Watchtower Setting Thread

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Watchtower Setting Thread

Post by heretic454 » Fri Mar 30, 2012 10:02 pm

This is the Watchtower Settings thread. Here's where all the info for the play by post game will be.
Table of contents:
Timeline
Villain Groups:
The Society

Places and Things:
The Lighthouse


Teams
Watchtower:
A-Bomb
Paladin
Pele
Operative


Watchtower: The Sentinels:
Crystal Titan
The Equal
The Gorilla
Myst
Relentless
Ursus

Allies
Jeremy St. James (Crackdown)
Lieutenant Coetzee (coming soon)
Last edited by heretic454 on Wed Apr 25, 2012 8:35 am, edited 12 times in total.
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Re: Watchtower Setting Thread

Post by heretic454 » Fri Mar 30, 2012 10:02 pm

Initial Concept
Watchtower:

Until 1935, this world looks very much like ours. So what is different? In 1935 the first meta humans were created. The first two, one by the US Army, and one Ubermench created by the Nazi Party, threatened to change the way wars were fought. But the process of creating a meta human proved unstable, and with their creation, the wave of meta humans began to spread. Some spontaneously gained power, others, born after 1935, this power came naturally to them. Either way the world changed. Meta human involvement in WWII changed the way wars were fought, and won, and the Allies eventually won the war with VE day first and then the traumatic dropping of the atomic bomb (which proved that Meta humans weren’t the only ones with power) next.

The most conservative estimates put natural meta humans (either born with power or spontaneously generating them at a later date) at about 1 in 10,000, and more liberal estimates closer to 1 in every 1,000. Either way these account for all meta humans, but not all meta humans are created equal. Meta humans with significant power is probably closer to 1 in every 10 million people, although the more powerful meta humans tend to stay concentrated in urban areas.

In 1965the way the world saw Meta humans changed when, for the first time, powerful meta humans banded together to form the Guardsmen, a great super team designed to be the first and last line of defense against world wide catastrophe. Tensions between the UN, and the developing nations and the Guardsmen built when claims that the Guardsmen were primarily western and industrial, and post industrial, world and ignored problems in Africa, Asia. China and Russian simply claimed that they were a tool to eventually turn the cold war into a hot one.


When the Berlin wall fell in 1989, the Guardsmen also fell apart, either due to infighting or simply because they felt they weren’t as needed. Since 1989, the world has been without a premier super team, and for the most part they haven’t been missed.

That’s until now. In the last thirty four days the worlds most powerful psychics and precognitions have turned up dead, mostly of natural causes. However, each one has left a message in their wake, written or otherwise. It is always the same message, and in fact only one word long. “Transendence”.

No one knows what this means. No one knows if it isn’t a super villain trying to eliminate any possibility of having plans disrupted in the early stages, or something more sinister. Either way this cannot be a coincidence, and the powerful have taken notice. Nations have begun to come together in an unprecedented way (although they still do not trust each other) since these deaths have ignored race, religion and boundaries. These losses have hit the superhuman community hard as well, and the most powerful of them have come together for the first time in over twenty years. They call themselves “Watchtower”.

They do not know what is coming. But they are watching. And we are waiting.
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Re: Watchtower Setting Thread

Post by heretic454 » Fri Mar 30, 2012 10:04 pm

World Timeline


1931: Daniel Todd becomes the first costumed vigilante, calling himself “Judge”. He takes on mobsters in New York City.
1932: Project Lionhead goes into effect by the US Army.
1933: Adolf Hitler becomes Chancellor of Germany, secretly orders black ops against Project Lionhead
1934: Dr. Von Strauss defects to Germany with many of the documents pertaining to Project Lionhead.
1935: As a result of Von Strauss’s defection, and Project Lionhead, the first Metahumans are created. The American and Ubermenchen.
1938 – Germany invades Austria behind Ubermenchen
1939 – Germany sparks WWII behind their super soldier program.
1940 – With American help, the UK develops The Commodore, a metahuman with powers similar to The American
1941 – The US gets involved with WWII with the bombing of Pearl Harbor, and brings the largest army of Meta humans to the front.
1942 – Harold Baldwin becomes Bomb (later A-Bomb after the completion of the Manhattan Project) and is stationed in Northern Africa.
1945 – George Fletcher is found to be a Metahuman and assigned to a top secret task force of metahumans in the early stages of the plan for Normandy
1945 – Fletcher and Baldwin work together at the invasion of Normandy.
1945 – VE Day is declared and the bulk of Meta human forces are reassigned to the Pacific Theater.
1945 – “Little Boy” and “Fat Man” are dropped over Hiroshima and Nagasaki. James “The Equal” Mancini is born.
1945 – VJ day is declared.
1948 – The UN is formed, and Watchdog is formed as a regulation group against Meta humans as a global threat.
1950 – 1954 – Despite Metahuman involvement in WWII many are persecuted in the US because of the Red Scare.
1959 - Public sentiment against Metahumans dies down as A-Bomb stops a plot by Dr. Atomic.
1960 – “The Equal”’s powers manifest.
1963 – The first iteration of “The Guardsmen” is formed behind A-Bomb, Airman, Vigilante, Warthog and Bluster.
1963 – The first “Blue Palace” is built by Mancini which later becomes a financial empire for him. Multiple criminal activities are reported, but never verified.
1969 – Bluster is killed in the line of duty to stop a plan by Dr. Atomic to destroy Cape Canaveral.
1970 – The UN starts its own supergroup, also using the title “Watchdog”. Warthog joins due to his no longer being able to handle being a Guardsmen in the wake of Bluster’s death.
1971 – Bluster and Warthog are replaced by Halo and Kali
1974 – The Commandant is created, and he destroys the White Supremacist group in Michigan, violently and decisively. He goes on to kill several US officials before Operative puts him behind bars the first time.
1975 – Commandant makes contact with “Monster” behind bars and begins to hatch a plan for “The Society.
1979 – Commandant and Monster break out of Federal prison and quickly make contact with Dr. Atomic to form “The Society
1980 – Operative is asked to become a member of the Guardsmen because of his experience with Commandant.
1984 – The first major clash between the Society and The Guardsmen results in the destruction of the Guardsmen’s headquarters. They take up residence on an abandoned aircraft carrier.
1985 – “The Equal” and Carlton become immune to aging and poison.
1989 – Relentless becomes a costumed hero.
1989 – The Guardsmen decisively break the Society placing them back in Federal prison, and on death row. Quickly they turn around and provide Force Protection for diplomats in the wake of the Berlin Wall falling.
1990 – Relentless and others are asked to join a funded team with the provision that they are to submit to have their exploits filmed and broadcast on CBS. They agree. At first they are wildly successful.
1991 – The Guardsmen disband.
1992 – Master Arayal and Relentless’s team square off, with the satanic mage causing death and destruction on a massive scale. The team is either dead or terribly injured with Relentless being the only survivor to fully recover. A special investigation is tasked to look into wrongdoing on the part of Relentless or CBS. It fizzles as nothing is found.
1995 – Commandant, Monster and Dr. Atomic break out, but no one hears from them for several years.
1998 – Myra Braun becomes a player in the underground weapons market. Commandant asks her to officially become part of his New Society
1999 – Atlantis is discovered and diplomatic relations are started, and then quickly rebuffed. Atlantis and the UN have only fleeting contact over the years.
2000 –Tommy O’reilly is transformed into “The Gorilla”.
2000 – Of his own volition, “The Gorilla” is sent to prison to serve a 10 year sentence for aggravated assault and Meta Human Criminal Involvement.
2001 – 9/11 occurs. The US invades Afganistan
2002 – Hal Baldwin is killed in the line of duty
2002 – Myst comes into contact with UN regulators and a conflict ensues. She is placed into holding.
2002 – Ursus is put on trial for his crimes in Germany and convicted. He is to serve 25 years in prison.
2003 – The US invades Iraq under suspicion of a secret Metahuman and Nuclear -program. Paladin is created.
2003 - Myst is transferred to White Falls Special Maximum Security Prison, “Women’s Wing” by the UN.
2006 – The New Society first attacks a US forward operating base in Iraq, but quickly retreats stealing records and hacking computers.
2008 – China is attacked during the Olympic games by Dr. Atomic, but is stopped by Harold Baldwin, who happens to be attending.
2008 – The Gorilla is set free early for good behavior and remains on parole.
2009 – Iradei, an Atlantean fugitive, joins “The Society”.
2009 – Pele is created, and quickly proves herself against Iradei.
2010 – Monster attacks a dig location in sub-Saharan Africa, and is stopped by Paladin. It is unknown what it was looking for. Monster is stopped but somehow escapes.
2010 - Dr. Atomic resurfaces in Beijing but disappears shortly after attacking a university campus. It is unknown what he was after.
2011 – Crystal Titan comes out of nowhere in the Carribean and begins heroic activities. He hears many rumors of criminal activities possibly being tied to The Blue Palace Resort in Miami which leads him to suspect Mancini
2012 – Psychics begin to die. The UN creates a world wide task force to investigate.
2012 – Ursus is released early for good behavior. It is rumored that he was released as a favor someone was trying to curry favor with another unnamed hero.
2012 – Myst, is released and transported to an unknown location.
2012 – Myst, Crystal Titan, The Gorilla, The Equal, Ursus and Relentless are all recruited to form “The Sentinels
2012 – Operative, Pele, Paladin and A-Bomb decide to form a new group called “Watchtower” in order to combat the unknown threat that is killing psychics and precogs
Last edited by heretic454 on Sat Apr 21, 2012 9:10 am, edited 3 times in total.
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Re: Watchtower Setting Thread

Post by heretic454 » Fri Mar 30, 2012 10:12 pm

THE SOCIETY
Commandant:
Image
Jethro Teller was born into hate. The son of a vocal family in the White Power movement, he grew up on a ranch dedicated to the kind of survivalist character that made the movement dangerous. Growing up he had several advantages – he was always physically strong, but his greatest strength was that of his mind. It is thought that he has an intellect well into the genius range, and while there are those who are significantly smarter (usually in the superhuman range) there were few in his movement that had this kind of intelligence.
It was 1974 when Jethro signed up with the Sons of Confederate America. It was 1975 when he saw the strong possibility of creating a super soldier program for the Power Movement. The serum, based on the same serum that made “The American” during WWII, was successful and Jethro became Commandant. While the experiment was successful, it had an unintended side effect on the Power movement, however. Jethro grew up being told that he was simply better than everyone else. After gaining the kind of power that put him over almost everyone, he came to a conclusion – meta humans were the real one true race. He would be their leader.
Since that point, Jethro has become one of the most dangerous meta humans in the world, creating the powerful loosely knit group filled with some of the most dangerous meta humans in the world called “The Society”. He has long since moved on from embracing the rhetoric of the White Power movement, instead looking to peddle his message of hate against all of humanity. While others in the Society can see him as a loon, his intellect, tactical genius, and amazing track record in taking down the most powerful meta humans, he has the full support of the Society’s members.

Myra Braun
Image
Technologist who works as the Society's tech expert. Primarily introverted, super intelligent and probably one of the five best engineers on the planet, there is almost nothing that she can't imagine and then build.
Not fundamentally evil, Fraulein Braun is primarily motivated by mercenary interests. Money and power primarily interest her, she is primarily amoral. She has tangled with both heroes and villains plenty of times, and does not see herself within that kind of black and while continuum.
With all that being said, few, if any, have actually met Ms. Braun in person. She works primarily through a series of android counterparts that she controls via Virtual Remote Interface. In addition she controls a veritable army of robots designed as her personal protectors and strike team.
She primarily makes her money by supplying villains, and occasionally heroes she takes a liking to, with high quality utilities and weapons. Braun has been around since the mid nineties, when she first appeared on the scene as a member of the villainous "Society".

Dr. Atomic:
Image
When the US dropped the bomb on Japan during the Second World War, Russia knew that it had to get its nuclear program up and running, and producing good work. At the time the entirety of Russia's nuclear research committee was one Dr. Aleksandr Chekov. Driven, amoral, and incredibly intelligent, he was perfect as a head to the program, but under tight watch under the KGB.
Dr. Chekov had a revolutionary idea - Russia's weapon wouldn't be a bomb, but a man. And not just any man, but Chekov himself. His experiments were primarily with animals and were unethical as hell, but no one cared about ethics, they cared about results and Chekov had a history of getting them. So no one was surprised when Chekov showed promising advancement with granting a biologica organism control over Radioactive reactions.
What they shouldn't have been surprised about was Chekov's next move. Chekov was never a patriot, but a psychopath, and once he got the power, he began to exploit it. At first it seemed like a boon to NATO; a Russian scientist that began to attack entrenched Russian positions. Then he moved on to anyone that was in front of him. Whole towns were destroyed, all because this newly styled "Dr. Atomic" wished to rule the world, or at least his little part of it.
But his science had a terrible side effect - the radiation began to eat away at Chekov, until he was nothing but an empty husk of what he once was. The suit saved his life, and now he requires it to live - there's nothing more to him but a skeleton and bodily fluids held together in a near impenetrable suit. Over the years he has come back time and time again, his mad plans for world domination thwarted by different heroes. He helped createthe Society in eighties to combat the Guardsmen. Since then he has either been at the forefront planning their next move, or making his own for personal gain.

Monster
Image
It’s hard to describe Monster as a living being. It is, for lack of a better term, a force of nature. When captured it is kept under the prison at White Fall Special Maximum Security prison, but it is unknown if Monster is, or has ever been, human.
It appeared in 1971 and attacked Detroit, consuming pavement, buildings, cars and anything else that would get in its way. It attacked 14 other cities, each time disappearing as fast as it had appeared after doing untold amounts of damage. The Guardsmen took it down for the first time in 1975. Commandant found it while he found his escape pathways during the night time at Whitefalls, and found a way to communicate. Monster would be his right hand, his engine of destruction. He could simply point it in a direction and whole cities could disappear. Since then Monster has been at Commandant’s beck and call.

Iradei
Image
Iradei was the greatest Atlantean warrior of the modern age. It is a shame that her temper and her morality constantly get the best of her. Wanted for crimes against the Ancient Laws. Iradei fled the only home she’d ever known and came to the top of the waves.
Since coming top side, she has spent most of her time attacking and attempting to subjugate island nations on the Pacific Rim even going so far as to attack Hawaii and place it under her sole rule. These attempts have not gone well for her.
Commandant approached her , seeing her natural megalomanical tendencies could match well with his. They joined forces and she became the last full time member of the Society.
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Re: Watchtower Setting Thread

Post by Neo-Paladin » Fri Mar 30, 2012 10:47 pm

Ok, placing Paladin here, as per request :)

These pics do not fit completely but are somewhat of an approximation.
Angel form: Image
Human form: Image


Paladin

210 PP, PL 13

Abilities
STR: 14
STA: 10
AGL:0
DEX: 2
FGHT: 8
INT: 1
AWE: 2
PRE: 5

= 84 PP

Skills
Expertise (Military): +10(+11)
Insight: +6(+8)
Persuasion:+6(+11)
Ranged Attack (Holy Smite) +6 (+8)

= 14PP
Advantages
Attractive 2, Fearless, Takedown 2, Inspire 2, Move-by-Action, Leadership, Ranged Attack 6
= 15 PP

Powers

Sword of the Heavens(Array)
STR-based Damage 4 (Holy), Linked to Affliction (Resisted by Will, Dazed, Stunned, Incapacitated)18 =22 PP + 2 PP= 24 PP
Holy Smite: Blast 11 (Holy) = 1 PP
Light of Penitence: Perception-Ranged Affliction 11(Dazed, Stunned, Incapacitated, Resisted by Will) = 1 PP (the target's past transgressions haunt him)

Angelic Wings: Flight 13 (Wings) =13 PP

Armor of Faith: Protection 6, Impervious Toughness 13. both Noticeable (glow), Immunity 10 (Life Support) = 27 pp

Oneness: Senses: Divine Awareness, Low-Light Vision, Danger Sense, Counters Illusion (Visual), Extended Sight 2 = 7 PP

Descriptor for all his powers is "Holy".


= 71 PP

Defenses
Dodge: 10
Parry: 10
Fort: 14
Tough: 16
Will: 12

= 26 PP

84+14+15+71+26=210 PP

Complications

Motivation : Doing Good. The presence that he now houses makes it impossible for Paladin to shy away from protecting the innocent, even if he wanted to.

Identity: Sgt. Leonard Kyle, US Army. To assume the mantle of Paladin, he must be able to speak a phrase even he does not understand since it is in a language long lost to man: "Akhat Ijann khatosh." Should he be prevented from uttering the sentence he cannot turn into Paladin. His physical abilities in human form would be STR 2, STA: 2, AGL: 0, DEX: 2. He lacks the attractive advantages in human form.

Secret: Leonard Kyle is secretly gay, a fact which he has managed to keep well hidden but which could cause enormous problems in both his identities.

Angelic Countenance: Paladin himself has no idea why exactly he looks like the popular descriptions of Judeo-Christian angels but he definitely is not one of them - the fact that his armor is adorned with holy symbols from numerous faiths both dead and alive should be enough to make that clear. Sadly, most only see the wings and the light, making interactions with pious people somewhat difficult.

-------------------

Appearance: Leonard Kyle is a rather unremarkable, though well-trained man in his mid-30s. His hair has started to grey prematurely and he needs glasses to read. He feels most comfortable in army fatigues or uniforms which he keeps meticulously clean.
As Paladin, he is six feet tall, much more muscular and surrounded by a halo of golden, warm light. His hair, worn at shoulder-length, is bright silver and his eyes look like orbs of molten gold. His face is the epitome of perfection. He wears armor of bright silver and gold, inscribed with holy symbols from every religion there is. From his back sprout two wings that seem to be made of light but are actually physical objects that can be restrained. While Leonard's voice is rather gruff and rough, Paladin speaks with a melodic, yet imposing cadence.

Background:
Leonard Kyle still remembers that awful sandstorm in Iraq...their driver losing control of their jeep....a loud crash...and then wandering in the desert, searching for his comrades, the sand scouring away at him, ripping at his clothes until only rags and tatters remained. He also remembers the sand howling, speaking to him, showing him things...his childhood in abject poverty...the love of his parents even as they succumbed to despair when their life crumbled to nothing around them...his impotence when trying to help. His first love...a forbidden affair, hidden from those unable to understand it. His hurried departure when he decided to join the military as the only way to help his parents, who had nothing left. His time in the army, marked by honor and exemplary conduct, except when it came to orders he deemed unfair to others. And finally, his participation in a war he did not want.
All the time, Leonard felt like he was being judged, held accountable by an unseen presence. But he did not feel shame or guilt. Sure, he had done some questionable things in his youth...but who hadn't?
During all the hardships, his heart had never wavered. Whatever he had done, it had never been for his own merit, merely to help others.
Whatever watched him deemed him worthy in any case, for after a seeming eternity, the sand parted, revealing the most magnificent city he had ever seen, a miracle of glass and golden light, its doors opening to let him in...
What happened next he cannot remember. All he remembers are the words...burned into his consciousness, they allow him to transform himself into a figure of angelic beauty, a being with a connection to a source of great goodness, beyond the godheads human religions imagine. Lacking any better words, he tends to call this force simply "The Glory".
No longer is he Sgt. Leonard Kyle, soldier for the United States. Now he is Paladin and fighting a much grander battle...

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Re: Watchtower Setting Thread

Post by ClassDunce » Sat Mar 31, 2012 11:44 am

Image

Operative - PL 13

Strength 5, Stamina 6, Agility 6, Dexterity 4, Fighting 12, Intellect 1, Awareness 2, Presence 1

Advantages
Accurate Attack, All-out Attack, Assessment, Close Attack 2, Defensive Roll 4, Diehard, Equipment 4, Evasion 2, Great Endurance, Improved Aim, Improved Critical (Promethium Sword: Strength-based Damage 5), Improved Initiative 2, Languages 1, Power Attack, Quick Draw, Takedown 2, Tracking

Skills
Acrobatics 4 (+10), Athletics 7 (+12), Close Combat (Bladed Weapons) 2 (+14), Deception 9 (+10), Expertise (Espionage) 9 (+10), Expertise (History) 7 (+8), Expertise (Military) 7 (+8), Insight 10 (+12), Intimidation 7 (+8), Investigation 9 (+10), Perception 8 (+10), Persuasion 4 (+5), Ranged Combat (Guns) 10 (+14), Stealth 6 (+12), Technology 5 (+6), Vehicles 4 (+8)

Powers
Animal Senses: Senses 9 (Accurate: Scent, Acute: Scent, Extended: Scent 1 (x10), Extended: Vision 1 (x10), Extended: Hearing 1 (x10), Low-light Vision, Tracking: Scent 2 (full speed))

Animalistic Physiology and Healing (Advantages: Diehard, Evasion 2, Improved Initiative 2)
  • Immunity: Immunity 3 (Aging, Disease, Poison)
    Regeneration: Regeneration 10 (Every 1 round)
Promethium Sword: Strength-based Damage 5 (Easily Removable (indestructible), DC 25, Advantages: Improved Critical; Penetrating 5)

Equipment
Arsenal - Assault Rifle: Damage 5 (DC 20; Multiattack, Increased Range (ranged))
  • Combat Knife: Strength-based Damage 2 (Alternate; DC 22)
    Fragmentation Grenades: Burst Area Damage 5 (Alternate; DC 20; Burst Area (30 feet radius sphere), Increased Range (ranged))
    Heavy Pistol: Damage 4 (Alternate; DC 19; Increased Range (ranged))
    Shotgun: Cone Area Damage 5 (Alternate; DC 20; Increased Range (ranged), Cone Area (60 feet cone) [3 ranks only])
    Sniper Rifle: Damage 5 (Alternate; DC 20, Advantages: Improved Aim; Increased Range (ranged), Accurate 2 (+4))
Offense
Initiative +14
Assault Rifle: Damage 5, +14 (DC 20)
Combat Knife: Strength-based Damage 2, +16 (DC 22)
Fragmentation Grenades: Burst Area Damage 5 (DC 20)
Grab, +14 (DC Spec 15)
Heavy Pistol: Damage 4, +14 (DC 19)
Promethium Sword: Strength-based Damage 5, +16 (DC 25)
Shotgun: Cone Area Damage 5 (DC 20)
Sniper Rifle: Damage 5, +18 (DC 20)
Throw, +4 (DC 20)
Unarmed, +14 (DC 20)

Languages
English, German

Defense
Dodge 14, Parry 16, Fortitude 10, Toughness 10/6, Will 13

Power Points
Abilities 74 + Powers 35 + Advantages 20 + Skills 54 (108 ranks) + Defenses 27 = 210


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Biography wrote:Name: George Fletcher
ID: Public

George Fletcher is one of the oldest known metahumans on the planet. He was born, as far as he knows, a normal man from upstate New York who enlisted to go to Europe to fight the good fight. He died his first death on the shores of Normandy when he was torn to shreds by German machine gun fire. He didn’t really die though. The stress of the rapid destruction of his body awakened something inside of him and by the end of that bloody day he dug himself from beneath the sand and the bodies of the dead and found that he was very much alive.

For the majority of the war Fletcher kept this to himself. The last thing he wanted was to end up on some lab table back in the state being vivisected on a daily basis when he could be in the trenches where he belonged and could actually make a difference. He fought. He fought like a man possessed, surviving battles and pulling victories out of what felt to Ally Command might as well have been thin air. He couldn’t keep his secret forever though.

It all came to a head in Dresden, the capitol of the German state of Saxon, when the Allies decided to firebomb the city for one reason or another. Fletcher didn’t understand the purpose then and if you ask him now he still couldn’t give you an answer. There were Allied POW’s in Dresden though. They worked in the factories making infant formula and shoes. When the communications went out and the orders came down that Dresden was going to be leveled Fletcher couldn’t accept that order.

He and three other soldiers, disguised as German workers, snuck into the city hours before the British and American bombers were set to arrive. It took longer to find the POW’s then Fletcher thought it would though. By the time he found them he didn’t have the time to get them out of the city and clear of the bombs. After a hurried search, and a few clashes with German soldiers, he was able to find them a place to hide though. A steel reinforced Slaughterhouse right in the middle of the city. Fletcher and the one other surviving soldier he still had with him got the POW’s into the Slaughterhouse and even made some room for German civilians.

The bombing runs started in other parts of the city and the German Soldiers came to hide in the Slaughterhouse themselves but there wasn’t enough room. The soldiers attempted to throw out the POW’s and civilians to make room for them but Fletcher fought them. He was shot to ribbons but he, one healthy soldier, and a handful of POW’s were able to keep them outside the slaughterhouse until the bombs came and the fire killed everyone still outside the steel building, everyone except Fletcher who survived. His burnt body was dragged inside the structure but POW’s and Civilians and right in front of them he healed. By the time morning came he was up and moving around without a single mark on him.

After the events at Dresden Fletcher’s being a metahuman was common knowledge for the Allies. But they didn’t try to take him out of the field like he thought they would. They put him to work. Soon afterwards the war was over but Fletcher wasn’t just a soldier anymore he was an Operative for a fledgling agency called the CIA the agency created to replace the OSS. He spent the next thirty years fighting the cold war until he eventually came back to the states to retire in 1985.

Fletcher hadn’t been that smart with his money though, he hadn’t expected to still be alive he knew that he would heal from any wound but no one expected his aging to be slowed so much compared to everyone else’s. He had a pension but it was drying up. He started taking side jobs Corporate Espionage mainly and some bodyguard work which brought him to blows with a few of the better known metahumans in the states. On a few jobs his morality forced him to turn on his employers and side with the good guys and eventually he even became a kind of honorary member of the Guardsmen.

He fought the good fight a few more times before he finally retired again in 1997. He’s been bouncing from house to house since then. Staying out of the public eye and seducing and mooching off of any lonely divorcee that would have him. He’s not in the best shape anymore, packing on a few more pounds and more gray hair than he’s comfortable with but neither of those things slow him down all that much.
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

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Re: Watchtower Setting Thread

Post by CaptainChaos » Sat Mar 31, 2012 1:24 pm

Image

Pele

Abilities:
STR: 0 AGL: 2 FGT: 1 AWE: 2 STA: 3 DEX: 1 INT: 2 PRE: 3

Defenses:
Dodge: 12
Parry: 12
Fort: 13
Toughness: 13 (Impervious)
Will: 12
Initiative: +2

Skills: (ranks)
Expertise:
Hawaiian Mythology 11 (9)
Volcanoes 11 (9)
Insight: 8 (6)
Intimidation: 5 (2)
Investigation: 6 (4)
Perception: 10 (8)
Persuasion: 7 (4)
Ranged Combat:
Energy Control: 13 (12)

Advantages:
Attractive
Diehard
Eidetic Memory
Precise Attack: (Ranged Concealment)
Precise Attack: (Ranged Cover)
Languages 1 (Hawaiian)

Powers:
Comprehend 2 (Understand All, You’re Understood)
Energy Control 13 (Fire) Extras: Precise, Penetrating (DC 28, Range: 325/650/1300)
Alt: Move Object: Earth 13 (Range: 325/650/1300, 200 tons)
Alt: Energy Aura 7 (DC 22)
Alt: Create 13 (Range: 325/650/1300, 8000 cu ft., DC 23)
Immunity 18 (Aging, Common Descriptor: Fire Effects, All Environmental Conditions, and Suffocation-All)
Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst) Limited: Half Effect
Insubstantial (Lava)
Morph 1 (1 form only)
Movement 2: Lava Walking
Protection 10
Regeneration 4 (Flaw: Requires Source-Lava or massive fire) 2.5 rounds
Senses 1: Infravision
Teleport 12 (Extra: Extended, Flaw: Extended only; Range 4000 miles in 2 move actions) limited can only teleport to volcanoes only
Alt: Flight 10 (2000mph/4 miles per round) Flaw: Platform

Offense:
Move Object: +1 (DC 23)
Energy Aura 7: +1 (DC 22)
Energy Control 13: +13 (DC 28)
Throw: +1 (DC 15)
Unarmed: +1 (DC 15)

Total Power Points Spent:
Abilities: 28+ Defenses: 41+ Skills: 27+ Advantages: 6+ Powers: 108 = 210


Background:

Hope Farwell aka Pele
As Hope: 5’6” 122lbs Brown Hair, Brown Eyes
As Pele: 5’8” 128lbs Black Hair, Brown Eyes

Melissa and David Farwell are a successful couple in their late 40’s living in the state of Washington. They married right out of college and wanted to start a family immediately. Melissa became pregnant within a few months after they were married. Her pregnancy was extremely difficult and the childbirth had many complications. Both mother and child nearly died during it. The loving couple named their new baby girl Hope.

Over the years the family lived a happy and successful life. Melissa is a literature professor at a local college while David is a Vice President of Commercial Lending at a mid-sized bank.

Melissa and David realized very early that their daughter Hope was different from the other children. One winter day, the family was relaxing in their family room watching movies while a roaring fire in the fireplace kept them warm. When they weren’t looking, 6 year old Hope walked over to the fireplace and removed a burning log with her bare hands. She brought it over to her mother and asked is she could light a candle. Horrified and scared, Melissa quickly retrieved the tongs from next to the fireplace and took the log from Hope. David ran to Hope thinking she was badly burned. Both parents were stunned to find no burn damage on Hope’s hands. They didn’t understand it. How was this possible? They explained to Hope that she should never do that again. They explained that if someone found out that she could hold hot things and not get hurt, they might take her away from them. Hope said she understood and promised to behave.

Melissa and David thought about the incident and the only explanation they could come up with was the Hope was a metahuman. They made a pact to watch her closely while she grew up and to monitor her for other abilities that might develop.

Hope soon began talking to an imaginary friend. This was not unusual for a small child except that Hope talked to her friend in a strange language. Melissa had Hope write down her conversation so she could read it later. Melissa took the paper to work and had it analyzed by a fellow professor. It was determine that the writing was ancient Hawaiian. Melissa told her coworker that she had found the paper while cleaning out the attic.

Over the years Hope exhibited additional abilities. She could shape and move the ground, she could fly, sense the status of volcanoes around the world, and more. Her parents had provided Hope with a strong sense of right and wrong while growing up. They encouraged Hope to use her special abilities to help others. When Hope turned 18, she found she could change her appearance to that of an attractive Hawaiian woman. Her abilities had grown considerably in both power and variety.

Hope sat her parents down one night for a talk. She explained that she had received a vision and that she needed to leave for awhile. She also told them that she had been blessed with a portion of the powers and abilities of the Goddess Pele. They asked her where she was going and how long she would be gone. She explained that she was going to be traveling the world visiting volcanoes. She said she did not know how long she would be gone but that she would be back.

Melissa and David hugged their grown daughter and wished her well. The next morning, Hope was gone.
It wasn’t long before they saw their daughter on the news. She was in her Hawaiian woman disguise. She had been filmed stopping the getaway of some robbers. Other appearances soon followed in cities and towns all up and down the west coast. One night, a reporter managed to get close enough to ask her some questions. The first, and most obvious question was, Who Are You?

I am Pele, she answered before flying away.

The next few years found Hope/Pele showing up in countries all over the world including Italy, Japan, Canada, Iceland, Australia, Brazil, Mexico, Norway, Russia, and dozens more. Reports came in from all over the world about this new hero either stopping natural disasters or minimizing their damage, freeing ships trapped in ice flows, and more. Melissa and David read every account and saved print outs of all the stories. Every chance they could, they searched for news of their daughter. During her absence, Hope would call from time to time. Her parents quickly became accustomed to receiving long distance, collect calls from all across the United States, Mexico, Canada, and other countries around the world.

Pele started showing up on the TV news and on the internet more often. Sometimes she was filmed by new crews while other times it was by amateurs with camcorders or cell phones. The biggest news story about her though, was when the villain Iradei decided to attack and subjugate the island state of Hawaii.

The people of Hawaii cried out for help. Pele, naturally, could not turn them down. She appeared as quickly as possible to deal with the threat. Unfortunately for Pele, she had underestimated her foe. After a fierce battle, Pele lay bleeding and broken on the ground, barely holding onto consciousness. Just before Iradei could strike a fatal blow to the fallen hero, Pele teleported away. Iradei, angered at having final victory over the would be goddess snatched from her grasp, took out her ire on the residents. Soon dozens of people were being killed by drowning. When her anger subsided, Iradei stopped the killing.

Not long after that, the volcano Kīlauea erupted. An angered Pele came blasting out along with the eruption. With incredible speed, she flew straight to Iradei to begin the battle anew. This time, with encouragement from nearby inhabitants, she was victorious. Iradei was sent to prison even though some of the people encouraged Pele to kill her in retribution.

Footage of the battles was shown on every television news broadcast and on the internet. Pele was declared a great hero for the American people, an honor which she declined. A few days later, Pele granted an interview to the top newscasters of the major networks. During the interview, she declared that she was not here to protect just the people of the United States, but all the people of the world.

Melissa and David watched the footage of the battles on television like nearly everyone else in the world. They were panic stricken when they saw the footage of their daughter lying on the ground nearly beaten to death. Their hearts were overjoyed when the second battle saw their daughter victorious over the Atlatean villain. Between the victory and the news interview shortly after, they were very proud parents. They had raised their daughter right.

A few years later, Hope returned home for a visit. She appeared as her normal self. Melissa and David took some time off from work to spend with their daughter, whom they had not seen in several years. Hope was overjoyed that her parents had set up a small shrine to Pele. Her parents explained that they prayed to it everyday for her safety. They shared stories and anecdotes all day. Melissa cooked her daughter a nice home cooked meal. Even though Hope did not need to eat, she was grateful for the gesture and enjoyed the taste of the meal her mother had cooked for her.

Hope stayed home for a few days before saying she was leaving again. She told her parents that something big was going on in the world and she was needed to help stop it. She didn’t know what the threat was yet; only that she would do whatever she could to help others stop it. After a tearful goodbye, Hope left once again.

Complications:
Family: Hope/Pele is very close to her parents. They are the only ones who know her secret. She would do everything in her power to protect them.

Worship: As part goddess, Hope/Pele thrives on being worshiped. As such, she spends the majority of her time on the various islands in the Pacific ocean.

Honor: She has a strong code of honor and will not willingly or intentionally kill anyone, including villains. If that means she has to fight the villains over and over again to stop their nefarious plans, then so be it.

Finances: As a full time hero, she has no job and therefor, no income. Hope does have some money in a bank account provided by her parents. She rarely uses the money, relying on her people to provide her with food when she needs it.

Gazman
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Re: Watchtower Setting Thread

Post by Gazman » Sun Apr 01, 2012 4:04 pm

Image
Harry on his farm
Image
A-Bomb in his Nuke Suit.

A-Bomb - PL 13 Nuclear Man

Strength 4/8, Stamina 4, Agility 2, Dexterity 2, Fighting 10, Intellect 2, Awareness 4, Presence 3

Advantages
Accurate Attack, Assessment, Improved Aim, Leadership, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 4, Teamwork, Uncanny Dodge

Skills
Athletics 4 (+12), Expertise: Military 8 (+10), Expertise: Survival 8 (+10), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+9), Ranged Combat: Nuke Array 4 (+6)

Powers
Nuclear Powered: Immunity 7 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Radiation, Poison, Sleep, Starvation & Thirst)

Nuke Array
. . Nuclear Aura: Strength-based Damage 8 (DC 31; Reaction 3: reaction, Variable Descriptor: close group - Radiation; Quirk: Not Strength Based on Reaction)
. . Nuclear Blast: Damage 16 (DC 31; Increased Range: ranged, Variable Descriptor: close group - Radiation)
. . Nuclear Detonation: Burst Area Damage 13 (DC 28; Burst Area 2: 60 feet radius sphere, Penetrating 6; Unreliable (5 uses))
. . Nuclear Infusion: Insubstantial 3 (Energy; Affects Corporeal 8, Precise)

Nuke Suit (Removable)
. . Armor: Protection 12 (+12 Toughness; Impervious [8 ranks only])
. . Aura Control: Feature 8
. . . . Rocket Vent: Leaping 8 (Alternate; Leap 1800 feet at 250 miles/hour in 3 seconds)
. . Communication Package
. . . . Communication: Radio Communication 3
. . . . Senses: Senses 3 (Accurate: Radio, Radio)
. . Sealed Environment: Immunity 5 (Environmental Condition: Heat, Environmental Condition: High Pressure, Environmental Condition: Vacuum, Suffocation (All))
. . Servo Strength: Enhanced Strength 4 (+4 STR)

Offense
Initiative +2
Grab, +10 (DC Spec 18)
Nuclear Aura: Strength-based Damage 8, +10 (DC 31)
Nuclear Blast: Damage 16, +10 (DC 31)
Nuclear Detonation: Burst Area Damage 13 (DC 28)
Throw, +6 (DC 23)
Unarmed, +10 (DC 23)

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 16, Toughness 16, Will 10

Power Points
Abilities 62 + Powers 89 + Advantages 12 + Skills 21 (42 ranks) + Defenses 26 = 210

Complications
Old Soldier: A-Bomb comes from the time when men were men and Nazis and commies were the enemy. He sometimes yearns for those simpler times.
Rad Leaks: If Harold uses his Nuke Array outside of his Nuke Suit, it could be bad for those nearby.
Relationship: Harold loves his wife, Leanne and daughter Annie. He truly misses his son Hal, H-Bomb.
Responsibility: A-Bomb takes his work as a super hero very seriously and has for 70 years.

Harold Francis Baldwin was one of the early meta-humans. He fought with the US army as Bomb, the Explosive Man. He was a good solider, and when the war ended he knew he had to keep fighting. Captain Baldwin fought in WW II and Korea and faced off against the Soviets. He helped to form and charter the Guardians as A-Bomb. He and his team fought to keep the world safe for truth, justice, and the American Way. He kept the fight up until the Guardians disbanded, his internal nuclear reactor keeping him running hot when his contemporaries cooled off.

After the Guardians called it quits, Harry decided that he ought to quit as well. He moved away from the modern rush and started a family out in the country. Loving his young (black) wife and (interracial) children mellowed Harry considerably. He's changed with the times in some respects, but remains anchored to his/the past.

It was after many years in seclusion that Harry and Leanne noticed that little Hal had inherited his father's power. Harry started training Hal how to use his power responsibly as well as effectively. Hal was a hot head though, and decided that he would be a hero even bigger than his father, H-Bomb. Hal ran away from home to the big city and began acting as a super hero. He was quickly killed in the line of duty.

Then, Watchtower formed. Harry was reminded of his glory days with the Guardians. He liked their new views on the world, so much more progressive than how he used to be. And he knew that if he were there, Hal would have tried to join in a second. So Harry dusted off his Nuke Suit and re-introduced the world to A-Bomb, the Nuclear Man.

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Aerlwyn
Paragon
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Re: Watchtower Setting Thread

Post by Aerlwyn » Sat Apr 21, 2012 8:09 am

Image


Myst - PL 10

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

Advantages
Attractive, Defensive Roll 5, Improved Initiative 2, Languages 2

Skills
Deception 1 (+3), Expertise: Floraculture 9 (+9), Insight 2 (+6), Investigation 3 (+3), Perception 3 (+7), Persuasion 4 (+6), Ranged Combat: Weather Control 6 (+8), Sleight of Hand 2 (+4), Treatment 4 (+4), Vehicles 2 (+4)

Powers
Resistant to Weather: Immunity 10 (Common Descriptor: Weather Effects)

Weather Control
@ Lightning Bolts: Cone Area Damage 10 (DC 25; Cone Area 3: 250 feet cone, Selective)
AE Arctic Freeze: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Calm Weather: Burst Area Nullify 10 (Counters: Weather, DC 20; Burst Area: 30 feet radius sphere, Effortless)
AE Heavy Fog: Cloud Area Concealment 4 (All Visual Senses; Cloud Area 8: 1800 feet radius sphere, Selective)
AE Weather Manipulation: Environment 10 (Cold, Heat, Impede Movement (2 ranks), Radius: 2 miles)
AE Wind Lifting: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, Selective)

Wind Riding: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +12
Arctic Freeze: Cumulative Affliction 10, +8 (DC Dog/Fort/Will 20)
Calm Weather: Burst Area Nullify 10 (DC Will 20)
Grab, +0 (DC Spec 10)
Lightning Bolts: Cone Area Damage 10 (DC 25)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)
Wind Lifting: Burst Area Move Object 10 (DC 20)

Complications
Phobia: Claustrophobia
Responsibility: Tribal protector/shaman
Trouble: With authority figures

Languages
English, Spanish, Swahili

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 9/4, Will 10

Power Points
Abilities 32 + Powers 77 + Advantages 10 + Skills 18 (36 ranks) + Defenses 28 = 165

Backstory
Magaly Guerrero is a few weeks away from her 25th birthday, and was born in Johnasburg. When her powers first began to show themselves when she was a child, she had no control over them, and sometimes she would accidentally make it rain if she was sad, or cause a thunder storm if she was angry. Realizing she was the cause of these things, her family called her a "freak" and treated her like an outcast. Her parents tried locking her up and keeping her as down trodden as possible, hoping that doing so would stop her from being able to use her powers, but all it did was to make her miserable, and make her hate them. When she was about 14 she managed to escape the cellar she had been kept locked up in, and ran away from home. She started calling herself Myst, and cast off her old identity, wanting nothing to do with the life she had left behind, or the person she had once been. She began roaming the streets, travelling from place to place, stealing food and sleeping wherever she could.

After 10 years of living on the streets, learning to use her powers by herself, and trying to find somewhere she belonged, Magaly found herself on the planes of Kenya. While wandering the planes, Magaly came upon a crowd of people. She noticed the fire immediately. It was a grass fire, and the villagers were struggling to put the fire out. Not stopping to think, she summoned storm clouds and made it rain over the planes outside the village, extinguishing the blaze.

Seeing her powers in use the tribe took her in, the shaman of the tribe took it upon herself to teach Magaly the ways of the tribe and being a shaman, passing on her knowledge and wisdow.

UN sends an agent to investigate the weather changes over Kenya, Myst seeing this as an infringement of Kenyas' soverign rights defends the land she has come to see as her home. The agent is able to defeat her and she is imprisoned for crimes against the UN. Currently serving 20 years for the crimes they say she commited.

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timothy
Zealot
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Re: Watchtower Setting Thread

Post by timothy » Sat Apr 21, 2012 8:35 am

Image



The Gorilla
real name: Tommy O'Reilly
Ht: 5' 11"
Wt: 620 lbs
Hair: Black Fur
Eyes: Brown


Attributes: 70 pp

STR: 7, STA: 7, AGI: 6, DEX: 4, FTG: 6, INT: 1, AWA: 4, PRE: 4

Powers: 26pp


Gorilla Body
Big Old Ape: Growth2 (+2 str/sta, -1 parry/dodge, +1 intimidation, -2 stealth, +2 mass) permanent, innate. (5pp)
Thick Skinned: protection1, innate. (2pp)
Prehensile Feet: Extra Limbs2, innate (3pp)
Animal Senses; Low-light vision, extended, acute scent, innate. (5pp)
Brachiation: movement3: safe fall (limit: near surface), swinging, wall crawling, innate (6pp)

Length of Logging Chain array easily removable (-4pp) (5pp total)
1) Close damage 3, str-based, reach 3. (6pp)
2) Close damage 3, str-based, ae:burst, reduced burst: 15' radius (1pp)
3) Elongation 1 (15'), imprecise (grab, disarm, trip only) (1pp)
4) +3 strength, for maintaining hold. (1pp)

Advantages (22pp)
Benefit 1: Ambidextrous
Chokehold
Close Attack 4
Daze (Intimidation)
Diehard
Fast Grab
Great Endurance
Improved Disarm
(Improved Grab)
Improved Initiative 2
improved Hold
Improved Trip
Instant Up
Power Attack
Prone Fighting
Skill Mastery: Intimidation
Startle
Takedown 1
Tracking
Uncanny Dodge

Skills (24pp)
Acrobatics +4 (+10)
Athletics +6 (+13)
Close Combat: Unarmed +3 (+13)
Close Combat: Grappling - (+10, +11 with chain, +12 if using all limbs)
Close Combat: Chain - (+10)
Deception - (+4)
Expertise: Streetwise +9 (+10)
Insight +1 (+5)
Intimidation +13 (+18)
Perception +6 (+10)
Persuasion - (+4)
Ranged Combat: handguns +1 (+5)
Ranged Combat: shotguns +1 (+5)
Stealth: +4 (+10)

Defenses (23pp)
Dodge: 12
Parry: 12
Fortitude: 11
Will: 9

Total - 165pp

Initiative +14
Offense
Unarmed +13 (close 7, dc22)
Chain +10 (close 10, dc25 - reach 3)
Chain Swing - (close 10, ae:burst 15')
Grapple +10 (+11 with chain, +12 if using all limbs)

Defense
Dodge:12, Parry 12, Toughness 8

Complications
Appearance: Tommy is a big gorilla. Wearing a red turtleneck and a soft cap. Smoking a cigar. People tend to freak out when they see him.

Criminal Record: Tommy is an ex-convict with an extensive criminal record.

Enemies: Since Tommy turned on his former employer, he has a street Rep as a traitor and snitch. Several of his former confederates are known to be gunning for him.

Trying to be good: Tommy is making a sincere effort to turn his life around. He's cut all ties to his criminal past and is currently employed as a longshoreman.

Bad Habits: Tommy smokes cheap cigars, drinks a lot and loves going to the track and playing the ponies.

"Yeah, I was one o' the bad guys. Ain't proud of it, but ain't gonna deny it neither.

Got started back when I was just a kid, y'know. Muscle for a friend a the fam'ly, smuggler and gun-runner. No drugs, bad as I was, I never got involved wit' dealing no drugs. Anyways, worked my way up the ladder, had a rep as a stand-up guy. Did some time, but kept my mouth shut, always had a job waitin' when I got out.

Then I ended up workin' for this mad scientist sort. Called hisself Dr. Impossible. There was usually 4 or 5 of us workin' for him full time, plus he'd pull in extra guys for big capers, y'know. Anyways, I thought things was goin' pretty good. Then the sonnovabitch slipped me a mickey. Not just me, either, he got all 4 of us that was his 'gang' at the time.

When we woke up, he told us that we was his ani-men and we was gonna help him take over the city. Acts like he thought we'd be all happy 'bout bein' turned into freaks. Well, maybe the other guys was, but I hadn't planned on retirin' to the zoo in my old age.

And that's when the heroes showed up. There was just two of 'em, and one was a kid. Darkman and Nightboy, they called themselves. Well, between the Doc's blast gauntlet and the other three guys, one was a tiger, one was some kinda great big snake and the other was like, well, a birdman, them heroes was havin' a hard time of it. And, still being's pissed off about the whole gorilla thing, I decided to give 'em a hand. Popped the Doc in the back of the head and got Artie, he was the bird guy, in a chokehold while they took out the other two.

They thanked me for the help an' sorta hinted that they'd let me go if I wanted. But, I was sick o' the whole thing, sick and tired. So I just sat down and bullshitted wit' 'em 'til the cops got there. Nice guys, the kid wrote to me while I was in stir an' they send me a chrismas card every year.

Anyway, they vouched for me an' pulled some strings an' got me a reduced sentence. Now, well, I'm still on probation but that ain't no problem. I got a okay job down at the docks an' a nice little apartment. Sure, most folks freak out when they first see me, but folks'll get used to 'bout anything after a while.

It ain't always easy. I'll be in a bank or somethin' and start thinkin' 'bout how to knock it over. Or I'll see
somethin' in a store and think how I could just take it. But, I don't do that no more, y'know.

Hey, come on down to the bar. There's gonna be fights on the big screen an' I'll buy the first couple o' beers. Whaddayasay?"
Last edited by timothy on Fri May 11, 2012 12:05 pm, edited 3 times in total.
Here comes the Dog!
Stong and brave!
Here comes the Dog!
The day he will save!

Gazman
Hero
Hero
Posts: 1503
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Location: Jersey

Re: Watchtower Setting Thread

Post by Gazman » Sat Apr 21, 2012 9:22 am

Image
Christoph Braunbär
Image
Ursus
Ursus - PL 10

Strength 3/6, Stamina 5/8, Agility 3, Dexterity 2, Fighting 11, Intellect 2, Awareness 3, Presence 0

Advantages
All-out Attack, Animal Empathy, Beginner's Luck, Close Attack, Daze (Intimidation), Diehard, Fascinate (Intimidation), Great Endurance, Improved Critical: Claws and Fangs, Improved Grab, Improved Hold, Improved Trip, Languages 2, Power Attack, Prone Fighting, Startle, Takedown 2

Skills
Athletics 6 (+12), Expertise: Biology 6 (+8), Expertise: Streetwise 10 (+12), Insight 8 (+11), Intimidation 12 (+13), Investigation 4 (+6), Perception 10 (+13), Sleight of Hand 4 (+6), Stealth 4 (+4), Treatment 4 (+6), Vehicles 4 (+6)

Powers
Animalistic Senses: Senses 5 (Acute: Smell, Extended: Smell 1: x10, Extended: Sight 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Feral Feet: Speed 1 ([Stacking ranks: +1], Speed: 8 miles/hour, 120 feet/round)
Healing Factor (Advantages: Diehard, Great Endurance)
. . Immunity: Immunity 4 (Aging, Disease, Environmental Condition: Cold, Poison; Limited - Half Effect)
. . Regeneration: Regeneration 5 ([Stacking ranks: +5], Every 1 round)
Wild Spirit: Enhanced Trait 7 (Traits: Persuasion +12 (+12), Advantages: Animal Empathy; Limited: to Animals [6 ranks only])

Ursus Form (Activation: Standard Action)
. . Claws and Fangs: Strength-based Damage 2 (DC 23, Advantages: Improved Critical)
. . Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses)
. . Pelt: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 5+5 ([Stacking ranks: +5], Every 1 round; Persistent, Stacks with: Regeneration: Regeneration 5+5)
. . Speed: Speed 1+1 ([Stacking ranks: +1], Speed: 8 miles/hour, 120 feet/round; Stacks with: Feral Feet: Speed 1+1)

Offense
Initiative +3
Claws and Fangs: Strength-based Damage 2, +12 (DC 23)
Grab, +12 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +12 (DC 21)

Languages
English, French, German

Defense
Dodge 11/10, Parry 11/10, Fortitude 10/13, Toughness 5/10, Will 7

Power Points
Abilities 58 + Powers 39 + Advantages 15 + Skills 36 (72 ranks) + Defenses 17 = 165

Complications
Accident: Ursus' bear form is achieved by ramping up his healing factor to the point that it builds extra body mass. Pushing this power too long or too hard can have health repercussions. Maybe serious ones.
Issues: Parental abandonment issues. Social maladjustment issues. Self esteem issues. Anger issues. Authority issues. Environmental issues. If you've got it, Christoph will take issues with it.
Motivation: Christoph wants to make up for his earlier mistakes. And stop others from making them too.
Prejudice: Christoph is an ex-con who either looks like an angry punk or an angry bear. People aren't exactly queuing up to offer him praise.

The only things that Christoph Braunbär knew about his father was that he was a dashing hero and that it was his fault that the hero had left his mother's life. Hilde Braunbär blamed her son for everything and spent equal time neglecting and berating the boy. Nobody in the neighborhood liked the little bastard boy from a broken home who talked to strays. Christoph spent much of his time roaming the streets of Berlin and taking his anger out on anybody he could.

Due to Christoph's genetic gifts, anybody he could was quite a lot of people. He soon got noticed and recruited by a local street gang, his first human friends. They used him as muscle and a street soldier. He was good at it. It wasn't too long that everybody realized how good he was. Christoph was a metahuman with some degree of animal physiology and enhanced healing. This revelation set off a fire in the gang leader's head. He started thinking bigger and bolder, while Christoph went along. Despite his misgivings, he was just happy to finally belong.

One night, the gang went too far. They savagely beat a young family and their pet dogs. Something inside of Christoph snapped and he changed. Braunbär was less a name than a description of the beast-man that tore into his former gang.

The police found Christoph naked and covered in the blood of mauled survivors. His metahuman nature came out at the trial for aggravated assault. He was sentenced to a long time in prison to make up for his prior violent crimes. In prison, Christoph decided that he would have no more to do with people. He would become an animal doctor and remove himself from society. He wouldn't be able to hurt anybody and they wouldn't be able to hurt him.

Just after his release, Christoph was approached by <guy who forms team>. He was offered not the seclusion he wanted, but the chance to truly reform and redeem himself that he needed. Christoph Braunbär would be Ursus, the superhero!

EnigmaticOne
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Re: Watchtower Setting Thread

Post by EnigmaticOne » Sat Apr 21, 2012 10:26 am

Relentless

Image

Real Name: Mel Grimson
Weight: 175 lb.
Height: 6'0
Age (apparent age): early 40s
Gender: Male
Ethnic Background: Caucasian
Nationality (place of origin): American
Eye Color: Brown
Hair Color: Red
Handedness: Right

Appearance: In costume, Relentless is dressed in a full-body suit and a full mask covering everything from the neck up-except slots for the eyes- in colors of dark blue and gold.

History:

Somewhere in the early 1970's, Matthew Grimson and Melicia Grimson had a child, Mel, in the Wicker Park neighborhood of Chicago, then an impoverished location. Mel's childhood, perforce, was not easy. Matthew was a local mob enforcer, anti-Semitic, a rabid Daley and Democratic supporter. Furthermore being quick and harsh with his hand and words at times, but despite his harsh discipline the family held close together.

Still, Mel Grimson rebelled against the environment, coming to believe that crime and ills personified by his father needed to be driven out for the good of the people. Given the global influence of the Guardians at the time, it was not much of a surprise that he became a street-level superhero in Chicago.

Over time, the aptly named Relentless developed a reputation for being a teenage terror of the underworld. In time, an alliance with other street defenders like The Rose Mask and Guardian proceeded to eradicate much of crime in the Windy City, and surprisingly repelled the local villains and the out of town costumed crooks who stuck their faces in.

Eventually CBS extended a special offer to Relentless, identity protected- well paid, still young as he was, he could lead a team of young teenage tights in a filmed cross-country effort to battle villains. Mel accepted, but he later regarded it as a tragic mistake pressured by his financial situation at the time. The Young Battlers were of their time, highly popular and celebrity heroes, but their leader knew better.

Beautiful but shallow Glitter, Glitch the know-it-all gadgeteer, the arrogant, promiscuous shadow-wielder DarkLord and the rest were good for the cameras and admittedly effective on the battlefield, but not only did they try Relentless' patience, but many of the money-pot victories prized came in spite of off-camera meddling and avoidable errors by his subordinates.

Two months after the Guardians first defeated the Society, a Satanist sorceror by the name of Master Arayel, already emerged as a supervillain, was tracked by CBS to appear at Green Pier, New Hampshire- and against Relentless' wishes, the Battlers were sent in to defeat him. After some furious fighting, close but starting to go against the Battlers, Relentless came to the realization that Arayel was holding back and toying with them.

Immediately, he ordered the team to divert Arayel out of Green Pier proper and placed a call for assistance to the Guardians, but DarkLord haughtily ignored orders and redoubled his direct attacks, adding fatally some slurs about Arayel's bisexual orientation. Angered, Arayel unleashed a massive blast of fire that engulfed much of the town, and incinerated all of the Battlers except for a terribly wounded but conscious Relentless.

The cost was millions in property damage and 862 people, men women and children dead. Though Relentless recuperated and camera footage clearly divorced him from responsibility, he was blamed- CBS folded the show faster than cardboard, and Relentless was left with nightmares he'd carry for the rest of his life.

Master Arayel incidentally would associate himself with the New Society in following years. Relentless, overwrought and wiped out, hung up the tights, and vanished in an ordinary life for nearly two decades. Eventually, after counseling sessions with his neighbor and psychiatrist Dr. Julian Laugner, Mel Grimson came to terms with the horrors of Green Pier and recently emerged once again as Relentless, although in his 40s now.

Those in the know of the old days realized that he hadn't lost his touch, and contacted him to help keep the world from falling apart again.

PL: 10 (165 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 5, DEXTERITY 1, FIGHTING 10, INTELLECT 4, AWARENESS 5, PRESENCE 3

SKILLS: Acrobatics 8 (+13) [Agile Feint], Athletics 7 (+10), Close Combat [Escrima Sticks] 4 (+14), Close Combat [Unarmed] 5 (+15), Deception 4 (+7), Expertise [Streetwise] 8 (+12), Expertise [Tactics] 6 (+10), Insight 7 (+12), Intimidation 7 (+10), Investigation 6 (+10) [Well-Informed], Perception 7 (+12), Persuasion 4 (+7), Ranged Combat [Throwing] 12 (+13), Sleight of Hand 7 (+8), Stealth 6 (+11), Technology 2 (+6), Vehicles 4 (+5)

ADVANTAGES:
Agile Feint, Defensive Attack, Defensive Roll 3, Evasion, Equipment 6, Improved Initiative 2, Instant Up, Leadership, Power Attack, Skill Mastery (Intimidation), Skill Mastery (Stealth), Tracking, Well-Informed, Uncanny Dodge

POWERS:
NONE

EQUIPMENT:
(30 ep)
Smartphone
Restraints
Flashlight
Motorcycle: Medium; Str 1; Speed 6; Defense 10; Toughness 8
Swingline: Movement 1 (Swinging)

UTILITY BELT:
Escrima Sticks: Str-based Damage 3, Improved Critical 3, Penetrating 6
Bolos: Ranged Cumulative Affliction 4 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree
Boomerangs: Strength-based Ranged Damage 4, Improved Critical 2, Penetrating 2
Stun Balls: Ranged Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Incapacitated)

OFFENSE:
Initiative +13
Close Attack +10
Escrima Sticks +14 [Escrima Sticks +6, Critical 17-20]
Unarmed +15 [Unarmed +3]
Ranged Attack +1
Bolos +13 [Affliction +4]
Stun Balls +13 [Affliction +6]
Boomerang +13 [Boomerang +7, Critical 18-20]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +9, Will +11

COMPLICATIONS:
Enemy: If there's one person Relentless is bound to square off with again, it is Master Arayel.
Identity: He has a secret identity of Mel Grimson.
Nightmares/Guilt: The tragic destruction of Green Pier has left Relentless with decades of nightmares, and despite his efforts he has never really shed the blame laid on the Young Battlers, since he was team leader.
Relationships: He has strong relationships with his neighbor and psychiatrist Dr. Julian Laugner.
Reputation: Even though Relentless did not cause Green Pier's holocaust, his name is still mired with the taint of the Young Battlers, and a few hold him equally culpable anyway.

Abilities 70 + Skills 50 (100 ranks) + Advantages 23 + Powers 0 + Defenses 22 = 165/165
Impeach the peach!

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Arknight
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Re: Watchtower Setting Thread

Post by Arknight » Sun Apr 22, 2012 7:07 am

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Crystal Titan - PL 10

Strength 2 [5 / 8], Stamina 2 [5 / 8], Agility 3, Dexterity 2, Fighting 3, Intellect 2, Awareness 3, Presence 2

Advantages
Close Attack 2, Grabbing Finesse, Improved Grab, Improved Hold, Jack-of-all-trades, Languages 3, Ultimate Effort: Toughness Rolls

Skills
Athletics 2 (+4 [+7 / +10]), Close Combat: Grab 1 (+4), Expertise: Marine Biology 2 (+4), Insight 2 (+5), Perception 6 (+9), Ranged Combat: Throw 2 (+4), Vehicles 3 (+5)

Powers
Crystal Body (Activation: Move Action)
. . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . Enhanced Ability: Enhanced Strength 3 (+3 STR)
. . Immunity: Immunity 10 (Common Descriptor: Electricity; Reflect)
. . Immunity: Immunity 10 (Life Support)
. . Impervious Defense: Impervious Toughness 5 (Noticeable: Crystalline Form)

Elemental Control
Elemental defined as Air/Earth/Fire/Water
. . Create Element Objects: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Movable, Selective; Proportional)
. . Dehydrate: Cumulative Affliction 10 (water, 1st degree: Fatigued, Impaired, 2nd degree: Exhausted, Disabled, 3rd degree: Incapacitated, Asleep, Resisted by: Fortitude, DC 20; Cumulative, Extra Condition, Increased Range: ranged)
. . Enhanced Crystal Body
. . . . Elemental: Immunity 20 (Unworked Elemental Effects 20)
. . . . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . . . Enhanced Ability: Enhanced Strength 3 (+3 STR)
. . . . Impervious Defense: Impervious Toughness 3
. . . . Protection: Protection 3 (+3 Toughness; Impervious; Noticeable: Crystalline Form)
. . Fire Shaping: Shapeable Area Damage 8 (fire, DC 23; Alternate Resistance: Dodge, Shapeable Area: 30 feet, cubic, Increased Duration: concentration, Increased Range: ranged, Selective; Limited: Existing Flames)
. . Nullify: Nullify 10 (Counters: Elemental Effects, DC 20; Broad, Increased Range: perception, Simultaneous)
. . Transform: Transform 5 (Affects: Broad > Broad - Element to Element, Transforms: 800 lbs., DC 15; Increased Duration: continuous, Increased Mass 5, Increased Range: ranged, Indirect 4: any point, any direction, Precise)
. . Wind Lifting: Burst Area Move Object 10 (air, 25 tons; Burst Area: 30 feet radius sphere, Selective)

Offense
Initiative +3

Dehydrate: Cumulative Affliction 10, +2 (DC Fort 20)
Fire Shaping: Shapeable Area Damage 8 (DC Dog 23)
Grab, +6 (DC Spec 12)
Nullify: Nullify 10 (DC Will 20)
Throw, +4 (DC 17 / 20 / 23)
Transform: Transform 5, +2 (DC Dog 15)
Unarmed, +5 (DC 17 / 20 / 23)
Wind Lifting: Burst Area Move Object 10 (DC 20)

Complications
Enemy: The gang that Phillipe was involved with has far-reaching contacts and influence.
Hatred - Bullies: Phillipe has always had a thing regarding people picking on those smaller.
Identity: Phillipe Trudeau

Languages
English, French, Portuguese, Spanish

Defense
Dodge 8, Parry 8, Fortitude 6 [9 / 12], Toughness 2 [5 Impervious / 11 Impervious], Will 6

Power Points
Abilities 38 + Powers 91 + Advantages 10 + Skills 9 (18 ranks) + Defenses 17 = 165

Background: Growing up in a place named Briland might seem to some to be an interesting place, just from the name (especially when neighboring places had names like Jacob's Island and Whale Point). To Phillipe Trudeau, it was just home. Away from home, his home was known by another name, Harbour Island. Being located on Eleuthera in the Bahamas, it was only natural that Phillipe take on a career in Marine Biology or Archaeology. While an experienced diver, he had other plans. Attending the University of Florida, and being away from home for the first time, Phillipe started down another path. He spent most of his first year roaming the streets with a gang who was into a bit of everything, including smuggling. As an experienced pilot as well, Phillipe made several flights carrying unknown cargo in a small plane in the middle of the night. Only when a Coast Guard helicopter opened fire to get his attention did the full impact of what he was doing hit him. Calmly, he landed the plane and promptly turned himself in, turning State's Evidence against the gang. In exchange for this cooperation as well as the fact that he was a juvenile, he was placed on probation and allowed to go home under strict conditions (the terms of which were sealed). It seemed that Phillipe's life was back on track, but it was not to be without a serious incident to propel him along it and to an unclear future.

Two weeks after returning home and on his way to deposit the first paycheck of his new job with a dive boat, Phillipe thought he saw a couple of the gang members that he'd run with following him up the street. However, when he'd turned to take a good look, the individual wasn't there. Chalking it up to paranoia, he continued on to the bank. As he reached for the door and began pulling it open, he caught the reflection of a car driving by with a long tube sticking out of the window, pointed in his direction. In a spilt second, as his mind registered the rocket launching out of the launcher toward him, his survival instincts kicked in and he made a decision that would shape things to come. It had happened once before when Phillipe was a young boy, but he'd forgotten (or suppressed) it until this moment.

In an instant, Phillipe grew nearly a foot and his entire being took on the appearance of a translucent white crystalline form. The rocket impacted and the explosion blew the bank doors inward followed by fire and smoke, setting off alarms and sprinklers. When the atmosphere around the entrance began returning to normal, Phillipe's form stood there, barely scratched. He stood there for a moment before running down the street after the vehicle that had performed the drive-by. Unable to catch it, he ducked into the seclusion of a small park and willed himself back to normal. To his surprise it worked and he headed toward his home. Once there, he collapsed into his bed, exhausted from the effort of changing his form.

In what seemed like minutes, but what in actuality was two days, Phillipe awoke to a knock on his door. When he answered it, he was greeted by an Interpol detective who asked to speak with him and assured him he was not in danger if he promised not to become the crystalline figure. The detective told him that he knew that it wasn’t Phillipe’s fault, but the explosion at the bank had wounded several and killed a young mother and her infant son. They had been about to step out the doors of the bank when the rocket hit. Phillipe’s emotions suddenly bottomed out. He blamed himself for the injuries and deaths. Lieutenant Lastrad could see the young man’s thoughts spiraling out of control so he smiled. He discussed how the region was becoming so much less the paradise it once was, and more a criminal haven. He proposed that Phillipe use his ability and become a protector of his homeland instead of a rampaging monster a couple of media reports had painted him. Seeing a chance to finally make a difference, Phillipe agreed. Soon after, White Diamond (as someone had suggested the press call him) was appearing all over the islands disrupting smuggling, robberies and other criminal enterprises.

While he felt he was doing some good, Phillipe still felt guilty. Not just because of the incident at the bank, but because others seemed to get hurt too. While the press wrote off the casualties as justifiable, Phillipe thought differently. With a heavy heart, he left his home country and travelled to the US where he hoped to start fresh and get past the hurt he had caused.


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Re: Watchtower Setting Thread

Post by Mr.United » Mon Apr 23, 2012 11:19 am

The Equal

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Name:James 'The Equal' Mancini
D.O.B: 6 August 1945 at 08:15 (looks to be in his Upper 40s, lower 50s)
Height: 6'1
Weight 220
Hair- Black
Eyes- Brown
Ethnicity- White
PL 10 165/--

Abilities ( 78pp)
STR: 8 STA: 5 AGL: 4 DEX: -1 FGT: 6 INT: 4 AWR: 6 PRE: 7

Skills: (29pp)

Athletics 3 (+10), Close Combat [Unarmed] 6 (+12), Deception 3 (+10), Expertise [Business] 6 (+10), Expertise [Streetwise] 6 (+10), Insight 3 (+10), Intimidation 3 (+10), Investigation 6 (+10) [Contacts, Well-Informed], Perception 3 (+9), Persuasion 3 (+10) [Connected], Technology 6(+10), Treatment 6 (+10), Vehicles 4 (+6)

Advantages: (25pp)

Benefit (5) (Wealth 4 [Multimillionaire], Status: Mob-Boss), Connected, Contacts, Defensive Roll (3), Equipment (7), Languages (2) (Spanish and Mandarin), Leadership, Well-Informed, Power Attack, Accurate Attack, and Take-down 2.

Powers: (21PP)

Voodoo Blessed Curse: Immunity 11 (Life Support and Aging)(11pp)


The Equalizer:Nullify 10 (Area +1, Broad (Meta-Human) +1, Permeate (Target The Equal) -1, Uncontrolled (Effects Random Power) -1)(10pp)

Offense:
Melee: +12
Ranged: +7
Initiative: 4

Defense: (11PP)
Dodge: 4 (+8)
Fortitude: 3 (+9)
Parry: 0 (+12)
Will: 4(+9)
Toughness: +5/+8* (* Defensive Roll)

The Blue Palace Resort: Miami
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Size: Gargantuan (Sky-scrapper) (4ep)
Tough: +10 (2ep)
Features: Communications (Both Public and Private), Computer, Defense System (Security Guards(armed) and Mobsters), Dock (Underneath), Deathtrap (Auto Turrets in the Upper Floors), Fire Prevention System, (Parking) Garage, Helipad (Hangar), Infirmary, Gym, Holding Cells, Laboratory(private), Living Space, Personnel, Power System, Secret 5 (+30), Security System 3 (+30), and Workshop(24ep)

Alt HQ: The Blue Palace Resort (San Diego), The Blue Palace Resort (Hawaii), The Blue Palace Resort (Hong Kong)(No Dock), and The Blue Palace (Chicago).(5ep)

Downfalls:

Vengeance: James plans to find who killed his wife and kids and hopes to torture and eventually kill them. He knows it's not natural.

Nemesis: Detective Carlson seems to always get closer and closer to finding a way to charge James and put him away. Though Carlson is after him, both James and Carlson have mutual respect for one another. Carlson respects James for running a "clean" operation and James respects Carlson for his clever and honorable detective work.

Darker Image: James' whole image is darker than most heroes and others might find working with a known (but not convicted) mob boss a bit unsettling.

Freedom: Despite rumors, James dis-stains slavery. Freeing people is something of a hobby (though most call it Smuggling).

Background Information:

(Recent Recording of One James "The Equal" Mancini.)

Maggie: Ok sir, recording…
James: Why am I here?
(Sound of door opening and closing)
James: Carlson.
Carlson: Evening James…
James: That whole James Bond line got old in the 70s.
Carlson: Yes, but I still find it funny.
James: Should have known you were up to this. What do you think you have me for this time?
Carlson: The normal, smuggling, illegal immigration, blackmail…
James: So the same as last time. So, got my smokes?
Carlson: As a matter of fact I do.
Maggie: Sir, there isn’t any smoking in these rooms.
Carlson: Maggie, James and I have been smoking before you were even a twinkle in your mother’s eye. Relax and make sure that tape doesn’t run out.
James: Still using the tapes?
Carlson: Purer. Digital is so easy to hack and change.
(Sound of lighter)
Carlson: Let us start from the beginning, James “The Equal” Mancini. Born at the exact moment this great nation dropped big boy.
(Light sigh)
Carlson: Mother was normal enough, grew up in Miami. Father was at war and died, leaving you to fend for your mother as soon as you can walk.
James: You know this, why are you repeating it.
Maggie: Do not interrupt!
(Moment of silence)
Carlson: Out of desperation for money, you turn to a local gang. You beat the streets like any other crook.
James: It was either that or my mother sold herself and I wasn’t about to let that happen.
Carlson: Moving on, it was when you were 15 and the gang was broken up by some rookie hero named Stone Fist. This Stone Fist takes down a dozen of your buddies before you come in. As he’s given you the beating of your life, something clicks. Is this correct?
James: Carlson I really don’t have time for this and neither do you.
(Hand slams on the table)
Maggie: He asked you a question!
James: Is this broad for real?
(Sound of a chair scooting across the floor)
Maggie: What did you call me?
James: Let me guess, you’re here for the “muscle.”
Carlson: Maggie sit. James answer the question.
James: Fine, yes something clicked. As he used his signature stone fist to pound on my head. I suddenly hear him scream as his hand breaks on my face.
Carlson: And you know why?
(Deep Sigh)
James: It is because his hand went normal right before he swung and not used to punching like a man, his loose fist broke on my jaw. Using this time, I then proceeded to beat him down.
Carlson: You claimed self defense.
James: I had the marks to prove it.
(Sound of a lighter)
Carlson: Another?
James: Yes.
Carlson: Later on, you find out that you’re a metahuman with a very unique ability. What was that?
James: Something about my brainwaves. They emit some kind of wave that Nullifies Meta human powers.
Carlson: Yes, something every good mob boss needs. Before long you are confronted by every gang in Miami. Oddly you turn them all down. Why?
James: Wanted my hand in honest work.
Carlson: Right, honest work. So fast forward a few years and out of nowhere, The Blue Palace is constructed.
James: I made some friends.
Maggie: Bull! You blackmailed dozens of bankers so you could get the loans!
James: I don’t believe I was charged with any blackmail.
Maggie: Well yeah, because within a month you had them all killed!
James: All charges were dropped.
Carlson: Alright! So you gain the Blue Palace. Small at first. What was it, 4 floors?
James: Three.
Carlson: Right. At the same time, a new muscle hits the streets. And rush of immigrants from Cuba start taking down the smaller gangs.
James: America still had a “We’re Open” sign up. By the way sweetness it was late 50s by this time.
Maggie: I know and don’t call me sweetness.
James: I like you.
(Male clearing his throat)
Carlson: So this new group seems to spread and take the city by storm.
James: And this is where you come in.
Carlson: And this is where I come in.
James: You start looking into my joint and find most of those new immigrants work at my place.
Carlson: And I start to dig and find more and more skeletons
James: I was distracted at the time.
Carlson: Yes, Selena. Or, should I call her “The Queen.”
James: Call here what you like.
Carlson: By the time you two get hitched, I bring you in.
James: Yes and even after I invited you.
Carlson: Yet some witnesses seem to vanish and I am told to lay off you.
James: Skip ahead.
Maggie: Don’t demand him like that! We brought YOU in, not the other way around.
James: Right, I need another cigarette.
(Sound of a lighter)
Maggie: You two are going to get cancer.
Carlson: Doubt that.
James: Correct. You see, Carlson started to spy on me. And one day he follows me into the ocean and finds my boat attacked by pirates. The kind with guns and unhonorable thoughts on what to do with women. Well, he aids us. Rescuing me, an old man and of course a young beauty. Pleased with my help of getting him out of Haiti and Carlson’s rescue. The man gives us a Voodoo Blessed Curse. Apparently, we don’t age, get sick, poisoned, Etc. etc.
(Woman gasp)
James: Yep. That is what I thought. Carlson saw what I was doing and even helped. That is, until America said no more and made it almost impossible to enter our country. At this time, Carlson’s old boss retires and the new one is all about fire and brimstone and tells him to go after me again.
Carlson: It’s not that simple.
James: Sure it is. You start investigating. I go to trial for smuggling, slavery, and I list of other devilish things. I walk because they are not true…Of course. Hero’s come and try to stop me as well. None of them could. With no evidence they try and beat it out of me, but you see most heroes have powers and without them, are merely men. Most crawled away.
Maggie: Monster.
Carlson: Let’s get to the point. You spread yourself across the world, using your resorts as fronts and then suddenly you’re Wife and Sons die as does all other psychics.
(Sound of handcuffs rustling)
James: Enough! What do you want Carlson!
Carlson: After that, you went quiet. You went dark. Now months later you send a message to some new Hero group saying you can help. What’s the catch?
James:…
Maggie: Why is he smiling?
Carlson: Damn, they are early…
(Sound of door flinging open)
(Unknown Male): CIA, this man is to be released right now! Is that recording!?
(Some unknown audio noises, tape ends)

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Re: Watchtower Setting Thread

Post by heretic454 » Mon Apr 23, 2012 5:46 pm

Lighthouse

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Lighthouse began as a hundred billion dollar UN boondoggle, but it may just turn into the complex that saved the world. In 1986, the Guardsmen had just lost it's main base, and was operating out of an abandoned Aircraft carrier in the south Pacific, and Watchdog, the UN's premiere (and only) super group was in need of their own state-of-the-art facilities.

Lighthouse started as a thought experiment and quickly turned into an intriguing notion - could the UN, in concert with the Security Council Nations make an island in the Pacific Ocean; in effect, build their own base from scratch. It was the world's first terraforming project. It took close to eight years but the project was successful, only to see the disbanding of the Guardsmen, and a reduction in the need for a global attack force that they used Watchdog for. So Lighthouse became an installation for the training of UN soldiers. The rest of Watchdog was moved there as well, but still only a small percentage of the island was being used, even with a population of 50,000 soldiers.

The UN began to use it as a research laboratory as well, studying the effects of terraformation and cutting edge engineering which brought several advancements in both war and agricultural technologies.

In 2012, the island finally saw it's first opportunity to be used for what it was originally had been built for. Though the psychic's deaths were tragic, it also saw the formation of Watchtower, and the UN offered them space to house their facilities. While it is clearly an attempt for the UN to keep track of the world's most powerful, and most dangerous, heroes, it is also the perfect marriage of convenience with that group.
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