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Babylon

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Babylon

Postby Task » Wed Apr 20, 2011 1:12 am

Last edited by Task on Wed Apr 20, 2011 11:07 pm, edited 5 times in total.
Star Wars 3e (Full Conversion)
Characters I Play:
Dark Babylon - Blackhawk
Return to Caldera - Alaina Devereux
Valor City - Intrepid
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Re: Babylon

Postby Task » Wed Apr 20, 2011 1:17 am

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BLACKHAWK
PL: 10

Abilites
Strength 5, Stamina 5, Agility 7, Dexterity 7, Fighting 10, Intellect 1, Awareness 2, Presence 2

Powers
Blackhawk Suit: Removable (-3 points) • 12 points
    Nano-weave Fiber: Immunity 2 (Cold and Heat); Protection 2 • 2 points
    Sensors: Senses 5 (Analytical and Extended Vision, Extended Hearing, Infravision); Feature 1 (A/V Recording) • 6 points
    Swiftwing Harness: Flight 6 (120 mph), Gliding, Subtle, Wings • 4 points
    Magnetic Grapnel: Movement 2 (Swinging, Wall-Crawling) • 1 point
Cybernetic Frame: Leaping 2 (30 ft), Speed 2 (8 mph) • 4 points
Tachyon Field Generators: Enhanced Damage 2; Enhanced Advantages 2 (Improved Critical 2) • 4 points
Wi-Fi Datajack: Communication 1 (Radio); Comprehend 2 (Machines), Quirk (Holographic Interface); Enhanced Skills 3 (Technology +6) • 10 points

Advantages
Agile Feint, Defensive Roll 2, Equipment 2, Improved Initiative, Move-by Action, Takedown

Equipment
Sword:
Strength-based Damage 3; Enhanced Advantages 1 (Improved Critical); Feature 1 (Folding) • 5 points
Throwing Discs: Strength-based Ranged Damage 2 • 1 point

Headquarters (Apartment in the Hive District)
Size: Diminutive Toughness: 6 Features: Communications, Computer, Garage, Living Space, Security System, Workshop • 4 points

Skills
Acrobatics 6 (+11), Athletics 6 (+11), Intimidation 6 (+8), Investigation 4 (+5), Perception 6 (+8), Ranged Combat: Throwing 5 (+12), Stealth 4 (+11), Technology 10/4 (+11/+5), Vehicles 3 (+10)

Offense
Initiative +11
Sword +10, Close, Damage 10, 17-20 Crit (8 and 19-20 Crit without TFGs)
Throwing Discs +12, Ranged, Damage 8, 18-20 Crit (7 and 20 Crit without TFGs)
Unarmed +10, Close, Damage 7, 18-20 Crit (5 and 20 Crit without TFGs)

Defense
Dodge 11, Parry 11
Toughness 9/7*, Fortitude 8, Will 5
*Without Defensive Roll bonus.

Abilities 78 + Powers 30 + Advantages 8 + Skills 22 + Defense 11 = 150

Complications
Guilt: Jonathan feels guilty for the crimes that he committed while under the bodyshop’s control. He fights for innocents as a means of atonement.
In Debt: The bodyshop still claims a debt from Jonathan, and they’ll take it in repossessed parts if the money isn’t paid.
Reputation: Jonathan is a known criminal. Without the Blackhawk identity, all of his heroic endeavors would be heavily scrutinized.

Biography
Jonathan Blackstone was a prominent athlete until an envious competitor sent thugs to cripple him. His coaches told him to be positive, but Jonathan only had a mind for vengeance. He sold everything he owned and went to a bodyshop to have his crippled limbs rebuilt. The cost was more than Jonathan had, so he became indebted to the bodyshop.

Unbeknownst to Jonathan, the bodyshop collected on debts by installing a blackbox into the brains of their clients - which allowed them to control the person. Jonathan was used to commit crimes until a victim's defensive attack malfunctioned his blackbox. Now back in control, Jonathan came to a realization of what he had done through his broken memories. He also came to realize that in an attempt to enact his revenge, he had been victimized a second time.

Desiring to atone for what he had done while under the bodyshop's control, Jonathan vowed to protect those who would be preyed upon by such depravity. He would punish evil, and maybe, in the end, he would have vengeance on those who had hurt him.
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Characters I Play:
Dark Babylon - Blackhawk
Return to Caldera - Alaina Devereux
Valor City - Intrepid
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Re: Babylon

Postby Sakuro » Wed Apr 20, 2011 1:19 am

ETHER

PL: 10 PP: 150


Image

"The truth, at best, is a partially told story."

ABILITIES: STR -1 AGL 0 FGT 0 AWE 6 STA 0 DEX 0 INT 0 PRE -2

DEFENSES: Dodge 8 Parry 8 Fort 4 Tough 0/12 [Force Field] Will 16

SKILLS: Close Combat[Unarmed] 4, Expertise[Theology] 15(+15), Expertise[Urban Survival] 1[+7], Insight 9(+15), Preception 9(+15), Ranged Combat[Telekenisis] 8

ADVANTAGES: Assessment, Connected, Contacts, Benefit(3)[Cipher; Plague Messiah; Theology for: Connected, Contacts, & Well-informed], Trance, Ultimate Effort[Will Saves], Uncanny Dodge, Well-informed

POWERS:
A Mind Wide Open Mind Reading 10, Senses 8 [Danger Sense(Mental), Detect Toughts (Ranged, Extended [1], Accurate, Radius), Mental Awareness], Communication 3 * 40pp
- AE, Mental Blast 10 * 1pp
- AE, Mind Control 10 [Limited(Sentient), Mental Link] * 1pp
Psi Suit [Removable] * 39pp
Force Field 12
Move Objects 12 [Damaging]
- AE, Domination and Obfuscation Affliction 10 [Power Control (Will Save): 1st Impaired, 2nd Disabled, 3rd Controlled; Increased Range(Preception), Subtle] Feature 5[Insidious added to: Mind Control; Subtle added to: Communication, Mind Control, Mind Reading, Force Field]

NOTES:
The "Psi Suit" is powered by Ether's psionic energies. It acts like a big battery, storing so he isn't overwhelmed by the. He can then channel those excess energies into the Telekinesis, Power Control, and Force Field effects. These aren't "built in" features of the suit. Rather the suit allows Ether that extra control over his abilities.

OFFENSE:
Initiative +0
Grab, +4 (DC 9) (Crit 20)
Mental Blast, (DC Will 25) (Crit 20)
Mind Control, (DC Will 20) (Crit 20)
Mind Reading, (DC Will 20) (Crit 20)
Move Object, +8 (DC 27) (Crit 20)
Affliction(Power Control), (DC Will 20) (Crit 20)
Unarmed, +4 (DC 14) (Crit 20)


Abilities 6 + Powers 81 + Advantages 10 + Skills 23 + Defenses 30 = 150/150

COMPLICATIONS:
Nobody: Ether doesn't exist. He isn't a legal citizen of Bastion, nor does he have any identification, place of residence, or occupation.
Mute: Ether was born with no vocal cords.
Overwhelming Power: Ether is a wild talent. He was never taught, nor learned, how to control his abilities properly. They might simply be too vast for him anyway. Without his Psi Suit Ether's Telepathy and it's alternate effects gain the Uncontrolled flaw.
Plague Messiah: This is both a responsability and a reputation. Ether feels a need to help and lend succor to the blighted plague folk. The Covenant's remaining members have also spread word of the New Messiah, building upon his deeds with their dogma and propaganda. People need a leader and they need hope, but due to his lack of any kind of upbringing or training Ether falls short.

BACKGROUND:
Ether is the product of generations of genetic engineering and selective breeding by a religious cabal bent on creating their own savior. A new messiah. But he didn't meet their expectations. He was imperfect. Flawed. He was unable to speak and believed slow to learn. Worse still he was found to be dangerous to everyone around him. Minds were ripped apart and Ether was quickly segregated.

The zealots kept Ether alive to learn from the mistakes they had made with him. The majority of his life was spent in the solitude of a cell. The only opertunity at education that he had was to read about the world in religious propaganda. Eventually a suit was designed to contain Ether's psionic energies. The day he was to test it, however, the cabal was raided by Stronghold enforcers.

Most members of the cult were either arrested or killed, but Ether by virtue of his gifts was able to escape. Immediately he was assaulted by the pain and suffering in the world around him. Then he knew exactly how much of a disappointment he must have been to the Covenant that created him. He felt small against the tide of agony. But Ether got over the initial trauma. He saw and felt too much not to try to do something.

Ether did what so many wanted to do, but felt too helpless to do: he fought. He fought criminals, he fought monsters, he fought the MegaCorps themselves. He could do this, because unlike so many, Ether had real power. But a grain of sand was still a grain of sand when compared to the desert. His actions didn't go unnoticed, however. Members of the Covenant that had survived Stronghold's purging recognized the handiwork of their abomination and exploited his efforts to gain converts.

Suddenly he was their messiah again. Not just the Covenant, but a swelling of new believers across Bastion. But with all past messiahs and prophets, the people did not stand up to support him with bold vigor. It didn't matter. Ether would save them. He'd save them all ... or die a martyr.
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Re: Babylon

Postby Task » Wed Apr 20, 2011 1:21 am

Image
DARK BABYLON
Power Level: 10 Scale: Regional
Setting: Mega City Style: Dark Grayscale
Long ago, too long for the new written record, scientists uncovered a dormant virus. It was known in ancient times, and produced incredible blights ranging from leprosy and insanity to superhumans that were the basis for mythology the world over. When the virus unpredictably spread from the confines of their laboratories to infect much of the country, the scientists hurry to find a cure. Most die. Some become monsters, and still others become superhuman. The world is in chaos, as whole governments crumble under the rigors of what had become known as the ancient plague, due to its origins. Enter Virodyne.

A leading mega corp of its age, Virodyne was the first to develop a stopgap for the plague. They wouldn't cure it outright - treatment, after all, was money. So a drug, simply titled the Cure (commonly known as the Chain), was released. The stopgap drug required daily doses, which costed more than any other drug in history.

The government fell under debt, civil unrest and domestic terrorism. Bastion, a mega city erected to hold back a twisted earth with potentially hordes of mutated freaks, is one of the last refuges of civilization in the world. Officially it is run by Stronghold Inc., an authoritarian mercenary law enforcement agency (a mega corp), but various factions, from meta-human gangs to crime lords to literal monsters rule over different districts.

With Stronghold oppressing the citizenry, ostracized victims of the ancient plague struggling for survival and literal monsters running rampant through entire districts, Bastion has little hope for the future, unless someone steps out of the shadows and acts as a beacon for the city to follow.

Inspirations: Judge Dredd, Marvel 2099, Shadowrun, Underworld, Batman Beyond and Final Fantasy: Advent Children
Star Wars 3e (Full Conversion)
Characters I Play:
Dark Babylon - Blackhawk
Return to Caldera - Alaina Devereux
Valor City - Intrepid
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Re: Babylon

Postby EPIC » Wed Apr 20, 2011 6:30 am

Image

Hero: Vendetta
Identity(S/P): Serena Temple
Gender: Female
Age: 29
Height: 5'9"
Weight: 134 lbs
Eyes: Gray
Hair: Blonde
Power Source: Limited Psychokinesis
Power Level: 10
Power Points: [150]/146
Hero Points: 1

PL:
[38]Abilities
Strength: 0
Stamina: 2
Agility: 4
Dexterity: 4
Fighting: 4
Intellect: 0
Awareness: 3
Presence: 2

[*]Combat[*]
Initiative: +4

[19]Defenses
Toughness: +14(2+14)
Dodge: +6(4+2)
Parry: +6(4+2)
Fortitude: +8(2+6)
Will: +12(3+9)

[20]Skills[40sp]
Acrobatics 6(+10), Close Combat: Unarmed 4(+8), Deception 8(+10), Insight 5(+8), Perception 5(+8), Pursuasion 4(+6), Sleight of Hand 4(+8), Stealth 4(+8)

[ 9]Advantages
Accurate Attack, All-Out Attack, Attractive, Extraordinary Effort, Fearless, Interpose, Move-By Attack, Power Attack, Precise Attack(Ranged; Cover)

[64]Powers
[19]FORCE FIELD: Protection 12, Impervious 6, Dynamic, Sustained
`->REBOUND SHIELD: Reflective Deflect 12, Dynamic, Limited to Ranged Attacks

[31]A/R FORCE: Damaging Move Object 12, Limited Direction(Towards and Away), Accurate 2
`->MASS A/R FORCE: Burst Area Move Object 10, Limited(Towards and Away)
`->FORCE STRIKE: Strength-Based Damage 12, Penetrating 10, Linked to Affliction 12 (Resisted by Fortitude; 1st: Dazed, 2nd: Prone), Instant Recovery, Limited Degree
`->FORCE BURST: Burst Area Damage 10, Linked to Burst Area Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Prone), Instant Recovery, Limited Degree
`->FORCE WAVE: Cone Area Damage 10, Linked to Cone Area Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Prone), Instant Recovery, Limited Degree
`->REINFORCE FIELD: Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Prone), Instant Recovery, Limited Degree, Reaction, Linked, Impervious Toughness 6


[14]A/R STEP: Leaping 9 (1/2mile), Movement 2 (Safe Fall, Wall-Crawling)
`->REPUL-SKATING: Speed 7 (250mph), Movement 3 (Sure-Footed 2, Water-Walking)


Complications:
Homeless - After giving up on her life, Serena stopepd working, which was followed soon after by losing her home after failing to pay things like rent and utility bills. She possesses only the clothes on her back, relying on handouts or straight up theft to feed herself so she can continue her crusade against Stronghold.

Hatred - For obvious reasons, Serena has an almost mindless hatred for Stronghold as they are directly responsible for the deaths of her family. She will favor any action that results in damaging Stronghold in one way or another.

Enrage - Innocent people being used or hurt enrages Serena like nothing else. Depending on the context of an innocent being in danger, different reactions will surface, from a blind, berserking rage against those who hurt an innocent or otherwise helpless individual, to an utter inability to act if doing so would put an innocent or helpless person in greater danger.


Life had always been hard in Bastion. Stronghold mercenaries, pleaguers with their myriad abilities, and battle between the two groups, and of course struggling to make ends meet while also paying for the daily doses of the Cure in order to combat the plague that had infected countless numbers of people through history.

Be that as it may, Serena Temple and her husband worked two jobs each to support their young daughter and buy the Cure for both her and Serena herself. However, it all ended when Serena and her family were caught in the crossfire between Stronghold and a group of Plaguers who were not doing anything, but had the misfortune of being caught and fighting to defend themselves.

Serena's injuries were minor, but the rest of her family died on scene, which hurt worse than any injury Serena could have endured. She gave up on living, stopped working, stopped taking the Cure, planned to let the Plague take her, to wait and hope she would contract one of those many lethal cases. Instead, she gained power. A lot of power, and she made a choice to use it. Serena decided she would take down Stronghold for the arrogance and negligence that took her family from her.
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Re: Babylon

Postby Sojobo » Wed Apr 20, 2011 8:01 am

Image
Mr. Benign / the Cancerman

ABILITIES (38pp):
Strength 0, Stamina 10, Agility 1, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 1

POWERS (53pp):
Carcinomic Physiology: Elongation 8 (1800 ft), Immunity 10 (Alteration Effects, Critical Hits, Disease, Poison, Sleep), Limited to Half Effect; Regeneration 5 • 18pp

Flesh Shaping: Dynamic Array (25pp)
    Carcinogenic Touch: Affliction 8, Extra Condition, Progressive, Reversible, Limited to Organic (Resisted by Fortitude; Fatigued and Impaired, Disabled and Exhausted, Incapacitated and Transformed [Mutated]) • 25pp
    • Adaptive Locomotion: Movement 6 (Environmental Adaptation: Tight Spaces, Safe Fall, Slithering, Sure-footed, Swinging, Wall-crawling), Speed 4 (30mph), Leaping 4 (120') • 2pp
    • Bone Resorption: Insubstantial 1 (Liquid), Precise • 2pp
    • Facelift: Affects Others Morph 2 (Humanoid Forms), Limited to Organic • 2pp
    • Organic Weaponry: Multiattack Damage 10, Variable Descriptor (Organic/natural) • 2pp
    • Pseudopods: Continuous Extra Limbs 10 • 2pp
ADVANTAGES (22pp):
Accurate Attack, Benefit: Ambidextrous, Benefit: "Mayor of the Hive", Chokehold, Close Attack 3, Connected, Daze: Intimidate, Equipment 4, Evasion, Fast Grab, Great Endurance, Improved Hold, Interpose, Luck, Power Attack, Precise Attack (Close; Cover), Startle, Well-Informed

Equipment
Medical Kit • 1ep
The Hive (Awesome HQ [several city blocks]; Communications, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel [Residents], Power System, Secret, Workshop) • 18ep

SKILLS (23pp, 46 ranks):
Deception 4 (+5), Intimidate 14 (+15), Expertise: Biology 5 (+5), Persuasion 9 (+10), Treatment 10 (+10), Vehicles 4 (+4)

OFFENSE
Initiative +1
Cancerous Touch +10 (Close Affliction, Fortitude DC23)
Organic Weaponry +10 (Close Damage, Toughness DC25)
Grab +10
Tentacle Swarm (Shapeable Area Damage, Toughness DC25 / Dodge DC20 half effect
Unarmed +10 (Close Damage, Toughness DC15)

DEFENSE (13p):
Dodge 7, Parry 7
Toughness 10, Fortitude 10, Will 7

POINTS
Abilities 38 + Advantages 23 + Defenses 13 + Powers 53 + Skills 23 = 150 Total

COMPLICATIONS
Extreme Deontologist - Adheres to black and white morality, often at odds with his old religion (Sufism)
Motivation - Fighting evil
Prejudice - Plague-touched mutant; also, creepy and a little crazy
Reputation - Known in the underworld as a master bodyworker/disguiser
Responsibility/Alternate Identity - "Mayor" of the Hive / "Doc Samir"
Power Loss - Affect Others Morph lasts a day before failing; Morph self lasts about half an hour. Mr. Benign needs biomass and sunlight to fuel his flesh shaping; constant switching of his dynamic array (especially into larger forms) may exhaust his reserves, leaving him stuck in whatever form he has assumed until he can get more biomass and/or sunlight

Background
Samir Abirached is one of the monstrous victims of the Virus, whose body is so mutated and warped that he has become one massive tumor, filled with immortal, constantly dividing stem cells. During this time, touching him caused virulent mutation and carcinomas, even among those already affected by the Virus, so everyone gave him a wide berth. He kept to the foul mutant ghettos of Bastion, too ashamed of his appearance - and also a bit too mentally unstable - to venture out anywhere else, for fear of detainment and vivisection/execution by Stronghold or by the more cavalier superhumans, who had been blessed by the Virus instead of cursed.

Eventually, he learned to control his mutation, enabling him to manipulate and grow his body as he needed it; he derived all the energy he needed from the sun, like a plant, and could take biomass from almost any carbon containing substance. However, try as he could, he could never get his mottled, glistening flesh to appear human for very long; he "obtained" a containment suit made of white nanotech tiles that could reform and adapt, like a skin, to any shape he decided to take. With it, he began venturing out into the rest of Bastion.

What he found out there wasn't much different from the anarchic mutant ghettos - fear, oppression, the powerful controlling the weak. Fed up, he began fighting against Stronghold - small acts of terrorism at first, helping the downtrodden at the expense of the corrupt, which quickly grew into bolder and bolder action. His reputation among the underworld soon spread; a mercenary with morals, always eager to strike against Stronghold and the corrupt. His ability to temporarily alter flesh and appearances quickly made him the go to guy for the denizens of the mutant ghettos if they had business in the normals' sectors, and he is also a skilled physician, making many wonder if he was once a doctor. His body of work has led the Bastion underworld to call him Mr. Benign, and the mutants of the "Hive" ghetto call him mayor, but his penchant for rendering the truly evil into whimpering, pathetic tumour-filled fleshbags with a touch has his enemies - and Stronghold, Inc. - referring to him as Cancerman.

Notes:
Like the Paragon character Bodyshop, Mr. Benign can manipulate flesh - his own and those of others, but fine work (appearances that aren't tumorous, i.e, the Morph power) is never permanent and reverts back to normal after a short time (for others, about a day; for himself, no more than half an hour): he has used this ability to help disguise fellow mutations from authorities, and he's also worked as a hired disguise artist, altering the appearance of entire teams of mercenaries. His reputation as a supplier of undetectable disguises, and also a top notch non-Stronghold-associated physician, has earned him a great amount of respect and contacts in Bastion (represented by his Connected and Well Informed feats).

Given enough biomass, Mr. Benign can transform and augment his body in a variety of ways, represented by a Continuous, Slow Variable power. He focuses mostly on generating simple appendages, like tentacles, claws, and horns, and elongating his limbs since it requires the least amount of specialized biomass, but if necessary he can grow in size and strength, augment himself with powerful frog-like legs for leaping, or anything else, as long as he has time and sufficient biomass. If he can get his hands on an enemy, he can also affect cancerous biological changes in them, jump-starting any number of horrific mutations.

Defensively, his biology renders him immune to a number of effects, and he has decent Regeneration. I undercapped him defensively (Dodge 7/Parry 7, Toughness 10) to balance this out.

He's also one creepy mofo, so I gave him a massive Intimidation score; at any moment he can burst out of his nanotech containment costume and become some horrific biological mutant monster, so yeah, damn nature, you scary.

Mutants in particular hold him in great reverence; they have elected him Mayor of a mutant ghetto known to the rest of the Bastion as the "Hive" district, an area of a few small city blocks. The entire neighborhood is Mr. Benign's headquarters - various buildings serve as the Features (the Garage literally is a beat up commercial garage), and it is the home of his clinic and biomedical research facility.
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Last edited by Sojobo on Wed Apr 20, 2011 12:35 pm, edited 2 times in total.
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Re: Babylon

Postby mrdent12 » Wed Apr 20, 2011 8:42 am

Damian Monroe(Outcast)
PL 10
150pp
Age: 23

Image

Background:

Damian was just another poor citizen of Bastion trying to survive. From an early age he had to fight for scraps and hide from the monsters Stronghold never did anything about. Sometimes he would retreat into his own little world, literally, and end up somewhere else entirely just to cope. He lost his parents and most of his friends in his early teens either to roving gangs, monsters, or just disease. It was around this time he started hanging out with other lost teens. They called themselves the forgotten six. There was more than six, but forgotten six had a better ring than forgotten various numbers. For a couple years they had a nice run, but the rigors of street life in a city of monsters and meta humans took it's toll. The group eventually was whittled down to just six from the 20 or so it had before.

Dr Ezra Gazero, a former scientist for Virodyne, made a proposal to the youth. If they agreed to be test subjects for a cure to the ancient plague he had developed he promised to take them to safety. Before he could test the cure, he had to infect them, so he said. Once they were infected Dr. Gazero gave them another shot that halted their descent into monsters and madness, but kept them as the monsters they were and more inclined to do what Dr. Gazero asked. The cocktail had the effect of increasing Damians ability to teleport into his own dimension so that he could do it at will. The other 5 also got varying degrees of powers.

For a year Dr. Gazero used the forgotten six to commit all sorts of crimes and evil deeds. Due to the drug, they weren't able to say no easily and if one did say no all of them were beaten mercilessly. Word quickly spread in the poor quarters of the city about a group of six monsters who terrorized anyone who had money or gang that of meta humans that got too uppity. The worst words were spread about one of the monsters who could teleport and lash out at several people at once with his deadly tail. Some even started calling him the devil on account of the tiny horns and tail. Behind the scenes, some more forgotten people were being taken and given the same cocktail. Most died before the second serum could take effect.

One day, after a particularly gruesome attack on some meta-humans, Damian had enough. He summoned the courage to break free of the power Dr. Gazero had over him and smashed the lab, along with the notes Dr. Gazero made, to bits. Some of the chemicals had some bad reactions and started a raging fire. All of Dr. Gazeros notes were burned as well as the lab. Damian was able to escape, but the other forgotten six stayed with their master.

Damian tried to fit in with other people after his escape, but all they saw was a devil, demon, or monster. If they didn't run at first sight, they usually tried to hurt him. To hide from everyone, Damian went underground for a year. When he resurfaced, he attacked some thugs who were harassing a poor family. The family thought he was going to hurt them, but he just left. His efforts were not contained to the poor. He also saved a few people from the nice parts of Bastion who had wandered into the bad districts. Word was slowly spreading that the devil wasn't so much of a devil to the victims as most thought.

Of course, Dr. Gazero also heard word of the devil resurfacing. The year had not been kind to him. Rebuilding his lab was harder than he had imagined and without his notes he would have to start from scratch. The whole time he was brooding for a chance to strike at Damian. It was a simple setup. The remaining forgotten six ambushed Damian when he was trying to help an old woman from local hired thugs. He managed to get away and do some damage to his former friends, but the damage was done. He was alone again. If Dr. Gazero could not kill Damian, at least he could ruin Damian's name by spreading lies. To the current day, Dr. Gazero continues to spread lies and track Damian, but in a city where whole districts are full of monsters who can really find a particular one.

Character Sheet:

Abilities[32pp]
Strength 1, Stamina 4, Agility 4, Dexterity 1, Fighting 6, Intellect 0, Awareness 1, Presence -1

Skills[29pp]
Acrobatics 10(+14), Close Combat(tail) 4(+10), Intimidation 9(-8), Perception 8(+9), Ranged Combat(Tail) 4(+5), Sleight of Hand 11(+12), Stealth +12(16)

Advantages[13pp]
Ranged Attack 3, Power Attack, All Out Attack, Evasion 2, Great Endurance, Fearless, Interpose, Uncanny Dodge(Mental), Luck 2

Powers[54pp]
Teleport 5(900ft; Extras: Turnabout +1/flat, Change Direction +1/flat, Change Velocity +1/flat; Flaws: Cannot teleport anything living -1/rank) 8pp
Scales: Protection 6 6pp
Movement 2(Wall Crawling 2) 4pp
Senses 2(Dark Vision) 2pp
Extra Limbs 1(Tail) 1pp

Tail Array: 30pp pool + 3 AE = 33pp
Damage 10(Extras: Area(Burst) +1/rank, Selective +1/rank) 30pp
AE Strike of a Thousand Tails: Affliction 10(Fort Save; Dazed, Stunned, Incapacitated; Extras: Multiattack +1/rank, Cumulative +1/rank) 30pp
AE Tail Spikes: Damage 10(Extras: Ranged +1/rank, Multiattack +1/rank) 30pp
AE Paralyzing Stike: Afflication 10(Fortitude; Hindered, Immobile, Paralyzed; Extras: Area(Burst) +1/rank, Selective +1/rank) 30pp

Offense
Initiative +4
Ranged +4
Close +6
Tail Ranged +8
Close Tail +10

Tail Area Damage DC20 dodge reduce Damage DC 25 Toughness Save
Strike of a Thousand Tails +10 DC 25 + Multiattack Bonus Toughness Save
Tail Spikes +8 DC 25 + Multiattack Bonus Toughness Save
Paralyzing Strike Damage DC20 dodge reduce Damage DC 20 Will Save

Defense[22pp]
Dodge 10
Fortitude 11
Parry 10
Toughness 10
Will 6

Abilities 32 + Skills 29 + Advantages 13 + Powers 54 + Defenses 22 = 150

Complications

Motivation(Acceptance): Damian desperately wants to be seen as more than just another monster. He goes to great lengths to do good to prove to others, and himself mostly, that he is good and not just the killing machine his origins suggest.

Reputation(Vicious Monster): Damian has the reputation of being a horrible and vicious monster spread mostly by the people who made him a killing machine and the bad guys he goes after.

Enemy(Dr. Gazero): Dr. Gazero made Damian what he is and will stop at nothing to get Damian to rejoin his team of monsters.

Socially Awkward: When in an uncomfortable situation or the center of attention, Damian tends to involuntarily teleport away. He also tends to put people off.

Personality:
Damian is shy and reserved. His genetic manipulation instilled in him a servants attitude. He is more likely to view others as better than him and defer or try to protect them above himself. His genetics of being a slave make him susceptible to most lies and other peoples influences. At heart though he means well and just wants to be accepted as good. In social situations, he tries to fit in, but has no idea how and usually just ends up putting people off or teleporting away.

Power Notes:
His tail attacks combine his ability to teleport using a personal dimension with his natural attacks. The idea is that before he attacks with his tail, he opens a tiny slit into his personal dimension that fractures the attack into several. In the case of area attacks, there are several tiny slits opened near his targets. In the case of multiattacks, it is several tiny slits opened around one target. The healing quality of his strike derives from his tails quality to drain energies on a small scale.
Last edited by mrdent12 on Wed Apr 20, 2011 10:02 pm, edited 1 time in total.
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Re: Babylon

Postby Libra » Wed Apr 20, 2011 9:04 am

Keep up the good work Mr Dent - this setting seems to be shaping up as very interesting! :mrgreen:
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Re: Babylon

Postby Coyotzin » Wed Apr 20, 2011 12:31 pm

"Artemis" - PL 10
Image
Strength 1, Stamina 3, Agility 6, Dexterity 5, Fighting 1, Intellect 0, Awareness 5, Presence 0

Advantages
Agile Feint, Benefit, Cipher, Defensive Roll 2, Equipment 10, Evasion, Great Endurance, Hide in Plain Sight, Improved Aim, Improved Initiative, Improved Smash, Move-by Action, Power Attack, Quick Draw, Ranged Attack 5, Redirect, Skill Mastery: Acrobatics, Throwing Mastery 4, Tracking, Uncanny Dodge

Skills
Acrobatics 6 (+12), Close Combat: Unarmed 7 (+8), Expertise (AWE): Urban Survival 2 (+7), Perception 6 (+11), Stealth 7 (+13), Vehicles 4 (+9)

Powers
City Crawler
. . Gun Kata Shift: Concealment 4 (All Visual Senses, Advantages: Defensive Attack, Evasion; Blending, Activation: move action, Partial)
. . Leaping: Leaping 6 (Leap 500 feet at 120 miles/hour; Acrobatics Check Required)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Hunter's Eyes: Senses 4 (Darkvision, Extended: SIght 1: x10, Rapid: Sight 1)

Roofstalker: Movement 2 (Safe Fall, Wall-crawling 1: -1 speed rank)

Gun Kata Firepower: Blast 6 (DC 21, Advantages: Accurate Attack, Takedown 2; Stacks with ranged weapons, Multiattack, Precise, Homing: 1 extra attempt, Ricochet: 1 bounce; Limited: Only when using a ranged weapon)
. . Hamstring Shot: Cumulative Affliction 9 (Alternate; 1st degree: Hindered, Dazed, 2nd degree: Prone, Stunned, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged, Extra Condition; Limited Degree, Limited: Only when using a ranged weapon)
. . Perforation: Weaken 9 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 19; Increased Range: ranged, Affects Objects; Limited: Only when using a ranged weapon)

Equipment
Abandoned Subway Depot, Bulletproof Vest, Tricked Bike, Utility Belt (Handcuffs, Lock Release Gun, Multi-tool, Rebreather, Stun Ammo), Weapon Harness (Feature: Collapsible Weapons; Bow, Heavy Pistol, Machine Pistol, Shuriken x3, Submachine gun)

Abandoned Subway Depot
Toughness 6, Size Small
Features: Concealed 4, Garage, Gym, Living Space, Security System 2

Tricked Bike
Strength 1, Defense 0, Toughness 9, Size Medium
Powers: Movement: Movement 1 (Sure-footed 1); Speed: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)

Offense
Initiative +10
Bow, +10 (DC 25)
Grab, +1 (DC Spec 11)
Hamstring Shot: Cumulative Affliction 9, +10 (DC Fort 19)
Heavy Pistol, +10 (DC 25)
Machine Pistol, +10 (DC 24)
Perforation: Weaken 9, +10 (DC Fort 19)
Shuriken, +10 (DC 25)
Submachine gun, +10 (DC 25)
Throw, +10 (DC 20)
Unarmed, +8 (DC 16)
* All ranged weapons have a +6 damage from Gun Kata Firepower

Complications
Cure: Her blood holds a lead to developing a definite cure for the Ancient Plague. Certain corporations don't want this to be discovered.
Delusional: Dianne truly believes she's the reincarnation of the Goddess of the Hunt. This means, among other things, no sex, and she will deny ever having had any, to the point that she will deny ever having a son.
Lost Family: Dianne was a loving wife and mother before the riots. Unbeknownst to her, her husband and son still live, and are looking for her.
Motivation: Extermination: Dianne has the self-imposed mission and duty to exterminate Plague mutants that prey on common folk.
Temper: Like her mythological inspiration, Dianne is ticked off at the slightest hint of offense.

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 9/3, Will 7

Power Points
Abilities 42 + Powers 33 + Advantages 36 + Skills 16 (32 ranks) + Defenses 23 = 150

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Real Name: Dianne Morales
Occupation: Vigilante, ex-SWAT
Base of Operations: A sizeable room along an abandoned subway track

Personality
Driven and intense. Flashes of her original, amiable personality sometimes emerge when she's relaxed, but otherwise she's way too serious.

Powers & Abilities
The Ancient Plague strengthened what she was already able to do: great athletic prowess, lethal accuracy with ranged weapons of all kinds, and urban and close-quarters warfare. Her sight improved to the point that she can now see in the dark, which only makes her a much deadlier marksman.

Appearance
Of mixed Caucasian, Mediterranean and Hispanic heritage, Dianne has dark brown hair and dark gray eyes. Her hair is worn relatively short, mostly chopped with a knife at shoulder's length. She customized her tactical uniform into a more form-fitting shape, although the armor, tactical weapon harness and battered raincoat make it difficult to discern her athletic figure.

History
Dianne Morales was a decorated SWAT officer working under Stronghold during a particularly virulent outbreak of the Ancient Plague. Frequent emergency deployments kept her away from her husband, a journalist for a local newsfeed, and their 3-year-old son.

Her unit was called one day for a search-and-destroy mission behind the line of rioting Plague mutants. The creatures had emerged from the sewers en masse, apparently under the orders of a shadowy commander. To Dianne's horror, the incursion was happening in the residential district where she had her home.

The mission failed. Her unit was unable to penetrate the writhing mass of monsters and forced into a tactical retreat, but they were soon surrounded. One of the last things she saw was one of the mutants exploding and taking out her apartment building. Another was her squadmates being taken alive by the creatures. The last was a set of teeth on her leg.

The following weeks were a blur. She slipped between consciousness and troubled sleep several times, only seeing she was in a large, dark room strapped to a table, like others on her squad. She remembers screams and sickening, organic sounds. They had all been infected with various strains of the Plague on purpose. Someone was conducting experiments on them.

And she dreamed while her body burned inside, assailed by the virus. Her feverish dreams included running naked with a bow and a pack of hunting hounds, sometimes with stag horns on her head, others with strange tattoos covering her body. As a child her father had read to her many of the world's myths, and her mind was grasping at the mythic imagery to stave off madness. With only partial success.

One day she woke up suddenly, looking at men in white hazmat suits around her table, who looked just as surprised as she felt just before her vision turned red. She had been freed from her restraints in order to move her, and this brief window allowed her to jump off and start a killing spree. At some point she found the room where her squads' gear had been stored, and she shot her way out to freedom.

She was in a haze for several days, scrounging for food and shelter in one of Bastion's slums while she pieced herself together. She remembered the dreams she had, and a name jumped at her: Artemis, Greek Goddess of the Hunt. She decided that this was her, because it made the most sense to her broken psyche. She recovered fully eventually, and she returned to her prison only to find it abandoned. She had vague memories of the life she had, but her mythical delusion blocked the memories of her family. She stole or cajoled equipment from minor gangsters, and found a lair that served her purposes: an underground maintenance depot along an abandoned subway route. She turned it into a home, and went on a self-appointed crusade to rid Bastion of monsters, eventually accepting that some monsters wear a perfectly human skin and giving careful consideration to the reverse.

There are many things she doesn't know: who were the men performing experiments on her and her squad, she's considered missing rather than killed in action, and her family is alive. Her work-at-home husband had gone out to buy food, taking their son with him. He's pulling all the journalistic contacts at his disposal to find her. However, the piece of ignorance that is most dangerous to her is the result of the experiments: her organism successfully stopped the Plague before it mutated her. Whether this was the intended result of the experiments or a freak by-product, not even her captors know.
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