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kenseido wrote:Well I am hoping some of you will play in the Forton game I plan to run after Invasion is over. Its designed so characters can carry over into the Academy game but that is not a requirement of either game.
I am really running it so the players will learn about Forton without me just posting all the details here.


kenseido wrote:Well I am hoping some of you will play in the Forton game I plan to run after Invasion is over. Its designed so characters can carry over into the Academy game but that is not a requirement of either game.
I am really running it so the players will learn about Forton without me just posting all the details here.


Yeoman wrote:I'll see. But after Invasion ends I'm starting the cosmic campaign, and will still be in Avengers and Truckin' Titans, so I may not have time.




kenseido wrote:Crinos Emerald City game may be over by the time the book comes out.







Skeleton Key
Some time ago a bunch of Sealed Evils in a Can started corresponding through their minions. They all decided they were tired of always waiting for "the stars to be right" or whatever to try and get out and decided to cheat by creating a key that would work in all their "locks": a skeleton key. To do this they had to make her mostly of random chaos. To ensure she'd be a loyal tool they had her raised by whatever Evils weren't sealed so they'd instill their values in her.
She only turned because she fell in with the wrong crowd.
Specifically a god from the Hazardverse (i.e. where Chris is from) who's area of coverage was the necessity of change in balance. He pointed out that if she was an avatar of freedom then she should get to live her own life free from anyone trying to tell her what to do.
Skeleton Key took the advice and skipped town on her guardians with the help of a conveniently found collar that turned out to be a dimensional transporter.
Insert a whole bunch of years of multiversal and time-travel hijinks that make her hunted by both people who hate her and people who love her.
Then one day the collar malfunctioned. See, Skeleton Key has almost no idea how to make it go where she wants, other than one button, the "Go Home" button, that always sends her back to the Hazardverse. The Hazardverse is not terribly well-known, so it's a good place to hide. Without that safe-haven she'd have to stay constantly on the run. Instead she's opted to come to Earth-409 and spin a cover-story that will get her protection long enough to figure out how to fix the "Go Home" button.
Complications:
Motivation -- Freedom: Mostly for herself: Skeleton Key just wants to do whatever she wants. But she's a nice person so she helps out oppressed people whenever she runs across them (not to mention it's fun foiling dictators).
Hunted -- The Foiled: Whenever one helps the oppressed (whether it be downtrodden peasants or star-crossed lovers) you invariably incur the wrath of people who wanted things to go another way.
Hunted -- For Love: Of course if you're a dashing adventurer you woo people (by intent or accident), there are always those who won't forgive you for it, whether it be because they didn't approve or because they wouldn't take "You're a psycho-b!tch with a living doll fetish" for an answer.
Hunted -- Nagged by Evil: The beings who raised SK aren't pleased that she's not focusing on her studies to unleash unspeakable evil across multiple dimensions. Surprisingly they do this by acting like a stereotypical disapproving family rather than, you know, being evil.
(For her part SK has a warpedly-tolerant view of her family's behavior. This is mostly because while they are evil they are Faux Affably Evil, leaning toward the Affably part, and the fact that they were a functional, if sit-com-ish, family.)
Powers: SK has the ability to open almost anything that can be considered "locked". This not only includes actual locks but any time entry is allowed but impeded. This not only includes locations but also metaphoric concepts such as "locked" hearts. Places where beings aren't intended to get into or out of no matter what don't count.



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