The World of Paladin: Protector of the Universe

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MadProphet
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Postby MadProphet » Tue Jun 09, 2009 5:58 pm

So far so good Hypervirtue. I would love to see more on your world . In

Fact I would love to play it. When I have time I may take a stab at creating

a few of those characters. Any particular PL for them or just go with what I

think ? Maybe PL10?

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Postby hypervirtue » Tue Jun 09, 2009 9:12 pm

Just go with what you think, I'd recommend trying to keep them at around PL 10, save for Zenith who is around PL 11-12.

Glad you are enjoying it, I'll get more up soon.
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Postby MadProphet » Wed Jun 10, 2009 12:09 am

alright. Zenith 11-12. I personally want to make Crimson Death because

he seems liek he would be the most challenging with different armors and

the fact he is just a skull which is really cool. Psi girl might be fun as

well.

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Postby hypervirtue » Wed Jun 10, 2009 12:26 am

Have fun with it!

We are pitching the show to CTN next month so I've been not only using this to kind of share it with people but also so I can revise and streamline my own notes.

The Crimson Death, I have always envisioned, as a sort of evil version of Iron Man. He has a ton of different "bodies" to use, so I always thought that was unique.
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Postby MadProphet » Wed Jun 10, 2009 2:05 am

ok. I will work on only one of the bodies though. others can work on some other forms of armor for him.

The anti nazi schizophrenic might be a blast to stat up as well as Wind Dancer.

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Postby hypervirtue » Thu Jun 11, 2009 6:41 pm

Candlewick

Candlewick is a section of the city that has been unofficially claimed by the "Supernatural Fringe" of the city. It is populated by everything from crack pot fortune tellers to Wiccan practitioners. From fledgling sorcerers to mighty arch-wizards. It is also the domain of Maxis, the Lord of the Vampires.

Founded in the late 1800's Candlewick was once it's own city but as Lakeland grew it eventually merged with Candlewick and formed them into one city making Candlewick a sort of sub-city in its own right. The police in Candlewick have seen enough strange stuff in their time that most of them are very superstitious and more than a few carry crosses or salt on them "just in case."

There is, publicly, a gang problem in Candlewick. The police have officially labeled these "gangs" as: The Bloodsuckers, the War Wolves, and the Cultists. This was so that a sort of "Supernatural Crimes Division" could be formed with public funds, using the cover of a "Gang Crimes Unit" the names denoting three major supernatural groups at large in Candlewick.

The Bloodsuckers, of course references the vampire population of Candlewick. The War Wolves is a reference to the lycanthropic or Werewolf citizens. Finally the Cultists are a catch-all code word for the mortal magical practitioners of Candlewick. If a crime happens that involves one or more of these units the Gang Crimes Unit fields the call.

As it stands Maxis isn't exactly happy with the fact that the mortal authorities have identified the supernatural populous of the area. He is even less pleased that they have developed combat tactics and weapons that are actually capable of proving a greater than significant threat. Soon the Vampire lord may be forced to take action.

Tactics of the GCU

For Bloodsucker related incidents:
In addition to their standard bullet proof armor the GCU has special protocols for dealing with Bloodsuckers.

Garlic Spray - Similar to pepper spray, Garlic Spray has proven to be an effective irritant.

Crossbows - Wooden arrows are loaded into repeating crossbows when dealing with the supernatural.

Crosses - It may not be a religious thing, but the presence of the cross does seem to disrupt the abilities of bloodsuckers.

Neck Plate - Similar to a medieval knight's neck protection a brace of metal is worn by GCU officers that are going to possibly deal with bloodsuckers.

Mirrored face plates - Standard riot helmets have been retrofitted with mirrored face plates. These help to counter the hypnotic gaze of the common vampire.

Wooden Knife - A wooden reinforced knife is worn in case an officer has to get in close in a dangerous situation. All GCU officers know how to reach the heart with the least resistance.

War Wolf protocols

Silver-tipped ammunition - The GCU keeps available specially made silver tipped 9mm ammunition.

Wolves Bane - A small bracelet made from the plant is worn around the cuff, this is said to provide some aid against werewolf assailants.

Skunk Spray - War Wolves have a highly developed sense of smell. The sudden odor of the skunk being sprayed into the snout can disorient and even cause some War Wolves to flee.

Cultist protocols

There is no real defense against the Cultists, but there are a number of "freelance" specialists that the GCU can call in. One of these is a Wizard (though many scoff at the term) named Jonathan Hawking.

Possible Plot Hooks
What happens when outside of Candlewick a gang calling themselves the Bloodsuckers appears. They are ruthless, and they are effective, but are they undead? If they aren't then how will the real Vampires react when a bunch of mortal teenagers start drawing attention to them?
Last edited by hypervirtue on Thu Jun 11, 2009 11:32 pm, edited 1 time in total.
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Postby Trepid » Thu Jun 11, 2009 10:11 pm

Good stuff! Thanks for posting it, please keep going.

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Postby hypervirtue » Thu Jun 11, 2009 11:34 pm

Trepid wrote:Good stuff! Thanks for posting it, please keep going.


Thank you for the feedback.

I might do the "Vampire Template" next to explain the vampire weaknesses and what not.
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Postby MadProphet » Fri Jun 12, 2009 8:05 am

ok this is my first time posting a build on here so be gentle.

Here is the build for Psi Girl


PSI GIRL


STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 22 (+6)CHA14(+2)

Toughness 2 Fortitude 2 Reflex 5 (3 extra pp ) Will 6

Defense +7 Initiative +2

Attack Bonus +6 Ranged Attack +8 Melee Attack +6

FEATS Attack Focus (Ranged) 2 , Distract , Evasion , Quick Change , Uncanny Dodge (auditory) 1 Ultimate Effort 1 (Telekinetic Grapple)

SKILLS Bluff 5 /+2 = +7 , Disguise 5/+2=+7, Notice 5/+6= +11 , Concentration 5/+6= +11 , Sense Motive 4/+6=+10, Knowledge(Alien Technology) 4/+2=+6

Powers/Devices


Flight 4 (Psionic)

Morph 3 (Psionic) * you had explained she can usually keep herself looking young so I put it as a seperate power rather than an alternate power due that it seemed you wanted her to be able to use her abilities as well as always looking young

Super Senses Awareness (Mental /Psionic)

Telekinesis 9
Perception (+1) Precise
A.P. Blast Accurate


Telepathy 6
A.P Illusion (visual ) Phantasms (-1)
A.P. Mind Control
A.P. Stun Range (1) Alternate save (Will)

Mental Transform 4
Range (1)

Force Field 5
Last edited by MadProphet on Fri Jun 12, 2009 11:10 am, edited 1 time in total.

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Postby hypervirtue » Fri Jun 12, 2009 8:37 am

Not bad. I wouldn't have built the force field as an AP though because that leaves her very very vulnerable when she uses her telekinesis.

I also wouldn't have made her TK physical only, simply because in most comic books energy weapons don't seem to penetrate TK shields better than anything else does.

I would have tried to work Flight in there somewhere simply because it said that was one of the things she could do.

But other than that, awesome job.
One can lift a rock with pure power, but a pure heart can move mountains.

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Postby MadProphet » Fri Jun 12, 2009 10:45 am

sorry about that.Flight was added in . It's the first power shown actually level 4 Flight . Also the force field was an after thought. I built her to be wisdom based with most of the powers you wanted. It wasn't easy to make her as powerful as you wanted.

Simply too much powerful stuff to make her heavy on toughness so i added in Force field. But well you have most of the character at any rate. Sorry I missed on those few things.

What could be done is change the continuous modifier on Mental transform and the A. P. of Force Field to a Force Field 5 . Matter of fact let me edit that real quick .

Ok I also brought the Flight power down from being right under the powers description so it is easier to see

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Postby Titan » Fri Jun 12, 2009 12:53 pm

Very good stuff. Thank you for sharing.

I like you Concept idea, but I wonder if you could elaborate more on why Concepts sought to create agents? Also, did avatar agents enable other supers to develop, like a side effect?

Overall, well thought out.
Remember: Superpowers happen! Will you know what to do?

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Postby hypervirtue » Fri Jun 12, 2009 7:24 pm

Titan wrote:Very good stuff. Thank you for sharing.

I like you Concept idea, but I wonder if you could elaborate more on why Concepts sought to create agents? Also, did avatar agents enable other supers to develop, like a side effect?

Overall, well thought out.


The main reason the Concepts began empowering people was because they couldn't make any headway any other way. You see they went to war with each other simply because it is in their nature to oppose one another. The problem came about however, because they cannot actually be destroyed and since they are all equally powerful, that it became a pointless endeavor. Thus they created proxies that could be destroyed and could further their agenda directly.

As to other Supers...

Yes and no.

Everyone with powers is somehow driven by a Concept. The Sources (another name for the Concepts) empower people both directly (where the person knows they were empowered by a Concept) and indirectly (where the powers appear to be something totally different or simply of unknown origin) if you have abilities that go beyond the physical/mental limitations of your species (meaning human, alien, etc) then you are somehow empowered by a Concept. (Though, as noted, this is not common knowledge and most people even if told this wouldn't believe it.)

That having been said there are a few exceptions.

1. Aliens
An alien who gets funky powers from the light of a yellow sun may not be empowered. If every member of their race does it then they are no different from anyone else in their species.

2. Alien/Human Hybrids
See above, though while some of these may be empowered (for example if the two species in every other case are genetically incompatible save for this one rare case) it is also possible that some of these may not be and is simply the result of cross breeding.

3. Genetic Engineering and Genetically Altered
Genetic engineering may result in a person who can bypass normal species limitations. In some cases this may be totally normal. In other cases (Such as, for example, a "fluke" or a "one in a million" result) it may actually be a Concept.

This can also refer to people who were genetically altered by an outside source. It is possible it actually is something (as in, if anyone who was placed in the same situation would have gotten the same powers, ala Captain America) natural. However it could also be something empowered.

4. Natural Mutants
Natural mutants are a bit different. There are two classifications of this. There is the "realistic" mutant. The person who was born with an extra toe or a brain defect for example. Then there is the "comic book mutant" who has actual super powers. If you gained actual super powers from some genetic fluke then you may be classified as a mutant but sorry to say you are actually empowered by a Concept, probably Chaos.

5. Mystics
Mystics are a bit twitchy. Sorcerers (people who can just "do stuff" magically without training) are most likely empowered. Wizards (people who's magic comes from invoking power, long training, and manipulation of natural energies through complex calculations and such) are not empowered but often will draw additional power directly from the Concepts which they often refer to as deities.

("By the light of Agamotto!")

6. Super Martial Artists
Usually these actually fall under (in the Paladin Universe) the category of "Wizard" as their "super human capabilities" are the result of extreme training and often manipulation of "chi" or natural energies thus they usually aren't empowered.

7. Hyper-Tech Users
Also, like the Super Martial Artist these tend to fall under the concept of "Wizard" or actually "Techno-Wizard" as they are applying knowledge and learning to generate their "abilities" and anyone with the same knowledge and access to materials could do the same.

However...

Some Hyper-Tech Users may also be empowered by Concepts. It really depends, a person with a "special" ability that allows them to make their Hyper-Tech or someone who's IQ is above everyone else on the planet has a chance of being an empowered being.

8. Psychics
Psychics who gained their abilities through long hours of training and practice would fall under the category of "Wizard" those who "just are" or "have the gift" are empowered.

9. Supernatural Creatures
Supernatural creatures come in one of three varieties generally. Species or Created or Cursed by a Deity. If it is a Species issue (such as the Chupacabra or the Moth Man) it is likely a member of a species and not an empowered being. If a supernatural creature was made by someone else (say a golem created by a magical ritual) they may not be empowered (while they could also be empowered, such as Frankenstein Monster, who's existence defies scientific knowledge and was brought to life by a "random lightning bolt") and if they are "Cursed" they may be either Empowered (if the Deity was a Concept) or not, if it was say, some Mystic who did it simply claiming a Deity did it.

Important Note:
There is no actual way for a character to tell if they are empowered unless their Concept tells them they are. If Chaos, for example, decides to give someone the "natural mutation" of laser eye beams then anyone who does a test on them, or looks at their genetics, will see that they have a genetic anomaly that allows them to do this. The fact that a Concept simply decided to have someone win the superhuman lottery would go unknown.

I wrote the ideas of Concepts to be so vague that while they can add a lot to a character and they are vastly important to the setting if someone really hates the idea then they can also choose to ignore them completely without breaking the verisimilitude of the world. I recommend that GM's use them, but allow the players to decide if they are, or are not, empowered on a case by case basis.

Also I wrote them because as Paladin was originally a comic book I wanted a "back door" for me, as a writer, to do things in an ongoing series. By adding concepts I gave myself a multitude of plots that I could use if I wanted to, but I could also not use if I felt them not well received.

I hope I was able to answer your questions.
One can lift a rock with pure power, but a pure heart can move mountains.

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Re: The World of Paladin: Protector of the Universe

Postby hypervirtue » Mon Jan 27, 2014 2:15 am

Forum Necromancy Powers! GO!

Actually... Well obviously the original project fell through... We got shot down... As such I put Paladin down for a number of years. Its kind of painful to see all of that work flop... However recent interest in it has rekindled my love for it... Thus... Its time to continue onward!

In the coming days I'll be adding more to this setting, as well as considering an update to 3rd edition.

Is there anything specific people would like to see elaborated on after re-reading this?
One can lift a rock with pure power, but a pure heart can move mountains.


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