Metamoon OOC and Characters

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Metamoon OOC and Characters

Postby cobalt-blue » Wed Jun 19, 2013 10:14 am

Please post your updated characters here. Also, is there anyone here who does NOT have a gmail account? I have a document I want to share with you that will help with the book keeping for the game, but it can only be shared with gmail accounts. (I basically reworked a significant portion of the 2nd Edition Campaign Planner into a spreadsheet format.) PM me with your gmail account if you have one.

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Heraklitus

Postby Evolución » Wed Jun 19, 2013 11:16 am

Image

Image

Name: Heraclitus Height 2,5 mts
Skin: Pale Weight 170 kg
Hair: Black Shape Human
Eyes: Black Age: unknown

Bio:
When the time came for the final hour of Earth, even the gods aligned with Earth's mightiest heroes, in the final showdown. Heraclitus left his pride and grudge against the Amazons and the man of steel aside and fought side by side to the last consequences. The bastard child of Heracles and Hypolita, Heraclitus was taken up by his father and taought the art of war. He held the same grudge against the amazons as his father. However, back to back he fought alongside the princess of the Amazons, Wonder Woman, until she was killed by the invading aliens, despite his efforts to intercept the killing shot. Enraged, Heraclitus wreak havoc on the assaulting aliens, until he was too brought to his knees, and was about to get slain when suddenly, everything changed around him, and he found himself in Themyscira. He had changed in the eyes of the amazons, he had proven that not all men were to be considered scum, when he valiantly fought alongside their princess. He pledged to be the Amazon's new protector, he might have not been able to save Daiana, but he would dedicate his immortal life to make sure nothing wrong happened to her people. Hercules spent time recuperating from his severe wounds in the pleasant shores of Themyscira, enjoying the strange breeze that now waved across the world. He wasn't sure what happened, only that whatever it was, it allowed him to survive and become a servant of justice and honour, although... for how long?

Complications
"I'm Heracles!" :Speaks in third person
Likes it rough : He has the manners of a greek warrior of ancient times, those are not good manners by the way.
Collateral damage : Yeah, not really into that


Abilities ( 72 pp)
Strength 10 , Stamina 8 , Agility 8 , Dexterity 12 , Fighting 12 , Intellect 0 , Awareness 4 , Precence 0 .

Powers ( 96 pp)
- Heracles' Armor ( Device : Removable (saves 6 pp) ) · 24 point/s
- Nemean Lion's skin ( Enhanced traits 30 : Fighting +4, Parry +4, Dodge +4, Agility +4, Strength +2, Toughness +2 ) · 0 point/s

- Titan size ( Growth 4 : Str and Sta +4, +2 intimidate, -4 stealth, -2 active defenses. Permanent ) · 8 point/s

- Xífos ( Damage 1 : Str based. Affect insubstantials 2, Multiattack 11, Penetrating 11 ) · 25 point/s
- Kontári ( AP: Damage 1 : Str based. Affect insubstantials 2, Homing 3, Increased range 1, Penetrating 11, Secondary effect ) · 1 point/s
- Tóxo ( AP: Damage 1 : Str based. Affect insubstantials 2, Homing 3, Increased range 1, Multiattack 11, Extended range 3 ) · 1 point/s
- Aspída ( AP: Affliction 11 : 1: Vulnerable, 2: Stunned. Reaction. Limited degree, Instant recovery. ) · 1 point/s

- Selene's grace ( Teleport 12 : Accurate, extended, Easy, Limited to extended, Uncontrolled ) · 36 point/s


Advantages ( 30 pp)
All out attack 1 , Diehard 1 , Close attack 1 , Evasion 1 , Fast grab 1 , fearless 1 , Great endurance 1 , Imp. Aim, critical (all damage array) 3, grab, hold, initiative3 10 , Instant up 1 , Interpose 1 , Move-by action 1 , Power attack 1 , Precise attacl (all) 4 , Ranged attack 1 , Takedown 2 , Ultimate effort (Toughness save) 1 , Uncanny dodge 1.


Skills ( 47 pp)
Acrobatics 10 (+ 18 ), Deception 0 (+ 0 ), Athletics 14 (+ 24 ), Expertise( Warfare ) 10 (+ 14 ), Insight 10 (+ 14 ), Treatment 10 (+ 10 ), Persuacion 0 (+ 0 ), Technology 0 (+ 0 ), Close (unarmed) 0 (+ 12 ), Sleight of Hand 0 (+ 12 ), Perception 10 (+ 14 ), Intimidation 20 (+ 20 ), Investigation 0 (+ 0 ), Stealth 10 (+ 18 ).


Offence
Initiative: 12
Xífos + 13 Attack for DC: 26 Range: Melee ( Affect insubstantials, Multiattack Penetrating )
Kontári + 13 Attack for DC: 26 Range: Ranged ( Affect insubstantials, Homing 3, Penetrating, Secondary effect )
Tóxo + 13 Attack for DC: 26 Range: Ranged ( Affect insubstantials, Homing 3, Multiattack , Extended range (200-400-800 ft) )
Aspída + 13 Attack for DC: 26 Range: Melee ( 1: Vulnerable, 2: Stunned. Reaction. )
Grab + 13 Attack for DC: 25 Range: Melee ( 0 )
Unnarmed + 13 Attack for DC: 25 Range: Melee ( 0 )

Defence ( 16 pp)
Parry: Rank ( 0 ) + Feat/power ( 2 ) + Equipment ( 0 )= 14
Dodge: Rank ( 4 ) + Feat/power ( 2 ) + Equipment ( 0 )= 14
Toughness: Feat/power ( 2 ) + Equipment ( 0 )= 10
Fortitude: Rank ( 4 ) + Feat/power ( 0 ) + Equipment ( 0 )= 12
Will: Rank ( 8 ) + Feat/power ( 0 ) + Equipment ( 0 )= 12
Last edited by Evolución on Mon Jun 24, 2013 7:34 am, edited 1 time in total.

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Re: Metamoon OOC and Characters

Postby Hound » Wed Jun 19, 2013 11:18 am

Richard "Dickie" Swift, The Shade
Description:
Age: Approximately 200 years old.
Gender: Male
Height: 6'2"
Weight: 170lbs.
Eyes: Brown
Hair: Black
Image
PL 12: 261 PP
Abilities: 54 PP
STR 02
STA 03(08)
DEX 03
AGI 03
FGT 04
INT 04
AWE 04
PRE 04

Combat:
Initiative: +3
Melee Attack: +4 Unarmed (DC 17)
Range Attack: +10 Shadow attacks

Defenses: 25 PP
Dodge 3+7=10
Parry 4+6=10
Toughness 11+3=14
Fortitude 8+3=11
Will 4+9=13

Skills: 39 PP
Deception 6 (+10),
Expertise: [Art] 6 (+10),
Expertise: [History] 6 (+10),
Expertise: [Literature] 6 (+10),
Insight 8 (+12),
Investigation 3 (+7)
Intimidation 6 (+10),
Perception 8 (+12),
Persuasion 6 (+10),
Ranged Combat: [Shadow Control] 9 (+12),
Slight of Hand 7 (+10)
Stealth 11 (+14)

Feats: 14 PP
Accurate Attack,
Benefit 3 (Millionaire),
Contacts,
Diehard,
Fearless,
Great Endurance,
Improved Disarm,
Power Attack,
Takedown 1
Languages 3 (French, German, Italian, Latin)

Powers: 129
Shadow Connection:
• Enhanced Stamina 5, Immortality 10, Immunity 13(Aging, Critical Hits, Life Support), Senses 2: Dark Vision, Protection 6 • 51 Points

Shadow Control: Array • 66 + 6 Dynamic Alts = 78 points
Shadow Gate: Teleport 15 (120 miles), Extended (32,000 miles), Portal, , Medium—Shadows or Darkness and Linked Movement 2 (Dimensional Travel 2 (Shadowlands and related dimensions)), Portal, Medium—Shadows or Darkness • 66 points
Shadow Attacks: Ranged Multiattack Damage 12, Indirect, Precise, Variable Descriptor (Slashing, Piercing, Bludgeoning), Dynamic • 2 points
Shadow Body: Insubstantial 2, Precise, Subtle Dynamic • 2 points
Shadow Constructs: Continuous, Moveable, Create 12, Dynamic • 2 points
Shadow Mantle: Concealment 4 (All Visual), Precise, Shapeable Area 10 (2 cubic miles), Dynamic • 2 points
Shadow Shields: Deflect 12, Dynamic • 2 points
Shadow Snare: Ranged Cumulative Affliction 12 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Resisted by Dodge, Limited Degree, Reversible, Dynamic • 2 points

Complications:

An Adventure, not a Hero: Though quick to defend what he loves, and he loves a great deal many things, the Shade is not a typical hero. He prefers to call himself an adventurer.

Reputation: The Shade fought on the wrong side of the law for a long time. Most heroes and law enforcement agents, particularly older ones, have a difficult time trusting him.

Love[Hope O'Dare]: Shade has fallen hopelessly in love with Hope, but she is uncertain, do to fear regarding her aging and his immortality.

Killer: If a person is evil, Shade has little concerns about killing them, however some heroes are quite against it.

Emotional Attachment: Shade is very attached to Opal City and goes to great lengths to keep it safe.

A Gentlemen and a Scholar: Shade is a gentlemen, has his own sense of honor, and cares a great deal about art and history.

Adopted Daughter("La Sangre" Isabella Swift): In 1954 Shade saved the life of a newborn baby from vampires, her family already killed, however the girl was already bitten. Shade raised her for many years, when she turned 15 she stopped aging. She now fights crime. Despite being a vampire she is a good person, she says she has a soul, and prays to god every day. Shade loves and protects her as if she was his own flesh and blood daughter.

Family[Cladecott]: The Shade rarely, if not at all, interacts with the Cladecott family, but for some odd reason has gone to great lengths to protect them.

History:

When the armada arrived, the world panicked. Shade cared only about two things, protecting Opal City, and Hope O'Dare. However do to do that, he had to defend the whole earth. He joined forces with what remained of the heroes of the world and did his best to defend the world, however when it was clear that the would not win, and the crust of the world began to crack and rip in half, he abandoned the fight and returned to Hope O'Dare.

He scooped her, her family, the Cladecott family, and La Sangre and took them into the Shadowlands, the only place they would be safe.

They watched as the world died, Hope urged Shade to help the survivors, but he insisted if he didn't stay, the inhabitants of the Shadowlands would rip everyone else apart.

To their amazement two new figures arrived, and after few brief moments the earth was returned, albeit scarred and maimed. The Armadas were gone. Shade returned the O'Dares to earth to find it changed forever...

Last edited by Hound on Wed Jun 19, 2013 9:25 pm, edited 3 times in total.
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Re: Metamoon OOC and Characters

Postby Walking Dad » Wed Jun 19, 2013 2:01 pm

MARTIAN MANHUNTER (II) PL 12 PP 261
Real Name: T'ill A'll

Image

STR 14
STA 7
AGL 0
DEX 2
FGT 2
INT 2
AWE 5
PRE 1

Powers
Natural density: Growth 2 (Density, permanent, Innate) • 5 points
Martian Durability: Immunity 13 (Life Support, aging, Critical Hits); Protection 7 • 20 points
Multilingual: Comprehend 2 (all languages) • 4 points
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 point
Martian Senses: Super-Senses 8 (Extended Vision 2, Darkvision, Vision Penetrates Concealment) • 8 points
Martian Strength: Power-lifting 4 (Lifting Str 18; 6,000 tons) • 4 points
Martian Mobility: Flight 13, Movement 3 (Permeate 2, Space Travel 1)), Quickness 8 • 40 points

Green Martian Powers: Array (40-point), Dynamic • 40 points
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 1 points
• Offensive Telepathy: Mind Reading 12 (Cumulative, Effortless, Subtle 1), Communication 1 (Mental, 100 feet; Extra: Subtle 1, Dynamic) • 2 points
• Mind Manipulation: Affliction 8 (Perception range, cumulative, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)) Dynamic • 2 points
• Mental Detection: Senses 10 (Detect (Minds) [Extended 4, radius, precise, accurate, acute] • 2 points
• Martian Vision: Ranged Damage 14 (force), Dynamic • 2 points
• Intangibility: Insubstantial 4 (Phasing, affected by fire), Dynamic • 2 points
• Increased Density: Impervious Toughness 14 Sustained, Dynamic • 2 points
• Invisibility: Visual Concealment 4, Dynamic • 2 points
• Shapeshifting: Morph 4 (same mass), Dynamic • 2 points
Total: 57 PP

Advantages
Favored Environment: Aerial, Improved Initiative 2, Luck 2, Move-Bye Action, Power Attack

Skills
Close Combat (Unarmed) 8 (+10), Deception 10 (+11), Insight 5 (+10), Intimidation 6 (+7) Perception 5 (+10), Ranged Combat (Martian Vision) 8 (+10), Stealth 9 (+11), Technology 3 (+5), Vehicles 4 (+6)

Offense
Initiative +6
Martian Vision +10 Ranged, Damage 14
Unarmed +10 Close, Damage 14

Defense
Dodge 10 Fortitude 12
Parry 10 Toughness 14
Will 12

Power Points
Abilities 58 Skills 24 Powers 139 Defenses 32 Advantages 7 Total 261

Complications
Motivation (Acceptance): Both to the public, as a new hero and to those who know his true nature, as a sample that not all White Martians are savage, power-mad and bloodthirsty.
Reputation: He is a member of the White Martians. Those who know of the White Martians consider them savage, power-mad and bloodthirsty.
Phobia: Afraid of flames.
Power Loss: Close to flames, his powers are reduced accordingly. The actual extend is up to the GM as it also greatly varies in the comic source.

Background:
Till'all was one of at least ten White Martian refugees who crash landed on Earth several years ago (due in large part to the machinations of the Green Martian, Cay'an). Like the others, Till'all believed that he was actually of the Green Martian race.
Till'all and his father, Mica'kel, were rescued from captivity by J'onn J'onzz, the Martian Manhunter. J'onzz provided them with a safe house at the abandoned Middleton Estates in Pennsylvania. Till'all was the youngest of the surviving group and was the least embittered by their trials. Till'all attempted to mingle with human society, but as his powers had yet to fully return to him, he accidentally allowed two humans to see his Green Martian form.
Shortly thereafter, Till'all's memories began to return to him and he reverted to his original White Martian appearance. When he learned about the accidental death of his father, Till'all went berserk, blaming J'onzz for his father's demise. After a brief struggle, J'onn managed to calm him down and pledged that he would help keep Till'all safe.
Till'all trained with his adopted uncle J'onn and later with his adopted cousin, Miss Martian. Being more introverted than her, he decided to not join a team or go public at all. Like J'onzz humble beginnings, he decided to act in secret, using his natural ability to become invisible. He tried to avoid the centers of Superhuman population and worked most often in the Southern Hemisphere. He later adopted a variety of superhuman identities, the best known being the Dreamtime Spirit in Australia.
When the big attack started and the Watchtower was destroyed, he decided to take then mantle of the Martian Manhunter to honor the man that helped him to find a new home. He assumed the guise J'onn used at the time they met first and tried his best to keep up.
Last edited by Walking Dad on Fri Jun 21, 2013 12:20 am, edited 1 time in total.
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Re: Metamoon OOC and Characters

Postby Bladewind » Wed Jun 19, 2013 5:32 pm

I will be updating the build presently...

The blonde heroine struggled against her sisters who held her down as the Purple Ray passed over her injuries. They were severe and even the techno-mystical energy beam required several passes. All around them, the sounds of explosion and battle echoed.

Half delirious from the pain, itching to get back into the fray and help however she could, the bright sky suddenly gained an Emerald Hue. When she finally managed to get up from the table where she was being tended, the demi-goddess knew that it was simply too late. Still, she launched herself into the air to rejoin Superboy in the defense of her home but he was nowhere to be seen...

And then she looked up to see the Earth hanging in the sky and was bewildered...

With no sign of her friends, family or boyfriend the Amazon slowly sank to the grounds of Themiscyra. She collapsed to her knees, sobbing. When she was found by Phillipe, Cassandra vowed to find out what happened and to be better prepared if something like that ever happened again.

She didn't know why she had been spared when Conner, Diana, Donna and all the others weren't but she knew that she had to use that chance to help whoever else had survived...


Wonder Girl
PL12/ 261 PP


Image

Wonder Girl
PL12


Abilities
Strength 14,
Stamina 10,
Agility 8,
Dexterity 4,
Fighting 7,
Intellect 1,
Awareness 2,
Presence 3

Powers
Scion of Zeus:
Soaring: Flight 10,
Strength of Zeus: Power-Lifting 3 [(Enhanced Strength 3, Limited to Lifting - 3.2 ktons)],
Sleeper Hold: Affliction 12 [Resisted and Overcome by Fortitude (Dazed, Stunned, Incapacitated); Progressive; Grab-Based]
Alt: Massive Knockback: Move Object 12 [Close, Limited to Flinging Targets Away, Limited to Strength Damage]
Alt: Bracing: Immunity 10 [Being Moved; Sustained]
(49 points)
Lasso of Lightning:
Extended Reach: Elongation 1 [Flat - Enhanced Advantage - Fast Grab],
Magic Lasso: Damage 12 [Ranged; Checked Required (Grab); Removable -2, Improved Grab],
Hog Tie: Affliction 12 [Hindered/ Vulnerable, Defenseless/ Immobile, Incapacitated/ Paralyzed; Extra Condition, Cumulative; Check Required (Grab)]
(37 points)
Amazonian Bracers:
Bullets: Deflect 8 [Reflect, Redirect; Limited to Projectiles]
Alt: Bracelets: Impervious 20 [Toughness; Sustained; Removable (-4)]
(17 points)

Equipment

Advantages
Attractive 1,
All-out Attack,
Accurate Attack,
Defensive Attack,
Defensive Roll 2,
Improved Disarm,
Improved Grab
Improved Hold,
Improved Trip
Interpose
Move-by Action
Power Attack,
Precise Attack 2,
Ranged Attack 4
Takedown 2
Teamwork

Skills
Acrobatics 4 (+12),
Athletics 1 (+15),
Close Combat: Unarmed 3 (+10),
Close Combat: Sword/ Spear 5 (+12),
Deception (+3),
Expertise: Mythology 3 (+4),
Insight 4 (+6),
Intimidation (+3),
Perception 5 (+7),
Persuasion 5 (+8),
Ranged Combat: Lasso 4 (+12),
Stealth (+8)

Offense
Initiative +8
Magic Lasso +12, Damage 12
Unarmed +10, Damage 14
Sword/ Spear +12, Damage 0"

Defense
Dodge 12,
Parry 12
Toughness 12 (Def Roll 2),
Fortitude 12,
Will 12

Power Points
Abilities 98 + Powers 103 + Advantages 22 + Skills 17 + Defenses 21 = Total 261

Complications
Relationship: Romantic relationship with Superboy.
Responsibility: Feels responsible for taking charge.
Survivor Guilt: So many heroes died or went missing while Cassandra convalesced. Occasionally she has difficulty dealing with it.

Design Notes
:arrow: Updated to be a more than decent fighter. Tweaked the Lasso. Like it more, but not completely.
:arrow: Wonder Girl in the New 52 is a character I decidedly do not like and thus as presented is Cassandra before Infinite Crisis.
:arrow: I have not finished with points yet, but this is a good place for the moment. I did not add crazy "Supergirl-style" attacks, instead adding to the current powerset.
Last edited by Bladewind on Mon Jul 01, 2013 7:22 am, edited 3 times in total.

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Re: Metamoon OOC and Characters

Postby Arkrite » Wed Jun 19, 2013 8:21 pm

Anthony "Tony" Anderson - Green Gauntlet - PL 12

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

Advantages
Connected, Evasion, Luck 2, Ranged Attack 4, Teamwork

Skills
Athletics 6 (+8), Expertise: Farming 3 (+4), Expertise: Firefighter 9 (+10), Insight 3 (+7), Investigation 2 (+3), Perception 8 (+12), Persuasion 5 (+6), Technology 3 (+4), Treatment 6 (+7), Vehicles 9 (+9)

Powers
Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
Force Armor
. . Enhanced Trait: Enhanced Trait 22 (Linked; Traits: Dodge +8 (+12), Parry +8 (+12), Fortitude +6 (+10))
. . Force Field: Force Field 10 (Linked; +10 Toughness)
. . Impervious Defense: Impervious Toughness 12
Immunity: Immunity 10 (Life Support)
Mass Transport
. . Blast: Blast 12 (Alternate; DC 27; Accurate 4: +8)
. . Create: Create 12 (Alternate; Volume: 4000 cft., DC 22; Movable)
. . Immunity: Cylinder Area Immunity 10 (Linked; Life Support; Affects Others Only, Cylinder Area: 30 feet cylinder)
. . Move Object: Cylinder Area Move Object 6 (Linked; 3200 lbs.; Cylinder Area: 30 feet cylinder, Selective)

. . Move Object: Move Object 13 (Alternate; 200 tons; Accurate: +2)
Movement: Movement 2 (Safe Fall, Space Travel 1: within solar system)
Senses: Senses 6 (Analytical: Detect Energy, Analytical: Detect Magic, Detect: Energy 1, Detect: Magic 1, Ranged: Detect Energy, Ranged: Detect Magic)

Offense
Initiative +0
Blast: Blast 12, +12 (DC 27)
Grab, +4 (DC Spec 12)
Move Object: Cylinder Area Move Object 6 (DC 16)
Move Object: Move Object 13, +6 (DC 23)
Throw, +4 (DC 17)
Unarmed, +4 (DC 17)

Languages
English

Defense
Dodge 12/4, Parry 12/4, Fortitude 10/4, Toughness 12, Will 14

Power Points
Abilities 28 + Powers 139 + Advantages 9 + Skills 27 (54 ranks) + Defenses 16 = 219

Anthony "Tony" Anderson lived a fairly average life in a world inhabited by gods, aliens, magic and superhuman powers.
He was raised in Smallville on the family farm, played football in high school, dated a cheerleader (amongst others), and generally led an idyllic if uneventful life. His primary dream was to be a professional football player, but as school came to an end it became more and more apparent that he lacked the natural athleticism and talent that he'd need to make it to the big leagues.

This left him in a dilemma. While he had excelled in sports, he'd allowed his academics to slip and fall to levels that wouldn't allow for a meaningful college or university degree. He had multiple oppertunities for local careers in the trades, or failing that minimum wage careers.

But Tony didn't want to remain in Smallville, he didn't want to have a job he felt would be inconsequential, and he wanted to help people. Not just because it would be a meaningful way of spending his time, and thus an argument against people who told him he'd never amount to anything with his antics, but because he honestly wanted to help people.

His options seemed to be limited down to three options. The military was the obvious choice but Tony didn't have the temperament he thought would be needed for that career. Police was another one, but again he wasn't sure he could handle dealing with the worst parts of humanity on a daily basis. Firefighting, on the other hand, would play to his strengths. It required a high level of athleticism, the ability to work well in teams, an ability to think on one's feet, and an ability to work under stress.

Three years of part time jobs and necessary prerequisite training later Tony joined the Metropolis Fire Department. He excelled finding a good home and surrogate family in the fire department. In spite of the many strange and unusual calls that came with being in a large city populated with superheroes, he found the job rewarding and fulfilling, if sometimes a bit terrifying.

When the disaster hit Tony's department, and any other emergency response unit, was running flat out with anything they had available to put out fires, rescue the injured, and dig buried victims out from collapsed buildings. The only saving grace they had was that in spite of all the disaster that had happened they did still have access to power and water.

The fire department was runing flat out during and after the attack doing everything they could. They were fighting fires, helping people out of car wrecks, giving basic first aid until an ambulance could arrive, and trying to help dig survivors out of the rubble. Then, twenty minutes after the world had shifted disaster struck. They received a call about a house fire with the occupants believed to still be inside. During their entry into the building the floor collapsed beneath them, sending Tony and two others falling into a hidden basement.

Complication (Duty/Responsibility) - Tony is a member of the Metropolis Fire Department and one of their first responders for emergencies.

Complication (Weakness) - Tony's powers are unable to affect objects constructed of wood in any way.

Complication (Motivation: Acceptance) - Tony's parents, and some of his friends, all insisted he was wasting his future focusing on football. Tony's drive to find a job where he meaningfully impacted the lifes of people around him was driven by his desire to prove that he hadn't ruined his life by not achieving academic success.

Complication (Motivation: Doing Good) - Tony, on a base level, likes helping people.

Complication (Family) - Tony's family (and almost everybody he knew growing up) died when Smallville was destroyed, as with most of the planet. Like most of the survivors he hasn't had time to really come to grips with this loss.

Complication (Secret) - Tony doesn't know where the gauntlet came from, who owned the house, or even what happened to Alan Scott, who had a similar set of powers.

OOC: Banking about 42 points for future growth.

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Re: Metamoon OOC and Characters

Postby Weyrd » Thu Jun 20, 2013 9:12 am

Tempest PL12
261/261pp

Image

Abilities:
Str 9
Sta 8
Agl 3
Dex 4
Fgt 7
Int 2
Awe 4
Pre 2

Powers:

Aquatic Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision) • 6 points

Magic Array: (35 points)
Magic Eye Blasts: Ranged Damage 14 (Accurate 3)
AE - Move Water: Damaging Move Object 9 (Quirk: Medium Required (Water), Split, Accurate 3)
AE – Boil: Sustained Ranged Area (Burst) Damage 5 Linked Environment 3 (120 ft Extreme Heat) Limited Environment: Aquatic
AE - Call the Storm: Envrionment 6 (900 ft, Impede Movement by 2 ranks, -5 to perception checks)
AE – Ice prison – Snare 10 (Quirk: Target must be in or near wet area, Accurate 2)

Poseidon’s Trident: (Easily Removable) 16pp – 6pp = 10pp
Enhanced Trait: Move Water 5
AE – Strength based Damage 3, Reach 1, Accurate 2 Linked: Enhanced Trait Improved Disarm, Takedown, Close Combat

Ocean Pearls (Removable) 35 – 7 = 28
Create 7 (Limited: Cannot support weight or trap, Quirk: Shape determined by environmental containers Quirk: Must be submerged to offer cover/concealment, Permanent) Linked: Simultaneous Area (Burst) Nullify 10 (Fire Effects, Alt Resist: Fort)

Sonar: (15pp)
Ultrahearing, Extended 1, Accurate (Ultrasonic Auditory), Distance Sense, Tracking 2 Linked Communication: Ultrasonic 2


Swimming 9 (250 MPH) (11 points)
DAE - Leaping (Usuable coming out of water)

Extended Magical Awareness (Mental) 2pp


Advantages:
Accurate Attack
Power Attack
Animal Empathy,
Move by action
Defensive Roll 2,
Favored Environment (Aquatic)
Ritualist
Luck 2
Improved Grab
Chokehold

Skills:
Acrobatics 6 (+9),
Athletics 6 (+15),
Close Combat: Unarmed 5 (+12),
Expertise: Magic 11 (+13),
Insight 7 (+11),
Intimidation 7 (+9),
Perception 7 (+11),
Ranged Combat: Snare 6 (+10),
Stealth 5 (+8 )

Offense:
Initiative +3,
Magic Eye Blast +10 (Damage 14)
Move Water +10 (Damage14),
Unarmed +12 (Damage 12)
Snare +14 (Effect Rank: 10)

Defense:
Dodge 14,
Parry 14,
Fortitude 11
Toughness 10
Will 13

Complications:
Rivalry - Aquaman: Aquaman and Tempest butted head many times in the past, even though they had similar priorities. Now that Aquaman has passed and become a legendary savior of the people, Tempest has conflicted emotions. He respects Aquaman and his sacrifice, but resents him for "abandoning" his people. He would definitely not like being compared to him.

Relationship- Dolphin: Was in a romantic relationship with Dolphin before the catastrophe, doesn't know if she survived or not.

Weakness: Like many Atlanteans, Tempest dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Prejudice: Like many Atlanteans, Tempest has a less than positive view of surface worlders due to their abuse of the oceans and seemingly self-obsession with their own problems.


Totals: Abilities 78 + Powers 113 + Advantages 12 + Skills 27 + Defenses 31 = 261


Background:

Like his mentor, Aquaman, Garth was exiled from Atlantis as a child. He was banished for having purple eyes, which were considered a sign of genetic inferiority. Garth’s eye color was really an indication of his sorcerous potential. The son of the rulers of the Idyllists, a pacifistic Atlantean colony, Garth became Aquaman’s ward and sidekick, Aqualad. It was during this time that Aqualad met Tula, the young ward of the previous Atlantean king, and the two began a romantic relationship.
Estranged from his mentor in the wake of Tula’s death, Garth sought out the truth surrounding his origins. He trained with the immortal Atlantean sorcerer Atlan and unlocked his own mystical potential. Donning a new uniform based on the Idyllist flag, Garth adopted the name Tempest. His ongoing relationship with Aquaman has been stormy. Both have sought to protect Atlantis, but they have also come into conflict, namely when Aquaman’s lover Dolphin left him to be with Tempest.

Then came the invasion…

They were being pushed back toward Poseidonis. Slowly but surely they were losing ground. “Where the hell is Aquaman!” Tempest yells as he blasts another invader with a barrage of magical bolts. He of course knew that Aquaman had run off somewhere at request of the league. But that had seemed like forever ago and he hadn’t been heard from since. His kingdom was in danger, he needed to be here defending it. Not off running errands for the surface-worlders. Two large ships approach and Tempest push a current of water to crash them together. The resulting explosion seemed to shake the world. That wasn’t me, Tempest thought. All of a sudden the seas became violent and Tempest was thrown about. Never before had the sea been so turbulent that he was helpless against their current. Eventually the see settle and in the distance a shining green energy barrier could be seen and beyond that looked to be stars…although that was impossible. It wasn’t long till the seas became violent again and when they finally subsided for a second time the energy barrier was gone. Tempest decided to go topside to find out what had happened. When he breached the surface of the water he was greeted by an impossible sight, the Earth hanging above them. Crazy as it sounded he, along with the ocean, was on the moon. “Poseidonis,” he said with concern and he swam off to check if it had survived the move.
Last edited by Weyrd on Thu Jun 20, 2013 7:45 pm, edited 4 times in total.

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Re: Metamoon OOC and Characters

Postby Israfil » Thu Jun 20, 2013 11:32 am

Hawkman

Abilities:
Strength 7 (5), Stamina 6, Agility 5, Dexterity 3, Fighting 11, Intelligence 3, Awareness 4, Presence 2

Advantages:
All-out Attack, Assessment, Beginner's Luck, Defensive Roll, Equipment 3, Favored Environment (Aerial), Improved Critical (Mace), Improved Disarm, Improved Initiative, Improved Smash, Inventor, Jack-of-all-trades, Languages 3 (Ancient Egyptian, German, Japanese, Thanagarian), Leadership, Move-by Action, Power Attack, Quick Draw, Ranged Attack 10, Startle, Takedown 2, Uncanny Dodge

Skills:
Acrobatics 6 (+11), Athletics 2 (+9), Close Combat: Archaic Melee Weapons 3 (+14), Close Combat: Unarmed 4 (+15), Deception 6 (+8), Expertise (History) 8 (+11), Expertise (Law Enforcement) 4 (+7), Expertise (Tactics) 6 (+9), Insight 6 (+10), Intimidation 6 (+8), Investigation 5 (+8), Perception 8 (+12), Stealth 4 (+9), Technology 6 (+8), Vehicles 4 (+7)

Powers:
Avian Empathy: Communication 1 (Auditory), Area, Limited to Avians; Feature 1 (Birds accept him as one of their own) • 5 points

Nth Metal Wing Harness: Removable (-5 points), Indestructible
-Enhanced Strength 2, plus Enhanced Strength 2, Limited to lifting and carrying (Lifting Strength 9; 12 tons)
-Flight 7 (250 mph), Wings
-Immunity 3 (Cold, Heat, Pressure)
-Protection 3
-Regeneration 10
-Senses 1 (Extended Vision)• 25 points

Reincarnation: Immortality 1, Reincarnation (May re-distribute power points)• 3 points

Nth Metal Helm: Removable (-7 points), Indestructible, Selective
-Immunity 20 (Mental Descriptor)• 33 points

Claw of Horus: Removable (-5 points), Indestructible
-Strength-based Damage 6 (Bludgeoning)
Gravity Manipulation Array
-Gravity Field: Burst Area Move Object 11 (gravity), Limited to pulling downwards
ae-Null-G Field: Burst Area Move Object 11 (gravity), Limited to lifting upwards
ae-Upalanche: Ranged Cloud Area Damage 7 (bludgeoning) • 25 points


Equipment:
Archaic Weapons Arenal: Array (5 points)
- Net: Affliction 5 (Resisted by Dodge; Hindered & Impaired, Immobile & Defenseless), Limited Degree, Extra Condition (5ep)
- Mace: STR-based Damage 3 (Bludgeoning)
- Katar: STR-based Damage 3 (Piercing), Improved Critical, Intimidating (+2 bonus to Intimidation checks)
- Knife: STR-based Damage 1 (Piercing), Improved Critical
- Spear: STR-based Damage 1 (Piercing), Reach

Medium Shield: Enhanced Defense 4 (Dodge 2, Parry 2)

Offenses:
Initiative +9
Unarmed +15, Damage 7
Knife +14, Damage 8, crit. 19-20
Mace/Katar+14, Damage 10, crit. 19-20
Spear +14, Damage 10, Reach
Net +14, Affliction 5, Resisted by Dodge
Claw of Horus +11, Damage 13

Defenses:
Parry 13/11*, Dodge 13/11*, Toughness 11/10**, Fortitude 12, Will 12

*Without Shield
**Without Defensive Roll

Power Points:
Abilities 78 + Advantages 33 + Skills 39 + Powers 91 + Defenses 20= 261pp

Complication:

Relationship: Most of Hawkman's incarnations have had an ongoing romantic relationship with either Hawkgirl or Hawkwoman

Identity: Hawkman's multiple incarnations can occasionally complicate his life and confuse his allies. He may run into other versions of himself or run afoul of Thanagarian spies seeking to clandestinely remove him from action so they might themselves pose as Hawkman.

Prejudice: Even though he fought against the Thanagarians, a majority of people highly distrust Hawkman for being one of them.

Enemy: The Thanagarians


Cater Hall never would have dared to imagine such a move on the Thanagarians' part. Allying themselves with Darkseid seemed unreal, something that would only come out of a nightmare, and yet there they were, seeking to destroy his home.

There were too many of them to take on, even with the might of all the Earth's heroes combined, but he had to try. Experience had taught him that these beings could not be treated with, the only language that they understood was violence. And so he fought, as he had so many times before in the myriad lives he had lived, alongside his beloved Shiera, secretly praying that he would have the chance to hold her just one more time after all this madness.

But then, like some terrible retribution from God, the Earth began to break. Maybe, Carter had thought as he looked on, just maybe they would see each other on a different planet in a different life.

Having had cleared most of the invaders from the outskirts of the city, the husband and wife went to embrace one another for the final time… when an emerald barrier dropped down between them and he watched her fall away into the abyss.


Reset Hawkman to the original fatty 197 point build that is given in H&V vol.1 and added some stuff. Boosted his fighting skills and strength to make him PL 12 in combat, and then added what is essentially a Magneto helmet and a watered down (non-cannon?) Claw of Horus to manipulate gravity to a small degree.
Last edited by Israfil on Thu Jun 20, 2013 9:49 pm, edited 1 time in total.

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Re: Metamoon OOC and Characters

Postby cobalt-blue » Thu Jun 20, 2013 11:46 am

That is fine.

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Re: Metamoon OOC and Characters

Postby Walking Dad » Thu Jun 20, 2013 2:27 pm

Just realized the helmet... would it also block friendly telepathic contact? Checking flight speed shows MM at 13 and Hawkman at 7.
English isn't my native language. Have patience, please.

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Re: Metamoon OOC and Characters

Postby cobalt-blue » Thu Jun 20, 2013 2:42 pm

Just pointing out that you are much faster than Hawkman. You crossed almost 800 (1287 km) miles in 3 minutes. He could only fly 12 and a half miles (20 km) in three minutes.

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Re: Metamoon OOC and Characters

Postby Arkrite » Thu Jun 20, 2013 2:48 pm

I believe the rules as written would indicate that immunity means even the beneficial stuff won't work.
Though I think Hawkman has enough points to drop a 1 point feature to allow the communication aspect of telepathy, assuming the GM is okay with it.

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Re: Metamoon OOC and Characters

Postby Hound » Thu Jun 20, 2013 2:58 pm

Arkrite wrote:I believe the rules as written would indicate that immunity means even the beneficial stuff won't work.
Though I think Hawkman has enough points to drop a 1 point feature to allow the communication aspect of telepathy, assuming the GM is okay with it.



I think he would have to buy the "Selective" feature. Selectively allowing the Martian Manhunter to communicate with him.
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Re: Metamoon OOC and Characters

Postby cobalt-blue » Thu Jun 20, 2013 3:26 pm

yes, he'd need to purchase "selective" on it.

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Re: Metamoon OOC and Characters

Postby cobalt-blue » Thu Jun 20, 2013 5:38 pm

Please check your gmail accounts. I'm sorry, but the form I sent you did not work the way I thought it was going to. Actually, it didn't seem to work at all. However, I just made my campaign planner available to each of you to be able to edit. If you would go to it and click on your character and fill in the appropriate information, I would appreciate it. This SHOULD be the last time I ask this. And feel free to look around the form for you own use some times.


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