Freedom City Campaign [M&M2] - OOC Discussion

hafrogman said:
I have a few concepts I've been batting around. This one is my current favorite. If it doesn't fly let me know and I'll work on one of the others.

Nanite

John Tyler is a normal college student who attempts to make a quick buck by signing up for an experimental drug trial. However, instead of receiving his drug, John becomes an unwitting dupe for industrial espionage.

There is an underhanded doctor working on a secret nano technology project at the same company developing the test drug. He cannot remove the nanobots from the labs himself, the workers are watched too closely. Instead he contrives to inject them into John, intending to kidnap him and forcibly remove the technology once it was safely outside. Much to his chagrin, he is discovered before he can make good his plans, but not before the nanites are injected into our ususpecting hero.

Sadly, the plan would not have worked in any case. Once adapted to a host, the nanites become inert if removed. Forced with losing a fortune and countless years of research, the firm strikes a deal with John where he becomes the newest test subject for their nanotechnology. He takes it out into the streets on Freedom City and puts it to real use.

The nanites inside him are incredibly sophisticated devices, improving on John's natural abilities, keeping him healthy and repairing any damage. But their most versatile function is their ability to reconfigure into a limitless number of devices for any conceivable purpose.


Basically, in addition to improved physical abilities and regeneration, the nanites would also produce a limited shapeshift type effect where he creates specific effects one at a time with nanite devices. Jetpack, laser, armor, those kind of things.

That sounds great. Note that, because the effects cannot be removed without major invasive surgery, they would not be Devices; the nanites are essentially the "power source", and a story effect more than anything else. You would buy the powers as normal (though if you are clever, you may be able to come up with cool flaws or drawbacks based on the nanites).
 

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I've decided on the displaced god with the Thor/Superman background.

Belenus is the Gallic god of Fire and Healing, sometimes identified as the Celt version of Apollo. Basically somewhere along the way a massive attack happened on the Celtic Gods, and none of their seers or prophets saw it coming. Belanus gets de-aged by his father and given mortal form. When he grows old enough, he will find a mystic artifact (a spear? Necklace? Chain?) that will tell him his true history and grant him his full powers as a god of Fire and Healing. My powers will be flame and healing related.

I will try and have stats done tonight.
 
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Oh I so want in on this.

The Faerie Prince

John "Bubba" Mace is a rough neck biker. His parents were hippies who moved from town to town and lived off the land. John was raised by them until they were killed in an auto accident and then he was raised by his uncle Rex who was a member of the Warlocks biker gang.

He lived in that life for years until one night he overdosed on Meth and alcohol. He may very well have died that night if not for one thing... Well... actually a group of "things". You see Bubba never knew his mom got knocked up by the King of the Faeries. They have been watching him since his birth and were told not to interfere unless his life was at risk. Bubba now knew why he seemed to have such a charmed life but now he had to accept his "court" and that was a bit much for him. By acknowledging them it brought them into this world full cloth. No longer were they just elemental spirits but actual physical beings.
Now Bubba likes them well enough but the 6'4' 300 pound hairy biker has these pixies and elves that follow him everywhere. It's kind of hard for him to live like he once did and now his "real" father is expecting him to live up to the nobility of the Seelie Court.

Bubba's not handling it well.

He's based on some minor sorcery powers and minions. He will have a very high leadership score with a high Charisma.
He also has a criminal record and contacts in a biker gang.
 

The Entrapper
Alexander MacIntyre

Appearance
A medium sized male in a black body suit with white bandoleers holding a variety of advanced looking technological gear strapped to his body. The figure seems hairless but wears a white fedora.


Game Stats
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Entrapper - PL 10, 150pp
Concept: Wanna-be super-hero turned inheritor of techno-villain's legacy

ABILITY SCORES
Strength [STR]: 12
Dexterity [DEX]: 14
Constitution [CON]: 14
Intelligence [INT]: 16
Wisdom [WIS]: 14
Charisma [CHA]: 12
PP Spent: 22

SAVES
Fortitude [FORT]: +2 (stat +2)
Reflex [REF]: +2 (stat +2)
Willpower [WILL]: +4 (+2 stat +2)
Toughness [TGH]: +2 (stat +2)
PP Spent: 2

SKILLS
Acrobatics +4 [2], Bluff +5 [4], Concentration +5 [3], Computers +7 [4], Diplomacy +8 [5], Disable Device +6 [4], Escape Artist +6 [4], Gather Info +9 [8], Intimidate +5 [4], Investigate [12] +15, Knowledge (heroes and villains) +15 [12], Knowledge (codes) +11 [8], Knowledge (technology) +8 [5], Notice +14 [12], Perform (Harmonica) +6 [4], Profession (Math Teacher) +9 [6], Search +15 [12], Sense Motive +15 [13], Stealth +6 [4], Swim +3 [2]
Skill Ranks: 128
PP Spent: 32

FEATS
*Benefit /5 contacts with the 2nd and 3rd tier hero community
The Entrapper, as Seer, knows a lot of people in the lower ranks of the hero community. While he can't call in any big favors he could get a 'lend' of a simple item, access to someone with a simple power (particularly a mental one) or some help or advice of a knowledgeable person on almost any topic.
*Well Informed
PP Spent: 6

COMBAT ATTRIBUTES
Attack Bonus [ATK]: + 3 (6 pp)
Damage [DMG]: + 1 (brawl)
Attack Bonus [ATK]: + 3
Damage [SNARE]: Reflex Save +5-10 (Snare)
Defense [DEF]: + 15 (+ 8 flat-footed) (30pp)
Initiative [INIT]: + 2
PP Spent:36
(Uses defense/toughness trade off: Defense is +15 Toughness is max +5)

POWERS
Seer Mental Abilities - all mental
ESP 2 (Vision only) [Range 100 ft Notice DC 12] 4 pp
A simple image of a stylized eye formed of while lines appears on both Entrapper's forehead as well as at the target location.
SUPER SENSES (Pre-Cognition - Uncontrollable): 3 pp
A number of smallish stylized eyes phase in-and-out around the Entrapper's head.
SUPER SENSES (Danger Sense; sense-type: mental): 1 pp
A single stylized eye appears briefly about the Entrapper's head, focused in the direction of the threat.
PP sub-total: 8

Body Suit - all technological
INSUBSTANTIAL 4 (Extra: Action: Reactive; Flaws: Tiring): 20pp
SUPER MOVEMENT (Wall Crawling): 2pp
pp sub-total: 22

Trapper Gear -- Device 5 (Can be removed when helpless; Power Feat: Restricted x2 can only be used by Entrapper) (22pp)
- all technological
Primary Power: SNARE 10 (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses);
Alternate powers:
Create Object 6 (Continuous); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses)
Alternate Power: Snare 6 Shapeable (+1 rank); (Extras: Affects Corporeal (+1 rank)/Flaws: Unreliable-Limited Uses)
Alternate Power: Snare 5 (Extras: Affects Corporeal (+1 rank), Area (Burst +1 rank));
Alternate Power: Snare 6 (Extras: Affects Corporeal (+1 rank), Power Feat Ricochett x2);
Alternate Power: Snare 9 (Extras: Area (Burst +1 rank)/Flaws: Full round action (-1 rank); Power Feats: Triggered))
Entrapper has a number of disks, grenades and pouches of small "glue caltrops" that he can use to entrap people in quick-hardening pinkish-brown goo. The goo is bio-degradable, air permeable and very hard. While he only has a handful of Snare 10s/Object Creator/Shapables on him he has an effectively unlimited number of weaker goo bombs. He can re-fill or recreate the stronger pieces from equipment he has stored at his 'hide-out'.
The first three weapon types all draw from the same limited pool of 5 uses. The last three are smaller weapons that he has effectively unlimited amounts of. Since anything he lets go of becomes corporeal almost all of the powers have the extra: Affects Corporeal, however he must be corporeal to set up his 'triggered goo bomb' -- his last alternate power (which also takes extra time).

pp sub-total: 25 --> 22 (device power total)

PP Spent (all Powers): 52

DRAWBACKS
Drawbacks: Mental Powers have visible effects (-0 pp) (too minor to be worth anything)

COMPLICATIONS
1. Syndicate X (or other people who want his technology)
2. Old friends/enemies from when Alex was the Seer
3. Old enemies/allies of the Trapper
4. Can't remove the black suit/the black suit is affecting his mind
5. Total disappearance from civilian life (he was a math teacher but he's called in sick for the rest of the year claiming nervous breakdown)
6. Current 'hide-out' is the second Stunner's couch (while he figures out his next step is).
7. The protoplasmic entities the Trapper created come looking for him.

QUIRKS
Tends to lose his fedora the first time he gets hit in a fight.
Tries to be ambiguous about whether he's connected to the Seer; but secretly happy that anyone would remember his past alter-ego at all.
Keeps the scrabble set the Trapper used to send his last message and occasionally checks it to see if it's spelled anything new.
Keeps some of his favorite pieces of old super hero memorabilia in a cigar box his father gave him.
Media phobic.
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Power Progression
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Alternate power for Incorporeal (Drop tiring and Action -1) 1 pp; shows his body toughening up and getting used to the phasing; but 'defensively phasing' still takes the wind out of him.
Buy Protection +2 for suit (gets toughness up to +5)
Buy up attack so snare has a better chance of hitting something
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Life arcs
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Arc 1 - Early Years
Idolized superheroes as a young child; joined fan clubs, kept memorabilia, ran toward explosions and super fights, etc. Once was mildly injured by one of the Stunner's Stun-bombs.

Arc 2 - The Journey Begins
As a teenager began to have strange precognitive flashes. Hid his powers and began to practice as well as going on an intensive physical regime (or what a teenager thinks would be an intensive regime).
At age 19 fashions a costume (featuring a big eye on his chest, a trench coat, a fedora and a bandanna) and becomes "the Seer"! Generally mocked by the press for his terrible looking costume, horrific battle cry ("evil fears the sight of the seer!" and ineffectual abilities he has a checkered career. He was shot and seriously injured during his second adventure. Eventually Alex became part time member of a second tier super-group (i.e. one of the people they call when they're desperate and out of ideas). They never get that desperate though.
During that time he started work as a Math teacher at an inner city school; unfocused and frequently exhausted he tried his best but had trouble reaching his students in a meaningful way. This only drove him to try to succeed harder in his "superhero life".

Arc 3 - The Mentalists
Deciding his powers would work better with a team he joined the newly formed Mentalists; a team filled primarily with psychic or mental super-heroes. Despite continued ribbing in tabloids this was probably the happiest time in Alex's life (before he became the Entrapper anyway). Enjoyed working with most of his teammates including the second Stunner (trying to redeem his father's name), Mr. and Miss Mezmer, the Great Brain and Phantasia.

During this time a villain called the Strangler appeared. Initially the Strangler appeared to be little more than a super-powered mugger. Preying primarily on the poor; he always killed his victims, usually using flexible tentacles or constricting attacks. The initial attacks occured near an area the Seer originally identified as "needing protection" when he started his career and attracted his attention. The Strangler was tough to catch and his campaign of terror lasted intermittently almost half a year; as an extremely mundane villian, apparently acting for monetary benefit, using subways for transportation, killing in different locations, and targeting unattractive males he avoided attracting the attention of any significant heroes or the media. Despite his best attempts Alex was unable to get an useful precognitive visions about the attacks, however, after speaking to the Stunner about the sort of technology being used Alex deduced that the Strangler may be using the technology of the Trapper. Given the Trapper's ethical background Alex, correctly, deduced that the Trapper would not like the way his equipment was being used.
He approached the Trapper in prison, briefly explained the situation and asked for the Trapper's help. The Trapper gave him a safe deposit location, key and code. The box contained a device that could trace even minute quantities of the Trapper's goo ; effectively allowing someone to trace someone who had used the goo recently.
At this point the Strangler exploded into the limelight by killing a minor but popular super hero: Electrix. Seer was able to use the device to help Electrix's partner track down and capture the Strangler.


Arc 4 - The End & Epologue
The Mentalists break up. While their first two adventures (vs. The Illusionist and the Psychonaughts) were a successful the third (vs. a bunch of robots) ended in a tragic disaster. The Great Brain was killed, the Stunner crippled and the MezmersPhantasia pushed to join or start another group but Alex, frustrated with the utility of his powers and guilty that he hadn't "seen" was was going to happen to the Mentalists, hung up the Seer uniform for good.


A psychologist approaches Alex though an old number he kept for contacting the Seer and inquires about getting his help. The psychologist is writing a book on "superhumans creating their own morality". He's had trouble getting an interview with the Trapper and wonders if the Seer would help him out.
Alex agrees to and visits the trapper with a set of prepared questions. Over several sessions they have a blast they share a couple of hobbies (playing the harmonica, scrabble) and Alex genuinely loves stories about the "old days" and the trapper's keen memory for details and elaborate schemes are genuinely fun. They talk about all the Trapper's old capers, why the Trapper ultimately gave himself up, and the Strangler. The Trapper implies in their last conversation he knew that Alex didn't tell anyone about the goo-detection gadget and returned it to the safe deposit box.

Arc 5 - Rebirth

Having completed his "mission". Alex went to call the psychologist but he got a very "bad flash" and quickly burned all the materials. No sooner did he do this than the psychologist showed up. He was actually Psychologist X, a representative of a mysterious trans-dimensional criminal organization (called the "X's".... each one has different powers based on their role like Fighter X, or whatever). They had actually been using Alex to get access to the Trapper's gear (and using their own technology to block Alex's precognition). The psychologist attempted to extract the information from Alex's mind but he was able to resist. So the Psychologist injected him with a bomb and said he would die in one hour before leaving.
After the psychologist left Alex's scrabble set flipped over and spelled out "There is something different in the bank".
Panicked (and somehow prevented from speaking more than a word or two at a time) Alex managed to get to the bank, present the original deposit slip from the Trapper and pull out a black body suit from the safe deposit box. Activating it it immediately enveloped him and then phased him (but not his clothing). The bomb fell out and went off (very small explosion but it would have killed him). He managed to get the rest of the stuff out of the safe and get out of the building as the "X's" attacked.

The black body suit seems to be bonded to his skin and can't be removed (parts of it can be phased though, allowing important functions to occur). The Trapper has apparently died in prison. He has a lot of high-tech gear that he can operate but doesn't really know how it works. He's thrilled to be a hero, but concerned there are things going on that he doesn't understand.
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General notes on Powers
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Origins of precognitive powers
He believes this was caused by his exposure to the Stunner grenade as a boy; the Stunner's gear were non-physical in nature. Despite a lot of research he's never found another juvenile who was affected by the grenades so he's not positive. He thinks that some of the second Stunner's extra-sensory perceptions (empathy, blind-sight) could have been related to long-term low levels of exposure to his father's technology.
The degree of this power will depend on how many points I have left.

The Phase suit
Allows him to phase, short term and stick to surfaces, It transmits a reasonable degree of facial expression despite being all black. Since it transfers information to him as if it were his skin he thinks there is some sort of neurological bond but he's at a loss to explain it.
Unfortunately the phase field only seems to work on 1) Trapper Gear and 2) a very small amount of additional mass (the fedora and bandoleers are made of some extra Trapper material).
Later on it may provide some sort of minor protection and/or the Permeable power (to reflect him doing 'quick phases' through walls or obstacles).

Trapper Gear
Trapper Gear (or at least the gear that Alex has) is made of study materials, generally hard plastic or some sort of plether type material. After having been mocked over his fashion choices as the Seer Alex has made the "Entrapper's" gear all white.
Historically the Trapper's equipment has only worked reliably for the Trapper. Other people who've grabbed the his guns or equipment tend to find that it breaks down (or blows up and traps them) with astounding frequency. Basically he was a paranoid and kept the stuff heavily booby-trapped.
Since the gear works as well for Alex as it did for the Trapper and also phases along with him causing him to think that there is some sort of field or relationship between the suit and the rest of the gear. Since he's found using the gear to be intuitively easy he's under the growing (and slightly creepy) impression that the suit is affecting his mind.
The gear is still a bit vague in my mind but will include things like instant hardening goo grenades (with timers, proximity alarms), the ability to coat a surface with something sticky, some sort of bolas type throwing items, maybe something that paralyzes.

I understand these need to be bought as powers not as individual items. I'll think about it a bit more and try to come back with how I think it should operate.
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The Trapper
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For all that his quirky abilities and focus on non-damaging equipment the Trapper was a serious threat to Freedom City and he gave nearly every hero who ran into him a very difficult time.
*His first appearance was when he faced a minor acrobatic hero (like Daredevil or Spiderman). He used a glue gun, glue traps, elastic ropes and so forth. Other than his emphasis on not-harming people he was noted for his weird battle cries (which he insists are more properly called "Koens" like "My order brings chaos!" "Only when frozen are you free!")
*His second appearance was with the first Stunner; their successful crime wave netted millions of dollars that were never recovered. Ultimately the stunner was captured and the Trapper was (apparently) killed by a super team. The Stunner held a grudge against the Trapper for many years.
*He turned up when the minor acrobatic hero (hereafter MAH) was dealing with a malfunctioning generator that was leaking "strange extra dimensional energy" into a nearby campus and irradiating the students. Ultimately he told the MAH how to deactivate the generator (the MAH did this instead of capturing the Trapper). Later on it was discovered that a lot of the equipment was missing. The Trapper confirmed that his was where he got his start on the "trans-dimensional problem".
*His first major "attack on Freedom City" involved his Duo-ray (the media called it he called it his Mass-Trapping-Device... it turned people into 2D.. the attack was launched during fashion week with him yelling "You are Trapped by your Desire to be Thin! I will Free You!"). He demanded a strange meteorite in exchange for calling off his attack but was foiled by a Centurion.
*Joined a squad of villains for several adventures. Confined himself to relatively minor activities (tossing a few grenades). Later on he was found to have been analyzing most of his villain team's gear. Was captured and imprisoned but escaped in less than 24 hours (though he wasn't noted missing until the "false Trapper", made out of mobile-protoplasm was zapped by one of his erstwhile comrades during his trial).
*Several years later he launched an attack with an army of protoplasmic goons on Freedom City.... at exactly the same time as an extra dimensional alien force was about to invade the city. Instead of finishing off his attack he turned his army into one big protoplasmic creature and sent it off to stop the invading force. The vast majority of Freedom City never found out about the invasion but the act cemented him in Super hero CW as "the nicest guy we want to see put in a padded cell".
--- The Trapper later implied that the creature, was, in fact sentient, and that the more protoplasm added to a creature the smarter it became. The Trapper was apparently deeply concerned about the creation of sentient life and never created anything protoplasmic again. Alex believes that one of the codes ("The formless king was a better man") in their scrabble games hinted that the creature was apparently still alive, and ruling the alien invaders he had been sent to stop.
*The Trapper competed with several villains and heroes to acquire alien technology hidden at various sites around the world. He was defeated and seriously injured by more ruthless villains; who were, in turn, stopped by the heroes.
*The Trapper launched a threat to turn all the water in Freedom City into a super-adhesive substance. It would be drinkable (enzymes in the human mouth temporarily weakened it) but a gigantic pain in the butt for everyone. The plan was "foiled" when a super-scientist was able to persuasively argue that this would seriously impair treatment of certain diseases (difficulty of intravenous feeding, etc). The Trapper took out a newspaper article apologizing for the threat.
*Several more adventures against heroes including an Iron Man type (if there is one), the AMH and a non-powered hero. In each case the Trapper's gear seemed to be around the same power level of his opponents. Against the Iron Man-type a lot of good gear (including short range teleportation, phasing equipment) got used. The AMH saw newer versions of the original gear (i.e. that the Trapper used when they first fought each other, mostly glue guns), the non-powered hero saw mundane equipment (and some exotic paralyzing agents).
--- There was a theory at this time that there were several "Trappers" due to their varying power levels. Alex thinks otherwise. He thinks that the Trapper's device creation skills were not completely under his control. If the Trapper thought of an item he felt compelled to make it; if he saw something broken he had to fix it. He thought that the Trapper was increasingly worried about what would happen if his technology was stolen. (A fear that would be born out by the Strangler). The Trapper referred to this as his "efficient period".
*The Trapper's last caper involved a fight with a major super team. During the battle a strong character (like the Hulk) got hit by one of his super-goo bombs. Though the hero was fine he rolled off a building and landed on a child. The Trapper, having seen that teleported away.
The next day he arrived, in civilian clothing, at the family's house. They called the police and he was arrested. He had no gear on his person, nor would he reveal the location of any of his equipment or bases. He was tried and convicted of manslaughter; however the government indicated that after his prison stay he was to be permanently housed at an insane asylum.
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I would be very happy to include more cannon Freedom City characters in the back story. Other than Centurion I don't know anyone though.
 
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Glory - PL 10, 150pp
Concept: Displaced God of Flame and Healing

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ABILITY SCORES
Strength [STR]: 18
Dexterity [DEX]: 18
Constitution [CON]: 18
Intelligence [INT]: 18
Wisdom [WIS]: 18
Charisma [CHA]: 18
PP Spent: 48

SAVES
Fortitude [FORT]: (0+4) +4
Reflex [REF]: (0+4) +4
Willpower [WILL]: (0+4) +4
Toughness [TGH]: (0+4) +4
PP Spent: 0

SKILLS
Acrobatics [7] +11, Concentration [12] +14, Diplomacy [13] +17, Knowledge (arcane lore) [6] +10, Knowledge (current events) [1] +5, Knowledge (history) [2] +6, Knowledge (pop culture) [2] +6, Medicine [13] +17. Total Ranks 56.
PP Spent: 14

FEATS
Attack Focus (ranged) 8, Attack Specialization (fire strike) 4, Attractive, Dodge Focus 7, Ritualist, Trance.
PP Spent: 22

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: +7 (fire strike)
Defense [DEF]: +3
Initiative [INIT]: +4
PP Spent: 10

POWERS
ABSORPTION 6 [Boost 6 – Goes to Fire Control; Extra: Power Magnet (+1); Flaw: Limited (Fire/Heat effects) (-3); Power Feat: Slow Fade; Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 14pp.
FIRE CONTROL 7 [Array/Move Object; Power Feats: Alt Power – Dazzle Sight, Alt Power – Blast, Alt Power – Disintegration 4, Alt Power – Environmental Control 4 (Extreme Heat and Light), Alt Power – Melee Strike (Fire) (Extra: Penetrating), Alt-Power – Healing 4 (Extra: Total); Drawbacks: Normal Identity (-2pp), Power Loss (Can’t use power underwater, in extreme cold, or in a vacuum (-3pp)]. 15pp.
IMMUNITY 14 [Fire Damage, Life Support]. 14pp.
TELEPORT 9 [Extra: Accurate; Flaws: Long-Range Only (-1), Medium Required (flames) (-1); Power Feats: Dynamic Alt Power – Flight 1, Dynamic Alt Power – Super Senses 7 (Fire Awareness (Accurate), Extended Range (Fire Awareness) 4), Easy]. 13pp.
PP Spent: 56

ATTACKS & EFFECTS
Fire Blast (Ranged): +10 atk, Toughness save DC 22 (fire effect), RI 70ft.
Fire Strike (Melee): +10 atk, Toughness Save DC 22 (fire effect).

COMPLICATIONS
1. The force behind the destruction of Gallic Pantheon still out to get me, but is unkown.
2. On ancient holy day, Beltaine (May 1st), my powers are unreliable and sometimes stronger/weaker/different (aka, let GM mess with them!)

CHARACTER STORY
Thousands of years ago, the gods of most of North-Western Europe found themselves under seige. This was unforseen-and therefore impossible. Despite the impossibility of it all, the gods sent their last, best hope, Belenus, down to earth, in the form of a mortal child, with no memory of the great warrior and god he had once been. The gods also sent with him an amulet that he could place around his neck on his twentieth birthday and thus regain his powers and his memories.
The voyage to earth was problematic, and the magics involved were inaccurate. Belenus, the baby, only arrived in America twenty years ago. He was found abandoned by a family in rural Georgia, and raised by them. They named him Benjamin Bradford, and raised him to be the best person he could be. Ben's father, Roy Bradford, kept the amulet found with the boy a secret, he was afraid what it might mean. Ben was a very good student, and was eventually accepted into Liberty University, far away from home. On the day he left for school, his father gave him the amulet and told him the story of how he came to the Bradford household. Benjamin has since been studying the classics at the University, trying to decipher the meaning of the inscriptions on the heavy gold chain that accounts for his only connection to his birth family. The night of his twentieth birthday, May 1st of last year, he put the necklace on in order to get a better look at one side of the amulet when suddenly, things changed. He remembered much of the past, but the details of his last days as a god were hazy-so much time had passed and the memories stored in the Amulet for him had largely faded. But he knew his name-he was Belenus. What he did know for certain was this-he had great powers, and the "family" he was curious about no longer existed. He found that when he placed the amulet around his neck it disappeared, chain and all, and the power held with-in changed his appearance, and gave him powers to control flames, and to heal the sick and wounded. Over the past year he has spent much time learning his new powers and helping those in need-between classes, of course! He recently discovered the meaning behind the name Belenus- Glorious Light/Flame. He adapted that meaning for his super-hero name: Glory.

He has since spent time helping people in Freedom City. However, he has noticed dark enemies and mysterious threats interrupting his activities, intentionally targeting him. Belenus wonders what exactly this means and who they are...

Glory's uniform is a red, gold, and white body suit, with golden armored gauntlets. He wears a long red and white cape with gold trim. On his face he wears a red half-mask. The amulet that transforms him is absorbed into his suit and appears embedded in his chest.[/sblock]
 
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Beta Character

MNEMONIC - PL 10, 150pp
Concept: Memory Mimicker

ABILITY SCORES
Strength [STR]: 20
Dexterity [DEX]: 20
Constitution [CON]: 20
Intelligence [INT]: 20
Wisdom [WIS]: 20
Charisma [CHA]: 20
PP Spent: 60

SAVES
Fortitude [FORT]: +5
Reflex [REF]: +5
Willpower [WILL]: +5 (+15 Mind Shield, +15 Mental Grapples)
Toughness [TGH]: +5 (+8 Armored Jumpsuit)
PP Spent: 0

SKILLS
Acrobatics (+5), Bluff (+5), Climb (+5), Computers (+5), Concentration (+5), Craft (+5), Diplomacy (+5), Disable Device (+5), Disguise (+5), Drive (+5), Escape Artist (+5), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate (+5), Knowledge (+5), Medicine (+5), Notice (+5), Pilot (+5), Profession (+5), Ride (+5), Search (+5), Sense Motive (+5), Sleight of Hand (+5), Stealth (+5), Survival (+5), Swim (+5)
PP Spent: 0

FEATS
Attractive (1), Beginner's Luck, Connected, Eidetic Memory, Equipment (5), Jack-of-All-Trades, Luck (4)
PP Spent: 14

COMBAT ATTRIBUTES
Attack Bonus [ATK]: +10
Damage [DMG]: Unarmed DC 20, Power Knucks DC 24, Blaster DC 20
Defense [DEF]: 20
Initiative [INIT]: +5
PP Spent: 40

POWERS
Enhanced Will (Flaw: Only for Mental Grapples -1) [10]

Mental Duplication (Extra: Alternate Save-Fortitude +0, Flaw: Split Personality -1) [5],
Mimic (All Feats at once; Extra: Linked to Mental Duplication +0, Duration +1, Flaws: Split Personality -1, Saving Throw-Fortitude -1) [5],
AP: Mental Transform (Alter Memory; Extra: Duration +1, Flaw: Range -1) [10]

Mind Shield (Extra: Duration +1, Flaw: Duration -1) [10],
Quickness (Flaw: Mental -1) [10]
PP Spent: 41

DRAWBACKS
Power Loss [Mental Duplication/Mimic/Quickness if Successfully Attacked with a Mental Effect; 3pp]
Involuntary Transform [Temporary Amnesia when Succesfully Attacked with a Mental Effect; 1pp]
Involuntary Transform [Occasional Personality Change to Past Victims of Memory Absorption; 1pp]

COMPLICATIONS
Amnesiac
Flashbacks of Residual Memories
Difficulty sorting absorbed Memories from his own.
Factions of Institute want to do more "Invasive" Research on Ras.

EQUIPMENT
Masterwork Power Knucks [Strike 4, Mighty, +1 on attack roll; 6ep]
I-Phone [Laptop, Video Camera, Cell Phone; 4ep]
Goggles [Nightvision Goggles, Flash Goggles; 2ep]
Armored Jumpsuit [Protection 3; 3ep]
Blaster Pistol [Blast 5; 5ep]

CHARACTER STORY
One year ago a local fishing trolley hauled the body of an unidentified male out of Freedom Bay. The man barely conscious, and was immediately airlifted to McNider Memorial Hospital.
There he was determined that, despite his waterlogged condition, he was in perfect health.
Moreso, he was in perfect condition. No scars, no immunization marks, nothing. Stranger, the man had no memory of who he was, and how he got to the river. His first vague memories were that of being drug aboard the Trolley. Having no proof of identity, much less insurance, he was to be admitted to the care of the State, but due to displaying a unique "Omni-Competance" he was turned over to the Albright Institute for study.
There it was determined his brainwaves had a weird chameleon-like ability to mimic those he was in close contact with. When touching someone he could "absorb" thier Memories and Personality. Jokingly called "Tabula Rasa" (meaning the Blank Slate) or Ras for short, the John Doe continued living at the Institute until an inevitable break-in by a Supervillain on its premises, using his unique skills, he thwarted a major theft. and probably saved the city.
Thrilled by the rush of the encounter, Ras decided to adopt a new Identity as the Costumed Mnemonic.

NOTES
Mnemonic is Omni-Competant. With his attributes and feats he is +5 with any skill, equal to a professional level of training, if the skill involves memory he rises to +9 on his rolls, considered an "expert" in the field. If he so chooses by spending a HP these bonuses rise to +10 (expert) and +14 (virtual mastery) with a particular skill. Since his mind works so quickly to process information, he can almost instantly Take 20 on any purely Mental Task.
By touching someone, Mnemonic recieves up to 100 skill ranks from someone and up to 25pp in feats. Both may be kept indefinitely, though when he touches another victim his feat array "resets" itself. He may keep or trade in skill ranks as he sees fit however.
Though no Drawback or Flaw has been taken to represent it, Feats received are due to a Memory Descriptor, and must make sense somehow for him to access the Feat. (It may be appropriate to Mimic a Benefit: Wealth Feat for example by knowing all of the Targets Financial Information, such as Account Numbers, Passwords and PINs)
Mnemonic's Mind Shield is Permanent, he cannot lower it for even beneficial, or benevolent effects such as Telepathy. Any attempts to access his Mind on any level have resulted in either failure or wiping his Mind of its current memories.
Recently Mnemonic has learned he the Memory Synch he achieves with a Target can work both ways, instead of altering his Brainwaves he can alter the targets, thereby manipulating thier memories.
Gauntlet.jpg
 
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Is this game full? If not, I'll update a guy I used in a recent one-shot.

Sergio Paretti, aka Power Surge: Paretti is a mutant with the ability to control electricity, machines, and to an extent, magnetism. He joined the military right out of high school, where he was soon transferred into an off-the-books operation where he was trained as a government assassin. The program was eventually shut down when the country decided that such tactics were unseemly. Paretti, however, believed himself to have been saving the world, and was determined to stop the bad guys whether the government was paying him or not, though he has had to adapt to lacking a license to kill. Despite his dark past, he is not an anti-hero. He is dedicated to law almost as much as good, and considered himself an instrument of justice, working for the proper authorities. Now, he works as a police consultant, using his access to locate the bad guys, hunt them at night, and turn them over to the authorities.
 

Argent Silvermage said:
Oh I so want in on this.

The Faerie Prince

John "Bubba" Mace is a rough neck biker. His parents were hippies who moved from town to town and lived off the land. John was raised by them until they were killed in an auto accident and then he was raised by his uncle Rex who was a member of the Warlocks biker gang.

He lived in that life for years until one night he overdosed on Meth and alcohol. He may very well have died that night if not for one thing... Well... actually a group of "things". You see Bubba never knew his mom got knocked up by the King of the Faeries. They have been watching him since his birth and were told not to interfere unless his life was at risk. Bubba now knew why he seemed to have such a charmed life but now he had to accept his "court" and that was a bit much for him. By acknowledging them it brought them into this world full cloth. No longer were they just elemental spirits but actual physical beings.
Now Bubba likes them well enough but the 6'4' 300 pound hairy biker has these pixies and elves that follow him everywhere. It's kind of hard for him to live like he once did and now his "real" father is expecting him to live up to the nobility of the Seelie Court.

Bubba's not handling it well.

He's based on some minor sorcery powers and minions. He will have a very high leadership score with a high Charisma.
He also has a criminal record and contacts in a biker gang.

HAHA sounds interesting!
 

Graf said:
The Entrapper
Alexander MacIntyre

Appearance
A medium sized male in a black body suit with white bandoleers holding a variety of advanced looking technological gear attached to his body. The figure seems hairless but wears a white fedora.

General comments
I would be very happy to include more cannon Freedom City characters in the back story. I'm fairly attached to the Trapper as a character actually though so I wouldn't want to change him very much (unless he violates some sort of genre convention).

I'll work with you to get the character right, mechanics-wise. It's pretty close.
 

Cool!

To keep clutter down I’ll pile everything into the post above as I finish it.

If I’m doing the stats & skills right I’ve already spent 78 points…
(Probably a lot cheaper to buy higher stats and spend less on skills but that doesn’t work very well with the concept)

I know you mentioned that you wanted the group to know each other…
How would you like to link everyone?
 

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