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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8978783" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: purple">Karen Troy</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-g4fxqqz/0/15e13b4a/S/sample-256a55365bf7a8b8d1b80e8f051a14a7-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>In the parallel universe dubbed The World That Burned, human civilization dealt itself what might well be a mortal wound when the United States of America fought a brief nuclear war with its Soviet rival in the late 1990s. The small number of superheroes who had existed in this world from the 1980s onward, known as the Justice Alliance, attempted to prevent as much of the devastation as they could, but most of them lost their lives in the struggle or its aftermath. Larger than life though they were, the war was larger still than them.</p><p></p><p>Karen Troy is, as far as she knows, the only second generation super, born two years before the war broke out. Her parents were both founding members of the Alliance; her father gave his life to save Chicago from one of the first nukes. (Sadly, there were three more aimed that way.) Her mother survived but died of cancer -- definitely cancer, not anything else involving a loaded gun and a locked room -- when Karen was seven. She grew up fast, too fast probably, into the role of the protector of Metropolis, Illinois, one of the largest survivor communities unaffiliated with either of the supposed legitimate governments of the United States.</p><p></p><p>Over the twenty years since her mother died, Karen has gradually grown into a somewhat absurdist, borderline nihilistic attitude. However powerful she might be, she will never be able to protect her community from all the forces that oppose it. Neither the military dictatorship in Denver nor the populist psychopath in Palm Springs seem likely to build a better tomorrow. Trying to defeat one of them will just leave her vulnerable to attacks from the other; defeating them both is a course of self-destruction. Eventually their struggle will crush the life out of Metropolis and whatever other settlements might have survived the war. </p><p></p><p>Nothing she can do matters ... and therefore, what she chooses to do matters a great deal, and she will spend what time she has left trying to help people. What else has she got to do with her life anyway? To a degree, that worldview is also informed by her awareness of her own personal situation. Her mother was brilliant enough to figure out a way to have children with her father, despite their mutations, but not brilliant enough to ensure that her hybrid child would be able to have children of her own. Karen is therefore the first and last of her kind. She deals with the loneliness this causes her in many ways, not all of them healthy.</p><p></p><p>Quite recently, though, things have started to change. The arrival of the strange transhumans who call themselves the Vima, who seem to want to help repair the physical damage left over from the war, has given Karen a bit of hope that both MilGov and ProGov can be overcome. Convincing the Vima to help deal with the <em>social</em> damage is a challenge, since they prefer to hug the shadows. Meanwhile, Karen has also met a different group of multiversal travelers, the Discovery Company, who are interested in using Metropolis as a base for their explorations of this reality, and have helped her out on a few occasions.</p><p></p><p>Of course, there is a downside, for this increase in super activity is drawing out a few villains who had been in hiding all this while. But Karen enjoys challenges. And celebrating after the challenges. And at least some of these jerks are not completely uncute, so ... with the bad gotta take the good, right?</p><p></p><p><strong>Karen Troy -- PL 10</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 8/6 | <strong>STA</strong> 6 | <strong>AGL</strong> 5 | <strong>DEX</strong> 4 | <strong>FGT</strong> 9 | <strong>INT</strong> 2 | <strong>AWE</strong> 4 | <strong>PRE</strong> 4</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Fists of Iron:</em></strong> Impervious Toughness 6; Strength-based Damage 3, Improved Critical - 10 points</p><p><strong><em>Guts of Iron:</em></strong> Immunity 1 (radiation); Immunity 4 (cold, disease, heat, poison), Limited to Half Effect - 3 points</p><p><strong><em>Just Plain Fast:</em></strong> Enhanced Advantages 2 (Improved Initiative 2); Leaping 5 (250 feet); Movement 2 (safe fall, wall-crawling); Speed 3 (16 MPH); Swimming 3 (8 MPH) - 17 points</p><p><strong><em>Overdrive:</em></strong> Linked Enhanced Strength 2; Linked Enhanced Speed 2 (60 MPH); Fades - 3 points</p><p><strong><em>Shielded Mind:</em></strong> Impervious Will 8, Limited to mental effects - 4 points</p><p></p><p><strong>Advantages:</strong></p><p>Agile Feint, Attractive, Chokehold, Defensive Roll 2, Evasion, Extraordinary Effort, Fast Grab, Fearless 2, Improved Aim, Improved Hold, Improved Initiative <em>3</em>, Improvised Tools, Power Attack, Tracking, Uncanny Dodge, Well-informed.</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 6 (+12), Athletics 8 (+14), Expertise: History 8 (+10), Expertise: Science 8 (+10), Insight 8 (+12), Intimidation 9 (+13), Investigation 7 (+9), Persuasion 7 (+11), Ranged Combat: Throwing 4 (+8), Stealth 5 (+10), Technology 6 (+8), Vehicles 8 (+12).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +17</p><p>Unarmed +9 (Close Damage 11/9)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 7, Parry 9, Fortitude 8, Toughness 11/6, Will 8.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 80 + Powers 37 + Advantages 18 + Skills 43 + Defenses 8 = 186 points</p><p></p><p><strong>Offensive PL:</strong> 10</p><p><strong>Defensive PL:</strong> 10</p><p><strong>Resistance PL:</strong> 8</p><p><strong>Skill PL:</strong> 9</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Responsibility--Motivation. Enormous Appetites</em></strong> (of all sorts, especially after use of Extraordinary Effort or Overdrive.) <strong><em>Impulsive.</em></strong></p><p></p><p><span style="font-size: 10px">肯定も否定もしないのです ただもう一歩歩きたいだけ</span></p><p><span style="font-size: 10px">"I neither affirm nor deny; I just want to take another step."</span></p></blockquote><p></p>
[QUOTE="Davies, post: 8978783, member: 30538"] [size=150][color=purple]Karen Troy[/color][/size][color=purple][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-g4fxqqz/0/15e13b4a/S/sample-256a55365bf7a8b8d1b80e8f051a14a7-S.jpg[/img] In the parallel universe dubbed The World That Burned, human civilization dealt itself what might well be a mortal wound when the United States of America fought a brief nuclear war with its Soviet rival in the late 1990s. The small number of superheroes who had existed in this world from the 1980s onward, known as the Justice Alliance, attempted to prevent as much of the devastation as they could, but most of them lost their lives in the struggle or its aftermath. Larger than life though they were, the war was larger still than them. Karen Troy is, as far as she knows, the only second generation super, born two years before the war broke out. Her parents were both founding members of the Alliance; her father gave his life to save Chicago from one of the first nukes. (Sadly, there were three more aimed that way.) Her mother survived but died of cancer -- definitely cancer, not anything else involving a loaded gun and a locked room -- when Karen was seven. She grew up fast, too fast probably, into the role of the protector of Metropolis, Illinois, one of the largest survivor communities unaffiliated with either of the supposed legitimate governments of the United States. Over the twenty years since her mother died, Karen has gradually grown into a somewhat absurdist, borderline nihilistic attitude. However powerful she might be, she will never be able to protect her community from all the forces that oppose it. Neither the military dictatorship in Denver nor the populist psychopath in Palm Springs seem likely to build a better tomorrow. Trying to defeat one of them will just leave her vulnerable to attacks from the other; defeating them both is a course of self-destruction. Eventually their struggle will crush the life out of Metropolis and whatever other settlements might have survived the war. Nothing she can do matters ... and therefore, what she chooses to do matters a great deal, and she will spend what time she has left trying to help people. What else has she got to do with her life anyway? To a degree, that worldview is also informed by her awareness of her own personal situation. Her mother was brilliant enough to figure out a way to have children with her father, despite their mutations, but not brilliant enough to ensure that her hybrid child would be able to have children of her own. Karen is therefore the first and last of her kind. She deals with the loneliness this causes her in many ways, not all of them healthy. Quite recently, though, things have started to change. The arrival of the strange transhumans who call themselves the Vima, who seem to want to help repair the physical damage left over from the war, has given Karen a bit of hope that both MilGov and ProGov can be overcome. Convincing the Vima to help deal with the [i]social[/i] damage is a challenge, since they prefer to hug the shadows. Meanwhile, Karen has also met a different group of multiversal travelers, the Discovery Company, who are interested in using Metropolis as a base for their explorations of this reality, and have helped her out on a few occasions. Of course, there is a downside, for this increase in super activity is drawing out a few villains who had been in hiding all this while. But Karen enjoys challenges. And celebrating after the challenges. And at least some of these jerks are not completely uncute, so ... with the bad gotta take the good, right? [b]Karen Troy -- PL 10 Abilities: STR[/b] 8/6 | [b]STA[/b] 6 | [b]AGL[/b] 5 | [b]DEX[/b] 4 | [b]FGT[/b] 9 | [b]INT[/b] 2 | [b]AWE[/b] 4 | [b]PRE[/b] 4 [b]Powers: [i]Fists of Iron:[/i][/b] Impervious Toughness 6; Strength-based Damage 3, Improved Critical - 10 points [b][i]Guts of Iron:[/i][/b] Immunity 1 (radiation); Immunity 4 (cold, disease, heat, poison), Limited to Half Effect - 3 points [b][i]Just Plain Fast:[/i][/b] Enhanced Advantages 2 (Improved Initiative 2); Leaping 5 (250 feet); Movement 2 (safe fall, wall-crawling); Speed 3 (16 MPH); Swimming 3 (8 MPH) - 17 points [b][i]Overdrive:[/i][/b] Linked Enhanced Strength 2; Linked Enhanced Speed 2 (60 MPH); Fades - 3 points [b][i]Shielded Mind:[/i][/b] Impervious Will 8, Limited to mental effects - 4 points [b]Advantages:[/b] Agile Feint, Attractive, Chokehold, Defensive Roll 2, Evasion, Extraordinary Effort, Fast Grab, Fearless 2, Improved Aim, Improved Hold, Improved Initiative [i]3[/i], Improvised Tools, Power Attack, Tracking, Uncanny Dodge, Well-informed. [b]Skills:[/b] Acrobatics 6 (+12), Athletics 8 (+14), Expertise: History 8 (+10), Expertise: Science 8 (+10), Insight 8 (+12), Intimidation 9 (+13), Investigation 7 (+9), Persuasion 7 (+11), Ranged Combat: Throwing 4 (+8), Stealth 5 (+10), Technology 6 (+8), Vehicles 8 (+12). [b]Offense:[/b] Initiative +17 Unarmed +9 (Close Damage 11/9) [b]Defense:[/b] Dodge 7, Parry 9, Fortitude 8, Toughness 11/6, Will 8. [b]Totals:[/b] Abilities 80 + Powers 37 + Advantages 18 + Skills 43 + Defenses 8 = 186 points [b]Offensive PL:[/b] 10 [b]Defensive PL:[/b] 10 [b]Resistance PL:[/b] 8 [b]Skill PL:[/b] 9 [b]Complications: [i]Responsibility--Motivation. Enormous Appetites[/i][/b] (of all sorts, especially after use of Extraordinary Effort or Overdrive.) [b][i]Impulsive.[/i][/b] [SIZE=2]肯定も否定もしないのです ただもう一歩歩きたいだけ "I neither affirm nor deny; I just want to take another step."[/SIZE] [/QUOTE]
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