NEW VINDICATORS (Full - OOC)

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NEW VINDICATORS (Full - OOC)

Postby Michuru81 » Fri Jan 29, 2010 7:55 pm

NEW VINDICATORS: European Academy
Since the end of World War II, mankind has known about the existence of Neo-Sapiens—men and women who inherit fantastic abilities from one or both of their parents. While some use these powers to terrorize the world, others use them to safeguard mankind. Still, society fears and hates these people…

Information

The PCs

The Story
    NVEA #1: Vienna Game - New students arrive at the school and participate in the Sophomore Blitz.
    NVEA #2: Windmill - When Captain Ronald Nelson takes hostages in Kaiserslautern, and the New Vindicators discover that things are not as they seem.
    NVEA #3: Skittles - Enter Vicente DeGallow, one of the New Vindicators' older brother, who keeps some very dangerous company...
    NVEA #4: Zwischenzug - As the art class field trip is interrupted by Iconoclast, Therianthrope and Tantivy move to liberate Basilisk from the school, and a life is lost.
    NVEA #5: Kibitz - Reeling from the death of one of their own, a therapist is brought in to talk to the New Vindicators.
    NVEA #6: Patzer's Game - While a handful of students are sent to Australia to recruit a new Neo-Sapien, one of their classmates does the unthinkable, and pulls the trigger.
    NVAE #7: X-Ray - The school has suffered another death, and one of the New Vindicators is determined to solve the mystery of her murder. Meanwhile, Therianthrope goes after one of the students, and her parents...
    NVAE #8: Zugzwang - While several students testify in the trial of Captain Nelson, their classmates crisscross the globe, recruiting several new students.
    NVAE #9: Check - The school dance is interrupted when the students journey into the psyche of one of their classmates.
    NVAE #10: Checkmate - When Laputa attacks Vienna, the Vindicators and the New Vindicators rally to bring the terrorists' machinations to an end.
    NVAE #11: Grieve - In the aftermath of Laputa's attack, the New Vindicators struggle to put the pieces of their lives back together.
    NVAE #12: Sing - En route to London, the New Vindicators meet Elemenoh P. Quarez, and their lives turn into a musical.
    NVAE #13: Explode - Five months after Laputa's attack, Ironside strikes Vienna. While their classmates put him down, one group of New Vindicators is whisked away to another dimension.
    NVAE #14: Fly - As the New Vindicators work to rescue a girl who can't land, their dimension-hopping classmates tussle with a familiar foe high above Hofburg Palace.
    NVAE #15: Deport

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Last edited by Michuru81 on Mon Apr 07, 2014 8:29 pm, edited 33 times in total.
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Re: NEW VINDICATORS (Looking for Interest)

Postby Tattooedman » Fri Jan 29, 2010 8:23 pm

Wait.....you mean I get the chance to play in this game now??

HELL YA I'm interested!! I'll have something worked out and posted soon.
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Re: NEW VINDICATORS (Looking for Interest)

Postby GPrime » Fri Jan 29, 2010 9:26 pm

I'm in, if you'll have me. Character concept pending. (I promise not to disappear like I did in that 1950s Vindicators game.)

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Re: NEW VINDICATORS (Looking for Interest)

Postby Arthur Eld » Fri Jan 29, 2010 9:48 pm

I should have something up for this soon. To be a part of the Vindicators universe would be so sweet!

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Re: NEW VINDICATORS (Looking for Interest)

Postby hero4hire » Sat Jan 30, 2010 12:49 am

...
Last edited by hero4hire on Sat Jul 17, 2010 12:06 am, edited 1 time in total.

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Re: NEW VINDICATORS (Looking for Interest)

Postby Horsenhero » Sat Jan 30, 2010 1:17 am

To quote that Majel Barret voiced computer from the original Star Trek....working...working...

Aaannnd, hopefully I'll have a concept ready in time to make the cut.

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Re: NEW VINDICATORS (Looking for Interest)

Postby Michuru81 » Sat Jan 30, 2010 1:19 am

hero4hire wrote:Would a simian like teen be too camp?


The school is being run by Isaac Newton, who eavesdropped on some angels and figured out how to make the Philosopher's Stone and gain immortality. This institution's sister school is being run by a paroled super-villain who is a genius permanently trapped in the body of a gorilla.

My point is, I don't think there is such a thing as a camp idea. What makes something camp is its execution. If a teenager happens to have powers that let him go ape, so be it. If he happens to possess a magical, talking tricycle that is powered by rainbows... then maybe it's a bit too far.

Further, I neglected to mention, I'm hoping to have the PCs starting their sophomore year at the school (ages 15-16). So... it should be the PC's first year at the school (to keep them out of the dark as to what happened the year before, naturally) but their second year of high school.
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Re: NEW VINDICATORS (Looking for Interest)

Postby ZuluEchoNovember » Sat Jan 30, 2010 1:47 am

I have two different concepts that I will throw out for consideration. I'm willing to pursue either of them further with full builds depending on which, if either, meets approval.

#1 Eve - She was once one of the most beautiful and popular girls in school. She was a star athlete on the gymnastics team, on the cheerleading squad, and a straight A student. Eve was just so... perfect. No one thought there was anything wrong with that until one day her perfection took on a more noticeable 'glow'. Her skin actually became luminescent, and Eve was outed as a Neo-Sapien. Her popularity took a dive, and she was shunned by her classmates. Soon after this, the government began rounding up Neo-Sapiens and placing them in internment camps. Eve's parents were able to smuggle her out of the country, and she has been enrolled in New Vindicators Academy. Her powers are enhanced traits across the board. She is a peak human.

#2 Bernard - A frail boy who has an intuitive understanding of computers and an ability to integrate non-organic machines into his body. He has transformed into a cybernetic being capable of reconfiguring his mechanical parts into various devices. Bernard is a hacker and anarchist who easily used his abilities to escape capture in the US and sees himself as a soldier in the fight against The Man.
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Re: NEW VINDICATORS (Looking for Interest)

Postby 9thDoctor » Sat Jan 30, 2010 3:29 am

Shall builds be made with lower base abilitie scores (like suggested in ero High) or just the standard procedure?
Also have powers to be innat and part of the bodyor can it be a device or gadget using character?
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Re: NEW VINDICATORS (Looking for Interest)

Postby flynnarrel » Sat Jan 30, 2010 5:11 am

I would love the chance to contribute to this marvelous set of stories and would appreciate a chance to play in this world under a great storyteller. I do however have a lingering sense of dread of ever meeting the little alphabet guy.

My Submission:
Fluxx
Martin B. Curie
Pl8 PP120+18earned, 1 unspent as of 6/2/2013

Str 10 Dex 16 Con 14 Int 16 Wis 16 Cha 10 [22pp]
Ref 3+4 = 7 Fort 2+4 = 6 Will 3+6 = 9 [14pp]
Toughness: 2+ 4 Defensive Roll +2 tough +2 uniform = +10 / +6 flatfooted

Skills: [11pp] Knowledge: Physical science +5 (+8), Acrobatics +4 (+7), Notice +6 (+9 ), Escape Artist +0 (+3/+8), Sense Motive +4 (+7 ), Craft: Chemicals +2 (+5), Medicine +3 (+6), Computers +2 (+5), Stealth +4(+7), Concentration +8(+10), Bluff +4, Languages - French (Native), English, German.

Feats:[23pp] Evasion, Improved Grab, Grappling Finesse, Prone Fighting, Attack Specialization – Grapple, Eidetic Memory, Improved Pin, Defensive Roll 4, Dodge 2, Improved Initiative, Attack Specialization – Unarmed, Attack Focus – Melee 3, Tough 2, Equipment 2, Second Chance(Mind Control)

Equipment: Vindicator uniform, protection 2, commlink, Quickchange, immunity heat/cold, GPS
(7ep), Smart phone(cell phone, laptop) (2ep), digital audio recorder (1ep),

Combat: BDB +4[8pp] +2Dodge = +6 / +2 Flatfooted
BAB +3 [6pp] / +6 Melee / +8 Unarmed attack
Grapple: +6 Melee +2 Grapple specialization +3Dex +5 Elongation = +16
initiative: +7

Powers:
Feat: Instant up [1pp] {Rather than acrobatically leap up, he simply reforms himself in a standing position]

Maleable body Container [10pp +3AP]
-Insubstantial 1, Elongation pr 5 {100 ft, +5 Grapple}
{His amorphous body can stretch to great lengths in seconds}
AP: SuperMove: Permeate [Extra: affects Others, Flaw: Reqires Grapple] pr2 + Blur + Flight 1
AP: Morph (any equivalent mass) pr3 + Feature: relocate physical features
{His Body can destabilize, breaking into the component chemicals in a loose, multi-colored puddle. Including the ability to arrange his molecules between the molecules of other things. He can extend this power to someone but must coat [Grapple] the person. His own form blurs as he does this and he can move in 3 dimensions by slipping in between even air molecules.
Further, he can put forth his mind to look like anything of his mass, even forming himself into the best looking of whatever form (including his own).}
AP:Immutable, Sustained. {He can keep his cells from externally being forced to change, just as his sister did when possessed by Lacuna.}

Immunity: Suffocation, Poison, Disease, Critical Hits, [6pp]

Super senses (smell): Acute(1), Tracking(1), Accurate (2), Extended Smell (1), Analytical(1) (Chemical Composition); Vulnerable(Scent Attacks/Pheromones, +1DC); [5pp +1 AP] {Complication: Usually on}
AP: Super-Senses (Touch), {Sustained}: Analytical(1) (Chemical Composition), Microscopic Touch pr 4(Atomic-sized)
{*Can create a radius sense of what chemicals are around him, can differentiate by chemical signatures, but is foiled by a sealed ziplock bag, or in a Vacuum.
With a moment's thought he can analyze things he's touching or surrounding on an atomic level, including things in his own body.}


Dimensional Pocket, Flaw: Standard action to store, pr 1 [1pp] {Martin has duplicated his sister's trick of breaking down items and reassembling them. 100lbs.}

Immunity (half effect), Sustained Duration: All Physical Damage, Feat: Withstand Damage, Evasion (bringing it to Evasion 2 when allowing transmutable cells) [22pp+6AP]
{It’s hard to physically hurt someone whose molecular bonds give way, only to reform after}
AP:Snare, Engulf, Feat: Tether, Chokehold pr 10 (22/22)
{Martin can fully slither over someone, }
AP: Suffocate, Flaw:Requires Grapple, Extra:Duration-Sustained, Feats: Split Attack, Sedation pr 10 (22/22)
{When he binds someone up he can force his malleable body down their throat unless their autonomic responses can force him out.}
AP:Corrosion (Drain Toughness, affects objects 6 +linked+ Strike 6), Accurate 2, Slow Fade(on Drain), Feat: Power Attack pr 6 (22/22)
{Martin can also manipulate the chemical bonds of things he grasps, breaking them down… [+10 to hit, dc 16 Fort, 21 Toughness]}
AP:Transmutation, Extra: Continuous, Flaws: Permanent, Touch Range, Feat: Precise, innate pr 5 (22/22)
{… or rearranging them…}
AP: Healing, Standard Action, Total, Feat: Stabilize, regrowth PR 5 (22/22)
{…including Restoration of healthy tissue in himself and others.}
AP: Beam of Excited Molecules, Damage [Vibrating molecules], Area: Line (General), Secondary Effect, Flaw: Full Round Action, Feat: Affects Insubstantial 2, Indirect, Precise, Subtle 2 PR 8 (22/22)
{After learning that it was in his sister's Capability to project a beam of vibrating molecules and spurred by the fact that his parents worked with her from a young age to develop her powers but left him ignored, He came up with theories on how it could be done and relentless pursued them until he could also gather molecules, excite them, and release them in a destructive path that continues to agitate affected areas once penetrated.}

Drawbacks: Vulnerability: Radiation, Uncommon, Moderate (+50%) -2
{Martin is, however, more susceptible to attacks that bombard cells with free radicals and ions which disrupts his ability to manipulate his own chemical structures.}

Abilities22 + Skills11 + Feats23 + Combat 14 + Defense14 + Powers 55 - Drawbacks 2 = 137

Appearance: Martin is 5 foot 4, still not grown into his adult height. He has sandy blond hair and light brown eyes. He wore glasses until his eyes corrected themselves and still unconsciously ‘adjusts’ them, especially when nervous.

65% Oxygen, 18% Carbon, 10% Hydrogen, a bit of Nitrogen, and a smidge of other stuff: Calcium, Phosphorous, Iron, Sulfur, etc… make up the Human body and Martin can describe them all.
Martin Curie was never the most popular kid, he had a fondness for science and chemistry, unconsciously drawn to it, even from a young age. This targets a kid for bullying and after the third bloody nose his parents recommended he go out for wrestling just to keep the bullies off of him. Even then, he never really bulked up, just became wiry for his small size.

If the name is familiar it is because he is indeed descended from Marie and Pierre Curie, the famous chemists and physicists. (or so he believed his whole life) This fact likewise did not endear him to the hearts of would-be-tormentors.

Discovering his abilities was a rather traumatic occurrence – during a wrestling match he abruptly ‘melted’ into a rippling gold puddle of goo. He came to facing a man in a HazMat suit in a quarantined building. His parents, Jeannette and Basil, intelligent individuals themselves, saw their dreams for their bright son evaporate in the face of his awakened Neo-Sapian powers, or so Martin believed. They try to be supportive, but don’t really know what to do with him and they carefully watch his 11 year old sister, Gabrielle, for fear she might also manifest.

Though, this was, in fact, a lie. Martin's parents are a single entity known as Entier. She was a collection of unstable molecules that served as a growth formula for Dr. Meinstein's Primes in the bowels of Patriot Robotics. She gained sentience and learned how to manipulate her liquidy form and inherent command over the covalent and ionic bonds in objects she touches. She escaped Patriot Robotics and fled to France where, in her desire for a mate, she split off to form Basil Curie, then had two children, unique entities of their own, known as Martin and Gabrielle (Elle). They, unbeknownst to Martin, joined a terrorist organization.

Martin tries to be unobtrusive. Maintain his studies. Continue wrestling for exercise and because he feels it may still keep bullies off of him (not fully comprehending that his intuitive grasp of the manipulation and destruction of cohesive bonds of chemicals is a potent deterrent in its own right).

Complications:
Ex - Tatjana, unstable
Puddle - (Fluxx's imperfect control over his cohesion means that sometimes powerful impacts (physical or emotional) or the application of heat can cause him a temporary and messy 'accidents' as some or all of him dribbles to the ground).
Science - (He's subject to the natural laws. For example, if he's submerged in water for a long time, although immune to suffocation, he still has to pull oxygen from somewhere. Bubbles of Hydrogen fizz up from him as he strips and recombines usable O2 molecules. This could just be flavor or this could alert someone he's trying to hide from. To transmute a gallon of water to a gallon of gas requires a fair amount of carbon. He'd have to use a piece of burnt toast or a pencil, or something for the compounds he needs.)
Open to suggestions.
Last edited by flynnarrel on Tue Jul 02, 2013 4:08 pm, edited 19 times in total.

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Re: NEW VINDICATORS (Looking for Interest)

Postby flynnarrel » Sat Jan 30, 2010 5:12 am

Please let me know how he might be modified to better fit your concept of this game.

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Re: NEW VINDICATORS (Looking for Interest)

Postby ShiftX » Sat Jan 30, 2010 8:05 am

Definitely interested. ;)
I'll get to work on a proposal right away.

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Re: NEW VINDICATORS (Looking for Interest)

Postby Godwall » Sat Jan 30, 2010 8:25 am

Hows this for a concept:

Neville Maskelyne III has magic in his blood, possibly literally. The Maskelyne family can trace their lineage back to the Royal Astronomer for King George III, Neville Maskelyne I who, it is said, sold his soul to the devil for magical powers. If this is true or not is a closely guarded family secret. Either way, the Maskelynes have ever been involved in the business of magic. Stage magic, more specifically. The eldest son of the Maskelynes has always been up on the stage, entertaining the people with sleight-of-hand and misdirection. A Maskelyne was a founding member of the Magic Circle.

Jasper Maskelyne is perhaps Nevilles' most famous ancestor; Jasper joined British Military Intelligence and served in the African theatre during WWII, using his trickery to confound the Germans. Supposedly, he moved the city of Alexandria and the Suez canal three miles away so as to confuse bombers. However, what most people don't know is Jaspers later work against the Reich, which are highly classified and Neville himself only knows because it's hard to keep secrets from a Maskelyne. Supposedly, Jasper was more than a mere peddler of mechanical tricks but actually had superhuman power; a Neo-Sapien. Such things weren't so well understood then as they are now, so it's unclear if he was actually using magic or if it just was a fortunate coincidence. Either way, when the Fourth Reich rose, Jasper Maskelyne was there to undermine, confuse and confound it.

Neville was born and raised on the outskirts of London, where he spent his childhood in marvellous workshops and dusty libraries. He learned how to pull rabbits from hats and saw Glamorous Assistants in half while most boys his age were fumbling their way through arithmetic. If he was to carry on the family name, be the Thirteenth Maskelyne, he had to start young and get good fast. And he did get good. A little too good, too fast. He found books in his family library that had mostly been written off as occult bunk and tried out some of the rituals described therein, surprising everyone by getting it to actually work. His parents saw that there was something of Great Grandad in young Neville. That meant only one thing. He had to be sent away to make sure he knew what to do with his newfound abilities. They sent him, of course, to the academy.

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Re: NEW VINDICATORS (Looking for Interest)

Postby Horsenhero » Sat Jan 30, 2010 9:14 am

Ho-kay, Here's a concept based on a minor villain from one of my campaigns;

Vladislav Radikovich is from a little village in Romania. Transylvania to be exact. As an eastern european, he is well aware of the history of spooky, savage, hell-spawned things to come out of the Carpathian Mountains, so the revelation the he is a neo-sapien didn't shock him. Sure, he'll be excommunicated from the church and that sucks, but, he'll be famous. No one remembers the names of the Popes in anything except a general sense, but everyone remembers Dracula and Werewolves. Unfortunately, for Vlad's self-esteem, there is a little perception issue with his neo-sapien ability.

He can produce and cover himself with a crystaline substance useable for a variety of effects, but, it looks, feels, tastes and smells like hard candy. He's the Candyman, and no matter how awe inspiring the uses of his power...no one is going to temble in fear at the sight of him covered in lime green or cinnamon red, crystaline sugar, diamond hard or not. Plus he can be de-powered by a villages' children and their nasty little tongues in no time. It just isn't fair!

If this works, I'll stat him up for approval.

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Re: NEW VINDICATORS (Looking for Interest)

Postby Michuru81 » Sat Jan 30, 2010 12:14 pm

ZuluEchoNovember wrote:I have two different concepts that I will throw out for consideration. I'm willing to pursue either of them further with full builds depending on which, if either, meets approval.


I like both, to be honest. Eve has so many possibilities as both a build and a character. I like Bernard's viewpoint of being at war with his homeland but worry that this campaign could be too limiting to him. For the most part, this campaign won't deal with what Black Box is doing state-side and... well, poor Bernard would end up being the guy who talks about doing something but never does. He'd be a self-proclaimed soldier in a war that he doesn't get the chance to join. :( That being the case... care to show us an Eve build?

9thDoctor wrote:Shall builds be made with lower base abilitie scores (like suggested in ero High) or just the standard procedure?
Also have powers to be innat and part of the bodyor can it be a device or gadget using character?


I'm perfectly fine with the standard ability scores.

For this game, I'd prefer it if everyone's powers were genetic. Essentially, equate Neo-Sapiens with Marvel's treatment of mutants: you were just born this way.

flynnarrel wrote:I do however have a lingering sense of dread of ever meeting the little alphabet guy.


The last time Elemenoh popped up in my campaign was shortly after the new students were named New Vindicators. He explained his presence as "a necessary hazing ritual that every student is forced to endure at some point." That being said, you'd better become used to that dread: Fluxx will be joining the New Vindicators Academy of Europe. Welcome aboard, flynnarrel.

Godwall wrote:Hows this for a concept:


I take great pleasure in taking history and weaving fiction through it (the best example I can think of is Rurouni Kenshin's treatment of Okubo Toshimichi's assassination) so the background story is very appealing to me. I'm a bit hesitant allow the wide girth of abilities prescribed by the Magic power though. You elude to Neville having a Neo-Sapien power but... what is it? I would more than likely be okay with Neville having a few ranks of Magic and a small allotment of alternate powers provided they exist to supplement his genetic abilities and skills as a stage magician. Show me a build and we'll see where we're going.

Horsenhero wrote:If this works, I'll stat him up for approval.


He sounds like fun and I'm eager to see his stats.
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