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Genoa High (2e Angel Bay [Freedomverse]) OOC

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Genoa High (2e Angel Bay [Freedomverse]) OOC

Postby XLS » Sun Feb 19, 2012 8:06 pm

Hi all. I have finally been able to put together some material for a new game in my Angel Bay setting, a city of my own creation set firmly in the Freedomverse. This is a 2e game.

I must thank Corebrute23, who has agreed to be a sort of co- or vice-GM since my extra-internet gaming life (that is, my life outside of the ATT) has me sort of swamped at present. He'll be playing along with you, but also aiding me in some of the various GM activities so I don't get bogged down.

My original interest check was here. Also, for those interested, my other Angel Bay game is here.

I'm looking for about 5 PCs to play builds that are PL 8 (120 PP), with abilities set at a default of 8. This represents the fact that you're kids (more on that below) and thus not at full development. To represent the fact that lots of kids are sort of exceptional at one thing or another (especially teen heroes!), you're allowed to have one ability (your choice) default to 12. This will make the math complicated for me, but I hope it gives you a chance to really have fun with your builds.

Unlike most "Hero High" games, this is going to be set in a normal high school, and your PCs will have to pretend to be normal high school kids. (Please be kind: I am almost 40 and my memories of high school are set in ca. 1990. I just watched the Grammy's and kept thinking "Who the hell are these people?!?" This game is going to be a challenge for me, I assure you.)

One of the teachers at your school is a man named Leroy Conte. Though your PC will be too young to recall, in the 60's he was a somewhat famous in Freedom City as one of the first African-American heroes (the Golden Marvel) to be mainstream. Though he never fought with the Freedom League, he was still a respected participant in the fight for Freedom and Justice. Unfortunately, in a fight with the racist villain known as White Logos, innocent lives were threatened and in a fit of rage, the Golden Marvel killed his enemy. The entire event was broadcast on national TV, and the Marvel was sent off to one of the country's prisons for super-powered criminals.

Recently, Conte was pardoned by the President. He moved out west to Angel Bay, hoping to start a new life. Amid protests by teachers and individuals advocating certain political views, Conte was hired to teach history at Genoa High School, where your PC also happens to attend.

One day, after school, your PC was called in to meet with Mr. Conte, and it was then that he told you that he knew about your powers, and that there were others like you. He wanted to bring you together to help you deal with your powers (and-- though he didn't say as much-- train you to fight crime and injustice in the city).

The game will start with you meeting with Mr. Conte and the others (none of you have met yet) in your special "club" to go on a tour of The Aerie-- the famed base of the Freedom League: West Coast. Though the school doesn't know it, you'll be using the team's special training room to practice your powers.

So that's the setting. A few notes about what I'm looking for:

1) Simpler builds (I'm not quite the rules maven, nor do I have tons of d20/M&M experience). Thus complex builds make me worry about broken characters, which can ruin the game for me and for the other PCs;

2) Backstories set in the Freedomverse-- Even though I started out ambivalent about FC (I was always a META-4 guy, myself (and if you don't know what META-4 is, you haven't been playing M&M long enough)) I have taken the plunge and am now all in with the setting. PCs with solid Freedomverse connections make it easier for me to develop plots! Of course, since the game takes place in Angel Bay (a Los Angeles analog), connections there would be great, too. I wish I could say that my setting is complete, but I'm woefully behind in working on it. Thus, many elements-- including its modern history-- are missing. Still, keeping LA in mind should help with your background and history.

3) I'm not much into anime or manga. If you like it, that's great, but for me, the big eyes, tiny mouths, pointy chins, and pastel colors aren't my thing. I'm much more into traditional Marvel and DC material, particularly from the "Iron Age" of comics, when I was growing up and first getting into comic books. Note: this doesn't mean I am going to favor Punisher- or Wolverine-style PCs over those with less bloodlust and less of an "I'm so cool" vibe. It must tells you where I'm coming from.

I think that's about it. A final note: as already indicated, there will be some cross-over stuff with the Freedom League: West Coast on down the line. I hope that the people who are selected stick with the game so that that event can happen. If you're curious about my style of GMing, check out the thread (though I admit that I'm still learning....).

Edit:

Here is the team:

Stopwatch (EnigmaticOne)-- a scrapper enhanced by time-manipulation abilities.
Colt (kenseido)-- a sonic projector in the vein of the X-Men's Banshee
Flamethrower (Corebrute23)-- dragon-morpher with fire-breath (of course!)
Mainframe (Hound)-- tinkerer with a battlesuit!
Fable (Nineofspades)-- Illusionist
Jill Frost (flynnarel)-- Cold controller
Last edited by XLS on Fri Mar 02, 2012 10:52 am, edited 3 times in total.
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby EnigmaticOne » Sun Feb 19, 2012 8:16 pm

Yay. Reposting my character with background mods to reflect those changes with the normal high school.
---

Stopwatch (Patrick Allister)

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PL 8 / 120 pp

Abilities
Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
BOLDED IS BASE 12 ABILITY

Saves Fort (5 pp), Reflex (6 pp), Will (5 pp)
Fortitude +7, Reflex +13/+8, Toughness +6/2, Will +7

Skills
Bluff 5 (+6), Diplomacy 5 (+6), Gather Information 5 (+6), Knowledge: Popular Culture 5 (+6), Notice 5 (+7), Search 5 (+6), Sense Motive 5 (+7), Stealth 5 (+7)

Feats
Defensive Roll 4, Power Attack, Equipment 1 (Baton: Mighty Damage 4 w/Improved Critical 1)

Powers
Temporal and Spacial Senses: Super-Senses 8 (Distance Sense, Direction Sense, Time Sense, Blindsight [spacial; Radius]) 8 pp
Precision Combatant: Enhanced Attack Bonus 5; Enhanced Defense Bonus 5; Enhanced Feats 5 (Evasion 2, Improved Initiative 2, Uncanny Dodge [mental]), Enhanced Reflex 5 30 pp

Combat
Attack Bonus +10/+5
Defense Bonus +10/+5
Initiative +10

[Abilities 30 + Saves 16 + Skills 10 (40 ranks) + Feats 6 + Powers 38 + Combat 20 = 120 pp]

Complications
Motivation (Doing Good): Pat pretty much wants to be a super-hero.
Power Loss: If Stopwatch's Super-Senses are Nullified or otherwise prevented from operating, he loses the benefit of his other powers.
Secret Identity: Obvious, ain't it?
Family Is A Load of Bull: His older and out of the house brother, Doug Allister, has become a minor villain associated with the Labyrinth, though none of the relations, much less Patrick have any idea what's going on with his DNAscent powered sibling.

Background

As with many a kid in Angel Bay, Patrick Allister wanted to be a super-hero, though it was partially fueled by the fact that he lived on the line between Westbay and Eastbay. Eventually, to his surprise and joy, the meta-gene he had activated, giving him minor but useful powers. With the enhanced senses of time and space observation open to him, once he trained his power to adjust to the increased and strengthened sensory output, he could easily observe and counter a foe's attacks or defense by adjusting for the intuitive and precise knowledge of the time and distance it would take (or be left) to land/evade a blow.

Still, after the rumors of a would-be hero meeting a nasty end around on the streets, Patrick thought preparation would help, and in between school and life, began quietly practicing with the use of his powers. Mr. Conte found out, and joy to behold, the ex-Golden Marvel offered to take a direct hand in his training. Patrick avidly accepted and eager awaits the trip to the Aerie.

Personality-wise, he's a jack of trades, with a combination of easy-going and intent flipping around depending on what mood he's in.
Last edited by EnigmaticOne on Mon Feb 27, 2012 11:28 am, edited 4 times in total.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby XLS » Sun Feb 19, 2012 8:26 pm

I should add that the team thing is entirely secret. That is, while people now that Leroy is/was a superhero, he's not active, and no one things that he's actively recruiting a new team. Your PCs would likely be maintaining their secret identity (though certain situations may dictate otherwise). The "club" is a ruse to get the group together. I've struggled to come up with a team name a la Next-Gen, but perhaps something will emerge-- maybe even in-game!
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby XLS » Sun Feb 19, 2012 8:39 pm

Hey, EnigmaticOne, could you in your character sheet break down the math for your PC. It would make my life easier.

As for the concept, I guess this is a Matrix-like guy? Because he can slow things down just a bit, he can then move and dodge and punch accordingly?
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby EnigmaticOne » Sun Feb 19, 2012 8:51 pm

I placed the points breakdown just above Complications, unless you wanted more than that?

And basically what you said for concept, pretty close. Mentally he can effectively slow down things, plus a dash of training to help his physical reactions keep up. Matrix is pretty apt.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby XLS » Sun Feb 19, 2012 9:12 pm

EnigmaticOne wrote:I placed the points breakdown just above Complications, unless you wanted more than that?
Right. I was hoping you might break down the powers, some, and the math of the saves, etc. Just makes it easier for me.
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby kenseido » Sun Feb 19, 2012 9:13 pm

Colt Durham
PL: 8
STR 16, DEX 14, CON 16, INT 10, WIS 12, CHA* 18

Skills: Bluff 4 (+8), Climb 4 (+6), Diplomacy 8 (+12), Gather Info 4 (+8),
Handle Animal 4 (+8), Perform (Guitar) 4 (+8), Perform (Singing) 8 (+12),
Profession (Rancher) 4 (+4), Ride 4 (+6), Sense Motive 4 (+5), Survival 4 (+5), Swim 4 (+7)

Feats: Attack Specialist (Roping 2, Unarmed 2), Defensive Roll 1, Dodge Focus 4,
Fascinate (Perform [singing]), Improved Block, Improved Disarm, Perfect Pitch, Power Attack

Powers: Sonic Array ["Sonic Blast" Blast 12 (E: Area Line (targeted); F: Range Touch)] (24pp+5pp)
AP: "Countersong" Nullify 8 (sonic powers: E: Nullifying Field)
AP: Dazzle 12 (hearing, E: Area Line (targeted); F: Range Touch)
AP: Dazzle 8 (hearing, E: Area Cone (general); F: Range Touch)
AP: "Euphoria" Emotion Control 8 (E: Area Perception, Selective, F: Limited to Joy, Range Touch)
AP: "Sonic Blast" Blast 8 (E: Area Cone (general); F: Range Touch)
Immunity 1 (Own powers) (1pp)

Combat: Init +2, Attack: +4, Roping/Unarmed +8, Grapple +7
Damage: Unarmed +3, Sonic Blast +12
Defense +8/+2 (+4 Base, +4 Dodge)

Saves: Toughness +4/+3, Fortitude +6, Reflex +6, Will +6

Abilities 34 + Skills 14 + Feats 14 + Powers 30 + Combat 16 + Saves 12 = 120

Complications:
Secret Identity: Colt is trying to keep his powers a secret
Relationships: Colt has very uneasy relationship with his family and Aunt Mina is a complete mystery to him.
Larangytis: If he uses his powers for more than 4 consecutive rounds or uses Extra Effort, he risks getting larangytis and being unable to use his powers.

Background:
Colt's parents were Oil Tycoons from Texas, but he didn't care for the mansions and other amenities that money could buy. He preferred to work on his Uncle's ranch. At age 12, he found out he had powers. Ray, the ranch foreman witnessed the event, and helped Colt cover it up. His powers would remain a secret until his cousin found out and blabbed to his whole family. He had long wanted to take Colt's place as heir to the empire.

Ray suggested that Colt attend Claremont Academy, but his parents refused. They did not want him getting some silly notion about being a superhero. As his parents prepared to ship him overseas to get him out of sight, his Mom's estranged sister showed up on the door. Aunt Mina had been a hero in the early eighties, and Colt's parents didn't want anything to do with her. After some intense, closed door negotiations, it was decided that Colt would go live with Aunt Mina. Colt moved out to Angel Bay and Mina enrolled him in Genoa High School.

Notes: A reworking of my old X-Men Reimagined character, Colt. If it matters, CHA was his base 12 ability.
Last edited by kenseido on Mon Feb 27, 2012 9:25 pm, edited 6 times in total.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby EnigmaticOne » Sun Feb 19, 2012 9:17 pm

XLS wrote:
EnigmaticOne wrote:I placed the points breakdown just above Complications, unless you wanted more than that?
Right. I was hoping you might break down the powers, some, and the math of the saves, etc. Just makes it easier for me.


Ok, point cost notes up in italics.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby Nineofspades » Sun Feb 19, 2012 9:23 pm

I have a question. Would you be agreeable to the idea of two players having characters with linked back stories? I Ask, because myself and Tinkerbell were thinking off having a pair of twins with Light/Dark themed abilities. Figured it was best to ask before getting to deep in character building and back story.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby XLS » Sun Feb 19, 2012 9:25 pm

Thanks, kenseido. I might want you to re-work the background slightly if I take the PC, just so it fits more with the setting, but ultimately, that's a minor issue.
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby kenseido » Sun Feb 19, 2012 9:29 pm

No problem on changes to the background.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby Aerlwyn » Mon Feb 20, 2012 1:09 am

Will sort the backstory, here is the build part of it.


Victoria Windsor

Power Level: 8; Power Points Spent: 120/120

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

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

Skills: Bluff 2 (+6), Computers 2 (+4), Concentration 2 (+6), Diplomacy 2 (+6), Gather Information 2 (+6), Investigate 1 (+3), Language 2 (+2), Notice 2 (+6), Perform (singing) 4 (+8), Sense Motive 1 (+5)

Feats: Attack Focus (ranged) 5, Attractive (+4), Beautiful Voice (Perform (singing)), Dodge Focus 5, Fascinate (Perform), Improved Initiative, Jack-of-All-Trades

Powers:
Flight 6 (Speed: 500 mph, 4400 ft./rnd)

Force Field 6 (+6 Toughness)

Psychokinesis (Array 10) (default power: telekinesis)
- Telekinesis 8 (Default; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Precise, Selective, Subtle (subtle))
AP Deflect 6 (Array; deflects: all ranged attacks)
AP Force Constructs 8 (Array; Max Size: 40 cu. ft.; Selective, Subtle (subtle))
AP Force Shatter (Damage 6) (Array; DC 21; Affects Objects (Only), Alternate Save (Fortitude), Range (ranged))
AP Force Snare (Snare 8 ) (Array; DC 18)
AP Spin Attack (Nauseate 6) (Array; DC 16; Range (ranged); Subtle (subtle))
AP Telekinetic Blast (Blast 8 ) (Array; DC 23; Subtle (subtle))

Attack Bonus: +3 (Ranged: +8, Melee: +3, Grapple: +3)

Attacks: Force Shatter (Damage 6), +8 (DC Fort/Staged 21), Force Snare (Snare 8 ), +8 (DC Ref/Staged 18), Spin Attack (Nauseate 6), +8 (DC Fort/Staged 16), Telekinetic Blast (Blast 8 ), +8 (DC 23), Unarmed Attack, +3 (DC 15)

Defense: +8 (Flat-footed: +2), Knockback: -4

Initiative: +6

Languages: English, French, Latin

Totals: Abilities 28 + Skills 5 (20 ranks) + Feats 15 + Powers 44 + Combat 12 + Saves 16 + Drawbacks 0 = 120


Backstory
During the 1960’s the Ministry Of Powers in Britain employed a group of secret agents known as Brigade Six whom dealt with various superhuman threats. Their activities are still extremely highly classified to this very day and you can count on the fingers of one hand the people still alive who know anything about their activities.

Not unsurprisingly the members of Brigade Six became very close to each other and Betty Munroe also known as Agent Black became romantically involved with her fellow team member Charles Parker also known as Agent White. Captured and subjected to the DNAscent Process Agent White gained telepathic and telekinesis abilities. Rescued by his fellow Brigade Six team mates, Betty and Charles continued their relationship however Betty began to realise that Charles was beginning to lose his grip on reality and in a few short months Agent White went mad and started calling himself Subject Nine.

Subject Nine never learnt that he and Betty Munroe would have a child and Betty would never tell anyone who the father of her son was. As far as Brigade Six was concerned she left the team shortly after Subject Nine made his appearance.

With all her training it was not difficult for Betty to create a new identity and over the years she took great pride as her son Ethan Windsor forged a career as a highly paid consultant and change manager. To Betty’s great relief, Ethan never showed any signs of super human abilities nor his father’s insanity. Betty died a proud Grandmother grateful that none of her family had inherited any abilities however unknown to herself her Granddaughter Victoria did take after her Grandfather.

From an early age Victoria always knew her friends secrets and over time discovered she had other talents with her mind. With the nature of her fathers career Victoria has gotten use to moving around the world as her father takes on new challenges from London to Hong Kong to South Africa and now he has accepted a role as CEO of a company owned by the Molina family in Angel Bay that needs to be turned around.

Unlike previous occasions Ethan has decided to enrol Victoria into a local High School rather than employ private tutors as he has become worried about her social interactions with her peers.

COMPLICATIONS

Stand-offish – Victoria comes across as a snob due to the private lessons she has received in the past. She is also reluctant to physically touch people as from time to time her mind reading powers will surge and she will learn more than she ever wanted to.

Phobia – Victoria suffers from chronic seasickness and will turn green as soon as she is onboard a vessel.

.
Last edited by Aerlwyn on Mon Mar 12, 2012 9:12 am, edited 4 times in total.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby Hound » Mon Feb 20, 2012 4:50 am

I will post a character later today.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby Corebrute23 » Mon Feb 20, 2012 5:23 am

Co-GM here!

Name: Duncan Basco, aka The Angel Bay Dragon aka Flamethrower
ImageImage [note, he's not that big. Just about the size of a large human-it's why there's no growth on this sheet]

PL 8: 120pp
Str: 12 (+1) Dex: 18 (+4) Con: 14 (+2) Int 12 (+1) Wis 8 (-1) Cha 10 (+0)
(22 pp) [Note: for this sheet, the default ability was 8, not 10, except for Dex which was bench-marked at 12)

Skills 36/9:
Acrobatics: 6 (+10)
Bluff: 6 (+6)
Climb: 4 (+1)
Intimidation: 5 (+5)
Knowledge (Arcane Lore): 2 (+3)
Knowledge (Popular Culture): 4 (+5)
Notice: 0 (-1)
Stealth: 4 (+8)
Survival: 5 (+4)

Saves: (Spent 2 on Reflex and 2 on Will)
Toughness: +2 (Flatfooted human) /+4 +6 (Flatfooted Dragon) /+8
Fortitude: +2
Reflex: + 6
Will: +1
Combat: Attack 6; Flame Thrower 8; Defense 8 (In the air, not flatfooted)


Feats: 18

acrobatic bluff, attack spec: Flamethrower, all-out attack, AMBIDEXTERITY, BEGINNER’S LUCK, Benefit (Status-Dragon Guardian of Angel Bay), Defensive Attack, Defensive roll 2, dodge Focus 2, Evasion 2, Favoured Environment(In the air) 2, Improved Critical [Flamethrower] power attack, precise Shot, Redirect, SECOND CHANCE (Bluff), Ultimate Effort Reflex, uncanny dodge [Hearing]

Powers:

Dragon Up!: Alternate Form 9 [Linked to morph] [45 points]:
Flamethrower: Blast 8
AP: Blast 8 (Cone 60ft, -1 Touch Range)
AP: Smoke Screen: Obscure 8 [Affects Normal Vision +Scent] (-1Touch range)
Wings of the Dragon: Flight 3 (50 MPH) [Flaw: Power loss if their wings are restrained, –1) [5pp]
Strength of Legends: Super Strength 2
Hard Skin: Protection 4: Impervious
Additonal Limb: Tail
Claws of the Dragon: Strike 4 Penetrating [mighty]

Dragon Form: Morph 1[Linked to alternate form]

Complications:
Sins of the father:
Image
It's been a month since Duncan and the Dragon council discovered his father, Arthur Basco was assembling a secret army disenfranchised or evil magical creatures who wanted to take away the control humans had over the world, while birthing (Eww) hybrids or enslaving extra soldiers for his army. His father has gone into hiding has left Duncan's family torn, forced him into the position as guardian of mystical creatures in the area, while under the scrutiny of every member of the dragon Council. All are waiting for when, not if, he goes bad.

Hunted: As a dragon there are dozens of unscrupulous mystical villains who seek his body parts for a variety of their spells. Additonally, there are enemies of his father who want to take it out on him, and the Dragon Council is always keeping an eye on him.

Responsibility: As both the Guardian Dragon and Eldest child, he has responsibility to protect his family (Mother and younger sister who is also developing powers), go to school, while also ensuring he attends training and acts as mystical law enforcer. It's also meant the last month has gone by so fast, he hasn't had time to grieve, and the fact he keeps holding in his own pain while showing a tough face is taking it's toll on him.

Reputation: In the mystical world, there are rumors of his father using Duncan as a proxy to retain control, meaning it will take time before many trust him. It also means many mystical criminals won't take him seriously, especially since his father let many go in exchange for their services or stolen artifacts for himself. In school, there are rumors about him and his father, claims he does drugs, to being in a gang, to his father being a war criminal whose on the run from the cops (which is fairly close to the truth). Basically, he's an outcast in school, since he's always tired on arrival, and usually late.

Secret identity : His mother and sister know he is the Angel Bay Dragon, but it is a closely guarded secret from the rest of the world. If his enemies knew about it, his family would be in danger, not just from mystic

Background:
Since the dawn of history there have been records of dragons in every mythology, in a variety of forms. Most of these dragons were secluded creatures, savage lumbering beasts that stole livestock to survive. But there were some, with the capacity for wisdom, and they formed an organization to govern over the creatures that inhabited the mystical realms, from the centaurs to the Chupacabras, of all cultures, in a Dragon Council. Originally they saw themselves as rules of the creatures, but they became guardians. However, they were opposed to all human involvement in their affairs-they used mystical creatures for the ingredients of their potions, or hunted them for sport.

In the lead up to the second world war, the dragons discussed working with humans, to try and stop the war that was endangering the mystical realm as well. The problem was deciding which side to ally with-for even though the dragons true forms were not human, they retained national loyalty for the most part. The German and Japanese dragon actually worked with their respective military, tearing planes from the skies, or sharing mystical secrets, without permission of the Dragon Council. The Council finally made an agreement with the Order of Light in 1940, overseen by Eldrich, to work alongside each other, but to keep priority over their respective domains-Dragon Councils would not interfere with humans and the Order of Light would allow the Council to govern the mystical creatures of the realm. Each dragon would govern a territory equal to their ability. Some can only govern as far as a town (most young ones) or a state-only the most powerful can be guardian over an entire country.

Doug Basco was 13 when his life was changed forever. His father told him he was descended from a race of dragons that could adopt human form instinctively, and whose duties were to guard the mystical world. His father, Zeke Basco was the North American Dragon, one of the most powerful dragons in history. He was going to train him, to take after him. Doug was young, excited and eager to be a super hero.

He only had a couple of years before his life changed again. He woke up in the night to find his father in battle with 3 dragons, each of whom would have towered a sky scraper. He flew into the sky to help his father, but was tossed aside by a tail flip. The last sight he saw before he passed out was his father flying away.

When he awoke he was strung up in his human form, face to face with a dragon's nostril-big enough to eclipse his head. The dragon told him he was from the council, and his father had been seeking dark powers, gaining the power of a Shadow-bearer-not only that he had been assembling an army of disgruntled mystical creatures-many of which were his own children. Doug was going to be tried as an accomplise. His only response was,"He cheated on mom?"

The 16 year old was eventually acquitted by a court of the Dragon Council and Eldrich the Master Mage-he knew nothing of the army being assembled. However he would be watched carefully, and he needed a new mentor. They picked Trung Nhi the ex-Vietnamese Dragon, who governed the territory from 1940 to 1985-and still looks like a woman in her 40s.

Now he is forced into the roll of Angel Bay Dragon, without a chance to deal with his grief, and trained by a brutal task master. Golden Marvel discovered him, depressed and increasingly isolated, before realizing Basco had super powers. He made an agreement with the mentor that Douglas could train at the school by him, rather than at 2AM every night. Now all Douglas has to worry about is the weekend camping trips-where he is lost in the woods and has to feed himself while surviving gryphon attacks. Yay? :shock:

OOC: It's interresting that two people want to have a connection to the light and darkness powers, given Zeke Basco is essentially a shadow bearer.Traumatic flashbacks anyone? :wink:

EDIT*: changed knowledge basketball to knowledge popular culture. No longer immune to burning myself. :cry:
Last edited by Corebrute23 on Tue Feb 28, 2012 4:49 am, edited 6 times in total.
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Re: Genoa High (2e Angel Bay [Freedomverse]) recruitment

Postby XLS » Mon Feb 20, 2012 9:03 am

Nineofspades wrote:I have a question. Would you be agreeable to the idea of two players having characters with linked back stories? I Ask, because myself and Tinkerbell were thinking off having a pair of twins with Light/Dark themed abilities. Figured it was best to ask before getting to deep in character building and back story.
I'm not totally against this, but worry that if one of you drops out or is otherwise absent it could ruin things for the other.

I certainly wouldn't be against one creating a PC that has a sister (or brother, or whomever) that for whatever reason, didn't join the team. (Perhaps she was recruited by someone else to be in a rival more sinister-themed team?)
My PCs: Red Knight (Shades of Gray), The White Lantern (New Freedom League), Kodiak (Iron Age). My games: Freedom League (West Coast). My setting: Angel Bay (in the Freedomverse).
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