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<blockquote data-quote="Binder Fred" data-source="post: 4742651" data-attributes="member: 63746"><p><strong>Nightshift</strong></p><p></p><p>[Sblock="Background"]Mitchell Rawling is a white-haired, no-nonsense night watchman. He's always been fit for his age, for which he blames a regular training routine, the love of a good woman and God in general; frankly, the daily exercise he gets doing his job at Metro University doesn't hurt either. Lately though - lately he's been feeling *extremely* fit. Healthy. Downright *eager*. His reflexes, his stamina, his presence, *everything* is on an upward curve! Oh, and he can bring objects to him, <snap> just like that. Now that can't be natural.</p><p></p><p>Found out this perticular tidbit during a break and enter : a fwoosh, a dark, streaky blur and the gun that was IN A LOCKED BOX, down the lowest drawer on the right was now IN HIS HAND, ready to use (and you just *know* the unrepentant bullets were stored in another part of the room entirely, don't you?). Hell of a reveille. Things like that, weird things, have been happening a lot more lately -- or maybe it's him that notices them more keenly now that *he* is weird? That frozen guy in the park for example, or stories of floating houses over in China, molemen in the sewers of Sumatra, that Jenny kid over by 4th... It doesn't take a Ridgway to figure out *something* is going on, and that he's a part of it, somehow. </p><p></p><p>Government is bound to do something eventually, to put up a call : got *every* confidence. In the meantime though, they'll need people like him, people willing to keep the peace and patrol the borders until they manage to pull their collective thumbs out. He's had a full life till now, what with the war, marrying the right woman, raising a daughter, keeping food on the table, and all the little things that make life a thing worth living... Well. Doesn't look like it's over, does it?[/Sblock][Sblock="Personality"]The steady, serious Rawling of old is presently being impacted by serious surges of adrenaline flowing through his system. He'd thought he'd put his charging days behind, settled into a steady rhythm... but apparently not. He's only gone on a few "patrols" yet, but he's acually *enjoying* this vigilante stuff, the hurried beat of a worried heart, the power, the risks (oh, the risks...). Steady hand stays the course, as they say... Going to need a lot of hands. (Did I mention he has a very dry sense of humor? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)[/Sblock][Sblock="Power explanation"]All of Nightshifts's powers rely on using his enhanced lifeforce to various effects. Nightshift's teleport powers, fo example, work by infusing part of his lifeforce into his target and then snapping it back to himself, the energy dragging the infused target along for the ride. Teleporting himself is harder for some reason (he thinks it works by projecting more than half his lifeforce *forward* so that it can snap the rest of him through, but he's not sure). Teleporting random objects - things he doesn't have a deep connection with or at least prolonged physical contact - is *a lot* harder. He's not presently sure exactly how long the contact has to be for it to work, but it's definitively longer than a few hours.</p><p></p><p>Weapons he can presently summon to him are :</p><p></p><p>0) A padded and platted black and grey combat suit plus hood and helmet that leaves his lower face uncovered. It's surprisingly resistant to damage given its overall lightness.</p><p></p><p>1) His duty revolver, a gun that never runs out of bullets -- bullets are simply teleported into the chambers as needed! Besides straight shooting and trick shots (shoot their hat off, Disarms, button presses, etc) he can take the time to aim at a target's weak spots, causing it sometimes unbearable pain in addition to psychological and hydrostatic shock (the "Flesh wound" power). In a normal human target this usually represents a bullet through the leg, foot or shoulder.</p><p></p><p>NOTE: All of his gun powers have ne <strong>Physical Manifestation</strong> power drawback : This power has a physical manifestation which can be attacked. Treat it as if having been created with the "Device, easy to lose" power, except that you can regenerate your physical manifestation with a Move action, teleporting the gun back to your hand for example. The previous manifestation of your power dissapears, is destroyed or otherwise doesn't function anymore. At the DM's discretion, a perticular physical manifestation can be deemed "Destroyed", dropped in a pool of lava, crushed below the feet of Galactus, etc. Treat the power as unavailable until it can heal from a Staggered condition using your Constitution score.</p><p></p><p>2) Handcuffs and rope: "Infinite Handcuffs" involve teleporting bounds to this hands (handcuffs, rope, etc) and physically snapping them on to a target. Note his low Attack bonus on melee attacks : this is best accomplished on a cowed/distracted/held down or unconscious target. Combined with Command Voice or Flesh Wound it becomes the classic takedown and cuff them manoeuvre.</p><p></p><p>NOTE: unbeknownst to our earnwhile security guard, lifeforce infused objects are actually stronger/better at what they do the more lifeforce you put into them. So while Nightshift thinks he's tightening bounds, checking knots, etc, he's actually infusing more and more essence into the bindings with each Move action, making them stronger than reason seems to dictate. It also explains why his armored costume is so much more resistant than the equivalent "mundane" armor as well!</p><p></p><p>3) Lastly, "C4" summons explosives to his hand, either of the C4 plastique kind or pineaple-type grenades. Set and watch go boom. Possible power stunts for this could be "cooky cutter" Burrowing Instant blasts or "gaping hole in the armor" Protection drains. [/Sblock][Sblock="Links to other characters"]<strong>Gordon Masterson AKA The Crystal :</strong> Gordon likes to walk when he's brooding or just can't take it anymore. One of his walking spots has always been the local university, the park next to it or the athletic grounds. There, before AA, before the expulsion, he met an old guy in a tan security uniform. Most often they don't talk at all, just walk in company before parting with a pat on the shoulder or a hand raised in farewell. Sometimes, sometimes they sit on the cold concrete steps of the accounting building and discuss till the sun comes up, hands slashing arguments, leaning bodies pressing the essential point forwards (history, politics, the do's and don'ts a modern man has to live with, they've covered them all). In fact, it's Nighshift that directed Gordon towards AA during one of those talks. More than strangers, not exactly friends (Gordon's violent-angry side in perticular is a field of hot contention between the two; scares Nighshift sometimes, worries him often. He's talked to Mary about it at lenght).</p><p></p><p>They haven't actually TOLD each other about their new powers ("Men! No communication skills at all..."), meaning they're going to have to bump into each other in alternate form and somehow recognize each other. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />[/Sblock]Abilities (5 PP): </p><p>STR: 10 [14](+2) DEX: 09 [16](+3) CON: 07 [16](+3) INT: 12(+1) WIS: 15(+2) CHA: 12[16](+3)</p><p></p><p>Skills (14 PP): </p><p>Acrobatics 8 (5+3dex) <strong>[Mutant]</strong></p><p>Craft Mechanical 7 (6+int) </p><p>Craft Demolition 8 (7+int)</p><p>Drive 10 (7+Dex) </p><p>Know civics 5(4+int) </p><p>Know history 8 (7+int)</p><p>Notice 12 (10+Wis) [Skill Mastery]</p><p>Sense Motives 12 (10+Wis) [Skill Mastery]</p><p></p><p>Feats (20 PP): </p><p>Attack Focus (Ranged) 5 </p><p>Evasion 1 (Teleport away) <strong>[Mutant, Teleport]</strong></p><p>Precise Shot</p><p>Quick Change 1 (Teleport into costume) <strong>[Mutant, Teleport]</strong></p><p>Inspire 5</p><p>Leadership </p><p>Luck 1</p><p>Seize Initiative </p><p>Skill Mastery (Notice and Sense Motive)</p><p>Teamwork 3</p><p>Ultimate Aim</p><p></p><p>Powers (83 PP): </p><p>Command Voice: Mind control 10 (Touch Cone area, Instant Duration, C&C=Standard action, -0Keep memories; 10PP) <strong>[Mutant, Mental, Lifeforce]</strong></p><p>Summoned Weapon array (3 Alternate Powers; 3 PP) <strong>[Mutant, Teleport Lifeforce]</strong></p><p>- Infinite Handcuffs: Snare 10 (Touch Range, Move Action; 20 PP) <strong>[Object, Lifeforce]</strong></p><p>- Trick shot (gun): TK 10 (Damaging extra, No grabs Limitation, PD Phys Man (gun); 19 PP) <strong>[Bullet]</strong></p><p>- Flesh Wound (gun): Paralyse 10 (+0Fortitude save, Ranged, Full action, PD Phys Man (gun); 19 PP) <strong>[Bullet, Pain]</strong></p><p>- C4: Blast 9 (Touch range Burst Area, PF Changeable trigger; 20 PP) <strong>[Kinetic]</strong> </p><p>Teleportation array (1 Alternate power (1 PP)</p><p>- Away!: Teleport 10 (Short range, PF Change Direction, PF Change Velocity; 12 PP) <strong>[Mutant, Teleport, Lifeforce]</strong></p><p>- To Me!: Teleport 10 (Short Range, Fixed destination (his hands), +0Attack(forcefields, Will save), PF Mass prog 6(10 000lbs), PF Voice trigger; 12 PP) <strong>[Mutant, Teleport Lifeforce]</strong></p><p>Not There Anymore Teleport: Shield 7 (7 PP) <strong>[Mutant, Teleport, Lifeforce]</strong> </p><p>New Youth: Enhanced Abilities (4 str, 7 dex, 9 con, 4 cha; 24 PP) <strong>[Mutant, Lifeforce]</strong></p><p>Costume: HtL Device (Protection 7; 6 PP) <strong>[Object, Lifeforce]</strong></p><p></p><p>Combat (12 PP): </p><p>BASE ATTACK 3 (6 PP)</p><p>BASE DEFENSE 3 (6 PP)</p><p></p><p>Saves (12 PP): </p><p>TOUGH 10 [0Base + 3con + 7Costume power] </p><p>FORT 3 [0Base + 3con] </p><p>REF 7 [4Base + 3dex] (Area effect = no dam on save)</p><p>WILL 10 [8Base + 2Wis]</p><p></p><p>Equipment (3 1/2 PP): </p><p>Gold watch 1 EP</p><p>Heavy black flashlight 1 EP</p><p>City home (Small, 5Tough, Living Space, Fire Prev Equipment, Garage and Workshop in garage; 4 EP)</p><p>1973 white ford Gremlin (2 PP)</p><p>Emergency kit in the trunk 1 EP</p><p></p><p>COST SUMMARY:</p><p>Abilities 5 pp + Skills 14 pp + Feats 20 1/2 pp + Powers 83 pp + Combat 12 pp + Saves 12 pp + Equipment 3 1/2 PP = 150 pp</p><p></p><p>Complications: </p><p>Dearest wife Mary (born Maryweld Ferderber)</p><p>Vet hall/community center/war amp program</p><p>Cache of summoned weapons and armor</p><p>His essence, infused into various objects</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 4742651, member: 63746"] [B]Nightshift[/B] [Sblock="Background"]Mitchell Rawling is a white-haired, no-nonsense night watchman. He's always been fit for his age, for which he blames a regular training routine, the love of a good woman and God in general; frankly, the daily exercise he gets doing his job at Metro University doesn't hurt either. Lately though - lately he's been feeling *extremely* fit. Healthy. Downright *eager*. His reflexes, his stamina, his presence, *everything* is on an upward curve! Oh, and he can bring objects to him, <snap> just like that. Now that can't be natural. Found out this perticular tidbit during a break and enter : a fwoosh, a dark, streaky blur and the gun that was IN A LOCKED BOX, down the lowest drawer on the right was now IN HIS HAND, ready to use (and you just *know* the unrepentant bullets were stored in another part of the room entirely, don't you?). Hell of a reveille. Things like that, weird things, have been happening a lot more lately -- or maybe it's him that notices them more keenly now that *he* is weird? That frozen guy in the park for example, or stories of floating houses over in China, molemen in the sewers of Sumatra, that Jenny kid over by 4th... It doesn't take a Ridgway to figure out *something* is going on, and that he's a part of it, somehow. Government is bound to do something eventually, to put up a call : got *every* confidence. In the meantime though, they'll need people like him, people willing to keep the peace and patrol the borders until they manage to pull their collective thumbs out. He's had a full life till now, what with the war, marrying the right woman, raising a daughter, keeping food on the table, and all the little things that make life a thing worth living... Well. Doesn't look like it's over, does it?[/Sblock][Sblock="Personality"]The steady, serious Rawling of old is presently being impacted by serious surges of adrenaline flowing through his system. He'd thought he'd put his charging days behind, settled into a steady rhythm... but apparently not. He's only gone on a few "patrols" yet, but he's acually *enjoying* this vigilante stuff, the hurried beat of a worried heart, the power, the risks (oh, the risks...). Steady hand stays the course, as they say... Going to need a lot of hands. (Did I mention he has a very dry sense of humor? :))[/Sblock][Sblock="Power explanation"]All of Nightshifts's powers rely on using his enhanced lifeforce to various effects. Nightshift's teleport powers, fo example, work by infusing part of his lifeforce into his target and then snapping it back to himself, the energy dragging the infused target along for the ride. Teleporting himself is harder for some reason (he thinks it works by projecting more than half his lifeforce *forward* so that it can snap the rest of him through, but he's not sure). Teleporting random objects - things he doesn't have a deep connection with or at least prolonged physical contact - is *a lot* harder. He's not presently sure exactly how long the contact has to be for it to work, but it's definitively longer than a few hours. Weapons he can presently summon to him are : 0) A padded and platted black and grey combat suit plus hood and helmet that leaves his lower face uncovered. It's surprisingly resistant to damage given its overall lightness. 1) His duty revolver, a gun that never runs out of bullets -- bullets are simply teleported into the chambers as needed! Besides straight shooting and trick shots (shoot their hat off, Disarms, button presses, etc) he can take the time to aim at a target's weak spots, causing it sometimes unbearable pain in addition to psychological and hydrostatic shock (the "Flesh wound" power). In a normal human target this usually represents a bullet through the leg, foot or shoulder. NOTE: All of his gun powers have ne [B]Physical Manifestation[/B] power drawback : This power has a physical manifestation which can be attacked. Treat it as if having been created with the "Device, easy to lose" power, except that you can regenerate your physical manifestation with a Move action, teleporting the gun back to your hand for example. The previous manifestation of your power dissapears, is destroyed or otherwise doesn't function anymore. At the DM's discretion, a perticular physical manifestation can be deemed "Destroyed", dropped in a pool of lava, crushed below the feet of Galactus, etc. Treat the power as unavailable until it can heal from a Staggered condition using your Constitution score. 2) Handcuffs and rope: "Infinite Handcuffs" involve teleporting bounds to this hands (handcuffs, rope, etc) and physically snapping them on to a target. Note his low Attack bonus on melee attacks : this is best accomplished on a cowed/distracted/held down or unconscious target. Combined with Command Voice or Flesh Wound it becomes the classic takedown and cuff them manoeuvre. NOTE: unbeknownst to our earnwhile security guard, lifeforce infused objects are actually stronger/better at what they do the more lifeforce you put into them. So while Nightshift thinks he's tightening bounds, checking knots, etc, he's actually infusing more and more essence into the bindings with each Move action, making them stronger than reason seems to dictate. It also explains why his armored costume is so much more resistant than the equivalent "mundane" armor as well! 3) Lastly, "C4" summons explosives to his hand, either of the C4 plastique kind or pineaple-type grenades. Set and watch go boom. Possible power stunts for this could be "cooky cutter" Burrowing Instant blasts or "gaping hole in the armor" Protection drains. [/Sblock][Sblock="Links to other characters"][B]Gordon Masterson AKA The Crystal :[/B] Gordon likes to walk when he's brooding or just can't take it anymore. One of his walking spots has always been the local university, the park next to it or the athletic grounds. There, before AA, before the expulsion, he met an old guy in a tan security uniform. Most often they don't talk at all, just walk in company before parting with a pat on the shoulder or a hand raised in farewell. Sometimes, sometimes they sit on the cold concrete steps of the accounting building and discuss till the sun comes up, hands slashing arguments, leaning bodies pressing the essential point forwards (history, politics, the do's and don'ts a modern man has to live with, they've covered them all). In fact, it's Nighshift that directed Gordon towards AA during one of those talks. More than strangers, not exactly friends (Gordon's violent-angry side in perticular is a field of hot contention between the two; scares Nighshift sometimes, worries him often. He's talked to Mary about it at lenght). They haven't actually TOLD each other about their new powers ("Men! No communication skills at all..."), meaning they're going to have to bump into each other in alternate form and somehow recognize each other. :)[/Sblock]Abilities (5 PP): STR: 10 [14](+2) DEX: 09 [16](+3) CON: 07 [16](+3) INT: 12(+1) WIS: 15(+2) CHA: 12[16](+3) Skills (14 PP): Acrobatics 8 (5+3dex) [B][Mutant][/B] Craft Mechanical 7 (6+int) Craft Demolition 8 (7+int) Drive 10 (7+Dex) Know civics 5(4+int) Know history 8 (7+int) Notice 12 (10+Wis) [Skill Mastery] Sense Motives 12 (10+Wis) [Skill Mastery] Feats (20 PP): Attack Focus (Ranged) 5 Evasion 1 (Teleport away) [B][Mutant, Teleport][/B] Precise Shot Quick Change 1 (Teleport into costume) [B][Mutant, Teleport][/B] Inspire 5 Leadership Luck 1 Seize Initiative Skill Mastery (Notice and Sense Motive) Teamwork 3 Ultimate Aim Powers (83 PP): Command Voice: Mind control 10 (Touch Cone area, Instant Duration, C&C=Standard action, -0Keep memories; 10PP) [B][Mutant, Mental, Lifeforce][/B] Summoned Weapon array (3 Alternate Powers; 3 PP) [B][Mutant, Teleport Lifeforce][/B] - Infinite Handcuffs: Snare 10 (Touch Range, Move Action; 20 PP) [B][Object, Lifeforce][/B] - Trick shot (gun): TK 10 (Damaging extra, No grabs Limitation, PD Phys Man (gun); 19 PP) [B][Bullet][/B] - Flesh Wound (gun): Paralyse 10 (+0Fortitude save, Ranged, Full action, PD Phys Man (gun); 19 PP) [B][Bullet, Pain][/B] - C4: Blast 9 (Touch range Burst Area, PF Changeable trigger; 20 PP) [B][Kinetic][/B] Teleportation array (1 Alternate power (1 PP) - Away!: Teleport 10 (Short range, PF Change Direction, PF Change Velocity; 12 PP) [B][Mutant, Teleport, Lifeforce][/B] - To Me!: Teleport 10 (Short Range, Fixed destination (his hands), +0Attack(forcefields, Will save), PF Mass prog 6(10 000lbs), PF Voice trigger; 12 PP) [B][Mutant, Teleport Lifeforce][/B] Not There Anymore Teleport: Shield 7 (7 PP) [B][Mutant, Teleport, Lifeforce][/B] New Youth: Enhanced Abilities (4 str, 7 dex, 9 con, 4 cha; 24 PP) [B][Mutant, Lifeforce][/B] Costume: HtL Device (Protection 7; 6 PP) [B][Object, Lifeforce][/B] Combat (12 PP): BASE ATTACK 3 (6 PP) BASE DEFENSE 3 (6 PP) Saves (12 PP): TOUGH 10 [0Base + 3con + 7Costume power] FORT 3 [0Base + 3con] REF 7 [4Base + 3dex] (Area effect = no dam on save) WILL 10 [8Base + 2Wis] Equipment (3 1/2 PP): Gold watch 1 EP Heavy black flashlight 1 EP City home (Small, 5Tough, Living Space, Fire Prev Equipment, Garage and Workshop in garage; 4 EP) 1973 white ford Gremlin (2 PP) Emergency kit in the trunk 1 EP COST SUMMARY: Abilities 5 pp + Skills 14 pp + Feats 20 1/2 pp + Powers 83 pp + Combat 12 pp + Saves 12 pp + Equipment 3 1/2 PP = 150 pp Complications: Dearest wife Mary (born Maryweld Ferderber) Vet hall/community center/war amp program Cache of summoned weapons and armor His essence, infused into various objects [/QUOTE]
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