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The Brave New World 3e (New Digs!)

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  • The Brave New World 3e (New Digs!)

    “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.

    __________________________________________________ __________

    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!
    __________________________________________________ __________
    Design Diaries
    __________________________________________________ __________
    Organizations
    __________________________________________________ __________
    Other Setting Stuff
    Last edited by The Stray; 05-13-2014, 10:50 AM.
    M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

    Tales of a Dark City (2e)
    Return To Dark City (3e)

  • #2
    Re: The Brave New World 3e (New Digs!)

    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.
    M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

    Tales of a Dark City (2e)
    Return To Dark City (3e)

    Comment


    • #3
      Re: The Brave New World 3e (New Digs!)

      Design Diaries!
      Origins and Power Sources
      Profile Template
      Henchmen!

      Setting Stuff!
      Newscaster Blurbs 01

      Builds!

      The PCs
      Delta 13

      The Watchmen
      Deva Dystopia

      The ARD
      ARD overview
      ARD S.T.A.R. Squad agent
      Hound Dog
      The Shepherd
      Sean Flannery

      The Ministry
      The Ministry

      The Cryptkickers
      The Cryptkickers
      The Ghoul King
      Carrion Queen
      Gator

      The Bloodfangs
      The Bloodfangs

      The Patriot Society
      The Patriot Society
      The Patriot
      Freedom Eagle
      American Dream
      Tank
      Arsenal
      Vegas
      The Americommando

      Independent
      Deva Ex Machina
      Razorgirl and Livewire
      The Hub
      Supernova
      Last edited by The Stray; 08-15-2014, 11:04 PM. Reason: Adding in stuff
      M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

      Tales of a Dark City (2e)
      Return To Dark City (3e)

      Comment


      • #4
        Re: The Brave New World 3e (New Digs!)

        Deva Dsytopia



        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, and the first 3e update here
        • 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.
        M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

        Tales of a Dark City (2e)
        Return To Dark City (3e)

        Comment


        • #5
          Re: The Brave New World 3e (New Digs!)

          Deva Ex Machina



          "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!
          Last edited by The Stray; 07-03-2014, 08:24 PM.
          M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

          Tales of a Dark City (2e)
          Return To Dark City (3e)

          Comment


          • #6
            Re: The Brave New World 3e (New Digs!)

            The Minions of Deva Dystopia

            Razorgirl



            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



            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!
            Last edited by The Stray; 05-25-2014, 09:59 PM.
            M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

            Tales of a Dark City (2e)
            Return To Dark City (3e)

            Comment


            • #7
              Re: The Brave New World 3e (New Digs!)

              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.
              M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

              Tales of a Dark City (2e)
              Return To Dark City (3e)

              Comment


              • #8
                Re: The Brave New World 3e (New Digs!)

                The ARD



                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).
                Last edited by The Stray; 05-05-2014, 11:14 PM.
                M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                Tales of a Dark City (2e)
                Return To Dark City (3e)

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                • #9
                  Re: The Brave New World 3e (New Digs!)

                  The S.T.A.R. Squad



                  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.
                  Last edited by The Stray; 05-05-2014, 11:22 PM.
                  M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                  Tales of a Dark City (2e)
                  Return To Dark City (3e)

                  Comment


                  • #10
                    Re: The Brave New World 3e (New Digs!)

                    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.
                    M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                    Tales of a Dark City (2e)
                    Return To Dark City (3e)

                    Comment


                    • #11
                      Re: The Brave New World 3e (New Digs!)

                      Hound Dog - PL 10



                      “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.
                      M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                      Tales of a Dark City (2e)
                      Return To Dark City (3e)

                      Comment


                      • #12
                        Re: The Brave New World 3e (New Digs!)

                        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.

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

                        Comment


                        • #13
                          Re: The Brave New World 3e (New Digs!)

                          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 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.
                          M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                          Tales of a Dark City (2e)
                          Return To Dark City (3e)

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                          • #14
                            Re: The Brave New World 3e (New Digs!)

                            I wouldn't advise it; not only is the setting ridiculously depressing, the core rulebook and sourcebooks are full of spelling errors.

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                            • #15
                              Re: The Brave New World 3e (New Digs!)

                              The Shepherd - PL 10



                              “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.
                              M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

                              Tales of a Dark City (2e)
                              Return To Dark City (3e)

                              Comment

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