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Iron Age: Bad Medicine (game over)

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Iron Age: Bad Medicine (game over)

Postby Master » Sun Feb 19, 2012 10:25 am

This will be a preconstructed adventure from the Iron Age sourcebook which starts out with you guys searching for drugs. No, not like that. You're looking to take a super drug named META off the street. You all will be following leads to get you to one specific warehouse. Sorry to be a bit strict on the intro, but after that, you're free to handle the situation. Hopefully the characters will come together as a team

Specifics

The setting is Freedom City.

The year is 1985.

Superheroes are against the law. No, really. There's a law against being a costumed crimefighter. It's called the Moore Act. So you have to not draw attention to yourself.

Cops are corrupt. Will try to bring you down if you make yourself known. News is making you look bad. More than the law not being on your side, most of the people are not on your side. They see all you as overlord vigilantes. Whether that's true or not is up to you. (While everyone is going into hysterics about supers, you can have people that like you, contacts, family, what-have-you, if you wish.)

Rules so far

PL10, 150pp

Current Team

Kodiak - XLS

Inquisitor - Sakuro

Voth - Hound

Le Belle Dame sans Merci - Tinkerbell

Nightbird - Gilliam

Finished Reserves

Karma - zeone3000

The Sandman - Imbasel

The White Phantom - XeroKhan

AEGIS - Warmonger

Unfinished Reserves

Crimson Shield - Arknight

Nameless Guy - whiteprofit


AAANY questions?
Last edited by Master on Wed Mar 14, 2012 5:40 pm, edited 7 times in total.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby MrMellow » Sun Feb 19, 2012 10:41 am

Power level?

Thematic limitations? Moral limitations?

Is the city afraid of us? Have we seen its true face?
“That all men are equal is a proposition to which, at ordinary times, no sane human being has ever given his assent.”
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Master » Sun Feb 19, 2012 10:50 am

Power Level 10, 150 points.

Yes, the city does not like costumed vigilantes.

Moral and theme limitations are up to the character. This is the "dark age of comics" we're talking about here. There were upstanding heroes fighting against the corruption, but there were also less than upstanding people doing it too. Look at any comic published 1985-1993ish for inspiration.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby XLS » Sun Feb 19, 2012 11:14 am

Master wrote:Power Level 10, 150 points.

Yes, the city does not like costumed vigilantes.

Moral and theme limitations are up to the character. This is the "dark age of comics" we're talking about here. There were upstanding heroes fighting against the corruption, but there were also less than upstanding people doing it too. Look at any comic published 1985-1993ish for inspiration.
As someone who grew up (yes, this dates me) in comics' Iron Age, I am super interested.

So is this set squarely in Freedom City? In its Iron Age? VERY excited. I'll have a build up later today!
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: Iron Age: Bad Medicine (2e recruiting)

Postby Plan B » Sun Feb 19, 2012 3:33 pm

Any plan to start the group together?
    Insert witty comment here.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Master » Sun Feb 19, 2012 4:15 pm

The players happen to run in together at the same place and find that it would be fortuitous to stick in a group in this adventure. Whether you hang out with each other afterwards is up to you guys, but I hope we can continue afterwards. Maybe some of you are already together, but that's up to you guys.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Sakuro » Sun Feb 19, 2012 5:12 pm

I'm not big on clue hunts, but I do like the dark edge of the Iron Age. Right now I'm working on an anemsiac psionic (out of Instant Superheroes) with links to a mysterious government agency working with alien arms dealers and an unhinged terrorist.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Corebrute23 » Sun Feb 19, 2012 5:23 pm

Do you have any problem with mystical or occult themed characters? I have a supernatural monster hunter who is a monster himself. His organization was destroyed in the last crisis/secret invasion.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby XLS » Sun Feb 19, 2012 6:00 pm

OK, here's my submission:


KODIAK [PL 10 150 pp]
ABILITIES (22)
STR 12/20/26 (+1/+5/+8)*
DEX 10 (+0)
CON 12/31/34 (+1/+10/+12)*
INT 18 (+4)
WIS 16 (+3)
CHA 14 (+2)

*Includes bonuses for both Enhanced Abilities and Growth

SAVES (9)
Toughness: +12; Fortitude: +12; Reflex: +5; Will: +7

SKILLS (11; 44 ranks)
Climb 4 (+9)*; Gather information 6 (+8); Intimidate 8 (+10); Knowledge [chemistry] 6 (+10); Language [Spanish; Russian] 2; Notice 4 (+7); Stealth 8 (+8); Survival 4 (+7); Swim 2 (+7)*

*Includes Enhance Strength bonus

FEATS (21)
Attack focus (melee) 4; Benefit: Enigma [Iron Age]; Benefit: Security Clearance; Challenge: Improved Demoralize [Iron Age]; Damaging Escape [Iron Age]; Diehard; Endurance; Fearless; Improved grapple; Improved initiative 2; Jack-of-all-trades; Power Attack; Startle; Takedown attack; Track; Uncanny dodge [scent]; Well-informed

POWERS (59)
Enhanced Strength 8 (8 pp)
Enhanced Constitution 19 (19 pp)
Growth 3 (Extra: Continuous, Flaws: Permanent) (9 pp)
Immovable 1 (1 pp)
Immunity 4 (aging, cold, critical hits) (4 pp)
Regeneration 6 (recovery rate: bruised = std action; recovery rate: staggered 1 round) (6 pp)
Super Strength 3 (Heavy Load: 3.6 tons) (6 pp)
Strike 2 (Feats: Mighty) (3 pp)
Super-Senses 3 (Tracking [scent], Scent, Ultra-hearing) (3 pp)

COMBAT (28)
Attack +6 (ranged) / +10 (melee); Grapple +21; Damage +10 (strike); Defense +8; Initiative +8

Abilities 22 + Saves 9 + Skills 11 + Feats 21 + Powers 59 + Combat 28 + = 150

President Nixon had just established the Environmental Protection Agency when Kevin Fairbanks completed graduate school at the University of Alaksa Anchorage in 1971. As a chemist with a concern for the environment, working for the EPA was a logical choice. Soon, Kevin found himself driving all over the state searching oil fields, mines, and other such locations to ensure compliance with environmental regulations.

He ran into trouble when his investigations uncovered irregularities in the activities of a petroleum processing plant run by Delphic Industries. In particular, Kevin found that the plant wasn't properly disposing of its chemical by-products. Instead, it dumped its waste into the state's Resurrection Bay.

Before he could expose their illegal dumping scheme, agents for Delphic Industries abducted Kevin, beat him to within an inch of his life, and left him for dead at the bottom of a cave used for secretly storing chemicals and other toxins before dumping.

But Kevin did not die. Instead, a combination of the extreme cold coupled with the strange mix of chemicals kept Kevin alive in a form of hibernation. He stayed in that hibernation for days. Days turned into weeks, and weeks into months. After almost a year, Kevin awoke to find himself a very different man from the one left for dead twelve months before.

Instead of the unremarkable man of average height and build, Kevin was now taller and heavier-- bigger-- than he could have possibly imagined. Though weak and famished, he was many times stronger than he had ever been before. Moreover, he was hairy.

Kevin slowly made his way out of the cave and eventually made his way to the Delphic's Alaskan offices in Anchorage. With his newfound strength, he was able to overpower the security guards there and collect the evidence he needed to alert the authorities to the crimes the company was committing. However, he decided that one crime would remain unsolved: that of the mysterious disappearance of Kevin Fairbanks. Instead, he would take the name Kodiak, after Alaska's native bear to which he now bore a resemblance.

Over the next few years, Kodiak took to hitchhiking across the country, stopping to intervene against thugs and criminals along the way. His actions caught the attention of AEGIS, where he was recruited to engage in covert operations in various locales domestically and abroad.

Complications:
Justice: After his experience with Delphic Industries, Kodiak has a strong desire to punish wrong-doers-- even those whose power, wealth, and status place them above the reaches of the law. He will go to great lengths-- even breaking the law-- to bring them to justice.
Enemies: While Kodiak's efforts to expose Delphic Industries' illegal activities did result in fines and punishments, he also knows that was just one small subsidiary. He is sure that the company is completely corrupt. Moreover, agents for the company are likely aware of who he is and will seek to get revenge.
Reputation: Kodiak has had run-ins with various Freedom City heroes such as the members of the Freedom League (before it split up in 1981), the solo hero Archer, and the Eyes of Night. While they all ultimately seek to keep the city safe, Kodiak's over-the-top approach has sometimes earned him the ire of other heroes.

:arrow: This is an Iron-Age inspired build based on characters like Wolverine and Sabertooth from Marvel Comics. He has claws and some regeneration, but no ranged powers, and no forms of enhanced locomotion.

:arrow: His Security Clearance and Well Informed Feats assume that he still has some connections to AEGIS, for whom he works on a freelance basis.

:arrow: I've decided to take no trade-offs for his attack and damage. However, given that he's a large (obviously bear-like) individual, I've gone for taking a -2 penalty on his defense in exchange for a +2 bonus to his toughness.
Last edited by XLS on Tue Feb 28, 2012 2:16 pm, edited 4 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: Iron Age: Bad Medicine (2e recruiting)

Postby Master » Sun Feb 19, 2012 6:15 pm

Corebrute23 wrote:Do you have any problem with mystical or occult themed characters? I have a supernatural monster hunter who is a monster himself. His organization was destroyed in the last crisis/secret invasion.
I do not. Go for it.

Sakuro wrote:I'm not big on clue hunts, but I do like the dark edge of the Iron Age. Right now I'm working on an anemsiac psionic (out of Instant Superheroes) with links to a mysterious government agency working with alien arms dealers and an unhinged terrorist.
There will be plenty of action also, if that's what you mean!

XLS wrote:OK, here's my submission:


KODIAK [PL 10 150 pp]
Very evocative!
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby whiteprofit » Sun Feb 19, 2012 6:17 pm

I'm working on a Gravity Controller who alters his own density to control the gravity around him. I'm still debating it being equipment or power based. It will likely depend entirely on his background.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Tinkerbell » Sun Feb 19, 2012 6:23 pm

Corebrute23 wrote:Do you have any problem with mystical or occult themed characters? I have a supernatural monster hunter who is a monster himself. His organization was destroyed in the last crisis/secret invasion.
Would an infernalist cut into your shtick? I'm thinking of a normal person who sold her soul to get vengeance on those who killed her family. Her main power would be demon summoning (not really summon, just effects that mimic it).
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Hound » Sun Feb 19, 2012 6:27 pm

I have a great Idea for for this, but I dont have access to my books until tomorrow, so I will have to post my character tomorrow. This sounds pretty cool, I like the idea.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Sakuro » Sun Feb 19, 2012 6:40 pm

INQUISITOR



PL: 10 PP: 150

ABILITIES: STR 10 DEX 12 CON 10 INT 14 WIS 20 CHA 12

SAVES: Tough +0/+12 Fort +4 Ref +6 Will +10/+15

SKILLS: Concentration 12 (+17), Notice 8 (+13), Sense Motive 8 (+13)

FEATS: Trance, Ultimate Save (Will), Uncanny Dodge (mental)

POWERS:
Force Field 12 * 12 PP
Mind Shield 5 * 5 PP
Super-Senses 2 (Danger Sense [mental], Mental Awareness) * 2 PP
Telekinesis 12 (Heavy Load: 50 tons; Extras: Damaging) * 36 PP
AP - Mental Blast 9 * 1PP
Telepathy 9 (anywhere on Earth) * 18 PP
AP - Mind Control 8 [Power Feats: Mental Link] * 1 PP
AP - Power Control 9 * 1 PP

COMBAT: Attack +8, Grapple +8 (+20 with telekinesis), Damage +0 (unarmed), +9 (mental blast), +12 (telekinesis), Defense +8, Knockback -6, Initiative +1


Abilities 18 + Skills 7 + Feats 3 + Powers 76 + Combat 32 + Saves 14 = Total 150

COMPLICATIONS:
"Enemy: Section 13", Section 13 is a mysterious government agency working with Alien arms dealers to create living weapons for a war taking place on their world.

"Amnesia", Inquisitor cannot remember his past. Only brief and vague memories float to the surface in nightmares. Likewise whatever profesional knowedge or skills he may have had were stripped from him.

"Relationship/Enemy: Penny Dreadful", Penny is the only link Inquisitor has to his past. This insane terrorist somehow knew Inquisitor before Section 13 experimented on him.

"Ugly as Hell", Whatever Section 134 put him through, it didn't just damage his mind, it left his body twisted as well. His entire body is covered in terrible burn scars. Leaving him with a monsterious face and no finger prints to trace.


BACKGROUND:
The man who became The Inquisitor was something special. Not only did he had exceptional training, he was a latent psychic. This is why he was targeted by Section 13, a group of power hunger men working with extra terrestrial arms dealers. The aliens were using back water Earth to develop living weapons for a war taking place on their homeworld, and Section 13 gained technological advancement through their alien allies. Inquisitor would find this out, perhaps for the second time, but first he had to wake up.

He woke up in pain. His mind and body felt like they were seared by fire. Apparently he wasn't supposed to be away because people in sterile white medical garments came rushing over to subdue him. They died as Inquisitor lashed out at them. A lot more people died as he struggled past the pain and fought his way out of a bunker in the middle of some woods in Southern Kansas. He found a cabin some distance away where he cleaned up, ate, got some clothes, and screamed when he discovered what he looked like.

Inquisitor didn't have much time to dwell on his situation before Section 13 agents were after him again. Fleeing Inquisitor hitched a ride on a train out of Kansas and would come into confrontation with Section 13 repeatedly as he tried to find a place to settle down long enough to get some answers. More often than not he was on the run. Until he came to Freedom City, where metahumans were abundant, if concealed. If made his trail more difficult to follow. Freedom City was also were he met Penny.

She called herself Penny Dreadful, and she was a mentally unstable woman. Their first encounter was during an attack on a sanitarium that Penny made to get some of her friends out of state custody. She was both amicable and violent. She also knew Inquisitor, despite his disfigurement, yet she was the first person neither his Telepathy nor mental assault affected. They would meet again over the years, both helping and hindering one another. Penny would occasionally make comments that stirred fleeting memories in Inquisitor, but she had a lot of stories, and it was hard to tell which were true and which were false.

More often than not Inquisitor was on his own. He had no place to call home and moved around the city frequently to avoid being pinned down by the local authorities, criminal elements that he had begun to fight, and Section 13 who was still hunting him.
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Re: Iron Age: Bad Medicine (2e recruiting)

Postby Master » Sun Feb 19, 2012 7:51 pm

For those wanting a rundown of what has or has not happened yet, i will defer to this thread. Its a bit outdated (by four years), but we really don't need past that!
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