M&M - Heroes of the Shield [Group Full]

Insight

Adventurer
Heroes of the Shield – Campaign Guidelines

Hello and welcome!​

I am gathering a fine crew of players for a new Mutants & Masterminds campaign, to start as soon as we can get everything put together. I should point out that this is not a cattle call for players – this game is not going to be for everyone. Please read through the details below, and continue on to the subsequent posts if you like what you see.

Setting
This new campaign is set in the Freedom City world, as detailed in the sourcebook of the same name, published by Green Ronin. While it is not critical that you have access to the Freedom City book, you will miss a lot if you don’t have it. We will be taking a lot of cues from the Freedom City setting materials, and not having the book could be an impediment to your understanding of what’s going on.

As it currently stands, the campaign setting will be exactly as detailed in the Freedom City book, with the addition of some GM-created NPCs, and of course, the heroes themselves!

Role of the Heroes
The heroes in this campaign begin play as students of the retired hero known as The Shield. He has decided to start his own team of relatively new heroes, to provide an alternative to the established hero groups, such as the Freedom League, the Atom Family, and Next-Gen. The Shield will be the heroes’ mentor, benefactor, and will on occasion send the heroes on missions to keep the peace.

Heroes will have had some experience with fighting super-villains and dealing with various crises using their super-powers, but are not established in the minds of the people of Freedom City. The heroes may have their own enemies, in addition to those who are seeking revenge against their retired mentor, and of course, new villains will also appear.

Game Rules & Mechanics
We are using the core Mutants & Masterminds rules, allowing for the most recent version of the official errata, in addition to the Freedom City sourcebook. No other rules will be in use until further notice. If additional options become available, players will be able to reshape their characters to adapt to a new rule or option.

This is going to be a low-lethality, high-adventure type game, with a little reality sprinkled amongst the craziness and super-powered goodness. Characters will have a direct impact on the outcome of the game, and elements of their backgrounds and current goals will be woven into the game whenever possible. The heroes will drive the campaign, and will not merely be spectators on a thrill ride.

Running the Game
This will be primarily a chat game, run on America Online’s AIM chat client on a weekly basis – Friday nights, starting at 9 PM eastern (US). You must be available on Friday nights from 9 PM until at least midnight in order to be considered for this game, and while it is perfectly acceptable to miss a session, you should be available at least 50% of the time we meet. My screen name for this game will be ShieldMnM. Use this to contact me when I'm online.

If you cannot run AIM for some reason, you must connect via a chat client that is both compatible with AIM chat rooms and has its own die roller. People without the ability to connect to the chat rooms and without a die roller will not be accepted into the game.

In addition to the chat game, we will make use of the message boards on EN World for communication between sessions. While the chat sessions will move the game forward, essentially being the equivalent of a game session every week, the message board will be used to ask questions, pass on information, etc.

We will also post characters (both PCs and NPCs) on a thread on EN World's Rogues Gallery.

If all of this sounds good to you, proceed onto the next post concerning character creation…

*** This will be cross-posted on the Mutants & Masterminds board ***
 
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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
 
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Important NPCs

The following are descriptions of the important NPCs of the Van Dyne family, and important people the PCs might see on or around the estate grounds. For the essential NPCs, stat blocks and powers (if any) are also listed.

The Shield – Geoffrey Van Dyne
Geoffrey Van Dyne, founder and chief executive officer of Van Dyne Ventures, LLP, was not always the straight-laced, power tie-wearing business executive he is today. Van Dyne was once known to Freedom City as The Shield, valiant crimefighter and friend to the oppressed. These days, however, the retired hero spends his days running his venture capital business and mentoring a special group of young people Van Dyne has taken under his wing.

While Van Dyne is retired (and for very good reason – he has lost many of his special powers), he still sees the need for a skilled and resourceful team of superheroes willing to answer the call to arms. With the help of his daughter, Jocelyn (who may one day take on the mantle of The Shield), Van Dyne has gathered a suitable group of young heroes who will be his protégés – the Heroes of the Shield.

Quote: True strength comes from within. We all have it – harnessing it is a matter of perseverance and the will to succeed.

Personality: Far from his days as a wise-cracking superhero, with little care for the consequences of his actions, the former Shield has mellowed significantly in his middle age. Van Dyne is a philosophical free-thinker, but focuses on making something of the future, and believes in the potential of his students and the society they protect.

Van Dyne is very protective of his family, and has resisted training his daughter Jocelyn in the ways of a superheroine. Despite this refusal, Jocelyn has trained herself and, with the aid of her boyfriend, Lucas Cooley, has started to exhibit control of her inborn abilities, as well as a willingness to take on her father’s mantle.

Powers and Tactics: In his heyday, The Shield was a force to be reckoned with. He combined flight and super dexterity with his mystical shield, and was very effective. Upon losing some of his prized super powers, and coming to the realization that he was no longer a young man, Van Dyne retired.

Though Van Dyne spends his days behind a desk or at a myriad of meetings with fellow businessmen, the retired hero retains all of the skills and a few of the powers used in his Shield days. If pressed into combat, Van Dyne could still give a super villain a run for his or her money, especially if his trademark shield was handy!

Appearance: Geoffrey Van Dyne is a man in his early 50s, though still in fine physical condition. He has a neat salt and pepper goatee and matching short-cropped hair cut in a businessman’s style. He is most often seen in either a dark gray business suit or a golf shirt and slacks. Van Dyne is almost never without an array of communications gear – cell phone, PDA, and notebook computer.

When appearing as The Shield, the hero wore a blue and yellow costume over a skin-clinging suit of fine mesh chain mail, along with a helmet and his trusty magic shield. Van Dyne retains this costume somewhere in his lakeside estate.

Geoffrey Van Dyne: PL 12; Init +1 (Dex); Defense 15 (14 flat-footed); Spd 30ft; Atk +6 melee or ranged (+8s, Shield); SV Dmg +5, Fort +5, Ref +7, Will +8; Str 11, Dex 13, Con 12, Int 15, Wis 18, Cha 15. Hero Points: 7.
Skills: Acrobatics +7, Balance +5, Bluff +4, Diplomacy +4, Drive +2, Hide +5, Gather Info +6, Intimidate +8, Knowledge – Freedom City +10, Knowledge – Villains +8, Listen +10, Move Silently +5, Sense Motive +8, Spot +10, Taunt +7.
Feats: Aerial Combat, Attack Finesse, Attack Focus – Shield, Dodge, Evasion, Headquarters, Hero’s Luck, Leadership, Lightning Reflexes, Mental Link – Shield, Talented (Listen & Spot), Throwing Mastery.
Powers: Amazing Save – Reflex +4 [Extras: Damage, Fort, and Will; Source: Training; Cost: 4pp/rank], Luck +5 [Extra: Fortune; Power Stunt: Bestow Luck; Source: Mutation; Cost: 6pp/rank], Mental Protection +4 [Source: Training; Cost: 2pp/rank].
Equipment: Armor [Protection +6; Source: Super-Science; Cost: 1pp/rank], The Shield [Strike +8 (Power Stunts: Mighty, Ranged); Extra: Deflection; Source: Mystical; Cost: 2pp/rank].


Jocelyn Van Dyne
Growing up in the shadow of her famous superhero father, Jocelyn Van Dyne has always had aspirations to one day become a superheroine herself. To that end, she has studied the world of Freedom City’s super-powered elite, and is quite well-versed in both the heroes and villains of this fair city.

A junior executive in her father’s company, Van Dyne Ventures, Jocelyn believes her true calling is yet to be realized, and has been training on her own to master her burgeoning super-powers and perhaps assume the mantle of The Shield someday.

Personality: Van Dyne is just out of her teens, though she carries herself with a confidence not found in most young people. Jocelyn has aspirations to assume her father’s title and equipment, to carry on the family tradition of fighting crime and protecting the innocent. She trains for this responsibility, and is constantly badgering her father to let her try out the costume and the shield.

Jocelyn recently began a relationship with Lucas Cooley, who was later revealed to be Poltergeist’s clone (see below). Despite this revelation, Jocelyn and Lucas are still together, and they have dreams of fighting crime together one day, although Jocelyn worries that Lucas’ father will interfere somehow.

Appearance: Jocelyn is a girl in her early 20s, with long light brown hair and a graceful manner about her. She is bright-eyed and inquisitive about the world, and has a keen understanding of the heroes around her. She normally appears in business attire, though in more casual settings, she commonly wears a t-shirt and jeans, or whatever is fashionable.

Jocelyn Van Dyne: PL 6; Init +7 (Dex); Defense 21 (14 flat-footed); Spd 30ft run, 30ft fly; Atk +7 melee (+1s, punch); SV Dmg +2, Fort +2, Ref +9, Will +0; Str 12, Dex 16, Con 15, Int 15, Wis 10, Cha 14. Hero Points: 3.
Skills: Computers +8, Gather Info +3, Hide +8, Knowledge – Freedom City +4, Knowledge – Heroes +4, Knowledge – Villains +4, Listen +4, Move Silently +8, Spot +4.
Feats: Attack Finesse, Dodge, Evasion, Lightning Reflexes, Skill Focus – Computers, Talented (Listen & Spot).
Powers: Flight +6 [Source: Mutation; Cost: 2pp/rank], Luck +2 [Source: Mutation; Cost: 5pp/rank], Super-Dexterity +4 [Source: Mutation; Cost: 4pp/rank].

Lucas Cooley
Until recently, Lucas Cooley was just a young man who had grown up an orphan, with no knowledge of his parents or family. It turns out that Lucas is actually a clone of the villain Poltergeist, hated rival of The Shield. Lucas was created many years ago from Poltergeist’s genetic material, and rapidly grown in an alien cloning lab.

Poltergeist returned from a long absence and located his ‘son’, Lucas. The villain had hoped to use Lucas as a decoy, and train the boy in the ways of the super-villain, but Lucas refused, and stayed true to the Van Dyne family instead.

Personality: Before realizing his true origins, Lucas Cooley was just a young man with a passion for fast cars and the young Ms. Van Dyne. The recent revelation of the identity of his father has had an impact on the boy, though Lucas refused to serve Poltergeist in any way. When the villain found Lucas, he activated implants within the boy that caused hidden powers to emerge, and Lucas is now dealing with his darkness powers as well.

Cooley is a bit of a hothead, and enjoys living on the edge. He is fond of showing off for Jocelyn and his other friends, though he reserves demonstration of his new super-powers for the Van Dyne family. Geoffrey Van Dyne has offered Lucas a job with Van Dyne Ventures, but the boy prefers to stay with his job as an auto mechanic.

Appearance: Lucas Cooley is a young man in his early 20s, and wears clothing typical to the youth of his generation. At work, he wears a drab gray jumpsuit, and is almost always covered in grease or some other liquid. Lucas has long black hair drawn back in a ponytail, and sports a black goatee. He also possesses a number of tattoos of varying styles and origins.

Lucas Cooley: PL 8; Init +2 (Dex); Defense 17 (15 flat-footed); Spd 30ft run, 30ft teleport; Atk +7 melee (+1s, punch), +8 ranged (+6s, darkness bolt); SV Dmg +6, Fort +6, Ref +2, Will +2; Str 12, Dex 15, Con 18, Int 12, Wis 15, Cha 15. Hero Points: 4.
Skills: Craft – Vehicle +5, Drive +8, Hide +4, Knowledge – Freedom City +9, Move Silently +4, Repair +7.
Feats: Darkvision, Great Fortitude, Mental Link – Poltergeist, Point Blank Shot, Psychic Awareness, Rapid Shot, See Invisibility, Toughness.
Powers: Energy Control – Darkness +6 [Extras: Energy Blast, Teleportation; Source: Mutation; Cost: 4pp/rank], Force Field +6 [Source: Mutation; Cost: 1pp/rank], Mental Protection +4 [Source: Training; Cost: 2pp/rank].

Benton Quill
Benton is the Van Dyne family butler, and has served the estate for more than a decade in this capacity. He is knowledgeable about just about anything happening in or around the estate grounds, and is an excellent source of information on a variety of topics. He is not the typical snooty English butler type – Quill is actually a retired US Marine, and is honored to serve The Shield and his family and friends.

Kendra Cox
Kendra Cox has been brought into the estate to be the heroes’ trainer and chaperone. Cox is a former Olympic boxer, and has superior physical conditioning. In addition, she has the ability to turn off others’ super-powers. She has started implementing a training regimen for the heroes, and is in constant contact with Geoffrey Van Dyne in the development of his new team.
 
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The Shield’s Rogues Gallery

Below are the four main villains The Shield has fought throughout his heroic career. There are others, of course, but these are the main recurring villains he has faced time and time again.

Poltergeist: The Shield’s longest-running and most hated adversary, Poltergeist has seemingly disappeared from Freedom City – for now, at least. During its height, the rivalry between Poltergeist and The Shield was the stuff of legend. The two were constantly at each others’ throats, and this rivalry lasted a good 20 years until The Shield retired from the superheroing life.

Poltergeist’s clone, Lucas Cooley, was created some 15 years ago when the villain came across an alien cloning lab. Fearing that his legacy would end with his demise, Poltergeist created a clone and rapidly grew it to the age of 10. He had also implanted alien devices within the clone that would one day imbue the clone with super-powers, though Poltergeist did not expect that these powers would not be his own.

The villain lost track of this clone for many years, and the boy grew up in an array of orphanages. Poltergeist and Lucas were reunited just a few years ago, but, despite Poltergeist’s best efforts to turn the boy into his minion, Lucas refused to follow in his father’s footsteps and remained faithful to his new friends, the family of The Shield. Poltergeist has not been seen since, causing many to wonder what he might be planning.

Rapture: This villainess has not been seen of late, but caused a lot of trouble during her most recent reign of terror. Rapture uses the power of pheromones to control people, specifically males, into doing her bidding. She even has enslaved The Shield in the past, and he had to be saved by female heroes, who are immune to Rapture’s powers.

Rapture fashions herself as Geoffrey Van Dyne’s love interest, though the hero denies having any romantic interest in the villainess. She has even offered to give up her life of crime in order to marry Van Dyne, but he has so far resisted.

Kid Unknown: This precocious ‘child’ has caused a lot of problems for The Shield and many of the other heroes of Freedom City. His main power is that he can cloud the minds of his targets, causing them to forget things, including how to use their super-powers, who their friends are, and so on. Kid Unknown doesn’t seem to have any normal motives for his attacks on the city – its entirely possible that he’s just crazy. His only aim seems to be to cause as much chaos and unrest as possible, and Kid Unknown has been quite successful at this in the past.

Kid Unknown, while appearing as a young boy between 6 and 8 years old, is far older, and has been plaguing Freedom City and The Shield for at least a decade. He preys on civic events such as parades and festivals, and finds ways for heroes to show up and cause trouble. This gets other heroes involved, and sometimes villains as well, and causes a lot of property damage and even injuries to the innocents who get caught in the middle.

Before he retired, The Shield managed to capture the villain, and get Kid Unknown incarcerated in Blackstone, but the villain has since escaped, and could be anywhere.

Supernova: This alien villain is an altered Grue whose ship was engulfed in the destruction of a star. As a result, the Grue was transformed into Supernova, a villainess with the power to literally cause a small supernova around her. This causes massive property damage and imperils everyone around her. Supernova only has malice in her heart, and seeks to destroy Earthlings, whom she blames for her transformation.

The Shield has dealt with Supernova on several occasions, most recently about 5 years ago, just before he retired. Supernova had captured an oil tanker off the coast of Freedom City, and threatened to destroy it within the downtown area, potentially setting the entire city ablaze. Fortunately, The Shield defeated Supernova and the villainess retreated into space, to perhaps devise a new plan of revenge.
 
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Read the campaign looks cool, I have Friday nights free, and I am interested in filling the Brick or the Skilled Hunter archetypes... for the killed Hunter think Artemis, a goddess given a chance to redeem herself for some reason with an enchanted bow and arrows :) and good hunting and fighting skills.

The second idea is one I have used before for a brick, the son of an Interdimensional conquerer enamored with Earth culture, and has supreme strength and endurance, with a noble sentiment, he idolizes Centurion and is the ultimate boyscout... with a clueless attitude of Earth's culture...
 

Oh one more concept is an urban hero by the name of Ares Jackson, probably be my alternate Brick subtype, with a link to the streets, and trying to make the world a better place one thug at a time... more of personality then unique background... probably use my othr Brick idea though...
 

Tokiwong said:
Oh one more concept is an urban hero by the name of Ares Jackson, probably be my alternate Brick subtype, with a link to the streets, and trying to make the world a better place one thug at a time... more of personality then unique background... probably use my othr Brick idea though...

Ok so does that mean you want the Brick, Tokiwong?

Once you pick it, no one else can make one of that type unless you relinquish it.
 

Insight said:
Ok so does that mean you want the Brick, Tokiwong?

Once you pick it, no one else can make one of that type unless you relinquish it.
Sure I will use my brick... Kid Paragon rises again... the Interdiminsional Prince idea if that is okay with you :)
 

Tokiwong said:
Sure I will use my brick... Kid Paragon rises again... the Interdiminsional Prince idea if that is okay with you :)

Well, see if you can fit in some of the background notes if at all possible. Otherwise, you are down for the Brick!

Shoot me the first draft of your character when you get a chance. You can also contact me via AIM when I'm online - screen name ShieldMnM.
 

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