DC Adventures (Closed, OoC)

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Bladewind
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Re: DC Adventures (Recruiting)

Post by Bladewind » Mon Oct 29, 2012 3:51 am

@Ryan M Ranks:

What about.... I've long thought on - and sort of used, but not exceedingly well - the Kara from Superman vs Aliens.

For my purposes. I retconned it to suggest that Fitz doomed city of Argo, Laura launched from the doomed world of Odiline, was orbitting a red sun when its probe reached Earth.

Despite this, Superman journeys to the dying city... story unfolds as in the comic...

Kara survives, eventually reaching Earth...

You could rename her, and even tweak the powers a little. Having not absorbed as much yellow sunlight as Kal, as you mentioned, would make her weaker...

(This is the Supergirl of the Blade verse/ Earth 218, but I have yet to get a build that I like...)
Last edited by Bladewind on Mon Oct 29, 2012 10:51 am, edited 3 times in total.

Evolución
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Post by Evolución » Mon Oct 29, 2012 6:48 am

Name: Gino Milo AKA The Gentleman Height 1.8 mts
Skin: White Weight 80 kg
Hair: Black Shape Human
Eyes: Brown Age: 41 years


Image

A reformed mafia leader from Gotham. Grim, calculatory, former rival of Two Face, Tony Zucco and Roman Sionis AKA Black Mask, Gino Milo is an expert in many areas of expertise, knowledge and also the low skills needed for any Mafia leader. While Batman was always a thorn in his boot, Gino's mafia deals were never as dark or evil as his competitors. Generally, his deals were smuggling stolen goods, drugs never being part of the Family's portfolio for personal ethical laws. Hence, Batman took it easy on Gino, and more than once they worked together to dismantle secret operations of Gino's rivals. Gino had several sources of intel, and a secret that allowed him to work with Batman and still run his mob. Using the Dark Knight was profitable but dangerous, however, and eventually, Gino's mob was raided by the police, and he was arrested.
Almost impossible to charge him for anything else than stealing, Gino was happy to just spend some time in prison, while he managed his business from inside. But with Gino locked up, his rivals soon took his white glove criminal empire and turn it into a drug smuggling corrupted branch of their own respective mafias.
With nothing but himself and his resources, Gino declared war on Gotham's mobs, as the masked "Gentleman"

Complications
Secret: Gino smuggled weapons inside Gotham city, a secret that would put him in trouble with his new heroic friends.
Enemies: You can leave Gotham, but Gotham leaves with you, specially the hired hitmans of the mob.
Family : Gino's family (Wife and 2 kids)

Abilities ( 28 pp)
Strength 0 , Stamina 3 , Agility 2 , Dexterity 2 , Fighting 1 , Intellect 3 , Awareness 0 , Precence 3 .

Advantages ( 40 pp)
All out attack 1 , Benefit (Cipher, Security clearance, Wealth) 3 , Connected 1 , Contacts 1 , Edietic memory 1 , Jack of all trades 1 , Luck 3 , Move-by action 1 , Power attack 1 , Equipment 18 , Quick draw 1 , Ranged attack 7 , Well informed 1

Skills ( 24 pp)
Acrobatics 0 (+ 2 ), Deception 6 (+ 9 ), Athletics 0 (+ 0 ), Expertise( all ) 0 (+ 8 ), Insight 4 (+ 4 ), Treatment 0 (+ 3 ), Persuacion 10 (+ 13 ), Technology 4 (+ 7 ), Vehicles 4 (+ 6 ), Sleight of Hand 0 (+ 2 ), Perception 6 (+ 6 ), Intimidation 0 (+ 3 ), Investigation 8 (+ 11 ), Stealth 6 (+ 8 ),

Offence
Initiative: 2
Assault rifle + 11 Attack for DC: 20 Range: Ranged ( Subtle, Imp aim )
Heavy pistol + 11 Attack for DC: 19 Range: Ranged ( 0 )
Stun gun + 1 Attack for DC: 15 Range: Melee ( Daze, Stunned, Incapacitated )
Throw + 9 Attack for DC: 15 Range: Ranged ( 0 )

Defence ( 28 pp)
Dodge: 9 (Equip: 0 + advtng/powers: 0 ) Parry: : 9 (Equip: 0 + advtng/powers: 0 )
Toughness: 7 (Equip: 4 + advtng/powers: 0 )
Fortitude: 8 (Equip: 0 + advtng/powers: 0 )
Will: 8 (Equip: 0 + advtng/powers: 0 )

Equipment Cost
Gear
Audio recorder 1
Binoculars 1
Smart phone 2
Laser sight x2 1
Mini tracer 1
Night vision goggles 1
Stun ammo 1
Suppressor 1
Targetting scope 1
Basic toolkit 1
Bulletproof vest 3

Weapons
Assault rifle 15
Heavy pistol 8
Stun gun 5

Others
Armored car Features: Alarm, Caltrops, Navigation sy., Oil slick, Remote control. Powers: Speed 6, concealment 5 (all visual and hearing). 26
Manor Defense system (blast 8, accurate 4), Secret, communication, computer, concealed, dock, garage, gym, hangar, infirmary, Laboratory, Library, Living space, Power system, Security, Wrokshop. 21

Ryan M. Danks
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Re: DC Adventures (Recruiting)

Post by Ryan M. Danks » Mon Oct 29, 2012 10:03 am

Bladewind wrote:@Ryan M Ranks:

What about.... I've long thought on - and sort of used, but not exceedingly well - the Kara from Superman vs Aliens.
I retconnd it to suggest that Fitz doomed city of Argo, Laura launched from the doomed world of Odiline, was orbittinhg a red sun when its probe reached Earth.

Despite this, Superman journeys to the dying city... story unfolds as in the comic...

Kara survives, eventually reaching Earth...

You could rename her, and even tweak the powers a little. Having not absorbed as much yellow sunlight as Kal, as you mentioned, would make her weaker...

(This is the Supergirl of the Blade verse/ Earth 218, but I have yet to get a build that I like...)

I read that, but it was a long time ago. I don't even remember Supergirl being in the story.

Did she come from Krypton and missed her Earthly target?

Bladewind
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Re: DC Adventures (Recruiting)

Post by Bladewind » Mon Oct 29, 2012 10:38 am

Supergirl wasn't in the story as such.

There was simply a blonde teen name Kara that spoke Kryptonian.

They allude to the fact that Kryptonians tried to leave Krypton with the Cleric (remember Superman's self imposed exile in the 90s?) and they died when they left orbit. The Cleric brought their remains to Odiline where they were buried and then the Krpytonian values (the good ones, one would hope) were embraced, including language.

Anyhoo, that Kara could be a straight up Supes-Light, could have extra alternate powers (energy beams from her hands instead of heat vision/ spatial warping abilities/ etc) and be as close to or as far from Supes powerset as you might fancy...

Ryan M. Danks
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Re: DC Adventures (Recruiting)

Post by Ryan M. Danks » Mon Oct 29, 2012 10:45 am

That sounds pretty cool. I think I'll work with that a bit.

All this continuity talk brings a fairly important question to mind. Are we playing in the old DC universe or the New 52?

Bladewind
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Re: DC Adventures (Recruiting)

Post by Bladewind » Mon Oct 29, 2012 11:05 am

Here's my idea...

Image

Background
DCA Adventures Heroes & Villains Volume 1
In the ancient Middle Eastern nation of Kahndaq, around the 13th century B.C.E., the hero known as the Champion chose Teth-Adam as his successor. By speaking the magic word “Shazam” he was transformed into the Mighty Adam, with powers granted by the gods: Shu (stamina), Heru (speed), Amon (strength), Zehuti (wisdom), Aton (power), and Mehen (courage).

For centuries, the Mighty Adam used his powers as a force for good, eventually serving as champion to the Pharaoh Ramses II and the Egyptian prince Khufu. When the villain Ahk-ton, a servant of Vandal Savage, conquered Adam’s homeland of Kahndaq and murdered the hero’s wife and children, he went mad and killed his foe. He then swore to reclaim Kahndaq by any means necessary. Upon learning of this, the Champion — now known as the wizard Shazam—stripped Adam of his powers, placing them in a mystic scarab. Restored to his true, mortal age, the former hero turned into a mummified cadaver. Shazam had both the scarab and the body of “Khem-Adam” (Black Adam) entombed.
Thousands of years later, just a few short years ago in our time, Mary Batson and her best friend Theadora Adam were accompanying Mary's parents on an archeological dig in the modern day Khandaq where they had discovered the tomb of Khem Adam. Although forbidden from entering the site itself, Mary and Thea nonetheless followed the Batsons into the site where they were preparing to enter the seemingly unperturbed inner chamber. Compelled by some unknown force, Billy's father put his hand to a strange stylized lightning symbol, a glyph unknown in all of the Egyptian writings discovered until that point. Thea's father Theodore also followed them into the cavern, determined to profit from the expedition, but unknown to him, also compelled by some outside force.

Lightning flashed from somewhere - a huge static electric charge was Mr Batson's immediate thought - and the ceiling began to cave in. The Batsons were caught and immediately crushed, Thea instictively pushed Mary, saving her friend but gravely injured in the process. In the commotion, Theo Adam was struck by the lightning and became Black Adam, channelling the power of his ancestor.

Recovering months later, Mary would visit Thea daily in the hospital. Now an orphan with no knowledge of what had become of her brother (and despite adoption into a wealthy family) Mary's sole comfort was Thea. Mary marvelled that Thea had no resentment toward her for losing the use of her legs. Mary's guilt was immense though, the sight of her crippled friend almost too much to bear...

Thea's father, after becoming Black Adam, seemed to have forgotten or abandoned his daughter. The truth is that the personality of Black Adam subsumed that of his descendent Theo Adam and he simply did not remember her, which is perhaps even more tragic.

When Mary finally did discover her brother, she became the super hero Mary Marvel and would still visit Thea whenever she could. During the events dubbed World War III, Mary's descent and subsequent salvation brought first despair and then joy to Thea.

It was during a visit after these events that Mary and Thea were again talking about that fateful day, Mary realizing that it was a defining moment for her. As they spoke, they talked about the happiness from before the accident and Thea remembered something... Speaking the ancient title of the Sorcerer of Eternity, Thea was transformed. Broken flesh was healed, damaged nerves restored, and memory of a past life as a champion of good corrupted by tragedy stood tall. Garbed in black, the lightning-glyph proudly displayed on her torso, Thea was reborn as Sekhmet...

It remains to be seen if Father (Black Adam) and daughter (Sekhmet) are channelling parts of the same power or not. Sekhmet is far less adept with her abilities than her father and is not eager to test who is more powerful as she is relatively sure that she is not the more puissant of the two who remain... However, she would like to meet him again to find out if her father remains, or he is now only Black Adam...

Powers & Abilities
By speaking the Sorceress of Eternity's title, Sekhmet gains the powrs of Isis: has superhuman strength, speed, endurance, and wisdom similar to that of her father Black Adam. In addition, she has a connection to the natural world that allows her to command the elements.

Personality
Sekhmet is truly a good person seeking to do good with the power that she has gained. Thing is, that with the power of Shazam flowing through her, she is influenced by the temperament of the ancient Egyptian gods as well as that the memories of her ancestor Khem-Adam and recently deceased step-mother Adriana Tomaz. As a result, she is defined by power and tragedy. She came very close to losing her best friend, and lost the use of her legs as a result. She is determined to not let something like that - or worse - happen again. Her actions are heavily influenced by a set of beliefs that eschew a harsh sense of justice but are balanced at the same time with a deep sense of compassion.

:idea: If you're gonna go, go with a bang ! I prefer the concept as a paragon. If that prevents entry into the game, at least I tried !
:idea: I have the stats pretty much where I want them but I am sure she could be tweaked a little to be a tad more efficient mechanics wise.

Sekmet
PL8


Abilities
Strength 8,
Stamina 4,
Agility 2,
Dexterity 1,
Fighting 4,
Intellect 0,
Awareness 4,
Presence 3

Powers
Stamina of Shu: (25 points)
Shu's Advantages: Enhanced Advantages 2 [Defnsive roll 2],
Protection 5,
Immunity (Life Support): Immunity 8 (Except Starvation and Thirst)
Stamina: Enhanced Stamina 5
Swiftness of Heru: (20 points)
Flight 7 [Dynamic]
Alt: Quickness/ Speed: Quickness 6 [Linked to Speed at rank -1[/1]; Improved Initiative 1]
Dimensional Travel: Movement 1, (Rock of Eternity)
Heru's Advantages: Enhanced Advantages 3 [Interpose, Takedown 2]
Strength of Amon: (27 points)
Enhanced Strength 8,
Super-Strength: Power-Lifting 2,
Fighting Prowess: Enhanced Fighting 3,
Unarmed Prowess: Enhanced Advantages 3 [Close Attack 3]
Wisdom of Zehuti: (19 points)
Enhanced Awareness 3,
Zehuti's Advantages: Enhanced Advantages 3 [Assessment, Eidetic Memory, Jack-of-all-Trades],
Gift of Tongues: Comprehend 3,
Divine Presence: Enhanced Presence 2
Courage of Mehen: (5 points)
Enhanced Will 5

Equipment

Advantages
Assessment,
Close Attack 3,
Eidetic Memory,
Improved Initiative 1,
Interpose,
Jack-of-all-Trades,
Takedown 2,
Fast Grab

Skills
Acrobatics 3 (+5), Athletics (+8),
Close Combat: Unarmed 1 (+8),
Close Combat: (Jack-of-All-Trades) (+1)
Deception (+3),
Expertise: Mythology 1 (+1),
Expertise:
(Jack-of-All-Trades) (+0),
Insight (+4),
Intimidation (+3),
Investigation (+0),
Perception 1 (+5),
Persuasion (+3),
Ranged Combat: Throwing 6 (+7),
Ranged Combat: (Jack-of-All-Trades) (+1),
Sleight of Hand (+1),
Stealth (+2),
Technology (+0),
Treatment (+0),
Vehicles (+1)

Offense
Initiative +6
Unarmed +8, Damage 8
Throwing +7, Damage 8

Defense
Dodge 7,
Parry 6
Toughness 9 (Def Roll 0),
Fortitude 4,
Will 9

Power Points
Abilities 10 + Powers 96 + Advantages 1 + Skills 6 + Defenses 7 = Total 120

Complications
Like Father/ Like Daughter - Sekhmet has displayed temper issues. This particular complication also well represents her relationship with Black Adam...
Power Loss - By speaking the name Shazam, Sekhmet reverts to her mortal form, a severely injured and limited form.

Design Notes
:arrow: My PL 10 character from Hound's defunct Defenders game.
:arrow: The Jack of All Trades listed in combat skills is to remind me she can use anything untrained.
:arrow: I would like to add a complication or two.


Alternate character submission can be found here.
Last edited by Bladewind on Mon Nov 05, 2012 6:24 pm, edited 6 times in total.

kenmadragon
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Re: DC Adventures (Recruiting)

Post by kenmadragon » Mon Oct 29, 2012 11:46 am

Reserving post for build.

Image

Phantom
True Name: Michael Anderson
Age: 19
Gender: Male
Race: Homo Magi
Occupation: ???
Marital Status: He's single ladies!
Base of Operations: ???

Abilities: 40
STR 0
STA 0
AGL 4
DEX 4
FGT 1
INT 5
AWE 3
PRE 3

Skills: 13
Deception 6 (+9)
Expertise (Arcana) 7 (+12)
Investigation 2 (+7)
Languages 1 (English: base; sdrawkcaB hceepS)
Perception 4 (+7)
Ranged Attack 4 (+8)
Sleight of Hand 2 (+6)

Advantages: 3
Attractive
Ritualistic
Trance

Powers: 53
Astral Projection Remote Sensing 8 (visual, auditory) [extras: Subtle 2; physical body defenseless, flaws: Feedback] 19p
AE: Mystic Wards Force Field 10 Mystic Flight Flight 4
Magician's Might* Move Object 8 [feats: Increased Mass 3, Precise, Subtle 2]
Mystic Spells Variable 1 [extras: Action 2] 9p
Mystic Senses Senses 3 (Awareness(magical), Acute, Extended) 3p
*in the Notes section, this is what the Magic refers to. Magician's Might is Phantom's default usage of Magic.

Defenses: 9
Toughness 0/10
Dodge 6 (2p)
Parry 1
Fortitude 3 (3p)
Will 7 (4p)

Combat:
Attack +1 unarmed, +6 ranged
Damage 0 unarmed, 10 Magic (varies)
Initiative 4

Abilities 40 + Skills 13 + Advantages 3 + Powers 53 + Defenses 9 = 118 PP

Complications:

Motivations: Doing Good/Seeking Acceptance ~ Michael Anderson hopes to honor his father's last wishes to be a good person and help those in need. This is why Michael Anderson became the Phantom, and tries to become a hero accepted by other heroes as his mother was. He does all he can to become a part of the Justice League, since it will give him the recognition he desires, but will also allow him to hunt down criminals and bring them to justice as his father told him to in his dying words.

Motivation: Thrills ~ Phantom loves magic, and enjoys using it. He tends to find pleasure in using it to do good, much like Auntie Zatanna does. He is a brilliant occultist, and though not much of a stage magician, his power is growing, and he has the potential to outmatch his mentor Zatanna as well.

Motivation/Quirk: Lives in the Shadows of Greater Mages ~ As a young magician, Phantom, much like his father, hates how the superhero community are more willing to turn to the more powerful mystics, like Dr. Fate, or his Aunt, Zatanna, and when people need some knowledge about the arcane, they would rather travel half way across the world to find one of them, even if Phantom is right down the hall. Phantom hates how people look down on him and up to the other, more powerful mystics, and always seeks to rise to their level and show that he, too, is great.

Responsibility: Being a Good Magician ~ Phantom is a homo magi, and as the son of the (not as) renowned (as his sister) Zachary Zatara, he was raised to do as he pleased, so long as he did not use his gifts for evil or vile purposes. So, Michael lives by these rules, and feels like it is his responsibility to use his magic for the right cause, and though he does have fun with it, he absolutely abhors using it to do something evil. As such, he is reluctant to use dark spells or invoke dark entities in his rituals.

Enemies: The Faust Family and Other Evil Mages ~ Phantom's parents died at the hands of Felix Faust as Phantom was battling his children. To this day, Phantom blames them for their evil deeds and seeks to bring them to eternal justice. Over time, this blame has extended to all who would use the gift of magic for evil intentions, and Phantom feels that he cannot forgive any who use what he considers a blessing to do good for evil purposes.

Quirk: Supernatural Entreaties ~ When using a hero point for extra effort, Phantom can instead call upon a supernatural entity and gain a complication rather than spend a hero point to fuel his extra effort. This generally involved making a promise to do something in return for the power/action/whatever a hero point would normally be use for. Its a bit like returning a favor (Player note: this can also lead to interesting side stories as he 'returns the favor' for the entity, and could create an adventure hook)

Personality:
I picture Phantom as having Roy's inferiority complex (as shown in the Young Justice tv series) in which he desperately wants to prove himself as a worthy hero and become a part of the League. This leads him to try risky things, and disobey orders if people talk down to him, and get really mad with other heroes that treat him like a side-kick. He does have the lackadaisical manner of most homo magi, and tends to use his superb magical capabilities to do the menial things, and though his powers are great, he does not get overconfident. He tries it his all on missions, giving him this sort of dual personality. One is the one he has on missions where he is focused and analytical, and does all he can to get the mission done, and done well. He does what he has to, and then some, and is at times violent and brutal in his methods. On the other hand, when not on a mission or confronting a 'superior', Phantom is lax and a bit care-free, using magic judiciously to have fun and enjoy himself. He is prone to play pranks, still young and green as he is, but makes sure that he isn't caught or doing anything that would hamper his chances at joining the League. He does try to get along with others, but tends to be abrasive with any who demean him or insult him.

Background:

Michael Anderson, son of the news paper editor, Johnny Anderson, grew up a normal boy. That is, until he began to see strange colors and things floating about in the air. It was a weird experience for him, yet it led to his understanding that he was different from other people. When he began to talk to his father about it, his father broke the news to Michael that his family was known to have ties to the occult, and Mr. Anderson was not a homo sapien, but a homo magi. He broke the news to his only son that Michael was not only human, but had the potential to be a a great magician. Though Johnny wasn't able to do more than levitate objects and see magic, Michael soon learned that his father was right, and Michael had much more power than his father ever showed. Michael began to learn from his father about his family's history, and learned of how his lineage extended far back through the reaches of history. Michael learned that his ancestors were Atlanteans, sorcerer kings from before Alantis sank to the bottom of the sea. He learned of King Arion of Atlantis, his ancestor, and his other ancestors, all magicians and warlocks and soreness and alchemists, such as the philospoher Nostradamus, the occultist Alessandro Cagliostro, the alchemists Nicholas Flamel and Evan Fulcanelli and many others.

Though unable to use much magic himself, Johnny Anderson took the time to teach his son the basics of magic and how to concentrate and use backwards speech. Michael never took to sdrawkcab hceeps , he soon found that he could use his spells without needing to concentrate on speaking backwards to work his magic. As he grew older, he took to traveling, and learned much from various occultist a and magicians around the world, even meeting some other homo magi, such as the great Zatara (before his death) and his daughter Zatanna. As he started to learn more about his powers, he was reminded of his father's teachings (who passed away when he was 17).

When Michael Anderson was 17, he embarked on a roadtrip around the world, searching for answers about his mother who died when he was a child. His father never spoke about her, but when he had found a letter from someone named "Faust" on his father's desk, mentioning that something happened 'all those years ago' with Suzanna Anderson, Michael's mother, and Michael began his search for this 'Faust'. He hoped that Faust will have the answers he seeks, and after learning that Faust was a magician who could magically shield himself from Michael's spells, Michael did things the old fashioned way and did things on foot. He scoured the globe, from the deserts of the American South west and Mexico, to the plains of Africa, from the jungles of the amazon, to the depths of Atlantis, from the peaks of the Himalayas, to the streets of Hong Kong.

While Michael was on these travels, he followed the tracks that Felix Faust left, and instead found his children, Sebastian and Fauna, who he learned will villainous mages, and battled them. As he was losing the battle, he learned from Sebastian that Felix Faust was taking advantage of Michael's father's solitude to make a sneak attack upon his former foe, and would kill Michael's father. Michael immediately fled the field of battle and teleported back to New York, where he found his father dying, and Felix Faust standing over him, hands smoking from battle, Michael threw himself at Faust in rage, but Faust laughed, and blew up the building, covering his tracks, and escaping through a teleport gate.

Michael pulled his dying father out of the wreckage to hear his father tell him that his mother was once a hero, and was part of a society of heroes known as the Superfriends, a precursor to the Justice League. Faust had encountered Michael's mother on a mission, and in the ensuing spell duel, destroyed Michael's mother. Distraught with grief, Michael watched his father die, leaving him with a mission to protect the world and uphold all that was good and just in the world. Michael Anderson swore that he would do all that it took to join the Justice League and become the hero his father wanted to be, and his mother died trying to be. And so he took on the persona of the Phantom, a mystic of great power, to fight those that would use evil and villainy, and be the hero that his parents never could.

Note:
It has been brought to my attention, that when using a Variable power, DMs like to know how it would be used, and what sort of configurations it would have. Well, seeing as the Variable power is what keeps the homo magi a homo magi, I might as well share a few spells.
- tcetorp Enhanced Magic (1 AE + four points to array) {Deflect 8 [extras: Reflect, Redirect; feats: Affects Insubstantial 2]}
- raeppa Enhanced Magic (1AE + four points to array) {Create Object 6 [extras: Continuous, Movable; feats: Innate, Precise]}
- latrop Enhanced Magic (1AE + four points to array) {Teleport 3 [extras: Accurate, Easy, Extended, Portal; flaws: Limited to Extended; feats: Change Direction, Change Velocity, Increased Mass 4, Precise, Turnabout]}
- erans Enhanced Magic (1AE + four points to array) {Snare 6 [extras: Shapeable area; feats: Affects Insubstantial 2]}
- raeppasid Enhanced Remote Sensing (1AE) {Concealment 4 (normal visual, all olfactory), Insubstantial 2} remaining 4 pp from variable allowed for other stuff
- rewsna eht noitseuq Enhanced Magic (1AE + four points to array) {Aflliction 8 (Will resist; entranced, compelled) [extras: Cumulative, Secondary effect; flaws: Limited Degrees; extras: Subtle 2]}
- evom rof em Enhanced Magic (1AE + four points to array) {Move Object 8 [extras: Perception; feats: Subtle 2]}
- snoisulli Enhanced Magic (1AE+ two points to array) {Illusion 8 [extras: Selective]}
- evivrus Enhanced Flight (1AE) {Immunity (Life Support) [Quirk: Environmental Conditions is Half Immunity]}
- dnatsrednu Enhanced Remote Sensing (1AE) {Comprehend 8 (Animals 2, Languages 4, Spirits 2)}
Last edited by kenmadragon on Wed Nov 07, 2012 9:09 pm, edited 12 times in total.

XeroKhan
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Re: DC Adventures (Recruiting)

Post by XeroKhan » Mon Oct 29, 2012 1:21 pm

Alright, I think I have him ready. Funniest part was I set his combat to PL 10 under 120 pp. Anyway, here he is:

Image


Thor

STR 7
STA 4
AGL 2
DEX 0
FGT 6
INT 0
AWE 2
PRE 2

Toughness +4 (+8 protection)
Fortitude +4
Dodge +6
Parry +7
Will +2

SKILLS 11

Athletics +9
Close Combat +6
Deception +4
Insight +4
Intimidation +6
Perception +4
Persuasion +4
Ranged Combat +4

ADVANTAGES 22pp

Benefit (Access to Asgard)
Chokehold
Diehard
Fast Grab
Fearless
Great Endurance
Improved Aim
Improved Grab
Improved Hold
Power Attack
Prone Fighting
Quick Draw (Mjollnir)
Startle
Taunt
Uncanny Dodge

POWERS 41pp

(Jarngreipr, Thor's Gauntlets) 4pp
~REMOVABLE~
Enhanced Advantages 5
-Improved Critical 3 (Mjollnir)
-Improved Initiative 2

(Mjollnir, Asgard's Ultimate Weapon) 6pp
~EASILY REMOVABLE~
Damage 3
--Accurate
--Homing
--Improved Critical
--Precise 4
-STR based

(Meginjord, Thor's Belt) 8pp
~REMOVABLE~
Enhanced STR 10
-Limited to Lifting only


(Asgardian Blood) 17pp
Immunity 4
-Critical Hits
-Disease
-Poison
--Innate

Protection 6
-Innate

COMBAT

Initiative +2 (+10 with Jarngreipr)

Close +6
+10 (Mjollnir)
Range +4
+6 (Mjollnir)
Damage +7
+10 (Mjollnir)[16/19-20]

Dodge +6
Parry +6
Tough +4 (+6 Protection)

BIO

Thor, the mightiest of Asgard and protector of mankind, was born to Odin,
the chieftain of the Norse gods. He grew with a mealting anger which he
learned to control by the time he became an adult. He was an adventurous
man who loved to slay the monsterous Giants. He also loved Loki, the Norse
trickster, blood brother of Odin, and companion of the Norse gods. Even
though Loki almost cost his and Thor's lives, Thor still loved this companion;
but not as much as he loved his wife, Sif, the golden haired goddess. Truely,
Thor was a well respected god of Asgard and the other nine realms.

Time passed, and Thor noticed that mankind does not need it's Norse guardian
to protect them from the dreaded Giants; and, with that in mind, Thor retired
comfortably with tears. It was many years since then, and Thor noticed the
rise of more super heroes and super villains. Seeing this, he thought of what
the Giants were doing to strengthen themselves even further to match and destroy
even the superheroes; and so, Thor took up his mighty hammer Mjollnir once more
and joyfully rushed to Earth to stop any Giant from destroying mankind.

COMPLICATIONS

1) The Giants despise the Norse gods and are truely afraid of Thor, the Giant killer.

2) Thor will do what it takes to protect mankind no matter what.

3) Although he is mostly well tempered, Thor has an erupting anger when aggrivated enough.

4) Thor's wife Sif is one of Thor's greatest loves.

5) Thor loves the thrill of combat and fighting.

6) Thor loves Loki as a brother, but not as much as Sif

7) Mjollnir is Thor's prized weapon of choice.
Last edited by XeroKhan on Mon Oct 29, 2012 6:01 pm, edited 1 time in total.
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Common Terms I will use:
>D#: Failure by (1-4) Degree
>EFN (Epic Fail Number): A Natural 1
>Nat 10: Taking a Natural 10 on a specific Skill

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Re: DC Adventures (Recruiting)

Post by Zen_Gypsy » Mon Oct 29, 2012 3:33 pm

I'll have a build and history up tonight ... may I present Mythos ... Blessed by Athena, the Slayer of Monsters ...
Image
Mythos - PL 8

Strength 3, Stamina 5, Agility 3, Dexterity 0, Fighting 9, Intellect 2, Awareness 3, Presence 1

Advantages
All-out Attack, Attractive, Close Attack 2, Defensive Attack, Defensive Roll 2, Extraordinary Effort, Favored Foe: Monsters of Myth & Legend, Fearless, Great Endurance, Luck 2, Power Attack, Skill Mastery: Perception, Tracking

Skills
Athletics 6 (+9), Expertise: Amazonian Training & Tactics 4 (+6), Expertise: Monsters of Myth & Legend 4 (+6), Insight 4 (+7), Intimidation 4 (+5), Perception 6 (+9)

Powers
Aegis of Athena (Easily Removable (Indestructible))
. . Immunity: Immunity 80 (Effects Targeting Parry & Dodge; Sustained; Limited: Increased Action: Move, Limited - Half Effect)
Blade of Themyscira (Easily Removable)
. . Bane of Man & Myth: Strength-based Strike 2 (DC 22; Penetrating 7; Inaccurate: -2, Limited: Penetrating: Only against Monsters of Myth & Legend [7 extra ranks])
Determined Fighter: Enhanced Trait 4 (Traits: Strength +2 (+5); Limited: Only to determine Damage)

Offense
Initiative +3
Bane of Man & Myth: Strength-based Strike 2, +9 (DC 22)
Grab, +11 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +11 (DC 20)

Complications
Enemy
Honor
Motivation: Responsibility
Obsession
Rivalry

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 7/5, Will 9

Power Points
Abilities 52 + Powers 24 + Advantages 15 + Skills 15 (30 ranks) + Defenses 14 = 120
Background:

They gathered, adorned in the wreath and laurel of their roles, Priestesses of Artemis, Athena, Demeter, Hestia and Aphrodite, the women spoke as one. "Tell us daughter, why have you brought this man-child to the shores of Themyscira. You, more than most, know that this is not our way, nor can we allow it." The warrior steeled herself, she knew her decision would be questioned, but in her heart she knew that it was her duty to make amends to this child, for her failure, for the failure of her sisters.

"Please, hear my words, and understand that we, the sisters and daughters of the Goddess have failed in our duty. In penance for our failure as teachers oh so many eons ago, we are pledged to protect Doom's Doorway, to prevent the monsters of Tartarus from escaping and bringing death, destruction into the world of man. We have failed." She knelt before the assembled wisdom of the elders, the sand damp, and cool beneath her knees, the shore lapped softly at her boots, as the child stood eyes cast downward his young form still covered in cuts, and wounds that slowly wept blood. He stood still, neither complaining of his injuries, nor interrupting the proceedings.

"Our two sisters, whom fled the isle a season hence came full well under the sway of Circe, chosen of Hecate and enemy of Themyscira. As you know those sisters were skilled and proficient in the arcane arts, Circe seduced them with power, and the promise thereof. As testament to her control over the twins, now called Scylla and Charybdis, she taught them a ritual born of blood and shadow. To enact such a rite they required the lives of the first born sons of Greece. And such they almost claimed."

The assembled elders glanced at one another, concern etched in their features. While aware of the departure of the twin amazons, and their proficiency in the arcane arts, they were shocked to learn that the sorceress Circe held them under her sway. That they had been used by Circe to attempt a rite of blood was of utmost concern to all those assembled.

"We did not learn of the fate of the village on Crete until two days ago, almost three full days past the completion of the sisters rite. Travelling there we were greeting by attacks from transformed creatures of myth and legend. Mothers and fathers twisted by Scylla's dark arts into parodies of their former selves, twisted by the titans influence, these monsters had stalked and preyed upon their children, their sons and daughters. When we arrived, all were dead. Except one." She swept her arm to her right to indicate the young boy at her side. He looked up into the eyes of the assembled Amazons, his gaze, with eyes red lined with tears, and pain, and exhaustion, did not falter.

"I found him in a store room, from what we found it appears as though he and his sister fled there, and he defended her as best a boy of eleven years was able. He survived, though his sister did not." Diana steeled herself, the memory of the young boy, covered in innumerable scratches, cuts and worse, defiantly slashing his knife against the titan-twisted monstrosities, the boy was a warrior, and that called to her.

"It is our failure that cost this boy his life, our failure that took his father, his mother, and his sister. The rite enacted by our sisters, Scylla and Charybdis is yet incomplete, as such they hunt for the boys blood. We can not let this boy back into the world of men, hunted by our own sisters without providing for him the skill, the wisdom, and the strength to reclaim his life."

"What you ask of us, Diana, greatest of our warriors is not an easy choice. His life will not be easy on Themyscira, even if we agree he is still a man, child though he may be. And he is weak, the sisters will not take lightly at training with such as he, nor will they have the respect, and concern that you, yourself seem to show to him."

"You did not see his eyes Priestess, I do not think this boy shall ever ..."

She was interrupted by the soft rustle of feathers, and the familiar call of an owl. It's eyes caught the light of the moon, and in it's claws it clutched a scrap of cloth, the owl swept low and released the scrap of cloth. It fluttered towards the sands, just as it was about to land, the young boy reached up a hand to clutch the scrap. It was blood red, the color of a warrior.

As one the Priestesses whispered ... "Athena ..."

The man whom the outside world would come to know as Mythos arrived on the isle of Themyscira a survivor of a horrid attack on the village he was raised in. He and his sister survived the attack by Tartarus spawned monstrosities, but in the end he could not protect her, and she succumbed to her wounds.

He was raised by the sisters of Themyscira as a warrior, and a hunter. But his training was not gentle, nor easy, as a man he was the symbol of everything the Amazons had come to despise about the outside world. They judged him based solely on the fact that he was male, as such he was viewed with contempt, weak, corrupt, and unworthy of honor or respect. When he entered the warriors circle to train they the sisters who would even lower themselves to train with a man, beat him savagely, his strength no match for their divine gifts, each day he would leave the circle bruised, bloodied, and broken.

Not permitted to live within the city with the daughters of Themyscira, he had a small guarded camp on the shore. At night he would slip his guardians and wander the deep forests of the island, the streams, the trees, the rocks, and the creatures his only friends. And each morning he would rise, renewed and ready to enter the circle again. In the cycle of seasons, his teachers, and his fellow students began to see the bravery of the young man, as he fought, never winning, but never yielding.

He hunted the lush forests, and towering mountains of the island, and often would return with strange trophies, and gifts. It was whispered that he had found the goddesses wandering the forests, the rivers, and the valleys. Taught the hunt by Artemis, war by Athena, the wild by Demeter, duty by Hestia, and desire by Aprhodite. Above all else he was fueled by desire, he was an empty vessel, he wished to avenge the failure of his youth, to know the sister so savagely taken from him, to love the parents whose faces he couldn't even recall.

And so he found himself standing outside a cave, a soft glow from within. As he entered a woman stood there, tall and regal, her dark hair piled high on her head, a golden helmet covering her curls, an owl alighted on her should. She spoke in a voice that defies description, but demands respect. "As I have called, so you have come. It is time." He opened his mouth to speak. "Silence. Your goddess speaks." Immediately the young man dropped to his knees, his head touching the rough floor of the cavern. "Your time on the island of my daughters has come to an end my son. But my daughter, Diana, was not wrong about you. You have earned your place in even the hearts of my daughters, your sisters. Their favor is precious, but I have watched you as only a mother can, I have seen into your soul and know the truth of it. Before you leave for the world of man, I have a gift for you." With a simple gesture she swept her arm deeper into the cave, as outside it began to rain. In the darkness there was a sot glow of metal, "Ages past, bestowed upon a hero when titans walked the earth, and now, so again. My son, you are a hunter, pledged to protect the world of man from the titan brood, and the depredations of our corrupt sisters, Scylla and Charybdis. When you awake, you will find yourself in the world of man, while you may never set foot on this, our beloved island again, you will always carry a piece of it with you." She paused a moment as she smiled, "Long have you sought a name my son, hunted for vagaries of your past, you are a hunter. And so you shall be known." With a wave of her hand the clouds blew apart and the rains dissipated. "There, seven stars mark your path. You shall henceforth be known in the world of men, as Orion. Follow your stars my son."
Personality: Orion, as named by Athena, awoke on a ferry docking at the marina in New Troy, Metropolis. An athletic scholarship at the University of Metropolis, and enrollment in the arts and history program. He is a driven young man, dedicated to protecting those around him, and helping others improve their life. Orion often feels like an outsider, especially around family holidays, having no recollection of his own family, and while he is willing to charge a hydra, sometimes things as simple as relationships with his friends can scare him. Due to his constant training on Themyscira he is always attempting to prove himself worthy of respect, and will sometimes go to great lengths, or take unnecessary risks to do so. He strives to prove himself worthy of the attention of the Justice League, in hopes that he can meet with, and discover more truths about his past from Wonder Woman herself.
Design Note: The shield is *heavy* powerful, but I believe I balanced that by making it require a Move Action to turtle behind it. So he can move & attack, without benefit of the shield, shield & attack without moving, or move & shield without attacking. Also, since it is limited to half effect, it really only scales well at higher effect values, at PL 8 attack, would be halved to 4, making it DC 19 requiring an 11 from Mythos, similar to a PL 8 Powerhouse with 12 Toughness, requiring an 11 for the same attack. But Mythos has to actively use the shield, sacrificing either mobility or an attack.
Last edited by Zen_Gypsy on Sun Nov 04, 2012 5:30 pm, edited 6 times in total.
"If sacred spaces are spared the ravages of war -- make all places sacred. And if the holy people are to be kept harmless from war -- make all peoples holy." -- Norrin Radd (Silver Surfer: Requiem; J. Michael Straczynski)

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Re: DC Adventures (Recruiting)

Post by timothy » Mon Oct 29, 2012 5:01 pm

Need to work on build, but my idea is a young gorilla from Gorilla City.

No psi powers, just strong, agile and tough. Uses a high tech device to make himself look human. Kind of a goofball, pop culture expert sort...
Here comes the Dog!
Stong and brave!
Here comes the Dog!
The day he will save!

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Re: DC Adventures (Recruiting)

Post by zeone3000 » Mon Oct 29, 2012 5:22 pm

@Evolucion - I need to know more about Gino then the overview. Where did he come from, who does know and how does he think. You know the basics.

A quick look at the sheet looks good.

@Ryan - The old, animated one, I put that in the first post at the end.

@Bladewind - Hmm, the daughter of Black Adam, interesting. I like it.

@Xero - Permanent powers can't be alternate effects (Immortality). I do like the idea of Thor coming out of retirement after probably hundreds of thousand years. It explains why he's so weak. He has to shake off the rust. I'm not to sure on those gloves but a quick search should shed some light on those.

@Zen - I'm interested to see where this is going.

@Everyone - Also, put how you see your character growing. What you except them gain, learn and what not.
]My first fanfic - Log of the Grinning Shadow - Chapter four is now up! Enjoy!

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Re: DC Adventures (Recruiting)

Post by Nillaman » Mon Oct 29, 2012 5:52 pm

An ordinary man touches a piece of otherworldly material and is remade into the species it came from, graced with all the knowledge and skills of their world. Highly intelligent, somewhat bewildered, I'm thinking he should be called Weaver. He shapes his own mental energy into solid constructs that grant him boons. There's almost a magical element to it, though I'm more inclined to base it around psychic or cosmic sources. Note that this wouldn't be a series of Devices, since the items only function when he uses them. Otherwise they're just a bunch of pretty rocks. I fully except that as he grows, he'll shift through the masses of data in his head, refining his art, and probably fending off otherworldly invaders looking to reclaim the knowledge he has at any cost. He'll probably also try figuring out who and what these people where. Why they sent their knowledge hurtling into space. I'm seeing him turn from a promising student into an other worldly figure. Smooth, soft-spoken, with items that have an almost organic shape to them.

I think there'd be a desire for heroics that comes from wanting to make sure what he knows can't be abused. He has some memories of his weapons being capable of vaporizing mountains, turning vast armies into crystal, and even poisons which completely destroy a being's free will.
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Re: DC Adventures (Recruiting)

Post by XeroKhan » Mon Oct 29, 2012 6:03 pm

Fixed the only problem (Immortality) and boosted my Intimidation by 2.

Also, in Norse myth, Thor's gauntlets allow him to wield his hammer; however, I prefer to make it more of a support for the hammer. That's the best I could do and think of with 3e.
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Common Terms I will use:
>D#: Failure by (1-4) Degree
>EFN (Epic Fail Number): A Natural 1
>Nat 10: Taking a Natural 10 on a specific Skill

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Re: DC Adventures (Recruiting)

Post by CaptainChaos » Mon Oct 29, 2012 7:10 pm

Here is my preliminary build. Background and more to follow in the next day or so.
Comments and suggestions are welcome.

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Image

Cyclone - PL 8
Secret Identity: Jennifer Harrows
Age: 26 Height: 5' 7" Weight: 130lbs Hair: Blonde Eyes: Blue
Occupation: Meteorologist

Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 1, Intellect 1, Awareness 1, Presence 1

Advantages
Defensive Roll, Evasion, Improved Initiative, Ranged Attack 8, Uncanny Dodge

Skills
Acrobatics 3 (+5), Athletics 3 (+3), Expertise: Atmospheric Science 6 (+7), Insight 3 (+4), Perception 6 (+7), Persuasion 3 (+4)

Powers
Aerokinesis: Move Object 8 (6 tons)
Move Object: Move Object 8 (Alternate; 6 tons; Limited Direction: Left or Right)
Air Blast: Blast 8 (DC 23)
Air Burst (Thunderclap): Burst Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere)
Deflecting Winds: Burst Area Deflect 8 (Alternate; Burst Area: 30 feet radius sphere; Limited: physical projectiles)
Air Shield: Protection 5 (+5 Toughness; Subtle: subtle, Sustained)
Air Supply: Immunity 2 (Suffocation (All))
Thermal Winds: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Quick Change: Feature 1
Wind Effect: Feature 1 (air)

Offense
Initiative +6
Aerokinesis: Move Object 8, +8 (DC 18)
Air Blast: Blast 8, +8 (DC 23)
Air Burst (Thunderclap): Burst Area Affliction 8 (DC Fort 18)
Grab, +1 (DC Spec 10)
Move Object: Move Object 8, +8 (DC 18)
Throw, +8 (DC 15)
Unarmed, +1 (DC 15)

Complications
Motivation: Justice
Motivation: Responsibility

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/2, Will 7

Power Points
Abilities 16 + Powers 59 + Advantages 12 + Skills 8 (24 ranks) + Defenses 25 = 120

Background:
Since she was a young girl, Jennifer has always been fascinated by the weather. Growing up in the Midwest, she witnessed a wide variety of weather phenomenon from blizzards, sudden thunderstorms, droughts, and tornadoes. She watched the Weather Channel more often than any other show. When other kids her age were watching cartoons, the Disney Channel, or even MTV, Jennifer was watching the Weather Channel. Hurricanes, typhoons, tidal waves, lightning, and all manner of weather interested her. She told her parents when she was 8 that she was going to be a weatherman when she grew up.

She attended Metropolis University where she studied Meteorology, Climatology, and Atmospheric Sciences. During the summers of her Junior and Senior years in college she interned at WGBS-TV. Upon graduation, she accepted a full time position as a staff Meteorologist with WGBS. She covered many assignments in the field from localized flooding, interviewing farmers whose crops were suffering from either drought or too much rain, and the man on the street interviews regarding ‘Is it hot enough for you’. She endured all these menial assignments without complaint and eventually was able to be on the air from time to time.

Her big break came when a freak storm hit Metropolis. She grabbed a camera crew and ‘borrowed’ a news van and drove to the storm. Once there, she discovered that the storm was not a natural phenomenon but a creation of the villain Weather Wizard. Superman showed up to fight the villain and the battle raged all over. In the end, Weather Wizard was no match for the Man of Steel. Unfortunately, as sometimes happens during battles between superpowered individuals, innocent bystanders get hurt and property gets damaged. Jennifer and her camera crew got caught up in the storm. The camera crew was killed and Jennifer was severely injured. After defeating the Weather Wizard, Superman helped rescue the citizens that were affected and made sure the injured were helped.

Her condition stayed critical for weeks. The doctors tried everything they could think of to no avail. Eventually, after an article written by Clark Kent about her was published in the Daily Planet, a specialist showed up at the hospital. He claimed he had an experimental treatment that could help her but she needed to be brought to his facility. The hospital agreed since there had been nothing they could do for her. Unknown to everyone, the specialist was from Project Cadmus.

The scientists there performed an experimental procedure on Jennifer, infusing her with the DNA of Abigail "Ma" Hunkel, a former member of the JSA. Soon they were running all manner of tests on her, researching the extent of her new abilities. They were not quite the same as Abigail Hunkel, the original Red Tornado, but they were impressive just the same.

At first she could not remember anything about her past. The scientists told her that she had been found in the wreckage of an alien ship and brought to Cadmus for treatment. Somehow, it didn’t sound right to her but since she couldn’t remember anything else, she agreed with the story. Unfortunately for those who sought to control her and use her new abilities for their own purposes, she began to remember bits of her past. As she remembered more and more, she began to secretly plot her escape.

Jennifer eventually escaped after spending many months at Cadmus. She didn’t know who to turn to so she went to the Daily Planet to see Lois Lane and Clark Kent. It was well known in Metropolis that they knew how to contact Superman. Not long after Clark Kent left, Superman arrived. He brought Jennifer to an isolated location where they could talk in private. After she told him everything she knew, he brought her to see the Red Tornado. He would become her mentor for the next several months until he felt she was ready to venture out on her own.

With the assistance of the Daily Planet staff, Jennifer not only got her job back at WGBS but also writes a weekly column for the paper.
Last edited by CaptainChaos on Wed Oct 31, 2012 6:03 pm, edited 2 times in total.

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Re: DC Adventures (Recruiting)

Post by Ryan M. Danks » Mon Oct 29, 2012 8:39 pm

Does anyone know much about Eradicators? Was more than one of them made?

I'm thinking of two things:

1) An Eradicator was hit by a kryptonite blast that went through him and struck the female citizen behind him. The energies transferred between the two and she got kryptonian powers. Exactly the way Superman got his powers back after he returned from death.

2) A female Eradicator was made and broke her programming. She wants to live a normal life and becomes similar to Kara when she goes rebellious.

Does anyone with more knowledge of Eradicators know if these are possible? If not, I'll just go with a generic kryptonian crashing on Earth story.

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