Character Creation
Do not proceed past this point unless you have read the post concerning the Campaign Guidelines.
Making a character is not going to be done in a vacuum. The GM will work somewhat closely with the player in the creation of a character for this game. If you don’t want the GM to have a hand in the creation of your character, this game may not be for you. There are many reasons for this need for GM intervention in the creation process, chief among them cohesion of the hero team and characters that not only make sense mechanically, but have a coherent theme or idea.
Below are listed 12 character ‘ideas’. Each of these will be used once – after a player declares he or she will use one of these ‘ideas’, no other players may select that character concept. This prevents power/idea duplication within the group. This list will be updated once a player has declared their intentions.
The character concepts listed below have several important components. First is the
Basic Concept. This is the essential idea behind the character’s powers and abilities. The player needs to look at this concept when creating the character, and try to fit any powers, feats, etc into this basic framework. Everything else in terms of character creation is a
suggestion, but it is important to point out that the GM is expecting some of the items listed below in the final character workup.
It is important to note that while the character name is completely up to the player, silly or nonsense names, or those that borrow too heavily from established hero fiction, will be referred back to the player for another name selection.
For the background, please take the ideas listed below and make use of them in a more fully-fledged backstory. If one or more of these do not fit in with your own ideas, let the GM know. If something listed below for the background is unfamiliar to you (chances are there could be), email the GM or post a question if it’s a more general topic. For the most part, a lot of this background stuff comes from the Freedom City book, so I would check there for more information.
As for the mechanics of character creation, all of the characters start play at the beginning of PL10, so 150pp can be spent on the creation of a character. Watch your power level limits and stacking. Characters that have serious power level problems or stacking issues will be returned to the player for editing. For skills, use the 2:1 skill ranks to pp ratio. Characters should have no more than one weakness. In special cases, the GM may allow more than one weakness. Some feats and powers are not going to be in use in this campaign, mainly things that either unbalance combat (Surprise Strike) or make things too complicated (Duplication, Minions). If a specific problem is identified during the creation process, notes will be posted here so everyone knows to steer clear of the problem feat or power.
In all cases, refer to the core Mutants & Masterminds rules and the most recent Errata, as well as the Freedom City book. No other sources are going to be considered official, unless otherwise noted.
Once your character is complete, submit via email to
projectdaedalus@yahoo.com
***THE CHARACTER CONCEPTS***
THE ARMORED SUIT - TAKEN -
Basic Concept: This is the prototypical technological suit guy or gal.
Ability Scores and Skills: Ability scores are not important, but if he/she built the suit, the INT makes sense. Skills such as Computers, Craft, Disable Device, Knowledge, Pilot, Repair, and Science.
Feats: Aerial Combat, All Around Sight, Darkvision, Great Fortitude, Immunities, Move By Attack, Point Blank Shot, Radio Broadcast, Radio Hearing, Rapid Shot, and Ultra Hearing.
Powers: These should be built into the armor, and should include things such as Absorption, Datalink, Dazzle, Energy Blast, Energy Field, Flight, Invisibility, Obscure, Protection, Sensory Protection, Space Flight, Super Con, Super Dex, Super Strength, Swimming, Telekinesis, and Tunneling.
Background Ideas:
- nemesis is the villain Surge
- learned under Technomancer before he went insane (alternately, if the hero did not build the suit, he/she stole it from Technomancer)
- distant relative to Heironymous King, owner of Majestic Industries
- first super event was helping to stop Lost World dinosaurs running loose in Liberty Park
- fan of auto racing and cars in general
THE BRICK *Taken - Tokiwong *
Basic Concept: This character is about as basic as it gets - strength and toughness and not much else.
Ability Scores and Skills: STR and CON are essential, and most Skills are unimportant, although Intimidate and Taunt might work nicely.
Feats: All Out Attack, Attack Focus, Great Fortitude, Immunities, Power Attack, Takedown Attack, and Toughness.
Powers: Absorption, Alternate Form, Density Control, Flight, Growth, Leaping, Natural Weapon, Protection, Strike, Super Con, Super Strength, and Tunneling.
Background Ideas:
- gained powers during the Terminus Invasion of 1993, but did not use powers until recently
- has had some financial problems
- works for DeCosta Construction
- huge fan of the Freedom City Rebels football team
- volunteers at the Lincoln Youth Center
THE ENERGY PROJECTOR - TAKEN -
Basic Concept: This character wields control over a specific type of energy, with flight and force fields and stuff.
Ability Scores and Skills: Ability scores like DEX and INT are important, as are Skills such as Acrobatics, Computers, Craft, Disable Device, Knowledge, and Science.
Feats: Aerial Combat, Dodge, Evasion, Expertise, Point Blank Shot, and Precise Shot.
Powers: Dazzle, Element Control, Energy Blast, Energy Control, Energy Field, Flight, Force Field, and Weather Control.
Background Ideas:
- was a member of the Chaos Squad, but left when he/she could not use powers for evil purposes
- in and out of juvenile hall during teen years
- is a member of the alt-rock band the Kings in Yellow
- has crossed paths with Foreshadow from time to time
- has a crush on either Jocelyn Van Dyne or Lucas Cooley (depending on hero’s gender, etc)
THE FORCE FIELD GENERATOR - TAKEN -
Basic Concept: This character uses kinetic energy for a variety of effects, representing different ways he or she manipulates force fields.
Ability Scores and Skills: These really can be anything.
Feats: Expertise, Improved Pin, Point Blank Shot, Precise Shot, and Rapid Shot.
Powers: Deflection, Energy Blast, Energy Control, Flight, Force Field, Snare, Suffocate, and Telekinesis.
Background Ideas:
- first super event was stopping the Bombardier from destroying Millennium Mall
- is a niece or nephew to Police Commissioner Kane
- is a beat reporter for the Super-Vision magazine
- has thwarted Doc Otaku a few times
- gained powers via Mr. Infamy
THE GIANT
Basic Concept: This character grows to immense heights, and uses a combination of strength and toughness to defeat his or her foes.
Ability Scores and Skills: STR and CON are obvious choices for this character, and any Skills might be useful.
Feats: Endurance, Great Fortitude, Immunities, Improved Grapple, Improved Pin, Power Attack, Takedown Attack, and Toughness.
Powers: Alternate Form, Density Control, Growth, Immovability, Protection, Shapeshift, Strike, Super Con, and Super Strength.
Background Ideas:
- is from a wealthy family in the Port Regal area
- manages the Freedom Sound chain of stores
- graduated from Freedom City University
- frequents the Infinity nightclub
- nearly killed as a child during a fight between Factor Four and the Atom Family
THE LIQUID/GAS MORPHER - TAKEN -
Basic Concept: This character transforms into a specific liquid or gas, and has powers to represent abilities in this altered form.
Ability Scores and Skills: Ability Scores and Skills can be anything.
Feats: Aerial Combat, All Around Sight, Amphibious, Immunities, Power Attack, Rapid Strike, and Underwater Combat.
Powers: Alternate Form is required, but other Powers might include things such as Corrosion, Disintegration, Elasticity, Element Control, Energy Control, Energy Field, Flight, Leaping, Natural Weapon, Obscure, Shapeshift, Slick, Snare, Suffocate, and Swimming.
Background Ideas:
- has had romantic problems of some kind
- was part of a pilot program of the Commission on Economic Development to pay supers to defend Freedom City (it was an utter failure)
- has/had some involvement with Atlanteans
- has tried to get into the Brotherhood of the Yellow Sign
- works as a taxicab driver
THE MAGNETIC MANIPULATOR
Basic Concept: This character manipulates waves of electromagnetic energy to perform a variety of tasks.
Ability Scores and Skills: Anything is possible, depending on the background.
Feats: Aerial Combat, Great Fortitude, Iron Will, Far Shot, Point Blank Shot, Rapid Shot, and Toughness.
Powers: Animation, Clinging, Deflection, Energy Blast, Energy Control, Flight, Force Field, Protection, Shape Matter, Slow, Snare, Suffocate, Telekinesis, and Transmutation.
Background Ideas:
- kicked out of the Claremont Academy
- works in the Medical Examiner's office
- was involved in Senator Oldman's recent re-election campaign
- some involvement with Farsider City or the people of the moon
- has recently become Catholic
THE PSIONIC THIEF
Basic Concept: This character sneaks around and uses mental powers to enhance his sneakiness, and may have a few tricks up his or her sleeve.
Ability Scores and Skills: DEX, INT, WIS, and CHA can be important, and Skills such as Acrobatics, Bluff, Climb, Escape Artist, Hide, Listen, Move Silently, Open Lock, and Spot.
Feats: Dodge, Evasion, Indomitable Will, Iron Will, Lightning Reflexes, and Startle.
Powers: Amazing Save, Blending, Clinging, Combat Sense, ESP, Illusion, Invisibility, Luck, Mental Protection, Mind Control, Postcognition, Precognition, Super Cha, Super Dex, Super Senses, Super Wis, and Telepathy.
Background Ideas:
- used to run with a super named Bug
- nemesis is Psi Blade and her Cyber Ninjas
- was imprisoned at Blackstone and recently paroled into the custody of The Shield
- one of his or her greatest heists was at the Albright Institute
- plagued by psychic ‘ghosts’ of some kind
THE RANDOM GADGETEER *Taken - DocHazard *
Basic Concept: This character is the super-tinkerer, and has an array of super-powered gadgets with which to fight crime.
Ability Scores and Skills: INT is important, as are Skills such as Computers, Craft, Demolitions, Disable Device, Drive, Knowledge, Pilot, Repair, and Science.
Feats: Expertise, Point Blank Shot, Rapid Shot, Ricochet Attack, and Throwing Mastery.
Powers: Gadgets is the most obvious power, but regularly carried devices could also include those that represent Blending, Clinging, Dazzle, Deflection, Energy Blast, Energy Field, Flight, Mental Protection, Neutralize, Obscure, Protection, Sensory Protection, Slick, Snare, Strike, Stun, and Swinging. Super Int is a possibility as a non-device power.
Background Ideas:
- has a huge crush on or is a big fan of Harpy
- has a special vehicle or robotic sidekick
- was briefly a 'guest' of Providence Asylum
- works as a consultant at the Star Island Space Control Center
- former prized employee of Astro Labs
THE SKILLED HUNTER *Taken - Silverlion *
Basic Concept: This character is mostly skills and feats based, with a few supplementary powers to back up the character concept.
Ability Scores and Skills: Should have high DEX and WIS, and some ranks in any of the DEX or WIS based skills.
Feats: Blind Fight, Dodge, Evasion, Move By Attack, Psychic Awareness, Throwing Mastery, and Track.
Powers: Combat Sense, Deflection, ESP, Natural Weapon, Super Dex, Super Senses, and Super Wisdom. Perhaps some Equipment to provide attack or defense powers, or to boost/enhance sensory abilities.
Background Ideas:
- was once nearly drained to death by the vampiress known as The Duchess
- was involved in mafia/gang warfare
- big fan of the Hanover Zoo and animals in general
- spent youth on the streets of Southside
- spent time in the CIA
THE SORCERER
Basic Concept: This character invokes the powers of the arcane to do his or her bidding.
Ability Scores and Skills: Of the ability scores, INT, WIS, and CHA could all be useful. Skills such as Concentration, Knowledge, Listen, and Spot.
Feats: Attack Focus, Detect, Expertise, Indomitable Will, Iron Will, Point Blank Shot, Psychic Awareness, and True Sight.
Powers: Obviously, the Sorcery power is required, but perhaps some Mental Protection would be useful as well.
Background Ideas:
- is an aspiring actor/actress
- spent a long time researching and investigating Lantern John
- works 3rd shift at Pyramid Plaza for the Rhodes Foundation
- attends FREESA during the day, studying acting
- sibling to Fletcher Beaumont III, aka The Bowman
THE SPEEDSTER - TAKEN -
Basic Concept: This character uses speed and agility most of all.
Ability Scores and Skills: DEX is most important of the ability scores. Of Skills, Acrobatics, Intimidate, and Taunt.
Feats: All Out Attack, Attack Finesse, Attack Focus, Dodge, Evasion, Expertise, Improved Trip, Lightning Reflexes, Move By Attack, Power Attack, and Rapid Strike.
Powers: Amazing Save, Combat Sense, Incorporeal, Leaping, Luck, Protection, Running, Spinning, Super Dex, and Super Speed.
Background Ideas:
- younger brother is also a speedy super named Blue Bolt
- was in the US Navy for 4 years
- is a movie buff
- works at the Atlantis Casino
- has aided Johnny Rocket on a few occasions