M&M 3e: Young Justice!

fireinthedust

Explorer
IC THREAD STARTED HERE!!!!


The Buy In:

I'm running a straight-forward Superheroes game. You'll be sidekicks left on their own in the DC Universe, similar to Young Justice the series that's being animated now. [ame="http://www.youtube.com/watch?v=wWjkT8zd7w8"]This is a link to it[/ame] (that to date hasn't been called on infringement, like usually happens) just in case you don't have a TV

PL8, and you pick which DC Justice League hero is your mentor. You can be an established character, like Robin; or be a different twist on one (like a female Robin); or make up your own (like "Shadow", Gotham's youngest vigilante).



The Pitch:

The world has only recently seen its first superheroes: Superman first, in Metropolis, with stories of a "Bat Man" trickling out of the Gotham underworld. The adventures were strange, aliens and giant robots, and soon enough more and more heroes began to appear in cities across America: Green Lantern, Wonder Woman, the Flash, Hawkgirl, Cyborg, Metamorpho...

The threats facing them magnified, until they required a team of heroes working together to save the planet. Thus was formed the Justice League, an organization of heroes united to save the world (and sometimes beyond) from powerful forces of evil.

About the same time, perhaps it was Batman and Robin who started the trend, but crime fighters began to bring sidekicks along with them.

And that's where you came in.

You are a teenager. Gifted, certainly, and ambitious: you want to use your talents to save the Universe. At some point, one of the Justice League saw your potential and took you under their wing. When you're ready, your mentor promised you, you'd join the Justice League, fight the real fights, the big time. After years of training and some actual missions, you have your own costumed identity, your own powers or gadgets, ready to take on the world.

Unfortunately for you, the world has no idea who you are and can't seem to get your name right. On top of that your Mentor doesn't think you're ready to step outside without water wings on, let alone leave you to fight villains and monsters by yourself. The big names seem to talk about you while you're in the room, if they even think about you at all, and you seem to spend just as much time at home looking up clues on Google or running errands as you do fighting crime. You've never seen the inside of the Hall of Justice, you've maybe met Superman once, and you know your mentor is leaving you in the dark about a lot of missions they go on together. This has gone on for far too long, and you are one bunch away from hanging up your tights *forever*.

For whatever reason, you and several other sidekicks have been left together, and behind (surprise) while the "real" Justice League goes on a mission (something about annihilation of the planet... not like it's got anything to do with you, right?).

Alone in the Hall of Justice library, the (...) of you spot a red light on a computer console that starts to blink: an emergency, one that needs more than 911, one that needs super heroes... and you're the only
ones who know about it.

What do you do?


**************************
Character Creation:

MM3e ( AKA DC Adventures rules. Mutants & Masterminds 3e, it's already out in DCA form, but the 3e rules are going out on their own in pdf form soon if not already.)

PL: 8 (120pp)

Powers: sidekick level powers. Keep it simple; your mentors are usually PL12+, and while you'll be like them eventually, you're just learning right now.

Mentor: Pick a Justice League mentor who you're effectively the sidekick of. You can be any real sidekick in DC (ie: Robin, Kid Flash, Aqualad, etc.) or you can make up one. This isn't just a friend, this is your guru/teacher/hero/partner.

Age: You're a teen, from 13 to 17 tops

Campaign: Every scenario the JLA has left you alone for a bigger threat. You're the last, best hope for the world while they're gone. You are way out of your league by comparison, so you'll have to think fast. They may be off fighting Darkseid on Apokolips... but you're left fighting the Joker, who's stolen nukes.
 
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Walking Dad

First Post
Just saying hello to the new thread, still working on my Durlan shapeshifter with shape array.

Below is work in progress, as I will change a character archetype step by step

Durlan PL8

[sblock]ABILITIES

STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT
AWARENESS
PRESENCE


POWERS
Durlan Shape Array: Dynamic Array (20 points)
• Disguises: Morph 4 (any) • 2 points
• Rock People:
• Kansidian Dragon:
• Darntor Chameleon Cat:
• Scyllit Scorpion:
• Hyxbinan Gas Form:


• 27 point total

ADVANTAGES
Defensive Attack, Defensive Roll 3, Move-by Action, Seize Initiative, Taunt

SKILLS
Close Combat: Unarmed 4 (+10), Deception 6 (+9), Expertise: Zoology 6 (+7), Perception 6 (+8), Stealth 6 (+10)

OFFENSE
INITIATIVE +21
Unarmed +101 Close, Damage 11
1 Varies based on shape.

DEFENSE
DODGE 8
PARRY 8
FORTITUDE 8
TOUGHNESS 5/2*1
WILL 10
*Without Defense Roll bonus

POWER POINTS
ABILITIES 38
SKILLS 14
POWERS 72
DEFENSES 22
ADVANTAGES 5
TOTAL 120
[/sblock]
 
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Shayuri

First Post
[sblock=Echo]ECHO

ABILITIES:
Strength 0 Stamina 2 Agility 0 Dexterity 2 Fighting 0 Intellect 7 Awareness 2 Presence 0

SKILLS:
Close Combat (Nano-Disassembly) +3 (+3), Expertise: Science 3 (+10), Investigation 1 (+8), Perception 4 (+6), Technology 5 (14)

ADVANTAGES:
Ranged Attacks (2), Inventor, Eidetic Memory

POWERS:
Nanocyte Array 20pp
Nano-Disassembly - Weaken Toughness +4 (2pp/rnk, Affects Objects +1/rnk, Link, PF Accurate) 13pp
- Linked: Damage +4 (1pp/rnk, PF Accurate), 5pp
AP Assembly - Transform +6 (Raw Materials into Finished Objects, Continuous; 3pp/rnk) 1pp
AP Healing +6 (2pp/rank, Affects Objects +1/rnk) 1pp

Offensive Phased Array 19pp
Focused Laser - Damage +6 (Ranged, Penetrating (+4), PF Accurate) 17pp
AP HERF Gun - Nullify +5 (Broad (Technology), Simultaneous, Alt Defense (Dodge); 3pp/rnk) 1pp
AP Dazzle Laser - Affliction +5 (Visual, Ranged, Cumulative, PF Accurate; 3pp/rnk) 1pp

Not Arrayed 26pp
Protection +6 (1pp/rnk) 6pp
Immunity +4 (Age, Disease, Poison, Sleep) 4pp
Quickness +4 (Mental Only; .5pp/rnk) 2pp
Comprehend +2 (Machines), 4pp
Nanotools - Enhanced Skills (+2 to Technology) 1pp
Improvised Tools 1pp
Communication +1 (Radio, PF Rapid; 4pp/rnk) 5pp
Super Sense: Microscopic Vision +2, 2pp
Super Sense: +1 rnks Radio (Acute Ranged Radius) 1pp

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +0
- Nanodissassemblers +3 (Damage +4, linked to Weaken Toughness +4, affects objects)
Ranged Attack +4
- Laser +6 [Laser Blast +6, Penetrating 4, Accurate]
- Dazzle Laser +6 [Affliction +5, Accurate, 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visual Unaware; resisted by Dodge]
- "Nega Beam" +4 [Nullify +5, Broad (All Technology), Simultaneous, Resisted by Dodge]

DEFENSES:
Dodge +5 [DC15] Parry +4 [DC14]
Toughness +8, Fortitude +5, Will +7

COMPLICATIONS:
Motivation: Newly awakened, with nowhere to go and no history to guide her, Echo wishes very much to prove her value and earn a place among the superheroes.

Mentor: Because Echo's appearance is normal, Cyborg is sometimes jealous over her more advanced technolgy. He also at times forgets that her differences are far more than skin deep, and has trouble understanding her mental and emotional differences.

By The Book: Echo takes rules very seriously and can be overly rigorous in their application and interpretation.

Reputation: As a creation of a rogue superintelligent inventor, superheroes with suspicious natures still treat her like a time bomb that could go off any moment.

The Electronic Girl: Because of the technology paralleling her nervous system, Echo is susceptible to electric pulses and attacks, which can cause her to temporarily overload.

Abilities 26 + Skills 8 (16 ranks) + Advantages 4 + Powers 65 + Defenses 17 = 120 / 120 [/sblock]

[sblock=Background Summary]At some point or another, Superman & Friends were alerted to the location of one of Brainiac's 'factory worlds.' An automated, fortified manufacturing and research complex hidden on a dead world far from anything interesting. Here robot factories churned out probes to search the cosmos for alien technology that their master had not already appropriated...and also, something else. In the research wing were a series of pods, in the process of self-destructing their contents in reaction to the invasion. They were able to stop the last one from successfully destroying its occupant. Inside was what appeared to be a teenage girl.

Though compassionate, the Justice League was not stupid. The girl was kept unconscious in isolation until a full analysis could be done. The results were startling. She was a fusion of organic and machine on a level never before seen. Every cell of her body was equipped with tiny, symbiotic machinery. She was technically a cyborg, but there were no implants, no surgeries. In her, flesh and machine were literally one.

By accessing the information they'd retrieved from the factories' computers, the League discovered several things. The girl was based on a clone of a rare individual who had the mental ability to interface with machinery...a 'technopath,' discovered, abducted and used as a source of genetic material by Brainiac. The technopathic power was necessary for such an intimate symbiosis of artificial parts...it kept the body from trying to reject the foreign bits, and subconsciously regulated the machinery to work in harmony with the body. The difficulty of this task prevented the 'Echo' series of clones from exercising their technopathy for anything else however. He had been experimenting with downloading information into their minds, with the eventual goal of transfering his consciousness into one. Thus far, the project had been unsuccessful though. Data; facts and figures, even skils, could be uploaded to the clones. But he had yet to find a way to 'override' the mind of one of them with his own mind without destroying the technopathic ability crucial to maintaining the inner balance.

In the meantime, the League found that the Echo they had rescued had recieved only a very limited set of data and skills in its download; no part of Brainiac was within her. With that in mind, they carefully allowed her to regain conciousness. After a short...she learned very quickly...adjustment period, she was deemed to be self-sufficient; but with nowhere else to go, she was taken under Cyborg's tutelage to become like the only people she had yet encountered; a superhero.[/sblock]
 
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hero4hire

Explorer
I plan on submitting the Zachary Zatara concept. Going the tatted up Goth route. Too good of a suggestion to pass up. Thanks again Fire! :)
 

Just found my way here from Green Ronin's Atomic Thinktank, and wanted to express my interest. I think the first thing I should do is decide on a mentor from the Justice League... everything else should fall into place after that, I think.

EDIT: Its a toss-up between playing M'gann Morzz or an original protege of Wonder Woman, maybe an illegitimate daughter of Hades... hmmm
 
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Thejoshie

First Post
This build is based on another build I came across in the Think Tank (J-Mart), and it fits perfectly here. Background for How Steph fits is forth coming, but it's obvious who her mentor is. :p

P.S. How do you 'hide' text? First Time poster here.

BATGIRL (STEPHANIE BROWN)

ABILITIES:

STRENGTH 1
STAMINA 2
AGILITY 4
DEXTERITY 4
FIGHTING 7
INTELLECT 2
AWARENESS 1
PRESENCE 2

SKILLS:
Acrobatics 8 (+12) [Agile Feint], Athletics 7 (+8), Close Combat [Unarmed] 2 (+11), Deception 6 (+8), Expertise [Streetwise] 5 (+7), Insight 5 (+6), Intimidation (+2), Investigation 5 (+7), Perception 6 (+7), Persuasion (+2), Ranged Combat [Batarangs] 5 (+13), Sleight of Hand 3 (+7), Stealth 7 (+11), Vehicles 3 (+7)

ADVANTAGES:
Agile Feint, Close Attack (2), Defensive Attack, Defensive Roll (1), Equipment (6), Evasion (1), Grabbing Finesse, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Power Attack, Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (4), Redirect, Takedown (1), Uncanny Dodge

POWERS:
NONE

EQUIPMENT:
(30ep)
Batgirl Costume: Protection 2, Immunity 10 (Ballistic Damage, Flaw: Half Effect); 7ep
Mask: Commlink, GPS; 2ep
Utility Belt: Array (21ep)
Flash Bang Grenade: Dazzle 4 (Affliction 4, 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Targeted Area Burst, Range 20ft; 16ep
Batarang: Bludgeoning Strength-Based Ranged Damage 2, Critical 19-20; 50ft range, Medium; 1ep
Smoke Grenade: Concealment 4 (Visual, resisted by Dodge), Extra: Cloud Area, Range 40ft; 1ep
Grapple Gun: Movement 1 (Swinging); 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen), Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep

OFFENSE:
Initiative +8
Close Attack +9
Unarmed +11 [Unarmed +1, Critical 19-20]
Ranged Attack +8
Thrown Weapons +13 [Batarangs +3, Critical 19-20; Flash Bang Affliction +4, Area Burst]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +5, Fortitude +5, Will +5

COMPLICATIONS:
Identity: She has a secret identity of Stephanie Brown
Motivation: To prove herself to the other Gotham heroes and to live down the legacy of her father, the Cluemaster
Relationships: Tim Drake-Wayne, Cassandra Cain-Wayne, Barbara Gordon
Responsibility: To protect Gotham City
Rivalry: She as a pretty good rivalry with Damian Wayne

Abilities 46 + Skills 31 (62 ranks) + Advantages 26 + Powers 0 + Defenses 17 = 120 / 120
 

I decided to go with a perky goth girl named Annie Thanadoridis, aka Wonder Girl. She's based off the Warrior archetype in DCA, and I gave her Amazonian bracelets, like her mentor Wonder Woman. Instead of a lasso as her iconic artifact, I instead gave her a gift from her father Hades, a headband that acts like Hades' cap of invisibility that also grants her flight. Because Hades isn't well loved among the Amazons, Wonder Woman frowns upon Annie's usage of invisibility and would prefer if she instead acted more straightforwardly Amazonian. I imagine Annie to be less the stern, fearless warrior princess and more easygoing, rebellious, and somewhat sneaky - in other words, your average teenage girl. She's obviously no where near Wonder Woman in power (PL15 vs PL8!), but she does genuinely want to earn her teacher's admiration... her own way.

[sblock=Wonder Girl]
wg.jpg

Wonder Girl
Annie Thanadoridis
PL8 (120 points)

Abilities [56 points]:
STR 8, STA 6, AGI 4, DEX 2, FGT 4, INT 0, AWE 3, PRE 1

Powers [24 points]:
Amazon Bracelets: Impervious Toughness 8, Sustained, Removable (-1 point) • 7 points
Hades' Headband: Removable (-3 points) • 16 points total
  • Deathly Speed: Flight 4 • 8 points
  • Invisibility: All Visual Concealment • 8 points
Strength of the Underworld: Enhanced Strength 4, Limited to Lifting (Lifting Str12, 100 tons) • 4 points

Advantages [11 points]:
Agile Feint, Attractive, Defensive Roll 2, Improved Disarm, Improvised Weapons, Power Attack, Uncanny Dodge, Takedown, Teamwork, Throwing Mastery

Skills [17 points]:
Acrobatics 8 [+12], Athletics 2 [+10], Close Combat: Unarmed 4 [+8], Insight 4 [+7], Perception 4 [+7], Persuasion 6 [+7], Ranged Combat: Throwing 6 [+8]

Offense:
Initiative +4
Close Attack +4
Improvised Weapons +8 (Damage by weapon)
Unarmed +8 (Close Damage +8)
Ranged Attack +2
Throwing +8 (Damage by weapon)

Defenses [12 points]:
Dodge 6, Parry 8
Impervious Toughness 8, Fortitude 8, Will 6

Complications:
Daddy's Girl: She's a little spoiled
Enemy: Persephone
I See Dead People: Part of being Hades's little girl involves sometimes seeing departed spirits
Mentor: Wonder Woman, with whom she has a love/hate relationship
Relationship: Hades, foster parents
Troublemaker: She just can't help it
[/sblock]
[sblock=Background]
Annie happens to be the daughter of the Greek god of the underworld, Hades, and a human mother, whose hippie/artsy ways caught the dark god's eye when Persephone decided to give him the cold shoulder. When Persephone found out, she influenced events to cause the luckless woman's death, but not until after she'd given birth to a baby girl, Annie.

Annie kept her mother's maiden name but was raised by loving foster parents and lead a relatively happy but boring life, until Hades, who had been keeping an eye on his daughter this entire time, came to her in a dream to explain her history and unlock her birthright as a demigod, much to Persephone's rage.

Exasperated at his wife's behavior, Hades went to Olympus to demand that his daughter be given the protection and training of the mythic Amazons, and after reminding his brother Zeus of the many indiscretions he had helped cover up, Hades got his wish. The gods ordered that the Amazons teach Annie, who by this time was already a rebellious teen and wanted nothing more than to hang out with friends and express her independence.

Annie was spirited away to Paradise Island, where her natural god-borne abilities allowed her to excel at her training, though she was often criticized for being lazy, spoiled by Man's World, and lacking a true warrior's spirit. What's more, Hades had given her a gift from his vast horde of wealth, a thin silver headband which he invested with a portion of the power held within his famed Helm of Darkness; Annie used this gift to turn invisible and play tricks on her Amazonian teachers. While this annoyed the Amazons, her good-naturedness would often get her out of trouble easy enough, until she was paired with a new teacher, one who brooked little insolence: Princess Diana.
[/sblock]
PS: I discovered that the <sblock> tag acts like a spoiler here.
 
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fireinthedust

Explorer
[sblock=Batgirl] yay! Keep in mind we're still early DC here. Robin is still Dick Grayson and 13 years old. In fact, I'd recommend Barbara Gordon rather than Stephanie; the Oracle part may never happen, as this is an Elseworld/multiverse world. Or she could be a totally new version of Batgirl, maybe living in Wayne Manor itself?

Either way: it gives me a great reason to use the Batman Rogue's gallery!!! yeee! (frankly, I was planning on going that route anyway, but there you have it) [/sblock]




[sblock=Wonder Girl] I like it! However, Hades is one of the major villains in this setting, despite traditional Mythology. Whether Annie believes it or not, Wonder Woman and the Amazons would believe her being around is some sort of scheme the ends of which they haven't seen yet. ie: securing more souls for his control, unleashing undead minions on the world, etc. BBEG all the way.
Possibly Annie didn't see this side of him, but that's the impression I get from both the DCAU Justice League episode I watched the other night, and the Wonder Woman movie that came out on DVD (the DCAU version is way cool).

Wonder Woman's approach would be an attempt to "rescue" Annie.

Keep in mind: Wonder Girl needs to enthusiastically *want* to be a hero; or prove herself; or something to keep her in the group. We can work on the motivation at some point. For whatever reason, she can't just be a "just there" character, or she'd never have left Amazon Island.

Why is she in "man's world" and how does she feel about being there?

How does she feel about being a super hero?[/sblock]
 

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