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2E Time of Crisis OOC (Act 2) - Ended

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Re: Interest Check on 2E Time of Crisis

Postby FuzzyBoots » Sun Nov 20, 2011 12:17 pm

MrMellow wrote:1) What's the "tone" going to be really focused on? There's a whole lot of difference between bronze/silver age and Exiles. My specialty is the stuff that's more or less "Wait, what?", but other than that I believe that pretty much all of the "feel" of a character has to do with how they use their powers, not what those powers actually are.

Heroic. My main concerns are that I don't want the "I only kill the bad guys" people let alone the "I mostly only kill the bad guys" and I don't want a player who goes off and does their own thing constantly or feels the need to create conflict for the sake of being the center of attention. :) I'd prefer bronze/silver age or four-color. Primarily heroic and altruistic, not disinclined to the occasional bit of silliness. I mentioned Exiles just as a shorthand for "you'll visit alternate worlds without a homebase" and to indicate that if we lose people, they can be easily replaced between sections.

MrMellow wrote:2) Any particular power limitations? I've built a lot of 3E recently, and still have characters that I would like to try out, even though I actually prefer 2E for a couple of reasons. With this comes the problem of having, for instance, a couple of chars who both use the "Variable" powerset, using special rules and descriptors to take care of keeping them down.

{nods} Variable powers will require a descriptor. Other than that, dimensional travel and time travel will be pretty useless to you. Be wary about sinking too many points into equipment that you wouldn't have on you and you can't replace.

MrMellow wrote:3) Time setting? Long-time storyline limitations? Are you going to leave the door open for developing characters a bit more, or just aim for a "rock 'em sock 'em" game? Sticking hard to the (quite bare-bones) Time of Crisis story, or...?

Contemporary. I don't currently intend to run past the end of the adventure. You will want some rounded character traits. I plan on requiring some of the Knowledge/Craft skills for problem solutions, different from what's in the published adventure. Characters will be gaining 2-3 pp at each world based on how well they dealt with the challenges and how heroic they act.

And it will be pretty close to the Time of Crisis setup. Some setup getting you into the initial adventure followed by getting roped into the main storyline which involves jumping from world to world to solve the crisis. I'm thinking of switching up the worlds a bit, and I already have alternate foes, but pretty much as barebones.

Lady Golightly wrote:Would you be interested in looking at stories/character sheets now? I don't want to jump the gun, but I have mine done.

Sure. This idea is just crazy enough to work. I'll edit the title/first post.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Israfil » Sun Nov 20, 2011 12:28 pm

ooh, I always wanted to try playing as a Star Knight! Would that be allowable?
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby FuzzyBoots » Sun Nov 20, 2011 12:48 pm

Israfil wrote:ooh, I always wanted to try playing as a Star Knight! Would that be allowable?

Should be fine.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby ClassDunce » Sun Nov 20, 2011 1:00 pm

I'm interested. I don't have a character concept yet but I'll start thinking about it.

Edit: Actually I just came up with two different concepts that I'm thinking through the first one is a legacy character Madam Blitz, she was a member of the Ubersoldaten during WWII, she would be an electrical controlling Speedster purely speed though he would have no ranks in quickness. The second concept would be a former Power House experiment, receiving a version of the Feral Package that they use to make combatants for the Circus Maximus, probably a Lion or Leopard totem to be totally honest.

Like I said I'm still thinking through both characters though.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Lady Golightly » Sun Nov 20, 2011 1:24 pm

Celestial
PL 10 (-2 Attack, +2 Effect, -2 Defense, +2 Toughness)

Name: Jessica Parker
Age: 19
Height: 158cm
Weight: 52kg
Looks Like/Played By: Evanna Lynch

Story: The story of the sun chasing the moon and the moon chasing the sun is an old one. Some mystics take stock in the belief that total eclipses are the culmination of those chases. The sun and the moon embrace each other in an ecstatic carnal revel for a short time. They then continue their chase of each other. The mystics also believe any child concieved during this short time has the blessing of the sun and moon, and once a generation that the child of the sun and moon will be born out of these. Jessica Parker was the the one to receive it this generation. From her early life she was different than all the other kids. She would be calm and peaceful during the day and a total hellion during the night. Though there were visible signs too. Her hair and eyes would turn raven black during the night and golden yellow during the day. When the mystic community found her, they kept tabs on her in secret to see if she would inherit the power. On her fourteenth birthday, she did. In a spectacular fow of light and dark, she accidentally leveled a skating rink. After that she was quickly taken in by Claremont Academy due to some anonymous benefactors. She was trained by some of the finest mystics the benefactor could afford, all short of Adrain Eldrich. She recently graduated and still hasn't found out who the person bankrolling her is. No one at Claremont Academy would tell her. Still, she learned enough to control her powers and use them responsibly. During the day, she attends Freedom City University and is getting a going for a liberal arts degree. During the night, her alternate identity is Celestial. She fights crime with the powers of night and day.

Complications: Directed by the Sun and Moon (she has blonde hair and yellow eyes during the day, black hair and eyes during the night. during the day she's a nice person, during the night she's a bit of a lout. the change is very noticeable and can send mixed signals to those who have seen both), Obligations (she has a to go to school), Secret Identity, Watched (she doesn't know by who but there's someone who's paying her way through life. She has an inkling of why with the whole "you have powers" thing, but doesn't have the whole picture)

Tactics: During the day, Celestial is more of a defensive fighter. She'll tend to the group she's in, making sure everyone is safe. She doesn't use destructive powers during this time. At all, even if it would benefit to do so. She will never run though. She will make sure everyone gets out unharmed. Specifically, she will see if anyone needs help, if no one does, she will then lay out some barriers between the enemy and her partners. If no one is left to defende then she will try to encase the enemy until she can get to her partners and get them up again.

During the night, Celestial is straight offense. She's a front liner who'll try to takedown the most enemies at once, picking off the weaker looking ones first and moving up the chain. She harries the whole battlefield. There is nothing at her disposal that she won't use to bring an enemy down, all the while pelting the enemy with snide little taunts. She'll always try to catch the enemy off guard before she attacks. She's as stealthy as the battlefield allows her to be.

Str 16 Dex 16 Con 16 Int 16 Wis 16 Cha 16

Skills: Acrobatics 7 (+10), Bluff 7 (+10), Concentration 7 (+10), Diplomacy 7 (+10), Intimidate 7 (+10), Knowledge (current events) 2 (+5), Knowledge (theology and philosophy) 2 (+5), Notice 7 (+10), Sense Motive 7 (+10), Stealth 7 (+10)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Defensive Roll 3, Distract (Bluff), Dodge Focus 3, Interpose, Luck 2, Power Attack, Quick Change, Redirect, Skill Mastery 2 (Acrobatics, Bluff, Climb, Diplomacy, Intimidate, Notice, Sense Motive, Stealth), Uncanny Dodge (visual)

Powers: Cosmic Energy Control 19 (Blast 12 [Extras: Autofire; Feats: Precise, Variable Descriptor (light or dark)]; Alternate Powers: Obscure 12 [visual; Feats: Variable Descriptor (light or dark)] and Strike 9 [Feats: Improved Critical 2, Mighty, Variable Descriptor (light or dark)], Healing 12 [Extras: Total; Feats: Regrowth, Persistent], Drain Any One Ability Score 12 [Extras: Range (Ranged); Feats: Precise, Slow Fade]), Force Field 6, Super-Senses 7 (Visual [Counters Obscure (all), Radius])

Combat: Attack +8, Grapple +11, Damage +3 (unarmed), Defense +8 (+3 flat-footed), Knockback -6/-4/-3/-1, Initiative +3

Saving Throws: Toughness +12 (+9 if flat-footed, +6 without Force Field, +3 if both), Fortitude +7, Reflex +7, Will +7

Abilities 36 + Skills 15 + Feats 17 + Powers 54 + Combat 26 + Saves 12 = Total 160
Last edited by Lady Golightly on Sun Dec 04, 2011 10:49 pm, edited 3 times in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Lord Bayushi78 » Sun Nov 20, 2011 2:14 pm

A few questions:

What is the initial City setting of the game?

You mentioned earlier that you might be altering Device rules. What, if any, rules changes are you making to character creation (including Devices)?

My character concept involves a character empowered by the ancient Egyptian Gods. Would this be alright with your setting?

I would like to take the following power: Quick Ritualist: Quickness (Limited Use Only with the Ritualist Feat -2). At what level could I take this power and not be considered reaching for abuse (at the moment, I was aiming at 9 ranks, which makes it about 2.4 minutes per PP to use the Feat)?

Would a standard Whip (from the Equipment section) with an Alternate Power of Super-Movement (Swinging) be acceptable, even though it is a little more tongue in cheek than a Grapple Gun (it works for Indy)?

I'm sure I'll have more in the future. Sorry if I am too inquisitive.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Arkrite » Sun Nov 20, 2011 3:09 pm

Do you remember being a kid?
The world was a huge place with limitless potential for fun and adventure. Every day was its own great adventure where you'd explore places you'd never seen before, investigate new creatures and devices, hear amazing stories.
Do you remember when your imagination was the most powerful thing in the world?
Where boring days stuck at home became their own adventures in distant locals, fighting monsters, aliens and evil bad guys, saving the day and living happily ever after.
Do you remember looking at the sky and thinking what's out there?

What if those things never faded away?

What if when confronted with a world where you were expected to give up on these things you were able to change the rules and live the life for as long as possible?

Thomas Majors was a genius prodigy born to two rather normal parents. They were confounded by this child who, while smarter than both of them combined, was always off in his own little world. His father, an amateur author, found a way to pulled him out of his shell.
Science fiction.

Every day he'd find some old movie serial, some old novel, radio show, comic book or stage play and introduce his son to them. The effect was startling, as Tom would sit in front of the item in question, starry eyed and slack jawed at the stories. And strangely the older the story the more it would pull him in.

Star Wars amused him, Star Trek he watched adoringly, but he was most at home with Flash Gordon, Buck Rogers, Commando Cody, Dan Dare and Tom Corbett.

Things started to get weird when he hit the age of six. Every kid dreams of getting the neat things they see on TV, some even dream of things like making their own phasers, spaceships, and robots. Tom, on the other hand, realized he could actually do it.

The next three years involved his parents running around trying to keep him from rebuilding their electrical devices into technological wonders, and on occasion fighting off their now, rather belligerent, robot toaster.

Tom built himself a secret lab under their doghouse, much to poor Cosmo's chagrin, and started building all sorts of things. Shrink rays, force fields, a flux capacitor (which he could never test as he didn't have a driver's license), robot assistants, self aware computers, brooms which swept by themselves, shoes which tied their own laces and even bubble gum that allowed the chewer to float by blowing a baloon.

But his true love was always space. His room and workshop were plastered with posters of space ships, space suits, space monsters and just space itself.

Image

As he got older his parents became more and more worried that they weren't able to provide the training or challenges needed to keep Tom happy and healthy and when a private school showed up offering the best possible education for Tom they jumped at it.

Tom, on the other hand, saw something questionable and sinister in their offer. He also realized that either way he wasn't likely to see his family for much longer, if he didn't go with these ones another group would come along.

And so he finished his latest design on the Spiff Shuttle, pulled on his space suit, and waved goodbye to his little sister and Cosmo (who got to stay behind after Tom's sister, Trisha, cried) and blasted off into space.

After all, the only reason he hadn't gone out before was because he was going to miss his family, but if he was going to miss them either way he might as well be having fun!

He kept in touch with his family via the Superluminal-Vision he built into their TV, sharing his many adventures as a nine year old spaceman. Over the years he'd fight space pirates, assist rebellions against evil dictatorships, explore the unknown, make new friends, save civilizations from invasion, planets from destruction, damsels from distress (What princess wants to marry a slime monster? Really!), uncovering lost technology, and simply having the adventure of a life time.

Over the next six years his poor Spiff Shuttle saw its last flight, only to be find it's spiritual successor in his new ship the Jubilant Odyssey. This ship, built by him from various alien technologies, would become his home away from home as he searched the galaxy for new excitement and adventure.

But by the end of those six years the homesickness he'd felt was becoming overwhelming, and so he turned his ship around and blasted off back for home. His family hadn't been still those last six years, his father now a famous writer for writing these fictional stories of a space faring boy which he comically claims are all quite true, his sister has gone on to become a rather impressive dog trainer in all her twelve year old glory, and his mother has finally subjugated the toaster between taking care of all the patents and inventions her son left behind.

Needless to say they're well looked after, and the world itself is a new and exciting place filled with superheroes, magic, and all sorts of adventures to keep him busy before the wanderlust strikes again and he heads off into space once more...


Complications:
Wanderlust - Thomas loves adventure and excitement and it's hard to believe that he can live without it at this point in his life. He may enjoy his inventions, and creating new things, but eventually the need to see something new will hit him and away he'll go...

A mind of their own - Often Thomas' creations have a mind of their own. Most of the time these quirks are mostly annoying and rarely ever dangerous, though they do have a habit of popping up at the worst times.

Enemies - If it's from space, and it's even remotely villinous there's a chance that Tom's run afoul of them.

Fame - He might not be known much on earth, but he's well known anywhere he's been in space. He's currently trying to deal with the fact that he's being seen, on earth, as a cosplayer based off of his dad's book.
Also trying to figure out who exactly took events from his childhood and turned them into a cartoon named Jimmy Neutron...

Honor - Tom is a genuinely good kid who does his best to keep his word, regardless of who he gives it to. His word is a powerful thing in some places, but only because he keeps it.

Soft Hearted - Tom doesn't like hurting people. Sometimes it's inevitable, and in those times he arms himself with his Dynamo Zap Gun (Previous the DeLameter Phase Pistol) which has only a stun setting. He's even saved a few of his enemies from utter destruction, mostly resulting in him having a lot of living enemies to this day, but has resulted in a few that respect him.

Reputation "Kid" - Thomas may be a major player in space, but on earth he's just a kid...

Devices - The Chrion Vega Force Epidermis, Dynamo Zap Gun, Epsilon Tauri Flightsuit, Exitor Mark V Jet Pack are all removable individual devices that occassionally require repairs and adjustments to continue working properly.



Image


Image
Images by AdventureVisual

Theme: Alligator Sky by Owl City

Thomas Majors
Age: 15
Height: 5'6
Weight: 110 lbs
Hair: Blonde
Eyes: Green

Power Level: 10; Power Points Spent: 160/160

STR: +1 (12), DEX: +0 (10), CON: +1 (12), INT: +7 (24), WIS: +4 (18), CHA: +2 (14)

Tough: +5/+10, Fort: +7, Ref: +6, Will: +10

Skills: Bluff 3 (+5), Computers 5 (+12), Craft (electronic) 7 (+14), Craft (mechanical) 7 (+14), Diplomacy 3 (+5), Disable Device 5 (+12), Investigate 1 (+8), Knowledge (life sciences) 3 (+10), Knowledge (physical sciences) 9 (+16), Knowledge (technology) 8 (+15), Medicine 1 (+5), Notice 2 (+6), Pilot 11 (+11), Sense Motive 3 (+7)

Feats: Attack Specialization (Dynamo Zap Gun (Device 4)), Equipment 11, Inventor, Leadership, Master Plan

Powers:
Chrion Vega Force Epidermis (Force Field 5) (+5 Toughness) (Hard to lose)
Dynamo Zap Gun (Device 4) (Easy to lose)
. . Blast 10 (DC 25)
Epsilon Tauri Flightsuit (Linked) (Hard to lose)
. . Life Support (Immunity 9) (Linked; life support)
. . Senarian Silk Bodysuit (Protection 4) (Linked; +4 Toughness)
Exitor Mark V Jet Pack (Flight 5) (Speed: 250 mph, 2200 ft./rnd) (Hard to lose)

Equipment: First Aid Kit, Flashlight, Jubilant Odyssey (Internal), Jubilant Odyssey (Space Cruiser), Laptop Computer, Multi-Tool, Night Vision Goggles, Parachute, Video Camera

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

Attacks: Blast 10, +10 (DC 25), Unarmed Attack, +8 (DC 16)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: +0

Languages: Native Language

Totals: Abilities 30 + Skills 17 (68 ranks) + Feats 15 + Powers 44 + Combat 36 + Saves 18 + Drawbacks 0 = 160

Image

--------------------

Jubilant Odyssey (Space Cruiser)

Power Level: 10; Equipment Points Spent: 31

STR: +27 (65)

Toughness: +13

Powers:
Impulse Engines (Flight 7) (Speed: 1000 mph, 8800 ft./rnd)
Ludicrous Speed Generator (Space Travel 10) (Speed: 1000x light speed)

Defense: -8, Size: Colossal

Totals: Abilities 3 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 24 + Combat 4 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 31

--------------------

Jubilant Odyssey (Internal)

Power Level: 10; Equipment Points Spent: 16

Features: Communications, Computer, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Workshop

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 16 + Powers 0 + Combat 0 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16






Notes: Still looking for a name for him. Major Tom is an obvious choice, with Kid Cosmic and Doc Rocket as possibilities. Open to suggestions.

Also it looks like there's something wrong with HeroLabs when it comes to the Jubilant Odyssey, it's not charging enough EP. Looking into it.

Had originally wanted something more like thisfor his suit, but I couldn't find any good pictures involving the bubble helmet.
Of course this was always plan b ;~)

Edit: Okay, due to house rules, my one true weakness *shake fist*, a few changes were made. Namely the Wristwatch communicator has gone the way of the dodo. To be fair, who exactly was he going to talk to?
Also dropped his attack bonus by two ranks, and his Dex, bought Weapon Specialization to bring his attack back up, and spent the last point on skills.
Also added a nifty picture for his ship.

Edit: Made some slight changes to the sheet to make it easier to see that the powers are devices, what kind they are, and added a complication in regards to them.
Last edited by Arkrite on Wed Nov 23, 2011 12:42 pm, edited 3 times in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby ClassDunce » Sun Nov 20, 2011 3:42 pm

Alright, I decided to go with a speedster. This is just a first draft of the build and the background isn't done yet though. Her name is Leslie Fischer, she's a member of the Freedom City Homicide Division and the granddaughter of Madame Blitz. I'll be editing this as I work on the character some more.

Image

Blitz

Power Level: 10; Power Points Spent: 160/160

STR: +1 (12), DEX: +4 (18), CON: +3 (16), INT: +1 (12), WIS: +0 (10), CHA: +1 (12)

Tough: +3/+8, Fort: +8, Ref: +14, Will: +10

Skills: Acrobatics 12 (+16), Bluff 13 (+14), Computers 4 (+5), Diplomacy 7 (+8), Drive 1 (+5), Gather Information 11 (+12), Intimidate 7 (+8), Investigate 9 (+10), Knowledge (behavioural science) 7 (+8), Knowledge (physical sciences) 4 (+5), Knowledge (streetwise) 8 (+9), Language 2 (+2), Notice 8 (+8), Profession (Police Detective) 12 (+12), Search 12 (+13), Sense Motive 8 (+8), Stealth 11 (+15)

Feats: Contacts, Defensive Attack, Defensive Roll 5, Dodge Focus 4, Elusive Target, Evasion 2, Fascinate (Bluff), Improved Initiative 3, Move-by Action, Power Attack, Precise Strike, Quick Change, Takedown Attack 2, Well-Informed

Powers:
Electric Storm (Damage 10) (DC 25; Burst Area (50 ft. radius - General))
. . Electric Pulse (Nullify 10) (Alternate; counters: any power of (type) - electronics, DC 20; Burst Area (50 ft. radius - General))
. . Electric Punches (Damage 8) (Alternate; electricity, DC 23; Autofire (interval 2, max +5); Accurate 4 (+8))
. . Tazer (Stun 6) (Alternate; electricity, DC 16, Feats: Takedown Attack 2; Accurate 5 (+10))
Speed 8 (Speed: 2500 mph, 22000 ft./rnd)
Super-Movement 3 (wall-crawling 2 (full speed), water walking; Limited (Only while running))

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +5)

Attacks: Electric Pulse (Nullify 10) (DC Will 20), Electric Punches (Damage 8), +12 (DC Staged/Tou ), Electric Storm (Damage 10) (DC Staged/Tou ), Tazer (Stun 6), +14 (DC Fort/Staged 16), Unarmed Attack, +4 (DC 16)

Defense: +12 (Flat-footed: +4), Knockback: -4

Initiative: +16

Languages: English, German, Spanish

Totals: Abilities 20 + Skills 34 (136 ranks) + Feats 23 + Powers 34 + Combat 24 + Saves 25 + Drawbacks 0 = 160


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Last edited by ClassDunce on Sun Nov 20, 2011 9:50 pm, edited 1 time in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby catsi563 » Sun Nov 20, 2011 3:45 pm

Arkrite wrote:Do you remember being a kid?
The world was a huge place with limitless potential for fun and adventure. Every day was its own great adventure where you'd explore places you'd never seen before, investigate new creatures and devices, hear amazing stories.
Do you remember when your imagination was the most powerful thing in the world?
Where boring days stuck at home became their own adventures in distant locals, fighting monsters, aliens and evil bad guys, saving the day and living happily ever after.
Do you remember looking at the sky and thinking what's out there?

What if those things never faded away?

What if when confronted with a world where you were expected to give up on these things you were able to change the rules and live the life for as long as possible?

Thomas Majors was a genius prodigy born to two rather normal parents. They were confounded by this child who, while smarter than both of them combined, was always off in his own little world. His father, an amateur author, found a way to pulled him out of his shell.
Science fiction.

Every day he'd find some old movie serial, some old novel, radio show, comic book or stage play and introduce his son to them. The effect was startling, as Tom would sit in front of the item in question, starry eyed and slack jawed at the stories. And strangely the older the story the more it would pull him in.

Star Wars amused him, Star Trek he watched adoringly, but he was most at home with Flash Gordon, Buck Rogers, Commando Cody, Dan Dare and Tom Corbett.

Things started to get weird when he hit the age of six. Every kid dreams of getting the neat things they see on TV, some even dream of things like making their own phasers, spaceships, and robots. Tom, on the other hand, realized he could actually do it.

The next three years involved his parents running around trying to keep him from rebuilding their electrical devices into technological wonders, and on occasion fighting off their now, rather belligerent, robot toaster.

Tom built himself a secret lab under their doghouse, much to poor Cosmo's chagrin, and started building all sorts of things. Shrink rays, force fields, a flux capacitor (which he could never test as he didn't have a driver's license), robot assistants, self aware computers, brooms which swept by themselves, shoes which tied their own laces and even bubble gum that allowed the chewer to float by blowing a baloon.

But his true love was always space. His room and workshop were plastered with posters of space ships, space suits, space monsters and just space itself.

Image

As he got older his parents became more and more worried that they weren't able to provide the training or challenges needed to keep Tom happy and healthy and when a private school showed up offering the best possible education for Tom they jumped at it.

Tom, on the other hand, saw something questionable and sinister in their offer. He also realized that either way he wasn't likely to see his family for much longer, if he didn't go with these ones another group would come along.

And so he finished his latest design on the Spiff Shuttle, pulled on his space suit, and waved goodbye to his little sister and Cosmo (who got to stay behind after Tom's sister, Trisha, cried) and blasted off into space.

After all, the only reason he hadn't gone out before was because he was going to miss his family, but if he was going to miss them either way he might as well be having fun!

He kept in touch with his family via the Superluminal-Vision he built into their TV, sharing his many adventures as a nine year old spaceman. Over the years he'd fight space pirates, assist rebellions against evil dictatorships, explore the unknown, make new friends, save civilizations from invasion, planets from destruction, damsels from distress (What princess wants to marry a slime monster? Really!), uncovering lost technology, and simply having the adventure of a life time.

Over the next six years his poor Spiff Shuttle saw its last flight, only to be find it's spiritual successor in his new ship the Jubilant Odyssey. This ship, built by him from various alien technologies, would become his home away from home as he searched the galaxy for new excitement and adventure.

But by the end of those six years the homesickness he'd felt was becoming overwhelming, and so he turned his ship around and blasted off back for home. His family hadn't been still those last six years, his father now a famous writer for writing these fictional stories of a space faring boy which he comically claims are all quite true, his sister has gone on to become a rather impressive dog trainer in all her twelve year old glory, and his mother has finally subjugated the toaster between taking care of all the patents and inventions her son left behind.

Needless to say they're well looked after, and the world itself is a new and exciting place filled with superheroes, magic, and all sorts of adventures to keep him busy before the wanderlust strikes again and he heads off into space once more...


Complications:
Wanderlust - Thomas loves adventure and excitement and it's hard to believe that he can live without it at this point in his life. He may enjoy his inventions, and creating new things, but eventually the need to see something new will hit him and away he'll go...

A mind of their own - Often Thomas' creations have a mind of their own. Most of the time these quirks are mostly annoying and rarely ever dangerous, though they do have a habit of happening at the worst times.

Enemies - If it's from space, and it's even remotely villinous there's a chance that Tom's run afoul of them.

Fame - He might not be known much on earth, but he's well known anywhere he's been in space. He's currently trying to deal with the fact that he's being seen, on earth, as a cosplayer based off of his dad's book.
Also trying to figure out who exactly took events from his childhood and turned them into a cartoon named Jimmy Neutron...
Honor - Tom is a genuinely good kid who does his best to keep his word, regardless of who he gives it to. His word is a powerful thing in some places, but only because he keeps it.

Soft Hearted - Tom doesn't like hurting people. Sometimes it's inevitable, and in those times he arms himself with his Dynamo Zap Gun (Previous the DeLameter Phase Pistol) which has only a stun setting. He's even saved a few of his enemies from utter destruction, mostly resulting in him having a lot of living enemies to this day, but has resulted in a few that respect him.

Reputation "Kid" - Thomas may be a major player in space, but on earth he's just a kid...


Image


Image
Images by AdventureVisual

Theme: Alligator Sky by Owl City

Thomas Majors
Age: 15
Height: 5'6
Weight: 110 lbs
Hair: Blonde
Eyes: Green

Power Level: 10; Power Points Spent: 160/160

STR: +1 (12), DEX: +1 (12), CON: +1 (12), INT: +7 (24), WIS: +4 (18), CHA: +2 (14)

Tough: +1/+10, Fort: +8, Ref: +8, Will: +10

Skills: Bluff 3 (+5), Computers 5 (+12), Craft (electronic) 7 (+14), Craft (mechanical) 7 (+14), Diplomacy 3 (+5), Disable Device 5 (+12), Investigate 1 (+8), Knowledge (life sciences) 3 (+10), Knowledge (physical sciences) 9 (+16), Knowledge (technology) 8 (+15), Medicine 1 (+5), Pilot 9 (+10), Sense Motive 3 (+7)

Feats: Equipment 7, Inventor, Leadership, Luck 2, Master Plan

Powers:
Dynamo Zap Gun (Device 4) (Easy to lose)
. . Blast 10 (DC 25)
Spacemonaut Suit (Device 7) (Hard to lose)
. . Chrion Vega Force Epidermis (Force Field 5) (+5 Toughness)
. . Epsilon Tauri Silk Flight Suit (Protection 4) (+4 Toughness)
. . Exeter Mark V Jet Pack (Flight 5) (Speed: 250 mph, 2200 ft./rnd)
. . Immunity 9 (life support)
. . Wrist Watch Communicator (Communication 7) (sense type: radio)

Equipment: First Aid Kit, Flashlight, Jubilant Odyssey (Space Cruiser), Laptop Computer, Multi-Tool, Night Vision Goggles, Parachute, Video Camera

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +11)

Attacks: Blast 10, +10 (DC 25), Unarmed Attack, +10 (DC 16)

Defense: +10 (Flat-footed: +5), Knockback: -5

Initiative: +1

Languages: Native Language

Totals: Abilities 32 + Skills 16 (64 ranks) + Feats 12 + Powers 40 + Combat 40 + Saves 20 + Drawbacks 0 = 160



--------------------

Jubilant Odyssey (Space Cruiser)

Power Level: 10; Equipment Points Spent: 27

Toughness: +20

Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Workshop

Powers:
Flight 7 (Speed: 1000 mph, 8800 ft./rnd)
Ludicrous Speed Engines (Space Travel 10) (Speed: 1000x light speed)

Size: Colossal

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 17 + Powers 2 + Combat 5 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 27


Notes: Still looking for a name for him. Major Tom is an obvious choice, with Kid Cosmic and Doc Rocket as possibilities. Open to suggestions.

Also it looks like there's something wrong with HeroLabs when it comes to the Jubilant Odyssey, it's not charging enough EP. Looking into it.

Had originally wanted something more like thisfor his suit, but I couldn't find any good pictures involving the bubble helmet.
Of course this was always plan b ;~)


OH heck yeah Arkite thats just awesome, I have got to have my Peacebringer and Warshade interact with him at least once, thats just too much fun to pass up. :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby mrdent12 » Sun Nov 20, 2011 4:29 pm

Charlie Rose and Fredrick
PL 10
161pp

Image

Age: 22
Height: 5'9

Background

The Rose family wasn't poor, but there weren't rich either. With a family of 6 kids, Charlies mother had to work a lot of overtime at Mcnider Memorial Hospital and his father had to take all the constructions jobs he could find. This left Charlie and his siblings to fend for themselves most of the time with the money their parents left them. His two sisters, Julia and Stephanie, and his 3 brothers, Robert, James, and Brett, were very different people though. Julia was artistic, Stephanie could sing more beautiful than the birds, Robert had a knack for machines, James was a math wizard, and Brett was really good looking. Charlie was the strange one who always played with strange creatures, read about weird diseases, and devoured anatomy texts.

Charlie, being the youngest by 4 years was always left out of the older siblings things because he "ruined" it for them. He had a small group of friends, but they too went their separate ways in the course of time. In a big family, he was alone. This was the way Charlie liked it though. It gave him time to read about life and medicine. While other kids were out playing, Charlie could get a leg up in his future career as a doctor. One day he dreamed of being a doctor to super heroes. His constitution and intelligence wasn't bad, but it wasn't up to par with being a super hero. So, a doctor to super heroes hero would be as close as he would ever get.

In his first year of high school, he convinced the biology teacher to let him stay late in the lab to use the equipment. Charlie was a pitiful sight and looked so depressed, the teacher thought it might cheer Charlie up. It wasn't his first time in the lab, but it was the first time he ever saw a strange slug like creature fall out of the vents. Nothing in the books Charlie had read talked about any creature like it. Instead of calling for help, Charlie wanted to examine it. When he touched the creature, Charlie fell to the floor instantly.

By the time Charlie woke up, the lab was on fire and the slug was gone. Amazingly, the smoke didn't bother him. He also felt stronger and much tougher. Physically, he looked the same, but he felt like a super hero. With a single leap, he was outside of the lab and safely away from the fire. Response crews rushed to the scene and saw Charlie jump out of the flames. A few of them mistook him for one of the students of Claremont Academy. Charlie wanted to stay for the attention, but his body started moving on its own taking leap after leap until he was several miles from the school.

A voice in his head apologized and introduced itself as Fredrick. Fredrick's ship had crashed into the lab and nearly killed Charlie. In his slug like state, Fredrick couldn't help Charlie, so he did what came natural to his kind, bonded with Charlie. The bonding process regenerated Charlie and imbued his body with super human strength and endurance. It turns out Fredrick was a well traveled symbiote that bonded with hosts to travel the universe. For his kind, Fredrick was young, a mere 300 years old. Everything Fredrick experienced flooded Charlies senses.

The first year was a struggle to say the least. Charlie had to get used to having a friend for life and Fredrick struggled to adjust to life on planet earth. The two eventually came a mutual understanding and became the best of friends. Each agreed to equal time in control of the body as well as certain ways to act around people. They did not make a secret of their relationship, but didn't volunteer it either. Another big thing they agreed upon was that Fredrick would use his vast knowledge of biological life to help Charlie become a doctor and Charlie wouldn't fight Fredricks attempts to fight crime. Since they shared thoughts, they knew each of them wanted similar things anyway and Fredrick had never been a doctor.

Together, Charlie and Fredrick made both of their dreams come true. Medical school, college, and high school were finished in just 3 years. In between studies, most of which Fredrick already knew, the pair trained to fight super villains and even earned a spot on some lower Freedom league teams as a part time crime fighter. Charlies siblings also benefited from Fredrick by getting pointers and contacts to advance their chosen careers.

Many hospitals around the nation courted Charlie and Fredrick. A few even offered to pull strings to get the pair on as part time physicians to the local super hero team. The pair had different ideas. Dr. Randolph Collins had Charlies mother get Charlie to agree to work in the ER, surgery, and any other needed area of Mcnider Memorial in exchange for getting Charlie in as a part time medic on Freedom league missions and Charlies mothers promotion to head of the Oncology nurses.

On the Charlie and Fredrick friendship front, the two bonded to such an extent that what one felt or knew the other felt or knew. It became impossible for the other to keep secrets from each other. Charlie hasn't felt alone since bonding with Fredrick and despite being stuck on earth, Fredrick has come to really like Charlies intense desire to help people.

Character Sheet

Abilities[22pp]
STR 34/14(+12/+2) DEX 12(+1) CON 28/12(+9/+1) INT 18(+4) WIS 16(+3) CHA 10(+0)

Saves[11pp]
Toughness 12 Fort 9 Reflex 5 Will 10

Skills[16pp]
Knowledge(Life Sciences) 14(+18), Knowledge(Behavioral Science)s 8(+12), Knowledge(Technology) 4(+8), Medicine 15(+18), Notice 8(+11), Profession (Doctor) 11(+14), Sense Motive 4(+7)

Feats[20pp]
Defensive Roll 3, Dodge Focus 4, Power Attack, Eidetic Memory, Attack Focus(Melee) 4, Attack Specilization(Throwing) 2, Interpose, Ultimate Effort Will, Uncanny Dodge(Auditory), Skill Mastery(Life Science, Behavioral Science, Medicine, Notice), Jack Of All Trades, Improvised Tools

Powers[75pp]

Enhanced Constitution 16 16pp
Enhanced Strength 20 20pp
Super Strength 4 8pp + 2 AE = 10pp
AE: Shockwave
AE: Counter Punch
Immunity Life 10(Life support, Aging) 10pp
Leaping 4 4pp
Comprehend 2(Understand All Languages, Speak one at a time) 4pp
Regeneration 11(bruised/unconscious standard action, Injured/Staggered 5 minutes, Disabled 1 hour, Resurrection 1 week(unless brain stem severed) 11pp

Combat[16pp]
Initiative +1

Attack +4
Attack(Melee) +8
Attack(Throwing) +8

Grapple +20

Defense 18/12 flat footed
Knockback -6

Abilities 22 + Saves 11 + Skills 16 + Feats 20 + Powers 75 + Combat 16 = 160pp

Equipment

Complications

Two Personalities: Over the years, the pair have learned to work together well, but sometimes Charlie is indecisive while he argues with Fredrick. Also, Charlie comes across as bipolar since Fredrick and Charlie have a time share arrangement.

Motivation(Help People): Charlie had wanted to be a hero even before the symbiote. The extra umph of the heroic qualities of the symbiotes personality drives Charlie even more.

Responsibility(Hospital): Charlie is constantly on call and is one of the most in demand doctors at Mcnider Memorial Hospital. It sometimes interferes with his super hero duties.

Thrill Seeker: The thrill seeker in Fredrick sometimes causes the pair to rush into danger.

Personality

Charlie is a nice, down to earth doctor/scientist. If you saw him on the street, you wouldn't even give him a second look. Fredrick, the symbiote in him, is a thrill seeker and well traveled. It has been around a few hundred years, but always wants to try new things. Together, they make a well thought out and risk taking pair. Sometimes Charlie can seen talking to himself and even having arguments with seemingly no one.

Combat Tactics

If possible, he uses Shockwave to take out the most enemies he can without hitting his own allies. If he can only hit one enemy, he will just punch. If it really comes down to it or hitting an enemy looks like a stupid move(ie auras), he will throw heavy objects. His targets are the enemies he can reach that pose the most threat to his allies. If he needs to, he will leap to hit flyers or enemies out of his normal reach. The protector in him will not hesitate to use interpose to protect a threatened ally or to use counter punch to give an ally time to recover.
Last edited by mrdent12 on Wed Jan 18, 2012 12:05 am, edited 5 times in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Arthur Eld » Sun Nov 20, 2011 5:12 pm

Image

Intrico
PL 10 160


Abilities
Strength 10 (+0), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 12 (+1), Wisdom 22 (+6), Charisma 12 (+1)

Skills: Bluff 3 (+4), Concentration 7 (+13), Diplomacy 4 (+5), Knowledge (technology) 3 (+4), Knowledge (psychology) 6 (+7), Notice 5 (+11), Sense Motive 8 (+14), Stealth 4 (+5)

Feats: Dodge Focus, Uncanny Dodge (mental sense)

Powers:
Telekinetic Flight Flight 4, Subtle 9pp
Psionic Shields Force Field 11, Subtle 12pp
Mind Over Matter Telekinesis 12, Subtle 25pp
Psionic Mastery (Array, 41pp)
Telepathy Mind Reading 10, Mental Communication 8 (Selective, Area), Comprehend 2 is understood/Understand all Languages 39pp
Pain Projection Mental Blast 9 1pp
Mental Manipulation Emotion Control 10 (Burst Area) 1pp
Psi-Active Super-Senses 2 (Danger Sense, Mental Awareness) 2pp

Combat: Attack +4, Defense 17, 13 flat-footed, Initiative +1

Saves: Toughness +13/+2, Fortitude +6 (4), Reflex +6 (5), Will +14 (8)

Abilities 22+Skills 10+Feats 2+Powers 89+Combat 20+Saves 17=160

Complications
Secret His identity as Mason Cabal
Motivation Doing Good

Mason Cabal was a relatively wealthy young man, living in England and having just graduated from university studying psychology. He was invited by a man he had met only a few times to come work for him. This man had been a friend of Cabal's grandfather, and both were scientists of some note. While working for his father's friend (a Mr. Barrow), Cabal learned the truth about the source of his wealth and prestige.

In the past, Mr. Barrow had sold a some of his inventions and experimental technologies to a number of unsavory characters-mercenary groups, tyrannical governments, and supervillains. A death ray here, plans for a matter-eating nanite swarm there, and so on. When Barrow was confronted by Cabal with this, he offered the young psychologist the change for greater power, if he would only continue to work for Barrow, performing a few 'odd jobs' to pay him back.

Already scheming, Cabal accepted. He helped Barrow construct a massive throne-like device designed to unlock a person's mental potential. There were risks involved, but Cabal pressed on anyway. He had gone too far to stop now. The machine worked as it was supposed to do, but there were also unforseen complications.

For six months, Cabal languished in a coma, while his mind was elsewhere, somewhere he is not quite able to recall to this day. But when he awoke, he discovered his fantastic mental powers, powers that had seemed like vapor in a dream while in his coma. He had hoped for abilities, however they might manifest, but his telekinesis and other psionic powers were better than he could have hoped for.

The first thing he did was design a costume and a code-name, Intrico from the Latin to perplex. Which is exactly what he did next. Intrico revealed Barrow's secrets to the Ministry of Powers via a secret mental communication. When super-powered agents raided Barrow's compound, he had no idea that it was his young employee who had set him up.

At least, Cabal didn't think he knew. Reasonably sure. 50/50, at worst. He hasn't done anything in the six months that Cabal's been a superhero, anyway.
Last edited by Arthur Eld on Fri Nov 25, 2011 10:13 am, edited 1 time in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Kaisius » Sun Nov 20, 2011 6:43 pm

I made this character for a PL 10 game that never really got off the ground. Quantum comes in at 150pts. right now, I'll edit this post later to add those points in.

Captain Quantum
PL 10 / 150pts.
Real Name : Calvin Parker

ABILITIES 22PTS. STR 30/+10 (10/-)*
DEX 16/+3
CON 10/-
INT 20/+5
WIS 16/+3
CHA 10/-

POWERS 80PTS. Quantum Field Emitter (Device 19 - Hard to lose, Subtle 2 (unnoticeable)see below)
---Anti-Grav. Propulsion : Flight 6 (500mph, 4400'/rnd)
---Comm. System : Communication 4 (Radio)
---Dimensional Interface Field : Protection 12 Impervious
---Hostile Environment Enhanciles : Linked Effects
------En. Save : Fort +3/10
------Immunity 9 : Life Support
---Onboard Computer Systems : Features 2
------Neural Computer Interface, Wi-fi Connectivity
---Physical Combat Enhanciles : En. Trait 13
------En. Reflex +3/10
------Atk Focus (melee) 10
---Quantum Field Engage! : En. Trait 1 (Quick Change)
---Sensor Suite : Super Senses 7 (Direction Sense, Distance Sense, Radar, Radio)
---Strength Amplification Field : En. Str 20

FEATS 4PTS. Inventor Online Research Second Chance : Disable Device Taunt

SKILLS 13PTS.
Acrobatics 2(+5), Bluff 10(+10), Computers 7(+12), Craft : Electronics 5(+10), Craft : Mech 5(+10), Disable Device 5(+10), KN : Physical Sc. 5(+10), KN : Tech 5(+10), Notice 2(+5), Sense Motive 2(+5), Stealth 4(+7)

COMBAT 15PTS.
Initiative +3 Atk Bonus 0, Melee +10, Ranged 0, Grapple 20 Def Bonus +8, Knockback -12

SAVES 16PTS.
TGH 12/-* Fort 10/7* Reflex 10/7* Will 7 * without device

Complications:
Motivation : Responsiblity - Having learned from his sister Tabitha's example, Calvin has vowed to hold himself to a high standard and act with great resposibilty and humility.
Motivation : Thrills - Calvin has come to enjoy the contests of skill and power that go with being a superhero.
Enemy : Calvin's sister Tabitha uses an functionally identical Quantum Field Emitter as the villainess Dark Quantum. Calvin has recently discovered that the two devices are linked: any improvements that Calvin make to his unit are mirrored in Tabitha's. While they are on opposite sides, they do still care for each other and have no desire to see the other badly harmed. Tabitha will not go along with any plan that seriously threatens Calvin, and vice versa.

Background : Calvin Parker was an almost stereotypical tech geek in high school: Tall, thin, and gangly, more comfortable with electronics than people. The opposite of his twin sister Tabitha in most respects, though they were both very bright. Growing up in Emerald City, Tabitha was the more outgoing of the two, involved in sports and cheerleading. Most of Calvin's weekends were spent working on his computer or at electronic swap meets. It was at one of these meets that he came upon two unusual devices. At first he thought they were old cell phones or walkie-talkies. The man he bought them from couldn't remember how he'd come by them. Once he got them home, Calvin found they weren't walkie-talkies. Cannibalizing one, he was able to repair the other and discovered they were apparently alien protective devices. They were capable of creating a very small pocket dimension. Inside the pocket, the wearer was protected from all environmental hazards, while still able to perceive the outside word. The exterior event horizon of the pocket acted as a force field, repelling most forms of damage. This allowed the wearer to fly by altering how gravity effected the field and also channeled kinetic energy outwards, imparting greater strength. He was also able to alter the exterior shape and appearance to a limited extent.

Repairing and refining the device took up most of Calvin's free time through the rest of high school and into his freshman year of college. Once the one working device was finished, Calvin planned to become a superhero for a very simple, time honored reason: to show off. During this time, his twin sister Tabitha became worried about the project that consumed so much of Calvin's time. Sneaking into his apartment one night, she found the device. Unimpressed with the idea of her brother as a superhero, Tabitha decided to play a prank on him, by altering the exterior shape of the field to look like a superheroic version of her. As she was trying the "suit" on, she heard a emergency radio message about an explosion at a nearby power plant. Without thinking, she took off to help and, after several hours, succeeded in saving the plant. However, exposure to intense electromagnetic fields and electrical arcs inside the plant caused the "suit" to not only "lock" in Tabitha's shape, but her neural profile as well: Tabitha was now the only person who could use it. Calvin was, frankly, pissed. He may not have had a very good reason to be a superhero, but considering he'd done all the work, he deserved a chance. However, he had no choice but to allow Tabitha to keep the device and begin operating as the superheroine Quantum. Calvin decided to return to the other, cannibalized device. He discovered that his hard won familiarity with the first device plus recent advances in electronics and computer technology would allow to him repair the second device after all.

In the meantime, Tabitha began to enjoy the power and fame that being Quantum brought her. Too much. When an out of town villain team robbed a tech company in Emerald and Quantum intervened, their leader offered to split the take with her. Having grown vain and bored with being a hero, Tabitha agreed. In short order, she had taken over the team and was running a crime spree over much of the state. Horrified at what Tabitha had become, Calvin raced to finish the second device. Once completed, Calvin took off to confront her. In the ensuing battle, Calvin was able to defeat the other villains, forcing Tabitha to flee. Seeking a fresh start, Calvin has transferred to the Freedom Institute of Technology. Hoping to lure Tabitha out, Calvin has decided to begin operating in Freedom as Captain Quantum.

:arrow: The Subtle 2 is meant to reflect that the "suit" isn't actually a suit, that Quantum's powers do not obviously come from a Device. Given that the suit looks like a skin-tight costume, most villains will assume that his powers are innate and may not search for or attempt to remove a device (though if he is unconscious, they could do so.) When activated, the Quantum Field Emitter becomes a part of the "Q" symbol on his chest.
"I am not a big, fat panda....I am THE big, fat panda."-Po, Kung Fu Panda
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Jackson Wright in Valor Unlimited.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Lord Bayushi78 » Sun Nov 20, 2011 9:15 pm

Concept:
The Sphinx is a character that is akin to a mix between a Costumed Hero and a Mystic (think Nightwing crossed with Dr. Strange). He is a competent fighter with some skill diversity due to a broad education and changing locations. With the amulet, his Int and Wis are increased, and he has expanded senses (such as the ability to see invisible, sense magic, retcognition and precognition), and an expanded knowledge of languages. In addition, he has a very base knowledge of Magic (like a magic-themed utility belt at the moment, a variety of useful, but not overtly powerful, spells).

In exchange for these powers, he is forced to serve the will of Thoth and the Egyptian gods, which, for the moment, demand he use his powers to deal with the corrupt and criminal elements of his city. At the top of this list, his father, who will seek to recover his amulet, and, though he has no powers of his own, he has access to a large personal cache of ancient Egyptian artifacts (which may include those empowered by more sinister Gods), as well as a great deal of money and personal underworld connections. Finally, having been privileged for his entire life, some of the more basic elements of a 'normal life,' like worrying about paying the rent, are new challenges to Walter, all of which he must strive to overcome.

Background:
Walter Mathis was born into a family that had no time for a son. His mother, an heiress to a family with olden robber-baron roots, was far too interested in society to raise a child, and his father, having founded an antiquities and art exchange with his wife's money, was too busy with expanding his business. Walter found himself under the care of a nanny nearly from birth, and was attending a very prestigious boarding school, far away from his home and parents, as soon as he was old enough.

Walter was interested in the east from a young age, and, due to his father's extensive contacts in that part of the world, was able to study abroad in India, China, Nepal, and Japan. His interests, as he aged, strayed into the more esoteric aspects of the eastern cultures, and he became well versed in their religions and both their martial and mystic traditions. This, of course, in addition to being educated and groomed for taking his place in society and business.

In his third year of college, his mother took ill, and he was called home. His father's business was now very large, and he had gained a form of obsession with ancient Egyptian culture and artifacts. His family's new home was like a museum, with beautiful and rare pieces from every era of Egyptian history.

While attempting to care for his ailing mother, Walter was given a position in his father's company, mainly for show. His title was impressive, but his duties were minimal, and he had time to delve into the business's inner workings in a hope to impress his father and finding ways of furthering the family's goals.

As the weeks went on, Walter had reason to be disturbed. His mother's illness continued, and Walter was discovering discrepancies in the company's books, with some items simply going missing while others were sometimes duplicated inexplicably. It took nearly two months, after having first come home, for Walter to discover the source of the discrepancies in his father's company. One of the employees, a man who Walter had never met or heard of, was using the company as a front to smuggle stolen goods, weapons, and even drugs into the country. The steps taken to cover these activities had left an obscure paper trail, that would have been missed by anyone taking a more casual look into the ledgers.

With a sense of adventure in his heart, and a desire to see the person brought to justice, Walter tracked one of the contraband shipments himself and waited to find out who the person behind these activities was. He waited in a warehouse near the docks, crouched low in the shadows, and discovered that the mystery man responsible for these acts was none other than his own father, working through an alias in the computer system. Walter was so dismayed by this discovery that he fled, never letting his father, or the shadowy figures he was dealing with, see who had observed them.

When he arrived home, Walter was in near panic. His father was a smuggler, his mother was dying, and he had no idea what to do about it. In this moment of distress, he had a vision. In his mind's eye, a strange bird-headed man appeared to him, telling him that the time had come for the God's to be appeased in a language that Walter had never heard, yet could still understand. Walter feared he had gone mad, the stress of these past weeks culminating in this night's discovery had finally driven him over the edge.

Within his mind, the bird-headed man continued to address him. He told him that his father's actions were disgraceful to the God's, from his desecration of ancient tombs to the illicit activities that followed. Walter was shown a vision of the unearthing of an ancient priest of Egypt, and the shipment of his sarcophagus to America, where it was delivered to his father. Ancient symbols, that should have been unreadable to him, clearly warned Walter of the danger of opening the antediluvian coffin, but his father was unaware of their meaning, and opened it any way.

Entombed with the priest was an amulet of clear blue stone, shone from within with seven star-like patterns of silvery-white. The star-sapphire was the size of a man's eye, and valuable beyond measure. The amulet was taken by his father, and given to his mother, as a gift. The ancient warnings unheeded, the God's wrath was to be inflicted on his mother, and he knew that now, the sickness that plagued her would erupt into a horrible wasting disease that would infect everyone that had come in contact with the amulet.

The strange man told Walter that the sickness would continue until both of his parents, and all that had profited from the desecration, were dead, or until the God's of ancient Egypt were appeased. Walter asked him what could be done to appease them, and the man said that the God's must be served in order for their lives to be spared. Without hesitation, even for parents that never showed him much love, Walter told the man that he would serve the God's to spare their lives. The man nodded, and led Walter to the amulet, locked away by his mother. Momentarily, the man imparted ancient magical knowledge onto Walter, so that he was able to open even a locked safe with a magical incantation.

Once he had the amulet, the man told him to wear it. Reluctantly, Walter did so. The amulet flashed a vibrant blue, and centuries of ancient knowledge flowed into Walter's mind. He cried out in pain, as the knowledge of Egyptian history and of God's seldom remembered swirled in his mind, unlocking unknown floodgates of understanding and possibility. Magic, the ancient power of the God's, was now within his grasp, but he had much to learn.

The bird-headed man was revealed to be Thoth, Egyptian god of wisdom, knowledge, and magic. The amulet, the Eye of Thoth, was an ancient repository of Thoth's knowledge, gifted to his faithful priests several millennia hence. Thoth demanded this power be used for justice and the first demand of the Gods was that Walter's father be brought to justice for his crimes. Reluctant to work against his father, but fearing it was the only way to save the life of both of his parents, Walter agreed.

Creating a disguise out of the collected Egyptian artifacts of his father's collection, Walter took to the streets, intending to gain first hand knowledge of his father's accomplices and associates. He ran away from home, knowing that he could never face his father while working against him. Cut off for the first time from his family's wealth, Walter began to wonder what he would do when his small stipend of savings ran out, how he would live, or what the God's would demand next.

Appearance:
Image
Walter Mathis is a slightly tall man (5'11") of average build. Though he is in his early twenties, he has a baby face which makes him look several years younger, and which doesn't support facial hair well. He has well groomed dark hair, and, his most striking feature, gray eyes.

As the Sphinx, Walter sports a headdress modeled from the image of the hawk-headed God Horus. It leaves his face visible, which he covers only with a simple domino mask he attained from a costume shop. He wears a royal blue cape, and a simple tunic of white cotton, which he covers with the golden armor of a long forgotten pharaoh. He wears clawed, lion-like gauntlets and carries a chariot whip, which is similar to a bull whip, and wears dark pants and modern boots.

The Sphinx
Walter Mathis

PL 10, 161 PP

Attributes: [34 PP]
STR 16 [6 PP]
DEX 16 [6 PP]
CON 16 [6 PP]
INT 16 [6 PP]/ 20 w/ The Eye of Thoth
WIS 16 [6 PP]/ 20 w/ The Eye of Thoth
CHA 14 [4 PP]

Combat: [42 PP]
Attack +12 [24 PP]
Defense +3 [6 PP]/ +12 w/ Dodge Focus (+2 Flat-Footed)
Toughness +3 [0 PP]/ +8 w/ Defensive Roll and Armor of the Sphinx
Fort +4 [1 PP]
Reflex +8 [5 PP]/ +10 vs AoE w/ Defensive Roll
Will +9 [6 PP]/ +11 w/ The Eye of Thoth

Feats: [24 PP]
Defensive Roll 2 [2 PP]
Dodge Focus 9 [9 PP]
Eidetic Memory
Equipment 4 [4 PP]
Evasion
Improved Disarm
Improved Trip
Power Attack
Quick Draw
Ritualist
Sneak Attack
Trance
Uncanny Dodge (Hearing)

Skills: [17 PP] 68 ranks
Acrobatics +7 (+10)
Bluff +10 (+12)
Climb +2 (+5)
Computers +1 (+4/+6)
Concentration +4 (+7/+9)
Diplomacy +2 (+4)
Escape Artist +2 (+5)
Intimidate +2 (+4)
Investigate +2 (+5/+7)
Language 2 (Mandarin Chinese, Japanese; Default is English)
Knowledge: Arcane Lore +10 (+13/+15)
Notice +4 (+7/+9)
Profession: Executive +2 (+5/+7)
Search +3 (+6/+8)
Sense Motive +7 (+10/+12)
Sleight of Hand +1 (+4)
Stealth +6 (+9)
Swim +1 (+4)

Powers: [43 PP]
The Eye of Thoth: Device 5 (Limited Use {Those Chosen by the Gods}) [26 PP]
-Comprehend 4 (Speak, Understand, and Read All Languages at Once){8 PP}
-Enhanced Intelligence 4 {4 PP}
-Enhanced Wisdom 4 {4 PP}
-Super-Senses 13 (Counters Concealment {Normal Vision}, Danger Sense {Magical}, Magical Awareness {Extended}, Postcognition {Tiring}, Precognition {Uncontrolled}) {9 PP}

Craft of the Gods: Magic 6 (AP 6; Power Loss {When unable to Speak and Gesture Freely}) [17 PP]
-Mystic Passage: Teleport 4 (Turnabout, Cargo Progression 1 {200 lbs]}) AND Flight 1 [Initial Power]
-Light of Truth: Nullify 6 (Any Concealment, Illusion, or Obscure Effect) [AP]
-Cloak of Fog: Concealment 3 (Normal Sight and Hearing) AND Obscure 3 (Normal Sight and Hearing {25ft Diameter Cloud}) [AP]
-Sign of the Ankh: Healing 6 [AP]
-Word of Binding: Paralyze 4 (Perception Area {Hearing}, Selective; Sense Based {Hearing}) [AP]
-Landscape of the Mind: Telepathy 6 [AP]
-Wrath of Thoth: Mental Blast 3 [AP]

Totals: Attributes [34 PP] + Combat [42] + Feats [25] + Skills [17] + Powers [43] = [161 PP]

Equipment: {20 EP}
Armor of the Sphinx: Costume (Protection 3) {3 EP}
Claws of the Sphinx: Clawed Gauntlets (Strike 3; Mighty) {4 EP}
Tail of the Sphinx: Whip (Strike 0, AP 1, Mighty, Extended 2 {15 ft Range}; +2 to Disarm and Trip) {6 EP}
-(Super-Movement 1 {Swinging}) {AP}
Talons of Horus: Throwing Blades (Blast 2, Autofire) {6 EP}
Masterwork Ritualist Tools {1 EP}

Complications:
Device (The Eye of Thoth): Hard to Lose Device.
Enemy (His Father): His father has no innate superpowers, but does have access to a large cache of ancient artifacts, some of which may be empowered by other, more sinister forces.
Responsibility (Bound to the Gods): In exchange for saving his mother's life, Walter has pledged himself to serve the will of the Egyptian Gods.
Secret (Identity): It isn't wise to let the villains know who the new superhero on the street really is.
Sheltered (Unused to Day to Day Worries): Walter is separated from his life of luxury for the first time, and has no experience with 'real life' expenses and responsibilities.

Tactics:
The Sphinx likes to collect information, if possible, before proceeding into combat. He uses his magics to move to a concealed position where he can observe his foes, and will obtain additional information from their surface thoughts whenever possible (with Telepathy) before actually engaging in battle (if circumstances permit).

Once committed to combat, his tactics depend on the perceived quality of his foes. If he is facing a group that he considers weak minded (i.e. minions), he will often begin with his Word of Binding power, slowing and/or immobilizing his foes before engaging in melee, usually while invisible through his Cloak of Fog power. If he can't get up close and personal, he will attempt to attack from the shadows with either his Talons of Horus or his Wrath of Thoth abilities, depending on which seems more effective.

Against more formidable foes, he will attempt to cause confusion with clouds of Mist, and then attack from a distance with hit and run attacks via his Mystic Passage power. He will attack from unexpected directions when possible, employing Power Attacks when they seem like they could be effective, and disarming and/or tripping foes when it seems to be tactically better than doing damage. If foes still seem too tough to crack (or unable to take by surprise), then he will try Feinting (with a Move Actions first, blowing Standard Actions if the penalties seem too daunting) and following up with strong uppercuts (high trade off Power Attacks), or attempting mental grapples and mental blasts.
Last edited by Lord Bayushi78 on Wed Jan 18, 2012 11:32 am, edited 6 times in total.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Tinkerbell » Sun Nov 20, 2011 9:50 pm

I'm making a color controller. Would Feature (can change the color of the scene) be allowed? Like "Everything's in black and white now!" or "Sepia! Sepia everywere!" or things of that sort.
Tinkerbell's Hollow - Repository of characters past, present and future.
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Re: 2E Time of Crisis (Recruiting through 2-December)

Postby Darkeye4876 » Mon Nov 21, 2011 1:44 am

Here is my character submission. I based him off of Cole from Infamous

Image


Pulse
Real Name: Lawrence Kain
Age: 21

Power Level: 10; Power Points Spent: 160/160

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

Tough: +2, Fort: +8, Ref: +12, Will: +8

Skills: Acrobatics 9 (+12), Concentration 8 (+10), Gather Information 4 (+6), Intimidate 8 (+10), Notice 8
(+10), Sense Motive 8 (+10), Stealth 9 (+12), Survival 6 (+8)

Feats: All-Out Attack, Evasion 2, Favored Environment 2 (Urban), Fearsome Presence 4, Improved Aim,
Improved Critical (Enhanced Melee (Strike 8, Improved Initiative, Luck 3, Move-by Action, Power Attack, Startle

Powers:

Electric Drain (Absorption 5) (absorbs: energy, effect: boost - electrical powers; Energy Storage (50
energy points), Power Magnet (500 ft.); Limited, Energy Type (Electricity))
Healing 10 (Alternate; Personal; Persistent, Stabilize)

Electrical powers (Array 10) (default power: electrical control)

Shock Bolt (Electrical Control 10) (Default; DC 25)

Pulse Cuffs(Snare 10) (Array; DC 20; Regenerating; Range (touch))

Bio-Leech (Transfer 10) (Array; boosts: trait w/ descriptor - electrical powers, drains: single trait - constitution; Personal)

Enhanced Melee (Strike 8 (Array; DC 25; Autofire (interval 2, max +5); Mighty)

Lightning Bolt (Electrical Control 8 (Array; DC 23; Burst Area (20 ft. radius - General) [4 ranks only])

Lightning Storm (Blast 9) (Array; DC 24; Burst Area (45 ft. radius - General), Range (perception);
Action (full), Distracting; Indirect 2 (any point, directed away))

Megawatt Burst (Blast 9) (Array; DC 24; Burst Area (45 ft. radius - Targeted); Action (full);
Incurable)

Precision (Blast 10) (Array; DC 25; Range (perception); Action (full))

Pulse Heal (Healing 6) (Array; DC 16; Restoration, Total; Limited to Others; Persistent, Stabilize)

Reduced Damage (Protection 6) (Array; +6 Toughness; Impervious)

Shock Grenade (Blast 7) (Array; DC 22; Burst Area (35 ft. radius - General); Triggered (after one
round); Reduced Range 2 (max range 175 ft.))

Shockwave (Trip 7) (Array; Cone Area (70 ft. cone - General), Knockback [6 ranks only])

Static Thrusters (Flight 3) (Array; Speed: 50 mph, 440 ft./rnd; Total Fade; Fades (Land and Launch again); Forward Only)

Polarity Shield (Linked)
Deflect 8 (Linked; deflects: fast + slow)
Shield 8 (Linked; +8 dodge bonus; Limited (Metallic Items Only))

Thunder Drop (Linked)
Strike 8 (Linked; DC 25; Burst Area (40 ft. radius - General); Mighty, Triggered (Slow Fall More Than 10 Feet))
Super-Movement 1 (Linked; slow fall)

Free Running (Container, Passive 2)
Leaping 1 (Jumping distance: x2)
Speed 1 (Speed: 10 mph, 88 ft./rnd)

Super-Movement 4 (perfect balance, slow fall, sure-footed 1 (25% penalty reduction), wall-crawling 1 (half speed))

Super-Senses 3 (acute: Detect Electricity, detect: Mental- Electricity 1, ranged: Detect Electricity)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +8)

Defense: +12 (Flat-footed: +2), Knockback: -1
Initiative: +7
Drawbacks: Vulnerable, uncommon, moderate, Water Attacks,
Weakness, common, major, Can't Swim,
Weakness, uncommon, moderate, Inside areas with no Power
Languages: English
Totals: Abilities 26 + Skills 15 (60 ranks) + Feats 18 + Powers 68 + Combat 20 + Saves 21 - Drawbacks
8 = 160

Lawrence was a good kid.He did his homework, help with the family chores, and he was always grateful for everything that was given to him. The only thing that he had against him was the seizures he had been having since he was 8 years old. They would come small at first, lasting for only a few seconds. But as he got older they became more severe. His parents were desperate the day they brought him to the clinic; his seizures had gotten worse and were beginning to include lengthy periods of unconsciousness that the doctors at home could find no cure for.That was why they brought him to a clinic whose founder, an officially discredited and sanctioned physician and scientist, promised a cure for his condition.

Although Lawrence was very young at the time he still vividly remembers being strapped to the table, the electrodes being attached to his skin, and the unbearable pain that followed.He spent weeks undergoing twice-a-day treatments, and although he was promised he would eventually get used to the pain, he never did. But it was worth it as his symptoms improved, at least for a while. After returning from the clinic Lawrence was seizure-free for several months when, like a bolt out of the blue, he was struck down by a sudden massive seizure that left him in a coma for years. When he finally emerged at the age of 21 he was not only fully cured, but discovered that he had the ability to control electricity. The exact impetus behind his powers has never been fully discovered. Some believe he had them all along and the seizures he suffered were early manifestations and that the treatment actually suppressed them for a while. Others believe the electroshock treatments acted as a catalyst or focus to release powers that otherwise would have slowly killed him. Whatever the truth, the power, and responsibility, are now his.
Last edited by Darkeye4876 on Mon Nov 21, 2011 8:01 am, edited 2 times in total.
“A hero is no braver than an ordinary man, but he is braver five minutes longer.”
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