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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8121148" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: red">The Keeper</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-XXx96Tk/0/f9291e57/S/s4l8CZM-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The lifeblood of any large city is its water supply, and from the very start, the city of Chicago has drawn most of its water from Lake Michigan. Even in the 19th century, however, that particular body of water was often polluted, and once it became clear that simply drawing the water from further away from the shore would not suffice, efforts began to be made to purify it. Chlorination was introduced in 1916, followed by the start of the construction of a major water treatment plant in 1930. The Great Depression and the Second World War delayed the completion of that plant until 1947, but the South Water Filtration Plant that began operations in that year was the largest plant in the world, until it was supplanted by the Central Water Filtration Plant in 1964. Even then, it played a major role in providing fresh water to Chicago and the surrounding area ...</p><p></p><p>... until 2001, when Cerebron's robots devastated it. The plant was judged to be unsalvageable during the city's reconstruction, and a new plant began construction in 2003, slightly to the north. The original building was simply abandoned, as there was not enough money to properly demolish it under the circumstances. Reports of the homeless taking shelter there were ignored; under the circumstances, everyone had other things to worry about.</p><p></p><p>And then the first of the bodies showed up outside the plant's former gates. Fingerprints identified these first few victims as men and women who'd been arrested for vagrancy in the past. While the manner in which they'd met their deaths was certainly disturbing, the police department took the attitude that these deaths were probably the result of violence within the homeless community taking shelter within the plant, and that the investigation would probably go nowhere. By 2007, when the body count reached twenty-four, it was more apparent that the community which had existed a few years before that had largely dispersed out of fear.</p><p></p><p>That was also the year that the first victim who wasn't one of the homeless was discovered, and the police were finally compelled to send in a group of heavily armed investigators to determine what was afoot. Only one of them ever reported back, telling stories of horrific traps and a monstrous figure who had slaughtered the others without mercy. As this affair took place during a period in which Darkwing was being hunted by the police, they were unable (and unwilling) to contact him for assistance.</p><p></p><p>He went in anyway, and had his first confrontation with the being now known as the Keeper. Clearly a mutant given his unusual size, strength and ability to go without oxygen, water or food, he views any intruders in the environs of the former plant as trespassers in his private domain, to be hunted down, captured in traps and then executed, or killed by more lethal devices. He does not speak, and there is some evidence that he cannot read, either, despite having a great deal of technical skill. He wears a mask that he never removes; beneath it is a horribly deformed countenance.</p><p></p><p>Darkwing has had numerous unsatisfactory confrontations with the Keeper. He has never been able to capture him, and by now views the apparent deaths that the killer suffers as the manner in which the Keeper makes his escape, returning to his old habits after a sufficient time has passed. As Darkwing cannot focus all his efforts on the problem of taking the Keeper into custody, and so defeating him in combat is only a short-term solution to the problem. A more long-term plan will require preventing his access to the raw materials with which he constructs his traps and other inventions, as well as the shells for his gun. Just who his supplier is remains a mystery.</p><p></p><p>As with many of the mysteries in contemporary Chicago, the solution is Jack. While in his 'gangster' or 'mad scientist' personalities, Darkwing's archenemy frequently provides the Keeper with care packages of parts and shells. There is no grand scheme here; Jack simply finds it amusing to observe what the Keeper comes up with, as well as Darkwing's enduring frustration with the way that the Keeper has avoided capture. It's not clear whether he knows anything more about the Keeper's mysterious origins than Darkwing does, but it's likely that he considers them irrelevant to his interests.</p><p></p><p><strong>The Keeper -- PL 8</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> 6 | <strong>AGL</strong> 1 | <strong>DEX</strong> 3 | <strong>FGT</strong> 7 | <strong>INT</strong> -1 | <strong>AWE</strong> 3 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Harpoon:</em></strong> Strength-based Damage 3, Reach; Easily Removable (-2 points) - 2 points</p><p><strong><em>Hunter:</em></strong> Senses 1 (low-light vision) - 1 point</p><p><strong><em>Survivor:</em></strong> Immunity 10 (life support); Immunity 20 (mental effects), Limited to Half Effect - 20 points</p><p><strong><em>Traps:</em></strong> Variable 5 (traps), Subtle 2 - 37 points</p><p></p><p><em>Typical Settings:</em></p><p><strong><em>Spike Pit:</em></strong> Burst Area Damage 8, Triggered - 17 points</p><p><strong><em>Tar Pit:</em></strong> Burst Area Affliction 6 (Resisted by Dodge, Overcome by Strength; Hindered and Vulnerable, Defenseless and</p><p>Immobilized), Extra Condition, Progressive, Triggered, Limited Degree - 25 points</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, Chokehold, Close Attack, Diehard, Equipment 3, Fast Grab, Fearless 2, Improved Smash, Inventor, Power Attack, Prone Fighting, Startle, Tracking.</p><p></p><p><em>Equipment:</em></p><p>Body Armor (Protection 3), Shotgun (Ranged Damage 5).</p><p></p><p><strong>Skills:</strong></p><p>Athletics 4 (+9), Intimidation 8 (+8), Perception 6 (+9), Ranged Combat: Guns 4 (+7), Stealth 6 (+7), Technology 8 (+7).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Unarmed +8 (Close Damage 5)</p><p>Hook +8 (Close Damage 8)</p><p>Shotgun +7 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 5, Parry 7, Fortitude 9, Toughness 9/6, Will 5.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 48 + Powers 60 + Advantages 16 + Skills 18 + Defenses 9 = 151 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Obsession</em></strong> (guarding the plant)<strong><em>--Motivation. Horrible Appearance. Non-Verbal. Weakness</em></strong> (becomes Dazed and Vulnerable in bright light).</p></blockquote><p></p>
[QUOTE="Davies, post: 8121148, member: 30538"] [size=150][color=red]The Keeper[/color][/size] [img]https://photos.smugmug.com/My-First-Gallery/i-XXx96Tk/0/f9291e57/S/s4l8CZM-S.jpg[/img] The lifeblood of any large city is its water supply, and from the very start, the city of Chicago has drawn most of its water from Lake Michigan. Even in the 19th century, however, that particular body of water was often polluted, and once it became clear that simply drawing the water from further away from the shore would not suffice, efforts began to be made to purify it. Chlorination was introduced in 1916, followed by the start of the construction of a major water treatment plant in 1930. The Great Depression and the Second World War delayed the completion of that plant until 1947, but the South Water Filtration Plant that began operations in that year was the largest plant in the world, until it was supplanted by the Central Water Filtration Plant in 1964. Even then, it played a major role in providing fresh water to Chicago and the surrounding area ... ... until 2001, when Cerebron's robots devastated it. The plant was judged to be unsalvageable during the city's reconstruction, and a new plant began construction in 2003, slightly to the north. The original building was simply abandoned, as there was not enough money to properly demolish it under the circumstances. Reports of the homeless taking shelter there were ignored; under the circumstances, everyone had other things to worry about. And then the first of the bodies showed up outside the plant's former gates. Fingerprints identified these first few victims as men and women who'd been arrested for vagrancy in the past. While the manner in which they'd met their deaths was certainly disturbing, the police department took the attitude that these deaths were probably the result of violence within the homeless community taking shelter within the plant, and that the investigation would probably go nowhere. By 2007, when the body count reached twenty-four, it was more apparent that the community which had existed a few years before that had largely dispersed out of fear. That was also the year that the first victim who wasn't one of the homeless was discovered, and the police were finally compelled to send in a group of heavily armed investigators to determine what was afoot. Only one of them ever reported back, telling stories of horrific traps and a monstrous figure who had slaughtered the others without mercy. As this affair took place during a period in which Darkwing was being hunted by the police, they were unable (and unwilling) to contact him for assistance. He went in anyway, and had his first confrontation with the being now known as the Keeper. Clearly a mutant given his unusual size, strength and ability to go without oxygen, water or food, he views any intruders in the environs of the former plant as trespassers in his private domain, to be hunted down, captured in traps and then executed, or killed by more lethal devices. He does not speak, and there is some evidence that he cannot read, either, despite having a great deal of technical skill. He wears a mask that he never removes; beneath it is a horribly deformed countenance. Darkwing has had numerous unsatisfactory confrontations with the Keeper. He has never been able to capture him, and by now views the apparent deaths that the killer suffers as the manner in which the Keeper makes his escape, returning to his old habits after a sufficient time has passed. As Darkwing cannot focus all his efforts on the problem of taking the Keeper into custody, and so defeating him in combat is only a short-term solution to the problem. A more long-term plan will require preventing his access to the raw materials with which he constructs his traps and other inventions, as well as the shells for his gun. Just who his supplier is remains a mystery. As with many of the mysteries in contemporary Chicago, the solution is Jack. While in his 'gangster' or 'mad scientist' personalities, Darkwing's archenemy frequently provides the Keeper with care packages of parts and shells. There is no grand scheme here; Jack simply finds it amusing to observe what the Keeper comes up with, as well as Darkwing's enduring frustration with the way that the Keeper has avoided capture. It's not clear whether he knows anything more about the Keeper's mysterious origins than Darkwing does, but it's likely that he considers them irrelevant to his interests. [b]The Keeper -- PL 8 Abilities: STR[/b] 5 | [b]STA[/b] 6 | [b]AGL[/b] 1 | [b]DEX[/b] 3 | [b]FGT[/b] 7 | [b]INT[/b] -1 | [b]AWE[/b] 3 | [b]PRE[/b] 0 [b]Powers: [i]Harpoon:[/i][/b] Strength-based Damage 3, Reach; Easily Removable (-2 points) - 2 points [b][i]Hunter:[/i][/b] Senses 1 (low-light vision) - 1 point [b][i]Survivor:[/i][/b] Immunity 10 (life support); Immunity 20 (mental effects), Limited to Half Effect - 20 points [b][i]Traps:[/i][/b] Variable 5 (traps), Subtle 2 - 37 points [i]Typical Settings:[/i] [b][i]Spike Pit:[/i][/b] Burst Area Damage 8, Triggered - 17 points [b][i]Tar Pit:[/i][/b] Burst Area Affliction 6 (Resisted by Dodge, Overcome by Strength; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Progressive, Triggered, Limited Degree - 25 points [b]Advantages:[/b] All-out Attack, Chokehold, Close Attack, Diehard, Equipment 3, Fast Grab, Fearless 2, Improved Smash, Inventor, Power Attack, Prone Fighting, Startle, Tracking. [i]Equipment:[/i] Body Armor (Protection 3), Shotgun (Ranged Damage 5). [b]Skills:[/b] Athletics 4 (+9), Intimidation 8 (+8), Perception 6 (+9), Ranged Combat: Guns 4 (+7), Stealth 6 (+7), Technology 8 (+7). [b]Offense:[/b] Initiative +1 Unarmed +8 (Close Damage 5) Hook +8 (Close Damage 8) Shotgun +7 (Ranged Damage 5) [b]Defense:[/b] Dodge 5, Parry 7, Fortitude 9, Toughness 9/6, Will 5. [b]Totals:[/b] Abilities 48 + Powers 60 + Advantages 16 + Skills 18 + Defenses 9 = 151 points [b]Complications: [i]Obsession[/i][/b][i][/i] (guarding the plant)[b][i]--Motivation. Horrible Appearance. Non-Verbal. Weakness[/i][/b] (becomes Dazed and Vulnerable in bright light). [/QUOTE]
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