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  • [3e OOC] A Call to Adventure One-Shot CLOSED

    Welcome!

    Please post your character sheet here and pick a color for your PC's IC speech. Can't remember if there's a dice roller here. I normally use Orokos because it keeps good records. I prefer all rolls being made on this thread, please.

    More later and mingle!

    Freedom City map

    Combat HR: Unless surprised, the PCs ALWAYS have initiative for combat. This lets players engage without waiting for rolls and other players. It's faster BUT, when you make ANY IC post, please please PREVIEW before posting in case someone else has posted while you were composing your post. This helps avoid the nefarious NINJA :P
    Last edited by dream; 06-13-2019, 06:14 PM.
    [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

  • #2
    Reserved for GM
    [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

    Comment


    • #3
      ZENITH


      Zenith.jpg

      Zenith - PL 10

      Abilities [4+20+4+0+12+4+20+10=74PP]
      Strength 2/12, Stamina 10, Agility 2, Dexterity 0, Fighting 6, Intellect 2, Awareness 10, Presence 5

      Advantages [11PP]
      Agile Feint, All-out Attack, Close Attack 2, Extraordinary Effort, Improved Initiative 2, Interpose, Luck 5, Power Attack, Ultimate Effort: Will Check, Uncanny Dodge

      Skills [31 Ranks = 16PP]
      Expertise: Galactic Lore 8 (+10), Expertise: Physical Sciences 3 (+5), Insight 5 (+15), Perception 5 (+15), Persuasion 10 (+15)

      Powers
      Apotheosis (30PP Array, 6 Alternate Effects) [36PP]
      Base Slot: Power of the Cosmos: Enhanced Strength 10 (+10 STR)[20PP] + Impervious Toughness 10 [10PP]
      Alternate Power: Cosmic Vision: Damage 10 (Alternate; DC 25; Increased Range 2: perception) [30PP]
      Alternate Power: Hyperspatial Propulsion: Movement 4 (Alternate; Environmental Adaptation: Zero Gravity, Space Travel 3: other galaxies) [8PP]
      Alternate Power: Molecular Cohesion: Healing 10 (Alternate; Affects Objects) [30PP]
      Alternate Power: Molecular Entropy: Affliction 10 (Alternate; 1st degree: Toughness Impaired, 2nd degree: Toughness Disabled, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range 2: perception; Limited Degree) [30PP]
      Alternate Power: Super Nova: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20, Selective) [30PP]
      Alternate Power: Trans Orbital Movement: Flight 14 (Alternate; Speed: 32000 miles/hour, 60 miles/round; Stacks with: Gravometric Aura: Flight 1) [28PP]

      Born of the Terminus: Senses 3 (Awareness: Terminus [Mental], Extended: Awareness 2: x100) [3PP]
      Cosmic Sentience: Comprehend 2 (Languages - Understand All, Languages - You're Understood) [4PP]
      Empowered Vessel: Protection 2 [4PP]
      Gravometric Aura: Flight 1 (Speed: 4 miles/hour, 60 feet/round) [2PP]
      Power Cosmic: Luck Control 2 (Bestow Luck, Force a Re-roll, Advantages: Luck 5) [11PP]
      Space Worthy Host: Immunity 11 (Aging, Life Support) [11PP]

      Offense
      Initiative +10
      Cosmic Vision: Damage 10 (DC 25)
      Grab, +8 (DC Spec 22)
      Molecular Entropy: Affliction 10 (DC Fort 20)
      Super Nova: Burst Area Damage 10 (DC 25)
      Throw, +0 (DC 27)
      Unarmed, +8 (DC 27)

      Complications

      Hunted: Lincoln, in his decades long journey to return to Earth, has fought some of the cosmos' most notorious villains, Star Khan, Black Star, even come into conflict with the Grue & the Lor on occasion. However, the most fearsome is Shadivan Steelgrave, one of Omega's Annihilator's and his chief lieutenant. Steelgrave is able to track Zenith through his cosmic energy signature, and as such Omega Drone's have been sporadically dispatched to attack him, weaken him, or play havoc with his life, until such time as Steelgrave comes to pay back to reclaim Zenith for the Terminus.
      Honor: Lincoln was raised to uphold family values, respect others, and resolve conflict peacefully. Values which he had to hold onto during his time within the Terminus, and given the war-like conditions, the destruction, savagery and violence he witnessed there, it only served to reinforce how important those values are.
      Identity: Lincoln Wright: Since his return to Earth, Lincoln strives to maintain a seperation between his heroic identity and his civilian one.
      Relationship: He is struggling to reintegrate into human society, and with his estranged family. Given he was eleven years old when he was abducted and presumed dead, his family struggles with his return.
      Responsibility: Having been exposed to the power of a dying Star Knight within the Terminus, and his subsequent return to our dimension through the echoes of the Star Forge, Lincoln realizes the vast power that he has been entrusted with and strives to use it to protect the planet of his birth.


      Languages
      English, Native

      Defense [6+2+0+0+0=8PP]
      Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

      Power Points
      Abilities 74 + Powers 71 + Advantages 11 + Skills 16 (31 ranks) + Defenses 8 = 180
      I will update this with a background later this evening, however, the brief synopisis is that the eleven year old Lincoln Wright was missing and presumed dead in the aftermath of the '93 Terminus invasion. However, before he was subjected to the process which would have turned him into one of the invading forces Omega Drones, he was rescued by the Furions. The last children of the noble Alphians, bold, brave heroes of great power, living in a shining, silver planet. And every day, they go out and they fight the worst monsters in the universe. The Furions are the only people in the Terminus still resisting the forces of Omega on a regular basis, and it's a bloody, difficult battle.

      One of their number, a Star Knight named Praxis, gifted to the young boy, the power cosmic, to protect him while he resided within the Terminus. The influx of energy, as well as the dimensional energies that pervaded the Terminus eventually allowed Lincoln to transport himself through the dimensional barrier, and to the Star Forge, the source of the Star Knight's powers within out own universe. From there he made his way back towards Earth, eventually returning, only to discover that almost three decades had passed since his abduction. Vowing to protect the Earth from outside hostile forces, such as Omega and the Terminus itself, he positioned himself as one of the planet's mightiest defenders.

      I'll update the background with more specifics that were discussed in the OOC once I return home from the office this evening.

      Comment


      • #4
        Dibs on Red for Breaker's text. I'm going to be away from my computer for a while today but I'll edit in his character sheet when I get the chance.



        Originally posted by AverageJoe View Post
        Breaker - PL10/180PP

        Abilities
        Strength 14, Stamina 12, Agility 2, Dexterity 2, Fighting 6, Intellect 0, Awareness 4, Presence 0

        Advantages
        Accurate Attack, Diehard, Extraordinary Effort, Fast Grab, Holding Back, Improved Critical 2: Unarmed, Improved Grab, Improved Hold, Improved Smash, Interpose, Power Attack, Takedown, Ultimate Effort: Toughness, Ultimate Effort: Will, Untapped Potential

        Skills
        Acrobatics 6 (+8), Athletics 6 (+20), Expertise: Cattle Farmer 9 (+9), Intimidation 9 (+10), Perception 8 (+12), Ranged Combat: Throw 4 (+6)

        Powers
        Accelerated Healing: Regeneration 2 (Every 5 rounds; Persistent)
        Feats of Strength Array
        1. Crushing Grip: Concentration Cumulative Affliction 14 (3rd degree: Transformed, Resisted by: Fortitude, DC 24; Concentration, Cumulative; Grab-based, Limited Degree (third only))
        2. Raw Power (Advantages: Improved Critical 2), Cutting Loose (Penetrating 4), Power-Lifting: Enhanced Strength 8 (+8 STR; Limited to Lifting)
        3. Running Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round)
        4. Shockwave: Burst Area Affliction 10 (1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Limited: Targets on the ground, Limited Degree)
        5. Super-Jumping and Climbing: Makeshift Handholds: Movement 2 (Wall-crawling 2: full speed; Limited: surfaces with material Toughness less than Strength modifier), Super-Leaping: Leaping 10 (Leap 1 mile at 250 miles/hour in 12 seconds)
        6. Unstoppable: Burrowing 7 (Speed: 8 miles/hour, 120 feet/round; Penetrating 6)
        Hands as Tools: Feature 1
        Hard Skin: Protection 1 (+1 Toughness; Custom: Protection Costs 2/Rank)
        Super-Dense Muscles and Bones: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks)
        Invulnerability: Impervious Toughness 13
        Strongest There Is: Feature 1
        Superhuman Physiology: Immunity 15 (Fatigue Effects, Life Support)
        Stonewall: Damage 1, Reaction to being hit, Limited: Effect's rank or damage rank, whichever is less

        Offense
        Initiative +2
        Crushing Grip: Concentration Cumulative Affliction 14, +6 (DC Fort 24)
        Grab, +6 (DC Spec 24)
        Shockwave: Burst Area Affliction 10 (DC Fort/Will 20)
        Throw, +6 (DC 29)
        Unarmed, +6 (DC 29)

        Complications
        Obsession: Caleb is obsessed with self-sacrifice. He feels he cannot consider himself a hero unless he's ready to die for what he believes in, and constantly seeks to prove this by recklessly seeking out the most dangerous scenarios in which to make sacrifices for others.

        Relationship: Caleb has friends from Claremont he's close with, and in fact a couple he shares an apartment with in Freedom City. He also has family back home in the form of a father, mother, a younger brother and an older sister. All of these relationships are important to him and he'll protect them however he can.

        Weakness: Caleb's stamina is formidable, but he nonetheless suffers from punch-drunk syndrome symptoms after extended usage of his powers. These manifest as an inability to focus, shaking hands, gaps in his memory, and long thousand-yard stares.

        Personal Details
        Height: 6'0"
        Weight: 170 lbs
        Hair: Brown
        Eyes: Blue
        Skin: Pale Caucasian
        Overall Build: Wiry & Muscular
        Caleb Anderson was born in middle of nowhere Nebraska. His powers manifested very early on, when he was first learning to care for cattle on the family farm. He was able to wrestle even the strongest of bulls with ease. But his power didn't stop there. As he aged, Caleb become progressively stronger, up to this current level of strength, able to lift thousands of tons. Caleb doesn't know where his powers came from, but he believes them to be a gift from on High that he has an obligation to use to the betterment of others. He does have a limit though. If he pushes himself beyond his limit, he breaks down for hours or potentially a day or more, where he becomes shaky, unfocused and forgetful, strikingly similar to the punch-drunk syndrome exhibited by boxers.

        At first he was content to live on the farm, helping out around the local area wherever strength was needed, but word gets around quick in a small town, and it didn't take overly long for his family to start getting offers from hero academies that would take him. He didn't want to leave, but his parents maintained that he could do the best with his gifts if he was trained by real, professional heroes. He accepted an invitation from the Claremont Academy and attended high school there. He recently graduated and right now is looking for a team to work with because he's not yet confident in his ability to work as a freelancer. In the meantime he's doing construction work, but his hopes are still high that he can find himself a niche in the hero community.

        Personality
        Caleb is blunt and to the point. He doesn't mince words, preferring to let his actions speak for themselves. Outside of combat he's somewhat reclusive, being somewhat uncomfortable in large groups of people, but when he does talk to people he usually tries to be calm and pleasant when possible, or unemotional when that's just not happening. He's got a pretty good handle on his temper but when his temper breaks, it breaks down very badly.

        Languages
        Native Language

        Defense
        Dodge 7, Parry 7, Fortitude 12, Toughness 13, Will 8

        Power Points
        Abilities 70 + Powers 62 + Advantages 14 + Skills 21 (42 ranks) + Defenses 13 = 180


        Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
        Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

        I've left the nature of Caleb's roommates up to GM's discretion and I don't really plan on bringing them into play myself (the GM can bring them in to make use of Caleb's Relationship Flaw though) but I can elaborate on them if you like, perhaps modifying his build slightly to include a rank or two in Benefit to represent the potential benefits of having super-powered friends.
        ​​​​​​
        Cheers,
        - AverageJoe
        Attached Files
        Last edited by AverageJoe; 06-13-2019, 08:44 PM.
        [URL="http://roninarmy.com/threads/2965-AverageJoe-s-Builds-(Concept-Bank)-3-Entries-Thus-Far"]My Builds[/URL]
        [URL="http://roninarmy.com/threads/4164-Superhuman-Defense-Organisation-America?p=161535&viewfull=1#post161535"]Savior[/URL], SDO: America
        [QUOTE=Emiliano Zapata][B]"Better to die on your feet, than live on your knees."[/B][/QUOTE]
        [QUOTE=Tim McGraw][B]"I'm in a better place... Where soldiers live in peace, and angels sing Amazing Grace..."[/B][/QUOTE]

        Comment


        • #5
          Here we go; for text colour, how about Purple:

          Ankara Trebizond - PL10, 180pp
          Abilities
          Strength 10, Stamina 10, Agility 0, Dexterity 0, Fighting 0, Intellect 3, Awareness 10, Presence 2

          Advantages
          Attractive - 2 (free from Presence 2), Benefit: Wealth: Millionaire, Diehard, Eidetic Memory, Equipment - 2, Improved Initiative - 1, Improvised Weapons - 1, Jack of All Trades, Takedown - 1, Well Informed

          Skills
          Close Combat: Unarmed 10 (+10), Expertise: Artist 17 (+20), Perception 10 (+20), Ranged Combat: Thrown 10 (+10), Treatment 1 (+4)

          Powers
          Perfected Metabolism: Regeneration - 5 (every other round); Immunity: Sleep

          Sense Control: Variable - 1, Free Action - 1 [Senses Powers Only (not including Dimensional, Precognition, Postcognition)]

          Positional Control:
          Teleport - 4 (125 m),
          Extended - 4 (32 km),
          Change Direction,
          Change Velocity,
          Increased Mass - 6 (3200 lbs),
          Subtle - 1,
          Turnabout,
          Precise [This extra allows you to precisely choose what does and does not come with you when you teleport. Among other things, it allows you to teleport out of your clothing (or just your outer layer of clothing, leaving a skintight costume on, for example), or out of a grab, bindings like ropes or handcuffs, and so forth. Your teleportation displacement is also precise enough for you to do something like teleport into a set of clothing that is laid out for you, or underneath a blanket or other covering, displacing it enough for your body to materialize there.],
          Teleport Memory - 4 [You can "attune"to one location per rank in this Feature by spending a minute of time there and concentrating, allowing you to treat it as "very well known" with regard to Teleport effects.]
          Feature: Check Destination [You can visualize an area and sense if you are capable of teleporting there before you make the attempt. If there is something preventing you from successfully teleporting, you sense it as a free action and can choose not to make the attempt, applying your action to do something else.]
          Immunity: Teleport Effects
          Feature: Quick Change - 2
          Feature: Hairstyle Control
          Feature: Instant Clean

          Head for Languages (from Eidetic Memory): Comprehend - 3 [Understand, Speak and Read Languages], Quirk (takes at least a Scene to pick up a new language)

          Offense
          Initiative +4
          Throw, +10 (DC 25)
          Unarmed, +10 (DC 25)

          Defence
          Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

          Power Points
          Abilities 70 + Powers 54 + Advantages 12 + Skills 24 (48 ranks) + Defences 20 = 180

          Complications
          Motivation: Beautify the world; this includes making things better for everyone; as part of this she fights crime, but also works at improving society and so on.
          Fame: Ankara is a world-famous artist whose works go for high prices and which sell around the world. In addition she invests in charitable work helping out the younger generation in Freedom City and beyond. As such she is a well-known public figure.
          Obsession: Art; she is driven to create art, and to protect existing art, and will go to great lengths to do both.
          Hatred: The destructive; she hates those who mindlessly destroy things, especially irreplaceable things and works of art, and will target them over others.

          Languages Known
          If it is spoken in Freedom City, Ankara has probably learned it by now…

          Age: 27
          Sex: Female

          Appearance
          Ankara is one of the most beautiful women in the world, tall, slender and elfin in appearance with black hair and tanned skin. Glittering and fabulous. A renowned artist. Their powers have beautiful bars, bands and rings of sparkling multi-coloured energy when they operate. Wears a glittering morning suit (https://duckduckgo.com/?q=morning+dr...ages&ia=images) its colour and pattern varying from moment to moment as the whim takes her. Her head is orbited by glittering rods and rings of multi-coloured energy; when she uses her sensory powers these concentrate around her eyes; when she uses her teleport powers they sweep over her entire body with her disappearing or having new clothes and so on in their wake,

          Personal Details
          Ankara does not who her biological parents are. She was abandoned on the doorstep of a Turkish orphanage as a new-born baby. This may have been because of her strange eyes; even as a baby her pupils would have multi-coloured bars and rings move through and across them from random (sometimes multiple) directions, changing the colour of her eyes behind them.

          Fortunately, she was not in the orphanage for long before being adopted by a childless middle-aged Kemal and Sheryl Zorlutana, an American couple (he was a Turkish immigrant; she was from Freedom City). They named her Laura Zorlutana. The Zorlutana’s raised Laura in Freedom City as their own daughter.

          Tests on her eyes showed nothing unusual and she exhibited no other signs of strangeness, so she grew up as normal girl. Only her perfect memory made her somewhat out of the ordinary, and how it let her learn languages extremely quickly, as well as pick up at least the basics in any skill she turned her hand to.

          She did show a great talent for art, and as she grew up, began to exhibit her pictures in the city under the name of Ankara Trebizond; she picked this from the names of those Turkish cities in honour of her country of origin. Critics considered her an up and coming talent.

          Then one weekend when she was thirteen, super-powered thieves raided an art show she was a (minor) part of. Fighting ensued, and many works of art were damaged or destroyed. She tried to stop the destructive fighting but instead ended up being struck by a clash of energies from the heroes and villains, and collapsed.

          When she woke up the villains had gone, but something had happened. The multi-coloured bars and rings that had previously moved through her eyes were still there, but now a set of them orbited her head as well, rods of energy perhaps two inches long and a quarter of an inch in diameter, rings two inches or so in diameter. Any chance of a secret identity was lost at this point.
          It did not take long for her to discover that somehow they could grant her new sensory abilities, and allow her to teleport. And that she was now super-strong and tough.

          It was not long after that that she was contacted by Claremont Academy, and offered a place in the school. Although reluctant to leave her parents, she and they considered it for the best that she attend there, and so she left her old high school and began classes there. As part of learning how to fully use her powers she learned how to use her teleportation to clean herself, and change her clothes and hairstyle at will.

          Graduating with flying colours, but obviously headed for artistic fame, she began adult life as an artist with a small apartment in the Riverside area of the city. Some of her early works still adorn the walls of the Academy. She divided her time between her art and trying to make the city a better place, both directly, by fighting crime, and indirectly, by helping others socially. She adopted the name Ankara Trebizond full time from this point.

          Over time her work earned her a great deal of money, and she now owns a large upper-storey apartment, still in Riverside, but sells and exhibits her art around the world. She donates money to fund school art programs, donates works of art to be auctioned for charity, and from time to time will also auction art commissions off for charity.

          Her adoptive parents have retired and moved away to the quiet life in the country, but they stay in regular touch. She loves them deeply, and they support her chosen career(s).

          If she at home, her Senses Variable power will be tuned to:
          Extended Hearing - 3, Radio, Extended Radio - 1

          If she is out and about normally she will tune it to:
          Extended Hearing - 1, Danger Sense (Hearing), Radius Vision, Direction Sense, Radio

          In combat it will default to:
          Radio, Accurate Radio (radar), Danger Sense (Radio), Radius Vision

          Her Teleport Memory usually remembers home, the Freedom Medical Center, FCPD headquarters and the top of one the triple towers of Pyramid Plaza. Unless the GM is happy for her to have spent the time to have already become familiar with these places, in which case they’ll be free for other things…

          Equipment
          She commonly carries a high end smartphone (maybe 5 equipment points), can dress in camouflage clothing and carries restraints, a fire extinguisher, a multi-tool and a first aid kit.

          Comment


          • #6


            Neutron

            Real Name: Lloyd Edward Price.
            Alias: LP.
            Profession: Former handyman turned full time superhero.
            Gender: Male.
            Ethnicity: African American.
            Age: 32.
            Height: 5' 11"
            Weight: 190 lbs.
            Hair: Black (almost always shaved bald).
            Eyes: Black.
            Place Of Birth: Freedom City, USA.
            Religion: Baptist.
            Identity: Public.
            Group Affiliation: Independent.
            Base Of Operations: Freedom City.
            Legal Status: American citizen with no criminal record.
            Marital Status: Divorced.
            Family: Walter (father, deceased), Glenda (mother, deceased), Devin (son), Tanya (ex-wife).
            Education: High School Graduate.
            Quote: "It's time to be a hero!"
            Power Level - 10
            Power Points - 180
            Hero Point - 1
            Concept - Energy Controller.
            Bodycast - Israel Idonije.
            Celebrity Voiceover - Michael Dorn.
            Theme Song: https://www.youtube.com/watch?v=KlwIBftrvIA


            Abilities -

            Strength - 3
            Stamina - 3
            Agility - 3
            Dexterity - 0
            Fighting - 3
            Intellect - 0
            Awareness - 2
            Presence - 3

            Advantages - All-out Attack, Benefit 1 (Status - As a publicly known superhero), Defensive Attack, Evasion 2, Favored Environment (Airborne), Instant Up, Interpose, Precise Attack 1 (Ranged, Cover), Teamwork.

            Skills - Ranged Combat: Energy Control (Plasma) 5 (+0), Expertise - Current Events 6 (+0), Intimidation 7 (+10), Acrobatics 4 (+7), Athletics 4 (+7), Insight 4 (+6), Persuasion 4 (+7).

            Powers - Note - All powers have the Plasma Descriptor.

            Energy Control (Plasma) Array (25 points) with 3 Alternate Effects. =

            Base power - Pinpoint Blast - Ranged Damage (Plasma) 12, Extra - Precise. (25 pp)

            Alternate Effect - Energy Manipulation - Deflect 12, Extras - Reflect, Redirect. Flaw - Limited to energy attacks. (1 pp)

            Alternate Effect - Neutrino Energy Burst - Burst Area Damage (Plasma) 10, Extra - Penetrating 4. (1 pp)

            Alternate Effect - Dazzle - Ranged Affliction 12, (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Extra - Cumulative, Flaw - Limited to one sense (vision). (1 pp)

            Energy Immunity - Immunity 5 (Plasma damage). (5 pp)

            Plasma Force Field - Protection 10, Extras - Impervious, Sustained. (30 pp)

            Energy Sense - Senses (Mental) 1 (Energy Type Awareness). (1 pp)

            Plasma Energy Form - Insubstantial 3 (Plasma), Flaw - Activation (Move Action). (14 pp)

            Flight 7 (250 mph, 2640 ft/Rd.). (14 pp)

            Offense - Initiative +3, Energy Control +5, Unarmed +3, Grab +3, Ranged Damage 12, Burst Area Damage 10, Dazzle 12 (Resistance Check = Fort. vs 22), Close Damage 3.

            Defense - Dodge +4/7, Parry +2/5, Fortitude +5/8, Toughness +3/*13, Will +6/8

            * - Only when Plasma Force Field is activated.

            Complications -

            Motivation (Responsibility) = Neutron is quite aware of the potential collateral damage his powers can cause and so must control himself during combats. He also tries to be as heroic as possible, hoping to set a good example for the people of America.

            Motivation (Acceptance) = Despite his fame and good deeds, Neutron is regarded as a "sell out" by many if not most of the people in the West End area in Freedom City, his hometown. Thus he seeks to gain their respect.

            Fame = Neutron's "secret" identity as Lloyd E. Price is well known across the country and thus must deal with the pressures and problems that fame often brings.

            Relationships = Several people define Lloyd's life for better or worse -

            Tanya Cooper (ex-wife), Devin (8 year old son). Though divorced and rarely sees his son, Neutron still looks after their best interests.

            Corrina Cadeau ( His agent. See history below.).

            Reverend Darren Morris ( His pastor in the Holy Divinity Church back home in The West End. Neutron counts him as a close friend and adviser although he does not go to the church as often as he would have liked, not wanting to bring trouble to the church such as supervillains seeking vengeance or pesky paparazzi.)

            Enemy = Blackstar (from the Cosmic Handbook pages 101-104). He and Neutron had clashed several times and are bitter foes. Blackstar had made the enmity between them even worse by publicly threatening to kill Neutron's son.

            Plasma Field Disruption = Neutron can be stunned and contained via intense electromagnetic fields. Even his ​energized form​​​​​​ can be grounded through this manner​, causing him great harm.​​​​​

            Powers -

            Neutron can create, shape and manipulate plasma, a state of matter consisting of highly ionized and super heated white gaseous-like energy of low density. He uses the plasma for various effects such as creating an energy blast similar to heat lasers or to release the blast over a wider area, a glowing plasma force field around his body and intensely bright bursts of light.

            Neutron can also transform his entire body into pure plasma energy and can even manipulate other forms of energy by channeling and altering its direction. This type of energy manipulation also allows him to fly.

            Neutron can resist plasma energy damage including his own and has a kind of "sixth sense" for detecting types of energy nearby.

            Neutron in his plasma energy form:



            History -

            Lloyd Price never seemed to have all the lucky breaks after high school especially living in The West End neighborhood of Freedom City despite a promising career in football. But the talent scouts who sometimes attended the high school football games never bothered with Lloyd. Not affording a college education was one strike against him while holding down menial jobs to barely make ends meet was another. Facing a bitter (and costly) divorce and child custody battle, Lloyd swallowed his pride and took a shady job with no questions asked for a equally shady company called PureTek.

            Lloyd was supposed to transport some containers of toxic waste to an illegal dump site. He was led to believe by his employers that it was somewhere at sea, far off the coast of Freedom City. But when he found out the site was actually located at Hawkins Lawn, a public park right near the Trinity Hospital in West End, he outright refused to continue and go along with the whole damn thing and threatened to go to the police...

            ...And almost got his body riddled with bullets for his noble though rash defiance as he quickly jumped out the way. There was an sudden explosion, some glowing goo from the ruptured steel drum canisters, intense white-hot energy...then screams as Lloyd suddenly hovered in mid air and then flew straight at the gunmen in rage, his body glowing with the same intense white energies.

            To this day, no one not even Lloyd knew how he gained superpowers (was it because of the radiation of the toxic waste, latent mutant genes or something else entirely?) but he knew after talking to his pastor he was given them for a reason. He helped the FBI and the city's district attorney turned states evidence against PureTek and shut down their illegal operations.

            Shortly afterwards Lloyd made his first public appearance as Neutron (He had chosen the name at the last minute, based on his misunderstanding on how energy physics actually worked.) when he saved several people from the deadly Blackstar who nearly caused an downtown office building to collapse on them while attempting to steal a prototype portable energy cell. They fought each other to a standstill before Blackstar fled the area when AEGIS agents showed up in force.

            One of the civilians he had saved was an aspiring fashion designer/advertising consultant named Corrina Cadeau who in gratitude created a new black and white costume for Neutron to replace the drab hooded leather duster and khakis ensemble he was wearing during the fight with Blackstar.

            She also made him her first client for her new PR company, CC Promotions, promoting and licensing his name and image for endorsements such as his own comic book series in Castle Comics and the Neutronix Wheat Pops™ breakfast cereal and Neutron Energy Drink™ from the Fordham Foods company.



            Of course most of the money he makes goes to various charities throughout the country and to his family while saving just enough to support himself.

            While Lloyd was not entirely comfortable with all of this somewhat shameless media exposure and knows that other superheroes would (perhaps rightly) accuse him of being a corporate shill, he reluctantly realized that given the present day and age of constant web blogs, one needed all the good press one can get.



            Personality -

            Even though he has fame and fortune, Neutron remains at heart a stoic and level headed hero and so far resisted the lure of materialism which killed the minds and souls of other commercially endorsed superheroes a dollar at a time. Neutron can come across as an old fashioned stick in the mud, a throwback to the days where having superpowers meant responsibility not entitlement but that's how Neutron rolls. He doesn't agree with everything he is made to do for the sake of publicity but he has enough dignity to turn down offers if they even remotely had a hint of illegality.

            Behind closed doors however, he lives a life of lonely solitude. Neutron knows that any woman interested in him just wants his money (most of which he gives away to charity.) and hoping that fame would rub off them so he keeps his distance. He doesn't know what to make of all this. From out of abject poverty, he has become one of the most recognized superhumans in the country, a role model for thousands of kids. People who wouldn't given him the spare change from their pockets now envy him. He can go anywhere, do anything. For once he can look down on the world and everyone else is looking up.

            But he found that fame was a unbearable prison and because he is often hounded by adoring fans, sleazy managers wanting him to sign on the dotted lines of numerous contracts and supervillains looking to make their mark on history by fighting or killing Neutron, he sometimes wishes he was a nobody.

            But as long as the world needs him, then he'll be ready as ever even if it means posing for autographed selfies.

            Abilities - 34, Powers - 72, Advantages - 10, Skills - 17, Defenses - 17, = 180 total

            Comment


            • #7
              I guess its blue for me.

              Comment


              • #8
                Originally posted by dreamking89 View Post
                1368588970180.png


                Grasshopper
                Name: Jinshu Feng
                Age: 19

                Eye Color: Green
                Hair Color: Black
                Base of Operations: Freedom City (currently)
                Legal Status: Diplomat Visa
                Family: Jinshu Hu (Father, Deseased), Jinshu Shang (uncle), Jinshu Long (younger brother), Jinshu Chung (mother)
                Ethnicity: Chinese
                Occupation: Deposed Prince of Yushan, Graduate of Claremont Academy Class of 2019, Former member of Next-Gen

                Backstory: Jinshu Feng was born in a land most believed to be just a legend. While some stories called Feng's homeland Shangri-La, his people refer to his homeland as Yushan: a small country that sits on China's Northern boarder. While Yushan only takes up a small mountain valley, what makes Yushan special is a mineral roughly translated as "Celestial Iron". Celestial Iron has the ability to absorb and redirect large amounts of kinetic energy, and has allowed Yushan to become one of the most technologically advanced nations on Earth, rivaling that of Dakana.

                Five years ago, Feng was on track to ruling this wondrous nation. His father, the Steel Emperor, had given Feng the title of Grasshopper: the ceremonial title given to the heir to the throne and the personal student of the Emperor of Yushan. He had been personally tutored by his father in martial arts, statecraft and the operation of Yushan technology and was looking to become a wise and just Emperor upon his eighteenth birthday. Feng did not count, however, on his uncle: Jinshu Shang.

                Shang was the former leader of a 'black ops' organization within the Yushan military: the Deadly Venoms Clan. Shang held the title of Grasshopper when Feng's grandfather was still alive, but Shang's lust for power resulted in his banishment from the country. Learning forbidden kung fu techniques from around the world, Shang built his own suit and dubbed himself the Black Centipede. Shortly before Feng's 15th birthday, the Black Centipede returned to Yushan and led a coup against the Imperial Family, eventually culminating in Shang challenging the Emperor to mortal combat. Feng's wicked uncle murdered the Emperor in a duel to the death and took the throne of Yushan for himself. Fortunately, Feng was able to escape his homeland with his mother and younger brother. The deposed Imperial Family made their way to America, where they were able to set up a life for themselves within Freedom City. During this time, Feng began going to school at Claremont Academy, knowing that he would one day have to return to his homeland and take back the throne that is rightfully his.

                It has been five years since then, Feng should have ascended to the Imperial Throne a year ago, but the Black Centepide still rules Yushan with an iron fist. Feng had faced several of his uncle's assassin's during his time in Next-Gen and was always able to defeat them thanks to his friends and classmates. Now that he has graduated, Feng knows he must return to face his uncle soon, but he fears he is not strong enough. He has been working as a solo-hero within Freedom City now for a few months, preparing himself for the battle that will one day kill him or make him Emperor.


                Crunch:
                Grasshopper - PL 10


                Strength 7, Stamina 4, Agility 3, Dexterity 0, Fighting 6, Intellect 4, Awareness 1, Presence 1

                Advantages
                Accurate Attack, All-out Attack, Benefit, Status: Deposed Prince of Yushan, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Evasion 2, Fast Grab, Improved Initiative 2, Improved Trip, Improvised Weapon 3, Instant Up, Inventor, Move-by Action, Prone Fighting, Takedown 2

                Skills
                Acrobatics 9 (+12), Athletics 3 (+10), Close Combat: Unarmed 7 (+13), Expertise: Language (English, Cantonese)) 1 (+5), Expertise: World Politics 5 (+9), Insight 4 (+5), Intimidation 6 (+7), Investigation 4 (+8), Perception 7 (+8), Persuasion 6 (+7), Stealth 2 (+5), Technology 6 (+10)

                Powers
                Celestial Kung Fu Styles
                Iron Wasp Style (Insidious, Multiattack)
                Rushing Ox Style: Strength-based Damage 7 (DC 29)
                Watchful Serpent Style: Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 20; Increased Range 2: perception, Insidious, Subtle: subtle; Limited: To Grasshopper's Attacks, Limited Degree)
                Grasshopper Armor (Removable)
                Celestial Iron Plating: Protection 4 (+4 Toughness)
                Enhanced Ability: Enhanced Strength 5 (+5 STR)
                Ocular Enhancing Helmet: Senses 7 (Acute (Type): Vision, Analytical (Type): Vision, Darkvision, Infravision)
                Spiderfoot Boots: Movement 2 (Wall-crawling 2: full speed)
                Tutored by the Steel Emperor
                Diving Cat Style: Movement 1 (Safe Fall)
                Soaring Monkey Style: Leaping 6 (Leap 500 feet at 120 miles/hour; Acrobatics Check Required)
                Swift Mole Style: Senses 2 (Accurate: Hearing)

                Offense
                Initiative +11
                Grab, +6 (DC Spec 17)
                Rushing Ox Style: Strength-based Damage 7, +6 (DC 29)
                Throw, +0 (DC 22)
                Unarmed, +13 (DC 22)
                Watchful Serpent Style: Affliction 10 (DC Will 20)

                Languages
                English, Cantonese

                Defense
                Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 10

                Power Points
                Abilities 42 + Powers 49 + Advantages 21 + Skills 30 (60 ranks) + Defenses 30 = 172



                Complications:


                Enemy- Jinshu Shang, the Black Centipede (aka: Oh, That's My Uncle!): Jinshu Shang held the title of Grasshopper when Feng was just a baby. However, when his lust for power became apparent, Shang's father (Feng's grandfather) banished him from Yushan, making Feng's father the heir to the throne. Since then, Jinshu Shang has taken the mantle of the Centepide, making his own suit and learning forbidden kung fu techniques to return to Yushan and murder his brother for the throne. Feng has vowed to one day return and take the throne back.
                You will be awake, you will be facing me, and you will be armed.: Grasshopper is loathe to fight any opponent unfairly, especially if he's been challenged to a one-on-one fight. Before fighting someone, he will usually make sure that said opponent is at his full strength (or closest to full strength possible).
                Motivation: Revenge/Becoming Stronger: Jinshu Feng saw his father die at the hands of his uncle, one of the greatest kung fu masters alive. He seeks to defeat his uncle and take his rightful place as the Steel Emperor of Yushan. However, he constantly questions if he is truly ready or worthy, and is constantly looking for ways to increase his own martial arts skill.
                Relationship- Jinshu Chun: Chun is Feng's mother, and some of the only family that she has left. She currently living in a modest apartment in Freedom City with Feng's younger brother.
                Relationship- Jinshu Long: Long is Feng's younger brother, a technological prodigy thanks to his schooling within the Palace of Yushan. During the coup where his father lost his life, an explosion in his lab caused Long to lose his hands. Fortunately, Long was able to replace them with Celestial Iron prosthetics. He is only about 12, but he is a technological genius. He currently lives in Freedom City with his mother and attends school at the Claremont Academy.
                Relationship- Next-Gen: Grasshopper was a member of Next-Gen for nearly his entire time at Claremont Academy. He considers his former teammates to be some of his best friends.
                Wanted- Deposed Prince of Yushan: Grasshopper's uncle is the current ruler of Yushan. He wishes his nephew dead in order to cement his rule of the country. This makes Feng a target for assassination attempts, from those seeking money or the favor of the current Steel Emperor.
                Protector of the Weak: Grasshopper understands that as the future monarch of Yushan, it is his responsability to protect the weak. This means he will not stand for bullies, and will intervene in some way if he sees someone getting picked on (though not necessarily with physical combat).
                I'll take.....Gold as Grasshopper's text color, I suppose.
                Last edited by dreamking89; 06-13-2019, 04:51 PM.
                What has four legs in the morning, two legs in the afternoon and three legs in the evening? I don't know, but I trapped it in my bedroom. Send help.

                Comment


                • #9
                  Originally posted by nowhereman2
                  The Warrior Arcanum

                  Concept Description:
                  This is intended to be a sort of mix of two types of heroes. He is primarily a weapon master (bow staff), but has features of the gadgeteer and mage. The idea is that he is skilled in both weapons and magic, and he uses his magic abilities to supplement his fighting and to make rune stones for crowd control. He can also perform rituals and make artifacts to create effects he desires. This is the first time I have ever made an utility belt, so do make sure I didn't accidentally abuse that.

                  (Hero: PL10 : pp 180/180)

                  Abilities and Defense (82pp)
                  Strength: 3; Agility: 5; Fighting: 7; Awareness: 1
                  Stamina: 2; Dexterity: 5; Intellect: 3; Presence: 2
                  Dodge: 11 (6 pp), Parry: 13 (6 pp), Fortitude: 8 (6 pp), Toughness: 7/3 (), Will: 12 (11 pp)

                  COMBAT
                  Initiative: +9; Close: +7; Ranged: +5
                  Grab: +7 (Special DC 18) Range: Close
                  Bow Staff: +15 Damage 2, Strength Based, Multiattack (DC 20)
                  Magic Bolt +11 (Ranged Damage DC 24)
                  Confusion Blast (Affliction Burst Area DC 20)
                  Unarmed: +7 (DC 18) Range: Close

                  SKILLS: (42pp)
                  Acrobatics +13 (4pp); Athletics +11 (4 pp); Close Combat: Weapon: +15 (4pp); Close Combat: Unarmed +7; Range Combat: Magic Bolt +11 (3pp); Deception +6 (2pp); Expertise: Magic +13 (5 pp); Expertise: Weapons +9 (3pp) Insight +3 (1 pp); Intimidation +8 (3pp); Investigation +9 (3pp); Perception +9 (4 pp); Persuasion +2; Sleight of Hand +11 (3pp); Stealth +13 (4 pp); Technology x; Vehicles +9 (2pp)

                  ADVANTAGES: (23 pp)
                  Defensive Roll 4, Equipment 10, Evasion, Improved Initiative, Improved Critical (Bow Staff), Languages 3 (Latin, Greek, German, Old English, Slavic, Celtic, Egyptian), Accurate Attack, Improved Trip, Improved Disarm, Power Attack, Takedown, Artificer, Ritualist, Benefit: Does not need to research when replicating an effect he has already produced before (Either Artificer or Ritualist)

                  POWERS: (29 pp)
                  • Magic Bolt (20 + 1pp)
                    • Ranged Damage 9
                    • Variable Descriptor 2 (Magic damage type)
                  • Alt: Confusion Blast
                    • Burst Area Affliction 10 (dazed, stunned, unaware)
                  • Fast (5pp)
                    • Quickness 3, Speed 2 (8 MPH, 120 ft/rd)
                  • Urban Acrobat (3pp)
                    • Leaping 1, Movement 2 (Safe fall, Swinging)

                  Equipment:
                  • Enchanted Bow Staff (5 ep?)
                    • Damage 2 bludgeoning, Strength Based, Multiattack
                    • Toughness 8 (enchanted wood)
                  • Enchanted Motorcycle (18 ep)
                    • 5 armor, 5 defense, speed 6 (200 MPH, 1800 ft/rd), Remote control, Alarm (DC 20)
                  • Leather Armor (1 ep)
                    • Protection 1
                  • Magical Utility Belt
                    • Runic Stones: Ice Wall (5 ep)
                      • Create 5 (Ice), limited: only creates wall of dimensions 30ft by 8 ft by 2 in, permanent
                    • Runic Stones: Healing Aura (9 ep)
                      • Healing Burst Area 3
                    • Runic Stones: Magical Haze (6 ep)
                      • Concealment Area 2 (normal vision)
                  • Headquarters
                    • Warehouse, computer, Garage, Gym, Library, Living Space, Workshop, Secret


                  Name: The Warrior Arcanum (Arcanum)
                  Secret Identity: Hector Moreno
                  Age: 27
                  Gender: Male

                  Background: Raised by monks of the Monastic Order of the Script, Hector does not remember a time before he lived at the monastery. He was raised to read and study in multiple ancient and dead languages. He took to his studies well and quickly became adept at translating even complex documents. He was required to also participate in the martial arts training at the monastery. This was intended to foster health in mind as well as in body. As he became adept in both, his masters began to take notice of him and his abilities. At the age of 16, they revealed the true purpose of the monastery. They were meant to protect ancient documents and artifacts of great magical power and keep them hidden from those who would use them to do harm. Hector asked if he could become a monk, just like them. He wanted to join the order, learn magic, and protect these ancient scrolls and books as his masters had done before him.

                  They had a different purpose in mind. They told him about an ancient title, passed down for centuries. The title was The Warrior Arcanum. The purpose of the monastery was to protect the world from the dangerous artifacts and documents of the world, but it was the purpose of the Warrior to find and retrieve those dangerous items from the world. Every generation had a Warrior, but this world was becoming dangerous. The previous warrior has disappeared and in all likelihood is now dead. They needed a new Warrior to take up the mantle. They chose Hector to take that mantle. He spent years studying what he could about magic and its uses. He honed his skills in martial arts until no one in the monastery could match him. When his twenty-fifth birthday came, he was sent out on his never-ending quest.

                  He traveled south from upstate New York to Freedom City. This was the location of his predecessor's disappearance. While he never expected to find out what happened to him or her, he knew that this city needed help. This city needed a warrior to find the magical influences that twist the world of men. They needed Arcanum.

                  Complications:
                  • Motivation - Must find and retrieve all magical artifacts and documents for study and protection
                  • Heroic - He has been trained to believe that he must help anyone in need. Especially those affected by dark magics.
                  • Devout - Hector has a single minded belief in his order's purpose
                  • Bond - The Monastic Order of the Script
                  • Secret Identity - He keeps his identity a secret so as to avoid complicating his daily life.
                  I will take Grey.

                  Using the map, I have decided to make a couple decisions regarding Arcanum.

                  Hector currently lives in Greenbank, off Bradley. It is an abandoned warehouse that he owns through a shell corporation formed under the name of several aliases of members of the Order. The improvements to the building are largely his. He works at the Freedom City Historical Museum as a security officer. He also assists Megan Wright with the translation and archiving of new items. Hector's heroic identity is largely secret. While it isn't a tightly kept secret, he doesn't advertise it. He doubts his current employer would be okay with employing a superhero. Even so, it is hard to keep his employer at bay since Hector is unwilling to work full-time.
                  Last edited by nowhereman2; 06-15-2019, 03:16 PM.
                  Fox in the Hole: GM
                  A Call to Adventure: Arcanum

                  Comment


                  • #10
                    Added a city map, posting schedule (again), and combat house-rule on the OP. THIS will be tricky because of the slow forum. I'm starting with "theater of the mind" descriptive posts but, if we need combat maps I may relent. We'll see.

                    I am allowing a few builds through my usually 'restrictive' radar so please don't try to "game" me. 'Rules As Written' (RAW), GMs have ultimate authority with M&M. Please don't make me be THAT guy.

                    BUT, if you feel the need to tell me how your power can actually do that game-breaking thing, I will, IN TURN ,show you how ridiculous my NPC villains can be. Let's play fair and fun, okay?

                    For the IC thread, I'll introduce the scene, which is the new (one week since opening) Freedom Galleria, located where State Route 9 and Bayview Road intersect, on the Bayview side. It's a huge facility with most major 'chain' department stores and shops, as well as many independent or local stores. Imagine the biggest and best mall you've ever visited. Stronghold Security has a very visible presence in Bayview, and, around the Galleria.

                    Your PCs are in the Food Court. Why? Maybe you're hungry. Maybe you're checking out what restaurants are there. Maybe you're meeting someone. Maybe you're making a call. Maybe you're using the restroom. Maybe you're shopping a nearby store. Whatever reason, you are adjacent the Food Court.

                    It's 1:00 p.m. on a Friday. News is light; the Freedom League is engaged in an outer-space battle with extraterrestrials. The new Galleria included a higher degree of law-enforcement, so Stronghold Security visibly patrols the site, along with regular FCPD patrols.

                    Bayview has never been this safe.

                    A few local radio stations are hosting live-remotes in the mall, as well as local celebrities making appearances. You can include whatever fluff you want in your post and I'll run with it. Touching your Complications is good, because Hero Points.

                    Edit: Weather outside is sunny and warm. Tons of people in and around the Galleria.
                    Last edited by dream; 06-13-2019, 07:15 PM.
                    [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

                    Comment


                    • #11
                      Would I be alright to add a 'quick change' ability to Grasshopper's costume?
                      What has four legs in the morning, two legs in the afternoon and three legs in the evening? I don't know, but I trapped it in my bedroom. Send help.

                      Comment


                      • #12
                        Originally posted by dreamking89 View Post
                        Would I be alright to add a 'quick change' ability to Grasshopper's costume?
                        Sure
                        [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

                        Comment


                        • #13
                          No posting on Saturday or Sunday - free weekends!

                          I'll roll out the action on Monday.
                          [URL="http://roninarmy.com/threads/1243-My-Dream-House"]My Dream House[/URL]

                          Comment


                          • #14
                            Originally posted by dream View Post
                            No posting on Saturday or Sunday - free weekends!

                            I'll roll out the action on Monday.
                            More Hawaiian pizza for Neutron.

                            Comment


                            • #15
                              Pineapple on pizza is a communist plot
                              Fox in the Hole: GM
                              A Call to Adventure: Arcanum

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