MnM3 Centropolis (Re-bot)

Shayuri

First Post
I really like superhero games! I'm very familiar with Mutants and Masterminds, and pretty good with Savage World. Other systems I'd need some learning curve time.
 

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GreenKarl

First Post
Sure... maybe it would get others interested. I tend to enjoy supers in the style of Modern (heroes are generally heroes, villains are generally villains, etc. but both have unwritten codes. You tend not to go out of your way to target relatives, secret identities exist, loners are rare, etc.) with some consequences (unless you 'pull your punches", super strong fists can kill, laser beams are lethal, collateral damage is hard on civilians, etc.)

Lets start at PL 8 with 120 power points and no more then +/- 50% for trade-offs. If there is interest for higher level I will bump it to PL10/150pp but want to see first...
 

Shayuri

First Post
Throwing this up here...see if it sticks:

Keiko "Kitsune" Ichimura
Reformed Superthief!

Abilities: 32pp
STR 0 (0pp)
STA 2 (4pp)
DEX 3 (6pp)
AGI 4 (8pp)
FGT 0 (0pp)
INT 2 (4pp)
AWE 3 (6pp)
PRE 2 (4pp)

Offenses:
Initiative: +4 (4 agi)
Melee Attack: +0 (0 fgt)
Ranged Attack: +3 (3 dex)
Specific Attacks:
- Photokinetic Laser: +7, DC23 (multifire), 250' rng (indirect 4)

Defenses: (11 pp)
Dodge: +8 (4 base + 4 agi)
Parry: +0
Toughness: +2 (2 sta) +8 total when power is active
Fort +6 (4 base + 2 sta)
Will +6 (3 base + 3 awe)

Skills: (24 ranks) 12pp
Acrobatics +5 (1 ranks + 4 agi)
Deception +8 (6 ranks + 2 Pre)
Insight +5 (2 rank + 3 Awe)
Perception +7 (4 ranks + 3 awe)
Sleight of Hand +7 (4 ranks + 3 dex)
Stealth +8 (4 ranks + 4 agi)
Technology +5 (3 rank + 2 int)

Advantages: 3 pp
Attractive 1
Languages (Japanese) 1
Equipment (5 pts) 1
- Gas Mask (concealed in mask), 1
- Rebreather (also concealed in mask), 1
- Digital Camera, 1
- Undercover shirt (protection 2, limited to ballistics, subtle; doesn't stack with TK shield), 2


POWERS 62
Morph 2 (humanoids of roughly the same size and gender), 11pp
- PF: Invisibility (Concealment +4: All Vision, PF Precise)
Super Senses (Radius (Sight) 1, Low Light Vision 1, Infrared vision 1) +3 3pp

Photokinesis Array 34pp (32 + 2 AP)
Illusion (Visual + Auditory, Duration: Sustained) +8 24pp
- Link: Environment 1 (Light: Bright) 2pp/rank; 2pp
- Link: Concealment 2 (Normal Vision, Burst Area, Attack) 3pp/rank; 6pp
PF: Damage 8 (Ranged, Multiattack, PF Accurate 2, PF Precise 1, Indirect 4) 1pp
PF: Affliction (Dazzle) 8 (Ranged, Burst Area, Selective Attack, Cumulative, Limited to Vision) 1pp

Telekinetic Array 14pp
Leap +3, Speed +2, Super Movement: Wallcrawling +2, Safe Fall +1, 11pp
PF: Telekinesis (Perception, PF Subtle, PF Precise) +3, 1pp
PF: Enhanced Str (sustained, subtle 1) +5, 1pp
PF: Protection (Sustained, Subtle 1) +6; Linked to Enhanced Trait: Parry +4, 1pp

Complications:
Physically Blind - Has congenital condition rendering eyes useless; is completely blind if powers aren't working.
Center of Attention - Likes to feel important, to be noticed; tends to showboat.
Motivation: Fame and Fortune - Wants to be a celebrity, known to all, and to have whatever she wants without having to answer to anyone.

COST: 32 Abilities + 12 Skills + 3 Advantages + 62 Powers + 11 Defenses = 120/120

[sblock=Background]Keiko was born with a degenerative condition in her optic nerves that led to permanent, incurable blindness by the time she turned ten. The youngest of three children, she was already the 'baby' of her well-off family, and her condition ensured that she would be kept in a gilded cage; pampered but kept out of public view for fear of embarrassment.

But even as her eyesight faded, Keiko began to realize other senses. While she could see she read stories about people who could do almost as well with hearing as with sight. She worked hard to try to develop this for herself, but with mixed results. You couldn't 'see' with sound, not unless you were a bat, and running around screeching at as high a pitch as possible was not greeted with approval by the others in the house. Then Keiko reasoned that her eyes were still working, really. It was just that the signals weren't reaching her brain right. Maybe, she thought, she could find some way to get those signals flowing again. She spent days just sitting still and concentrating, trying to find the light. Perhaps it is inevitable that her diligence was rewarded. At first Keiko thought she was just imagining things. The 'feeling' of light in her head was just wishful thinking. In spite of this, experience rapidly proved that she could sense the presence or absence of light, despite the nonfunctioning status of her eyes.

Things progressed quickly after that initial breakthrough. She learned to distinguish between intensities of light, then colors. Then, with time, she learned to use her ability to "see" again; to mentally construct images from light just as she had before she'd gone blind. Only now the information was coming from her psionic power rather than from her eyes. This had advantages. She could 'see' in any direction without turning her head, and her mind was potentially much more sensitive to light than her eyes, letting her see in relative darkness. It went farther than that though. She could not just sense light, but change it. Shape it. Control it.

At first Keiko was overjoyed and told her parents and siblings about the breakthrough, back when she first learned she could still sense light. They didn't believe her, and told her it was all in her head. After a couple of depressing talking-tos from her father, Keiko stopped coming to them about it. Even after she learned to see again...for by then she'd realized that there were advantages to this arrangement.

Her father was an executive officer, a vice president in charge of Western Division sales for a powerful Japanese corporation; manufacturers of consumer electronics for automobiles and personal use. When she was younger and living in Tokyo, he was often away on business. Finally the company purchased offices in New York, and moved most of its Western Division executives there full time...including Keiko's father. She began to sneak out of the house to experience the world that her family tried to shield her from. With clever use of images of sculpted light, and blanking out her own image, she found it easy to get away and back with none the wiser.

Reveling in her newfound freedom, she quickly got into trouble on the streets, and her latent telekinetic ability manifested to protect her. Mental force bolstered her muscles, though her comparatively weak power could only empower her arms OR her legs, not both at once. She did learn to project it outside herself as well, but its force was considerably reduced when moving distant objects.

Now in her late teens, Keiko found herself in a perfect position to express all the frustrations she'd endured, along with the everyday angsts of any teenager. She put on a black bodysuit and a kitsune mask with the intention of becoming a sort of 'silent ninja avenger.' More often than not though she wound up playing petty pranks on kids that annoyed her, or teachers that gave her bad marks. From this she graduated to petty thefts as she learned to 'cloak' herself, by changing light reflecting from her to match light hitting her on the other side. It was effectively perfect transparency. It didn't come easily or quickly, but when she mastered the trick, it gave her a free hand to do as she pleased.

After a while her nightly outings were more about thrills and excitement than a need for money...though she found ways to spend what she stole, making a secret stash that was just hers, not her family's. Her first 'big time' job was a jewelry store, and it was very nearly a disaster. The store used ultrasonic sensors, not infrared, and was easily able to detect her moving in. The police were nearby and responded quickly. And when they realized they had her cornered inside, but couldn't see her, they used tear gas to flush her out. The smoky gas made her invisibility less useful, and blocked her own sight.

The coughing gave her away too. Just before they found her, Keiko managed to make an image of herself running away as she held her breath, luring the police to chase the decoy. She escaped.

After that close call, Keiko kept a low profile. She used some of her ill-gotten goods to upgrade her gear, making a new mask that was actually a filter mask disguised to look like a kitsune. Her new bodysuit was padded and made of ballistic nylon...a special order that cost her most of what she had. She practiced using these projected holograms more, even working out how to use her telekinesis to move the air to make sounds.

The setbacks she'd suffered only made Keiko more determined than ever to learn about her powers and use them...but now she started re-thinking whether or not she wanted to be a criminal, or a 'villain.' As she watched television coverage of the jewelry store, she made a decision. From then on, she'd only use her powers against things that deserved it. Anyone, or anything who did wrong and thought themselves above justice would soon learn otherwise.[/sblock]
 
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KahlessNestor

Adventurer
I'm in. I have the book and read most of it, though never played M&M so it might take me a bit to review and create a character.

Now to decide which of my stable of writing RP characters to translate over...
 

pathfinderq1

First Post
I would also be interested if you go with M&M 3.

I have 2e, and i've played a bit- give me a day or two to upgrade to 3e and review any changes.

I will also look over the setting stuff too see if anything seems particularly intriguing...
 

GreenKarl

First Post
Yea lets go with the current version of 3rd ed. as it is the most readily available.

Shayuri, Kitsune looks good at first glance. Interesting background but then reformed thieves/criminals are always fun. Now why has she come to Centropolis? What makes her get involved in "the" crisis? Has she decided to go full 'hero' :)
 

Shayuri

First Post
I'll be adding a lot of this into the sheet soon, but the basic rundown:

Her dad is a successful businessman, an executive for a Japanese company that recently entered into a partnership with one of the companies based in Centropolis (still haven't decided on specifics). At that time he and his family moved there as well, at the behest of his company, to better serve as a liason, and to further the interests of that partnership. This happened several years back, when Keiko was still pretty young.

Keiko's older now, but because of her condition is still living in her family's home in Park Ridge.

I'm not sure what "the" crisis is, but Keiko is a thrillseeker and has a bit of an invincibility complex at the moment, so she could very easily be drawn into a crisis of any sort. :)

As for the extent to which she is a hero, that's debatable I'd say. She's a nice person overall, but also irrepressibly mischievous and sometimes takes things too far. A lot of the time, really. Her brief foray into crime wasn't really about needing money...it was about asserting power and independence and taking risks. Things that, in her normal life, she is pretty much absolutely forbidden from doing.

When things went so very wrong, she decided to try the other side of the coin instead. So at this point in time, she's not really emotionally committed to being a hero, any more than she was committed to being a thief. She's experimenting...trying things out...exploring the world, her abilities, and herself, to see where she fits in.
 

GreenKarl

First Post
The "crisis" is what will get all the players together for the first adventure... some emergency that everyone hears about at around the same time and goes to help. So yes the thrillseeker part of her will have a reason to go I would bet
 


Here's mine

"Karl Svenson" - The Paladin
Dimensional castaway

Abilities: 38pp
STR 3 (6pp)
STA 3 (6pp)
DEX 2 (4pp)
AGI 2 (4pp)
FGT 3 (6pp)
INT 0 (0pp)
AWE 3 (6pp)
PRE 3 (6pp)

Offenses:
Initiative: +2 (2 agi)
Melee Attack: +3 (3 fgt)
Ranged Attack: +2 (2 dex)
Specific Attacks:
- Hammer Smash: +6, DC 23
- Hammer Throw: +4, DC23, range 125/250/500

Defenses: (11 pp)
Dodge: +8 (6 base + 2 agi)
Parry: +8 (5 shield + 3 ftg)
Toughness: +8/5 (3 sta +5 chainmail)
Fort +8 (5 base + 3 sta)
Will +8 (5 base + 3 awe)

Skills: (10 ranks) 5pp
Athletics +3 (0 ranks + 3 str)
Close Combat +6 (3 ranks + 3 ftg)(Hammer Smash)
Deception +3 (0 ranks + 3 pre)
Expertise +3 (3 ranks + 0 int)(Mining Engineer)
Insight +3 (0 ranks + 3 awe)
Intimidation +3 (0 ranks + 3 pre)
Perception +3 (0 ranks + 3 awe)
Persuasion +3 (0 ranks + 3 pre)
Ranged Combat +4 (2 ranks + 2 dex)(Hammer Throw)
Stealth +2 (0 ranks + 2 agi)
Treatment +2 (2 ranks + 0 int)

Advantages: 1 pp
Wealth 1 (well-off)

Powers: 60 pp
Chainmail Armor 8 pp (2/rank -2)
- Protection 5, Impervious, Removable

Shield 5pp (1/rank +1 arr -1)
Array, Removable
- Shield +5 parry
- Shield Wall: Create 8, Volume 250 cu ft, DC 18, Reduced Range (close), Concentration, Limited (Only while stationary), Limited (Can only create wall 25' x 10' x 1', centered on shield)

Warhammer 7pp (2/rank +1 arr -4)
Array, Easily Removable
- Hammer Smash: Strength-based Damage 5, DC 23, linked to Healing Smite
- Hammer Throw: Strength-based Damage 5, DC 23, ranged 125/250/500

Dwarven Senses 2pp
- Bump of Direction: Senses 1 (Direction Sense)
- Nightvision: Senses 1 (Low-Light Vision)

Divine Magic 38pp
- Aura of Courage: Burst Area Immunity 5 (Emotion Effects, Limited (Fear Effects Only), Limited (Half Effect), Selective, DC15)
- Healing Smite: Burst Area Healing 8 (DC18, Selective, linked to Hammer Smash)

Complications:
Secret - Paladin is not a human being, he is a dwarf. He is originally from another universe, trapped here when he was thrown through a portal opened by an evil wizard.
Phobia - Paladin has a strong fear of deep water (over his head). This stems from the fact that he is unable to swim at all (sinks like a rock).
Motivation: Doing Good - In his own world, Paladin was a servant of the Sun God. In this world, he continues to serve as best he can, using the magic at his command to combat evil and protect the innocent.

COST: 38 Abilities + 5 Skills + 1 Advantages + 60 Powers + 16 Defenses = 120/120

[sblock=Paladin's Background]Battered and bloodied, Hrothnak smashed the last gate crystal, then ran for the portal, only to watch in dismay as it closed - with him on the wrong side! Perhaps his friends would be able to re-open the portal to retrieve him, but until then he needed to find shelter before the wizard's strangely clad allies came to. At least they wouldn't be bringing any more of their fiendish weapons into his world!


Paladin comes from a world different from that of Centropolis, a world of elves, dwarves, and magic. When he came to this world, he had no knowledge of its technology, history, or customs. Fortunately, the magic that brought him here provided him with the ability to speak the language, though with an odd accent. He was also fortunate in that the first people he met were inclined to assist him, showing that good people can be found anywhere, even in the District. With their help, he was able to establish an identity for himself as Karl Svenson, with a background in mining that got him a job. He was also able to convert the gold coins that the wizard was using to buy guns into a tidy sum of cash.


Over the next several months, "Karl" settled into his new life in Wellington Heights, his armor and hammer stored in his closet. The disappearance of the Centurians last month caught his attention, though, and he is thinking of taking up arms again.[/sblock]
 
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