Author Topic: These Folk Need Heroes! Mutants and Masterminds  (Read 8306 times)

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Offline Mr. Wizard

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These Folk Need Heroes! Mutants and Masterminds
« on: June 13, 2011, 04:12:51 am »
"Greenwater will be a GREAT town. THE GREATEST town. I ain't need nothun but the dirt under my nails, but this land is for my chill'uns and my chill'un's chill'un. And I'm gonna make it great."
- Patrick Peter Pip Porter Purdie, Greenwater Founder

Many miles outside of the City of Fortune, the small town of Greenwater has slowly grown to maintain the large farms that feed the city. Large enough now to contain all the expected institutions of daily life, the town was chosen to be one of the exits for the new Highway being built nearby. Investors, prospectors, and agents from all over are now converging on the sleepy town. Greenwater is set to be the next hot spot for future development.

There are some nefarious individuals however, that see this as an opportunity for personal gain. The future of Greenwater will be decided by the great heroes that come to save it from the encroaching corruption that threatens to turn the small town into a haven for villainy.

Greenwater needs YOU!



So, I am impatient to start my own MnM game, so I decided to start one now, even before the conclusion of my other campaign >_>
It's set in the same time period as Neo's game, but not necessarily at the same time.

Mutants and Masterminds is a derivative ruleset based on the d20 system. Don't be intimidated by all the rules! If you need help, come to IRC and I will help you build your character.

Games will be played in IRC. Sessions will be Either Saturday or Sunday, depending on whether we have enough players. I will announce new games here.



Public Identity:
Secret Identity:

APPEARANCE
Gender:
Age:
Size: Medium
Height:
Weight:
Hair:
Eyes:


POWER LEVEL
Power Level: 11
Power Points: 175
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES
STR: 10 (+0)
DEX: 10 (+0)
CON: 10 (+0)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 10 (+0)

COMBAT
Attack 0 (Melee 0, Ranged 0) [Unarmed +0 (Bruise)]
Defense 0 (0 flat-footed)
Initiative 0

SAVES
Toughness 0 (0 flat-footed)
Fortitude 0
Reflex 0
Will 0

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 0 = +0 +0 +0
Bluff Cha 0 = +0 +0 +0
Computers Int 0 = +0 +0 +0
Climb Str* 0 = +0 +0 +0
Concentration Con 0 = +0 +0 +0
Craft(______) Int 0 = +0 +0 +0
Diplomacy Cha 0 = +0 +0 +0
Disable Device Int 0 = +0 +0 +0
Disguise Cha 0 = +0 +0 +0
Drive Dex 0 = +0 +0 +0
Escape Artist Dex* 0 = +0 +0 +0
Gather Information Cha 0 = +0 +0 +0
Handle Animal Cha 0 = +0 +0 +0
Intimidate Cha 0 = +0 +0 +0
Investigate Int 0 = +0 +0 +0
Know (______) Int 0 = +0 +0 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 0 = +0 +0 +0
Notice Wis 0 = +0 +0 +0
Perform (______) Cha 0 = +0 +0 +0
Pilot Dex 0 = +0 +0 +0
Profession (______) Wis 0 = +0 +0 +0
Ride Dex 0 = +0 +0 +0
Search Wis 0 = +0 +0 +0
Sense Motive Wis 0 = +0 +0 +0
Sleight of Hand Wis 0 = +0 +0 +0
Stealth Dex 0 = +0 +0 +0
Survival Wis 0 = +0 +0 +0
Swim Str** 0 = +0 +0 +0  


Powers/Devices

Name:  ____________  Rank:  ___  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws:



Feats



Equipment



Drawbacks/Complications



Origin:
« Last Edit: October 15, 2011, 02:26:01 pm by Mr. Wizard »



Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #1 on: June 13, 2011, 09:49:12 am »
First pwnst!

Public Identity: Steel Eagle
"Secret" Identity: Alphonse Aras of Zlovania

APPEARANCE
Gender: Male
Age: 17
Size: Medium
Height: 5'9
Weight: 160lbs
Hair: Brown
Eyes: Grey


POWER LEVEL
Power Level: 11
Power Points: 175 (2 unspent)
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11
Hero points: 2

ABILITIES
STR: 18 (+4)
DEX: 12 (+1)
CON: 12 (+1)
INT: 18 (+4)
WIS: 8  (-1)
CHA: 20 (+5)

COMBAT
Attack 8 (Melee 8, Ranged 8) [Unarmed +4 (Bruise)]
Defense 5 (3 flat-footed)
Initiative +1

SAVES
Toughness 11 (11 flat-footed) Attacks +5 and less do nothing!
Fortitude 9
Reflex 7
Will 5

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 1 = +1 +0 +0
Bluff Cha 5 = +5 +0 +0
Computers Int 4 = +4 +0 +0
Climb Str* 4 = +4 +0 +0
Concentration Con 0 = +0 +0 +0
Craft (Mechanical) Int 6 = +4 +2 +0
Diplomacy Cha 9 = +4 +5 +0
Disable Device Int 4 = +4 +0 +0
Disguise Cha 5 = +5 +0 +0
Drive Dex 1 = +1 +0 +0
Escape Artist Dex* 1 = +1 +0 +0
Gather Information Cha 9 = +4 +5 +0
Handle Animal Cha 5 = +5 +0 +0
Intimidate Cha 9 = +4 +5 +0
Investigate Int 6 = +4 +2 +0
Know (Arcane)   Int 5 = +4 +1 +0
Know (Behavioural Sci)   Int 5 = +4 +1 +0            
Know (Business)   Int 5 = +4 +1 +0
Know (Civics)   Int 7 = +4 +3 +0
Know (Tactics)   Int 5 = +4 +1 +0
Know (Philosophy)   Int 5 = +4 +1 +0
Language (Zlovanian, English, French, Latin, Ancient Lemurian) 4 = +0 +4 +0
Medicine Wis -1 = -1 +0 +0
Notice Wis -1 = -1 +0 +0
Perform (______) Cha 5 = +5 +0 +0
Pilot Dex 1 = +1 +0 +0
Profession (______) Wis 0 = +0 +0 +0
Ride Dex 1 = +1 +0 +0
Search Wis -1 = -1 +0 +0
Sense Motive Wis -1 = -1 +0 +0
Sleight of Hand Wis -1 = -1 +0 +0
Stealth Dex 1 = +1 +0 +0
Survival Wis -1 = -1 +0 +0
Swim Str** 4 = +4 +0 +0  

Powers/Devices

Name: Eagle Equipment (Devices)  Rank:  - Action: Reaction Range:  Personal  Duration: Permanent
Various super-devices bought on the open market or specially comissioned from Eagle's various international contractors.

Name: Eagle Armor Mk 1 (Device)  Rank:  11 Action: Reaction Range:  Personal  Duration: Permanent
A suit of specially commisioned armor incoporating a plasma-powered jetpack and a number of weapons.
Alternate Power Feats: Nightowl Armor, HAWC Power Armor

       Name: Jetpack (Flight) Rank: 5 Action: Move Range: Personal  Duration:  Sustained
       Extras/Flaws:
       A military grade jetpack with a top speed of 250mph

       Name: Protection Rank: 10  Action:  Reaction  Range: Personal  Duration:  Permanent
       Extras/flaws: 5 ranks Impervious
      
       Name: Shield  Rank:  3  Action: Free Range:  Personal  Duration:  Standard
        Extras/Flaws: None

       Name:  Deflect (all physical)  Rank:  6  Action:  Free Range:  Touch  Duration: Instant      
       Extras/Flaws: Distracting, Free Action, Reflection
       By entering a highly focused state, the Steel Eagle can deflect and redirect both solid projectiles and energy weapons with his super-alloy wingshields.

Name: HAWC Power Armor (Device)  Rank:  11 Action: Reaction Range:  Personal  Duration: Permanent
The High-Altitude Weaponised Confiscated Power Armor is based on the MAELSTROM system recovered from TTT's weapon testing bunker. Eagle's contractors have removed its volatile weapon systems and adapted it to his specifications.

        Name: Jetpack (Flight) Rank: 7 Action: Move Range: Personal  Duration:  Sustained Cost: 14
        The additional structural integrity and load-bearing power of the HAWC power armor allows for a more potent jetpack, with a top speed of 1000mph.
  
        Name:  Life Support & Fire Immunity  Rank: 10  Action:  Reaction  Range:  Personal  Duration:  Permanent Cost: 10 points
        The HAWC suit is entirely enclosed, contains advanced air and water recycling devices, and is also capable of withstanding the friction heat of atmospheric re-entry, theoretically allowing
        its wearer to operate in outer space.

        Name:  Impervious Protection Rank: 6  Action:  Reaction  Range:  Personal  Duration:  Permanent Cost: 12 points
        Although not enhanced with the super-metal Selnium like Eagle's primary suit, the HAWC has much thicker armor plating, allowing it to effortlessly shrug off heavier attacks.

        Name:  Enhanced Strength Rank: 6  Action:  Reaction  Range:  Personal  Duration:  Continuous Cost: 6 points

        Name:  Super-Strength Rank: 5  Action:  Reaction  Range:  Personal  Duration:  Continuous Cost: 10 points
        +15 strength for lifting and carrying, +5 to sustained strength.

        Name:  Additional Limbs Rank: 2  Action:  Free  Range:  Personal  Duration:  Continuous Cost: 3 points
        The HAWC suit's legs have prehensile claws which can grab and lift objects, or be used to grapple foes.
        Feat: Ambidextrous
                  
Name: Nightowl armor (Device)  Rank:  11 Action: Reaction Range:  Personal  Duration: Permanent
A lighter armor suit designed for stealthy operations, incorporating a flexible polymer-weave protective suit with special optical properties, a quiet compressed-air powered jump pack, and an extreme sports wingsuit.

        Name: Jump-pack (Leaping) Rank: 4 Action: Move Range: Personal  Duration:  Instant Cost: 5
        An almost-silent compressor-driven jump pack capable of launching Eagle 88ft vertically or 350ft horizontally.
        Feats: Subtle

        Name: Wing-suit (Flight) Rank: 3 Action: Move Range: Personal  Duration:  Instant Cost: 3
        An extreme sports wingsuit allowing for breakneck daredevil feats of falling and gliding.
        Flaws: Gliding (-1)
        
       Name: Optically Reactive Acoustic-Dampening Suit (Concealment) Rank: 5 Action: Move Range: Personal  Duration:  ContinuousCost: 5
       The Nightowl suit is coated with a high-tech potically reactive fabric which changes colour to blend into the background. It is also lined with a special material which absorbs sound.
       Extras: Continuous (+1)
       Flaws: Blending (-1)

       Name: ProtectionRank: 6 Action: Free Range: Personal  Duration: Continuous Cost: 6

       Name: Hooked Gauntlets (Wall-crawling) Rank: 1 Action: Move Range: Personal  Duration:  Continuous Cost: 2
       Microhooks woven into the Nightowl suit's gauntlets allow for effortless clinging to sheer surfaces.

       Name: Taser-gloves (stun) Rank: 8  Action:  Standard  Range: Touch Duration: Instant (lasting) Cost: 16
       Wires woven through the suit's gauntlets can deliver an incapacitating electric shock.

       Name:  Armguards (Deflect: All physical)  Rank:  6  Action:  Free Range:  Touch  Duration: Instant  Cost: 18    
       Extras: Free action (+2)
       Flaws: Distracting (-1)
       Selnium Armguards which Eagle can use to deflect any projectile by entering a highly focused state.
      

Name: Eagle Claws (Device) Rank: 3  Action:  Standard  Range: Touch Duration: Instant
Retractable Selnium claws worn on special gauntlets or fitted to one of Eagle's armor suits. With the claws retracted, the gauntlets can still pack a punch.

        Name: Eagle Claws (strike) Rank: 6  Action:  Standard  Range: Touch Duration: Instant
        Extras/Flaws: Penetrating (6), Mighty, Weapon Break, Alt Power Feat

                         Name: Eagle Fist (strike) Rank: 5  Action:  Standard  Range: Touch Duration: Instant
                          Extras/Flaws: Mighty, Move action (extra applied to all strike ranks and three points of strength bonus), Split attack

Name: Eagle-Eye (device)  Rank: 1  Action: Reaction Range:  Personal  Duration: Permanent
An advanced high-end commercial optical enhancement suite linked to a RADAR. The goggles are designed to fit into any of Eagle's other suits.

       Name: Supersenses  Rank: 5  Action: Free Range:  Personal Duration: Permanent
       Radar sense, alt power feat

            Name:Eagle-Eye HUD (Boost)  Rank: 4  Action: Reaction Range:  Personal  Duration: Instant
            Boost Notice skill +16, falls by -4 each round.
            Flaws: Personal (-1)

            Name:Eagle-Scope (Supersenses)  Rank: 2  Action: Reaction Range:  Personal  Duration: Instant
            Extended Vision (Visual range x100)  

Name: Utility Belt (device)  Rank: 5  Action: Reaction Range:  Personal  Duration: Permanent
A utility belt containing a number of limited use gadgets and gimmicks.

       Name: Para-capsules (slowfall) Rank:  2  Action: Standard Range:  Ranged Duration: Instant
       Extras/Flaws: Affects Others, Ranged, Unreliable (5 uses)
       Adhesive capsules containing a micro-coiled mini-parachute. When thrown against a hard surface (or person) they automatically burst open, deploying the chute.

       Name: Tether Drones* (Summon Minion) Rank:  5  Action: Standard Range:  Touch Duration: Sustained
       Extras/Flaws: Horde,  Progression (2),
       Five deployable mini-drones with powerful jets, rudimentary AI and built in tetherlines. They respond to a series of preset instructions and obey only those steel eagle has authorised.
      
        Name: Flashbombs (Dazzle) Rank:  6  Action: Standard Range:  Ranged Duration: Instant (lasting)
        Visual Dazzle
        Extras/Flaws: Unreliable (5 uses)

Feats
Advantage (Rich) x 5: wealth bonus +28
Advantage (Status): Nobility
Advantage (Diplomatic Immunity)
Leadership
Improved Grab
Inspire (4)
Takedown Attack (2)
Power Attack

Equipment
Communicator earpiece.

Drawbacks/Complications

*Tether Drone
APPEARANCE
Size: Diminutive
Height: 6"
Weight: 10lbs

POWER LEVEL
Power Level: 10
Power Points: 75
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 9   (-1)
DEX: 20 (+4)
CON: -
INT: -
WIS: 11  (+0)
CHA: -

COMBAT
Attack 9 (Melee 9, Ranged 9) [Unarmed -1 (Bruise)]
Defense 8 (4 flat-footed)
Initiative +4

SAVES
Toughness 10
Fortitude n/a
Reflex 4
Will n/a

Name: Being a tiny robot Rank:  n/a  
As entry for Medium robot on page 235, except diminutive sized.
Powers included: Immunity 30 (Fortitude effects), Protection 10

Name: Gravity Control  Rank: 6  Action: Standard Range:  Touch  Duration: Sustained
Extras/Flaws: Lifting Only, Touch Range
The tether drone attatches its tether and thrusts upwards with a powerful reserve rocket, yanking its load skyward.

Name: Snare Rank: 3 Action: Standard Range:  Touch  Duration: Sustained
Extras/Flaws: Engulf
The drone rapidly orbits its target, binding it in its tether.

Name: Flight Rank: 3 Action: Move Range:  Self  Duration: Sustained
Drone top speed: 50mph

Drawbacks:
Normal identity (+6)

Origin:
Alphonse Aras is the heir to the throne of the Grand Dutchy of Zlovania, a tiny and mysterious nation somwhere in eastern europe. As the son of the current Duke, Alphonse lived a privileged life, receiving anything he could wish for. When war threatened to overrun his country, he became inspired by the exploits of superheroes around the world, and used money from the trust fund established for him on his sixteenth birthday to procure outlandish and advanced weapons, carefully employing scientists and craftsmen to assemble the pieces seperately, so no-one could guess the true nature of the project. Once it was completed, Alphonse went out at night wearing the armor of the Steel Eagle, overcoming a squad of terrorist dissidents who had attempted to sneak over the borders and cause mayhem, but almost dying himself in the process. After the incident, his father insisted he leave the country for his own safety, and sent him to the prestigious Greenwater Academy for the Children of the Fabulously Wealthy. Happy for a chance to visit the country with the highest per capita rate of superheroes, Alphonse set off for America without a second thought, and simply continued his exploits fighting crime while not studying at the academy.
Although Alphonse attempts to maintain a secret identity, it is fairly obvious to anyone with a modicum of intelligence that Steel Eagle is the only eastern-accented superhero in the area, and shares Alphonse's build. Also taking into account the amount of time Alphonse spends at the gym and the amount of strange packages are constantly being delivered to his luxurious apartment by technology companies, anyone who knows Alphonse is usually pretty sure what he does in his spare time.

« Last Edit: October 15, 2011, 02:42:35 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline martyk

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #2 on: June 13, 2011, 01:10:29 pm »
Public Aliases: Ghost, The Greenwater Ghost, John Doe
Real Name: Dirk Johnson

APPEARANCE
Gender: Male
Age: 22 (71 actual)
Size: Medium
Height: N/A
Weight: N/A
Hair: N/A
Eyes: N/A


POWER LEVEL
Power Level: 10
Power Points: 150 (1 remaining)
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 2 (+5)
DEX: 22 (+6)
CON: 8 (-1)
INT: 22 (+6)
WIS: 18 (+4)
CHA: 12 (+1)

COMBAT
Attack 8 (Melee 8, Ranged 8) [Unarmed -4 (Bruise)]
Defense 0 (0 flat-footed)
Initiative 6

SAVES
Toughness -1 (0 flat-footed)
Fortitude 1
Reflex 8
Will 6

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 6 = +6 +0 +0
Bluff Cha 5 = +1 +4 +0
Computers Int 6 = +6 +0 +0
Climb Str*        -4 = -4 +0 +0
Concentration Con 4 = +4 +0 +0
Craft(______) Int 0 = +6 +0 +0
Diplomacy Cha 1 = +1 +0 +0
Disable Device Int 6 = +6 +0 +0
Disguise Cha 1 = +1 +0 +0
Drive Dex 6 = +6 +0 +0
Escape Artist Dex* 6 = +6 +0 +0
Gather Information Cha 5 = +1 +4 +0
Handle Animal Cha 1 = +1 +0 +0
Intimidate Cha 5 = +1 +4 +0
Investigate Int        10 = +6 +4 +0
Know (______) Int 6 = +5 +0 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 4 = +4 +0 +0
Notice Wis 8 = +4 +4 +0
Perform (______) Cha 1 = +1 +0 +0
Pilot Dex 6 = +6 +0 +0
Profession (______) Wis 4 = +4 +0 +0
Ride Dex 6 = +6 +0 +0
Search Wis        10 = +6 +4 +0
Sense Motive Wis 8 = +4 +4 +0
Sleight of Hand Wis 6 = +6 +0 +0
Stealth Dex 6 = +6 +0 +0
Survival Wis 4 = +4 +0 +0
Swim Str**        -4 = -4 +0 +0 


Powers/Devices

Name: Concealment Rank: 10 Action: Free Range: Personal Duration: Permanent
Extras/Flaws:
   Permanent (-1)
   Innate
Not even light acknowledges Ghost's presence.

Name: Insubstantial Rank: 4 Action: Free Range: Personal Duration: Permanent
Extras/Flaws:
   Permanent (-1)
   Innate
Ghost is completley incappable of interacting phyisically with the corporeal.

Name: Flight Rank: 4 Action: Move Range: Personal Duration: Permanent
Extras/Flaws:
   Permanent (-1)
   Innate
Ghost floats freely through the air.  Such mundane things as gravity have no effect on him.

Name: Immunity Rank: 11 Action: Reaction Range: Personal Duration: Permanent
Extras/Flaws:
   Innate
  • Life Support
  • Immunity to aging
  • Immunity to starvation and thirst
Just as the physical world is beyond him, so is he beyond the limits of the physical world.

Name: Telekinesis Rank: 7 Action: Standard Range: Ranged Duration: Sustained 
Extras/Flaws:
   Affects Corporeal (+1)
   Damaging (+1)
   Perception (+1)
   Precise
After losing his corporeal form, it took Ghost quite a while before he learned to channel his will back into the physical plane.  He has since become quite adept at it.

Name: Telepathy Rank: 2 Action: Standard Range: Perception/Extended Duration: Concentration
Extras/Flaws:
Unable to physically interact even with the air around him, Ghost instead communicates directly via telepathy, like a quiet voice in the back of your head.

Feats
Diehard
Evasion (2)
Fearsome Presence (5)
Hide in Plain Sight
Sneak Attack (4)
Throwing Mastery (4)


Equipment



Drawbacks/Complications
Mute


Origin:
*Writing this later.*
« Last Edit: June 13, 2011, 05:04:51 pm by martyk »
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Offline Neoadept

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #3 on: June 18, 2011, 10:47:42 pm »
Public Identity:  Kid Incredible
Secret Identity:  Stephen Klarken

APPEARANCE
Gender: Male
Age: 18
Size: Medium
Height: 6'1"
Weight: 170
Hair: Blonde
Eyes: Brown


POWER LEVEL
Power Level: 10
Power Points: 164
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 16 (+3)
DEX: 14 (+2)
CON: 15 (+2)
INT: 13 (+1)
WIS: 16 (+3)
CHA: 15 (+2)

COMBAT
Attack 8 (Melee 10, Ranged 8) [Unarmed +4 (Bruise)]
Defense 2 (2 flat-footed)
Initiative 2

SAVES
Toughness 2 (2 flat-footed)
Fortitude 2
Reflex 2
Will 4

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 2 = +2 +0 +0
Bluff Cha 8 = +2 +6 +0
Computers Int 13 = +1 +4 +8 [Watch]
Climb Str* 3 = +3 +0 +0
Concentration Con 2 = +2 +0 +0
Craft(______) Int 1 = +1 +0 +0
Diplomacy Cha 10 = +2 +8 +0
Disable Device Int 1 = +1 +0 +0
Disguise Cha 11 = +2 +4 +5 [Watch]
Drive Dex 2 = +2 +0 +0
Escape Artist Dex* 2 = +2 +0 +0
Gather Information Cha 10 = +2 +8 +0
Handle Animal Cha 2 = +2 +0 +0
Intimidate Cha 6 = +2 +4 +0
Investigate Int 1 = +1 +0 +0
Know (Civics) Int 7 = +1 +6 +0
Know (Tactics) Int 7 = +1 +6 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 3 = +3 +0 +0
Notice Wis 11 = +3 +8 +0
Perform (Oratory) Cha 6 = +2 +4 +0
Pilot Dex 2 = +2 +0 +0
Profession (______) Wis 3 = +3 +0 +0
Ride Dex 2 = +2 +0 +0
Search Wis 5 = +3 +2 +0
Sense Motive Wis 7 = +3 +4 +0
Sleight of Hand Wis 3 = +3 +0 +0
Stealth Dex 2 = +2 +0 +0
Survival Wis 3 = +3 +0 +0
Swim Str** 3 = +3 +0 +0  
Total Ranks:  68
Points Spent:  17

Powers/Devices

Name:  Incredi-Force (Absorption)  Rank:  10  Action:  Reaction  Range:  Personal  Duration:  Continuous  Cost:  66
Boosts Strength
Extras/Flaws:
  Both Types (+1)
  Energy Storage (+1)
Feats
  Energy Conversion (Cosmic)
  Slow Fade
  Split Attack
  Alternate Boosts (Constitution, Cosmic Energy Control, Flight)
The power of the Incredi-Force allows it's wielder to convert the energy from any attack into fuel any of his own abilities, beginning with raw physical strength and growing to more esoteric powers.

Name:  Strike  Rank:  1  Action:  Standard  Range:  Touch  Duration:  Instant  Cost  2
Feats
    Mighty
Let it never be said that Kid Incredible can't punch things.

Name:  Incredi-Beams (Cosmic Energy Control)  Rank:  1  Action:  Standard  Range:  Ranged  Duration:  Instant  Cost  2
The raw power of the Incredi-Force is projected as destructive beams of energy.  Though Kid always can always call upon this power through ambient energy, he relies upon stronger power sources to make it effective.

Name:  Flight  Rank:  1  Action:  Move  Range:  Personal  Duration:  Sustained  Cost  2
The raw power of the Incredi-Force is projected to grant flight.  Though Kid always can always call upon this power through ambient energy, he relies upon stronger power sources to make it effective.

Name:  Incredi-Watch (Device)  Rank:  4  Action:  Standard  Range:  Ranged  Duration:  Instant  Cost  16
A handy piece of technology with a number of functions, disguised as a regular digital watch.

     Name:  Communication  Rank:  10  Action:  Free  Range:  Extended  Duration:  Sustained  Cost  10
     Can be used to get in touch with anyone on a network within the moon's orbit, primarily used to contact other members of Team Incredible, but easy enough to patch into other systems.

     Name:  Strike  Rank:  10  Action:  Standard  Range:  Touch  Duration:  Instant  Cost  5
     Extras/Flaws
          Unreliable (limited use)
     Can be used to deliver a shock to the user or, through contact, opponents.  Primarily used to jump start the Incredi-Force.  Battery runs down after five uses.

     Name:  Holo-Watch (Morph) Rank:  1  Action:  Free  Range:  Personal  Duration:  Sustained  Cost  1
     Team Incredible long ago stopped using real costumes because of the difficulty of changing in mid-day and the inability of most fabrics to hold up under the conditions they regularly encountered.  The solution was this handy projection unit, which can make them appear costumed in moments and has the added benefit of altering features to conceal their identity even though Team Incredible is notorious for going without masks.  Originally simple holograms, minor force field technology allows even the tactile sensation to be falsified and protects against the entire spectrum.

     Name:  Datalink  Rank:  2  Action:  Free  Range:  Extended  Duration:  Sustained  Cost  2
     Name:  Boost (computers)  Rank:  2  Action:  Free  Range:  Extended  Duration:  Sustained  Cost  1
     Extras/Flaws
          Personal (-1)
     Name:  Quickness Rank:  4  Action:  Free  Range:  Personal  Duration:  Continuous  Cost  1
     Extras/Flaws
          One Task (computers) (-2)
     The watch is loaded up with specialty software that allows Kid to quickly and efficiently hack into networks.

Feats
     Attack Specialization(Strike)
     Benefit (Status)
     Connected
     Interpose
     Power Attack
     Takedown Attack
     Taunt
     Teamwork (x2)


Drawbacks/Complications



Origin:
Stephen was an average kid growing up in Capital City until, at the age of eleven, his class took a field trip to the Vantz-Tech Laboratories.  What was meant to be a standard tour of the tamer projects took a turn for the disastrous when the nefarious Doctor Schulitz broke into the facility (or was invited in, if some theories on Marvalo Vantz's involvement are correct) and took the class hostage.

There was no surprise when Captain Incredible, the city's champion, arrived on the scene in minutes to face down the mad doctor.  What was surprising was when Schulitz seized Stephen at random and retreated into the laboratory's emergency destruction chamber, designed to annihilate dangerous materials in an instant, and turned it on with the both of them sealed inside.  With no way to reach them in time and lacking the capacity to shield them totally even if he did, the Captain made a snap decision and used his link to the ancient and mysterious Incredi-Force to grant Stephen access to that same power, making the boy nigh invulnerable and easilly capable of absorbing the forces at work.

Unfortunately, Schulitz had counted on this action and, using a device developed through long study of his foe, piggybacked on Stephen's ascension to seize access to the Force for himself.  With the Captain's reserves depleted by his actions and Schulitz now filled with the power of a supernova by the chamber, things looked grim until Stephen, filled with the same Incredible power, threw the first punch.  Though evenly matched, Stephen showed surprising skill and undeniable courage, holding Schulitz in combat until the Captain recovered and forced the mad man to flee, later to return under the new name of Doctor Invincible using a perversion of the Incredi-Force.

Though many have been granted access to the Incredi-Force under similar circumstances over the years, the vast majority are severed from it afterwards.  Stephen, however, having demonstrated the courage and moral compass required, was offered the opportunity to join Team Incredible and took it in a heartbeat, and, as the then-youngest member, gained the name Kid Incredible.

Six years later, he attends the Greenwater Academy for the Children of the Fabulously Wealthy under the guise of a scholarship (heroism is never a thankless job on Team Incredible) and is desperately trying to come up with a new name for his superhero persona (more difficult than it sounds, considering the huge roster Team Incredible boasts) as the title "Kid" begins to grate.  His secret identity has been well preserved through the effects of the Holo-Watch and the precaution of numerous flybys of Greenwater in the months before his arrival making it hard to pin down exactly when he transitioned into the city and out of the Capital.
« Last Edit: September 11, 2011, 12:03:56 pm by Neoadept »
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Celdur

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #4 on: June 21, 2011, 04:47:53 am »
Public Identity: Asteracea
Secret Identity: Daisy Silva
APPEARANCE
Gender: Female
Age: 19
Size: Medium
Height: 5'7
Weight: 135
Hair: red
Eyes: green


POWER LEVEL
Power Level: 11
Power Points: 165 (9 unspent)
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES
STR: 10 (+0)
DEX: 10 (+0)
CON: 9 (-1)
INT: 16 (+3)
WIS: 18 (+4)
CHA: 12 (+1)

COMBAT
Attack 8 (Melee 0, Ranged 0) [Unarmed +0 (Bruise)]
Defense 7 (0 flat-footed)
Initiative 0 (+4 improved)

SAVES
Toughness -1 (0 flat-footed)
Fortitude 6 (-1 con)
Reflex 7
Will 16 (+4 wis)

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 0 = +0 +0 +0
Bluff Cha 4 = +1 +3 +0
Computers Int 5 = +3 +2 +0
Climb Str* 0 = +0 +0 +0
Concentration Con 5 = -1 +6 +0
Craft(______) Int 3 = +3 +0 +0
Diplomacy Cha 1 = +1 +0 +0
Disable Device Int 3 = +3 +0 +0
Disguise Cha 1 = +1 +0 +0
Drive Dex 0 = +0 +0 +0
Escape Artist Dex* 0 = +0 +0 +0
Gather Information Cha 1 = +1 +0 +0
Handle Animal Cha 1 = +1 +0 +0
Intimidate Cha 1 = +1 +0 +0
Investigate Int 9 = +3 +6 +0
Know (Arcane Lore) Int 12 = +3 +9 +0
Know (History) Int 7 = +3 +4 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 6 = +4 +2 +0
Notice Wis 8 = +4 +4 +0
Perform (______) Cha 0 = +1 +0 +0
Pilot Dex 0 = +0 +0 +0
Profession (______) Wis 0 = +4 +0 +0
Ride Dex 0 = +0 +0 +0
Search Wis 10 = +4 +6 +0
Sense Motive Wis 10 = +4 +6 +0
Sleight of Hand Wis 4 = +4 +0 +0
Stealth Dex 0 = +0 +0 +0
Survival Wis 4 = +4 +0 +0
Swim Str** 0 = +0 +0 +0  


Powers/Devices (credits to wiz being awesome)

Name:  Necronomicon (Arcane Book Device)  Rank:  21 (3)  Action:  Reaction  Range:  Personal  Duration:  Permanent(Innate)
Feats: Restricted (Intelligence + Wisdom > 32)
Name: Magic  Rank:  43 (2)(Total 86)  Action:  Standard  Range:  Perception Duration:  Sustained(Lasting)
Extras/Flaws: Dynamic Alternate Powerx10(2 points per) (1 point for Default)
  • Name:  Power Control (Default)  Rank: Dynamic (2)  Action:  Standard  Range:  Perception  Duration:  Sustained(Lasting)
  • Name:  Concealment Rank:  Dynamic  (2) Action:  Free  Range:  Personal  Duration:  Sustained
  • Name:  Darkness Control Rank:  Dynamic (2)  Action:  Standard  Range:  Ranged  Duration:  Sustained
  • Name:  Space Control  Rank:  Dynamic (2) Action:  Move  Range:  Personal  Duration:  Instant
  • Name:  Dimensional Pocket Rank:  Dynamic (2)  Action:  Standard/Move  Range:  Touch  Duration:  Instant(Lasting)
  • Name:  ESP (Visual & Auditory) Rank:  Dynamic (3)  Action:  Move  Range:  Extended  Duration:  Concentration
  • Name:  Life Control  Rank:  Dynamic (4)  Action:  Standard  Range:  Perception  Duration:  Instant(Lasting)
  • Name:  Confuse  Rank:  Dynamic (1)  Action:  Standard  Range:  Perception  Duration:  Instant(lasting)
  • Name:  Mental Blast Rank:  Dynamic (2)  Action:  Standard  Range:  Perception Duration:  Instant
  • Name:  Communication  Rank:  Dynamic (2)  Action:  Reaction  Range:  Personal  Duration:  Continuous



Feats
improved initiative, ritualist, FEARSOME PRESENCE, eidetic memory


Equipment



Drawbacks/Complications



Origin:
« Last Edit: October 01, 2011, 10:33:23 am by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Gungnir

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #5 on: July 01, 2011, 11:26:27 pm »
Public ID: Tachyon
Secret ID: Andrew Bering

APPEARANCE
Gender: Male
Age: 19
Size: Medium
Height: 5'9
Weight: 155 lb
Hair: Black
Eyes: Blue

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 14 (+2)
DEX: 22 (+6)
CON: 12 (+1)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 16 (+3)

COMBAT
Attack 6 (Melee 6, Ranged 6) [Unarmed +2 (Bruise)]
Defense 8 (4 flat-footed)
Initiative 46

SAVES
Toughness 1 (1 flat-footed) (4/4 when wearing armored jumpsuit)
Fortitude 1
Reflex 10
Will 4

SKILLS
Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 15 = +6 +9 +0
Bluff Cha 2 = +3 +0 +0
Computers Int 2 = +2 +0 +0
Climb Str* 6 = +2 +4 +0
Concentration Wis- 1 = +1 +0 +0
Craft(______) Int 2 = +2 +0 +0
Diplomacy Cha 3 = +3 +0 +0
Disable Device Int 2 = +2 +0 +0
Disguise Cha 3 = +3 +0 +0
Drive Dex 7 = +6 +1 +0
Escape Artist Dex* 9 = +6 +3 +0
Gather Information Cha 3 = +3 +0 +0
Handle Animal Cha 3 = +3 +0 +0
Intimidate Cha 3 = +3 +0 +0
Investigate Int 2 = +2 +0 +0
Know (______) Int 2 = +2 +0 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 1 = +1 +0 +0
Notice Wis 7 = +7 +6 +0
Perform (______) Cha 3 = +3 +0 +0
Pilot Dex 6 = +6 +0 +0
Profession (______) Wis 1 = +1 +0 +0
Ride Dex 6 = +6 +0 +0
Search Int- 2 = +2 +0 +0
Sense Motive Wis 1 = +1 +0 +0
Sleight of Hand Dex- 7 = +6 +1 +0
Stealth Dex 6 = +6 +0 +0
Survival Wis 1 = +1 +0 +0
Swim Str** 2 = +2 +0 +0  
LANGUAGES
English

FEATS
Acrobatic Bluff
Ranged Pin
Uncanny Dodge (1)
Fast Overrun
Grappling Finesse
Throwing Mastery (5)
Attack Specialization: Tele-Knives (1)
Power Attack
Precise Shot (2)
Equipment (1)
Ambidexterity
Quick Draw (1)
Instant Up
Move-by Action

POWERS
Name: Super-Speed  Rank: 10 Action: Move Range: Personal Duration Sustained
       Extras/Flaws: Rapid Attack, Rapid Fire, Wall Run, Water Run
             Alternate Power: Strike Rank: 7 Action Standard Duration: Instant
             KE=(.5)mv^2. There's a pretty large v involved here. (22:TGH)

Nam:e Tele-Knives (Device: Easy to Lose) Rank:  2 Action: Reaction Duration: Permanent
       Name: Teleport Rank: 2 Action: Move       Range: Personal Duration: Instant
             Extras/Flaws: Change Direction
       Name: Blast      Rank: 2 Action: Standard Range: Ranged Duration: Instant
             Extras/Flaws: Improved Range



Equipment
Commlink- It's a commlink.
Rubber sheath-thing for Tele-Knives- Deal nonlethal damage when thrown normally
Armored Jumpsuit- Tele-Knives sheathed on arms. Blue/Orange color scheme. +3 Toughness bonus.

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/5 ft
Speed: 15 mi (10000 mph)
Super-Speed: 15 mi (10000 mph)
Teleport (Tele-Knives): 200 ft

LIFTING
Light: 58 lbs, Med: 116 lbs, Heavy: 175 lbs
Max: 350 lbs, Push: 875 lbs

DRAWBACKS

Origin
Wandered onto site of secret research! Zapped by lightning as scientists flipped their switches! The planets were aligned! The next morning, he awoke and was really, really fast. Girlfriend was not impressed.

SUMMARY
Abilities 30 + Skills 6 (24 ranks) + Feats 19 + Powers 60 + Combat 28 + Saves 7 – Drawbacks 0 = 150 / 150



Oh, note about skills: For some reason your template had concentration, search, and sleight of hand as being for different base skills than the book says. If that's some kinda GM-overruling, fine, but I went ahead and entered my skills using the rulebook's values.
« Last Edit: July 03, 2011, 09:58:07 pm by Gungnir »

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #6 on: July 02, 2011, 04:55:40 am »
Hey Gung, you either need to buy those knives a few ranks of the strike power or just make them into a blast power or they won't do any damage.

Rules as written what you currently have is two knives which allow you to teleport.
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #7 on: July 03, 2011, 04:41:39 pm »
Hey peoples. Tomorrow, Monday the 4th of July, is good for a game. Show up at around 16:00 GMT (4:00pm GMT, 10:00am PST) please. Thanks :D

Offline martyk

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #8 on: July 03, 2011, 09:11:09 pm »
Middle of the work day for me, so I can't make it.  I also havn't ironed out my new character yet.  Might swing by the IRC and spectate if I get a chance though.
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<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #9 on: July 04, 2011, 09:14:02 am »
Sorry guys, Captain America just showed up and started beating me up. He said, "Today is July 4th NERD. Go out there and blow up a British person." So there will be no game today.

Also Sam, I need to roll by your house in a bit. Try to stay completely still while facing away from any entrances.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #10 on: July 04, 2011, 09:39:51 am »
That does it. I'm calling Mr Cameron and getting him to revoke your independence again.

Sam is basically right, he's just cranky.

Offline Gungnir

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #11 on: July 08, 2011, 12:16:09 pm »
So, when are we planning on starting this?

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #12 on: July 08, 2011, 04:05:58 pm »
Tomorrow?
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #13 on: July 08, 2011, 04:37:29 pm »
Can't do tomorrow, got drafted into overtime.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #14 on: July 09, 2011, 02:44:04 am »
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUU!!!!!!
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #15 on: July 09, 2011, 03:20:17 am »
Hey Guys, If enough people show up, I'll run one today, Saturday, at 16:00 GMT (4:00pm GMT)

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #16 on: July 09, 2011, 03:21:56 am »
And if Wiz is passed out then I will run a quick game so we don't lose momentum!
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #17 on: July 09, 2011, 03:29:54 am »
Hey Guys, If enough people show up, I'll run one today, Saturday, at 16:00 GMT (4:00pm GMT)

I will actually be home by then.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #18 on: July 09, 2011, 03:33:56 am »
Huzzah!
Sam is basically right, he's just cranky.

Offline Inkling

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #19 on: July 09, 2011, 10:35:12 am »
Public Identity: The Stone Lion (aka Shishi)
Secret Identity: Johnny Thompson

APPEARANCE
Gender: Male
Age: 21
Size: Medium
Height: 6'2”
Weight: 150
Hair: Light Brown
Eyes: Blue



POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 30/10 (+10/+0)
DEX: 12 (+1)
CON: 12 (+1)
INT: 16 (+3)
WIS: 14 (+2)
CHA: 16 (+3)

COMBAT
Attack 5 (Melee 5, Ranged 5) [Unarmed +10 (Bruise)]
Defense 5 (3 flat-footed)
Initiative 1

SAVES
Toughness 11/1 (11/1 flat-footed)
Fortitude 6
Reflex 10
Will 7

SKILLS
Bluff 4 (+7)
Climb  (+0)
Computers 4 (+7)
Concentration  (+2)
Diplomacy 4 (+7)
Disguise  (+3)
Drive 4 (+5)
Escape Artist  (+1)
Gather Info  (+3)
Handle Animal 4 (+7)
Intimidate  (+3)
Knowledge
-Art 4 (+7)
-Earth Sciences 4 (+7)
-History 12 (+15)
-Theology/Philosophy 12 (+15)
Notice 4 (+6)
Search  (+3)
Sense Motive  (+2)
Stealth  (+1)
Survival  (+2)
Swim 4 (+4)

LANGUAGES
English, Chinese, Hindi, Japanese, Russian

FEATS
All-out Attack
Defensive Attack
Improved Block (2)
Ultimate Effort (1)


POWERS
ARRAY[12] (Alternate) Form: Stone Lion
[a] [10] Density
---- +20 Strength
---- +5 Impervious Protection
---- +3 Super Strength
---- +3 Immovable
[a] [5] Impervious Protection (Total = 10)
[a] [10] Immunity (Life Support, Immunity to Mental Effects, Immunity to Magic)
[a] [5] Blast

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/0 ft

LIFTING
Light: 2.4 tons, Med: 4.9 tons, Heavy: 7.4 tons
Max: 15 tons, Push: 37 tons

DRAWBACKS

SUMMARY
Abilities 20 + Skills 16 (64 ranks) + Feats 5 + Powers 60 + Combat 20 + Saves 19 – Drawbacks 0 = 140 / 150

BACKGROUND
Young Johnny Thompson was a bright young archeology student in college. He was so gifted that he landed the opportunity of an undergraduate's lifetime and was brought along on a trip to China. while excavating an ancient burial site he started to clean a small jar, when it disintegrated into dust.  Before he could react to destroying the ancient artifact, he saw something much more interesting that had been sitting inside:  A tiny lion statue with strangely glowing eyes.  As he bent down to take a better look the statue came to life and leaped at Johnny, dissapearing into his chest.  Johnny frantically ran around the site screaming until he blacked out from the shock.  Unable to diagnose the following high fever, he was shipped back to the States under strict orders not to leave the country.  Once his fever went away, Johnny found he had gained amazing powers, able to spontaneously form stone armor around his body and project orbs of energy from his hands.  Stuck in the States and gifted with superpowers, he decided to take up superheroing.  It seemed like the sensible thing to do.
« Last Edit: July 09, 2011, 10:47:02 am by Inkling »
Probably not a Goat, either.


Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #20 on: July 16, 2011, 03:31:47 am »
Game tonight?

If not Wizard game I can run a quick replacement game if enough people show up.
Sam is basically right, he's just cranky.

Offline Gungnir

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #21 on: July 29, 2011, 06:31:08 pm »
Right-o! Sam is back. Game this weekend?

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #22 on: July 30, 2011, 02:49:52 am »
BY ODIN IT MUST BE SO!
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #23 on: July 30, 2011, 07:59:26 am »
YES TODAY WE FIGHT HEYO!

Offline PatMan33

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #24 on: July 30, 2011, 08:22:59 am »
*a challenger approaches*

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #25 on: July 30, 2011, 10:53:26 am »
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #26 on: July 30, 2011, 11:14:58 am »
Watchoo talkin 'bout?

Offline Gungnir

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #27 on: August 05, 2011, 11:06:25 pm »
So...this weekend then?

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #28 on: August 08, 2011, 08:04:07 am »
I want to make a future game a little more general than dealing specifically with the Greenwater Crisis. So, I would like everyone interested to make a character from their heroes personal rogues gallery, so that I may choose one or more for use in a future game. Please send them to me in private message, so that they remain known only to your hero.

Use the template in the original post, replacing the power level for your villain with the following:

POWER LEVEL
Power Level: 15
Power Points: 225
Max Attack: 15
Max Defense: 15
Max Save DC: 15
Max Toughness: 15

That represents the maximum power your villain may have, you may have a lower power level villain, but not more than 15.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #29 on: September 18, 2011, 04:27:59 pm »
The Old Cathode ray TV in the hospital crackles on in Steel Eagles hospital room. It is turned to TOTAL TRUST TV, reputable source for all things newsworthy. A man with gray hair and a sharp suit looks out from the television.

"Hello, I am Trenton Michael, CEO of Total Trust. Last week, one of Total Trust's newest facilities, Total Aerospace Research and Development outside of Fortune City, was attacked by terrorists. These terrorists did billions of dollars worth of damage to the facilities and projects that were being researched there. They also kidnapped one of Total Trust TV's esteemed journalists, Ariel Kruckel. The FBI has been investigating the incident for several days, and thanks to their efforts, we now have the names of those attackers.  The ringleader is Teo "Prospero" Primitivo, a dangerous and psychotic mercenary. He was aided by two accomplices, Doctor Fitzgerald McDire and Private Daniel Lame, the latter captured by authorities.

Despite the spectacular efforts of Kid Incredible, Stone Lion, and Steel Eagle, Prospero and Dr. McDire are still on the loose. They are still in possession of dangerous Total Trust prototypes. If you see either of these individuals, you are advised to flee, and call your local authorities.

Total Trust pledges it's full support to FBI investigators and police forces toward the apprehension of Prospero's band of villains, and the safe return of Ariel Morgan. We have a lot of investment in her well-being, and we will not see her lost in the hands of crazed criminals.Thank you and God Bless!"

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #30 on: September 19, 2011, 12:54:37 am »
"то, что нагрузка фигня!"
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #31 on: September 20, 2011, 11:24:00 pm »
Just a heads up that there wont be a game this weekend because Gramma and Grampa Wizard are celebrating their 50th anniversary. :D

So check you calenders for the week after, and make them clear on saturday or sunday.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #32 on: September 21, 2011, 01:07:21 am »
But how can you grandparents celebrate their anniversary.... when there are NO MORE ANNIVERSARIES.


*Stops rotation of the Earth*
Sam is basically right, he's just cranky.

Offline Inkling

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #33 on: September 21, 2011, 07:35:51 am »
But how can we play MnM when we have all been thrown into space by Sam stopping the rotation of the earth?
Probably not a Goat, either.


Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #34 on: September 21, 2011, 08:33:08 am »
Neo fitted a gravity device into the Earth's core a while back.
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #35 on: September 21, 2011, 08:50:21 am »
Actually, we'd just be thrown into the wall kinda hard.  Break some bones, some folks would die, but it's nowhere near enough to reach escape velocity.

The real problem would be that the earth bulges at the equator, so without rotation the northern and southern hemispheres flood, leaving a strip of uninterrupted land around the equator.  Oh, and tsunamis.  There would be tsunamis everywhere, simultaneously.

Since we have three whole days, I suggest we slow the rotation gradually over forty eight hours.  The result should be limited to mild unbalance and massive flooding along the west coast of everything, with plenty of time for us to escape to the middle of the Atlantic (land that currently exists along the equator will become massive mountains with air too thin to breathe comfortably).
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #36 on: September 23, 2011, 09:06:01 am »
Just a heads up that there wont be a game this weekend because Gramma and Grampa Wizard are celebrating their 50th anniversary. :D

So check you calenders for the week after, and make them clear on saturday or sunday.

If everyone is still around and up for it I could run a scenario this weekend (as long as wizard doesn't object).
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #37 on: September 23, 2011, 07:08:12 pm »
Go Ahead :D

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #38 on: September 24, 2011, 05:56:50 am »
Ok, game usual time on sunday.

Edit: Well Ink, you missed a scenario which specifically involved your character. :I
« Last Edit: September 25, 2011, 01:52:52 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #39 on: October 08, 2011, 09:17:26 am »
WE GAME ON SUNDAY! DUNDAY DUNSAY SUNSAY!

Offline Neoadept

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #40 on: October 08, 2011, 03:28:07 pm »
Won't be able to make, I'm home for the weekend and that means FAMILY TIME.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #41 on: October 08, 2011, 04:20:40 pm »
fuuuuu.

But the dynamic duo!
Sam is basically right, he's just cranky.

Offline Inkling

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Re: These Folk Need Heroes! Mutants and Masterminds
« Reply #42 on: October 08, 2011, 09:15:34 pm »
I might be there for part of it?  I have no idea.
Probably not a Goat, either.