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The Dissappeared: World and Characters

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The Dissappeared: World and Characters

Postby heretic454 » Fri May 06, 2011 7:31 pm

The Concept:
The Disappeared



Eight young men and women (with of course others) are on a transatlantic flight that disappears over the Bermuda Triangle. For a month afterwards the world looks on in horror and concern as a search goes on for the bodies and wreckage of the plane, but nothing is found, and no answers are gleaned.

Then a month later, the plane requests a landing at JFK International Airport, requesting an emergency landing due to engine trouble and other concerns.

For the people on the flight it’s as if very little time has passed, save for some very different and very strange memories. The plane shows no evidence of foul play and there’s no evidence whatsoever that any time has passed for those on the plane. But as time begins to pass some people on board the plane - those with some of the most vivid memories, begin to develop powers.

_________________________________________
Main Cast:
To Be Added as they post
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Re: The Dissappeared: World and Characters

Postby ClassDunce » Fri May 06, 2011 7:35 pm

Image
Natalie Cameron (Old) - PL 3

Strength 0, Stamina 0, Agility 0, Dexterity -1, Fighting 0, Intellect 1, Awareness 2, Presence 1

Advantages
Languages 1

Skills
Deception 4 (+5), Expertise (AGL) (Dance) 4 (+4), Expertise (History) 3 (+4), Insight 6 (+8), Persuasion 5 (+6)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, -1 (DC 15)
Unarmed, +0 (DC 15)

Languages
English, French

Defense
Dodge 0, Parry 0, Fortitude 1, Toughness 0, Will 5

Power Points
Abilities 6 + Powers 0 + Advantages 1 + Skills 11 (22 ranks) + Defenses 4 = 22

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


Image
Natalie Cameron - PL 11

Strength 8, Stamina 8, Agility 7, Dexterity 2, Fighting 14, Intellect 1, Awareness 3, Presence 4

Advantages
Attractive, Defensive Attack, Evasion, Fascinate (Expertise), Improved Grab, Improved Hold, Improved Initiative, Languages 1, Power Attack, Prone Fighting, Takedown

Skills
Acrobatics 11 (+18), Deception 6 (+10), Expertise (AGL) (Dance) 5 (+12), Expertise (History) 3 (+4), Insight 5 (+8), Intimidation 4 (+8), Perception 9 (+12), Persuasion 5 (+9), Stealth 6 (+13)

Powers
Communicate with Spiders
. . Communication: Mental Communication 1 (Limited (Spiders))
. . Talk to Spiders: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type (Spiders))
Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Movement: Movement 2 (Wall-crawling 2 (full speed))
Older Natalie: Morph 1 (+20 Deception checks to disguise; Single form)
Paralyzing Bite: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Cumulative; Grab-based)
. . Pheromones: Cumulative Burst Area Affliction 10 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Fortitude, DC 20; Cumulative, Burst Area (30 feet radius sphere), Insidious, Subtle 2 (undetectable), Sustained; Limited Degree, Sense-dependent (Smell), Limited (To Fear in Women and Lust in Men))
Spider Arms: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab; Sustained)

Offense
Initiative +11
Grab, +14 (DC Spec 18)
Paralyzing Bite: Cumulative Affliction 8, +14 (DC Fort 18)
Pheromones: Cumulative Burst Area Affliction 10 (DC Fort 20)
Throw, +2 (DC 23)
Unarmed, +14 (DC 23)

Languages
English, French

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 8, Will 12

Power Points
Abilities 94 + Powers 31 + Advantages 10 + Skills 27 (54 ranks) + Defenses 18 = 180


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


Natalie Cameron was born in Paris France in 1939. She met and married Jeffery Cameron in 1965, he was an American Soldier stationed in France and she was a classically trained dancer who danced professionally. They bonded together almost instantly, and a week after meeting each other they knew that this was the person that they wanted to spend the rest of their lives together. They were married 6 months after meeting and she moved with him to New York where they started a family.

Natalie and Jeffery had 3 children, Thomas, Vivian, and Roger who have given them 7 grandchildren. While raising her children Natalie worked as a Dance instructor, opening her own school, while her husband worked as a lawyer. Jeffery died of a Heart attack in 1992, only a few years after they both retired. After his death Natalie became more or less homebound, the apartment was bought and paid for and she didn’t have to worry about any bills so she stayed in and mourned the loss of her husband. Her children were terrified for her, fearing that she would die from a broken heart.

Her youngest son Roger started taking her on trips, mostly just to get her out of the house. They went on cruises together, to South America, Alaska, the Greek Isles. Sometimes Roger would bring his partner with them but most of the time it was just him and Natalie. The important thing was that Natalie was beginning to connect with the world again. She was feeling comfortable enough to start going out on her own again. She explored the city, she was still in relatively good shape for an older woman and she got around pretty well.

Recently Natalie has been suppressing an urge to return to France, she wanted to visit her childhood home and walk the streets that she had walked as a young woman. She never made it though. The plane crashed before she could.

Complications:

A Black Widow: Natalie’s transformation is very confusing to her, she has all of her memories and her same moral code but her mind is changing. She’s beginning to see things very differently, more animal like. She’s a predator and she’s developing the instincts of a predator. There will be times when those instincts completely replace the woman she was before.

A Loving Family: Natalie is a mother of three and Grandmother of seven and she loves and adores each and every one of them. She is especially close to her youngest son Roger who she talks to just about every day.
Last edited by ClassDunce on Sat May 07, 2011 9:01 am, edited 1 time in total.
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Re: The Dissappeared: World and Characters

Postby Rybaer » Fri May 06, 2011 8:35 pm

Image

Jimmer Trudy
PL 3
Age: 25, Appearance: 5' 9”, average build, dark brown hair, blue eyes
 
Strength 2, Stamina 2, Agility 1, Dexterity 1, Fighting 1, Intellect 2, Awareness 2, Presence 3
 
Powers
 
Advantages
Benefit (Alternate Identities...multiple, but legal paperwork has holes on deeper scrutiny), Connected, Ultimate Effort (Deception skill)
 
Skills
Athletics 2 (+4), Deception 8 (+11), Expertise (scam artist) 8 (+10), Insight 4 (+6), Perception 4 (+6), Persuasion 8 (+11), Technology 2 (+4)
 
Offense
Initiative +1
Unarmed +1, Tough DC17
 
Defense
Dodge 2, Parry 3
Toughness 2, Fortitude 2, Will 2
 
Power Points
Abilities 28 + Powers 0 + Advantages 3 + Skills 18 + Defenses 3 = Total 52pts
 
Complications
Secret: Criminal history from various cons and scams
 
Background
Jimmer and Jacob Trudy, identical twins, were born in upstate New York in the mid-80's. They enjoyed a middle-class upbringing, both doing well in sports and academics, as well as charming the girls. Jacob, the older by a scant five minutes, always seemed to be just a half a step ahead of Jimmer, but it wasn't enough to affect either of their lives until it came time to select a college.

College planning came at a time when their grandmother in Albany, a good 90 miles away, was starting to have health issues. Jacob was accepting an offer to go to Stanford, while Jimmer felt pressure from the family to consider going to SUNY in Albany where he could live with his grandmother “rent free!” and help take care of her while attending school. Everyone insisted that he didn't have to take that route, but he knew they expected him to so as not to impose upon their own careers or Jacob's good fortune of being accepted to a top notch school.

Albany, and living with grandma, wasn't all bad, but Jimmer resented most of the rest of his family for guilting him into it. While there, he befriended a fellow student Vince who was in a situation not too dissimilar to his own – living with an aging grandmother, but in his case one who'd also raised him. Vince was not above “gaming the system” or “sticking it to the Man” whenever opportunity presented, and he showed Jimmer how to exploit several federal and state assistance programs that his grandmother was involved with so as to get extra money sent their way. Jimmer initially felt guilty about such deception, but Vince eventually rubbed off on him and he found it as an outlet through which to vent some of his frustration at the hand he was dealt in life.

Scamming the system with Vince soon evolved into perpetrating cons on individuals as well. They usually preyed upon the wealthy, or at the very least those who were unlikely to go after them for fear of embarrassment at having been scammed. They collected up front payments for repairing roofs after storms and took money for sure-fire investment opportunities that didn't exist. The scams were generally small enough to stay under the authorities' radar, but more than sufficient to keep them living well.

While Jimmer's life was mired deeper in scams, his brother Jacob graduated with a business degree, married his college sweetheart Rebecca, took an assignment with a banking firm in (Paris?) and fathered a son, Wes. Though identical twins, their lives had taken dramatically different paths, and Jimmer quietly resented Jacob all the more for it.

Vince started a con that would be their biggest score yet, though it involved some local dope smugglers. Jimmer got cold feet over that job and bowed out. Three days later, Vince was found dead of a gunshot wound. Jimmer was relieved at being alive, but felt a mix of guilt over having let his friend down and now endangering his own grandmother by letting his criminal escapades get increasingly close to home. Knowing the investigation into Vince's death would likely reveal some of their shared cons, Jimmer put responsibility for grandma back on his parents and went underground with one of many fake identities.

He spent the next couple years doing the only thing he knew well – running small cons and staying on the move through the greater New York City area. His only contact with his family was with his younger sister, and only to see how things were going back home and to let them know he was “okay.” The family had a pretty good idea of the trouble he was in and they were none too happy about it.

His world was turned upside down when his sister got word to him that Jacob had been stricken with a fast-moving Leukemia and was in desperate need for a bone marrow transplant. Their father, the only suitable match in the family, was discovered to have a medical complication that excluded him from consideration. They needed Jimmer to go to Europe and quickly.

Jimmer found himself greatly conflicted. He still resented his brother and family, but admitted that much of those feelings were his own fault. Helping his brother was the right thing to do and it might even patch things up with the rest of the family, in spite of his extensive criminal background. The catch, however, was that same criminal record and trying to get a passport. He finally managed to get one under an assumed name and booked the flight. He told his sister to pass it along that he'd be in Paris in two days.

He didn't tell them what flight he was taking. They don't know he was using an assumed name. And he didn't make it in time...or at all.

Plot hooks -
Jimmer will feel an immense amount of guilt over his brother's death. He'll feel especially obligated to the widow Rebecca (who he only met at the wedding) and baby nephew Wes (whom he had never met). His father also has medical problems of his own, but may be unwilling to let Jimmer perform his “voodoo” on him.

He has plenty of past baggage that could catch up to him at some point, landing him in legal trouble.

Jimmer knows how to make money scamming people, but he can also see the route to making a fortune off his powers. His conscience is catching up to him, though, and he may be ready to put something above money.

If and when his healing powers become known, especially if he brings someone back to life, the religious groups of the world will make him out to be everything from the second coming of Christ to the devil himself. Again, how would he react to the attention and adoration?



Jimmer Trudy
PL 11
Age: 25, Appearance: 5' 10”, athletic build, dark brown hair, blue eyes
 
Strength 2/4, Stamina 2/8, Agility 1/3, Dexterity 1, Fighting 1/5, Intellect 2, Awareness 2, Presence 3/5
 
Powers
 
Brimming With Life:
Enhanced Abilities (Str +2, Sta +6, Agil +2, Fight +4, Presence +2) (32pts)
Immunity (aging, disease, poison) (3pts)
Regeneration 10 (extra: Persistent) (20pts)
 
Touch of Life:
Healing Hands (Healing 11, Persistent, Restorative) (34pts)
+Alt. Aura of Health (Healing 6, Area: Burst, Selective, Affects User) (1pt)
+Alt. Resurrection (Healing 5, Resurrection) (1pt)
+Alt. Disrupt Biological Processes (Affliction 11 – Fort save, fatigued, exhausted, incapacitated – Cumulative, Reversible) (1pt)
+Alt. Disrupt Brain Chemistry (Affliction 11 – Will save, dazed, disabled, unaware – Cumulative, Reversible) (1pt)
+Alt. Finger of Death (Damage 11, Alt Save Fort, Penetrating 11, Reversible) (1pt)
 
Life Sense:
Senses (Detect Life [ranged, mental] – Accurate, Acute, Extended 1, Penetrates Concealment, Radius) (11pts)
Reading Biological Response (Deception +4, Insight +8, Persuasion +4) (8pts)
 
Advantages
Accurate Attack, Assessment, Benefit (Alternate Identities...multiple, but legal paperwork has holes on deeper scrutiny), Connected, Diehard, Great Endurance, Power Attack, Ultimate Effort (Deception skill)
 
Skills
Athletics 2 (+6), Close Combat (Touch of Life) 6 (+11), Deception 8 (+17), Expertise (scam artist) 8 (+10), Insight 4 (+14), Perception 6 (+8), Persuasion 8 (+17), Technology 2 (+4)
 
Offense
Initiative +3
Unarmed +6, Tough DC19
Disrupt Biological Process +11, Fort DC21
Disrupt Brain Chemistry +11, Will DC21
Finger of Death +11, Fort DC26
 
Defense
Dodge 8, Parry 11
Toughness 8, Fortitude 11, Will 8
 
Power Points
Abilities 28 + Powers 113 + Advantages 8 + Skills 22 + Defenses 19 = Total 190pts
 
Complications
Secret: Criminal history from various cons and scams
Responsibility: To sister-in-law Rebecca and nephew Wes, stemming from guilt over Jacob's death.
More likely, pending on how things go on acquisition of his powers.
 
Background
See above.
 
Design notes:
Jimmer has a powerful ability to affect biological processes, primarily through touch. He can heal nearly any injury, disease, or condition, and can even bring someone back from the dead (not easily and not very long dead). His own body is brimming with life – strong, healthy, and constantly healing. With some effort, he can even heal people in a small area around himself...though this works best on light injury rather than major trauma or disease.

On the flip side, Jimmer can equally disrupt biological processes. With a touch, he can inflict massive damage to tissue and organs, trigger cascading systemic failures, or muck up someone's brain chemistry.

He's slightly under-capped on defenses, relying on his regeneration and healing abilities to keep going.
 
Active Characters:
Rosalyn "Thermal" Trudy - 52 Pick-up
Leela "Brick House" Hernandez - Heroic Age
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Re: The Dissappeared: World and Characters

Postby Apollo987 » Fri May 06, 2011 9:33 pm

Joseph Bishop
Image
PL 3
Abilities 22
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 1, Awareness 3, Presence 5

Skills 18
Athletics 1(+2), Decpetion 8(+13), Expertise: Salesmanship 8(+9), Insight 4(+7), Intimidation 4(+9), Perception 2(+5), Persuasion 8(+13), Technology 1(+2)

Advantages 10
Attractive, Connected, Equipment 1, Improved Initiative, Languages 3, Skill Mastery[Deception, Persuasion], Well Informed

Offense
Initiative +4
Unarmed +0, Close, Damage 1

Languages: English, Chinese(Mandarin), Spanish, French, German

Defense 0
Dodge 0, Parry 0
Toughness 1, Fortitude 1, Will 3

Abilities 22 + Skills 18 + Advantages 10 + Powers 0 + Defenses 0 = 50


PL 11
Abilities 22
Strength 1/13, Stamina 1, Agility 0, Dexterity 0, Fighting 0/5, Intellect 1/11, Awareness 3/11, Presence 5

Skills 18
Athletics 1(+14), Decpetion 8(+13), Expertise: Salesmanship 8(+19), Insight 4(+15), Intimidation 4(+9), Perception 2(+13), Persuasion 8(+13), Technology 1(+12)

Advantages 10
Attractive, Connected, Equipment 1, Improved Initiative, Languages 3, Skill Mastery[Deception, Persuasion], Well Informed

Powers 140
Machine Body 79
...Enhanced Strength 12
...Protection 15
...Enhanced Fighting 5
...Immunity (Fortitude Effects)

Computer Assisted Brain 38
...Enhanced Intellect 10
...Enhanced Awareness 8
...Mental Quickness 2
...Enhanced Advantage: Jack of All Trades

Technopathy 23
Machine Speech Radio Communication 4[Rapid 2], Comprehend 2 (Machines)
...Machine Override: Perception Ranged Affliction 11(vs Will: Entranced, Compelled, Controlled), Limited to machines

Offense
Initiative +4
Unarmed +5, Close, Damage 13

Languages: English, Chinese(Mandarin), French, Spanish, German

Defense 0
Dodge 0, Parry 5
Toughness 16, Fortitude N/A, Will 11

Abilities 22 + Skills 18 + Advantages 10 + Powers 140 + Defenses 0 = 190


Complications
Family Man Joseph has a wife (Carla) and 3 kids (James - 14; Emily - 12; Ryan - 9), all of whom were on Flight 454
Robot Man Though he doesn't know it yet, Joseph is now more man than machine. He is now a layer of skin and flesh over a robot body, and who knows how long that flesh is going to last.
Machine Mind The mental enhancements of having part of his brain transformed into a super computer are very helpful, but scary. If a man is thinking better then his is thinking different, and if he's thinking different is he really still the same man?
Cheating Heart Carla's fears that her husband was straying on his long trips overseas were not entirely unfounded. When he hit 40 Joe went into a bit of a spiral and the temptation of his trips became to much for him. Wracked by guilt he stopped all that a few months ago, right around the time he planned the family trip. He was hoping the trip could get him back on track with his family life, instead its now taken a sharp turn into wierd.


Joseph Bishop boarded Flight 454 a happy man. He was regarded throughout the technology world as one of the best salesman around and his services were highly sought after. He wasn't the most technically gifted man in the world, but he did have a unique gift for learning just enough about whatever he was selling to be able to sell the crap out of it without over promising its capabilities, which made him popular with the engineers at the companies he worked for as well as the business people. As his star rose he was hired away by a new company every few years, which was his preference as it kept his work fresh in addition to keeping his pay high. Over the years he has worked on 5 continents, met lots of interesting people, and risen to be the acknowledged leader in his field.

All this didn't go over as well with his wife though. Its not that Carla didn't know what she was getting into marrying a salesman, but when they first wed Joe had been a regional salesman who did most of his work in New York and only traveled a few weeks a month, and was home on weekends even then. Being married to a traveling stud who went on transatlantic business trips for 6 weeks at a time leaving her home alone with the kids wasn't what she had signed up for. Not to mention the fact that having your extremely charming and sucessful husband out on the town wining and dining European clients wasn't helping her trust issues. Sensing that if he didn't do something to help his marriage he might end up divorced he offered to take his wife and kids with him on the next trip. A few weeks in Paris wasn't something that his wife was going to say no to, and the kids were old enough to be able to appreciate it as well. Things would have been looking up all round if the plane would have just landed on time.
Last edited by Apollo987 on Thu Jun 09, 2011 3:10 pm, edited 4 times in total.
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Re: The Dissappeared: World and Characters

Postby whiteprofit » Fri May 06, 2011 9:50 pm

Image

Macer Joblonski - PL 4 - Pilot of the transatlantic flight 454.

Born to a small town family in the Mid West, Macer grew up with old fashioned values. Learning to fly small planes first, the challenge and career of being a commercial pilot excited Joblonski. He soon fell in love with traveling and being in the air, and went to school to be a commercial airline pilot.

After flying across America for a few years and then around the world, the young, 26 year old pilot moved to New York to better his career. The strangest thing to happen to Macer, prior to Flight 454, was a root canal that got infected and kept him from flying for a couple weeks.

Joblonski is the first voice heard in the control tower of JFK one year after the plane's disappearance. He landed the plane in JFK safely but confused. Joblonski doesn't recall anything but a normal flight from take off to landing and thought the date change was a typo or practical joke. So far, he hasn't seen any changes and hopes to be cleared to fly again soon. When asked, he doesn't recall landing in Europe, but swears he must have if he was now landing in JFK...

After the flight, the toughest thing Garret has dealt with is receiving an acceptance letter to his resignation letter, he never filed. Garret is pressing the issue and wants to fly again, but is finding it hard to find a job in aviation as 'the Flight 454 Pilot.'

Powers.
Macer Joblonski was designed as a helper to the 454 community. His body is 'tuned in' to danger or important situations involving the passengers of the disappearing flight. He is pulled to their aid uncontrollably, though as time goes on he will get better at fending it off or knowing when it's about to happen.

Originally rejecting or suffering extra effects from his new powers, Macer will suffer the shaky effects of vibration manipulation. Able to counter sound waves or weaken structures or even scramble human insides, Macer's new powers will be detrimental to many in the beginning. With focus, he'll be able to project his vibration control outward into a blast and possibly even hover or fly. Working at a high enough frequency, he'll even be able to manipulate or amplify sound waves.
Macer - PL 4 Pilot
Abilities
Strength 1, Stamina 1, Agility 0, Dexterity 3, Fighting 1, Intellect 1, Awareness 3, Presence 0

Advantages
Connected, Defensive Roll 2, Equipment 1, Improvised Tools, Second Chance: Skill Check: Piloting, Teamwork

Skills
Athletics 4 (+5), Close Combat: Defensive Training 4 (+5), Expertise: Piloting 6 (+7), Insight 4 (+7), Perception 7 (+10), Persuasion 4 (+4), Technology 4 (+5), Treatment 2 (+3), Vehicles 7 (+10)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +0
Grab, +5 (DC Spec 11)
Throw, +3 (DC 16)
Unarmed, +5 (DC 16)

Complications
Infamous: Known now as the 'Flight 454 Pilot', Macer finds it difficult to find work, but does gain an over abundance of attention from the media.
Responsibility: Pilot: As a pilot, Macer has a responsibility and dedication to aviation and the safety of his passengers.
Undiscovered Power: Since the return of Flight 454 to the airport, there is a chance that Macer will discover his powers, uncontrollably, at any time.
Mid Western Morals: Raised to do what is right, macer is helpful and friendly. He will do what is right and help someone in need.

Languages
English

Defense
Dodge 4, Parry 5, Fortitude 4, Toughness 3/1, Will 4

Power Points
Abilities 20 + Powers 0 + Advantages 7 + Skills 21 (42 ranks) + Defenses 12 = 60

PL 11 Sheet still in progress
Guild of the Bat - Lucius Fox
Family of Supers -Kit Andersen/ GravityBoy!
A Grimm's Curse - GM
Pokemon Academy - Henry Soil
WCs: Rogue Suits - Phosphorescence
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Re: The Dissappeared: World and Characters

Postby Task » Sat May 07, 2011 12:50 am

Image
NAME: Elise Davenport OCCUPATION: Full-Time Student AGE: 20 HEIGHT: 5ft. 3in. WEIGHT: 110lbs. EYES: Brown HAIR: Black

Elise was born in New York City to a Japanese mother and a Dutch father. Her early life saw little deviation from the typical growing up in America. She played in parks, went to the movies, went shopping and rebelled against her parents time and again. Elise was, in every way, an American girl, save for one; Elise's mother instilled a strong sense of self-discipline and responsibility into her. From an early age Elise has been on every honor role and has mastered a number of the classical skills, including playing the piano and martial arts.

Elise is currently in her third year at NYU's journalism department. During a break in her classes, she decided to get started on her thesis early, and chose the Central African political climate as a subject to report on. It took her a full year to save up the money to go, and she knows it'll be worth it.

Complications
Doing Good: Elise's parents have always taught her that you'll get what you want if you'll just help enough other people get what they want.
Obsession: Elise is a perfectionist; a single B on her transcripts will cause her to have a mental breakdown.
Responsibility: Classes at NYU keep Elise mighty busy when she's not on break.

PL: 4

Abilities
Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 3, Presence 2

Advantages
Attractive, Grabbing Finesse, Improved Initiative, Takedown

Skills
Acrobatics 2 (+5), Athletics 4 (+5), Close Combat: Unarmed 4 (+7), Deception 2 (+4/+6), Expertise: Academia 6 (+9), Expertise: Piano 2 (+5), Insight 3 (+6), Investigation 2 (+5), Perception 3 (+6), Persuasion 2 (+4/+6)

Offense
Initiative +7
Unarmed +7, Close, Damage 1

Defense
Dodge 6, Parry 6
Toughness 2, Fortitude 2, Will 3

Abilities 40 + Advantages 4 + Skills 15 + Defenses 6 = 65


PL: 11

Abilities
Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 3, Presence 2

Powers
Bullet Time: Deflect 11 • 11 points
Temporal Freeze: Burst Area Affliction 11 (Resisted by Will; Dazed, Hindered and Vulnerable; Stunned, Immobile and Defenseless), Concentration, Extra Condition 2, Limited Degree, Reversible, Selective • 56 points
Time Control: Enhanced Advantages 28 (Close Attack 7, Defensive Roll 7, Evasion 2, Improved Initiative 7, Improved Trip, Interpose, Move-by Action, Redirect, Seize Initiative); Enhanced Defenses 7 (Dodge and Parry), Quickness 7, Speed 7 (250 mph) • 56 points

Advantages
Attractive, Close Attack 7, Defensive Roll 7, Evasion 2, Grabbing Finesse, Improved Initiative 8, Improved Trip, Interpose, Move-by Action, Redirect, Seize Initiative, Takedown

Skills
Acrobatics 2 (+5), Athletics 4 (+5), Close Combat: Unarmed 4 (+7), Deception 2 (+4/+6), Expertise: Academia 6 (+9), Expertise: Piano 2 (+5), Insight 2 (+5), Investigation 4 (+7), Perception 2 (+5), Persuasion 2 (+4/+6)

Offense
Initiative +39
Unarmed +14, Close, Damage 1

Defense
Dodge 13, Parry 13
Toughness 9/2*, Fortitude 2, Will 3
*Without Defensive Roll bonus.

Abilities 40 + Powers 123 + Advantages 4 + Skills 15 + Defenses 6 = 188
Star Wars 3e (Full Conversion)
Characters I Play:
Dark Babylon - Blackhawk
Return to Caldera - Alaina Devereux
Valor City - Intrepid
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Re: The Dissappeared: World and Characters

Postby CelticREI » Sat May 07, 2011 4:31 am

Jenni "Asia" Star - PL 3

Strength 1, Stamina 0, Agility 1, Dexterity 1, Fighting 0, Intellect 2, Awareness 2, Presence 3

Advantages
Attractive, Close Attack, Defensive Roll, Equipment 2

Skills
Acrobatics 4 (+5), Athletics 3 (+4), Deception 5 (+8), Insight 4 (+6), Perception 6 (+8), Persuasion 5 (+8), Sleight of Hand 1 (+2), Stealth 1 (+2), Technology 1 (+3), Vehicles 1 (+2)

Equipment
Motorcycle

Offense
Initiative +1
Grab, +1 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +1 (DC 16)

Complications
(See PL11 build for full Complications)

Languages
English

Defense
Dodge 3, Parry 2, Fortitude 0, Toughness 1/0, Will 2

Power Points
Abilities 20 + Powers 0 + Advantages 5 + Skills 16 (31 ranks) + Defenses 4 = 45

Background:
(See PL11 build for full background)

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Jenni "Asia" Star - PL 11

Strength 3, Stamina 5, Agility 5, Dexterity 5, Fighting 5/1, Intellect 4, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Attractive, Close Attack 7, Defensive Attack, Defensive Roll 3, Eidetic Memory, Equipment 9, Improvised Weapon 5, Power Attack, Precise Attack (All) 4, Quick Draw, Ranged Attack 7, Skill Mastery: Perception, Throwing Mastery 5

Advantages without Powers
Attractive, Close Attack 2, Defensive Roll 1, Equipment 9, Ranged Attack 2

Skills
Acrobatics 5 (+10), Athletics 5 (+8), Deception 9 (+13), Insight 10 (+14), Perception 10 (+14), Persuasion 8 (+12), Sleight of Hand 8 (+13), Stealth 9 (+14), Technology 1 (+5), Vehicles 1 (+6)

Powers
Great Leap: Leaping 3 (Leap 60 feet at 16 miles/hour; Innate)

Intuitive Fighting Knowledge: Enhanced Trait 47 (Traits: Fighting +4 (+5), Dodge +5 (+14), Parry +5 (+14), Close Attack 7 +5 (+7), Ranged Attack 7 +5 (+7), Defensive Roll 3 +2 (+3), Advantages: Accurate Attack, Defensive Attack, Improvised Weapon 5, Power Attack, Precise Attack (All) 4, Throwing Mastery 5)

Intuitive Knowledge: Senses 4 (Acute: Touch, Analytical: Hearing, Analytical: Sight, Analytical: Touch, Advantages: Assessment, Eidetic Memory, Skill Mastery: Perception)


Equipment
Flash Goggles
Grapple-Line [Grapple-Line, Line-Speed]
Motorcycle
Weapon Array (Custom Dual Pistols, Dual Swords, Home-made Explosives)

Grapple-Line
Grapple-Line: Movement 3 (Safe Fall, Swinging, Wall-crawling 1: -1 speed rank)
Line-Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Limited: to while Swinging)

Weapon Array
Custom Dual Pistols: Damage 4 (DC 19; Accurate 2: +4, Increased Range: ranged, Multiattack, Split: 2 targets, Subtle: subtle)
Dual Swords: Strength-based Damage 4 (DC 22; Accurate: +2, Split: 2 targets, Multiattack [3 extra ranks], Penetrating 7)
Home-made Explosives: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Increased Range: ranged, Penetrating 6, Triggered: 2 uses - Immediate, 6 Seconds (1 Turn); Diminished Range)

Offense
Initiative +5
Custom Dual Pistols: Damage 4, +16 (DC 19)
Dual Swords: Strength-based Damage 4, +14 (DC 22)
Grab, +12 (DC Spec 13)
Home-made Explosives: Burst Area Damage 6 (DC 21)
Throw, +12 (DC 23)
Unarmed, +12 (DC 18)

Complications
Addiction: Jenni is addicted to cigarettes, drinking and some pain and 'depressant' drugs as they make her 'inner voices' (the info she gains from Analytical) easier to deal with.
Enemy: The Genovese family, for doing their Micky an injustice and they think they've put 2 and 2 together and found she is the one who killed him.
Motivation: Greed: After losing her job as a Stripper... a gal has to do what she has to do... the times that she stops a crime it is normally so that she herself can get the spoils.
Reputation: 'The Stripper of 454' and 'The Stripper who broke Micky Genovese'
Sensory Overload: With her special senses, Jenni sometimes gets overloaded with information, causing her to be Impaired for a round or if the overload is huge, Disabled.

Languages
English

Defense
Dodge 14/9, Parry 14/9, Fortitude 11, Toughness 8/5, Will 11

Power Points
Abilities 62 + Powers 58 + Advantages 16 + Skills 33 (66 ranks) + Defenses 21 = 190

Background:
Jenni has not had an easy life. Born in Melbourne Australia to American (New Yorker) parents while they were on vacation, she would later be told that she 'ruined' their only vacation the family had been able to afford by being born a week and a half early, (never mind the fact that flying while that far along is dangerous to the child, likewise coming back with that young of a newborn, Jenni's dad wouldn't stand for that kind of talk). Sad to say that was the least of her troubles growing up... with a mother who didn't care to a father who cared too much, it was near statistical certainty that Jenni would grow up to be a 'troubled' woman.
It was be sheer fate that during one of Jenni's nightly beatings (this time about she didn't clean out the garage after her mom had asked her dad to do so) her father, in mid-swing, fell to the floor from a heart attack. All the rage and stress he had in his life had created a perfect situation for his heart to give out, all it took was one last burst of rage...
Things were awkward to say the least after the funeral, Jenni and her mother not really having spoken to one another since... well, ever... and it was only a day after the man came to their home stating the father had a large life insurance which now was being signed in the mother's name that Jenni woke to found herself in an empty, and cleared of her parents possessions, home.

Jenni did the best she could, it turns out that the house had nearly paid it's mortgage off and after she got some money from the kids at school she put up a few ads in a paper looking for a room mate or two, they paid the rest of the mortgage while they lived there and she was now a 16 year old that owned her own house!
That is, until social services found out she was a minor living without a parent or guardian... they took her in and put her through the system to be adopted, who she ran away from a short week after moving into the adoptive parents home. After that Jenni lived on the streets, scrapping by for food and shelter until a man offered her a deal, she would get some money from him as long as she did a few... favors. Jenni took to her new life fairly easily and shortly after she turned 19 was approached by a man whom owned a strip club, The Pussycat Lounge off Greenwich and Rector and it was there that she really shined. A bit forward and awkward at first (she wasn't used to -just- teasing guys) she got into the groove of things quick enough, becoming one of their best girls as she built her body from skin and bones to enough strength to hold herself horizontal on the bar for several minutes.

It was a little over 5 years after that when Jenni decided it was time for her to take a vacation. Picking Europe as her destination she booked a flight to Paris to start the month long trip off. Unfortunately like the other passengers of Flight 454 she never made it to Paris.
After coming back she went back to Lou and the Pussycat Lounge, bringing with her a ton of traffic as guys wanted to see 'the stripper from 454' which was a blessing and a curse, she was making -bank- each night but it's also this attention that brought Micky Genovese to looking at her. A minor member of the Genovese mob in New York and he didn't know that no means no... after backhanding her and pulling a gun while they were in the not-so-private private room (seriously, it's a booth near the back, not private at all) Jenni felt this swell of power rush over her and the next thing she knew Micky was laying on his back with 5 broken fingers, a broken wrist and a broken jaw.
Lou not wanting trouble from the Genovese family, asked Jenni to leave the club and look for work somewhere else. Not an easy thing with her 'fight' being spread like wildfire to all the other clubs... she might as well have had AIDS the way no club would touch her.

Image
Jenni when she plans to 'go out'

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Image
Random things she'll wear when she's being casual


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Last edited by CelticREI on Thu Jun 09, 2011 9:07 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games
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Re: The Dissappeared: World and Characters

Postby Libra » Sat May 07, 2011 7:57 am

Nice work, one and all - this looks like a fairly interesting line-up! :)
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Re: The Dissappeared: World and Characters

Postby Arthur Eld » Sun May 08, 2011 4:42 pm

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Jake Morowtiz, M.D.
PL 3 45


Abilities
Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 1, Awareness 0, Presence 1

Advantages: Attractive, Beginner's Luck, Benefit 2 (Independently Wealthy)

Skills: Athletics 2 (+3), Deception 3 (+4/+6), Expertise (doctor) 7 (+8), Expertise (science) 6 (+7), Persuasion 2 (+3/+5), Insight 3 (+3), Perception 2 (+2), Technology 1 (+2), Treatment 8 (+9), Vehicles 1 (+2)

Offense
Initiative +1
Unarmed +12 Damage 1

Defense
Dodge 2 (1), Parry 2
Toughness 2, Fortitude 4 (2), Will 2 (2)

Abilities 18+Advantages 5+Skills 18+Defense 5=45

Jacob Morowitz is a wealthy young doctor from an old-money New England family. He studied at the finest medical schools and worked in a prestigious practice before opening up his own practice in Westchester about two years ago. He's a man about town of sorts, 'entertaining' a number of young women, but rarely forming emotional attachments.

Nine months ago he was involved in a malpractice suit when a woman died in his care from unexpected complications due to her heart disease. Her widower accused Jake of having been drunk on the job. While Dr. Morowitz wasn't during that particular case, there had been other times when his receptionist had noticed him a little soused when he would do check-ups and the like. She was the only one who could tell because she's been with him for two years. She subtly hinted that she might leak this information to the lawyer of the man who was suing him, as well as the press. So he paid an out of court settlement to the husband of the dead woman, as well as giving his receptionist a raise.

Jake Morowitz, M.D.
PL 11 190


Abilities
Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 6, Presence 3

Powers:
Psi-Active Radius Ranged Acute Mental Awareness 4
Telekinetic Aura Sustained Protection 12, Enhanced Active Defenses 4 20
TK Levitation Flight 4 (Subtle) 9

Mind Scramble Perception Cumulative Affliction 11 (Dazed/Stunned/Incapacitated, Resisted by Will, Subtle) 45
Telekinetic Assault Perception Damage 11 (Subtle) 1
TK Field Burst Area Move Object 11 (Selective, Subtle) 1
Invisible Hands Move Object 16 (Subtle) 1
Telepathic Probe Mind Reading 11 (Cumulative, Subtle) 1

Telepathic Speech Mental Communication 3 (Area, selective), Linked Comprehend 2 (is understood by anyone) 22
Low-level mind reading Enhanced Skill 4 (Insight), Comprehend 1 (Languages, Understand all) 6

Advantages: Attractive, Beginner's Luck, Benefit 2 (Independently Wealthy), Improved Initiative, Luck, Move-by action, Ultimate Will

Skills: Athletics 2 (+3), Deception 3 (+6/+8), Expertise (doctor) 7 (+9), Expertise (science) 6 (+8), Persuasion 2 (+5/+7), Insight 12/8 (+14/+18), Perception 2 (+8), Technology 1 (+3), Treatment 8 (+9), Vehicles 1 (+2)

Offense
Initiative +1
Unarmed +2 Damage 1

Defense
Dodge 8/4 (3), Parry 8/4 (2)
Toughness14/2, Fortitude 6 (4), Will 13/9 (9)

Abilities 36+Powers 110+Advantages 8+Skills 20+Defense 18=190

Complications
Power Loss Certain things (extreme emotional stress, intoxication, etc) can affect Jacob's powers, causing them to be impaired/disabled, or even shut off completely.
Arrogance Jacob's new powers and heightened mental state have grown at a speed matched only by his ego.
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Re: The Dissappeared: World and Characters

Postby Valiantheart » Mon May 09, 2011 12:23 pm

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Michael Crowley
PL 3
Age: 26, Appearance: 6' 1”, slender build, dark brown hair, hazel eyes

Strength 1, Stamina 2, Agility 1, Dexterity 2, Fighting 2, Intellect 3, Awareness 3, Presence 5

Advantages 11
Attractive, Benefit (Wealth, rank 4), Connected, Chokehold, Fascinate (Deception), Languagesx3 (French, Chinese, German, Russian)

Skills 18
Athletics 5 (6), Deception 8 (13), Expertise (Psychology) 4 (7), Insight 5 (8), Intimidation5 (10), Perception 2 (5), Persuasion 7 (12)

Offense
+2 Melee
+2 Range

Defense
+1 Dodge

Power Points
Abilities 38 + Powers 0 + Advantages 11 + Skills 18 = Total 67 pts

Complications
Secret: Criminal history from various cons and scams

Background:
Michael Crowley was born the second son of the George Crowley in the Upper East Side of Manhattan June 21, 1985. Michael’s youth was spent as one of privilege; vacations in the Hampton’s or England, maids, personal tutors, and private cooks. He rarely saw his financier father and Michael tended to gravitate naturally to the children of the employees who maintained their estates.

Michael learned two important facts in his youth: position had its privileges and people are often very easy to manipulate. Wary of his father’s wrath, Michael often convinced his ‘playmates’ to take the risks and perform the tasks he thought he might get in trouble for. Many an employee found themselves out of work after being manipulated into something unknowingly by Michael. Their accusations falling on deaf ears to a father he had wrapped around his finger years prior. As he aged Michael became a hedonist and sadist often finding his pleasures in his young maids who were too frightened to say anything.

At 18 Michael went to college at Columbia and majored in what seemed a natural fit for him: psychology. Understanding what made people tick was less about learning and more about exerting power over others. He excelled in his studies through both aptitude and manipulation making the Dean’s list every semester. In his senior year Michael was accused of beating a freshman girl. When the first accusation was made public several other women also came forward with similar accusations. The University politely asked Michael to leave while they looked into the matter.

His father promptly shipped Michael off to Europe and exerted his considerable influence to make sure the matter died down. Michael spent the next 4 years overseas traveling to various countries in Europe and Asia before his ‘tastes’ made it necessary for him to move on. At his father’s request he boarded a private flight back to the states.

Plot Hooks:

Michael is not a nice man – He is a manipulator and cruel. He doesn’t have true friends just people he sees as pieces to move about his chess board.

Dark Past – Michael was accused of hurting several people in the states and yet somehow that all went away letting him come home. He has done worse things during his travels and no telling when some of them may catch up with him.

Father knows best – Michael’s father is a very influential man but one wonders just how long he will be willing to keep cleaning up his son’s messes. He certainly doesn’t do it for free and expects things of his son.

Michael wasn’t always so bad – He was a good kid in his youth but it seems as he ages he becomes crueler and his tastes more monstrous. It may have something to do with the voices in his head he tells no one about.





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Aleister
PL 11

Age: 26, Appearance: 6' 4”, slender build, gaunt, pitch black hair in long tendrils, red eyes, fangs, claws

Strength 4, Stamina 2, Agility 4, Dexterity 2, Fighting 2, Intellect 3, Awareness 6, Presence 7

Advantages 9
Benefit (Wealth, rank 4), Connected, Chokehold, Fascinate (Deception), Ritualist, Taunt (Deception)

Skills 24
Athletics 5 (9), Close Combat: Claws 10, Deception 10 (17), Expertise (Psychology) 4 (7), Insight 5 (11), Intimidation 5 (12), Perception 2 (8), Persuasion 7 (14)

Offense
+12 Claws, Damage +6
+2 Range

Defense
Dodge 10, Parry 10, Will 9, Fortitude 6, Toughness 12

Powers: 68
Claws (Melee Damage) +2

Voice of the Old Ones
Base: Communication 3 [Long range Mental Communication; Flaw – Only works with those already under the effect of Gibbering Cacophony or The Primeval Word power]
AP: Comprehend 2 (Speak and Understand all languages)
AP: Gibbering Cacophony of Madness 1 [Affliction - Dazed, Compelled, Controlled (People become extremely violent to anyone other than the PC); Extra: Alternate Resistance - Will, Burst x2, Cumulative, Duration x3 (Continuous), Selective, Insidious 1 flat, Subtle 1 flat]
Cost: 11

Concealment 4[Visual; Flaw: Limited – Humans only, Passive]
Cost: 2

The Primeval Word
Power Word Destruction [Damage; Extra: Cone x2] 11
Power Word Kill [Weaken (constitution); Extra: Range (Perception); Flaw: Sense Dependent - Hearing] 11
Power Word Hold [Affliction -Dazed, Stunned, Paralyzed; Extra: Burst, Progressive] 11
Power Word Enslave [Affliction - Dazed, Compelled, Controlled; Extra: Alternate Resistance - Will, Range x2(Perception), Progressive, Duration x2 (Sustained), Contagious, Subtle - 1 Flat (No memory of being controlled), Insidious- 1 Flat; Flaw: Sense Dependent - Sound] 4
Word of Shadows [Teleport 5;Extra: Accurate; Flaw: Medium - Shadows]
Cost: 37

Immortality 2 (1 Week)
Cost: 4

Immunity (Aging, Disease, Poison, Starvation and Thirst, His own Powers)
Cost: 5

Regeneration 5 (1 every other round)
Cost: 5

Senses (Dark Vision)
Cost: 2

Abilities 60 + Powers 68 + Skills 24 + Advantages 9 + Saves 29 =Total 190

Complications
Power Loss when unable to speak *Caveat Aleister can use extra effort to draw his sigils. Anyone reading it would cause it to activate

Relationship - His father is a powerful man who has often gotten his son out of trouble.

Weakness - Holy Water

Secret - Michael is an unrepentant psychopath.
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