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Thread: Kreuz Control: Racer T, Admiral Kraken, Bedbug, Jigoku, Zonya, Azmodunk

  1. #3061
    Defender of the Word Power-Glove's Avatar
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    Re: Kreuz Control: Mind Slayer, Medusa, Psimon, Dr. Draconis

    I'd be too busy gushing over how groovy that bionic tail is to insult his intelligence.

    If I were a mad scientist, I'd sure as hell give myself one!

  2. #3062
    Hierophant Kreuzritter's Avatar
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    Re: Kreuz Control: Mind Slayer, Medusa, Psimon, Dr. Draconis



    Welcome to a world where “reality” doesn’t mean quite the same thing it used to, where the word “impossible” is used conditionally when it has any meaning at all, and where you will believe a man can fly, because there’s a good chance of seeing it on the evening news. Welcome to a world of normal people with paranormal powers, the world of...

    PARAGONS

    Released in 2007 by Green Ronin, Paragons was the third original setting for Mutants & Masterminds (the first two being META-4 and Freedom City), meant to tap into the "world outside your window is about to change" kind of superheroics seen in Marvel's New Universe and Ultimate comic book lines, tv shows like Heroes or Smallville, and games like White Wolf's supers RPG, Aberrant.

    The core pitch was simple: Superpowers and weird stuff is now very real and probably out in the open. What set Paragons apart from games like Aberrant was that rather than presenting a defined setting with a particular metaplot, Paragons was built from the ground up with modularity in mind, with ideas and organizations were presented as "if x sort of game appeals to you and your players, try this". GM's could use anything or everything they liked, and simply ignore the rest, encouraged by several of the setting elements being complementary or contradictory. a bold experiment, as while dialed back, this modularity would resurface a few years later in the Emerald City sourcebook. Unfortunately Paragons ultimately fizzled, with only a single published adventure, A more Perfect Union, followed by a section in the Worlds of Freedom sourcebook, "Paragons of Freedom", which recast Freedom City in a paragons mold

    At any rate, I've decided to update most of the book's provided NPCs for 3rd edition. write-ups will be going up as of later today

  3. #3063
    Hierophant Kreuzritter's Avatar
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    Re: Kreuz Control: PSI, Dr. Draconis, Paragons

    It occurs to me that before I get too carried away, I should also include a quick rundown of Paragons Terminology for reference if I start using the lingo in my writeups.

    ACME device: An “impossible” piece of technology made by a paragon that functions in spite of known physical laws and scientific information, but is usually dependent on a paragon’s powers to work. ACME devices are named after the maker of impossible gizmos in children’s cartoons. a more scholarly term for this is "paratechnology".

    breakout: To become a fully functional or capable paranormal. “Breaking-out” is the moment when a paragon’s powers or paranormal abilities surface. “The Breakout” (the definite article) is the initial mass breakout, when the first paranormals manifested their powers. Some call a particularly traumatic breakout a “freak-out” (especially if it results in freakish or unusual traits). Less common is “awakening,” often used by paragons with more spiritual or mystical overtones.

    channel: A paranormal medium capable of “channeling” disembodied intelligences so they can act or communicate through the channel’s body. The personality of the channel is usually suppressed while channeling. See also walk-in.

    eidolon: Literally “shadow” or “image,” an eidolon is an archetype or “higher” being found in the Imageria. Eidolons may be actual gods (or godlike beings) or “merely” reflections of deep archetypes of the collective unconscious. Some paragons have the ability to interact with eidolons, while a few claim to be eidolons (or beings that would be classified as such).

    Fortean: Named for Charles Fort, famous scholar of the strange. It refers to strange or unexplained phenomena without any apparent paranormal agent involved; almost synonymous with “weird” or “unexplained” in Paragons.

    Imageria: The realm of potential, related to the collective unconscious, essentially the imagination made manifest. It’s accessible to some paragons and may be the source of their powers (or they might be the source of its existence, no one’s sure).

    impossible: Something a paragon hasn’t done yet.

    normal: Non-paranormal. Sometimes used ironically or derisively by paragons to describe non-paranormals, also used proudly by non-paranormals to describe themselves in relation to “not normal” or “unnatural” paranormals. “Norm” and “norman” are common slang terms among paragons.

    origin chaser: A person who deliberately tries to trigger an origin, hoping to become a paranormal. More than a few origin chasers end up dead or seriously injured, and the practice is commonly viewed as a creative means of committing suicide.

    paragon: Common term for a paranormal, often applied with a degree of irony.

    paranormal: Scientific name for abilities beyond the understanding of science, and the people who possess them.

    parascience: Most branches of science have elements studying the paranormal. Parapsychology studies the mind and “psionic” powers. Paraphysics is the study of paranormal powers acting upon the physical world. Parabiology involves paranormal biologies and forms of life (although no biological differences have been isolated as yet). Parapsychiatry is the study of mental health among paranormals. Paratheology is the study of the effect of paranormals on religious and spiritual belief as well as the role of paranormals and their powers in faith and religious doctrine. Parascientific disciplines—even “established” ones like parapsychology—are in their infancy, with a lot of questions but few, if any, answers as yet.

    prop: A phrase, activity, or item of some type that some paranormals must say, perform, or have in order to use their powers.

    savant: A paranormal with super-human capabilities in a particular skill. There is a very fine line between savants and highly skilled normals, so fine, in fact, that it’s unclear exactly where it lies.

    shutdown: When a paragon’s powers cease working, temporarily or permanently, often due to a crisis of confidence or similar mental impairment.

    sleeper: Also sleepwalker. Paranormal term for a non-paranormal, one who has not “awakened” like a paragon has. Not in common use, it crops up more among paranormals of a mystical bent.

    spark: To trigger a paranormal’s breakout is to “spark” or “jump-start” that paranormal. “Awaken” is also used in conjunction with awakening.

    spark-party: Also a spark-rave or a breakout: a group event where people attempt to provoke a breakout. Most spark-parties involve extreme-sports type challenges, drugs, psychedelic music, pyrotechnics, or all of the above, and most of them end in injury or death for one of more of the participants.

    stealth paragon: An individual with paranormal abilities that are impressive, but not obviously superhuman, allowing the paragon to “pass” as a normal (albeit a highly capable one).

    walk-in: Also avatar. Where a different personality or “spirit” appears to possess someone accompanied by the manifestation of paranormal powers. Some walk-ins claim to be gods, spirits, or aliens, while others believe they are psychological conditions like disassociative disorder or multiple personalities

  4. #3064
    Hierophant Kreuzritter's Avatar
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    Patriot

    PL 12 (170)

    Abilities (34)
    STR 15 AGI 2 FIT 5 AWA 2
    STA 15 DEX 2 INT 0 PRE 4

    Powers (101)
    American Paragon
    - constitution of america: Enhanced STA +14, impervious TOU +15 [43]
    - speed of America: flight +15 [30]
    - strength of america: Enhanced STR +14 [28]

    Advantages (5)
    benefit (government backing), connected, improved initiative, move-by action, ultimate strength

    Skills (24/48)
    close combat: unarmed +4
    deception +4
    expertise: civics +4
    expertise: soldier +4
    expertise: survival +4
    insight +4
    intimidation +4
    perception +4
    persuasion +4
    ranged combat: guns +4
    ranged combat: throwing heavy objects +4
    vehicles +4

    Defenses (16)
    TOU +15 DODGE +9 FORT +15 PARRY +9 WILL +9

    complications
    American dream: Paragon's powers are dependent upon people believing in him
    motivation - Real American Hero: Patriot is the official superhero of the United States of America
    secret identity: Patriot is secretly Lt. Kyle Griffin of the US Army
    Top secret: in addition to the nature of his powers, Patriot is sitting on another big secret that could ruin him if it got out

    Total
    abilities 34 + powers 101 + advantages 5 + skills 24/48 + defenses 16 = 180

    the setting's cover hero, Patriot is the default sign in Paragons that the world has changed, with the US government unveiling this flying powerhouse as the country's national hero. a little digging confirms what the propaganda says about him, that he was a soldier who was about to give his life for his country, but instead received powers and abilities far beyond those of mortal men. however, there are two secrets to Patriot that are a lot harder to dig up: the first is that he's not just some high flying living publicity stunt, Patriot's powers are directly tied to his popularity, a fact his handlers are well aware of and go out of their way to make sure Patriot is the idol of millions. the other secret, well, that's for the GM to decide, but its one that could ruin Patriot if it got out. personally, given some of the rest of the book, my money's on 'actually a god'

  5. #3065
    Hierophant Kreuzritter's Avatar
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    1424



    Lullaby

    PL 8 (61)

    Abilities (12)
    STR 0 AGI 2 FIT 0 AWA 0
    STA 2 DEX 0 INT 0 PRE 2

    Powers (17)
    hush little baby: affliction +8 (fatigued/exhausted/asleep, will resists, extras: cumulative +1, perception area +1, flaw: singing check required -1) (16)
    mama's here: immunity +1 (crybaby) (1)

    Advantages (6)
    attractive, sidekick 5

    Skills (16/32)
    deception +4
    expertise: pop culture +4
    expertise: singing +8
    expertise: single mom +4
    insight +4

    Defenses (10)
    TOU +2 DODGE +4 FORT +2 PARRY +4 WILL +4


    Crybaby

    PL 8 (26)

    Abilities (-12)
    STR -4 AGI -3 FIT -3 AWA 2
    STA 0 DEX 0 INT -2 PRE 2

    Powers (26)
    baby: Shrinking +8 (extras: continuous +1, innate, flaw: permanent -1) (17)
    cranky: immunity +1 (lullaby) (1)
    tantrum: affliction +8 (dazed/compelled/controlled, will resists, extras: cumulative +1, perception area +1, flaws: limited-rage only -1, uncontrolled -1) (9)

    Skills (1/2)
    perception +2

    Defenses (6)
    TOU +0 DODGE +1 FORT +0 PARRY +1 WILL +8

    complications
    motivation - baby: 'nuff said
    what part of baby don't you understand: Crybaby is literally a baby, with all that entails

    Total
    abilities -12 + powers 26 + skills 1/2 + defenses 6 = 21


    complications
    bad decisions: Lullaby has little common sense
    motivation - just the two of us: Lullaby struggles to provide her herself and her infant son
    no, no no: Lullaby just cannot catch a break

    Total
    abilities 12 + powers 17 + advantages 6 + skills 16/32 + defenses 10 = 61

    the story of Iris walker and her son Michael is an all to common one for the most part. wide eyed country girl with dreams of stardom drops out of high school to tour with her boyfriends band, they abandon her when she gets pregnant, and she's forced to raise her boy on her own. but then they baby causes riots whenever he cries, and Iris's singing literally puts people to sleep

  6. #3066
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    1425



    Gourmand

    PL 3 (105)

    Abilities (14)
    STR 0 AGI 0 FIT 0 AWA 2
    STA 2 DEX 0 INT 2 PRE 1

    Powers (63)
    diet plan: feature +1 (eat all she wants and won't gain a pound), immunity +1 (ingested poisons) (2)
    I know this great place for...: teleport +12 (extras: accurate +1, easy, extended +1, portal +2, flaw: limited-eateries -1, medium-doors -1) (49)

    Advantages (6)
    benefit 2 (fame, status-eat free anywhere), connected, equipment, languages 2 (english, french, finnish native)

    Skills (22/44)
    expertise: art +4
    expertise: civics +4
    expertise: current events +6
    expertise: food critic +8
    expertise: streetwise +4
    insight +4
    investigation +4
    perception +6
    persuasion +4

    Defenses (12)
    TOU +2 DODGE +4 FORT +4 PARRY +4 WILL +4

    equipment
    pepper spray [2]
    smartphone [1]

    complications
    bad dates: a lot of people want to use Gourmand's powers for illicit acts
    dine and dash: several law enforcement agencies are worried about Gourmand abusing her powers, and watch her
    guest of honor: Gourmand is a recognizable celebrity
    motivation - Worldly eater: Gourmand not only enjoys good food, but in letting others know where to get it

    Total
    abilities 14 + powers 63 + advantages 6 + skills 22/44 + defenses 12 = 105

    world traveller, blogger and food critic, Noora Laine discovered her power of teleportation when she had a craving for Thai... and found herself walking into her favorite Bangkok restaurant. since then, she's used this power to become a world famous celebrity, and more importantly, never has to pay for a meal ever again. of course, celebrity has its perks. intelligence agencies and criminals see the possibilities in noora's power. after an attempted kidnapping, the Gourmand is now accompanied by a superpowered bodyguard

  7. #3067
    Keeper of Secrets Ysariel's Avatar
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    Re: 1425

    Quote Originally Posted by Kreuzritter View Post
    Powers (63)
    diet plan: feature +1 (eat all she wants and won't gain a pound), immunity +1 (ingested poisons) (2)
    I know this great place for...: teleport +12 (extras: accurate +1, easy, extended +1, portal +2, flaw: limited-eateries -1, medium-doors -1) (49)
    Advantages (6)
    benefit 2 (fame, status-eat free anywhere)
    ...This woman has the best powerset in the world. Jealous much.

  8. #3068
    Hierophant Kreuzritter's Avatar
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    Ghost

    PL 5 (104)

    Abilities (2)
    STR 0 AGI 1 FIT 0 AWA 0
    STA 0 DEX 0 INT 0 PRE 0

    Powers (83)
    guess I don't need to eat anymore, or breathe, much of anything: immunity +30 (fort) (30)
    I can move things if i think hard enough: move object +2 (extras: affects corporeal +1, damaging +1, precise, range +1) (11)
    I'm a ghost all right: concealment +10 (all senses, extra: continuous +1, flaw: permanent -1), insubstantial +4 (extras: continuous +1, flaw: permanent -1) (40)
    walking on air's kinda nice: flight +1 (2)

    Skills (6/12)
    expertise: corporate drone +4
    perception +4
    technology +4

    Defenses (13)
    TOU +0 DODGE +2 FORT +4 PARRY +2 WILL +6

    complications
    I can't leave them: Ghost is becoming obsessed with his family
    motivation - answers: Ghost wants to know why he's trapped between life and death, and how he can move on
    you see dead people? I'm dead people, can you see me?: Ghost will seek out any verification that he actually exists

    Total
    abilities 2 + powers 83 + skills 6/12 + defenses 13 = 104

    Phil Kinsey is pretty sure he's dead. he woke up in the wreckage of a horrible car accident able to pass through debris skewering his body, he suddenly looked years younger, no one could see him, proven when an EMT passed right through him. by the three laws of ducks (if it looks/walks/quacks...), that made him a ghost all right.

    what kept him sane was the thought of his family, that even in death, he could still be with them. with great effort, he found he could move objects with his mind (or great emotion, when he saw somebody try stealing his son's bike), and has been using this to not only let his wife and kids know, but to help them in ways only he can. unfortunately, Phil's mental state is not healthy, and his ways are growing dodgy, such as stealing test answrs for his girls, or nearly killing his wife's rival for promotion. he's also becoming obsessed with his undeath, in that since he's died, he hasn't seen another like him. he's taken to watching the dying, hoping to see what it is he hasn't done, and stalking other paranormals, on the possibility that, insane as it sounds, maybe he's NOT dead.

    This is Ghost's purpose in the setting, a litmus test for how weird GMs want things to go. if the supernatural is real, ghost makes a decent, grounded introduction. if it's not, well, it's good news for Phil to know he's not dead, but the further mystery of what happened to him

  9. #3069
    Hierophant Kreuzritter's Avatar
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    1427



    CHUD

    PL 10 (138)

    Abilities (52)
    STR 8 AGI 4 FIT 4 AWA 1
    STA 8 DEX 4 INT -2 PRE -1

    Powers (28)
    big claws and teeth: Damage +4 (str-based) (4)
    it lives by night: senses +4 (darkvision, ranged tracking olfactory) (4)
    nothing on the cameras: concealment +4 (all visual, extras: continuous +1, flaws: limited-electronics -1, pewrmanent -1) (4)
    stop shooting, you're just making it angrier: Protection +4 (extra: impervious 12) (16)

    Advantages (7)
    close attack 4, favored environment (underground), fast grab, improved grab

    Skills (32/64)
    athletics +10
    expertise: survival +10
    intimidation +12
    investigation +4
    perception +14
    stealth +14

    Defenses (19)
    TOU +12 DODGE +8 FORT +12 PARRY +8 WILL +8

    complications
    motivation - Cannibalistic Humanoid Underground Dweller: CHUD is an apex predator surviving in the sewers

    Total
    abilities 52 + powers 28 + advantages 7 + skills 26/52 + defenses 19 = 138

    an urban legend rapidly becoming urban fact, CHUD (named for it's resemblance to the title creatures of an old horror movie) is a monster prowling through the city underground, brutally killing and partly eating those he comes across. no one knows what CHUD is, even CHUD barely remembers used to be another homeless derelict, reduced to eating garbage until an overdose of mixed, thrown away drugs caused him to break out into the monster he is now

  10. #3070
    Hierophant Kreuzritter's Avatar
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    Blueshift

    PL 9 (100)

    Abilities (34)
    STR 1 AGI 2 FIT 2 AWA 2
    STA 2 DEX 2 INT 3 PRE 3

    Powers (18)
    super-speed: Speed +15 (linked: movement +3 [wall crawling 2, water watlking, flaw: only while running -1]) (18)

    Advantages (6)
    benefit 3 (wealth 3), equipment, improved initiative, move-by action

    Skills (20/40)
    deception +6
    expertise: business +6
    expertise: professional courier +6
    expertise: pop culture +4
    insight +6
    investigation +4
    persuasion +8

    Defenses (22)
    TOU +3/2 DODGE +15 FORT +2 PARRY +15 WILL +2

    equipment
    GPS [1]
    really tough leather jacket: protection +1 [1]
    smartphone [1]

    complications
    Mr. Doe: Blueshift has been intimidated into sharing confidential information with this cryptic contact
    motivation - opportunity: Blueshift uses his powers to be a very rich and satisfied courier
    priority parcel for Pete Prende in Pasadena: Blueshift is a one-man courier agency with important customers

    Total
    abilities 34 + powers 18 + advantages 6 + skills 20/40 + defenses 22 = 100

    a university student and bike courier with big dreams, Aaron Bierer discovered his powers while trying to outrun a particularly large and angry dog. realizing the opporutinty, Aaron started his Blueshift delivery service, transporting small goods or messages at superhuman speed around the globe. all was good, up until someone calling themselves Mr. Doe "convinced" Aaron to sometimes share some of the secret messages he delivers. Aaron is now secretly terrified that Mr. Doe may further alter the deal in the near future

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