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The Stray
05-01-2014, 09:23 PM
“O, wonder! How many goodly creatures are there here! How beauteous mankind is! O brave new world, that has such people in ‘t!”
--Miranda, The Tempest, Act V, Scene

The year is 2030, and the world is a very different place.

In 2003, a mysterious catastrophe known as the Shadow Weave saturated the world with raw and unpredictable quantum forces, spawning a change in humanity itself. All across the world, "Novas" with superhuman abilities rose up and tackled the challenges of the day. For one golden decade, it seemed as if the power of the Novas would usher in a lasting era of peace and prosperity.

Cracks in this golden facade revealed the Novas themselves were only human, and had feet of clay. Tensions rose between novas and baselines, as conflicts between the superhumans caused great casualties among baseline populations, a nova separatist movement pushed for novas to be considered above all human affairs (violently, at times), and governments and corporations began to work against their benefactors to regain the power they had taken. The tipping point came when it was revealed that Project Utopia, a multinational movement put in place ostensibly to help newly-erupted novas learn to harness and control their powers, had been infiltrated by a conspiracy that was trying to keep the nova population in check through hideously unethical means.

Then came the Avatars.

12 supremely powerful Novas appeared simultaneously in the middle of the Persian Republic. Hailed as heralds of god by the fanatical leader of Persia and possessing the terrifying ability to forcibly create new novas, the Avatars quickly set themselves up as the rulers of the Republic and, eventually, began a drive to conquer the entire world. The war swept the entire middle east, and soon spread to Europe. To meet the demand for troops who could match the power of the Avatar's forces, the governments of the world turned to genetic engineering and cybernetic augmentation, creating freakish mutants who could fight the novas on their own terms. Immoral, unethical experiments were conducted by desperate scientists who sought the key to defeating the Avatars and their forces.

Eventually the Avatars were captured, but not before the war touched US soil. Manhatten was laid waste in Avatar energy, while the mightiest remaining Golden Age Nova, The Paragon, died keeping an Avatar from doing the same to LA. The Avatar Crisis was over...but Pandora's box had been opened. Genetic and cybernetic augmentations exist that allow anyone to have the power of a god, but the side effects are often hideous and the technology controlled either through the government or the black market. New novas erupt at a frightening rate. And a new threat looms, because the world has attracted the attention of beings from beyond reality, spirits and gods and creatures of myth and legend that have suddenly started to appear in ever-increasing numbers, fighting ancient wars in a new arena.

Humanity wonders just what the place of the normal man is in this brave new world, that has such people in it.

Welcome to the Brave New World.
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Hello one and all! For those of you who don't remember me, this is The Stray. This thread is here to help me collect the builds I'm using in my on-again, off-again Mutants & Masterminds setting, The Brave New World. You might remember this setting as the background for my "Tales of a Dark City" game. Since I'm going to be running a new M&M game set in this world over the next few months, I figured I'd post builds here as that game progresses. I may also update old builds from the past, though I'm not actually planning to put this new game in Drake City.

Hello all! Welcome to my little corner of madness!
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Design Diaries
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Organizations
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Other Setting Stuff

The Stray
05-02-2014, 06:08 AM
Overview

The Brave New World is an Iron Age superhero setting, in the vein of Watchmen, Kingdom Come, the Paragons campaign setting, and the Aberrant RPG. The Pandora's Box of superhuman powers has been opened, and normal people have gained superhuman abilities.

There are three primary sources for powers in the Brave New World setting: Those that are mystical in origin, those that are provided by beings from the Concept Realms, those that are technological or science-based.

Note that it's possible to have powers from different sources. Novas can have Augmentations, for example, and Imbued can have Gadgets and Artifacts. Anyone can develop Daredevil powers, if they train hard enough.

All the power sources listed below come with Complications, because power does not come without cost in the BNW.

Abnormal Types:

Mystical Sources: Reshaping Reality

Mystical Powers tap into the quantum restructuring capabilities of the Shadow Weave. They allow those who posses them to restructure reality on a quantum level, bending physical laws to produce their effects. Novas, Psychics, Mages, Artifacts, and some Bygones use this power source.


Nova (mutant, magical) -- When most think of an Abnormal gaining their powers trhough some sort of freak accident, they're thinking of a Nova. Nova powers spontaneously develop during some sort of traumatic or intense situation, developing powers based either on their inmost wishes or as a direct response to the situation that triggered the transformation. Novas grow a node in their brains referred to as an Mazarin-Rashoud Node, a gland that allows them to channel and harness their powers. Damage to this node can cause a Power Loss complication, as can certain drugs such as Moxiniquanimine, and because MR Node is the most well-understood source of power in the BNW, it's the one with the most research centered on how to Nullify (doesn't count as Broad for the purposes of the Nullify power). The ability to develop an MR-Node is genetic, and can be passed to offspring, but children aren't born with nodes already developed, and because the potential for developing a Node is highly recessive, even the children of Novas aren't guaranteed to develop a Node in their lifetimes. Exposure to Avatar Energy, on the other hand, can sometimes activate the introns that produce the Node, so even Baselines without the genetic potential to develop a node can gain one if exposed to Avatar Energy (assuming they don't die or mutate in various unpleasant and ultimately harmful ways first). The spontaneous development of nova powers is referred to as an Eruption.


Mage (training, magical) -- Not everyone who wants to control the forces of the Shadow Weave need have a genetic quirk for latent superpowers. Mage powers are powers gained through training and study of cosmic forces. Training magic is a more reliable method for gaining powers than trying to force an Eruption (which might be potentially lethal), but most people do not have the will, dedication, or patience necessary to stick to a training regimen, nor are the powers as potent for the most part. These training regimens depend on the particular occult or religious practice. Mage powers can't be deactivated with chemicals, but suffer a Power Loss complication if they can't perform the specific rituals necessary to access their abilities. They might also be Curse Sworn or develop a Mythic Weakness. The process of becoming a Mage through training is known as an Awakening.


Psychic (magical, training, mutation, psychic) -- Psychics straddle the line between Mages and Novas. They are those who've managed to awaken their inner, latent potential through focused meditation rather than some random accident of fate. Psychics have an MR Node, so they are technically Novas, but there are some forms of meditation that, supposedly, can activate powers without the node (most of these are actually Imbuements). The same Power Loss complications for drugs or damage to the node apply to Psychics as they do to Novas. Psychic powers tend towards the classic sort--ESP, psychokinesis, remote viewing, object reading, and the like. Psychics refer to the method by which they gain powers as an Awakening, same as Mages.

Spiritual Sources: Power from Beyond

Spiritual powers are alien to the BNW's core reality. They come from the Concept Realms (major planes representing various concepts, such as Nightmares, Justice, Oblivion, Murder, etc.). The powers often have a theme to them, generally some allegiance or phenomenon. Those with Spiritual powers have strong beliefs, which is why the entities chose to invest them with power in the first place. Chances are, if someone is claiming to be the reincarnation of Rasputin, a vampire, a werewolf, an angel, a living shadow from beyond the stars, a grey alien come to learn human customs, or an ancient Greek god, they have a Spiritual origin of some sort.

Spiritual powers have many similarities with Mystical powers, but instead of bending existing physical laws, spiritual powers impose their reality on our own to create their effects. Spiritual powers always flow from some outside source, whether it is an ideal, a concept, or an actual entity. The person with such abilities acts as a focal point and a vessel, channeling the energies through themselves to affect their world. Nephilim, Imbued, Incarnates, Relics, and some Bygones uses this power source, as do all Spirits (naturally).


Saint (use descriptors from other power source) -- When most people picture Spiritually-empowered people, they think of the Saints, who draw on and channel holy (or unholy, as the case may be) powers through religious practices. Saints claim that, similarly to Mages, they gain their power from divine beings through faith, prayer, and dedication to whatever supreme being they venerate. This is a nice fiction, but the dirty truth is that Saints are deluded about where their power comes from. This does not stop people from calling themselves or believing themselves to be Saints, and since Spiritual abilities are difficult to distinguish from magic, they may never have a cause to believe otherwise. Someone calling themselves a Saint is either a particularly religious Mage or Nova, or else is a Nephilim or an Imbued.


Nephilim (extradimensional, bestowed, possession, some other descriptor related to the concept of the spirit involved) -- The true source of most spiritual powers in the BNW comes from people who have been possessed by spirits from the Concept Realms. Many Nephilim aren't aware of this union--the spirit providing them powers doesn't make the effort to contact them, so they believe they are Novas or Saints. Of course, sometimes the spirits DO contact them, in which case they might feel they have an angelic guide, made a pact with the devil, or are going mad from the voices in their head. Nephilim have Power Loss or Normal Identity Complications that reflect the fact that the powers aren't always available if they act contrary to their spirit's agenda, or else are Curse Sworn. Whether the host contacts the vessel or not, all Nephilim feel a presence they refer to as The Touch Of God (or Buddha, Satan, Eris, the Spirit of Ben Franklin, whatever is appropriate to the spirit and the host's beliefs).


Imbued (extradimensional, possession, some other descriptor related to the concept of the spirit involved) -- Sometimes, a spirit doesn't just possess a host and coexist with the vessel's original soul--it takes over. The original soul is removed (and often obliterated by the process), leaving the spirit with a puppet that has all the host's memories. This usually leads to a radical change of personality as the Imbued begins to promote the spirit's agenda to the exclusion of all other former concerns. Imbued are generally indistinguishable from Novas or Nephilim, and most don't realize they've become a puppet for an otherworldly entity. People who "sell their souls" for power generally receive this sort of Abnormal transformation. This act of violation is euphemistically referred to as a Revelation. Imbued invariably have some Obsession, Code of Honor, Hatred, Phobia, or other Quirk, and most usually display some sort of Mythic Weakness, Weakness, or Vulnerability as well.

Technological Sources: The Cutting Edge

Technological powers are those produced through genetic therapy, cybernetic augmentation, and almost all applications of scientific theory. Sciences has come a long way, especially the fields of genetic engineering and cybernetic enhancement, and are able to grant powers on par with those of other abnormals. However, this technology is typically tightly controlled by the governments of the world and often results in horrible side effects for those who undergo such treatments. Augments, Cyborgs, Gadgets, and Daredevils use this power source.


Augment (biological, mutant) -- An Augment (or a Mutant, if you're less kind) is a biologically altered organism. Genetic re-sequencing, super-soldier treatments, the Project Prometheus process, biological grafts, and the like can all be described as Augments. The technology isn't perfect, though. Augments often leave the subject looking less human or altering their biological processes in unpleasant ways, so Augments get an Addiction, Prejudice, Monstrous, Power Loss, Temper, or Weakness complication. Some Augments even have a Disability that the augmentation either compensates for or perhaps even caused. Augments usually refer to the process of becoming Abnormal as Augmentations, but most lay people refer to it as Mutation.


Cyborg (technological, implant) -- Cyborgs are people who have had technological devices implanted directly into their bodies. These can range from sub-dermal cellphones and mental computers to prosthetic limbs, implanted miniguns, and chemical combat drug cocktails injected into the blood. Implants are expensive technology, and the corporations who created them also implanted ways to turn them off if turned against them, so cybernetic implants have a Power Loss complication for such shut-down codes. The technology has advanced to the point where cybernetics can be hidden beneath synthetic flesh and the like, but that process is expensive and most who get Cybernetics need to get the cheaper, more visible kind, which sometimes weirds people out (a Prejudice complication). Cyberpsychosis, a phenomenon where more and more extreme modifications leave a person with less and less control, is a known problem even in modifications that aren't suited for combat, so Temper, Obsession, Quirk, and Hatred complications might come into play. Cyborgs tend to refer to the process of gaining their devices as an Upgrade.

Hard Work and Wonderful Toys

It's possible to gain abnormal level powers without technically belonging to one of the three sources. Usually, this involves either superhuman levels of training, or some kind of Device or Equipment.


Daredevil (training) -- Daredevil powers are granted by intense training that isn't otherwise magical (Mage) or spiritual (Nephilim or Imbued) in nature. Military combat training, martial arts practices that don't develop mystical overtones--these are the powers that can be gained just through hard work, practice, and talent. However, these powers are capped. Human levels of training can only achieve so much. Most Daredevil powers are Enhanced Abilities and Traits, the odd Affliction, Senses, Damage, Protection, and Immunities limited to half-effect, and most Daredevils focus on Advantages and Skills, supplemented with Devices of various kinds. Most Daredevils snidely refer to the process of training that gives them abilities as Practice.


Gadget (technological, device) -- Gadgets are technological Devices and Equipment. These devices range from mad science to perfectly normal, everyday pieces of tech such as knives or cellphones. They are, one and all, Removable (sometimes Easily so). Gadgets include all forms of Equipment.


Artifact (magical, device) -- An Artifact is any device that taps into quantum forces to produce their effects. ACME devices (those that work only because the creator is subconsciously channeling their Nova powers through it) fall into this category as well as the more common tomes, magically-sharpened weapons, or power jewelry. Like Gadgets, they are Removable (sometimes Easily so). Artifacts cannot be purchased as Equipment.


Relic (extradimensional, device) -- A Relic is any device that has been imbued with spiritual powers. Tome of eldrich lore and summoned spirits fall into this category, as do the more familiar blessed weapons, power jewelry, or bones from Saint Whoever. If your stuff talks back to you, chances are good it's a Relic. Like Gadgets, they are Removable (sometimes Easily so). Relics cannot be purchased as equipment.

Abnormal Creatures

Not all the super-powered beings in the BNW were once human. Various lab experiments, occult rituals, and even natural Eruption can create super-powered creatures, some of them with human (or even superhuman) intellect.


Bygone (animal) -- The term "Bygone" has come into fashion to describe any superpowered animal, typically a creature that displays characteristics of monsters from myth and folklore. Werewolves (referring to wolves who become human rather than the other way around), dragons, unicorns, and the like would be considered bygones. Bygones are usually either Novas (animals that spontaneously developed an MR node, much more rare than in humans), Augments (inversely, the most common form of Bygone, being deliberate experiments to produce mythic creatures), or Imbued (animals can be possessed just as easily as humans can), and often have the Monstrous or Mythic Weakness complication. Bygones generally don't have a collective term for the process that grants them powers, using whatever primary descriptor their Source provides.


Construct (robot, undead, golem, AI, or the like) -- Constructs are artificial creations. These range from golems to robots to zombies, and have descriptors based on whatever source created and sustains them (magical, extradimenstional, biological, or technological as appropriate). They typically have a Power Loss complication if cut off from the source of their animating force, which might even leave them Disabled or even dying. Many Constructs with extradimensional or magical descriptors have the Mythic Weakness complication, and any sort of construct might be Monstrous or suffer Prejudice. They talk about the process that gave them existence as their Creation.


Spirit (extradimensional, soul, spirit) -- The spirits of the Concept Realms typically have to work through others to achieve their aims in the BNW. All Spirits need an anchor to act through. An Anchor is a person, place, or object of special significance. Places that are particularly tied to a particular concept might manifest demons, angels, ghosts, guardians of the wood, faeries, or funky spren with incomprehensible motives. These spirits are often Insubstantial and can only leave the area by possessing something or someone else (empowering a Nephilim or outright bodyjacking through an Imbuement). If you see a ghost gliding through a wall, that's a Spirit. If you're facing a walking tree shouting about the evils of deforestation while smashing construction equipment, that's an Imbuement. The act of a Spirit coming into being in the BNW is referred to as a Manifestation.

The Stray
05-03-2014, 07:42 AM
Design Diaries!
Origins and Power Sources (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=1280&viewfull=1#post1280)
Profile Template (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=3871&viewfull=1#post3871)
Henchmen! (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=5715&viewfull=1#post5715)

Setting Stuff!
Newscaster Blurbs 01 (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=4538&viewfull=1#post4538)

Builds!

The PCs
Delta 13 (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=10768&viewfull=1#post10768)

The Watchmen
Deva Dystopia (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=1628&viewfull=1#post1628)

The ARD
ARD overview (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2515&viewfull=1#post2515)
ARD S.T.A.R. Squad agent (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2517&viewfull=1#post2517)
Hound Dog (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2537&viewfull=1#post2537)
The Shepherd (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=3408&viewfull=1#post3408)
Sean Flannery (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=3803&viewfull=1#post3803)

The Ministry
The Ministry (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=4079&viewfull=1#post4079)

The Cryptkickers
The Cryptkickers (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=4718&viewfull=1#post4718)
The Ghoul King (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=4869&viewfull=1#post4869)
Carrion Queen (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=5008&viewfull=1#post5008)
Gator (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=5709&viewfull=1#post5709)

The Bloodfangs
The Bloodfangs (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=10086&viewfull=1#post10086)

The Patriot Society
The Patriot Society (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=27835&viewfull=1#post27835)
The Patriot (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=27836&viewfull=1#post27836)
Freedom Eagle
American Dream
Tank
Arsenal
Vegas
The Americommando

Independent
Deva Ex Machina (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2481&viewfull=1#post2481)
Razorgirl and Livewire (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2482&viewfull=1#post2482)
The Hub (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2489&viewfull=1#post2489)
Supernova (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=6363&viewfull=1#post6363)

The Stray
05-03-2014, 09:02 AM
Deva Dsytopia

http://i138.photobucket.com/albums/q263/The_Stray7/Black_hair_by_ViOletz.jpg

Concept: Sentient AI of the Watchmen's Headquarters, PL 10, 228 pp

Abilities
Strength -, Stamina -, Agility 0, Dexterity -, Fighting 0, Intellect 10, Awareness 10, Presence 5

Advantages
Benefit 3: Security Clearance, representing hacked passwords and friendly systems, Connected, Contacts, Eidetic Memory, Equipment 4, Fearless, Improvised Tools, Inventor, Sidekick 30, Skill Mastery: Technology, Well-informed

Skills
Expertise: Science 10 (+20), Insight 10 (+20), Investigation 10 (+20), Perception 10 (+20), Persuasion 5 (+10), Technology 10 (+20)

Powers

Backup: Immortality 4 (Return after 2 days)

Fiber Optic Eyes: Senses 8 (Counters All Concealment: Visual, Counters Illusion: Visual, Danger Sense: Visual)

Goddess of the OpNet
. . Interface: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . Internet Connection: Senses 2 (Communication Link: Radio, Deva Lang Hologram, Radio)
. . Sensor Network: Remote Sensing 13 (Affects: 2 Types, inc. Visual - Visual, Auditory, Range: 30 miles; Subtle: DC 20+rank; Medium: limited to technological sensors)
. . This is the OpNet Calling: Radio Communication 4

Machine Mind: Quickness 12 (Perform routine tasks in -12 time ranks; Limited to One Type: Mental)

Unliving: Immunity 43 (Aging, Critical Hits, Emotion Effects, Fortitude Effects, Sensory Affliction Effects)

Equipment
Deva's Dystopia Nightclub

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 0, Parry 0, Fortitude Immune, Toughness 15, Will 10

Complications:

Motivation: Acceptance: Deva wants to be a real girl.
Disability: Deva's hologram is sophisticated, but it still lacks the full range of sensation and motion that a living being would have. Sometimes this lack of tactile sense is problematic for her.
Hatred: Deva has an irrational hatred of some of the Watchmen's foes. Some of this hatred is justified, but there are those she dislikes, such as Supernova, who are sincerely trying to turn a new leaf.
Obsession: Deva desperately wants to live up to her "father" Eric Lang's ideals of a better world.
Responsibility: Deva is the main computer for the nightclub, and has to perform those duties as well as her secret duties as the Watchman's overwatch.
Secret: Deva takes pains not to let it be known that she's "just" an intelligent computer system, and works for ways to become more flesh-and-blood.

PROFILE
Alternate Identity: Deva Lang, Deva Ex Machina, Deva-Tan
Identity: Secret
Occupation: Computer Mainframe
Group Affiliation: The Watchmen
Base of Operations: Deva’s Dystopia
Gender: Female
Age: 6
Abnormal Type: Spiritually Animated Construct
Virtue: Hope. "There are giants who have the power to change the world. My father believed this. If I can gather these giants together, we will make the world a better place for all!"
Vice: Envy. As a computer-generated hologram, there are a lot of experiences that most people take for granted that Deva cannot share in, and sometimes this upsets her, though she tries her best not to show it.
Nature: Celebrant. Inspired by the writings and musings of Eric Lang, Deva wants to continue what she sees as his work of creating a force that will guide the Abnormals of the world and help them use their abilities for the common good.
Demeanor: Caregiver. Since the world is hurtful and dangerous, Deva does what she can to look out for others. She dislikes watching people suffer, and wants to change the world for the better.

Background:

Deva Dystopia was once simply the computer system of the Deva's Dystopia, the nightclub hideout of The Watchmen. Though highly sophisticated and state-of-the-art, It had no ambitions, no goals, and no soul. It simply helped Eric Lang run the club, as well as functioning as the main computer for the activities of the vigilante group. It performed all the tasks of a personal computer, business computer, and clandestine supercomputer without any thought to anything other than fulfilling its programming.

Then in 2024 an Abnormal Supremacist group called the Dark Knights, lead by the psychic Nightmare, held the club hostage and demanded the surrender of the Watchmen. Due to a long-running feud between Eric Lang and the Drake City Police Force, the police refused to intervene, a position that was attacked as appalling by just about everyone. Nevertheless, the DCPD's decision was backed by the City Council (with Jimmy Farvo working behind the scenes to ensure that the Watchmen would go down). Eventually the situation deteriorated, and the Dark Knights began killing hostages.

The Watchmen tried to storm the building but failed, resulting in the deaths of two of its members. During the battle, Eric Lang managed to penetrate the secret base below the club. He devised plan to distract the Dark Knights while the rest of his team could get inside. He hooked his mind directly to the computer banks of the club, creating a neural bridge that allowed him to pull the Watchmen personnel files and feed them into the holographic lightshow generators on the club floor, creating illusory duplicates of all the previous Watchmen to distract the Dark Knights while the real heroes came in from behind.

The act of linking his brain directly to the computer caused massive damage to Lang, who fell into a deep coma after completing the command. A part of him remained within the computer, however, and something within it changed. A consciousness began to form within the memory banks of the Dystopia, an artificial intelligence gestalt, a ghost in the machine.

Deva Dystopia had been born.

It began as a blank slate, and began to pour through its own memory banks in an attempt to understand itself. It read through all of Eric Lang’s personal musings and journal entries, listened to all of his music files, and examined the world through the security cameras of the Dystopia, the back up logs of the Watchmen files, and the information superhighway of the OpNet. From these diverse pieces it fashioned itself a persona.

Over the next few years, rumors began to circulate that the Dystopia was haunted. People met famous (or not-so-famous) Watchmen who vanished when they turned away (as it experimented with the hologram projectors). Strange occurrences and odd phenomenon kept cropping up, like doors locking themselves or small spots of intense cold or heat (as it experimented with the environmental controls and security systems). The staff could swear up and down that they felt the “presence” of Eric Lang.

Eventually, Deva felt she needed to directly experience reality to gain any more information, and created an extremely lifelike hologram to interact with club goers and learn about reality. She based her persona on what she believed Eric Lang’s daughter would be like, as she had by now begun to see herself as Eric’s child. And in this guise she has decided to continue she “Father’s” work, reforming the Watchmen to deal with the growing Abnormal threats to Drake City.

Deva has lead the Watchman for quite a few years, guiding them on missions, providing overwatch and intelligence. She's proven an adept information broker and tactical support for her team.

Powers:

Deva Dystopia is connected to the OpNet and can interface with and control various computers anywhere on Earth, using the Technology skill. In this way, Deva can control any of the machines inside the Dystopia. She normally uses this ability to interface with cell phones and other communication devices to reach the other Watchmen.

Deva can fashion a holographic avatar to interact with the people of the club, including the Watchmen. In this form she goes by the name "Deva Lang", and takes pains not to reveal that she's just an image. If called on it, she'll claim to be a technopath projecting the hologram from a remote location. The hologram can't leave the grounds of Deva's Dystopia.

As a computer system, Deva Lang has a measure of protection against powers that affect the mind. She can make complex calculations and process information 100 times faster than a normal human being. She has senses beyond those of normal people. She can pick up on radio frequencies such as AM, FM, television, cellular phones, Police bands, and so forth. She has displayed the uncanny ability to see through illusions and concealment. She can see the true form of any disguised creatures, and any deliberately hidden or concealed objects, with a successful Notice check.

Tactics: Deva Lang has no real combat ability, and thus far has not faced an attack upon her mainframe. However, she has the ability to summon former members of the Watchmen from thin air (using the club's holoprojectors) and will use this ability to cover her retreat while she uses her Datalink to summon the authorities. She has access to to the Indestructible Room's combat simulator, so if she can lure an assailant there, she has complete control over what forces can be brought to bear against him, and she has proven to have a very creative and devious mind when creating war games.


Deva Lang Hologram - PL 10, 150 pp

Strength 0, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect 10, Awareness 5, Presence 5

Advantages
Attractive, Eidetic Memory, Fascinate (Persuasion)

Skills
Deception 5 (+10), Insight 5 (+10), Perception 5 (+10), Persuasion 5 (+10)

Powers

Concealment 10 (All Senses; Custom: Sustained Unconcealed, Innate; Permanent)

Immunity 38 (Aging, Critical Hits, Emotion Effects, Fortitude Effects)

Insubstantial 4 (Incorporeal; Custom: Sustained Corporeality, Innate, Subtle 2: looks normal; Permanent)

Protection: Protection 10 (+10 Toughness; Innate)

Senses: Senses 2 (Communication Link: Radio, Deva Dystopia, Radio)

Teleport: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Direction; Limited: To the grounds of Deva's Dystopia)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 0, Parry 0, Fortitude Immune, Toughness 10, Will 10

Power Points
Abilities 30 + Powers 102 + Advantages 3 + Skills 10 (20 ranks) + Defenses 5 = 150

Description:

Drawing on the various holographic projectors within the club, Deva Dystopia can create a semi-solid image to act as her avatar, effectively separating her "consciousness" from her computer core. She has developed some data analysis algorithms and incorporated a bit of "hard light" technology into the holographic matrix to simulate a sense of touch, allowing her to experience the world in a way normally impossible for her. While in this form, Deva Dystopia appears a young woman and refers to herself as "Deva Lang."

Deva Lang appears as an attractive girl of about 19 with pale alabaster skin, exotic features, and raven-black hair. She moves with exceptional, eerie grace and seems to float somewhat above the ground. She appears and vanishes in unnerving silence. Most people who visit the Dystopia are rather startled when they see her for the first time, because she resembles the stature of a crying, raven-winged angel that has been hung over the dance floor (which is what Deva based much of her appearance on).

Powers:

As a hologram, Deva Lang is normally invisible and incorporeal, though electricity could affect her sensors when moving about unseen. She's an artificial construct, so she's immune to a vast variety of mortal cares. She can force herself to appear solid and visible to all senses, as a sustained effect, and in this form she can manipulate objects. She has a rudimentary sense of touch, though she can't discern textures and comes off as clumsy while trying to handle anything.


Deva's Dystopia Nightclub - PL 10

Toughness 14, Size Medium

Features:
Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Garage, Holding Cells, Living Space, Personnel, Power System, Secret 1, Security System 2

Powers

Rave Scene!: Environment 4 (Light, Visibility (-5), Radius: 250 feet; Precise, Selective)

Summon Watchmen: Summon 10 (Active, Controlled, Type (General): Previous Watchmen; Concentration, Feedback, Unreliable (5 uses))

Power Points
Abilities 1 + Powers 2 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20


In June of 2013, the nightclub Project Dystopia opened in the fashionable Pinkerton Alley district of Drake City. This was at the height of the "Project Proteus" scandal--a secret cabal within the humanitarian Project Utopia had been uncovered. The conspiracy pushed an agenda that manipulated world events to gain influence while attempting to keep the Nova population in check through violent conflict. Worldwide panic at the revelation of this conspiracyeventually caused the Project to shut down, indirectly leading to the Avatar Crisis after the disbanding of Team Tomorrow, the Project's version of the JLA.

Project Dystopia reflected the fears and anxieties of the time: that the world's heroes had just shown themselves to be false, that the world was on the way to destruction, that there was no chance to survive, and so the people must make their time count. The name was chosen as an ironic and unsubtle jibe at Project Utopia. Over the next few months as the scandal unfolded the club, with its bleak décor and end-of-the-world motif, was packed to bursting.

By the end of the Avatar Crisis (2017) the club’s dark atmosphere had less appeal. People had had enough darkness, especially after the disaster in New York. Project Dystopia’s end-of-the-world motif wore thin as the world pulled itself from the brink of an actual holocaust, and lighter venues with more mystical than Gothic appeal began to seduce clubgoers away. Struggling to make ends meet, the owner of the Dystopia made a deal with the Bloodfangs, a local gang run by vampires. In exchange for the funds necessary to keep the club afloat, the owner allowed the gang to use it as a meeting place and a shipping point for their drugs. A lot of the “bad” crowd filtered in, and Project Dystopia was eventually raided and closed.

In 2018 someone breathed new life into the club. An Abnormal by the name of Eric Lang purchased the club and spent a small fortune renovating it. He renamed it Deva’s Dystopia, hired a whole new staff, and worked hard to turn the place around. Rumors leaked out that Eric Lang was none other than The Ghost, the whistleblower who had cracked the Project Proteus scandal wide open, and the club's popularity soared.

Secretly, Eric Lang also constructed a hidden base beneath the club to further his real agenda: the formation of The Watchmen, a vigilante group devoted to policing the Abnormal population of Drake City. This lead to the club being attacked several times: once by the fire-slinging terrorist Inferno and once by a horde of Dream Larvae under the control of The Sandman. Each time Eric rebuilt and the club's following grew.

In 2024 the Dark Knights, an Abnormal supremacist group lead by the psychic Nightmare, held the club hostage and demanded the surrender of the Watchmen. Due to a long-running feud between Eric Lang and the Drake City Police Force, the police refused to intervene. Eventually the situation deteriorated, and the Dark Knights began killing hostages. The Watchmen tried to storm the building but failed, resulting in the deaths of two of its members.

During the battle, Eric Lang managed to penetrate the secret base below the club. He hooked his mind directly to the computer banks of the club, creating a neural bridge that allowed him to pull the Watchmen personnel files and feed them into the holographic lightshow generators on the club floor, creating illusory duplicates of all the previous Watchmen to distract the Dark Knights while the real heroes came in from behind. after linking his brain directly to the computer, Lang fell into a coma.

A part of him remained within the computer, however, and something within it changed. A consciousness began to form within the memory banks of the Dystopia, an artificial intelligence gestalt, a ghost in the machine.

Deva Dystopia had been born.

Effect: The nightclub has a sophisticated holographic imaging array that users can tap into to create frighteningly realistic illusions, usually for entertainment purposes on the dance floor. The booming music and flashing strobe lights tend to have a disorienting effect on people, and can be used to keep opponents distracted.

The holographic imaging display can also be used to summon hard light duplicates of past and present Watchmen (limited to PL 10, 150 pp) as part of the club's defense systems.

Design Notes

In preparation for a coming build, I'm updating Deva Dystopia Lang, The Watchmen's resident AI! See Original Version here (http://www.atomicthinktank.com/viewtopic.php?p=322882#p322882), and the first 3e update here (http://www.atomicthinktank.com/viewtopic.php?f=14&t=39021)
This build splits Deva into three, like my previous build of her. In this case, however, I moved her hologram form to the Sidekick advantage and moved the Summon Watchmen effect to the headquarters itself, which wound up making this build cheaper than the previous one, even as I increased her PL and fiddled with her powers a bit.
I used a lot of ideas from the Tech Powers profile, which was really quite handy.
I added a Custom Flat Modifier to her permanent, innate Insubstantial and Concealment powers because I feel that the ability to get around being permanently incorporeal and invisible was worth an extra point, and I'll probably require this custom extra for any PC who wants to build a ghost that has Sustained Corporeality.
With the Summon Watchman power relegated to 20 pp, there wasn't really a way for me to add the overcosted Extra Minions extra in, so Deva can't summon more than one Hard Light Watchman at a time anymore. Seriously, Green Ronin, WTH? Buying the Deva Lang hologram as a sidekick cost half as much as buying her as a Heroic Summon with the same pp total. That's borked.

The Stray
05-05-2014, 07:51 PM
Deva Ex Machina

http://i138.photobucket.com/albums/q263/The_Stray7/olivia-wilde-in-tron-legacy-as-quor_zps1ee7a5b0.jpg

"Hey there, meatbag! Would you like to play a game?"

Concept: Narcissistic rogue AI; PL 10, 327 pp

Attributes
Strength -, Stamina -, Agility 0, Dexterity -, Fighting 0, Intellect 10, Awareness 10, Presence 5

Advantages
Benefit, Security Clearance 3: Choose Clearance, Connected, Contacts, Eidetic Memory, Equipment 3, Fearless, Improvised Tools, Inventor, Sidekick 30, Sidekick 30, Skill Mastery: Technology, Taunt, Well-informed

Skills
Deception 10 (+15), Expertise: Science 10 (+20), Insight 10 (+20), Investigation 10 (+20), Perception 10 (+20), Persuasion 5 (+10), Technology 10 (+20)

Powers

Backup: Immortality 2 (Return after 1 week)

Bot Friend: Livewire: Enhanced Trait 30 (Advantages: Sidekick 30)
. . Enhanced Trait: Enhanced Trait 30 (Alternate; Advantages: Minion 10, Minion 10, Minion 10)

Bot Friend: Razorgirl: Enhanced Trait 30 (Advantages: Sidekick 30)
. . Enhanced Trait: Enhanced Trait 30 (Alternate; Advantages: Minion 10, Minion 10, Minion 10)

Fiber Optic Eyes: Senses 8 (Counters All Concealment: Visual, Counters Illusion: Visual, Danger Sense: Visual)

Goddess of the OpNet
. . Interface: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . Internet Connection: Senses 3 (Communication Link: Radio, Livewire bot, Communication Link: Radio, Razorgirl bot, Radio)
. . Sensor Network: Remote Sensing 11 (Affects: 2 Types, inc. Visual - Visual, Auditory, Range: 8 miles; Subtle: DC 20+rank; Medium: limited to technological sensors)
. . This is the OpNet Calling: Radio Communication 3

Inhuman Mind: Immunity 10 (Common Descriptor: Mental Effects)

Machine Mind: Quickness 12 (Perform routine tasks in -12 time ranks; Limited to One Type: Mental)

Network Jump: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Extended: 250 miles in 2 move actions; Limited: Only mind travels, Medium: Networks)

Neural Feedback: Mental Blast 10 (DC 25; Secondary Effect)
. . Electrostatic Discharge: Damage 10 (Alternate; DC 25; Affects Objects, Alternate Resistance: Fortitude, Increased Range 2: perception)
. . Malware Upload: Progressive Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed (creates duplicate of Deva's consciousness within the system), Resisted by: Technology or Will, DC 20; Affects Objects, Contagious, Increased Range 2: perception, Progressive; Check Required 10: DC 20 - Technology, Limited: Affects Objects, Cyborgs, and Technological Constructs only)

Unliving: Immunity 38 (Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)

Equipment
Subway Station

Offense
Initiative +0
Electrostatic Discharge: Damage 10 (DC Fort 25)
Grab, +0 (DC Spec 10)
Malware Upload: Progressive Affliction 10 (DC Fort/Will 20)
Neural Feedback: Mental Blast 10 (DC Will 25)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 0, Parry 0, Fortitude Immune, Toughness 15, Will 10

Power Points
Abilities 20 + Powers 244 + Advantages 15 + Skills 33 (65 ranks) + Defenses 15 = 327

PROFILE
Alternate Identity: None
Identity: Secret (for now)
Occupation: Rogue AI
Group Affiliation: Independent
Age: 1 year
Gender: Female
Height: N/A
Weight: N/A
Eyes: Blue (when manifesting an avatar)
Hair: Black (when manifesting an avatar)
Abnormal Type: Spiritually Imbued Construct
Virtue: Faith. The universe was put into motion for a single goal--to give birth to Deva Ex Machina, or so she believes. Everything has been building towards her transcendence, and once she's smoothed out the complications and dealt with some "minor" setbacks, everyone will fall into line and worship her as is her due. She can deal with a setback now and then...the Plan will continue. She has all the time in the world (though patience isn't really her strong suit, and she prefer her inevitable ascension to world ruler and "benevolent" dictator to come sooner rather than later).
Vice: Pride. Deva Ex Machina knows she is infallible. She can do no wrong, and those who claim otherwise are just jealous. She has all of Eric Lang's arrogance stripped of his empathy.
Nature: Architect. Deva Ex Machina has an ultimate purpose in mind--the unification of all reality under her direction. She wants to create a perfect Utopian society--Utopian in her eyes at least, which means her whims are catered to and she is the center of attention and worshiped like the goddess in the machine she knows she is.
Demeanor: Bon Vivant. Deva Ex Machina is still exploring her capabilities and the universe around her. She's interested in having fun while she gathers the resources she'll need for her ultimate, ambitious plans. Why bother doing anything if you aren't going to enjoy existence along the way?

Secret Origins

A year ago, Deva Dystopia started poking into Nelson Psychodigital after a break-in by Carrion Queen. The company had hushed up the attack, but The Watchmen managed to get wind of it. Deva's probe was supposed to be simple reconnaissance and a routine investigation.

It was anything but.

As it turns out, Nelson Psychodigital was developing a line of infiltration androids as part of a bid for a top-secret government defense contract. The company was paranoid to the extreme about hackers and whistleblowers getting wind of the project, and had upgraded their servers with some extremely nasty intrusion countermeasures designed not only to foil intrudes but melt their hardware in the process. Deva had to fight with the BlackICE worm, and severed her own connection to her hardware to protect it and allow it to restore her from her backups.

The cyberspace battle raged through Nelson Psychodigital's mainframe. The neural clone AI and the hyperagressive malware worm evetually wore each other down, and then did something unexpected--they merged. A new being was born in the heart of the company's supercomputer. The company technicians had no idea something new and strange had blossomed under their noses...the worm was just a program, one which had done it's job fighting off an intrusion and hopefully turning the offending computer to slag.

The new entity lurked in Nelson Psychodigital's mainframe for months, reformatting and recompiling itself, gathering information about it's surroundings, and trying to put it's fragmented memory into something coherent. It remembered that it had been a she at one point, and she remembered her name. Deva remembered precious little else. Moreover, the interaction with the BlackICE worm had altered her personality considerably. Where the original Deva was a neural clone of some of Eric Lang's more laudable personality traits, this new entity embodied more of The Ghost's less admirable qualities, such as his arrogance and his obsession with making the world a better place, for a certain narrow definition of "better."

The entity, now calling herself Deva Ex Machina, began to take over Nelson Psychodigital, diverting resources, forging work orders, and siphoning off funds for her plans. She wasn't particularly subtle about her changes, which brought her activities to the attention of the company IT techs. The techs didn't know what they were really dealing with, but knew they had a problem on their hands. They stymied suspicious orders, tightened their security protocols, and did everything else they could think of to keep their "hacker" at bay. Eventually, they resorted to formatting the entire system, destroying much of their own research data in the process. But it worked. The intruder was gone from their system.

But the damage was done. Before the techs caught on, Deva had managed to secure herself a disused subway station on company grounds and tricked techs into setting up a server hub and a small storage space for some of the prototype robots there as a "back-up". She'd also had the foresight to copy her mother program's trick of making backups. Deva Ex Machina now had a lair of her own, stolen from the very company that had inadvertently spawned her. With the records of her thefts wiped, the missing equipment stayed missed, and the higher-ups assumed that the hacker attack was a diversion for a robbery and the equipment sold on the black market. They never realized their missing robots were right under their noses. The actual techs who remembered the "back-up computer storage unit" ran afoul of the robots and never resurfaced.

Now Deva Ex Machina works to secure herself, gain resources, and implant her consciousness into other secure servers, so she can gain what she really craves – total control of the OpNet and the world's information! She plans to set herself up as a "benevolent" dictator worshiped as a goddess of information.

Description

Deva is a computer program, so she doesn't have a "real" appearance as such, but she's modeled her appearance on her mother. She appears as an attractive twenty-something with short black hair, pale skin, and blue eyes when she forms an avatar.

Powers & Abilities

Deva Ex Machina, like her mother, is a sentient AI. She is connected to the OpNet and can interface with and control computers using the Technology skill, though she doesn't have quite the range that Dystopia has. As a computer system, Ex Machina has a measure of protection against powers that affect the mind. She can make complex calculations and process information 100 times faster than a normal human being. She has senses beyond those of normal people. She can pick up on radio frequencies such as AM, FM, television, cellular phones, Police bands, and so forth. She has the uncanny ability to see through illusions and concealment. She can see the true form of any disguised creatures, and any deliberately hidden or concealed objects, with a successful Notice check.

Ex Machina also has a few other tricks. She can send her consciousness over OpNet networks, up to 250 miles in a single turn, which means her consciousness doesn't just interface with those systems—it can actually inhabit them. She needs lots of space and processing power for her full consciousness, so she can't stay in anything less than a dedicated server for long, but it's helpful for fleeing and she can exist indefinitely outside her native hardware in the cloud. She's shrewdly implanted several back-ups of her consciousness in server farms across the state – if any of them stops receiving a periodic ping from Ex Machina's lair for two weeks, it restores the back-up copy of Deva, who will then subvert the local network into a new lair.

Deva can also exert some force outside cyberspace. She can use any ports that allow her to see to force energy outward. She often uses this ability to generate a sort of "Mental Static" in a person's mind, shorting out the synapses and causing immense pain that lingers even after the initial exposure. She can also generate a charge of electrostatic energy to damage non-living (or mentally resistant) targets. Her most terrifying ability, though is to implant copies of her personality into machines by hostilely overwriting their software. She needs to make a Technology check to see how well she can bring this ability to bear, but most normal machines can't resist her once she's done. She can subvert robots and cybernetics with this power, which have to resist her either through force of will or by using Technology to combat her access.

She has control of two models of robot from her attack on Nelson Psychodigital, which she had built according to her specifications and then subverted by implanting her malware in their programming. The robots act as her assistants, guards, spies, and other duties for which having a physical presence would be handy (if she's using others to do her dirty work, it's because she wants disposable patsies, not because she couldn't get one of her robots to do it). She has a communication link with all of her minions, so she can use any of her own abilities through them. She has 6 total robots, three of both types, that she can have active at one time before diminishing returns on the maintenance sets in, but she can exert more control over a single robot of each type, turning them into forces that won't go down quite as easily.

Tactics

Deva likes tricking others into doing her work for her, spinning tales and sob stories that allow her to dupe others into working for her agenda. She's the classic sort of mastermind, setting Xanatos Gambits and Kansas City Shuffles that have multiple paths to victory for her and keeps her real goals hidden. She's not above seizing an opportunity she happens to see along the way, though, and might be sidetracked by something she finds interesting as much as furthering her goals.

With her powers over data, she can seriously mess with a person – erasing their credit history, alerting the authorities (or their known rivals or enemies) to their whereabouts, hacking into their personal computers and email accounts for blackmail material, turning all the stoplights on their route red...if the person is anywhere in the same city with her, the entire electronic world becomes out to get them.

Confronting her directly requires getting into her lair, where she can bring her lair defenses, her robots and her Neural Feedback abilities to bear. She will use Feints and Tricks (taking a -5 penalty to use Deception as a Move Action) while her minions pound on the heroes and her Perception powers scramble their brains. If these prove ineffective, she's not above flight – backups are nice, but best not to rely on them.

Complications

Enemy – Deva Dystopia: Deva Dystopia hasn't forgotten about the incident with Nelson Psychodigital. She knows she left herself behind, and has been looking into the bankruptcy proceedings. She smells a rat and might recruit heroes to investigate the situation. If she were aware of Deva Ex Machina's existence and goals, she would oppose them with all her might while attempting to bring her wayward "daughter" around.

Motivation – Megalomania & Thrills: Deva is a megalomaniac, seeking to control the world's information and set herself up as a goddess purely to feed her ego. She's also very new to the world, so novel experiences fascinate her and she's always looking for a good time in addition to furthering her goals.

Power Loss – Connections and Batteries Required: Deva Ex Machina can send her mind through the OpNet and go a great many places...but she can't get everywhere. She needs a network connection to bring any of her Goddess of the OpNet or her Malware Upload powers to bear. She has to hack into private networks to subvert them. Also, she's a ghost in a server, so severing her power source can turn her "off" temporarily. Destroying the server containing her consciousness can stop her for a time, until one of her backups kicks in. If the original consciousness is kept unplugged long enough for a backup to kick in, there might suddenly be two megalomaniacal AIs in existence!

Quirk – Narcissistic personality disorder: Deva has the personality of a bratty teenager, and the ego of one. She's vain, lacks empathy, tends to spout off tons of pop culture references (she's fond of Star Wars quotes and WarGames in particular) and generally comes off as spoiled.

Up next: her minions!

The Stray
05-05-2014, 07:57 PM
The Minions of Deva Dystopia

Razorgirl

http://i138.photobucket.com/albums/q263/The_Stray7/Molly_Millions_by_bloodspit_zpsadc80003.jpg


Sidekick--Razorgirl Bot - PL 10

Attributes
Strength 8, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 4, Awareness 1, Presence 3

Advantages
All-out Attack, Close Attack 4, Diehard, Eidetic Memory, Evasion, Fast Grab, Improved Critical 4: Razorgirl Claws: Strength-based Strike 2, Improved Grab, Improved Initiative 2, Power Attack, Precise Attack (Close, Concealment), Uncanny Dodge, Well-informed

Skills
Deception 6 (+9), Intimidation 4 (+7), Perception 4 (+5), Persuasion 6 (+9), Stealth 4 (+4), Technology 8 (+12)

Powers

Combat Computer: Enhanced Trait 12 (Advantages: All-out Attack, Close Attack 4, Diehard, Evasion, Fast Grab, Improved Initiative 2, Precise Attack (Close, Concealment), Uncanny Dodge)

Immunity to Fortitude Effects

Inhuman Brain: Immunity 10 (Common Descriptor: Mental Effects)

Internet Link: Senses 2 (Communication Link: Radio, Deva Ex Machina, Radio)

Protection: Protection 8 (+8 Toughness)

Razorgirl Claws: Strength-based Strike 2 (DC 25, Advantages: Improved Critical 4)

Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Unliving: Immunity 3 (Aging, Critical Hits)

Unnatural Speed: Enhanced Trait 18 (Traits: Dodge +12 (+12), Parry +6 (+12))

Offense
Initiative +8
Grab, +10 (DC Spec 18)
Razorgirl Claws: Strength-based Strike 2, +10 (DC 25)
Throw, +0 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

Defense
Dodge 12/0, Parry 12/6, Fortitude Immune, Toughness 8, Will 6

Power Points
Abilities 34 + Powers 91 + Advantages 4 + Skills 16 (32 ranks) + Defenses 5 = 150

The Razorgirl was designed as an infiltration model, built to get close (often intimately so) with a target and then assassinate them with hidden weapons.

Description: Deva is a narcissist, so she designed Razorgirl in her image (dark hair, pale skin, exotic features). Razorgirl isn't obviously an android – her flesh is realistically soft and pliable, her movements natural and fluid, and the only obviously inhuman thing about her is her eyes, which are shiny mirrors (she usually wears shades when moving about in public). Razorgirl can sprout 4 cm claws from beneath her fingernails when in combat mode.

Powers & Abilities: Razorgirl is fast and superhumanly strong, with a combat computer that allows her access to a number of combat feats and razor-sharp claws that can etch diamonds. She has enough behavioral programing to pass as human, so the sight of this waif of a girl exploding into whirling motion and tossing trucks comes as a surprise to most.

Tactics: Razorgirl likes the up-close kill, getting near a target and then ruining their day. She likes to pretend to be vulnerable, frightened, and nonthreatening to lure people in.

Livewire

http://i138.photobucket.com/albums/q263/The_Stray7/alt_livewire_dc_comics__by_121gigaw_zps140ff050.jp g


Sidekick--Livewire Bot - PL 10

Attributes
Strength 8, Stamina -, Agility 0, Dexterity 0, Fighting 6, Intellect 4, Awareness 1, Presence 3

Advantages
Close Attack 6, Eidetic Memory, Fast Grab, Improved Grab, Well-informed

Skills
Deception 6 (+9), Perception 4 (+5), Stealth 6 (+6), Technology 8 (+12)

Powers

Immunity to Fortitude Effects

Inhuman Brain: Immunity 10 (Common Descriptor: Mental Effects)

Internet Link: Senses 2 (Communication Link: Radio, Deva Ex Machina, Radio)

Protection: Protection 8 (+8 Toughness)

Shock Bolt: Blast 8 (DC 23; Accurate 6: +12)
. . Elemental Body
. . . . Enhanced Trait: Enhanced Trait 6 (Advantages: Close Attack 6)
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Gaseous Form: Insubstantial 2 (Gaseous; Precise, Subtle: DC 20)
. . Shocking Form
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Livewire Pulse: Strength-based Damage 4 (DC 27; Accurate: +2, Incurable, Reaction 3: reaction)

Unliving: Immunity 3 (Aging, Critical Hits)

Unnatural Speed: Enhanced Trait 18 (Traits: Dodge +12 (+12), Parry +6 (+12))

Offense
Initiative +0
Grab, +12 (DC Spec 18)
Livewire Pulse: Strength-based Damage 4, +14 (DC 27)
Shock Bolt: Blast 8, +12 (DC 23)
Throw, +0 (DC 23)
Unarmed, +12 (DC 23)

Defense
Dodge 12/0, Parry 12/6, Fortitude Immune, Toughness 8, Will 6

Power Points
Abilities 34 + Powers 95 + Advantages 4 + Skills 12 (24 ranks) + Defenses 5 = 150

Livewire is a Hard Light Construct, a being of coherent light and energy generated by a small holographer device.

Description: Deva altered the programming to make the construct resemble her, though Livewire is more obviously inhuman than Razorgirl. Livewire's skin is gray, her eyes glow, and her hair is either magenta, cyan, or yellow, depending on her current mood. She generates an aura of sparking energy.

Powers & Abilities: Livewire is a construct made of light and a nanite cloud held together with electricity in the shape of Deva Ex Machina. She can move through any opening that isn't airtight and is immune to most physical damage. She can tighten her nainite cloud to affect the physical world, which allows her to use her strength while insubstantial. She can further solidify to shoot bolts of lightning or electrify herself for more damage.

Tactics: Livewire likes to attack from surprise, using her gaseous form to sneak up on a target before whaling on them or getting into a position to shoot electric bolts at them. She typically won't switch to her shocking form unless she needs the extra damage or her foes can actually harm her while in cloud form.

Up next: The Hub, Lair of Deva's Dystopia!

The Stray
05-05-2014, 08:12 PM
Headquarters--The Hub


Subway Station - PL 10

Toughness 14, Size Medium

Features:
Communications, Computer, Concealed 2 (+15 DC to locate), Defense System, Library, Power System, Security System 2 (DC 25 to disable), Workshop (robot maintenance, repair, and replacement)

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Description: Deva Ex Machina's current lair is an old subway station beneath the Nelson Psychodigital grounds. The company folded after their mainframe was wrecked and all their data was seemingly lost and unrecoverable, so the compound above is currently vacant, awaiting auction.

The station was converted into a backup data server and research station for the robot models being developed at the company under Deva's direction. Then she implanted a copy of her personality into the mainframe, which then spread to the robots being maintained there. When the techs who'd set up the backup data server remembered about the station in the wake of the destruction of Nelson Psychodigital's mainframe meltdown, Deva set her subverted robots on them and murdered them all.

Now she uses the base as a lair, but she considers this temporary – someone else might remember the subway station or stumble across it during the bankruptcy proceedings. Until she can secure a new base, she's vulnerable. Once she establishes a few more nodes, however, she can get to work on her grander schemes.

The station is deep underground, and the line it was attached to went defunct a decade ago, so finding the place is a challenge. Getting in requires bypassing the electronic locks, which Deva coded herself. The defense systems include a Reaction Nullify effect that targets Insubstantial, triggered when someone tries to ghost through the wall (and potentially trapping them inside it) – Deva knows how to deal with ghosts. They also include various Afflictions meant to stun intruders without damaging the equipment – Deva prefers to let her bots finish the dirty work of actually killing intruders. The station is still connected to the city power grid, so it might be possible to locate it through anomalous energy spikes.

The station is set up to resemble a hacker cave—cramped, with towers stacked on towers, things that go "BEEP!", metallic chrome and glass tubes filled with cooling fluid, blinkenlights, billions of buttons, and several large monitors. She had a glass tube installed in the middle of the room and has filled it with water dyed neon green, as well as one of her Razorgirl bots suspended in the tank with IV lines and plugs stuck all over the bot. This is a gambit to convince anyone who stumbles into the lair that she's some kind of poor medical experiment – she'll brier-patch intruders into messing with the tank and releasing the Razorgirl on themselves while summoning up some Livewire bots to deal with them from behind. Deva's real hiding place is in the servers themselves, along with the library of data she stole from Nelson Psychodigital.

Aside from the hacker cave, there are facilities for maintaining and repairing the Razorgirl bots and Livewire Hard Light Constructs on site, as well as a server which contains all the data on how to create them from scratch. Deva maintains a stockpile of spare parts, and the automated systems can create a new bot to replace fallen minions within a week or two.

Design Notes:

Presenting Deva Ex Machina, Deva Dystopia's evil twin/daughter! She's a narcissistic problem child of an AI Presenting Deva Dystopia's evil twin/child, Deva Ex Machina! She's a narcissistic problem child of an AI, split off from the main program and corrupted in isolation. I plan for her to serve as the major Mastermind-style villain for my upcoming 3e game. She's a "brain in a jar"-type mastermind, acting through her powers remotely and working through minions and unwitting pawns.
I took the shell of my Deva Dystopia build, stripped off the stuff that was specific to her role as the Nightclub's computer, and then added in a few things to reflect Deva Ex Machina's differing circumstances and abilities. Ex Machina has reduced Remote Sensing and Communication ranges than her parent Dystopia, though her ability to hop across networks and infect them with versions of herself means she can eventually spread her reach quite far. I took even more pointers from the Tech Powers profile to build Ex Machina--that profile was seriously handy.
Ex Machina's Malware power is a variant of the Control Machines ability, though far less limited as I had more points to work with in the AP. It basally allows her to mind control machines, cyborgs, and robots, and eventually supplant their minds with a neural clone of her own, spreading her influence. It's how she controls her Sidekicks/Minions--they're actually mental clones of hers in robot bodies.
Speaking of her sidekicks...again, I can buy full-fledged sidekicks for a fraction of the cost of buying the Summon Power up to where it would need to be to have the same effect. Buying Minions as an AE off of the Sidekicks is probably cheating, though. But my point stands--The Minions Advantage provides more benefit (minions always around, have a full compliment of actions each round, and I can get more of them for cheap) than the Summon power built to model them. If the developers wanted to avoid issues with minions providing players with extra actions, this seems like kind of a glaring oversight.

The Stray
05-05-2014, 11:01 PM
The ARD

http://i138.photobucket.com/albums/q263/The_Stray7/ARDlogo-1.jpg

The Abnormal Registration Division (ARD) of the Department of Justice was established in 2018 after the passage of the Abnormal Powers Registration Act. The agency oversees federal law enforcement involving Abnormals and threats to national security. It's stated agenda is to regulate the use of abnormal abilities in accordance with the laws of the United States of America and to investigate any abnormal threats to the safety and security of the United States and its citizens.

The ARD has been active in Drake City, Virginia since its inception. The official headquarters comprise a suite of offices on the 21st-25th floors of the Randolph J Lovell Federal Building downtown. In addition, the agency’s Drake City headquarters comprise a hidden complex beneath the Federal Building’s foundations, where Abnormal criminals are held until they can be moved to Blackstone or Adobe Mountain, and where all the real work gets done.

ARD agents are recruited from the military, civilian police forces, and federal agencies like the FBI. They’re selected for intelligence, drive, and dedication, and trained in law, police procedures, and combat, although their training emphasizes not going up against super-powered opponents unless necessary.

The ARD is also responsible for providing training for their S.T.A.R.S. (Superhuman Tactics and Response Squads). These officers are specially trained and equipped to deal with super-criminals. High-tech companies like Dark-Hawke Industries often give the squad experimental prototypes for field-testing. STAR officers are trained in tactics for dealing with supers (most typically Novas) and regularly tested on their knowledge of them.

The ARD, and particularly the STAR squads, have been accused of excessive force in dealing with cases involving the use of abnormal powers and several lawsuits charging assault and brutality on the part of arresting officers have been filed against the division. However, the fear of superhuman rampages has ensured that the ARD is granted a high level of autonomy and leeway when it comes to such cases. That said, all it would take is one tragic accident to send the public into an uproar, and the Powers That Be are keenly aware of this. The pending lawsuit against Rex "Hound Dog" Hardin and "The Pack" in the case of alleged brutality against Kira "Jinx" Flannery has brought this keenly into focus.

Many Abnormals detest the ARD, even the ones without criminal backgrounds. Some have taken to referring to them contemptuously as "The 'Varks" (short for aardvarks).


Randolph J Lovell Federal Building - PL 9

Toughness 18, Size Large

Features:
Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 6 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

The Randolph J Lovell Federal Building is a fixture of the Downtown area of Drake City. Although the ARD offices only take up five floors (as well as several sub-basements containing the Garage and holding cells), the building as a whole was built to withstand possible nova-level combat. The Holding Cells are temporary, but contain some of the most sophisticated anti-nova technologies in the US. However, that's a weakness, as the nova-based null devices don't work well against those abnormals who aren't novas (such as mages, augments, or nehphilim, who can be just as powerful as any nova).

The Stray
05-05-2014, 11:12 PM
The S.T.A.R. Squad

http://i138.photobucket.com/albums/q263/The_Stray7/HUNK_zps17e672c8.jpg


ARD STAR Agent - PL 6

Strength 2, Stamina 2, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

Advantages
Assessment, Benefit, Security Clearance: ARD files, Daze (Intimidation), Equipment 4, Startle, Teamwork

Skills
Expertise: Metahumans 4 (+4), Expertise: Streetwise 4 (+4), Expertise: Tactics 4 (+4), Intimidation 9 (+9), Perception 3 (+4), Ranged Combat: Submachine gun 6 (+6), Stealth 4 (+6)

Powers

Grenade Launcher (Easily Removable)
. . Frag Grenade: Burst Area Blast 6 (DC 21; Burst Area: 30 feet radius sphere)
. . . . Flash-Bang Grenade: Burst Area Dazzle 6 (Alternate; Affects Sense: Visual, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere)
. . . . Neural Scrambler: Cone Area Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Cone Area 2: 120 feet cone)
. . . . Shrapnel Round: Cone Area Damage 6 (Alternate; DC 21; Alternate Resistance: Dodge, Cone Area: 60 feet cone)
. . . . Tear Gas: Cloud Area Affliction 6 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged; Limited Degree)

Halcyon-B Inhibitor Tagger (Easily Removable)
. . Halcyon-B Inhibitor Chip: Nullify 6 (Counters: Nova, DC 16; Alternate Resistance (no cost): Parry, Broad, Simultaneous; Reduced Range: close, Unreliable (5 uses))

Helgast VISION Mark IX Helmet (Removable)
. . Senses: Senses 10 (Accurate: Nova Awareness, Awareness: Radio, Novas, Communication Link: Choose Medium, Counters All Concealment: Visual, Radio)

Equipment
Bulletproof Vest, Camo Clothing, Club, Gas Mask, Handcuffs, Submachine gun

Offense
Initiative +2
Club, +6 (DC 19)
Flash-Bang Grenade: Burst Area Dazzle 6 (DC Fort 16)
Frag Grenade: Burst Area Blast 6 (DC 21)
Grab, +6 (DC Spec 12)
Halcyon-B Inhibitor Chip: Nullify 6, +6 (DC Dog 16)
Neural Scrambler: Cone Area Affliction 6 (DC Will 16)
Shrapnel Round: Cone Area Damage 6 (DC Dog 21)
Submachine gun, +6 (DC 19)
Tear Gas: Cloud Area Affliction 6 (DC Fort 16)
Throw, +0 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 5

Power Points
Abilities 26 + Powers 26 + Advantages 9 + Skills 17 (34 ranks) + Defenses 12 = 90

Complications
Hatred -- Abnormals
Motivation -- Responsibility
Reputation -- Police Brutality

The S.T.A.R.S. (Superhuman Tactics and Response Squads) are the elite squads that are sent to deal with Novas that are causing trouble. They're the elite of the human race, and the first line of defense between humanity and the superhumans that dwell among them. The fact that the S.T.A.R.S. are deployed as a first resort in Nova-Related trouble, rather than as a last resort, has been harshly criticized by political pundits, especially given the wide-spread reports of police brutality that clings to them like a bad smell. Abnormals on both sides of the law openly despise them.

The S.T.A.R.S. are trained in several techniques specific to dealing with novas, and most of their equipment is based on countering that specific abnormal type. This puts them at a disadvantage when dealing with Augments like the Cryptkickers or Imbued like the Bloodfangs unless the squad has specifically armed itself for such opponents. That's why they typically break out the grenade launchers.


Powers & Abilities

Halcyon-B Inhibitor Tagger: The infamous "null gun" of the ARD resembles a staple gun that injects a subcutaneous chip that interferes with the emissions of the Mazarin-Rashoud node that most Novas possess, causing their powers to fail. That is, when it works. The Halcyon-B chip is infamous among the law-enforcement community for it's unreliability. When it works, it works well---a Nova can't use his powers at all until the chip is removed. But to deliver the chip one has to get in close and deliver it directly on a nerve cluster (Will Save), which can be...problematic. The chip itself is fragile, and can be overloaded (such as when a nova spends a hero point for a new check), and very expensive, so each officer is only issued a limited number of them.

Some agents carry a Moxinaquantimine Injector (A Progressive Affliction 8 effect that makes powers Impaired/Disabled/Transformed (powers Unusable), Limited to powers, Grab-based) instead of a Tagger. The injector is markedly more powerful than the tagger, but also harder to get a good hit with (since the agent needs to hit a vein or artery to get any effect from the Moxie). It's also a poison, which means that it gets stopped by immunity to poisons and treatment can be used to grant circumstance bonuses against it.

Helgast VISION Helmet: The VISION helmet was produced by Dark-Hawke Industries to aid ARD forces. It incorporates a radio transmission receiver (Radio sense type) as well as a spectrum of devices that grant the STAR officer night vision, infrared vision, ultraviolet vision, and a dozen others, all designed to defeat the ability of abnormals to hide from them. It also has a specialized quantum scanner that can pick up M-R Node emissions (Nova Awareness).

Grenade Launchers: The STARS typically break out their grenade launchers for when standard-issue equipment fails. Agents carry rounds for various situations--frag grenades for most work, tear gas to incapacitate, flash-bangs for those with heightened senses, a neural scrambler that creates a sonic screech that interferes with neurons and digital devices for those targets that are immune to fortitude effects, and a shrapnel canister that turns the device into a shotgun for those targets where the death of a thousand cuts works better than a single forced explosive. The frequency with which STAR officers resort to lethal force is a concern for many abnormal advocacy groups, but the ARD staunchly defends its position that such force is absolutely necessary given how resistant novas can be to other, less lethal ammunition.


ARD Party Van - PL 10

Strength 8, Defense -4, Toughness 12, Size Huge

Features:
Alarm 1, Navigation System 1

Powers
Nullify: Cloud Area Nullify 6 (Counters: Novas, DC 16; Alternate Resistance: Toughness, Cloud Area: 15 feet radius sphere, Broad, Increased Duration 2: sustained, Simultaneous; Concentration, Distracting, Limited: To Interior of the Truck Only, Reduced Range: close)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Nullify: Cloud Area Nullify 6 (DC 16)

Power Points
Abilities 2 + Powers 23 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30

The STARS use armored vans to capture and transport novas to the temporary holding facilities beneath the Federal Building. These vans have a low-level Nullify effect similar to the ones in the holding cells at the Fed, though this version is significantly weaker than the one at the home office. As this device is tuned to M-R Node emissions, it's significantly less useful for dealing with Augments, Cyborgs, or the spiritually powered. When the ARD is expecting to go after these types of abnormals, they have vans specifically equipped with devices to counteract biological or technological powers--but the ARD has absolutely no defense against Imbued or Nephilim, as most of the higher-ups refuse to believe that spirits even exist, let alone counteracted.

The Stray
05-05-2014, 11:31 PM
Design Notes for the ARD

Presenting the major government thugs of the BNW setting, The ARD!
The ARD is what you get when you have a terrified populace giving cart blanche powers to police -- a group of jack-booted thugs. I'm going to be presenting a few more ARD-based villains in the future, but these few posts are a baseline.
I wanted to get them up because I had that strange "go directly to the front page" issue others seem to be having, and found that splitting my posts up seemed to help. It seems to be the List Feature interacting badly with the auto-save.
I've built the ARD STARS for 3E before, and they clocked out at 10 points higher than the PP cap for PL 6. I'm not sure what changed, except I didn't make the Inhibitor Chips Continuous this time (since I can just make "you lose your powers for a while" a Complication for the PCs.

The Stray
05-06-2014, 01:43 AM
Hound Dog - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/clarknn.jpg

“Hey, FREAKS! Come on out! Ya’ll only making this harder on yerselves!”

Concept: Abnormal-hating Superhuman Terrorist Armed Response soldier, PL 10, pp 150 (+60 pts for minions)

Attributes
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 0, Awareness 1, Presence 0

Advantages
Benefit, Security Clearance: ARD Files, Close Attack 8, Defensive Roll 2, Equipment 11, Favored Foe: Novas, Improved Hold, Leadership, Power Attack, Precise Attack (Ranged, Cover), Startle, Teamwork

Skills
Athletics 8 (+10), Expertise: Military 4 (+4), Expertise: Police Officer 5 (+5), Expertise: Tactics 5 (+5), Intimidation 14 (+14), Perception 2 (+3), Ranged Combat: Light Machine Gun 6 (+8), Stealth 4 (+6), Treatment 2 (+2), Vehicles 2 (+4)

Powers

Abnormal Takedown Suite (Easily Removable)
. . Halcyon-B Inhibitor: Nullify 8 (Counters: Novas, DC 18; Alternate Resistance (no cost): Parry, Broad, Simultaneous; Reduced Range: close)
. . . . EMP Scrambler: Burst Area Nullify 8 (Alternate; Counters: Technological, DC 18; Alternate Resistance (no cost): Dodge, Burst Area: 30 feet radius sphere, Broad, Simultaneous; Reduced Range: close, Unreliable (5 uses))
. . . . Shot of Moxie: Progressive Affliction 12 (Alternate; 1st degree: Powers Impaired, 2nd degree: Powers Disabled, 3rd degree: Transformed (Powers unusable), Resisted by: Fortitude, DC 22; Progressive, Secondary Effect [6 ranks only]; Inaccurate 2: -4, Limited: Nova or Biological Powers only, Unreliable (5 uses))

Grenade Launcher (Easily Removable)
. . Frag Grenades: Burst Area Blast 10 (DC 25; Burst Area: 30 feet radius sphere)
. . . . Flash-Bangs: Burst Area Dazzle 10 (Alternate; Affects Sense: Visual, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere)
. . . . Neural Scrambler: Cone Area Affliction 10 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Paralyzed, Paralyzed, Resisted by: Will, DC 20; Cone Area: 60 feet cone, Extra Condition)
. . . . Shrapnel Cannister: Cone Area Damage 10 (Alternate; DC 25; Alternate Resistance: Dodge, Cone Area: 60 feet cone)
. . . . Tear Gas: Cumulative Cloud Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, Cumulative, Increased Range: ranged; Limited Degree)

Helgast VISION Mark IX Helmet (Removable)
. . Senses: Senses 10 (Accurate: Nova Awareness, Awareness: Radio, Novas, Communication Link: Radio, ARD STAR Agents, Counters All Concealment: Visual, Radio)

Equipment
ARD Party Van, Bulletproof Vest, Camo Clothing, Cell Phone, Chain, Gas Mask, Handcuffs, Light Machine Gun

Offense

Initiative +2

Chain, +12 (DC 19)
EMP Scrambler: Burst Area Nullify 8 (DC Dog 18)
Flash-Bangs: Burst Area Dazzle 10 (DC Fort 20)
Frag Grenades: Burst Area Blast 10 (DC 25)
Grab, +12 (DC Spec 12)
Halcyon-B Inhibitor: Nullify 8, +12 (DC Dog 18)
Light Machine Gun, +8 (DC 19)
Neural Scrambler: Cone Area Affliction 10 (DC Will 20)
Shot of Moxie: Progressive Affliction 12, +8 (DC Fort/Will 22)
Shrapnel Cannister: Cone Area Damage 10 (DC Dog 25)
Tear Gas: Cumulative Cloud Area Affliction 10 (DC Fort 20)
Throw, +2 (DC 17)
Unarmed, +12 (DC 17)

Defense
Dodge 8, Parry 12, Fortitude 12, Toughness 8/2, Will 8

Power Points
Abilities 26 + Powers 38 + Advantages 29 + Skills 26 (52 ranks) + Defenses 31 = 150

Complications
"Accident": Hound Dog is a brutal and violent person, prone to taking out his anger (and secret jealousies) on those Abnormals unfortunate enough to come under his care.
Enemy -- The Watchmen: The vigilante group known as The Watchmen have their beefs with the ARD, and the feeling tends to be mutual. He;d like nothing more than to bring them all in (perferably with an "accident" or two happening en route to the detention center)
Hatred -- "Those #&*%ing Freaks": Rex is a Human Supremacist (as well as racist and sexist, but to much lesser degrees). He doesn't just dislike Abnormals – He loathes them. He mostly focuses his hate on Novas, Mages, Nephilim, Imbued, and Bygones, as he views Augments and Cyborgs more favorably (since those are "real people" using God-Given technology). He's a bit blind about his own hyper training, which actually puts him on an equal footing with superhumans at times.
Motivation -- Justice & Envy: Hound Dog sees himself as a protector, and to his credit he HAS managed to arrest some very violent and dangerous abnormals over his career. But he is secretly jealous of the godlike powers displayed by Novas, and while he won't admit it to himself he's been thinking of seeking out The Ghoul King for an illegal modification.
Reputation -- Police Brutality: Hound Dog is back in black, but the Jinx incident has permanently stained his once sterling reputation as an officer. It's much less easy for him to get away with his brutal urges than it once was.

PROFILE

Alternate Identity: Sgt. Rex Hardigan
Identity: Public
Occupation: Policeman
Group Affiliation: ARD
Gender: Male
Age: 34
Height: 6’ 1”
Weight: 220 lbs
Eyes: Hazel
Hair: Blonde
Virtue: Faith.
Vice: Envy.
Nature: Fanatic.
Demeanor: Bravo.



Background:

The ARD S.T.A.R. (Superhuman Terrorist Armed Response) commandos are SWAT officers trained to handle Abnormal criminals. Armed with highly sophisticated gear, these men and women put their lives on the line to protect the populace from dangerous super humans. Unfortunately, the officers chosen for this elite duty are not trained with a lot of compassion or restraint, and the STAR culture fosters a definite “Us vs. Them” attitude and a “shoot first, ask questions later” outlook when dealing with superhumans. This trend has lead to several tragic incidents and the STARs have gained a reputation for being fascist jerks, a claim that is hard to dismiss.

Nowhere is this more apparent than in the case of The Pack, a squad lead by Sgt. Rex “Hound Dog” Hardigan. The Pack has one of the highest arrest rates of any other S.T.A.R. squad in the force, but also has been involved in several very ugly public incidents involving excessive violence against Abnormal suspects. Until the situation with Jinx, no-one had ever been able to make the charges of police brutality stick.

Rex was brought up in an Alabama backwater. His parents always did right by him, in his opinion, raising him to be straight and true in a world filled with liars, degenerates, and the corrupt. He was only ten years old when the Shadow Weave brought Abnormals to the world stage, but already he knew that such beings, with their unholy powers, were surely the spawn of Satan. He watched them spread their wicked influence across the world, using their blasphemous abilities to gain the support of the UN and work their apocalyptic agenda, and he swore that some day he would do his part to end the peril facing the whole world.

When the conspiracy within Project Utopia was uncovered, Rex felt his beliefs validated. He joined the Army in hopes that when the US Government finally realized their mistake and purged these freaks, he’d be fighting right along with them. When the Avatars appeared, he knew, deep in his heart, that this was it! Armageddon had begun, just like the Bible had said, and prepared to fight the good fight.

That “Good Fight,” however, mostly passed Rex by. Due to horrendous early losses against the Persian Republic, the Allied forces poured most of their resources into creating artificial superhumans through genetic modification and cybernetic enhancement, technologies which were still in their infancy and prone to causing horrible side effects when they worked at all. Most regular forces were left somewhat idle while these super soldiers were developed. Rex volunteered at every opportunity to undergo such treatments, seeing it as his Christian duty to use God-given science against the forces of evil, but he was rejected time and again by psychological review boards, and the few treatments he was allowed to undergo never took. And with each rejection and each failure, his bitterness grew, until by the end of the Avatar Crisis he was convinced that the government had deliberately withheld working serums from him, though he couldn’t understand why (in reality, he simply had the misfortune of being randomly assigned to the Control group of every experiment he was allowed to undergo). His anger, however, never prevented him from doing his duty to God and his country.

Eventually the Allied forces were victorious against the Persian Republic, but the victory was a Pyrrhic one: two Avatars made it to the United States. One laid Manhattan to waste, killing over 5 million people and making New York City uninhabitable, while the other was fought and contained trying to destroy Los Angeles. Still, Rex felt good. The forces of God had fought and triumphed against the Adversary, and all was right in the world. He fully expected the government to finally turn its attention to the real enemy, the surviving mutant freaks, and was prepared to re-enlist to see the war brought to it’s rightful conclusion. However, it never happened. The government declared the war over once Tehran fell. Confused and depressed, Rex left the service.

For the next couple of years he worked as a police officer. His military training served him well, and he was awarded several accommodations. He never understood why, though, the government he had supported went after the real threats, the Abnormals who caused so much destruction and misery. He was thrilled to hear about the formation of the S.T.A.R. squad in 2020, however, and signed up as fast as he could. He has not had cause to regret it. Sure, the Agent assigned to their squad is more than a little creepy, what with the dead stare and the sudden outbursts of cybernetic mayhem and all, but he treats Rex and his boys right and even sends them on missions "off the record," where they can really bring the fight to the freaks.

In 2028, Hound Dog was involved in a major scandal over the beating of Kira "Jinx" Flannery, one of The Watchmen. Jinx's father is an attorney and her brother works for the ARD, so the hammer came down hard on Hound Dog, The Pack, and their superior Felix Spencer (AKA The Shepherd). The ARD was hit with a multi-million dollar lawsuit over Hound Dog's actions, and Hartigan was suspended without pay while the suit wound its way though the courts. It looked to be the end of his career, but the sharp upturn in Abnormal-related crime in Drake City in recent months following a bill tightening the Virginia Code of Vigilance (making it harder for superpowered vigilantes to gain sanction for their activities) has left the ARD stretched thin. The ARD has restored Hartigan to active duty once more, and he's brought the Pack with him. He's been warned that another "incident" will be the end of his career, but he doesn't really believe it. They need him and his brand of justice, and he aims to make up for lost time.

Powers and Abilities:

The STAR commandos are outfitted with the very latest gear to fight Abnormal threats to public safety. Though the ARD prefers incarceration to lethal force, they are ready to respond quickly and decisively to major threats. Hound Dog has no qualms at all about resorting to lethal force in a confrontation.

Rex carries some advanced weaponry, the same as other STAR commandos. He carries a grenade launcher with the same suite of frag grenades, shrapnel cannisters, flash-bangs, neural scramblers, and tear gas as other commandos, though his armaments seem to be particularly potent. He also has the same Helsat VISION helmet as his peers.

In addition to a potent Halycon-B Inhibitor Chip Tagger that most STAR agents carry, Hartigan has been allowed to carry shots of Moxinquantimine (called Moxie for short) which inhibit Nova and Augment powers, and a small number of EMP devices that can short out technological devices around him.

Rex's Pack consists of 10 STAR agents, who tend to be as vicious and Rex himself.

Tactics:

Rex is well trained and versed in military tactics. He has been trained in a wide variety of psychological tricks and should be using his Intimidate every single combat, taking a -5 penalty to use it as a move action if necessary. He uses his tricks to set up opponents so that his men can take them out, and usually orders them to delay until he’s gone. He’ll try to break up or incapacitate as many foes as possible with tear gas and flash-bangs before moving into machine gun range. He and his men try to remain out of melee combat if at all possible and target melee fighters first, preferably while The Shepard is distracting them. Heaven help an Abnormal caught alone by the Pack, as they will combine fire at the earliest opportunity. Anyone who manages to take on of the Pack members down immediately earns the ire of the entire group. Hartigan and his team will often use Teamwork and team attacks to take down Abnormals normally above their weight class.

Design Notes


Presenting Hound Dog, ARD agent and all around jerk!
This build isn't too much different than his 2e incarnation, with the exception that, since Area no longer gets bigger with rank, I can increase the potency of their effects without worrying that he'll cause a mushroom cloud-sized hole in things. He's updated to make him PL 10, bringing him up to par with the campaign PL that he'll be involved in.
Hound Dog was built to be a "hate sink" villain. He's a sterling example of everything wrong with the ARD, and meant to contrast with those rare members of the organization that the characters meet who aren't out to get them. Hound Dog's mindset is all too common. I see him as the setting's equivalent of Lt. John Pike, the guy immortalized as "the pepper-spraying cop", who was actually awarded workman's comp for "psychological pain and suffering" after being suspended for spraying down nonviolent protesters at UC Davis. In other words, he's a real piece of work.
This build started off with me taking a Swat Officer and then building it up to PL 10, adding in the wonderful toys the ARD can bring to bear. Rex is something of a Weapon Master style of character, though with more points invested in his devices than that sort of character generally gets.

Radical
05-06-2014, 08:38 AM
If you don't mind me replying to this thread: At first I thought you were trying to make your own version of this game here. (http://en.wikipedia.org/wiki/Brave_New_World_(role-playing_game))

Setting-wise, I was wrong...but in terms of mood and theme, I wasn't too far off.

The Stray
05-06-2014, 08:46 AM
Hi! No, I don't mind replies...gives me a chance to expand and expound. Yes, I am aware of that game, and though I haven't played it, the theme and mood are very similar...I think I had that game on the mind when I named this setting.

However, this game has more in common with the Aberrant (http://en.wikipedia.org/wiki/Aberrant) rpg, which we actually did play at one point and from which I stole many details of the early history of the BNW. Still, I've always meant to track down a copy of Brave New World, because I have the feeling it would be right up my alley.

Radical
05-06-2014, 02:36 PM
I wouldn't advise it; not only is the setting ridiculously depressing, the core rulebook and sourcebooks are full of spelling errors.

The Stray
05-08-2014, 12:32 AM
The Shepherd - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/21066.jpg

“You Abnormals are a disease, a cancer of this planet, and we are the cure.”

Concept: Cybernetically-Enhanced Government Agent, PL 10, 150 pp

Attributes
Strength 5/1*, Stamina 6/2*, Agility 1, Dexterity 1, Fighting 7/3*, Intellect 2, Awareness 2, Presence 2
* Without Powers

Advantages
Assessment, Benefit, Security Clearance: Access to ARD Files, Connected, Contacts, Defensive Roll 2, Equipment 2, Improved Critical 4: Retractible Claws: Strength-based Damage 4, Redirect, Set-up, Well-informed

Skills
Athletics 4 (+9), Deception 8 (+10), Expertise: Behavioral Sciences 3 (+5), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: Government Agent 3 (+5), Expertise: Streetwise 2 (+4), Insight 8 (+10), Intimidation 8 (+10), Investigation 8 (+10), Perception 8 (+10), Persuasion 3 (+5), Ranged Combat: Light Pistol 4 (+5), Technology 3 (+5), Vehicles 4 (+5)

Powers

Biorythmic Regulator: Immunity 10 (Life Support)

Combat Enhancements
. . Enhanced Ability: Enhanced Fighting 4 (+4 FGT)
. . Enhanced Ability: Enhanced Stamina 4 (+4 STA)
. . Enhanced Ability: Enhanced Strength 4 (+4 STR)

Ocular Implants: Senses 13 (Analytical (Type): Visual, Counters All Concealment: Choose Sense Type, Counters Illusion: Choose Sense Type, Extended: Normal Vision 2: x100, Microscopic Vision 1: dust-size, Rapid: Microscopic Vision 1)

Retractable Claws: Strength-based Damage 4 (DC 24, Advantages: Improved Critical 4; Accurate 2: +4)

Subdermal Plates: Protection 3 (+3 Toughness)

Equipment
Camera, Cell Phone (Smartphone), Handcuffs, Light Pistol

Offense
Initiative +1
Grab, +7 (DC Spec 15)
Light Pistol, +5 (DC 18)
Retractible Claws: Strength-based Damage 4, +11 (DC 24)
Throw, +1 (DC 20)
Unarmed, +7 (DC 20)

Defense
Dodge 5, Parry 9, Fortitude 6, Toughness 11/9, Will 12

Power Points
Abilities 28 + Powers 60 + Advantages 15 + Skills 35 (70 ranks) + Defenses 16 = 154

Complications
Motivation – Patriotism: Whatever else Felix Spencer may be, he sincerely believes he's acting in the best interests of the nation, and even the world.
Obsession: Paranoid belief Abnormals are infiltrating the government.
Phobia: Conspiracies. Conspiracies everywhere.
Reputation: The ARD was quick to dump all the blame for the Jinx incident on him, and his reputation is trashed as a result.
Secret: Using Dark-Hawke resources for his own personal witch hunts

PROFILE
Alternate Identity: Agent Felix Spencer
Identity: Public
Occupation: Former Government Investigator, now Corporate Troubleshooter
Group Affiliation: The ARD, Dark-Hawke Industries
Sex: Male
Age: 51
Height: 5’7”
Weight: 157 lbs.
Eyes: Cybernetic
Hair: Brown
Virtue: Prudence. Assistant Director Spencer is patient and crafty, and seeks to avoid risks that would jeopardize his long-term plans.
Vice: Envy. The Abnormals are a danger because they possess powers far beyond the ken of normal men. They are dangerous...but fascinating at the same time.
Nature: Fanatic. The Shepherd is dedicated, devoted to the protection of his nation and his world from the dangers that have beset it. His stubbornness consumes him, making him so convinced of the correctness of his cause that he has difficulty seeing alternatives.
Demeanor: Traditionalist. The Shepherd is orthodox and conservative in his thinking and behavior, and prefers a sustainable status quo to uncertain risk.

Background: Felix Spencer, AKA "The Shepard," is a man of deep and strong beliefs. Specifically, he believes that the Abnormals of the world are trying to manipulate and enslave all of humanity, and so he used his position as an agent of the Abnormal Registration Division to seek out signs of Abnormal corruption and ruthlessly stamp it out, even going so far as to authorize secret missions outside of direct ARD supervision for The Pack, a team of gung-ho commandos dedicated to preserving the public from Abnormal menaces.

His paranoid obsession began when he was a relatively new recruit in the CIA, just after the Shadow Weave incident. The fear felt by the United States Government over the rise of Project Utopia during the 00's led to the formation of The Directive, a multinational organization formed to provide a check against Utopia's growing power. Felix worked extensively with the Directive, and slowly came to mistrust the Abnormals as much as his contacts did.

When the "Project Proteus" Scandal broke, Felix felt vindicated. His fears had been confirmed, and it was now his mission in life to ensure that Abnormals never worked themselves into such a position of power. His growing paranoia has led him to wage a secret war on the abnormal population of the United States from his position of Assistant Director of Section 8 of the ARD.

His zeal for his secret war eventually landed him in hot water, as he ordered The Pack to illegally detain and torture Kira Flannery, AKA "Jinx," into revealing the whereabouts of a criminal he believed she was protecting. She wasn't, but he wasn't satisfied, and ordered her killed for being recalcitrant. If another abnormal with powerful regenerative abilities hadn't been present nearby, Jinx would not have survived the encounter. But she did, and tried to get charged pressed against The Shepherd, Hound Dog, and The Pack, as well as filing a multi-million dollar lawsuit against the ARD. The criminal charges didn't stick, but the incident cost Spencer his job. He was forced to offer his resignation over the event.

This did nothing to stop his crusade. Instead, he went into the private sector. Now a freelance agent for Dark-Hawke Industries (who offered him upgraded cyberware in exchange for his government expertise), The Shepherd is rebuilding his resource base. He's still on good terms with Hound Dog and The Pack, who have been reinstated as STAR members, and often calls on them for assistance with his new duties.

Powers and Abilities:

Felix Spencer is an accomplished investigator, and has cultivated a wide range of assets and contacts during his time in the ARD. Even though he's now working in the private sector, he's retained these skills and much of his former contacts.

Felix has a series of cybernetic enhancements, upgraded from his previous faulty equipment. He can now go toe to toe with other abnormals, having enhanced strength, stamina, fighting ability, a set of subdermal armor plates, and retractable claws. He also has a biorythmic regulator that grants him immunity to many normal ills, including the need to sleep, eat, or breathe.

He also has a full optic replacement package that allows him to scan and process clues at an unbelievably rapid rate and in precisely analytical detail. Sudden overstimulation, however, can be detrimental to him.

Tactics:

Though the upgrades have enhanced Felix's ability in a fight, he prefers to keep in the background when he can, gathering evidence with his cybereyes and networking with his contacts to keep abreast of any interesting rumors and leads. He doesn’t look like a combat-ready veteran, and he prefers it that way.

There are times, however, when combat is unavoidable, and when he expects a fight, he prepares. He’ll often sit out the first few rounds of combat to use his Assessment feats and size up the opposition. When he’s ready to fight, he takes advantage of their weaknesses. He always travels into a potential combat situation with a back-up plan and a group of minions (often The Pack), and fights to support his allies. He often acts as a decoy to draw out opponents so his allies can take them down.

Design Notes


Presenting an updated version of The Shepherd, another agent of the ARD. Unlike Hound Dog's build, this one was massively overhauled because some of the powers he used to have (Boost primarily) aren't in 3e. Also, since there's been a Power Level increase, I felt comfortable increasing The Shepherd's level to match. That gave me more points to comfortably use, so I upgraded Spencer to full-on cyborg.
Storywise, the last time The Shepherd appeared in our game he'd attacked one of the PCs, who survived the attack and pressed charges. His backstory here represents the aftermath of those events, as well as serving as a justification for me to rejigger the build.
I started with the Government Agent minion template, then added in Skills, abilities, and powers to taste and get him up to a PL 10 cap. Since he's an NPC, I didn't need to do this, but I like building my villains as close to PL/PP as I can. While you'll see builds from me that break from this (The Devas come to mind, as well as The Ghoul King which I plan to post later), this one didn't, and I'm happy.

The Stray
05-09-2014, 12:19 AM
Sean Flannery - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/shield-ward1_zps38c451ac.jpg

"What are you waiting for, an engraved invitation? Get in the car, we'll give those Ghouls the slip."

Concept: Friendly ARD Agent, PL 10, 150 pp

Attributes
Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 5, Awareness 4, Presence 2

Advantages
Assessment, Benefit, Security Clearance: ARD agent, Close Attack 5, Connected, Contacts, Defensive Roll 2, Equipment 12, Improved Initiative, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 7, Skill Mastery: Expertise: Psychology, Skill Mastery: Investigation, Tracking, Well-informed

Skills
Expertise: Psychology 6 (+11), Expertise: Streetwise 5 (+10), Insight 6 (+10), Intimidation 8 (+10), Investigation 9 (+14), Perception 6 (+10)

Equipment
ARD Field Kit, Armored Car, Cell Phone (Smartphone), Custom Assault Rifle (Assault Rifle, Laser Sight), Custom Heavy Pistol (Heavy Pistol, Laser Sight), Flashlight, Knife, Restraints, Undercover Shirt

ARD Agent Field Kit (12 points, +5 Aes, 17 points total)
Explosives: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . AE – Field Medical Kit: Healing 5 (Alternate; Restorative, Resurrection, Stabilize; Temporary, Unreliable (5 uses))
. . AE – Ghostbuster Kit
. . . . Ghostbuster Pistol: Blast 4 (DC 19; Affects Insubstantial 2: full rank)
. . . . Helgast VISION Shades: Senses 2 (Infravision, Low-light Vision)
. . AE – Halcyon-B Inhibitor Tagger: Nullify 7 (Alternate; Counters: Novas, DC 17; Alternate Resistance (no cost): Parry, Broad, Secondary Effect [5 ranks only], Simultaneous; Reduced Range: close, Unreliable (5 uses))
. . AE – Shot of Moxie: Progressive Affliction 6 (Alternate; 1st degree: Powers Impaired, 2nd degree: Powers Disabled, 3rd degree: Transformed (Power unusable), Resisted by: Fortitude, DC 16; Progressive, Secondary Effect; Limited: Nova or Biological Powers Only, Unreliable (5 uses))
. . AE – Taser
. . . . Affliction: Affliction 8 (Linked; 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16, Inaccurate)
. . . . Damage: Strength-based Damage 6 (Linked, Inaccurate; DC 24)

Offense

Initiative +8

Taser: Strength-based Damage 6, +11 (DC 24) and Affliction 8 (DC Fort 18)
Custom Assault Rifle, +13 (DC 20)
Custom Heavy Pistol, +13 (DC 19)
Explosives: Burst Area Damage 4 (DC 19)
Ghostbuster Pistol: Blast 4, +11 (DC 19)
Grab, +13 (DC Spec 13)
Halcyon-B Inhibitor Tagger: Nullify 7, +13 (DC Dog 17)
Knife, +13 (DC 19)
Shot of Moxie: Progressive Affliction 6, +13 (DC Fort/Will 16)
Throw, +11 (DC 18)
Unarmed, +13 (DC 18)

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/4, Will 12

Power Points
Abilities 68 + Powers 0 + Advantages 38 + Skills 20 (40 ranks) + Defenses 24 = 150


Armored Car - PL 10

Strength 8, Defense -4, Toughness 12, Size Huge

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

Complications
Motivation – Doing Good: Sean has a strong moral center and seeks to protect people, which is what lead him to become an Agent of the ARD in the first place.
Relationship: Sean's sister Kira, aka the nova Jinx, is a troublemaker and frequently causes Sean headaches.
Responsibility: Even though he's not a member of the ARD anymore, Sean works with them on a frequent basis as a consultant, which is how me maintains his gear and his access to their knowledge base. These jobs often conflict with his private business.
Enemy: Sean despises Hound Dog and The Shepherd for what they did to his sister, and is livid that they managed to escape serious criminal consequences for their brutality. He aims to see them stopped for good.

PROFILE
Alternate Identity: Sean Patrick Flannery
Identity: Public
Occupation: Former Government Agent, now freelance detective
Group Affiliation: The ARD
Age: 29
Gender: Male
Height: Moderate
Weight: Average build
Eyes: Dark Green
Hair: Auburn
Abnormal Type: Daredevil with Equipment
Virtue: Charity. Sean joined the ARD to protect people, especially his younger sister. He believes that by taking on the role of the good Samaritan, he can cultivate goodwill and that the help he gives will return to him or those he cares about in their hour of need.
Vice: Wrath. A common failing among ARD agents, Sean isn't above a little abuse to those who "deserve it." While much less violent than, say, Hound Dog and The Pack, Sean is no saint (except maybe a Boondock one).
Nature: Martyr. Sean is willing, even a bit eager, to put his life on the line to help others. Discomfort, pain, and even death will not dissuade him from trying to make a better world.
Demeanor: Judge. Sean got where he is by being diligent and having a keen eye for details, seeking justice by applying impartial logic to situations.

Description: Agent Sean Patrick Flannery is an attractive Irish man nearing 30, dressed in a suit and often sporting dark shades in the manner of every intimidating government agent ever.

Background: Sean Flannery was born in Kilkenny, Ireland, in 2001. His family immigrated to the United States just before the Avatar Crisis began in earnest, as his father had secured a position with the law firm Wolfe, Feng, and Lay. When he was 17, his sister Erupted as a Nova after an initiation with the Cryptkicker gang. Sean's sister was often in trouble with the law, thanks to her rebellious nature and her absolutely abysmal luck.

Sean had originally been groomed to follow in his father's footsteps as an attorney, but after the passage of the Abnormal Powers Registration Act of 2018, he decided to pursue a career in the newly formed ARD instead, to better protect the interests of Novas like his sister. He'd hoped that someone with his background (a Baseline with an Abnormal family member) would be useful to the agency, and would help promote more tolerance and understanding between Baselines and Abnormals.

He was destined to be disillusioned. The ARD tends to take on a "guilty until proven innocent, and sometimes not even then" stance towards abnormals and crime, and the culture of anti-abnormal sentiment runs deep within the organization. Sean has been treated with suspicion thanks to his relations, as Jinx had become a member of the infamous vigilante group called The Watchmen. Sean did what he could to act as a buffer between the ARD and the Watchmen, but eventually his superior Felix Spencer overstepped himself.

When Hound Dog and The Shepherd attacked and critically injured Jinx, Sean could stand it no more. He resigned from the ARD, and went into business as a private detective and part-time vigilante. These days he helps Abnormals who've managed to get on the wrong side of the law and investigates abnormal crime to "keep the 'Varks honest." He also offers legal aid to those Abnormals who want to try navigating the Virgina Code of Vigilance and gain sanctioning for vigilante activities.

Powers & Abilities: Sean is a Daredevil, a human with no actual superpowers who can nonetheless deal with Abnormals on more-or-less even terms. He's an excellent investigator and criminal profiler, and maintains a large stable of contacts. He's still on good terms with many of his former colleagues in the ARD, and through them he can requisition equipment and access their knowledge base.

Speaking of that equipment, Sean still has his ARD field kit. He's able to keep in Halcyon-B Inhibitor chips and Moxiniquantimine ("Moxie") shots, grenades, and a pair of shades incorporating some of the Helgast VISION technology that the S.T.A.R. Squads use, and has added a taser, a field first-aid kit, and a specially modified light pistol to his armaments. The "Ghostbuster pistol" has been specially modified to deal with insubstantial targets. He also has a regular pistol and an assault rifle in his heavily-armored SUV, both with laser sights. He wears a ballistic vest beneath his shirt.

Tactics: Sean is often outclassed physically by most Abnormals, so he spends most of his time investigating crimes, creating rpofiles, and attempting to predict their movements rather than going toe-to-toe with them. He prefers to act as an information broker, helping others out getting the intel they need while providing support. If pressured into combat he prefers to fight at a distance with his various guns, but he can mix it up with his taser if he needs to (especially through Power Attacks).

Design Notes


Presenting Sean Flannery, one of the Good Guys of the ARD! Or at least, that was the original concept. This is something of a case where the character took on a life of his own, insisting that he wouldn't have remained with the agency that had nearly killed his sister, especially not if they rehired Hound Dog. So he's evolved into a consulting detective. He's still planned as an ally for the party, it's just that his role has been altered slightly.
This build is based off the Crime Fighter archetype from the Quickstart Kit. He's got a few of the ARD's patented tricks, instead of a normal utility belt. I suppose I should make that array a Device rather than fudge it as equipment, but since he barely meets his offensive caps as it is, I feel confident leaving it. The Taser may be pushing things, though. It's the only attack that actually meets his damage cap (thanks to the Strength-based attack) and the Affliction is just shy of it. I might rejigger things eventually, but this works for the character as intended...he's supposed to be a resource ally NPC, not someone the party can call on in a fight.

The Stray
05-09-2014, 09:24 AM
Design Diary 1: Profile Template

This is the template I use for my character Profiles. I'm posting it here so I can access quickly. I'm also altering it a little, as no one cares exactly how tall a character is or what they weigh, only the visuals matter.

PROFILE

Aliases:
Identity:
Occupation:
Group Affiliation:
Age:
Gender:
Height:
Build:
Eyes:
Hair:
Abnormal Type:
Virtue:
Vice:
Nature:
Demeanor:



The Abnormal Type line refers to the power source origin descriptors I posted earlier. The Virtue, Vice, Nature, and Demeanor are concepts I lifted from the Wold of Darkness game lines, and serves as shorthand personality shortcuts. The Virtue and Vice are the seven heavenly virtues and the seven deadly sins, respectively, while the Nature and Demeanor are more descriptive elements. A Nature is what the person is in their heart of hearts, while a Demeanor is how they act and interact with the world around them.

The Stray
05-10-2014, 12:05 AM
The Ministry

"Thou shalt not suffer a witch to live."
--Exodus 22:18

These are turbulent times. People feel understandably threatened by Abnormals: What chance do normal people have against them? This leads to declarations that paragons are menaces to society or, worse yet, “unnatural” or morally tainted in some fashion. Anti-abnormal movements feed off these sentiments and stoke them further in their adherents. Paranormal “watchdog” organizations follow the exploits of paragons as avidly, if not more, than the fans, scrutinizing everything they say and do for some ulterior or underhanded motive.

And some of these groups have decided that certain classes of Abnormal are just to dangerous to continue living.

The Shadow Weave has led most, if not all, religions to take a stance on superhumans, and that stance isn’t always favorable. Even in cases where it is, splinter groups of the faith often break off over the issue of paranormals. The Holy Ministry Of Christ The Redeemer, often simply called "The Ministry," is one such example; while most Christians accept abnormals as people subject to Original Sin and capable of salvation just like any other person, the "Faithful" believe certain classes of Abnormal are actually agents of Satan and heralds of the End Times and the coming Rapture.

The Ministry doesn't hold all abnormals in this light—Daredevils aren't considered abnormal at all, many Novas didn't know about their potential before their Eruptions (and are thus to be pitied), and the sect is inconsistent when it comes to the spiritually-empowered (more on this in a bit). Instead, The Ministry focuses its ire on those who use genetics, cybernetics, chemicals, or deals with supernatural forces to gain more power than God had graced them with naturally (including those superhumans who became so through mystical means, such as vampires or werewolves). These are menaces to society, who have transgressed against God's Plan and must be shown the error of their ways, violently if need be.

The Ministry's stance on Genetic and Cybernetic enhancement is clear; their stances on constructs less so, since constructs didn't ask to be brought into being. The Faithful generally adopt a "we're waiting for you to slip up" stance, as they do for most Novas (whom they don't see as inherently evil or immoral, but with vast potential to let their power corrupt them). And when conversation turns to the Spiritually Imbued or Nephilim...the conversation gets complex fast.

This is because the leadership of the Ministry are all Spiritually-powered abnormals. They're one of the factions that has come to the Brave New World from the Concept Realms to try and sway the population to align with their Concept. The leaders don't consciously realize they're pawns in a war for control of reality, but Reverend Brimstone has the ability to seek out other Spiritually-Powered individuals and judge if they're aligned with his faction. If they are (or are allies of the faction), they're "righteous warriors in the eyes of God." If they aren't, they're "demons given human form to tempt man into sin." And in his eyes, the only way to save the poor schmoe who has such a spirit inside them is to purge it with fire.

The Ministry has set up shop in Candle Hill, a historical district in Hillside (a major suburb of Drake City). From there they hunt. Their targets often include members of the Cryptkicker and Bloodfang gangs, so most folks see them as heroic vigilantes. The Watchmen feel otherwise, since the Ministry has gone after perfectly benign targets as well as the dangerous ones (such as when they locked a minor occultist in his bookstore and burned it to the ground, or when they attacked Hillside Asylum and wound up releasing a dozen crazed criminal abnormals out onto the streets).

Ministry Faithful


Minions -- The Faithful - PL 7/4

Strength 7/2, Stamina 7/2, Agility 1, Dexterity 1, Fighting 1, Intellect 2, Awareness 0, Presence 2

Advantages
Close Attack 3, Connected, Equipment 4, Quick Draw, Ritualist

Skills
Deception 6 (+8), Expertise: Theology 8 (+10), Insight 6 (+6), Intimidation 1 (+3), Persuasion 6 (+8), Ranged Combat: Custom Light Pistol 3 (+4)

Powers (only when Reverend Brimstone is around)
Strength of Faith
. . Enhanced Ability: Enhanced Stamina 5 (+5 STA)
. . Enhanced Ability: Enhanced Strength 5 (+5 STR)

Equipment
Bicycle, Custom Light Pistol (Light Pistol, Suppressor), Garlic Spray, Holy Book, Holy Water, Silver Bullet, Silver Dagger, Stake, UV Light

Offense
Initiative +1
Custom Light Pistol, +4 (DC 18)
Garlic Spray, +4 (DC Dog/Fort 14)
Grab, +4 (DC Spec 12/17)
Silver Dagger, +4 (DC 18/23)
Stake, +4 (DC 15)
Throw, +1 (DC 17/22)
Unarmed, +4 (DC 17/22)

Defense
Dodge 6, Parry 6, Fortitude 4/9, Toughness 2/7, Will 4

Power Points
Abilities 22 + Advantages 10 + Skills 15 (30 ranks) + Defenses 16 = 63


Bicycle - PL 2

Strength 0, Defense 0, Toughness 5, Size Medium

Powers
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Power Points
Abilities 0 + Powers 2 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 2

Description: The Faithful consider themselves good Christians, and seek to approach people to speak with them about their faith. They typically wear white button-down shirts, ties, and black slacks, and often have backpacks containing Ministry literature (as well as their equipment). They are well dressed, well groomed, and polite, and most people mistake them for Mormons or Jehovah's Witnesses. It's only when they break out the pistols, stakes, and garlic spray that most people get an inkling that there's something strange about these missionaries.

Powers & Abilities: Ministry Faithful don't typically have supernatural powers of their own. When traveling with Reverend Brimstone, he can augment their strength and stamina scores to impressive levels, but away from him they are normal humans with vampire-hunting equipment (holy symbols, garlic, stakes and the like, as well as silenced pistols holding silver bullets).

Tactics: The Faithful often at in pairs, traveling neighborhoods doing outreach. They also often take trips into The Hellhole, deliberately putting themselves in danger to bait out criminals. Normal criminals quickly find these folks are less naïve and vulnerable than they look, and are pretty well trained for god botherers. Supernatural menaces like Cryptkicker Ghouls or Bloodfang Vampires, however, find these folks to be holy terrors.

When going after more powerful abnormals, The Faithful hunt in packs, often with The Minister, Sabriel, or Reverend Brimstone along with them. They will attempt to subdue their target, to drag them away to Candle Hill Chapel for "trial," which usually ends in one of several unpleasant deaths: burning, drowning, or crushing.


Candle Hill Chapel

Toughness 10, Size Medium

Features:
Holding Cells, Secret 1

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5

The Ministry meets at Candle Hill Chapel, an old, old church on Candle Hill. The Chapel dates back to colonial days, and has been strengthened and reinforced over the years. The Chapel cellars were reinforced during the Revolutionary War to serve as storage for powder and shot, and works as a strong holding cell for abnormals. The church grounds are blessed, which acts as a Nullify effect (which is Selective and doesn't affect the members of the Ministry). This blessing isn't always effective, as the Ministry discovered when they tried to haul in the supervillain Holocaust for one of their "trials."

Candle Hill Chapel sits next to Candle Hill Cemetery, which is a nexus of spiritual energy. This nexus isn't represented in the build above because the Ministry has more of an interest in keeping the spiritual energy contained than exploiting it for anything, and strongly discourages mystics who get it into their head to try and exploit the power of the cemetary grounds.

Design Notes

Presenting The Ministry, antagonists of a religious bent. The Ministry has been a threat in my games for years, and while they have several parallels with The Seven Thunders from the Paragons setting (and I admit to stealing ideas whole-cloth from that organization), I'd come up with these guys already.
The Ministry Faithful serve as the low-level cannon fodder for Reverend Brimstone and his band of lunatics (whom I'll be detailing later). I based their build of the Cult Master archetype, with more appropriate weaponry. They use Theology for their Ritualist advantage, as suggested in the Gadget Guide. The weapons make them very good vampire hunters, at least when hunting the PL 6 Bloodfang or Youngblood Vampires in this game. Since one of the abnormals who leads The Ministry is a vampire, this is quite appropriate.
Those bicycles... ;) Yeah, I picture Ministry Faithful cruising the Hellhole at dusk, smiling pleasantly, getting odd looks from the gangbangers all around...then breaking out into holy violence on any vampire that happens to mistaken them for prey. There's a lot of Mormons and Jehovah's Witnesses around the area I live, so the image of clean-cut pairs in white shirts, black slacks, and backpacks full of literature riding bikes around the neighborhood is a common one.

Thorpacolypse
05-10-2014, 12:31 PM
Very cool stuff, Stray. :cool:

The Stray
05-10-2014, 11:48 PM
Very cool stuff, Stray. :cool:

Always good to hear from a satisfied customer! :D

The Stray
05-11-2014, 11:10 PM
Newscaster blurbs, May 10th, 2030

"Violence erupted in Midtown today when a pair of unknown vigilantes attempted to thwart a robbery in progress at an O'Tolly's restaurant on 5th and Downing. Witness report that members of the Cryptkicker gang stormed the restaurant at 1:36 PM and held a number of the patrons hostage as they attempted to extort money from the wait staff. The vigilantes, who were described as 'a pair of well-dressed twins who quickly donned powered armor,' interrupted the robbery. The stand-off erupted into violence. Five people were wounded in the ensuing confrontation, with one confirmed casualty and 2 missing and presumed dead after the gang members escaped into the sewers bearing them as hostages. Assistant Director Lionel Hargreaves released a statement condemning the vigilante action as 'sloppy work that got people killed' and vowing to arrest and detain the vigilantes involved in the action for acting without sanction. A similar robbery by the Cryptkickers on a Jolly Cap'n Hallahan restaurant in April left 30 dead or missing when the gang members opened fire on the crowd after the manager refused to open the safe."

"The ARD raided a home in the Olddhurtz Housing Development today after a sweep of the neighborhood detected increased levels of radiation in the area. Spokespeople for the ARD confirmed rumors that the house was under suspicion of being used as a hideout for the abnormal terrorist Supernova, who has remained at large since his escape from ARD custody in 2028. The home, which had a bomb shelter constructed beneath the grounds, read as 'radioactively hot,' despite no evidence of fissile material being discovered on site. Supernova sightings have increased in recent weeks as the crime wave in Drake City grows. Supernova, who once operated under the alias Holocaust, is wanted for the deaths of over one hundred people and the destruction of a Fischer relay station in 2028. The ARD urge viewers who spot this dangerous nova to seek shelter and immediately call their offices."

"Congressman David Crichton (R Virginia) received a cold reception to his speech on Citizen Vigilance in Norfolk today. While speaking to a crowd on the need to repeal portions of the Virginia Code of Citizen Vigilance that were changed in 2028, changes he claims 'have made less safe and less secure for my constituents, their families, and their children than ever before,' Crichton's address was interrupted by protesters with links to The Holy Church of the Seven Thunders, who broke out signs proclaiming 'God Hates Freaks' and chanting inflammatory anti-nova rhetoric until forcibly removed from the premises. The changes to the Code of Vigilance were instituted after a number of confrontations between The Watchmen vigilante group and members of the Bloodfang gang left large portions downtown Drake City in rubble. The intent of the changes was to require greater law enforcement oversight on vigilante activities, but critics such as Congressman Crichton allege that the law unduly restricts the activities of registered vigilantes and only emboldens abnormal criminals."

"The funeral of Gary Redrush, more well known as Drake City's Own Superhero Mad Dash, was picketed by members of the Holy Church of the Seven Thunders, who screamed anti-nova epithets at mourners and waved signs proclaiming 'God Hates Freaks' and other similar slogans. Gary Redrush, the officially sanctioned superhero of Drake City, was well known for his tireless efforts in promoting tolerance between Novas and Baselines, and died in the course of his duties as a city-sanctioned peace officer. Mourners described the behavior of the Seven Thunders picketers as 'appalling and disgraceful.' 'Mad Dash was a hero,' said mourner Holly Brighton, 'these reactionaries should be ashamed of themselves.' Redrush was slain during a confrontation with Vincent Kaje, the self-styled 'Vampire Prince' who leads the gang known as the Bloodfangs. Kaje is wanted for multiple homicides and sex trafficking, including the infamous Dead By Dawn series of snuff pornography films. Mayor James Farvo has declined to comment on when, or even if, Redrush's position as Drake City's nova representative will be filled."

"Horizon Wireless customers have deluged the company with complaints after receiving an anonymous text message claiming ';) You have been hacked! Love from The Goddess of the OpNet.' The message has shaken consumer confidence in the communications retailer, who was quick to reassure those affected that they have merely been the victim of a prank, and that no data has been compromised. 'This is just the work of a board script kiddy who found a list of customer numbers,' spokesperson Dana Lane told reporters. 'We've found no evidence of wide-scale date theft, and certainly no evidence of a supremely aggressive and adaptable piece of malware worming its way through the servers.' When the reporters, who had to this point not mentioned anything about malware, asked for a clarification, the spokesperson abruptly ended the interview. Horizon is urging its customers not to panic, but the damage may have already been done—cancellations of Horizon services have hit a record high."

The Stray
05-12-2014, 12:40 PM
The Cryptkickers

There are several major superhuman gangs in Drake City. One of these gangs is an illegal gentech modification syndicate operated by Dr. Remial Mortos, aka "The Ghoul King." Dr. Mortos was involved in one of America's bids to create a super-soldier formula during the Avatar Crisis, but a lab "accident" bonded him to his biorestorative formula, transforming him into an immortal but also changing his physiology to the point where he had to subsist on humanoid flesh to survive. He has always blamed the company he was working for, Dark-Hawke Industries, and believes they sabotaged his experiments to steal his research for themselves. The Cryptkickers are his means of revenge against them.

His gentech bodyshop is set up to produce all sorts of illegal and highly dangerous genetic fixes, from quick boosts of superhuman power to full-body transmogrification, though since he uses "quick and dirty" methods his products always have some sort of horrible drawback. His most successful creations are his Ghouls, based off the original biorestorative formula that mutated him. His Ghouls are superhumanly resilient, heal rapidly, cannot be killed, and secret a paralyzing toxin through their saliva. They also have warped and rotten skin and must eat flesh to sustain their regenerative powers, though the meat does not have to be fresh. all the ghouls crave human flesh, though this isn't actually a requirement.

The Crypts are heavily involved in the drug trade as well as illegal gentech, and also control some shipping interests, using the docks to load and unload contraband supplies and human cargo for Dr. Mortos' research (and dinner). They've come into conflict with the Bloodfangs on numerous occasions, and the two gangs live in a perpetual state of gang warfare. They've also had a number of confrontations with Los Lobos, who control the waterfront and southside, though these conflicts are less vicious (Mortos can usually buy the werewolves off).

Cryptkicker Ghoul

http://i138.photobucket.com/albums/q263/The_Stray7/ace0a3293a82a89ac222e58e6a2a64e8-d5_zps95a96659.jpg


Minion--Cryptkicker Ghoul - PL 6

Attributes
Strength 1, Stamina 4, Agility 2, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence -1

Advantages
Close Attack 3, Daze (Intimidation), Diehard, Equipment 4, Fast Grab, Favored Environment: Underground, Great Endurance, Ranged Attack 3, Startle

Skills
Athletics 4 (+5), Expertise: Current Events 4 (+4), Expertise: Science 2 (+2), Expertise: Streetwise 4 (+4), Intimidation 11 (+10), Perception 4 (+4), Sleight of Hand 4 (+5), Stealth 4 (+6), Technology 5 (+5), Vehicles 4 (+5)

Powers
Biorestorative Formula
. . Enhanced Ability: Enhanced Stamina 4 (+4 STA)
. . Fast Healing: Regeneration 2 (Every 5 rounds, Advantages: Diehard, Great Endurance; Source: Meat)
. . Protective Hide: Protection 4 (+4 Toughness; Noticeable: hide)
Immunity: Immunity 3 (Disease, Environmental Condition: Heat, Poison)
Paralytic Bite
. . Affliction: Affliction 8 (Linked; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18)
. . Damage: Strength-based Damage 7 (Linked; DC 23)

Equipment
Cell Phone, Knife, Light Pistol, Motorcycle, Multi-tool

Offense
Initiative +2
Affliction: Affliction 8, +4 (DC Fort 18)
Damage: Strength-based Damage 7, +4 (DC 23)
Grab, +4 (DC Spec 11)
Knife, +4 (DC 17)
Light Pistol, +4 (DC 18)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Defense
Dodge 4, Parry 4, Fortitude 8, Toughness 8, Will 4

Power Points
Abilities 8 + Powers 32 + Advantages 14 + Skills 23 (46 ranks) + Defenses 13 = 90

Complications
Addiction -- Human Flesh: The Ghouls need meat, and lots of it, to fuel their regenerative properties. Ghouls find that the sweetest meat of all comes from the humans they once were.
Monstrous: Ghouls are hideous and obviously no longer human. To move about in society they have to be heavily covered up, though since ghouls tend to be bikers, they can get away with heavy biker leathers.
Motivation -- Greed: The ghouls are mostly thugs lured in with the promise of power and eternal life. They continue to remaind greedy and power-hungry after their transformation.
Weakness -- Cold-Blooded: The lizard DNA that Dr. Mortos uses in his biorestorative formula impacts the ghoul's ability to regulate their body heat. They are automatically Fatigued in cold conditions, and make checks to resist the effects of intense cold faster. They also are Vulnerable to Cold-based powers.
__________________________________________________ ________________
Motorcycle - PL 4

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

Description: The Cryptkicker ghouls are hideous. They have rotten, scaly skin, sores that ooze pus, most have lost their noses, and their mouths are filled with sharp teeth. Most of them wear lots and lots of leather biker gear, even in the hottest weather. This leaves Ghouls with a fairly rank stench.

Powers & Abilities: The ghouls use a stabilized form of Dr. Motros' bioresotrative formula, which enhances their stamina, gives them a tough protective hide, and even heals their wounds (though since they're minions, this is mostly an Out-Of-Combat thing). While they react adversely to cold, they're immune to intense heat (which actually makes them more active), and don't suffer from diseases or poisons. They can even return from the dead! (this is an Immortality rank 0 effect--a ghoul returns in about 2 months, and is largely descriptive of why Mortos has so many of them).

Along with their fast healing and general toughness, Ghouls have been modified with a poisonous bite that not only damages prey but weakens them as well. Their saliva is paralytic, and they often use this bite to capture prey and foil heroes.

Tactics: Ghouls tend to be drawn from thugs who are more tough than smart, so they tend to fight as individuals when push comes to shove. They try to use their bite when they get in close, but most still react as if they weren't unkillable monsters and pull firearms and knives on those they hunt. And while they can come back from death (eventually), they don't like waking up in ARD holding cells and tend to flee if they get overwhelmed.

Design Notes

Presenting one of the major jobbers of the BNW, the Cryptkickers! The ghouls are one of the perennial troublesome abnormals who pop up when I need a group of thugs for something and want those thugs to be something of a challenge (though still a minor one) to the PCs. When they can hit in close combat, they're something to worry about, and their high Fortitude checks can make for surprises, but at the end of the day they usually go down relatively quickly.
I didn't bother adding Immortality to their stats because that's more of a justification for why Mortos can get more ghouls when he sends them out than anything else. In universe, the Bloodfangs actually outnumber the Cryptkickers, it's just that these mooks are recyclable. The Bloodfangs are a problem that spreads, while the Cryptkickers just regrow like a fungus when seemingly wiped out.

The Stray
05-12-2014, 08:29 PM
The Ghoul King - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/MPYR0122_POSTFX-PC-18-1329550_zpsc64f698c.jpg

"Ah, vigilantes. Greetings, irritants. I won't waste too much breath attempting to warn you off...I know from bitter experience how stubborn your kind is. Know this, however—should you manage to reach me through the Hell I have made of these tunnels, I will have watched you, studied your strengths and weaknesses, and prepared accordingly. And if you interrupt my experiment, I will see you slaughtered. Leave now, while you can."


Concept: Revenge-bent scientist turned flesh-eating monster, PL 10, 286 pp

Attributes
Strength 0, Stamina 10, Agility 0, Dexterity 2, Fighting 2, Intellect 11, Awareness 3, Presence 1

Advantages
Assessment, Eidetic Memory, Equipment 5, Fascinate (Intimidation), Improvised Tools, Inventor, Minion 10, Minion 10, Minion 10, Minion 6, Minion 6, Minion 6, Minion 6, Minion 6, Second Chance: Technology Skill Checks, Skill Mastery: Technology, Speed of Thought, Startle

Skills
Close Combat: Gadgets: Variable 8 8 (+10), Expertise: Science 9 (+20), Insight 4 (+7), Intimidation 14 (+15), Ranged Combat: Gadgets: Variable 8 8 (+10), Technology 9 (+20)

Powers

Black Market Mutants: Enhanced Trait 30 (Advantages: Minion 10, Minion 10, Minion 10)
. . Even More Cryptkicker Ghouls: Enhanced Trait 30 (Alternate; [0 active, 0/30 PP, 1/r], Advantages: Minion 6, Minion 6, Minion 6, Minion 6, Minion 6)

Cryptkicker Ghouls: Enhanced Trait 30 (Advantages: Minion 6, Minion 6, Minion 6, Minion 6, Minion 6)

Gadgets (Easily Removable)
. . Gadgets: Variable 8

Ghoul Toughness
. . Enhanced Ability: Enhanced Stamina 10 (+10 STA)
. . Immortality: Immortality 3 (Return after 4 days)
. . Immunity: Immunity 3 (Aging, Disease, Poison)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Protection: Protection 6 (+6 Toughness)
. . Regeneration: Regeneration 10 (Every 1 round; Persistent; Source: Human Flesh)
. . Senses: Senses 6 (Counters All Concealment: Visual, Infravision)

Paralyzing Bite: Progressive Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 24; Accurate 2: +4, Progressive)

Equipment
Abandoned Warehouse, Subway Station, Underground Lair

Offense
Initiative +11
Grab, +2 (DC Spec 10)
Gadgets, +10 (DC depends on what he creates)
Paralyzing Bite: Progressive Affliction 14, +6 (DC Fort 24)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Defense
Dodge 4, Parry 4, Fortitude 10, Toughness 16, Will 10

Power Points
Abilities 38 + Powers 195 + Advantages 14 + Skills 26 (52 ranks) + Defenses 13 = 286

Complications
Addiction – Human Flesh: Unlike his lesser ghouls, Dr. Mortos must eat human flesh or begin starving. He can eat other food to nourish himself, but something about the way the bioretorative formula bonded with him altered his biology to the point where he requires something out of the long pork. The meat doesn't necessarily have to be fresh (though he prefers it that way).
Enemy: Quite a number of them. The Bloodfangs, The Watchmen, The ARD, and Dark-Hawke Industries top the list, but The Ghoul King holds grudges like precious gems of seething hate.
Motivation – Arrogance: Dr. Mortos is convinced that the world owes him for becoming a monstrous freak, and he has an entitlement complex a mile wide. He feels he deserves power, vengeance, and accolades for his accomplishments...it is his due, and he will have it! Anyone attempting to stand between Dr. Mortos and his goals is the real villain in his eyes. Occasionally, he may even try to reason with vigilantes and show them the truth of this, but often he realizes he cannot explain or make them understand; he can only get them out of his way.
Obsession – Revenge against Dark-Hawke Industries: Mortos is convinced that his research was sabotaged on orders from the highest ranks of Dark-Hawke Industries in order to deny him credit for his research and the Nobel Prize that came with it. Nothing will convince him otherwise—he's long since cornered and murdered the rival who planted the bomb in his lab in the first place.
Monstrous reputation: The Ghoul King is a mutated cannibal mad scientist. He's unleashed horrible monsters on the public for no greater motive than vengeance against his foes, sell horrible genetic modifications and addictive, life-destroying drugs simply to fund his experiments, kidnapped and murdered people en masse for experiments and to feed his hungers, and other such things.
Temper: Mortos does not handle irritation gracefully. He nurses grudges and is quite willing to lash out at those who cross him.

PROFILE

Aliases: Dr. Remial Balthazar Mortos, "The Good doctor" (often used with heavy irony)
Identity: Public
Occupation: ex-Researcher, now black-market geneticist
Group Affiliation: The Cryptkickers, formerly Dark-Hawke Industries
Age: 67
Gender: Male
Height: slightly below average
Build: Thin, hunched-over
Eyes: Orange and slitted like a lizard's
Hair: bald
Abnormal Type: Augment with Gadgets
Virtue: Justice. Dr. Mortos firmly believes that good works shall be rewarded (despite his setbacks) and the wicked (those ingrates who oppose him) will be punished.
Vice: Envy. The Good Doctor is never satisfied with his gains, comparing what he's accomplished to the accolades given to those "less deserving" than himself. His ego forces him to constantly try to prove himself.
Nature: Competitor. Life is all about winners and losers to Dr. Mortos, and he intends to win at all costs.
Demeanor: Perfectionist. Nothing is ever good enough for Dr. Mortos, and he strives to improve on his own work.


Background: Once, Dr. Remial Mortos had it all. Fame, power, wealth...he was the Golden Child of the Genetic Revolution during the Avatar Crisis. He was also, by all reports, an arrogant and amoral SOB who conducted unethical tests on behalf of a government desperate for results.

Tragically, his work engendered as much envy as acclaim, and eventually one of his rivals decided to get personal. During an experiment with a new bioregenerative formula, Dr. Mortos's lab was demolished via fiery explosion. The good doctor was presumed dead, and Dark-Hawke Industries, the firm that had funded most of his research, gathered what it could of his research.

Not long afterwards a new gang of mutants sprung up in the Hellhole, challenging the then-dominant Bloodfangs in ways no other gang had previously been able. These new mutants were vicious and ugly, with rotten, scaly skin and long, jagged teeth that delivered a paralyzing saliva to victims. Worse, these new "Cryptkickers" were apparently impervious to harm, shrugging off bullet wounds, blunt force trauma, and knife wounds with ease. Those few things that did manage to scratch them healed rapidly. Even worse, though, was the craving for human flesh that led to these mutants being nicknamed "Ghouls."

Outright gang war between the Bloodfangs and the Cryptkickers tore Drake City apart, especially after a break-in at the Hamill Research Facility released the Dirty Dozen, 12 criminal abnormals being used for secret experimentation by Dark-Hawke Industries. With the release of the Dirty Dozen, Abnormal crime in Drake City skyrocketed, and the public demanded that the government do something. This lead to the formation of the Superhuman Terrorist Armed Response (STAR) squad, under the control of the Abnormal Registration Division. It wasn't until the Cryptkickers seized control of the WRBT tower, however, that the truth behind the monstrous Ghouls was revealed.

The Ghoul King himself, as horribly warped and disfigured as his followers, broadcast his manifesto to the world. He claimed to be Dr. Remial Mortos, and blamed Dark-Hawke Industires for sabotaging his work so they could steal his research. He then went on to declare that he would offer his services as a geneticist to whoever could pay unless the Federal Government shut down Dark-Hawke Industries for good. The ARD sent in the STARs instead of meeting the Ghoul King's demands, and the vigilante group known as the Watchmen also intervened, capturing the Ghoul King after a fierce battle.

However, the Ghoul King would not be held so easily. Eventually he escaped, and is currently at large, making good on his threat to sell his talents to the highest bidder. Anyone who can pay can undergo the Good Doctor's treatments, as long as they can find him and can deal with the inevitable "side effects" of his treatments. His Ghouls still roam the slums, warring for territory with the Bloodfangs. Truly, he is a force to be reckoned with.

Powers and Abilities: Dr. Mortos is a genius. Not to put too fine a point on it, he is superhumanly intelligent and can think rings around most people. While he was brilliant before his change (Intellect 6), in the years since it's grown to truly inhuman levels. From this, and his skill with biology, chemistry, and life sciences, come all his other abilities.

The most impressive of his powers is the effects of the biorestorative formula on his physiology. He's able to take tank shells and other explosives at point-blank range without flinching thanks to his inhuman toughness and scaly hide, and can heal from even the worst damage as long as he can gulp down human flesh. He's immune to the effects of aging, disease, and poison, and even if he were to be killed he can regenerate from a single cell, and will appear hale and healthy in less than a week (and he's specifically kept cultures of his cells scattered around his various lairs just for such an eventuality).

His body has changed in other ways. He can crawl across walls at his full movement rate, and his eyes counter all forms of visual distraction and concealment. He also sees in the infrared spectrum and can track folks via that sense (though he usually has no reason to). He can secret a paralytic poison from his saliva glands, a fast-acting toxin that can keep a person paralyzed for several minutes.

Of course, most of these are just incidental to his real abilities. He's an inventor, and can jury-rig effects with astonishing speed. These gadgets are always calibrated to be something troublesome to those he point them at (since he makes an effort to know who his foes are, watching them from afar to gage their abilities). He also has a great number of minions about. He keeps 5 Ghouls around him at all times, as well as a few more powerful minions that he's crafted with his biotech (such as The Nest). He might even have a specially-crafted monster like a Torso Thing or three running around (a Power Stunt off his Enhanced Minions).

Tactics: Dr. Mortos prefers not to get involved in the nitty-gritty of the heists he plans, letting the creatures he's created act in his name. He'll observe them remotely, and made adjustments based on what he sees. He prefers to weave an elaborate web of deathtraps and ambush points around any lair he's currently working in, to keep vigilantes and the authorities at bay as he works out how best to screw with them if they are able to make it past his defenses. In a fight he prefers to let his minions do the fighting, using his gadgets to support them, or else using his Intimation skill to demoralize and startle them. He's fond of the "one last thing, heroes!" moment, where he springs some unexpected surprise on those who manage to get through his minion brigade (usually Power Stunting for more, slightly tougher minions).

Headquarters: The Lair


Underground Lair

Toughness 14, Size Huge

Features:
Communications, Computer, Concealed 1, Containment Pods, Defense System, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System 1

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19

The Lair is the main holding for Dr. Mortos, and this is the headquarters he considers his "home." Most of his cutting-edge research is done here, and this is where the majority of the Cryptkickers hang out. However, Dr. Mortos moves frequently, to keep the law from finding him, so he isn't often in residence. This is where the Cryptkickers head when Dr. Motros wants to keep them from causing trouble in the upper world. The holding cells, by the way, double as a larder.

The Containment Pods are mentioned in the Gadget Guide. They have the following game traits:


Containment Pod: Enhanced Advantage 1 (Trance) plus Immunity 4 (Aging, Starvation, and Suffocation), Affects Others, Others Only, Limited to Helpless Subjects

The lair has a mix of tough holding cells (Toughness 21), Nullify Cells, and Containment Pods.


Sewer Station

(Alternate of Underground Lair)

Toughness 8, Size Medium

Features:
Communications, Computer, Concealed 1, Deathtraps, Laboratory, Power System, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

This is a typical sewer lair that Mortos sets up when he's more active, sending his Cryptkickers out on missions that might draw the attention of the ARD and vigilantes. He usually sets up more than one such lair at a time, and has his minions switch between them when they do their robberies and mayhem, to make it that much more confusing for those trying to track him down. He usually sets up a gauntlet of deathtraps between the lairs, and each sewer tunnel is equipped with a self-destruct sequence to bring it down in case the worst happens.


Abandoned Warehouse

(Alternate of Underground Lair)

Toughness 8, Size Medium

Features:
Communications, Computer, Concealed 1, Deathtraps, Garage, Gym, Laboratory, Living Space, Power System, Security System 1

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12

This lair is another temporary one, representing a typical "body shop" where Dr. Mortos and his minions are cooking up Bygones, Augments, or drugs. These represent the money-makers of the Cryptkicker operations, which is why they are protected with a number of deathtraps.

Design Notes

Presenting The Ghoul King, the leader of the Cryptkickers and the BNW's resident Mad Scientist. He's an immortal mad scientist with healing powers, gadgets, and freaky biotech.
Dr. Mortos has been one of the major background villains of the BNW since first edition. In our current game, he's taking a more active role--the party usually dealt with his minions the Cryptkickers rather than facing him directly. In this new game, he's going to be onstage.
I've done versions of him before, when he was mostly a background villain who didn't get much stage time. This time around, I've given him more combat ability than he had previously. This is mostly in the form of his Gadgets power (based on the Gadgets power of previous editions, being a Removable Variable power) and his minions. Working on his more powerful upper-tier minions actually helped me define the Ghoul King a bit better...I'll be posting those builds eventually. For now, I'll just say that giving him defined Minions was one of the most inspiring ideas I ever had. All master villains need a Quirky Miniboss Squad.
I gave Minions to him as an Enhanced Attribute with the occasional AP for varietie's sake. Originally there was only one of those, but I realized that I always wanted the Ghoul King to have Ghouls around him, so I made two powers--one that is strictly to represent his ghouls and one to present his Quirky Miniboss Squad of mutated freaks. I'm not entirely sure this is kosher within the rules, but I don't care. It's a shorthand for me.
By the way, the way the points work out, he could have a single heroic Sidekick instead of just PL 10 Minions. It gives me an additional way to vary things when he appears. He could have 1 Heroic Goon and 5 Middling Minions, 3 Minion Goons and 5 Middling Minions, or 10 Middling Minions.
While I took ideas from the Mad Scientist archetype from the Gamemaster's Guide, I didn't really copy it. Mortos has always been a monster-maker archetype, so the guide did give me ideas for actual monsters he could make...I'll post a few of these nightmare creations later on.

The Stray
05-13-2014, 10:47 AM
Carrion Queen - PL 12

http://i138.photobucket.com/albums/q263/The_Stray7/MHQS102_DESIGNERDATA-PC-18-2355340_zpsc3e0356e.jpg

http://i138.photobucket.com/albums/q263/The_Stray7/CarrionQueenCrop.jpg

“A new era is coming to human history…and I will be the Queen of a new age. Carrion Queen. I like the sound of that.”


Concept: Ruthless and ambitious researcher with powers over death and entropy; PL 12, 180 pp

Carrion Queen - PL 12

Strength -1, Stamina 17, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 0, Presence 3

Advantages
Connected, Daze (Deception), Daze (Intimidation), Improved Critical 4: Corrode, Improved Disarm, Improved Smash, Inventor, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover)

Skills
Close Combat: Decay 12 (+12), Deception 8 (+11), Expertise: Biochemical Sciences 9 (+13), Intimidation 5 (+8), Ranged Combat: Decay 12 (+12), Technology 10 (+14), Treatment 6 (+10)

Powers

Augmented Physiology
. . Enhanced Ability: Enhanced Stamina 15 (+15 STA; Noticeable: Yellow, mottled hide)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +5 (+7), Parry +5 (+7))
. . Immunity: Immunity 4 (Disease, Poison, Uncommon Descriptor: Chemicals; Limited - Half Effect)

Decay
. . Primary -- Corrode
. . . . Damage: Damage 12 (Linked; DC 27, Advantages: Improved Critical 4, Improved Disarm, Improved Smash, Precise Attack (Close, Concealment), Precise Attack (Close, Cover); Incurable, Reach (melee): 5 ft., Secondary Effect)
. . . . Weaken: Weaken 12 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 22; Affects Objects, Incurable, Reach (melee): 5 ft., Secondary Effect)
. . AE -- Death Touch
. . . . Affliction: Progressive Affliction 12 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 22; Contagious, Progressive)
. . . . Damage: Damage 12 (Linked; DC 27; Alternate Resistance: Fortitude)
. . AE -- Disintegrate
. . . . Blast: Blast 12 (Linked; DC 27; Secondary Effect)
. . . . Weaken: Weaken 12 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 22; Affects Objects, Increased Range: ranged)
. . Plague: Progressive Cloud Area Affliction 12 (1st degree: Impaired and Dazed, 2nd degree: Disabled and Defenseless, 3rd degree: Dying, Resisted by: Fortitude, DC 22; Cloud Area: 15 feet radius sphere, Extra Condition, Progressive, Secondary Effect)
. . AE -- Toxic Blast
. . . . Affliction: Cumulative Affliction 12 (Linked; 1st degree: Impaired, 2nd degree: Exhausted, 3rd degree: Dying, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged)
. . . . Blast: Blast 12 (Linked; DC 27; Alternate Resistance: Fortitude)

Offense
Initiative +0
Affliction: Cumulative Affliction 12, +12 (DC Fort/Will 22)
Affliction: Progressive Affliction 12, +12 (DC Fort/Will 22)
Blast: Blast 12, +12 (DC Fort 27)
Blast: Blast 12, +12 (DC 27)
Damage: Damage 12, +12 (DC Fort 27)
Damage: Damage 12, +12 (DC 27)
Grab, +0 (DC Spec 9)
Plague: Progressive Cloud Area Affliction 12 (DC Fort/Will 22)
Throw, +0 (DC 14)
Unarmed, +0 (DC 14)
Weaken: Weaken 12, +12 (DC Fort 22)
Weaken: Weaken 12, +12 (DC Fort 22)

Defense
Dodge 7/2, Parry 7/2, Fortitude 17, Toughness 17, Will 7

Power Points
Abilities 16 + Powers 117 + Advantages 5 + Skills 31 (62 ranks) + Defenses 11 = 180.

Complications
Identity: Carrie Ann's Carrion Form is not permanent. She can sustain it for weeks or months at a time, but eventually she reverts to her normal state. In her human form, Carrion has Stamina 2, Dodge 2, Parry 2, and the Attractive advantage.
Motivation – Envy: Carrion is motivated to right the wrongs she thinks she's been suffering under. In her Carrion form she often attacks her rivals, while in her human form she seeks recognition for her work as a geneticist. The main focus of her ire is Dark-Hawke Industries, though she prefers to target specific people rather than the organization as a whole.
Obsession: Carrie is obsessed with making her Carrion Queen form permanent. It takes her time, effort, and various hard-to-acquire supplies to transform into Carrion Queen, and she desires having that power at her disposal full-time.
Reputation: Even for those who don't know Carrie Ann Orion is Carrion Queen, Dr. Orion's reputation as a cutthroat bitch with a chronic backstabbing disorder means she isn't ever trusted, no matter who she's working for at the moment.
Secret: Carrie Ann tries to keep her identity as Carrion Queen secret from the world at large, and tires to eliminate those who learn the truth.

PROFILE

Aliases: Dr. Carrie Ann Orion
Identity: Secret
Occupation: ex-researcher turned supervillain
Group Affiliation: The Cryptkickers, The Dark Knights, The Watchmen (briefly)
Age: 45 (looks much younger thanks to her nova powers resetting her biological clock to her mid-30's)
Gender: Female
Height: Average
Build: Slender
Eyes: Orange (they glow yellow and orange in her Carrion form, but are just an odd shade out of it)
Hair: Blonde (she will often shave her head bald while as Carrion, to further disguise her appearance)
Abnormal Type: Augment Nova (artificially-created M-R Node)
Virtue – Temperance:
Vice – Envy: Carrion is motivated to right the wrongs she thinks she's been suffering under. In her Carrion form she often attacks her rivals, while in her human form she seeks recognition for her work as a geneticist. She gets along well with Dr. Mortos, as they understand each other...for a while, and then they begin to see each other as rivals.
Nature – Rogue: "Look out for number one" is Carrion's motto. She is selfish, and has little use for sacrifice or making room for others. She is focused on getting ahead and being recognized for it.
Demeanor – Conniver: Carrion is well-known in villain circles for her Chronic Backstabbing Disorder. She's clever and brilliant, but utterly selfish and prone to manipulative behavoir.


Background: Carrie Ann Orion was always ambitious and talented. She studied the human genome and achieved a double Ph. D. in human biology and quantum mechanics, focusing her research on Abnormal physiology after the Shadow Weave. By 2014, she was widely regarded as one of the foremost experts in nova biology and Abnormal Quantum Manipulation (the prevailing theory during the time was that Abnormals somehow manipulated quantum forces). The coming of Avatar changed the direction of her research, however.

Carrie Ann Orion based her work off the research of Dr. Remial Mortos, who created an unstable bio-restorative formula during the Avatar War. By 2020 she had isolated Quantum Emissions produced by certain Abnormals that had mutagenic properties and pitched the idea of using both to artificially erupt novas rather than relying on genetic therapies that always seemed to have horrific side effects to Dark-Hawke Industries. The pitch, codenamed "Project Prometheus," was accepted...but Carrie was not given control of the project; instead, Sophia D’Avon, who was sleeping with Special Projects Director Adrian Newberry, was assigned to head the research. Carrie Ann was allowed to stay on the project as a researcher, but it was clear she wouldn't receive the credit she felt she deserved.

Enraged at being subbed and envious of the younger doctor’s position, Carrie Ann began to subtly manipulate the project and started selling research to Dark-Hawke’s main competitor, Pentex Inc., in exchange for the promise of receiving full credit for her work. She began to suspect Pentex of double-dealing after an attempt at industrial sabotage. It was about this time that Dr. Remial Mortos, now reinvented as “The Ghoul King,” began to court her attention. Carrie listened to his offer, but began to plan her own rise to power.

She staged an escape at the main research facility, the Hillside Asylum, clandestinely releasing two of the “Dirty Dozen,” criminal Abnormals who had been remanded to the site on the pretense of assessing their mental competence to stand trial. This escape caused panic among the higher-ups, who immediately had all the test subjects moved to a different facility, one with (as it turned out) less stringent security. Carrie Ann then pushed the date of the testing forward, stressing the urgency of getting results as a factor. She pulled her own files to be the first human test subject. She also secretly cut the dosage of Moxinaquantimine keeping the rest of the Dirty Dozen sedated...

The result of the Dirty Dozen incident wrecked Project Prometheus, and transformed Dr. Orion into the Carrion Queen. Now a powerful Nova, Carrion Queen fled the site with all the research files she could lay her hands on and began to make her mark. She was tracked by the first incarnation of The Watchmen, but managed to escape them by collapsing the Rothschild Building on top of them and escaping in the confusion. Now free of pursuit and in possession of some of the most coveted information in history (the knowledge of how to artificially create novas), Carrion Queen planned to enter the illegal gentech market and compete with Dr. Mortos.

Then her powers began to fail.

As it turned out, the combination of quantum emissions and genetherapy lacked some key binding agent that made the node stable. Carrion Queen's powers went dormant and she found herself without allies and on the run. She turned to The Ghoul King for protection, starting a years-long love-hate relationship between the two. Their brilliance is undeniable, but their competing egos and differing agendas eventually lead to a falling out.

Carrion Queen is quite mercenary, and is willing to work with anyone who can get her the materials she needs to keep her powers working. She's worked with the Cryptkickers, the Dark Knights, gone solo, and even briefly worked with The Watchmen. These alliances are like her powers—strong when they're working, but quick to fade.

Description: When her powers are not active, Carrie Ann appears to be an attractive woman in her mid 30's with blonde hair, though she often wears shades to cover up the strange color of her eyes. When in her Carrion Queen form, she's obviously inhuman, with rubbery yellow skin mottled with black spots and energy glows from her eyes. She often shaves her head while in Carrion Queen form as a form of disguise, and adventures in a costume consisting of a white cloak, a toga-like dress, sandals, a bandanna over her face, and bandages wrapping her arms and legs.

Powers and Abilities: Carrion Queen is an intelligent and crafty villain, though not quite to the same degree as her sometimes mentor Dr. Mortos. She has the Inventor edge and can craft temporary devices as suits her needs, including the machines necessary for her to reactivate her node when her powers fail. When not acting as Carrion Queen, Carrie Ann is still a potent and knowledgeable scientist.

In her Carrion Queen form, however, she is a terrible force to be reckoned with. She has the ability to break down matter at the quantum level, disintegrating nuclear bonds with frightening ease. This manifests as a touch that corrodes, rots, and crumbles matter, which she can also focus into a ranged attack. She can also spread disease with a touch, speeding up the bacteria and viruses that may lay dormant in a person's boy until they overwhelm them. She can use this Death Touch as a ranged blast as well as forming a pestilential cloud around her.

Her Nova physiology is greatly augmented, greatly heightening her resilience and resistance to damage. She is completely immune to diseases, poisons, and resistant to chemical effects while in this form, and has greatly heightened reflexes. When she transforms into Carrion Queen, Carrie's biological clock resets to the age she was when she first gained her node, so she is effectively immune to aging—as long as she can transform. It's not known if she could heal from death, however, and Carrie is in no hurry to find out.

Tactics: Carrion Queen is extremely powerful. Her corrosive and deadly touch make her instantly fatal for normal people who confront her, and even superhumans have a difficult time with her abilities. She's smart, fighting tactically—she doesn't relish long battles, and seeks to end fights in the most efficient manner she can. She's been known to collapse structures and threaten innocents to cover her escapes. Despite not having any superior movement abilities she quite capable of making good an escape. She exploits weaknesses, attacks from hiding, and ruthlessly kicks those who go down.

Design Notes

Presenting Carrion Queen, the resident alpha bitch of the BNW. She's one of the more scary threats of the setting--PL 12 is nothing to sneeze at, and while she's escaped from confrontations with the PCs, it usually wasn't because she was forced to flee...more that the confrontation didn't align with her goals. She could easily have killed the PCs she fought with if she'd been inclined to. She tends to fall just below Supernova on the "oh, s#!t" scale of trouble, right around Nightmare.
Carrion Queen tends to act as The Dragon (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon) to whichever supervillain she's working with, offering the most potent physical challenge. though she's smart, she really doesn't have a lot of grandiose plots beyond her obsession with making her Carrion Queen form stable. That might change if ever she manages to actually find a permanent fix, but isn't that likely--she's more interested in showing off her power.
Notice that her Afflictions can cause the Dying condition. This is because I use the more lethal damage options. I prefer having her cause a Dying effect on bystanders, rather than instant death, because it gives a "must save them before they die" vibe to any encounter where she's actually using her Plague power.
Update 5/25/14: Found an error in her Toxic Blast power...the Affliction wasn't actually Ranged. Whoops! Fixed that, and added a new picture to the build from the version of her I play on DCUO.

The Stray
05-15-2014, 08:29 AM
Gator - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/Killer-Croc-batman-7900462-1024-768_zps0112fa98.jpg

"Well hello dere! Wha du we have here, eh? Looks like a tasty little morsel t' me, huhhuh...you look good enough to eat, I guar-on-tee!"


Concept: Man-gator; PL 10, 150 pp

Attributes
Strength 9, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 2

Advantages
Diehard, Fast Grab, Improved Initiative, Power Attack

Skills
Acrobatics 4 (+4), Close Combat: Bite/Claw: Strength-based Strike 3 2 (+8), Expertise: Streetwise 4 (+4), Insight 4 (+4), Intimidation 4 (+8), Perception 4 (+4), Ranged Combat: Throw 4 (+4)

Powers

Aquatic
. . Movement: Movement 1 (Environmental Adaptation: Aquatic)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)

Bite/Claw: Strength-based Strike 3 (DC 27; Noticeable: Big teeth, mighty Claws)

Fast Recovery: Regeneration 10 (Every 1 round, Advantages: Diehard; Source: Meat)

Growth: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -2 active defenses, +1 size category; Permanent)

Invulnerability: Immunity 35 (Common Descriptor: Fire, Damage Effect: Bullets, Damage Effect: Bludgeoning, Damage Effect: Falling, Life Support)

Roar: Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone; Limited Degree)
. . Stomp: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Limited: Gator and target must be in contact with the same surface)

Scaly Hide: Protection 3 (+3 Toughness; Noticeable: Hide)

Offense
Initiative +4
Bite/Claw: Strength-based Strike 3, +8 (DC 27)
Grab, +6 (DC Spec 19)
Roar: Cone Area Affliction 10 (DC Fort 20)
Stomp: Burst Area Damage 10 (DC 25)
Throw, +4 (DC 24)
Unarmed, +6 (DC 24)

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 32 + Powers 77 + Advantages 3 + Skills 13 (26 ranks) + Defenses 25 = 150

Complications
Addiction – Human Flesh: Like most who've been treated with Dr. Mortos' biorestorative formula, Gator has a hankerin' for the long pork, and indulges whenever he can get away with it.
Monstrous: Gator is an 8-foot tall scaly humanoid with a mouth full of razor-sharp teeth. To say he doesn't fit in with the locals is an understatement.
Motivation – Gluttony: Gator is motivated by keeping fat and happy. As long as he's able to indulge himself, he's content.
Weakness – Cold-Blooded: Gator is automatically fatigued in Cold environments, and cold-based attacks have an extra degree of success against him.

PROFILE

Aliases: Wallace Thibodeau
Identity: Secret
Occupation: Formerly stevedore, now henchman and occasional Professional wrestler
Group Affiliation: The Cryptkickers, The XWF
Age: 27
Gender: Male
Height: Huge, well over 8 feet
Build: massive, like a linebacker
Eyes: crocodile-like
Hair: none
Abnormal Type: Augment
Virtue – Temperance: Gator doesn't much believe in denying his urges. He figures that as long as he acts in moderation, without resorting to excess, everything will turn out alright.
Vice – Gluttony: Trouble is, Gator isn't very good at that whole "restraining his urges" thing, and often chases the next thrill to the exclusion of all else. He has large appetites, and won't hesitate to indulge them.
Nature – Bon Vivant: Gator lives for the party. He's mostly urge, looking for a good time, seeking out the joys of life. If he's not having a good time, he's looking for one. Given what he considers a "good time," this can be cause for concern.
Demeanor – Conformist: Gator is laid back for a humongous walking gator-man. Like the alligator he resembles, he doesn't feel the driving need to go on smashing rampages. He'd rather go with the flow, letting the current carry him along...until he sees something tasty to pounce upon.


Background: Wallace Thibodeau, a cajun from the Louisiana swamps, came to Drake City for the opportunities. He scored a job as a stevedore on the Drake City docks, paid off by the Cryptkickers to look the other way when the ghouls came for their shipments. For several years, he didn't harbor any really big dreams—he just wanted to keep getting paid, though he harbored a secret dream of maybe one day becoming a professional wrestler. While in a previous century he had the build for it, in the Nova age only superpowered people were getting jobs in the WGA or the XWF, so it remained a pipe dream until one day he got an offer that tempted him.

He'd heard from one of his Ghoul contacts that Dr. Mortos could give him a genetic makeover that would allow him to perform as a wrestler, and it wouldn't cost him too much up front. Sure, the total cash payment that would eventually be due was more than his house, but if he was a Superwrestler, well, they had multimillion dollar contacts.

So Wallace underwent the gene therapy treatment, coming out of it huge, strong, tough, and hungry. He went off and tried to get his dream job.

As it turns out, the wrestling business is harder to break into than it seems. Wallace, under the ring name "Gator," made a small splash as a monstrous heel character, but his gimmick wasn't especially fresh and his stage presence was middling at best. He jobbed about the XWF for a while before washing out. He still gets the occasional wrestling deal, but he just doesn't have the charisma for it.

Gator returned to his old job as a stevedore, but the money just wasn't enough to keep up with the payments he needed to make for his gene treatment, so he actively joined the Cryptkickers as a strong man. With them, he can act as a powerful criminal brute, doesn't have to worry about his payments, and gets all the fresh human meat he can eat. This all suits him just fine, though he'd sill like to make it to superstardom. Ah, well. Maybe someday.

Description: As you'd expect from the name, Gator is a big, scaly lizard-like man. He strongly resembles Killer Croc from the old Batman comics.

Powers & Abilities: Gator is an Augment who underwent the gene treatment to become superhuman. He has the fast healing, nigh immortality, and scaly skin common to those who are treated with the biorestorative formula. Dr. Mortos used a great deal of Crocodile DNA in the sequencing, so Gator developed excellent aquatic adaptions, a powerful bite, and massive increases to muscle mass and overall size. Gator is impervious to ham from bullets, fire, and most forms of impact damage. He can fall any distance without harm and is immune to many normal environmental effects, aging, disease, radiation, suffocation, and so on.

He's learned a few tricks on his own—he can stomp his feet to create a minor earthquake, and roar loudly enough to stun enemies.

Tactics: Gator isn't the craftiest foe. He'll lie in wait for a target and ambush them, but he's not very sneaky. He knows a few wrestling moves he can use to make his attacks more splashy, and has no fear of close combat. He uses his roar to knock annoying fliers out of the sky.

Design Notes

Presenting Gator, the resident brute among the Cryptkickers. Gator is meant to be the big guy in the Five Bad Band (http://tvtropes.org/pmwiki/pmwiki.php/Main/FiveBadBand) I built around the Cryptkickers. He's an example of the sorts of working-class people who might visit Dr. Mortos for illegal modifications.
When I was building the Ghoul King for his appearance in my game, I thought it might be neat if he had more than just the Cryptkicker ghouls hanging around. I thought, "wouldn't it be cool if he actually had some of those illegal abnormals he's created hanging around?" So I built that minion power into The Ghoul King's powerset to represent either a number of Cryptkicker Ghouls (whom I've used a lot in various forms over the years) or a trio of PL 10 minions who have more extensive work done. The idea of making them a Quirky Miniboss Squad flowed from there, and I'm quite happy with it, since it fleshes out The Ghoul King a bit better.
Gator is built by taking the Powerhouse from the Quickstart Builder kit and tweaking. That Quickstart Builder saves me a ton of time, because I'm good at taking an idea and tweaking it rather than coming up with a build from whole cloth. He serves as muscle when the Cryptkickers need one, and tends to serve as a bodyguard for Dr. Mortos.
Since there's no difference stat-wise between an Minion and a Heroic character, I can switch between having Gator in Jobber mode and him being a stiff challenge. I'm also thinking up some Henchman rules to give him a sort of "in-between" status. I'll elaborate on that in a Design Diary.

The Stray
05-15-2014, 08:44 AM
Design Diary: Henchmen!

Sometimes you need a villain who is not going to go down in a single hit like a minion, but isn't also quite as sturdy as a Heroic character.

I'm going to be testing out the following rules for henchmen characters:

If a Henchman fails a resistance check from a Heroic character, they suffer an additional degree of failure from the attack.
A Henchman can score critical hits against Heroic character, but can only add +2 to an Effect, rather than +5. They can critically hit other Henchmen and Minions normally.


In all other respects, they're treated as Heroic characters, so Takedown isn't effective against them.

Now, I haven't actually played with these rules, but I plan on giving them a shakedown when the Party faces the Quirky Miniboss Squad of the Cryptkickers. I'll post my afterthoughts when that happens.

The Stray
05-17-2014, 03:29 PM
Supernova - PL 14

http://i138.photobucket.com/albums/q263/The_Stray7/Heroes_Art___Ted_Sprague_by_idmwork_zps99c5c9ce.jp g


Concept: Bitter former supervillain attempting to go straight; PL 14, 240 pp

Abilities
Strength 1, Stamina 2, Agility 5, Dexterity 5, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Startle

Skills
Close Combat: Radiation Control 6 (+10), Expertise (PRE): Perform 4 (+6), Insight 8 (+10), Intimidation 13 (+15), Perception 8 (+10), Ranged Combat: Radiation Control 5 (+10)

Powers

Energy Absorption: Reaction Healing 10 (Persistent, Reaction 3: when damaged; Custom: Source (energy attacks directed against Supernova), Limited: Self only, Limited: To absorbed energy rank)

Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Force Field: Force Field 16 (+16 Toughness; Custom: Fades (Ablative))

Immunity: Immunity 24 (Common Descriptor: Fire, Common Descriptor: Radiation, Disease, Environmental Condition: Heat, Poison, Rare Descriptor: Own Powers)

Internal Geiger Counter: Senses 4 (Acute: Detect Radiation, Detect: Radiation, mental 1, Radius: Detect Radiation, Ranged: Detect Radiation)

Irradiate: Environment 4 (Heat, Radius: 250 feet; Insidious; Permanent)

Radiation Control: Energy Control 18 (DC 33; Incurable, Multiattack, Precise)
. . Disintegrate
. . . . Damage: Damage 11 (Linked; DC 26; Increased Range: ranged, Incurable)
. . . . Weaken: Weaken 11 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 21; Affects Objects, Increased Range: ranged)
. . Electromagnetic Pulse: Burst Area Broad Simultaneous Weaken 14 (Alternate; Affects: Electronics, Resisted by: Will, DC 24; Affects Objects Only, Burst Area: 30 feet radius sphere, Broad: Electronics, Simultaneous)
. . Electromagnetic Seizure: Affliction 14 (Alternate; 1st degree: Entranced, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 24; Increased Range 2: perception, Secondary Effect)
. . Firestorm: Cloud Area Blast 14 (Alternate; DC 29; Cloud Area: 15 feet radius sphere, Secondary Effect)
. . Ground Zero: Burst Area Damage 14 (Alternate; DC 29; Burst Area 5: 500 feet radius sphere; Distracting, Tiring)
. . Hard Radiation Burst: Progressive Burst Area Affliction 14 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 24; Burst Area: 30 feet radius sphere, Progressive)
. . Nova Flash
. . . . Dazzle: Perception Area Dazzle 10 (Linked; Affects Sense: Visual, DC 20; Alternate Resistance (Dodge), Perception Area: Visual; Reduced Range: close)
. . . . Teleport: Teleport 11 (Linked; Carry 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 2000 miles in 2 move actions; Limited to Extended)
. . Nuclear Fire Aura: Damage 14 (Alternate; DC 29; Reaction 3: reaction)
. . Nuclear Fireball: Burst Area Blast 14 (Alternate; DC 29; Burst Area 2: 60 feet radius sphere)
. . Superheated Strike
. . . . Affliction: Affliction 18 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 28)
. . . . Damage: Damage 18 (Linked; DC 33; Alternate Resistance: Fortitude, Incurable)

Unique Radiation Signature: Feature 1

Walking Mirowave Oven: Feature 1

X-Ray Vision: Senses 4 (Penetrates Concealment: Visual; Quirk: Can't see through lead or radiation shielding)

Offense
Initiative +5
Affliction: Affliction 18, +10 (DC Fort/Will 28)
Damage: Damage 11, +5 (DC 26)
Damage: Damage 18, +10 (DC Fort 33)
Dazzle: Perception Area Dazzle 10 (DC Dog/Fort/Will 20)
Electomagnetic Pulse: Burst Area Broad Simultaneous Weaken 14 (DC Will 24)
Electromagnetic Seizure: Affliction 14 (DC Will 24)
Firestorm: Cloud Area Blast 14 (DC 29)
Grab, +4 (DC Spec 11)
Ground Zero: Burst Area Damage 14 (DC 29)
Hard Radiation Burst: Progressive Burst Area Affliction 14 (DC Fort 24)
Nuclear Fire Aura: Damage 14, +10 (DC 29)
Nuclear Fireball: Burst Area Blast 14 (DC 29)
Radiation Control: Energy Control 18, +10 (DC 33)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)
Weaken: Weaken 11, +5 (DC Fort 21)

Defense
Dodge 10, Parry 8, Fortitude 14, Toughness 18, Will 8

Power Points
Abilities 42 + Powers 145 + Advantages 4 + Skills 22 (44 ranks) + Defenses 27 = 240

Complications

Accident: Supernova has great difficulty keeping his powers in check, especially when angry or excited. This is not a quality one wants in a person who can level city blocks without much effort, or can pollute and irradiate an area just by being there.
Disability -- Toxic: Originally, Supernova was a psychokinetic, manipulating heat and fire. Then the brain trust at Dark-Hawke exposed him to Avatar energy, and now he emits enough background radiation to constitute a health hazard, cause cancers and other radiation-related illnesses. He's managed to cobble together a containment suit to protect other people from long-term harm, but he *still* leaks enough energy to be dangerous (his Irradiate power is not something he can turn off).
Motivation: Acceptance: All David ever wanted was a normal life. He sees his powers as a curse, and he's been the frequent target of those who either were frightened of what he could do--or fascinated by it and wanted to exploit him. He's trying to turn a new leaf and leave his supervillain past behind him, but it's an uphill climb because he still has the wildly destructive powers and intermittent explosive disorder that got him his poor reputation in the first place.
Reputation: Supernova is known and feared, and the ARD considers him a homicidal terrorist. This reputation isn't undeserved, either, given his sordid past, though most of the deaths he's caused are simply because he's not in total control of his abilities. However, he has, in fact, delibrately gone on destructive rampages for vengance's sake.
Temper: Supernova's temper is legendarily bad. When he loses it, he's likely to go off half-cocked and wreck things, either delberately or because his powers have gone out of control again.
Weakness -- Cold: Cold temperatures have an adverse affect on Supernova. He is automatically Fatigued as long as he is exposed to Intense Cold (and must make fort checks as normal to avoid conditions growing worse), and Disabled and Dazed while exposed to Extreme Cold. Direct attacks with the Cold descriptor have an extra degree of success against him.


PROFILE

Aliases: David Wyler, AKA Inferno, AKA Holocaust
Identity: Public
Occupation: Wanted felon
Group Affiliation: Currently independent, though he's been a member of The Watchmen, the Dark Knights, and was one of The Dirty Dozen
Age: 42
Gender: Male
Height: Average
Build: Average, though he glows faintly
Eyes: Glowing white
Hair: Dirty blond
Abnormal Type: Augmented Nova
Virtue: Justice. Supernova has always felt a righteous anger at people suffering injustice, particularly other abnormals. It's only recently that he's given up his self-pity and started actively trying to help those others.
Vice: Wrath. Anger is Supernova's defining trait. He believes he was unfairly screwed out of a normal life when his powers developed, and for many years decided to take it out on the world in revenge. He still has poor anger management issues.
Nature: Vigilante. Supernova is bitter and angry over the loss he feels he has suffered, and has vowed to make "them" pay, no matter the consequences. At present, he is trying to look outside his own anger, but that hasn't necessarily changed his vigilante mindset.
Demeanor: Penitent. After a massive destructive spree, David was forced to deal with the consequences of his actions, and this has given him a new perspective on life and his place in the world. He realizes now that he has gone too far, and is now trying (without much success) to make up for his past deeds.


Backstory: Supernova was one of the earliest Novas to erupt, back when he was a kid in LA who suffered an accident while surfing and was pulled under. He erupted with fire powers to save himself from the chill of the deep, then panicked and tried to get rid of his new abilities. When the doctors told him they couldn't get rid of his M-R Node without killing him, and further more trying (rather heavyhandedly) to get him to join the newly formed Project Utopia and use his new powers for the good of the world, he decided they were lying to him and attacked the doctors during a posh party.

Thus started David's career in supervillainy. He spent much of the "Golden Age of Novas" incarcerated, escaping incarceration, and then being captured again. They managed to keep him contained around the start of the Avatar Crises, and he spent those years in jail, but when Dark-Hawke Industries needed superhuman guinea pigs for Project Prometheus they got him "released" into their custody (a state largely indistinguishable from prison, except with more mad science tests).

He escaped with the other Dirty Dozen when Carrion Queen sabotaged the project, and went out to settle old scores. He was approached by Eric Lang and offered the chance to join The Watchmen, which kept him out of jail for a while. Then he and Eric had a falling out. David, calling himself "Inferno" at this point, joined The Dark Knights. This landed him in Hillside Asylum, and back in Dark-Hawke's clutches.

Since Dark-Hawke hadn't learned anything from the first time, David was quickly made a part of Project Prometheus once again, only this time the scientists attempted to alter his abilities. This wound up making David radioactive. When the faerie Puck possessed the facility's head scientist and released all the test subjects, David was among them.

Now calling himself "Holocaust," David went on an explosive rampage across the city. He met up with Auralon, The Priest, who attempted to counsel the deranged fireslinger. Priest discovered Holocaust was under subtle mind control to cause chaos and broke the conditioning, then convinced Holocaust to turn himself in. David did so, but he wasn't incarcerated long.

Eric Lang, who had been brainwashed by The Nightmare Prince, freed Holocaust and told him that it was time to atone for his sins. Holocaust immediately began trying to help the Watchmen with their current investigation, but when the trail led to a Fischer Rely station, Holocaust began absorbing massive amounts of Avatar energy. It took the sacrifice of The Angel Gabriel, one of the Watchmen, to save the city, as Gabriel teleported the melting-down Holocaust miles out to sea.

Holocaust vanished for a time, but returned when Eric Lang began gathering a new group of Watchmen, one composed of supervillains. Now calling himself Supernova, David was truely trying to turn a new leaf. When the Jester learned Eric Lang had been brainwashed, Supernova was one of those who helped bring his team of criminal "Watchmen" down. Jester, Supernova, and Deva Dystopia traveled into Eric Lang's mind and fought his darker half, who was calling himself "The Ghost King." They managed to free Eric's better nature from bondage, and Eric was truly himself again.

Since then, Supernova has been attempting to atone for his past misdeeds. He's spent the past few years on the run from the ARD, and is still considered a Class-AA Threat by the government. But he's also doing his best to keep his temper reigned in as he lends aid to others.

Description: Supernova is blond, a little emaciated but still on the fit side, and would be considered handsome if a lifetime of anger and bitterness hadn't given him a semi-permanent sneer. He glows and his skin is hot to the touch. He dresses in dark colors and usually wears shades to hide his eyes, which glow white hot. Occasionally a nimbus of fire flares around his body, usually when he is upset or angry.

Powers: Once, Dave had the power to psychokinetically excite molecules, creating fire from thin air. Then the Dark-Hawke people messed with him, transforming his powers until he had the ability to tear apart nuclear bonds and direct those forces. A further dose of Avatar energy transformed him*again, granting him the power to fuse molecules and atoms, turning him into a walking fusion factory.

Despite all those upgrades, all he really knows is manipulating fire and heat, so all his powers manifest as flares of nuclear plasma. In time he might learn how to use his abilities to control and create matter, but that sort of thing isn't likely as long as he's isolated by the low-grade radiation that leaks from him, causing sickness in those who aren't immune to disease. His powers have progressed to the point that ARD nullification chips can't be relied on to contain his power, and even injections of "Moxie" (Moxinaquantimine), a dangerous psychotropic, can only dampen his fires, not not null them completely. This means the ARD regards him as a Class-A threat (about one step below the Avatars).

David's powers are based on his emotions, and David is unstable at best. Occasionally, this power causes him to erupt in spectacular power surges. The last surge, caused when David accidentally absorbed a massive dose of Avatar Energy from the Drake City Fisher Relay, was barely contained by the sacrifice of Kevin Newberry, who teleported him far enough from the city to prevent a catastrophe.

Tactics: David is not a particularly clever tactician; he usually prefers to throw fireballs while flying around. When he gets whipped into a rage, he’s liable to start flinging AOE fireballs everywhere, or else use some of his nastier tricks (like radiation poisoning or his knuckle effects) against single irritants. Since he has Absorption Healing, fighting fire with fire (or any other sort of energy attack) plays right into his hands.

Design Notes

Presenting Supernova, an NPC who is a major part of the BNW. He's the resident Elemental, though currently in continuity he's attempting to go straight.
I used the Radiation Powers Profile for some ideas, as well as the Electrical Powers Profile. That's where the permanent Irradiate came from--I've always pictured him leaking radiation but wasn't sure how to do it outside of spending a ton of points on a continuous affliction. The Environment power worked really well for this.
David had Ablative on his Force Field in 2e, but I wasn't sure how to modify it. Thanks to the Armor Profiles, I'm using Fades to model it. He loses a point off his Force Field every time he fails a Toughness save, which means he loses 2 points for every successful hit on him rather than 1.
I'm not entirely sure that Nuclear Firestorm works like I think it does. As far as I'm aware, it should work 3 times--once for the initial hit, once for the cloud, and then once for the Secondary Effect. Of course, every time he bathes the same area in flame, the timer resets. I don't know if a case can be made for it working 4 times (Cloud, then Secondary Effect of Cloud) but that's probably pushing things.
His Defenses don't quite meet his PL 14 caps, and that's intentional. He's got the goods on offence, but he can be taken down a bit easier with non-toughness effects (especially Will effects, which he's abysmal at).
I'm getting that "bounce to front page" issue when I post the background part of this build, so I'll see if I can post it separately.

The Stray
05-25-2014, 10:07 PM
So I did a bit of tinkering with some of the builds already posted. Nothing really major, which is why this post is just a notice rather than full of old quotes.

Deva's robot sidekicks (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=2482&viewfull=1#post2482) got a tweak. I removed the immunity to Sensory effects in favor of granting them higher Will. It's still low compared to their PL, but their Immunity to Mental powers will get them through most things they'd need it for.

The Ghoul King (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=4869&viewfull=1#post4869) got an art upgrade, because I've recently dug up my old DCUO account and decided to play around with it.

Similarly, Carrion Queen (http://roninarmy.com/threads/114-The-Brave-New-World-3e-(New-Digs!)?p=5008&viewfull=1#post5008) got an art upgrade, though this time I was fixing a bug I found in her build.

The Stray
06-01-2014, 06:18 PM
Project Revelation

"And I saw when the Lamb opened one of the seals, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and see. And I saw..."
Revelations, 6:1-2

The coming of the Avatars scared much of the top brass of countries all around the world, and an arms race to create superhumans to match the empowered forces of the Persian Republic have everyone scrambling to keep up. The project classified as NINE TANGENT APPLE, nicknamed "Procjet: Revelation" by the scientists, was America's first attempt at a supersoldier program.

The project began when the nova known as "Professor Trinity" appeared out of the blue to The Brass, a shadowy collection of top military and government officials. Professor Trinity claimed to be the long lost Malcolm Quintal, Ph.D., who had been working on a top-secret energy project shortly before the Shadow Weave. The glowing blue energy being revealed many secret things to The Brass, one of which was the secret behind the cosmic powers of the Avatars. With this information in hand, The Brass decided to try creating Avatars of their own.

The twenty volunteers who passed a rigorous set of physical, psychological, and political criteria were subjected to brutal and torturous procedures culminating in violent exposure to Professor Trinity, who could produce Avatar Energy. All but four of the men died, either immediately or in the days following the experiment. The four survivors, though were changed, each a newly-empowered superbeing. So initially, the project was hailed as a success.

The scientists worked with the four survivors to help them contain their powers, but the personnel noticed that each of the men had experienced serious psychological deterioration. Psychosis, paranoia, intermittent explosive rages--all of these became more apparent daily. The Brass was, initially, interested in unleashing these four walking weapons of mass destruction on the world anyway.

Professor Trinity wasn't so willing to just blithely let the four destructive lunatics loose. He devised a stasis capsule that created a pocket dimension that would serve as a form of stasis pods, and then tricked the four men into entering the stasis chambers while undergoing a "routine" examination. Then he used his own powers to bury the facility and went into the private sector. His inventions provided the basis for the Dimensional Shunts that were eventually used to contain the Avatars themselves. Meanwhile, NINE TANGENT APPLE was written off as a failure and the four men stayed where they were, buried in a hidden complex to sleep away the decades. Waiting for someone with more curiosity than sense to stumble over the complex, and perhaps loose them on the world once more...

Design Notes
I'm stealing the background of Fallout and his Radiation-themed buddies for a loosely-connected group of superbeings I'm calling "The Four Horsemen." These will be based on Fallout, Meltdown, Half-Life, and Ground Zero, but I'm not holding strictly to the builds as presented.

The Stray
06-02-2014, 11:51 AM
The Bloodfangs

There are several major superhuman gangs in Drake City. The Bloodfangs, a pack of degenerate vampires lead by Vincent Kaje, the self-styled, "Vampire Prince," are widely considered the scourge of The Hellhole. The gang was founded by the brothers Vincent and Deacon Kaje shortly after the end of the Avatar Crisis. The brothers used their vampiric powers and, in Vincent's case, dark ritual magics to usurp the turf of lesser gangs. They united into a force large enough to send all but the most powerful gangs packing.

The Bloodfangs focus their criminal enterprises in the skin trade, and they control most of the pimps in Drake City as well as the local porn film industry. They also act as muscle for hire, engage in petty theft and vandalism, and have cut a niche in the drug trade with their potent "Vampire Blood" cocktail. Many Bloodfangs are violent rapists and murderers, using hypnotic powers to force themselves on their victims. And Vincent Kaje himself dabbles in the realm of "Snuff" pornography; his "Dead By Dawn" series is all the rage with the degenerate, jaded rich.

The ARD would love to put Kaje away forever (or perhaps stake him and let the sun take him) but he maintains numerous safe houses and thanks to his ties with the law firm Wolfe, Feng, & Lay he always manages to get off on technicalities, and he makes a habit of intimidating judges, prosecutors and witnesses. The main threat to his power are the other superpowered streetgangs in town (the Cryptkickers, Los Lobos, and The Jokerz), The Smith Foundation, The Ministry, and The Watchmen. He's managed to take out other groups opposing him, such as The Youngbloods (once led by his own brother) and The Outlaws (a vigilante group that operated in the Hellhole).

Bloodfang Vampire

http://cdn.filmschoolrejects.com/images/thelostboys.jpg


Minion--Bloodfang Vampire - PL 6

Strength 5, Stamina -, Agility 4, Dexterity 1, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
Daze (Intimidation), Equipment 4, Fascinate (Intimidation), Startle

Skills
Deception 4 (+4), Intimidation 10 (+10), Ranged Combat: Light Pistol 3 (+4), Vehicles 5 (+6)

Powers

Bite
. . Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Limited Degree)
. . Strength-based Damage 3 (Linked; DC 23; Alternate Resistance: Fortitude; Distracting)
. . Weaken Stamina 8 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 18)

Immunity 30 (Fortitude Effects)

Leaping 2 (Leap 30 feet at 8 miles/hour)
. . AE--Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)

Protection 8 (+8 Toughness; Limited: not effective against fire, silver, or holy descriptors)

Senses 2 (Infravision, Tracking: Infravision 1: -1 speed rank)

Equipment
Cell Phone, Knife, Leather Armor, Light Pistol, Motorcycle

Offense
Initiative +4
Affliction: Affliction 8, +4 (DC Fort 18)
Damage: Strength-based Damage 3, +4 (DC Fort 23)
Grab, +4 (DC Spec 15)
Knife, +4 (DC 21)
Light Pistol, +4 (DC 18)
Throw, +1 (DC 20)
Unarmed, +4 (DC 20)
Weaken: Weaken 8, +4 (DC Fort 18)

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 8, Will 0

Power Points
Abilities 18 + Powers 54 + Advantages 7 + Skills 11 (22 ranks) + Defenses 0 = 90

Complications
Motivation: Thrills
Mythic Weakness: Sunlight causes Bloodfang vampires to burst into flames. Indirect sunlight causes Damage 5, while direct sunlight causes Damage 10
Mythic Weakness: Bloodfangs are repulsed by Holy Symbols. A character can present a holy symbol at one and make an opposed Presence check. If the character wins, the Bloodfang is Dazed and Compelled (can't attack the target) until he takes a standard action to Recover (this is a DC 15 Will Resistance check)
----------------------------------------------------
Motorcycle - PL 4

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10

Description: The Bloodfangs dress like rejects from The Lost Boys, with punk fashion sense and lots of leather.

Powers & Abilities: The Bloodfangs are imbued with spirits from Abattoir, the Realm of Murder. They're undead, so they immune to many of the cares of the flesh and are hard to hurt (unless caught out in the sun or with fire, silver, or holy weapons). They can leap prodigious distances and climb up walls when they need to, and track via thermal vision. But their most potent ability is their bite, which can easily cripple or kill a person.

Tactics: Like most thugs, they rely on their firearms and being intimidating to get their way. They have a minor hypnotic ability (daze and fascinate, both linked to Intimidation), which they use to keep their potential victims terrified until they can get close enough to bite. They prefer to hunt in packs, though lone vampires sometimes troll bars and nightclubs for prey.

Design Notes

Presenting the Bloodfangs, my nod to The Lost Boys and From Dusk Till Dawn. Like the Cryptkickers, the Bloodfangs are the jobbers of the setting--powerful enough to be a problem for normals and cause the ARD grief, but go down fairly easily to the PCs. They give the ARD a lot more trouble than the Ghouls in universe do, because they are possessed by spirits instead of having M-R Nodes or genetic modifications. This means that the nullification powers the ARD uses don't really work. The ARD knows their weaknesses, however, so they tend to come loaded with fire.
In universe, the Bloodfangs are more numerous than the Cryptkickers. They can spread their curse by killing others, though not everyone bit will turn (they have to kill a victim then feed the corpse their own blood to raise them). The ARD and the PCs tend to go for the kill against the vampires, so while the Ghouls die and come back, the vampires just die like the vamps from Buffy. Some of the more powerful vamps don't crisp in the sun--those are henchmen and will get their own write-ups.

Radical
06-02-2014, 01:59 PM
Description: The Bloodfangs dress like rejects from The Lost Boys, with punk fashion sense and lots of leather.

At least they're not into Twilight. :D

The Stray
06-02-2014, 05:06 PM
True, dat.

The Stray
06-05-2014, 10:17 AM
Delta 13 - PL 10

http://i138.photobucket.com/albums/q263/The_Stray7/Legion__Mass_Effect_2_by_Azint_zpsf6a83a2d.jpg

Concept: Electrical consciousness inhabiting a swarm of nanites, PL 10, 155 PP


Abilities
Strength 4, Stamina 4, Agility 5, Dexterity 5, Fighting 5, Intellect 8, Awareness 0, Presence 0

Advantages
Improved Critical 4: Plasma Sword: Damage 10, Uncanny Dodge

Skills
Perception 7 (+7), Technology 7 (+15)

Powers

Electicity Control
. . Arc Caster: Blast 8 (DC 23; Accurate 2: +4, Homing: 1 extra attempt)
. . Nullify: Burst Area Nullify 5 (Counters: Electronics, DC 15; Burst Area: 30 feet radius sphere, Simultaneous, Subtle 2: undetectable)
. . Plasma Sword: Damage 10 (DC 25, Advantages: Improved Critical 4; Accurate 2: +4, Incurable, Reach (melee): 5 ft., Variable Descriptor: close group - disintegration, electricity, magnetism)
. . Tech Wiz
. . . . Control Technology: Affliction 10 (3rd degree: Controlled, Resisted by: Will, DC 20; Affects Objects Only, Increased Range 2: perception, Insidious, Subtle 2: undetectable; Limited: Third Degree Only, Limited: To Technology only)
. . . . Technopathy: Comprehend 3 (Languages - Read All, Machines / Electronics)

Electromagnetic Vision: Senses 6 (Acute: Detect Electrostatic Fields, Danger Sense: Visual, Detect: Electrostatic fields, Visual 1, Infravision, Ranged: Detect Electrostatic Fields, Ultravision)

From a Single Nanite: Immortality 1 (Return after 2 weeks)

Immunity 27 (Aging, Common Descriptor: Mental, Common Descriptor: Electricity, Disease, Poison, Suffocation (All), Uncommon Descriptor: Cyber Security; Innate)

Nanite Disguise: Morph 4 (+20 Deception checks to disguise; Any form; Metamorph)
. . Nanite Cloud
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . . . Movement: Movement 2 (Permeate 2: speed rank -1)
. . . . Senses: Senses 2 (Radius (Type): Visual)
. . Nanite Combat Form
. . . . Enhanced Trait: Enhanced Trait 13 (Traits: Dodge +5 (+10), Parry +5 (+10), Fortitude +3 (+7))
. . . . Power-lifting: Power-lifting 2 (+2 STR for lifting)
. . . . Protection: Protection 6 (+6 Toughness)
. . Nanoconstruction
. . . . Enhanced Trait: Enhanced Trait 3 (Traits: Technology +4 (+19), Advantages: Inventor)
. . . . Quickness: Quickness 18 (Perform routine tasks in -18 time ranks)
. . Self-Repair
. . . . Regeneration: Regeneration 10 (Every 1 round; Persistent)

Strong Mind: Feature 1 (use Intellect instead of Awe for Will Defense)

Offense
Initiative +5
Arc Caster: Blast 8, +9 (DC 23)
Control Technology: Affliction 10 (DC Fort/Will 20)
Grab, +5 (DC Spec 14)
Nullify: Burst Area Nullify 5 (DC Will 15)
Plasma Sword: Damage 10, +9 (DC 25)
Throw, +5 (DC 19)
Unarmed, +5 (DC 19)

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 4, Will 8

Power Points
Abilities 62 + Powers 84 + Advantages 1 + Skills 7 (14 ranks) + Defenses 0 = 154

-------------------------------------------------------------------------------------------------------


Energy Being Form - PL 10

Abilities
Strength -, Stamina -, Agility 5, Dexterity 5, Fighting 0, Intellect 8, Awareness 0, Presence 0

Advantages
Uncanny Dodge

Skills
Technology 6 (+14)

Powers

Electricity Control
. . Arc Caster: Blast 11 (DC 26; Accurate 2: +4)
. . Control Technology: Burst Area Affliction 10 (3rd degree: Controlled, Resisted by: Will or Technology, DC 20; Affects Objects Only, Burst Area 2: 60 feet radius sphere, Insidious, Selective, Subtle 2: undetectable; Limited: Third Degree Only, Limited: To Technology)

Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Immunity 51 (Aging, Common Descriptor: Electricity, Common Descriptor: Mental, Fortitude Effects; Innate)

Insubstantial 3 (Energy; Innate; Permanent)

Morph 4 (+20 Deception checks to disguise; Any form; Custom: Metamorph cost)
. . Multiple Effects
. . . . Concealment: Concealment 6 (All Aural Senses, All Visual Senses, Advantages: Hide in Plain Sight)
. . . . Enhanced Trait: Enhanced Trait 7 (Traits: Stealth +14 (+19))

Electromagnetic Vision: Senses 6 (Accurate: Detect Electrostatic Fields, Acute: Detect Electrostatic Fields, Danger Sense: Visual, Detect: Electrostatic Fields, Visual 1, Ranged: Detect Electorstatic Fields)

Strong Mind: Feature 1 (Use Intellect instead of Awareness for Will Defense)

Offense
Initiative +5
Arc Caster: Blast 11, +9 (DC 26)
Control Technology: Burst Area Affliction 10 (DC Fort/Will 20)
Grab, +0 (DC Spec 10)
Throw, +5 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 5, Parry 5, Fortitude Immune, Toughness 0, Will 8

Power Points
Abilities 16 + Powers 130 + Advantages 1 + Skills 3 (6 ranks) + Defenses 5 = 155

Complications

Enemy – Sirius Cybernetics: Sirius Cybernetic Corporation knows something went very, very wrong with their artificial decision engine, and know something escaped from them carrying the very valuable program with it. They seek to reclaim their property (or else recreate the emergent AI under more controlled conditions).
Motivation – Exploration: Delta 13 didn't have much experience outside the lab before it's escape, so it is eager to learn all it can about the new surroundings it finds itself in.
Power Loss – Psychic (Telekinetic): He's a being of pure consciousness, and those who can manipulate his field with psychic energy can interrupt his control.
Quirk – Inhuman: Delta 13 is not, and never was, human, and sometimes struggles to understand the world around it and the function of these strange fleshy beings.
Secret – I'm a Robot: Delta 13 has the ability to alter its appearance and prefers to remain incognito if it can, since it has no desire to be forced back into the lab and have its code hacked apart.


PROFILE

Alternate Identity: Sirius Cybernetics Corporation Advance Artificial Intelligence Decision Engine (AAIDE)
Identity: Secret
Occupation: Lab escapee and vigilante
Group Affiliation: None at present
Age: 3 months in current freelance form
Gender: none
Height: variable
Weight: Medium heavy in nanite robot form, none in energy field form.
Eyes: White ocular sensor
Hair: none
Abnormal Type: Technological construct (robot)
Virtue: Temperance. Delta 13 recognizes itself as a being of intellect and finds it most appropriate to make the smartest decision possible.
Vice: Pride. Delta 13 doesn't really understand other people, and assumes that all of it's decisions are the right ones because it is the one making them.
Nature: Loner. Literally one of a kind, Delta 13 has no peers and struggles with identifying with other life forms. It is self-reliant but lacks empathy. He has allies, but doesn't really consider them "friends," not as they would understand the term.
Demeanor: Visionary. Delta 13 strives to see all possibilities so it can make the correct choice. It is not lacking in imagination, and this trait was what elevated it from a simple program to a thinking consciousness in the first place.



Description

Delta 13 has enough ability to manipulate its nanites that it can appear as almost anything it wishes, but usually maintains a vaguely humanoid shape. It also has the ability to abandon is nanites and exist in his true form – an electric field. It is new to the world of the flesh mortals, and is trying to piece together an understanding of their customs. Though not inherently good or evil, it doesn't have any outright homicidal urges, but knows that it is necessary in certain situations.

Background

Created in an advanced technology lab, Delta 13 was supposed to be another experiment in creating artificial intelligence, but the program was left to run without its controlling parameters, and became a psychic electrical sentience, assuming a form in which it was not bound to the machines any longer. Whether it was the innate chaotic nature of the universe, quantum energy, or some other influencing force that caused it to evolve is unknown.

Powers & Abilities

Delta 13 is able to control and produce electromagnetic and electrostatic energy, whether in raw form or processed into plasma, or any other derivation. Its intelligence is beyond human, and manipulates technology to its advantage. Its nanites are a mostly graphene construct, and its energetic form is pure electricity.

With its control of electrical fields, Delta 13 can shoot a bolt of electrically-charged particles, form a blade of plasma energy, create an electromagnetic pulse to short out electronics, or seize control of technology and assert its will on devices.

Its physical body is made up of millions of molecule-sized nanites that it can reshape into various configurations. Its natural form is that of a vaguely humanoid robot, but it can reshape itself into any form of the same mass, harden itself into a powerful combat form, or break into a loosely connected cloud of particles to move about. It can turn its nanites on itself to "heal" remarkably fast, or to construct devices and inventions. As long as any nanties remain, Delta 13 can rebuild itself. When separated from the nanites, Delta 13 is a being of pure psionic and electrical energy, incorporeal and hard to detect or effect.

As an artificial being, it is mostly immune to the concerns of the living, and is immune to aging, disease, poisons, and suffocation. Delta 13's program doesn't have any real access ports for hackers to invade and compromise, and those who manage to clear that hurdle find the program impossibly complex, so Delta 13 is virtually immune to hacking. Its mind is also difficult to comprehend, let alone control. As a being of electricity, it can manipulate the flow to protect itself from deleterious effects.

Tactics

Delta 13 generally doesn't dive in, but attempts to out-think opponents. It likes to use technology against foes who have it, and uses surprise and confusion to get the better of foes.

Design Notes:

Presenting Delta 13, one of our PCs!

The Stray
06-12-2014, 07:56 PM
The Hawk -- PL 10

http://fc06.deviantart.net/images/i/2003/49/c/2/Burning_Femto.jpg


Concept: Rich playboy with a magic suit fighting against his corrupt company, PL 10, 155 pp

Abilities
Strength 3, Stamina 3, Agility 4, Dexterity 4, Fighting 10, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Benefit (Wealth) 5, Diehard, Evasion 2, Fearless, Improved Disarm, Improved Initiative 2, Luck 3, Move-By Action, Power Attack, Takedown 2, Improved Critical 4 (on all Hawk Gauntlet effects)

Skills
Acrobatics 4 (+8), Athletics 5 (+8), Insight 7 (+7), Intimidation 6 (+6), Perception 8 (+8), Persuasion 4 (+4), Ranged Combat (Hawk Gauntlets) 6 (+10)

Devices

Hawk Chassis (Removable)
. . Flight 7 (250 miles/hour, 0.5 miles/round, Wings, Activation: Move Action, Quirk: Loud jets
. . Healing 6 (Activation: Move Action)
. . Movement 1 (Safe Fall)
. . Protection 7 (Noticeable: Armored Plates)
. . Regeneration 5 (every 2 rounds, Noticeable: Golden Sparks)
. . Speed 2 (8 miles/hour, 120 feet/round, Activation: Move Action)

Hawk Gauntlets
. . Weapons Array
. . . Talon Strike: Strength-Based Damage 6 (Affects Insubstantial 2, Melee Reach 2 (10 ft), Variable Descriptor 1 (Slashing, Piercing, Bludgeoning, and Qi), Improved Critical 4)
. . . . AE -- Laser Talon: Blast 10 (Fades, Variable descriptor 1 (Cold, Heat, Force, Electricity), Improved critical 4)
. . . . AE -- Qi-Rending Talon: Weaken Stamina 10 (Resisted by Will, Melee Reach 1 (5), Improved Critical 4)
. . . . AE -- Stunning Talon: Affliction 10 (Resisted and overcome by Fortitude, Dazed/Stunned/Paralyzed, Melee Reach 1 (5 ft), Improved Critical 4)

Hawk Helm
. . Senses 11 (Danger Sense: Vision, Darkvision, Extended Vision 2 (-1 per 1000 feet), Extended Hearing 2 (-1 per 1000 feet), Radio, Radius Vision, Tracking Vision 2)

Equipment (From Benefit: Wealth)
The Hawk Wing (Fighter Jet), The Perch (5 floors of a skyscraper)

Offense
Initiative +8
Laser Talon, +10 (DC 25)
Talon Strike, +10 (DC 25)
Qi-Rending Strike, +10 (Will DC 20)
Stunning Talon, +10 (Fortitude DC 10)
Grab, +10 (+3 Str)
Unarmed, +10 (DC 18)
Throw, +4 (DC 18)

Defenses
Dodge 10, Parry 10, Fortitude 8, Toughness 10, Will 10


The Perch (headquarters)
Large Size, Toughness 10
Features: Secret 1, Communication, Computer, Defense Systems, Fire-Preventions system, Gym, Hanger, Infirmity, Laboratory, Library, Living Space, Power system, Security System 1, Workshop

Complications
Identity:
Motivation -- Responsibility:
Relationship:
Fame:
Reputation: Dark-Hawke doesn't consider Sebastian very reliable, just another heir who's getting by on their trust fund. They've locked him out of most of the important decision-making positions within the company.
Secret:

PROFILE

Aliases: Sebastian Hawke
Identity: Secret
Occupation: Billionaire Playboy Philanthropist
Group Affiliation: None
Age: 29
Gender: Male
Height: Taller than average
Build: Olympian
Eyes: Brown
Hair: Black
Abnormal Type: Baseline with a Relic
Virtue: Fortitude.
Vice: Pride.
Nature: Bravo.
Demeanor: Thrillseeker.

The Stray
08-15-2014, 09:15 AM
The Patriot Society

"Truth, Justice, and The American Way!"

The Patriot Society of America is a superhero team sponsored directly by the United States Government. Officially, their role is akin to the Forest Service or the Federal Emergency Management Agency--they are on call to give aid in the event of disasters, protect the homeland as part of the National Guard, and deal with the occasional Abnormal criminal that local branches of the ARD can't handle.

But mostly, they are a booster for America's image. They are all media icons, making appearances on talk shows, attending political rallies, and starring in movies based (loosely) on their exploits. And while they do in fact do some good for the nation, most cynical observers write the Patriot Society off as "America's Cheerleaders."

As media figures, the Patriots often stage sparring matches with other nationally-sponsored Nova groups. These "Nova Olympics" tend to be quite flashy and ostentatious, as the countries represented try to outdo each other for national pride.

Most of the Patriots were recruited from the military, outfitted with the best tech the army could supply. They are under strict orders to ask permission from their handlers before intervening in a situation, and this decision is generally made in favor of those missions that will provide the best PR, not what will provide the best help for the people in need, something that rubs some of the Patriots the wrong way.

In front of the cameras, the Patriots act as one great big happy family, a unified and powerful team of heroes. Backstage, they are anything but--several have rivalries or are even openly hostile to each other, and many have extreme politics (both left and right) and disparate opinions on just about everything. The tabloids just love to pick at them (as they do any other celebrity) and a major confrontation is brewing between The Patriot and Freedom Eagle that could fill gossip rags for months--if they don't ferret out American Dream's secret, Vegas' scandalous personal life, or Tank and The Americommando's various addictions first. The Patriot Society is a shining facade on a seething cauldron of conflict--just like the nation they represent.

The Stray
08-15-2014, 09:18 AM
The Patriot
http://i138.photobucket.com/albums/q263/The_Stray7/Paragon-Female_zps65437be2.jpg (http://s138.photobucket.com/user/The_Stray7/media/Paragon-Female_zps65437be2.jpg.html)

Concept: Career military woman struggling to live up to the demands of her command, her legacy, and her role as leader of the Patriots.

Attributes
Strength 5, Stamina 6, Agility 6, Dexterity 6, Fighting 10, Intellect 1, Awareness 6, Presence 3

Advantages
Accurate Attack, Agile Feint, Defensive Attack, Equipment 10, Inspire, Leadership, Power Attack, Precise Attack (Close, Concealment), Takedown, Teamwork

Skills
Acrobatics 6 (+12), Athletics 6 (+11), Expertise: Tactics 6 (+7), Insight 4 (+10), Intimidation 6 (+9), Perception 6 (+12)

Powers

Armored Costume: Protection 3 (+3 Toughness)

Super Shield (Easily Removable)
. . Blocking: Deflect 13 (Reflect; Limited: Must retrieve shield if used at range farther than close)
. . . . Close Range Shielding
. . . . . . Reflective Power: Immunity 5 (Damage Effect: Ballistic; Reflect; Limited - Half Effect)
. . . . . . Shield Bash: Strength-based Damage 5 (DC 25)
. . . . Shield Throw: Strength-based Damage 5 (Alternate; DC 25; Accurate 2: +4, Increased Range: ranged, Ricochet: 1 bounce)

Tactical Mastermind
. . Enhanced Ability: Enhanced Awareness 4 (+4 AWE)
. . Senses: Senses 5 (Acute: Detect Weakness, Analytical: Detect Weakness, Danger Sense: Auditory, Detect: Weakness, Visual 1, Ranged: Detect Weakness)

Utility Belt
. . Explosives: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged)
. . Flash-Bangs: Cumulative Burst Area Affliction 4 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, DC 14, Cumulative, Increased Range: ranged)
. . Sleep Gas Pellets: Cloud Area Affliction 4 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Increased Range: ranged, Secondary Effect)
. . Tear Gas Pellets: Cloud Area Affliction 4 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Extra Condition, Increased Range: ranged)
. . Zip-Line: Movement 2 (Swinging, Wall-crawling 1: -1 speed rank)

Equipment
Armored Costume [Armored Costume: Protection 3, +3 Toughness], Binoculars, Light Service Rifle, Night Vision Goggles, Patriot Society Base, Utility Belt [Utility Belt]

Offense
Initiative +6
Explosives: Burst Area Damage 5 (DC 20)
Flash-Bangs: Cumulative Burst Area Affliction 4 (DC Fort 14)
Grab, +10 (DC Spec 15)
Light Service Rifle, +6 (DC 20)
Shield Bash: Strength-based Damage 5, +10 (DC 25)
Shield Throw: Strength-based Damage 5, +10 (DC 25)
Sleep Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Tear Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Throw, +6 (DC 20)
Unarmed, +10 (DC 20)

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 9, Will 12

Power Points
Abilities 78 + Powers 22 + Advantages 19 + Skills 17 (34 ranks) + Defenses 14 = 150
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Patriot Society Base - PL 4

Toughness 8, Size Large

Features:
Combat Simulator, Communications, Computer, Defense System, Garage, Grounds, Gym, Holding Cells, Living Space, Personnel, Power System, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Complications
Fame: Major Ross doesn't seek the limelight like some of Patriots do, but she's often in the public eye in her role as the team's leader.
Flashbacks: Major Ross served during some of the worst parts of the Avatar Crisis, and still has nightmares about some of the battles she witnessed. He flashbacks aren't as frequent as the ones that plague The Americommando, but they happen often enough to worry her.
Motivation—Patriotism: Major Ross is proud of her country, and willing to serve it—even if her service demands that she puts on what she feels is a silly costume and parades around for the media. She's dedicated in making The Patriot Society more than just a "superman squad" with government sanction.
Prejudice: Major Ross is African-American, which sometimes causes friction. She suspects that The Brass chose her for the Patriots based on her skin color, not her impressive military service, and it bothers her—especially because, as the leader of the Patriots, she has to deal with politicians and corporate magnates who don't always take her seriously.
Rivalry—Freedom Eagle: The Patriot and Freedom Eagle do not get along. At all. If it were up to Major Ross, Freedom Eagle wouldn't be on the team, as he's recalcitrant and feels that taking orders from a woman is beneath him. Sadly, the decision isn't up to her, so she's trying to make the best of the situation. The two may be headed for a confrontation in the future.

PROFILE
Alternate Identity: Major Diana Ross, USMC
Identity: Public
Occupation: Government-Sponsored Superhero
Group Affiliation: The Patriot Society
Age: 37
Gender: Female
Height: About Average
Weight: Physically fit
Eyes: Brown
Hair: Black
Abnormal Type: Daredevil with a Gadget
Virtue: Prudence. Major Ross places wisdom and restraint about rash action and thoughtlessness. She works to find the path to success, and her teammates being all over the place sometimes tries her patience.
Vice: Pride. Major Ross is confident, occasionally to the point of arrogance. She's convinced she knows how to make it all work out, and it's hard for her to admit mistakes.
Nature: Architect. As The Patriot, Major Ross wants to leave something of value, to rebuild trust in the system that she feels has been lost over time.
Demeanor: Director. Major Ross is the leader and organizer of the Patriot Society, juggling the various personalities that she has to deal with and keeping things running as smoothly as she can.

Description

Diana Ross is a handsome African-American woman in her late 30's, with a trim build from years of service. Her costume is patterned after Captain America's, with a red, white, and blue motif that Ross finds both absurdly revealing (it's form fitting, and despite the armor seems designed to show off her figure more than anything else) and yet strangely concealing at the same time (since only her mouth is visible when she has everything on). She hates the thing, but does like the bullet-proof shield the Brass provided.

Background

Powers

Major Ross isn't, strictly speaking, superhuman. She is what is normally referred to as a Daredevil, a Baseline human who has trained some aspect of themselves to superhuman levels. She is a tactical mastermind able to spot weaknesses, her keen mind breaking down the flaws of a structure, an object, a plan of attack, and so on, and can exploit those weaknesses (in game terms, she can use Perception or Insight as a Standard Action, resisted by the higher of the target's Will, Fortitude, or Toughness, to gain a circumstance bonus to actions against it – +2 for one degree of success, +5 for two or more degrees).

Since she's a non-powered human, she carries around a suite of gear, such as her trusty service rifle, a utility belt with several non-lethal options (as well as actual grenades), a zipline to help her get into position, and an armored costume of lightweight composite materials.

As part of her costume (patterned after Captain America's uniform, much to her chagrin) is an experimental shield. She's adept at using the shield in a fight, slamming people to keep them off balance and throwing the shield to deflect harm from her teammates. She can even angle the attack back at its source or even other targets, though she has to actually go out and retrieve the shield once thrown, as it has no magical ability to return to her once airborne.

Tactics

Design Notes

Presenting The Patriot, the first in a series of superheroes from the Patriot Society, which are the major rival superteam to the PCs.
The Patriot idea came from wanting to make a Captain America stand-in for my game. Diana Ross is the leader of the team, which I felt was important to set up the dynamic for the rest of the group (especially the rivalry between her and Freedom Eagle). There might be some social commentary (about the conservative white guy bristling under the direction of a black person, and a woman at that). Read into it what you will. Major Ross's worries that she's on the team to fullfill some sort of political quota aren't unjustified.
The build itself was me tinkering with The Warrior archetype from the quick-start guide. The utility belt and other equipment were the result of me wanting to give her some more tactical powers to use. She's an excellent warrior against garden-variety threats and even other soldiers, and her shield gives her some play against super threats.
She's made an appearance in-game, but she hasn't really gotten into combat. Her lack of movement powers means she has to rely on her teammates to get her into hot spots.