quantum Powers) 10 (Extras: Concentration) (1),

Force Field: Sustained Protection 3 (Extras: 9 Impervious) (1),

Warp: Movement 2 (Space Travel 2, Extras: Portal) (1)


Advantages: All-Out Attack, Benefit 1 (Cipher), Extraordinary Effort, Evasion 1,

Fascinate 1 (Persuasion), Great Endurance, Second Chance (Quantum Damage)

Equipment: None.


Skills: Close Combat: Unarmed 3 (+7), Expertise: Philosophy 4 (+7),

Expertise: Quantum 3 (+6), Intimidation 4 (+7), Perception 4 (+2), Persuasion 2 (+5),

Ranged Combat: Quantum 6 (+7)


Offense: Initiative: 0, Unarmed: +7 (Damage 10), Quantum Bolt: +7 (Damage 10),


Defense: Dodge: 6, Parry: 10, Fortitude: 1/11*, Toughness: 11/14**, Will: 8

* With Enhanced Abilities
** With Forcefield


Abilities: 20, Powers: 118, Advantages: 7, Skills: 13, Defense: 22 = Total: 180


Complications: Highly Tainted: Loads of physical deformations and mental insanity.

Megalomania: Believes himself superior to normal humans.

Notes: Check my previous entry for Doctor Primoris for Divis Mal's background.
This is Divis Mal starting around World War 2. So he's around the same power level as
the Centurion from Freedom city. These are updated stats for Mal when he evolves from
being the pinnacle of Stalwarts and turns into a full fledged Nova. These stats are the
minimum he must have at the end of Aberrant and the start of Trinity.

As you can see Mal's natural abilities and skills have actually deteriorated over the
years. Mal has become more reliant on quantum to augment his physical abilities. He's
also forgotten his knowledge of medicine. He has chosen instead to focus learning solely
on Quantum. Mal has also become quite insane and can no longer tell reality from his
delusional fantasies.

Technically, these stats are for the True Aberrants seen in Trinity. The other Novas
finally catch up to Mal's World War Two powerlevel after a hundred years since leaving
Earth at the end of Aberrant. These stats represent the Novas seen attacking outpost
Vesta in the beginning of the Trinity Era. You know the ones seen flying through space
and blasting everything in sight with quantum bolts.

The True aberrants are the elite Shock troops of the returning Aberrant Horde. Each one
can take on a battalion of a thousand human soldiers. It takes a platoon of ten psychokinetic
legionnaire's to defeat just one. While in theory a Varg Mech could confront one in single
combat. In actual combat it may take at least a squad of four Varg Mechs to take down one
true Aberrant.

They do have a few weaknesses. The first is that they are insane (but not stupid!) causing
them to make mistakes. The second is that they are all quite egotistical which hinders their
ability to work together cohesively as a team. Finally they are (supposedly) outnumbered
when compared to their human and psion opponents. Divis Mal's stats can also be used for the
Colony (Check my previous entry for the Ubiquitous Dragon for his background) who is considered
Mal's rival for the leadership of most Aberrants.
Last edited by HustlerOne on Fri Aug 03, 2012 10:49 am, edited 1 time in total.
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Re: The Forge [3E] Trinity: Divis Mal - Generic True Aberrant

Postby Thorpacolypse » Sun Jul 29, 2012 4:05 pm

I'm not familiar with Aberrant, but I like the builds. Nice takes on some archetypes.
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Re: The Forge [3E] Trinity: Divis Mal - Generic True Aberrant

Postby cbwjm » Sun Jul 29, 2012 6:04 pm

I like the builds, some of them I felt could have been more powerful but then I noted that you were keeping to a PL/PP limit so that is understandable. Mainly with Montressor, I always felt that he exemplified a nullifier. Perhaps his Disrupt and Quantum Leech powers could have one as an alternate effect of the other?

I like the Spatial Manipulation power of Slider, one thing though, should she have teleport as part of her warp power?

Your version of Shrapnel is very similar to how I have built Shrapnel. I like it particularly because she fits within the PL 10 limit. My version does not, I tend not to hold back on my builds which can make them very expensive.

Cool builds, I'll be coming back for your trinity builds, although I must admit that I only have some knowledge of the later Trinity series as I was more focused on Aberrant.
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Re: The Forge [3E]

Postby HustlerOne » Mon Jul 30, 2012 12:02 pm

I was trying for different a approach to the basic archetypes in the main rulebook and modify them for a Aberrant game. Yeah, it was kind of tough trying to make Aberrant players playable within a PL: 10 limit. They probably should be more powerful but I figure these specific Aberrant characters make good generic minions or NPCs. Leviathan for example probably could have been at a higher level. Then again, I see plenty of people making playable PL: 10 versions of DC characters like superman.

Their is a reason that Nova's are so weak in my Aberrant game. In Trinity they mentioned how much more powerful they became over the years. In Aberrant cannon it looked like the average Nova were already at PL: 12! I hate to see them at PL: 15 or above by the Trinity era.

For Montressor, I figured that he lowers and nullifies your quantum powers at the same time. Kind of like Parasite who drains your life and takes away your powers at the same moment he touches you.

The Spatial manipulation power was actually from the Teragen book. It sounded like a cool power that I wanted to build. I didn't give Slider Teleport because that was a Psychic power in my opinion. You can add it as a alternate effect to her spatial manipulation array if you want.


Really, thanks for all the feedback. I appreciate it. I really enjoyed other people's take on Aberrant (especially yours CBWJM). I wanted to contribute and make a adjunct to everyone else's work.

I must admit that I am only vaguely aware of Trinity as well. I played Adventure! and Aberrant more. I figured the Psions were like the Mentats from Freedom city. While the Nova's were equivalent to the Ultimen (Superior's people) from Freedom city!
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Re: The Forge [3E] Trinity

Postby HustlerOne » Mon Jul 30, 2012 12:06 pm

Image


Nazul - Sub Aberrant Cannon Fodder

PL: 7

Abilities: Str: 0/4*, Sta: 0/4*, Agl: 1, Dex: 2, Fgt: 6, Int: -1, Awe: 0, Pre: -1


Powers: Adaptability: Immunity 10 (Lifesupport) (10),

Armor - Scales: Protection 4 (4),

Body Mods - Extra Arms/Tentacles: Extra Limbs 2 (2),

Claws: Strength Based Damage 2 (Flat: Penetrating 2) (4),

Fast Regeneration: Regeneration 5 (5),

Mega Stamina: Enhanced Stamina 4 (8),

Mega Strength: Enhanced Strength 4 (8),

Quantum Leap: Leaping 4 (100ft) (4)


Optional: Grow: Growth 4 (Flaw: Permanent) (8),

Quantum Bolt: Ranged Damage 4 (8)


Advantages: Close Attack, Power Attack

Equipment: None.


Skills: Athletics 6 (+10), Expertise: Survival 3 (+2),

Expertise: Tactics 1 (0), Intimidation 2 (+1), Perception 2 (+2)


Offense: Initiative: +1, Unarmed: +7 (Damage 4), Claws: +7 (Damage 6),


Defense: Dodge: 4, Parry: 6, Fortitude: 4/8*, Toughness: 0/8*, Will: 0

* With Enhanced Abilities


Abilities: 14, Powers: 45, Advantages: 2, Skills: 7, Defense: 7 = Total: 75


Complications: Loyal: Brainwashed into being loyal to the SuperNova known as "The Colony".

Tainted: Sub-Aberrants are insane and deformed.

Notes: The Nazul are just one of the many breeds of Sub-Aberrants utilized by the Aberrant Horde. The Nazul are cannon fodder that comprises the majority of the Aberrant Horde's forces. They are sent out first to soften up the human opposition to make way for their true Aberrant master's return to Earth. The Nazul are physical brutes meant for close combat. Their are other breeds such as the long ranged Krikquill which add a Quantum Bolt power (launches quills) at the
loss of Mega Strength.

Ironically enough, the vast bulk of so called Aberrants that the humans of Earth fight are actually captured mutated human victims. Humans are Aberrants! The leader of the Aberrant Horde called "The Colony" long ago learned of a Quantum technique to turn ordinary humans into sub-aberrants! Unknown to the humans of trinity is the nightmarish truth that humanity may in fact be outnumbered by their own mutated brethren!

It doesn't matter how many sub-aberrants that humanity kills. The colony can simply replace his combat losses by mutating any captured human. Not all humans survive the procedure. Psions die instead of becoming a Sub- Aberrant. Still, possibly half or more human victims are turned into sub-aberrant monsters that now follow the Colony absolutely. The Colony can win the second Aberrant war just by attrition...
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Re: The Forge [3E] Trinity

Postby HustlerOne » Wed Aug 01, 2012 12:00 pm

Image


Psychokinetic Legionnaire

PL: 6

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


Powers: Attunement: Senses 2 (Extended Mental Awareness) (2),

Psychokinesis Aptitude - Temperature Control: Environment 5 (Intense Cold and Heat) (10)

Choose at least three Alternate Effects from the following Modes list. Up to eighteen
Alternate Effects can be added. Three can be added from another Psychic Aptitude's mode
list.


Code: Select all
Psychokinesis Modes

Cryokinesis - Thermal Screen: Immunity 5 (All Cold Damage, Flaw: Limited to Half Effect),

Adhere: Movement 1 (Wall Crawling),

Hypothermic Blast: Ranged Damage 5 (Cold),

Heat Sink: Nullify (Fire) 5 (Extras: Burst 5),

CryoFreeze: Environment 2 (Extreme Cold 2, Impede Movement 2)


Pyrokinesis - Flame Immunity: Immunity 5 (All Fire Damage, Flaw: Limited to Half Effect),

Heatburn: Line Damage 5 (Heat),

Thermal Awareness: Senses 1 (Infravision),

Liquefy: Ranged Weaken Toughness 5 (Extras: Affects Objects only),

Plasma Control: Perception Ranged Move Object 5 (Flaw: Limited to Plasma)


Telekinesis - Tow: Perception Range Move Object 3 (Flat: Subtle 1),

Remote Manipulation: Perception Range Move Object 3 (Flat: Precise),

Force Barrier: Create 5 (Ex: 5 Impervious, Flat: Subtle 2, Flaw: Limited to physical attacks),

Flight: Flight 1,

Resonant Interference: Weaken Toughness 5 (Extras: Affects Objects)



Advantages: Equipment 6, Ranged Attack 4, Teamwork


Equipment: Bioweave Armor: Protection 3 (Flat: Subtle 1) (4),

Laser Pistol: Ranged Damage 5 (Flat: Accurate 1) (11)


15 Equipment points left over.


Skills: Athletics 4 (+4), Expertise: Soldier 4 (+5), Expertise: Tactics 4 (+5), Intimidation 4 (+5),

Perception 2 (+2), Vehicles 2 (+3)


Offense: Initiative: +1, Unarmed: +1 (Damage 0), Laser Pistol: +7 (Damage 5),

Psychic Powers: +5 (Damage 5)


Defense: Dodge: 5, Parry: 4, Fortitude: 4, Toughness: 1/4*, Will: 2

* With Armor


Abilities: 12, Powers: 15, Advantages: 11, Skills: 10, Defense: 12 = Total: 60


Complications: Backlash: High levels of Death and Destruction can cause a Incapacitated affect on a Psion.

Responsibility: Has a responsibility to serve their PSI order.

Notes: The Legionnaires are the main line of defense against the invading Aberrant Horde. The Legionnaires are psychic soldiers with the powers of Psychokinesis. Psychokinesis are powers
of the mind that affects the movement of atoms. They can speed up atoms to create fire or slow it down to freeze an area. They can move objects just by thinking about it.

The basic Legionnaire is a soldier and has access to only three alternate effects at first. Training
and practice allows access to more alternate effects. The Legionnaires are actually mercenaries that are based in Sydney, Australia. They are lead by a Proxy who is a PL: 8 character with all known Modes and Psychic powers at rank eight.

The Legion were the first of eight PSI orders to appear to the human public. Though Aeon and the Australian government knew of its existence for quite some time before their first official appearance. The Legionnaires made their spectacular debut by protecting the Sydney Spaceport from a Sub Aberrant Attack. This brave act endeared them to humanity and convinced many that Psions were here to help mankind. Although a few like the Federated states of America and Japan remain suspicious.
Last edited by HustlerOne on Wed Jan 09, 2013 1:27 pm, edited 1 time in total.
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