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    Quellian-dyrae's Avatar

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    Default OOC - Heroes and Dreamers

    IC Thread

    {table=head]Player|Character|Description|Hero Points
    Hope Hubris|The Gentleman|Elder Hero|1
    Grim Ranger|Jackknife|Psionic Assassin|1
    Jallorn|Andrew Kowalsky|Cyborg|1
    Shugyosha|Vanguard|Brick|1
    Theprettiestorc|Chameleon|Shapeshifter|1
    [/table]

    The World

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    The world is called Aranth, and the characters will begin in the country Ilessia, which shares a continent with the country of Limbra. Ilessia and Limbra are largely friendly rivals; they have a history of on-and-off warfare up until some three centuries ago, and remain economic competitors (and have their share of military rivalries), but also enjoy lots of trade and a strong military alliance.

    The city the characters will start in is called Verdania, the third largest city in the country, a major center of transport and trade. It's located near the middle of the country, not far from the border between Ilessia and Limbra, so there's lots of land and air traffic passing in and out, and a significant military presence.

    At current, geography and history are mostly blank to be filled in, so feel free to be creative with backgrounds.

    Technology on Aranth is highly advanced, although a lot of it is difficult to mass-produce. Generally, it's worth assuming that general society has access to modern technology with some advancements (flying cars and jetpacks, for example, exist). Militaries, large corporations, the fabulously wealthy, and of course, super-genius and gadgeteer style Dreamers, can have access to all manner of incredibly advanced tech. Things like powered armor, mechs, matter generators, laser weaponry, teleportation, nano-technology, and similar incredibly technology does exist, but is very limited and currently impossible to mass produce.

    It is also important to note that Dreamer powers are not entirely limitless. In general play, powers are still usable at will. However, most non-personal powers do have some limits, and repeated use of high frequency or intensity can drain a Dreamer's deeper reserves of energy, which takes a long time to recover. Thus, a healer, for example, could certainly make a living as a doctor, and could easily keep up with the party's injuries accrued in normal play, but it couldn't hope to be constantly healing large numbers of people day after day, or cure an epidemic. A teleporter, likewise, couldn't just invalidate normal trade routes, although every so often, it could transport massive volumes. Most Dreamers who do use their powers commercially, thus, charge appropriately, both to earn a good living and ensure they don't push themselves too hard. Generally speaking, this shouldn't come up in normal play (for standard heroing, powers are still basically at-will unless explicitly limited), but it's the explanation for why society can resemble the modern world at all (although to be fair, there are quite a few differences).


    Dreamers

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    Superhumans are commonly referred to as Dreamers, since their powers are always heralded by very vivid, lucid Dreams. Several terms have been used to mean people without Dreamer powers (the ones favored by the main Dreamer organizations are, in order, "Sleepers", "Mundanes", "Unpowered", "Non-Dreamer", "Normals", and "Potentials"). Thanks to the substantial media efforts of the Assembly of Dreams, their favored term, "Sleepers", tends to be the most commonly used. The Dreams are always related to the powers involved, though they can range from clear depictions of the Dreamer wielding its powers, to value symbolism. Some Dreams have proven to be prophetic, and others of an historical nature, like a memory of a past life. Where the Dreams, and the attendant powers, actually come from remains unknown, despite the best efforts of scientists and Dreamers with divination-related powers alike.

    As best anyone can tell, Dreamers have existed for a long time, but they've been relatively rare and often low-profile. As communication and mass media developed, Dreamer sightings became more common and more apparent to the public. Many Dreamers during this time relied on secret identities to avoid notice. Public reaction to living, breathing superheroes was...mixed.

    This state kept up for a little more than a century. During this time, Dreamer powers were poorly understood - the Dreams themselves were pretty much unknown outside the Dreamers, who didn't realize they were common to each other. Bits and pieces of data was gathered, but peoples' understanding of Dreamers was very limited.

    That changed in what has come to be called the Year of the Awakening (Year 0 PA). Several powerful Dreamers officially revealed their identities to the world, and began the organization which would grow into the Assembly of Dreams. Over the next several decades, Dreamers became a fixture of modern society. Advanced, super-science inventions (commonly called Dreamtech) were developed by Dreamers with such powers as super-intelligence or hyper-creativity, and while such technology was limited in several important ways, it still shot modern technology centuries ahead of where it had been.

    It is currently the year 122 PA (Post Awakening). Approximately one percent of people have had a Dream, although only about one percent of them have powers of significant note. Being a Dreamer is considered a major and valuable skill; even the most minor of powers can often be put to good use. Dreamers with serious powers have a vast array of life options, and are often celebrities in their own right. Dreamers are in many ways as important to society as computers; information on Dreamer powers are taught in schools, including such things as basic knowledge of how to discern and resist psychic invasions, recognize illusions, and other basic defensive measures against Dreamer powers.


    Organizations

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    In Ilessia, there are several organizations related to Dreamers. Many of these have analogues in other countries, or cross national borders.

    The Assembly of Dreams: Organization devoted to integration of Dreamers into Sleeper society. Emphasizes public relations through the media, use of Dreamer powers to enhance local communities and business, and providing a degree of organization through registration, training, and guidance services, and lobbying for laws to aid in Dreamer integration. Also maintains the Hero Corps, Dreamers who work to aid local law enforcement and counteract Dreamers that are threats to society, or people who are threats to Dreamers. Has numerous Dreamer members, but also many Sleepers on staff. Generally well-respected organization with excellent public relations, especially among Dreamers, though some ranking members use their sway with Dreamers to fulfill their own ends, and there are factions that believe the Assembly should focus on claiming more political power and control of government.

    At their best, the Assembly is an organization of heroes and good samaritans, using both supernatural and political power to better the lives of Dreamers and Sleepers alike. At their worst, they are a multinational organization that counts many of the most individually powerful people on the planet among their number, and have no qualms about using that fact and their amazing media proficiency to change the world as they deem best.

    The Children of Paradise: The Children of Paradise promote Dreamer separation. They believe that Dreamers and Mundanes can never fully integrate - at best, Mundane lifestyle holds Dreamers back, and at worst is actively detrimental or harmful to Dreamers. The Children of Paradise have created a small continent, Paradisia, as a homeland for Dreamers with their powers. Plans are to eventually colonize the world’s moon as an even more secure home. Though in disagreement with the Assembly, they have a relationship of mutual respect, with each thankful that the other provides a haven for those Dreamers who do not agree with their own beliefs. Though they largely keep to themselves, there are factions who are very militant about threats to Dreamers, and a small but devoted group that feels that Dreamers should be the ones to claim the world, wiping out or banishing the Mundanes. Public relations sometimes suffer as Mundane friends and families of new members blame the society for taking their loved ones from them.

    At their best, the Children of Paradise provide a homeland and support network for Dreamers of all races and nationalities, and wield their considerable powers in the creation of a better world. At their worst, they are a supremicist cult who care nothing for non-Dreamers and their societies and will use their powers in the creation of their "paradise" regardless of the risk or cost.

    SIDE (Special Investigations and Dreamer Enforcement): SIDE is a military and law enforcement organization specializing in Dreamer-related crimes. They enforce laws governing Dreamers and serve as law enforcement regarding crimes made by and against Dreamers. With a combination of expertly trained and experienced Unpowered and several Dreamers of various levels of power, even the most powerful Dreamers are slow to challenge SIDE. SIDE polices itself rigorously, but there remains a number of members, commanders, and even units that initiate black ops, as well as supplying training and equipment to smaller organizations with such aims. SIDE works closely with the Assembly, and the two organizations have a somewhat wary respect for each other. Relationships with the Children of Paradise is notably cool, but non-hostile.

    At their best, SIDE is the front line of defense for and against Dreamers, an elite organization that put their lives on the line to protect, and protect against, people with amazing special powers. At their worst, they are a secretive organization equipped with top of the line military technology and sufficient jurisdiction to use it against any Dreamer they deem even a potential threat.

    IDEA (Institute of Dreamer Education and Analysis): IDEA is a scientific organization that studies Dreamer powers, Dreamtech materials, and Dreamers themselves. Although most members of IDEA are knowledgeable and professional scientists, more maverick elements have given them something of a more negative reputation (kidnapping Dreamers to experiment on them, experiments gone wrong, etc). Nonetheless, IDEA has provided the world with a wealth of knowledge about Dreamer powers and numerous practical applications for Dreamer powers and Dreamtech alike. They also provide high-level technology for detecting, neutralizing, and combating Dreamers, and as such have a close relationship with SIDE. They also work with the Assembly to teach and train new Dreamers, and though Non-Dreamers are far more common on their staff than Dreamers, even the Children of Paradise are thankful for their knowledge. However, the Assembly and the Children of Paradise are somewhat leery of some of their methods, and the Children especially are strongly against some of their research - such as their attempts to find a "cure" for Dreamer powers.

    At their best, IDEA is a font of knowledge and practical technology, providing the world with amazing advancement and helping people to understand and live with these powerful beings that walk among them. At their worst, they are classical mad scientists who see Dreamers more as an interesting and valuable experiment than living, breathing people.

    The Reclaimers: The Reclaimers are an organization strongly opposed to Dreamers in general, seeing them and their powers as serious threats to themselves and to others. Officially, the Reclaimers lobby for strict regulations on the use of Dreamer powers, severe punishments for misuse, and segregation and regulation as necessary to ensure people are protected. Between accidental and deliberate misuses of Dreamer powers, and the damage caused thereby, they do have a fair case. However, their PR is utterly awful, owed largely to the fact that the organization also attracts a large number of Normals with grudges against Dreamers (people who were hurt, lost loved ones, or even were simply replaced by Dreamers), who have taken to violence and terrorism to "curtail the Dreamer threat". Adding to these people are several Dreamers whose powers ruined their lives (often those with highly destructive or uncontrollable powers), many of whom have entered into pacts to eradicate Dreamers and then suicide themselves. Worse, unscrupulous Dreamers who want to eliminate threats or competition often work with the Reclaimers or use them as patsies. Although these fanatics are a minority, they are a very visible one, giving the organization as a whole a bad reputation (and the Assembly, with their strong media connections and opposing ideology, only adds fuel to that fire). The Reclaimers are far less trained, organized, and equipped than SIDE, but many of them are fanatical to the point of obsession or insanity, the Dreamers of their number especially. The Assembly doesn't like them at all, gleefully attacking them in the media with every chance they get, while Hero Corps in particular fights against their more fanatical elements. The Children of Paradise hate them with a (very mutual) consuming passion, and when the more aggressive elements of the two organizations come into conflict, the results are often devastating. SIDE officially denounces those of their number that resort to violence against Dreamers, and they do fight against them often, but they are also one of their main suppliers of equipment and training, and they have a much closer relationship with the more politically-oriented majority of the organization. IDEA has a fairly neutral relationship to them, although the Reclaimers are the main funders of its research into a cure for Dreamer powers.

    At their best, the Reclaimers are the voice of reason in a world where the guy walking down the street could possibly have the power to disintegrate you to ash, blow up a city block, or turn you into a helpless slave with a thought. At their worst, they are a paramilitary terrorist organization who fanatically attack Dreamers, and tend to count the most unpredictable and destructive of those beings among their number.

    Seekers of the Dream: The Seekers are a religious organization that believes...well, several things, since they have a number of sects and factions in themselves. The overarching premise of the faith is that the Dream and the powers derived thereby are divinely gifted, and that all people have the potential to achieve such powers. Various sects believe that Dreamers are part of some divine plan, divinely rewarded, or even themselves avatars of the divine. Of course, since the evidence of their "miracles" are visible every day, they have amassed a tremendous following in short time. The Assembly is a close ally, and gives them lots of media support, not necessarily because they believe in the divinity of Dreamers, but boy is it a useful thing for other people to believe. The Seekers themselves also have a strong hand in convincing many Dreamers to join Hero Corps. The Children of Paradise tend to see the Seekers as the "church" to their "state"; ordained clerics of the Seekers of the Dream have the easiest time of all Potentials visiting Paradisia, and are the only Potentials permitted to live there. SIDE is completely neutral to them. IDEA doubts their claims, but of course, has no means to fully prove or disprove them; the two organizations tend to see each other as trying to reach the same goal in two different ways, and largely leave each other alone to do so. The Seekers oppose the Reclaimers ideologically, but seek to sway them from their path rather than fighting against them as the Assembly and Children do, especially those Dreamers among them who hate their powers.

    At their best, the Seekers of the Dream provides a moral and ethical foundation for new Dreamers, as well as a sense of community and purpose open to Dreamers and Potentials alike, and a more mystical and spiritual insight into these supernatural powers. At their worst, they are charlatans promising power in exchange for devotion...and, of course, a small donation to the church.


    World of Aranth Thread
    Last edited by Quellian-dyrae; 2013-09-27 at 02:14 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Titan in the Playground
     
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    Default Re: OOC - Heroes and Dreamers

    And just in case...
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Default Re: OOC - Heroes and Dreamers

    Given that the recruitment thread will eventually go away, I figure we should repost our sheets. Also, I think I like Gray for my speech.

    Andrew Kowalsky
    Sheet
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    Abilities
    Str:-1/5
    Sta:2
    Agl:-1/6
    Dex:0/6
    Ftg:4
    Int:4/6
    Awe:4
    Pre:0

    Powers
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    2 Rank Radio Communication (Subtle 1)

    1 Rank Comprehend Language (understand, not speak)

    2 Ranks Comprehend Machines (Limited to Computers, Move Action Activation)

    Arm Mounted Nano-Blade 5 Ranks Damage
    Alternate Power 10 Ranks Immunity (Half Effect Life Support)

    4 Ranks Speed

    3 Ranks Quickness

    7 Ranks Senses Vision (Analytical 2, Extended 1, Infravision, Rapid 1, Ultravision)
    Dynamic Alternate Power
    6 Ranks Senses Vision (Tracking, Darkvision), Auditory (Analytical 2, Ultrahearing), Olfactory (Analytical (Smell and Taste))

    2 Ranks Senses Mental (Ranged, Danger Sense)

    7 Ranks Protection


    Hero Points: 1

    Advantages
    Contacts, Eidetic Memory, Hide in Plain Sight, Precise Attack 2 (Ranged), Well-Informed, Equipment 7, Inventor, Uncanny Dodge

    Equipment
    Custom Issue SIDE Rifle 30
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    Base: Ranged Penetrating Damage 9 Type: Laser
    Alternate Power: Ranged Autofire Damage 9 Type: Laser
    Alternate Power: Ranged Burst Damage 9 Type: Thermal/Heat
    Alternate Power: Burst Area Snare 7 (Activation 1) Type: Ice

    Cell Phone (1), Urban Camo Clothing (1) (3 left to spend)

    Defenses
    Dodge:9
    Parry:5
    Toughness:8
    Fortitude:5
    Will:7

    Skills
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    Acrobatics: 6+3=9
    Athletics: 5+2=7
    Close Combat (Swords): 4+6=10
    Deception: 0
    Expertise (SIDE Agent): 6+2=8
    Insight: 4+5=9
    Intimidation: 0
    Investigation: 6+5=11
    Perception: 4+5=9
    Persuasion: 0
    Ranged Combat (Guns): 6+5+2=13
    Sleight of Hand: 6
    Stealth: 6+6=12
    Technology: 6+5=11
    Treatment: 6
    Vehicles: 6


    Total points spent: Abilities 66 PPs+Powers 41 PPs+Advantages 14 PPs+Skills 22 PPs+Defenses 12 PPs

    Complications
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    Motivation(s): Started as a job for cash and thrills, but he acknowledged and accepted the responsibility inherent over time. More recently though, he's been motivated by a desire to be accepted by SIDE once again, since his recent experiences have left him feeling isolated.
    Weakness: There's something inside his brain that, if someone can figure out how it works, can control him and effectively make him a slave to that person.
    Reputation: SIDE doesn't really trust him right now. They still aren't sure he wasn't completely under his own control at the time, and his reluctance to let them examine the tech that has been installed in his body isn't helping to convince them.
    Temper/Hatred: Not sure which applies better, but anything resembling slavery/forbiddance of basic freedoms is quite the sore topic these days, regardless of whose freedom we're talking about (save for criminals, they don't count).
    Enemy: Not really an enemy per say, but he's got some really fancy cybernetic tech in his body that works incredibly well. IDEA would really love to get their hands on it and examine it, and he does not want to let them. There might even be a few scientists at IDEA that wouldn't mind strapping him down and pulling him apart if that's what it took.


    Background (Fluffy version (I'm not satisfied with it))
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    Personnel File: Andrew Kowalsky
    Sex: Male
    Age: 37
    DOB: June 21, 85 PA

    School record unimpressively average until college, where Kowalsky displayed the full potential of his Dream. In college, Kowalsky successfully achieved top marks in three Majors, Politics, Law, and History, as well as Minors in Computer Science and Biology. He also ran track, and served as the star player on both the college's intercollegiate soccer and basketball teams, not to mention numerous extracurricular activities. All this despite being at a college primarily for Dreamers.

    Kowalsky claims to not remember a time when he didn't Dream. This claim has been corroborated by numerous background checks and interviews with those close to him. Of the two possibilities, first that Kowalsky has Dreamed since birth, or second that his Dreaming simply started when he was still very young, our IDEA consultants have concluded that the latter is most likely. Kowalsky's Dream powers are mostly unimpressive, but the potential they seem to have in his hands is far greater than the powers themselves would suggest. His powers come in two parts. The first is an incredibly adaptive mind and brain. This not only makes Kowalsky a rapid learner, but also a natural problem solver and innovator. Even his muscle memory is fast and adaptive, allowing him to master almost anything in far less time than other people. The second power he has is a super-human awareness of his surroundings, most notably when he is in danger. Kowalsky has proven himself capable of successfully evading danger even when blinded and deafened.

    Kowalsky himself is brash and eager, like most potential recruits. But with his abilities, that eagerness is incredibly powerful. He has already shown the potential to do incredibly things with his Dream, and it is my personal recommendation that we immediately hire Kowalsky and start him in training.

    ~~~

    Personal Report, Agent Kowalsky, ID number 4396102

    Two years ago, I was captured by the late Patrick Morris. In the course of my mission he had become aware of me, and taken special notice of my Dream. He performed horrific operations upon me, replacing the majority of my internal muscles, skeleton, and skin with carbon based, cybernetic, nano-tech "enhancements." See file F2 I346 for the full technical specifications I have to provide. Of particular note was a method of controlling me, the particulars of which I was unable to learn. Through this method he used me as his personal agent against SIDE and others. All relevant data has been added to the files already recording these instances.

    Thanks to a powerful electrical shock delivered by Agent Harrison, I was able to regain my freedom. To ensure that it stayed that way, I killed Morris and destroyed every scrap of data he had hidden away. I take full responsibility for this choice and insist that it was the right thing to do. Morris was a madman with no chance for rehabilitation, and the data he had collected was so full of ethical landmines that it was simply not worthwhile.


    Background (straightforward)
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    Kowalsky doesn't remember a time when he didn't Dream, and has been highly adaptable his whole life. This potential was largely wasted until he reached college, where he finally took charge of his potential and excelled at everything. Almost straight out of college, Kowlasky got hired by SIDE, and was put through training. Kowalsky's own ambition and talents allowed him to become one of the agencies' top agents before too long. Then, he was captured by Patrick Morris, a crazy Dreamer with a mind for super-science and a passion for power and dominance.

    Morris took Kowalsky apart and rebuilt him using nano-tech augmentations. He then forced Kowalsky to do his bidding for nearly two years. When Kowalsky finally obtained freedom, he turned on his enslaver and destroyed all the data the man had collected. He then returned to SIDE only to discover that he was unwilling to do what it took to prove that he hadn't betrayed the organization: submit himself to a full examination. He was put on probation while they reviewed the situation, and he decided that he would prove to SIDE that he was still an agent for law and order, by performing the civic duty of vigilantism.


    Feelings about Organizations
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    Assembly of Dreams: Has a great deal of respect for their goals and most of their leaders. However, he's been in the spy gig just a touch too long for him to fully trust any organization big enough that he'd never be able to know every member personally.

    Children of Paradise: Has mixed feelings. On the one hand, he can understand a desire to seclude oneself from fools. On the other hand, seperation does not foster the understanding necessary for peace, and isolation is, historically, bad. Also, because of their seperation from Sleepers, fears that they do not understand them, and thus would not act morally towards them.

    SIDE: His employers. He is loyal, but more to founding goals of the organization than the organization itself. He is used to intra-organizational conflict, one branch of SIDE working against another branch. But he believes the organization does by far more good than harm. Even despite his recent rocky relations, he would prefer to work with and within SIDE.

    IDEA: Extremely mixed feelings. Personally, he doesn't want anything to do with them right now. Maybe once he understands the tech inside himself better, but right now, the risk of losing control of himself again is simply too close. He knows that some of their number are extremely morally suspect, but even with all of this, he appreciates that the potential benefit to all mankind is incredible. Even the developments of madmen could be turned to value, and directing some such madmen in more controlled environments might even alleviate the damage they can do personally, while still allowing their genius to benefit mankind. Still, one of the organizations he watches the closest.

    The Reclaimers: He is far less positive towards them than towards the Children of Paradise. While he sees them as pretty much the opposite reaction, he also sees that the apparent tilting of power in the favor of the Children makes the Reclaimers more desperate and therefore more dangerous. Also, where the Children want to remain seperate, the Reclaimers want to purge Dreamers from the world at large. In short, he sees them as shortsided, fearmongering, dangerous fools.

    Seekers of the Dream: While he doesn't begrudge people their hopes and dreams, he doesn't see the Seekers as beneficial. He sees them as largely taking advantage of people's hopes, as the worst religion has to offer humanity. While he might be able to respect some of the individuals in the organization, and even wish that their dream might someday come true, he simply can't condone the existance of the organization.
    Last edited by Jallorn; 2013-11-08 at 11:05 AM.
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    Default Re: OOC - Heroes and Dreamers

    If we're picking colours, the Gentleman is Dim Gray

    Dark Green




    Willam Squire, the Gentleman

    Image I could find that best matches my thoughts on his appearance, but with a monocle, and occasionally a top hat
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    Character Sheet
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    William Squire
    PL10

    Abilities
    Strength 7, Stamina 7, Agility 7, Dexterity 4, Fighting 7, Intellect 3, Awareness 4, Presence 2

    Powers
    Enhanced Body [Also has the enhanced physical attributes, included on the abilities page]:
    Ageless: Immunity 1, Grace: Movement 3 [Sure Footed 2, Safe Fall], Regen: Regeneration 5, Speed 2, Leap: Leaping 2
    (16 points)
    Enhanced Senses:
    Body Reading: Mind Reading 6 [Can get an idea of what you're thinkging, using body language and facial expressions; Surface Thoughts, Sight Dependant, Check Required (Perception): DC 12], Senses 3 [Danger Sense, Analytical Vision, Low Light Vision; Limited: Requires Monocle (for Analytical and Low Light only)]
    (2 points)

    Equipment
    Sword-Cane
    Sword-Cane Slash: Damage 2 [Multiattack; Penetrating (5), Benefit (Concealed)]
    Monocle
    Gentleman's Suit [The Gentleman's suit was given semi-mystical properties by a friend he worked with in the 60s]
    Blur: Concealment 6 [Visual and Auditory; Blending, Partial], Immunity 1 [Immune to the creator's powers]

    Advantages
    Move-by Action, Close Attack 2, Defensive Attack, Improved Critical 2, Improved Disarm, Quick Draw, Uncanny Dodge, Assessment, Diehard, Equipment 2, Benefit [Wealthy], Improved Initiative 1

    Skills
    Acrobatics 5 (+12), Athletics 6 (+13), Deception 3 (+5), Insight 2 (+6), Intimidation 1 (+3), Investigation 2 (+5), Perception 2 (+6), Persuasion 2 (+4), Sleight of Hand 2 (+6), Stealth 1 (+8)

    Offense
    Initiative +11
    Sword-Cane Slash +11, Damage 9

    Defense
    Dodge 13, Parry 13
    Toughness 7 (Def Roll 0), Fortitude 11, Will 9

    Power Points
    Abilities 82 + Powers 18 + Advantages 15 + Skills 14 + Defenses 21 = Total 150

    Complications
    Motivation (Responsibility): As an upstanding citizen, The Gentleman believes that it is his duty to uphold the law
    Complication (Honour): Upholds a (assuming similar historical timelines, eg. it's 2012 now-ish) 19th century code of British-analogue chivalry



    Feelings on Organisations
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    The Assembly of Dreams
    Having worked with some of the older members before they went public, The Gentleman holds great respect for the Assembly and has worked with them on occasion. Is likely to trust anything they say and incredibly unlikely to fight them unless provided with a very good reason.

    The Children of Paradise
    Thinks they are smarmy arrogant gits and is perfectly happy to just let them all leave to their little island, but would definitely not be joining them.
    Some of The Gentleman's best friends over the years have been sleepers, and he does not see dreamers as superior, simply lucky.
    Will not work with unless he has to, no problem with stopping some uppity young fools who think they should own the world.

    SIDE
    Mixed feelings, the Gentleman has faced some seriously bad dreamers and is glad that there is an agency capable of containing them, but has some fears as to their intentions, secretly wonders if their agenda aligns in some way with The Reclaimers.
    Will work alongside on occasion, particularly against rather tough villains.

    IDEA
    Against, very much against.
    Using captured dreamers for testing and their attempts to find a "cure" for dreamer powers, along with a general disdain for technology leads the Gentleman to openly opposing them whenever legally possible.

    Reclaimers
    Yeah... No...
    The Gentleman believes all the things he hears about them, and while he obeys the law, he wishes he wasn't such a moral paragon so that he could show them what for.
    If it is ever possible to legally oppose them, the Gentleman jumps at the chance.


    Seekers of the Dream
    Thinks of them as nothing more than another silly cult, no particularly strong feelings one way or another


    Last edited by HopeHubris; 2013-06-10 at 05:45 PM.

  5. - Top - End - #5
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    Default Re: OOC - Heroes and Dreamers

    Let's make a perception check: (1d20+9)[25]
    Quote Originally Posted by Ertier View Post
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    Derailed in the best way, thank you good sir.
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    Default Re: OOC - Heroes and Dreamers

    Alright, maybe I should make a couple rolls so I don't have three posts in a row.

    Tech: (1d20+7)[14]
    Some others: (1d20)[1] (1d20)[16] (1d20)[11] (1d20)[17]

    Alright, that's it then. Those will be thrown out.
    Last edited by Jallorn; 2013-01-03 at 11:19 PM.
    Quote Originally Posted by Ertier View Post
    A good background is like a skirt. Short enough to keep my interest, but long enough to cover the important bits.
    Quote Originally Posted by FistsFullofDice View Post
    Derailed in the best way, thank you good sir.
    Spoiler: Homebrew Links
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  7. - Top - End - #7
    Ogre in the Playground
     
    shugyosha's Avatar

    Join Date
    Jan 2012
    Gender
    Male

    Default Re: OOC - Heroes and Dreamers

    Vanguard

    History
    Spoiler
    Show
    Ja'an, as a young boy, looked at the sky and marveled at the Dreamers, with their powers and abilities. He deeply wished to be apart of them... and he did... but not in a way he would have thought.

    Ja'an was normal for all he knew, and he tested himself to prove it. He had broken his leg jumping of his roof hoping to fly, tried to read book much above his level hoping he'd have super intellect, he even tried staring at a pot of water hoping to make it boil. Nothing; he was thoroughly normal.

    It was in his early twenties when it happened. He met an old man. He was big but frail. Ja'an helped ward off a trio of thugs from him. The old man thanked him with a tale so far fetched Ja'an laughed. The old man claimed to be one of the oldest Dreamer. He had kept himself hidden and in the shadows, helping people when they least knew it. The old man said he was dying and it was time to pass off his Dream.

    It didn't happen all at once. The change was slow. Ja'an started to get bigger. With in a month he was twice his original size. He found he had strength, eventually he found he could fly. His own dreams began to slowly tell him of a tale of his own history, but he could never quiet remember it when he woke.

    Eventually he became Vanguard. This time he would not help from the shadows. He would fight in the open and inspire the good figut


    Character Sheet
    Spoiler
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    Attributes
    {table=head]Name | Value | Cost
    Str | 14 | 28
    Sta | 12 | 24
    Agi | 0 | 0
    Dex | 0 | 0
    Fig | 6 | 12
    Int | 0 | 0
    Awe | 0 | 0
    Pre | 0 | 0
    [/table]
    total 64

    Skills
    {table=head] Name | Base | Points | Total
    Insight | 0 | 6 | 6
    Perception | 0 | 6 | 6
    Expertise: History | 0 | 2 | 2
    Technology | 0 | 4 | 4
    [/table]
    total 9

    Advantages
    {table=head]Name | Cost
    Fearless | 1
    Move By action | 1
    All out attack | 1
    Power Attaack | 1
    Accurate Attack | 1
    Interpose | 1
    Inspire | 1
    [/table]
    total 7

    Power
    Invulnerability:
    {table=head] Description | Ranks | Cost
    Impervious | 13 | 13
    Immunity
    • disease
    • aging
    • heat
    • cold
    • radiation
    • vacuum
    | NA | 6
    Regeneration | 2| 2
    [/table]
    (21 points)

    Body of Invulnerability
    • Enhance Dodge -6
    • Enhance Parry -6
    • Enhance Toughness +6
    • Impervious +6
    • Enhance Will +1

    (1 point)

    Flight Array:
    {table=head] Description | Ranks | Cost
    Flight |7 | 14
    Flight
    • Concentration (-1)
    | 14 | 1
    [/table]
    (14 points)

    Power Boost Array:
    {table=head] Description | Ranks | Cost
    Shockwave:
    • Affliction (Hindered, Prone)
    • Burst Area (+1)
    • vs Dodge
    • Limit Two Degrees (-1)
    • Target must be on the same floor (-1)
    • 2nd Effect: Change Environment
    • Impede Move Permanent (2 ranks)
    | 10 | 14
    Thunder Clap:
    • Affliction (vs Fort; Dazed, Stunned)
    • Burst Area (+1)
    • vs Fort
    • Limit Two Degrees (-1)
    • Affects Insubstantial
    | 10 | 1
    Stunning Blow:
    • Secondary Effect on STR
    • Affliction (Dazed, Stunned, Asleep)
    • vs Will (+1)
    • Fades (-1)
    | 14 | 1
    Negative Strike:
    • Secondary Effect on STR
    • Weaken (Toughness)
    • vs Will (+1)
    • Fades (-1)
    | 14 | 1
    Knockback:
    • Linked with STR
    • Move Object
    • close range (-1)
    • only to push target straight back (-1)
    | 14 | 1
    Flurry of Blows:
    • Multi-attack on STR
    | 14 | 1
    Harmonious Strength:
    • Enhance STR +6 (total 20)
    • Lifting only (-1)
    • Affects Insubstantial
    • Incurable
    | 14 | 1
    [/table]

    (20 points)


    Defenses
    Fortitude 12
    Tough 14
    Dodge 6
    Parry 6
    Will 6
    (14 points)

    Total Cost: Attribute (64) + Skills (9) + Advantages (7) + Powers (56) + Defenses (14) = 150

    Complications
    Motivation: Doing good. Ja'an thinks that doing good is his own desire, but he doesn't know that the Dreamer in him is nudging him along.
    Enemy: There is a dark force out there who is after this Dreamer and his powers... But Ja'an is completely unaware of them.
    Secret: There is a dark secret that Ja'an doesn't know about the Dreamer in him. I'll need to talk the the GM about this more...
    Honor: Protection of the Innocent, Code vs Killing, and Generally a Black and White view of mortality.


    Hero Points: 9
    Last edited by shugyosha; 2013-03-10 at 10:41 AM.

  8. - Top - End - #8
    Firbolg in the Playground
    Join Date
    Apr 2012

    Default Re: OOC - Heroes and Dreamers

    Here's the sheet. I'll put up a backstory by tonight and a bit of fluff. I'll make her speech red.

    Danica Rhinehart, Quantum
    PL 10, 150 pts

    Brief: Quantum can create and control electromagnetic fields. In addition, Quatum's body can regenerate, is forever young and is impervious to diseases.


    Sheet:
    Spoiler
    Show



    Abilities:
    Str -1, Dex 0, Stm 0, Fgt -1, Agl 0, Int 5, Awe 3, Pre 4.

    Defenses:
    Dodge 7, Parry 7, Fortitude +7, Will +10, Toughness +12.

    Combat:
    Initiative +8, Blast +8, Magnekinesis +7.

    Skills:
    Deception 7 (+11/+16), Expertise (Science) 11 (+16), Insight 1 (+4), Perception 5 (+8), Persuasion 7 (+11/+1), Ranged Combat (Magnetism Array) +6, Technology 9 (+14)

    Advantages:

    Attractive 2, Accurate Attack, Benefit (Wealth) 1, Improved Initiative 2, Inventor, Move-by Action, Power Attack, Ranged Attack 1, Ultimate Effort (Toughness), Equipment 1.

    Powers:

    Electromagnetism Array: 35 pp
    Main: Magnekinesis [Linked effect]
    - Move Object 13: 1300 ft, 12k tons, Advantages: Accurate Attack, Improved Hold, Increased Mass 6; Precise: Limited Materials: Metals.
    - Elongation 5: 250 feet, Limited: Requires Metals.
    - Extra Limbs 5: 5 extra limbs, Advantages: Improved Grab. Projection. Limited: Requires metals.

    Alt. Power: Blast 12: 1200 ft., DC 27, Accurate +2, Homing 3: Incurable; Precise.
    Alt. Power: Burst Area Blast: 1000 ft., DC 25, 30 feet radius, Selective; Limited: Requires Metals.
    Alt. Power: Insubstantial 3: Energy.
    Alt. Power: EMP: Blast Area Nullify 10: Broad (Technology), DC 20, Area Burst 30 feet radius.
    Alt. Power: Metal Manipulation: Transform 8: 1 thing > 1 thing (metals); Transforms 6 tons: DC 18, Increased Mass 6; Increased Duration.

    Flight 6: 12pp
    120 miles/hour, 1800 feet/round.

    Personal Environment: [Linked] 17pp
    Force Field 12: 12pp
    +12 toughness.
    Regeneration 10: 5pp
    Every 1 round, Source: Magnetic Shield

    Immunity 2: 2pp
    Aging, Disease.

    Equipment:
    Commlink
    Computer
    Gas Mask
    Multi-tool
    Packets of stainless steel ball-bearings and rods.


    Abilities 20 + Powers 66 + Advantages 12 + Skills 23 + Defenses 29 = 150 pp


    Complications:
    Spoiler
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    Enemy: The Reclaimers: The Reclaimers, whether militant or TV face, hate Quantum for what terrible damage she inflicted on their group. Calling her "Holocaust" for her methods of hunting down their cells and exterminating their members, they are legally unable to move against her directly, but would greatly enjoy seeing her demise through other means.

    Temper: Despite her normally calm demeanor, Quantum has a vindictive streak and will harm those that deliberately do her wrong. Usually the response is proportionate, but sometimes she goes that extra mile. (although a few bad shots on the golf course has caused her to wreck a few clubs)

    Responsibility: Business ventures: The miraculous healing abilities of Quantums body is a treasure chest for modern biotech and pharmaceutical companies, and she is often involved with them in exchange for the money she needs to pursue her own goals.

    Motivation: Responsibility:
    Though she doesn't feel she is under any obligation to use her powers for "good", Quantum is a humanist at heart that believes mankind is destined for expansion across the stars and greater knowledge of the cosmos. She wants to be a part of that and help in its realisation.


    Backstory:
    Spoiler
    Show

    Danica was born into a well-to-do merchant family in Aranth, the Rhineharts. Despite the privilege of her upbringing and the generosity of her surroundings, Danica developed into a well-mannered and relatively peaceful young girl that displayed an inquisitive curiosity about the world around her. Discarding toys of athletics or home economics, she surrounded herself with lego and chemistry sets, and took great delight in exploring her family grounds and building things. Somewhat removed from her parents (moreso due to lack of commonality rather than negligence), Danica was a quiet but friendly child that chose to spend time with a small circle of close friends. Often defending herself and friends in school with her sharp wit, she developed a strong dislike for bullies that would influence significant decisions later in life. Growing up without real incident, Danica acquired a masters in electrical and aerospace engineering and seemed poised for a promising career in the aerospace industry.

    In the wake of Danica's dreaming she was endowed with a connection to one of the four foundational forces of the universe - electromagnetism. With her rudimentary understanding of physics, Danica was quite aware of what this would entail. However despite the amazing potential for such a capability, this was not what drew attention and monetary rewards towards the dreamer. Instead, biotech and pharmaceutical companies around the world queued up and fought competitively to acquire samples of Danica's blood so that it could be used to produce antibodies. Danica's strange new immune system seemed capable of defeating any pathogen or affliction, and the young woman seemed set for life from the enormous rewards she was granted. Though not a thankless saint, Danica was not unreasonable in the payments she received - she often asked very little in exchange for giving her life-saving blood. With those profits, Danica bought a decommissioned oil rig off the coast and renovated it to provide her with an environment to practice fulfilling her long-term goals: space exploration.

    Danica's benefit to the medicinal community did not go unnoticed by the world at large. One group that was not endeared by her miraculous healing abilities was The Reclaimers, or more specifically, militant groups within its ranks. Believing Danica's efforts to be a Dreamer scheme of turning everyone in the world into dreamers through vaccinations, they launched a surreptitious attack on Danica's oil rig that resulted in its destruction and left Danica for dead in the ocean. Almost murdered in her own home and her ultimate dreams of exploring space delayed due to the meddling of boggle-eyed fanatics, Danica paid no attention to any idea of "restraint" and went straight for retaliation. Discovering the location of several militant Reclaimer cells via help from the Children of Paradise, Danica introduced the groups to the other set of powers they hadn't known about: her control over electromagnetism.

    Stoked by the fires of her homes destruction, Danica held little qualms for eradicating what she viewed as parasites from the face of the earth. In combat Danica's abilities proved devastating: the technology capable of dinting her powerful shielding was either shut down or turned against them, and weapons that she couldn't disarm such as pointy sticks or plastic clubs proved useless against her defenses. A normally quiet and reflective young woman, Danica proved a fervent and remorseless foe once her ire had been aroused, and one by one across her section of Ilessia Danica tracked down militant cells of the Reclaimers and left naught but ashes in her wake.

    Naturally, Danica's actions were swiftly noticed by SIDE - a group that the woman had paid little-to-no attention to in the past. Their first attempt at arresting/apprehending Danica did not end well as the Dreamer interpreted their actions as protecting the Reclaimers. Though no one died during the incident, something Danica performed deliberately, the aircraft that delivered the group to arrest her was found "warped" shut and its personnel detained within threads of steel inside. With assistance from the Children of Paradise, of all people, SIDE was able to persuade Danica away from continuing her vendetta.

    In the wake of her actions and accumulated body-count, a problem existed for the authorities: given the nature of her abilities the cost of a prison to specifically hold her would've been enormous - if it was even scientifically possible. As such, she was given the option of community service - putting her sharp mind, her regenerative abilities and her electromagnetic manipulation to "good" use. Not interested in acquiring more enemies needlessly, Danica reluctantly accepted and took the codename "Quantum", for the smallest measurement of space she could influence with her powers. It was much more flattering than what the Reclaimers called her, "Holocaust", for her seemingly pathological desire to mercilessly hunt them down for eradication.

    Since then Danica has taken to living in a family manse on the outskirts of Aranth. An explorer at heart, she has revisited the refinement of her abilities with hopes to one day master her surrounding environment and take to the stars. For more mundane matters, bills need to be paid and upkeep requires resources - she still licenses the use of her blood and performs heavy transportation services.


    Relationships with Organisations:
    Spoiler
    Show

    The Assembly:

    What she thinks of them: "I'd be wary of them if I were a sleeper - such a large, encompassing and persuasive organisation is enough to make anyone nervous."

    What they think of her: "She needs guidance and an eye to watch her. Keeping her out of anything shorter than a life sentence was a legal nightmare so she had better be worth it."

    Children of Paradise:

    What she thinks of them: "I'd rather not recluse myself from the world, but they had my back when no one else did. For that they have my thanks. They have an interesting idea in extending our reach beyond the atmosphere."

    What they think of her: "The Reclaimers had it coming. They blew up her house and left her for dead - what was she supposed to do? She's always welcome over on Paradisia."

    SIDE:

    What she thinks of them: "Get out of my way."

    What they think of her: "We live in a world based upon electronics. A world linked via satellites. A world powered by the marvel of the microchip. A world she can shut down and send us all back to the stone age. Dreamers like her are the reason we exist."

    IDEA:

    What she thinks of them: "I haven't paid enough attention to them to form an opinion. Chances are I've dealt with some of their representatives already and didn't even know it. Heh, fancy that?"

    What they think of her: "She'll live forever, is impervious to all diseases, can regrow lost limbs, can control one of the four foundational forces of the universe and is an engineer to boot! Why isn't she working for us?"

    The Reclaimers:

    What she thinks of them: "Taste your mortality."

    What they think of her: "Holocaust is a dangerous murderer of concerned citizens that hunted down men and women whose only crime was believing in a safer society. This prejudiced, lethal psychopath should be where she belongs - in a prison. Yet instead she's held up as a medical marvel and whisked away by the Dreamer conspiracy and their puppets. If a crazed murderer of innocent civilians can get off scot-free and continue living in comfort, then what justice exists anymore?"

    Seekers of the Dream:


    What she thinks of them: "Who?"
    [Brief explanation]
    "Oh...cute."

    What they think of her:
    "The medical and scientific value of what her body has provided has saved lives, many lives. Her actions were tragic and borne from anger and a perceived lack of justice. With guidance she can join the ranks of the many dreamers that are brightening the future for all."

    Last edited by BananaPhone; 2013-01-04 at 04:14 AM.
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Mar 2012
    Gender
    Male

    Default Re: OOC - Heroes and Dreamers

    Character Sheet Repost GO!

    I will be claiming #00CC13 as Curtis's color

    1Curtis Wright - PL10

    Picture
    Spoiler
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    Character Sheet
    Spoiler
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    Abilities
    Strength 1, Stamina 1, Agility 6*/2, Dexterity 4, Fighting 8*/4, Intellect 3, Awareness 3, Presence 1

    Powers
    Manifestation
    Dyn: Manifest Device [Reality Bending, Technological]:
    • Variable 3 [15 PP to create Easily Removable Devices based on normal, hand-held items (effectively 25 PP with the discount factored in); Move Action; Quirk (If a created Device is not in the user’s hands [because it was loaned, removed, etc.] it can be unmade at a distance (and thus the points spent on it regained) by spending a Standard Action); 8 points/rank - 1 point]
    Dyn: Manifest Objects [Reality Bending]:
    • Create 10 [Precise, Subtle, Innate; 2 points/rank + 3 points]
    (26 points, 23 points to allocate)

    Time Magick
    Haste [Speeds the User up in Time, making them a blur as they move. Reality Bending, Magical, Spacetime]:
    • Super-Speed 3 [Unreliable (5 rounds)]
    • Enhanced Fighting 4 [Unreliable (5 rounds)]
    • Enhanced Agility 4 [Unreliable (5 rounds)]
    • Activation 1 (-1 points)
    • Feature (All of Haste's effects can be refreshed at once with Extra Effort) (5 points)
    Alt: Stop [Stops the Target in Time; Reality Bending, Magical, Spacetime]:
    • Affliction 9 [DC 19, Resisted by Will, 1st Degree: Hindered + Vulnerable, 2nd Degree: Immobile + Defenseless, 3rd Degree: Paralyzed + Incapacitated; Ranged (90/225/450 ft), Extra Condition, Concentration; Distracting, Instant Recovery; Diminished Range, Incurable]
    Alt: Reflect [Bends Spacetime around the User, inexplicably reflecting back Ranged Energy and Magic effects; Reality Bending, Magical, Spacetime]:
    • Immunity 40 [Energy, Magic; Sustained, Reflect; Limited (Does not work against effects with Penetration), Limited (Does not work against effects with a range of Close); Activation 2]
    (20 points)

    Green Magick
    Barrier [Reality Bending, Magical]:
    Protection 7 [Sustained; Activation 2, Subtle (Only visible when struck)]
    (6 points)

    White Magick
    Cure [Reality Bending, Magical, Holy]:
    Healing 5 [Persistent, Stabilize]
    (12 points)

    Etc
    Fox Senses:
    Senses 3 [Low-Light Vision, Acute Smell, Ultrahearing; Innate]
    (4 points)

    Equipment
    • Smart Phone (Cell Phone 2, GPS, Video Camera) (5 ep)
    • Motorcycle (10 ep)

    Advantages
    Improved Initiative 3*, Accurate Attack, All-out Attack, Defensive Attack, Power Attack, Benefit 1 [Status: Known Independent], Ranged Attack 4, Equipment 3

    Skills
    Acrobatics 2 (+8*/+4), Athletics 2 (+3), Close Combat: Swords 2 (+10*/+6), Deception (+1), Expertise: Popular Culture 3 (+6), Expertise: Current Events 1 (+4), Insight 2 (+5), Intimidation (+1), Investigation 2 (+5), Perception 3 (+6), Persuasion 3 (+4), Stealth 1 (+7*/+3), Technology 3 (+6), Treatment 1 (+4), Vehicles 3 (+7)

    Offense
    Initiative +18*/+2
    Unarmed +8*/+4; Close, Damage 1
    Swords +10*/+6; Close, Damage Max 10
    Ranged +8; Ranged, Damage Max 12

    Defense
    Dodge 8*/4, Parry 10*/6
    Toughness 8†/1 , Fortitude 6, Will 12

    Power Points
    Abilities 40 + Powers 65 + Advantages 12 + Skills 15 + Defenses 18 = Total 150

    *When using Haste
    †When using Barrier


    Complications
    Spoiler
    Show

    Motivation (Doing Good): He's big on the power of dedicating yourself to a cause and he's chosen to dedicate himself to doing Good.
    Honor: Curtis always gives foes a chance to surrender (or get their butts handed to them). He always tries sees the good in someone and is reluctant to kill. He's also a big fan of righting wrongs.
    Fame/Prejudice: Curtis, being an anthropomorphic (furry) fox, cannot hide his paranormal appearance, he is also becoming somewhat well-known, these combined sometimes makes him sometimes a target of both sides of the "Dreamer Issue".
    Relationship (Cassandra Wright): Curtis's sister who is currently living under close Assembly supervision and with most of her Reality Bending powers suppressed because of the threat they could pose if they were let loose, not only to only to herself but to others. So far no one has targeted Cassandra for her powers, but if someone hurts her... Curtis is not holding back. He assumes whoever would dare hurt her knows the risks and also that they won't be holding back either. Things could get really bad if someone was to Mind Control her into creating whatever reality they wanted.


    Backstory
    Spoiler
    Show
    Curtis Wright was pretty much an average teenager, if a bit of a recluse who liked to spend time on a computers or playing a video game rather than with people.

    Cassandra Wright was more social than her little brother but she almost always had her head in the clouds when it came to school or just taking care of herself, instead preferring to constantly roleplay in her own detailed fantasy world where anthropomorphic animals lived in a world governed by magic.

    She would sometimes tell her younger brother of the crazy things that happened to her characters, though when she grew bored of a current set of characters she would often kill all them off and have them reincarnate so that they could constantly be teenagers/young adults. Her latest roleplays revolved around self-inserts of her and a close friend being taken to her fantasy world and them falling in love with their favorite characters.
    These roleplays often ended in disaster because of tensions between her and her friend's characters resulting in the story being rebooted from the beginning, the previous happens being present as weird dreams in their self-inserts minds.

    The one night Curtis was having a really weird Dream, it had started with some weird kind of get-together were small stones with colored runes etched on them were being displayed and given out, then at one point he put on a mask of some kind for a tour and had wandered off from the main group, because this was actually the second time this sequence of events had happened in this Dream. Anyways, some huge Boss guy appeared just off a beach and started making big waves. All the people in the Dream got together to fight him and then got killed by the Boss after a brief fight, video game style. Then Curtis decided to respawn as a race/class/something-or-other that had no limits except for what one could imagine up. This time the fight was different, he ran circles around the Boss while at the same time laying on ridiculously powerful attacks, both technological and magical. Then he woke up as an anthropomorphic fox rather abruptly.

    He spent a couple hours getting acquainted with his new body, especially his (super fluffy) tail, before his mom came down to check on him. His family had mixed reactions, mostly surprise, but they all got over it pretty fast. After a couple days of testing Curtis seemed to have no powers, only some slightly better senses resulting from being half-fox. Cassandra though seemed to resent her brother because he had ""woken up"" after she’d been waiting to her whole life.

    A week later though she got her wish and as the saying goes: ""be careful what you wish for""…

    As she slept in one morning having weird Dreams, someone came to the door for her. Curtis groggily opened the door to find one of his sister’s characters staring right back at him. The calico cat woman asked nicely enough if she could see his sister for reasons she said she couldn't say. Curtis slammed the door on her, fearing that his sister's stories might come true, tragedies and all. He ran to Cassandra’s room to check on her and found a black cat man taking his half-awake sister out of bed, the man remarked that the woman at the front door was just a distraction for Cassandra’s family members. As the man prepared to leave out the window with Cassandra, a gun suddenly appeared in Curtis’s hands and he didn’t hesitate to shoot the man in the head. Both siblings stood there for a few moments as they took in what just happened.

    Cassandra was sudden overcome with a mixture of grief, anger, shock, and sadness as she realized that her brother had just stopped her from realizing her Dream of going to her fantasy world by, as far as she knew, killing one of her favorite characters right in front of her. She threw herself at him to knock him over then fled outside.

    Her emotional state started to make her powers go haywire as the neighbor started to transform into her fantasy world. Half-animal people started to appear out of nowhere to block Curtis’s path as he followed his sister outside. He tried to use the gun he suddenly had earlier, but it had gone as suddenly as it had come. He tried to fight his way to his sister using his fists, but the anthropomorphic people in his way soon knocked him out, saying ""You will not harm The Mistress!""

    The next day Curtis came to in a SIDE hospital in a bed next to his sister's bed. He learned that the Hero Corps had come in soon after he had been knocked out and subdued his sister. Cassandra woke up a couple of days later, feeling depressed and that everyone was against her and trying to keep her down.

    Over the next couple months they both received lots of tests to determine what powers they had and how strong they were. It turns out both of them had the power to bend reality. Curtis had much lesser powers than his sister, but near-perfect control over what little he did have. Cassandra was much the opposite, her powers were very strong, though not as powerful as before, and she found herself only able to exert a little conscious control over what exactly they did when they were let loose. During a test she spontaneously transformed herself into different anthropomorphic animals and she seemed unable or at least unwilling to change back to human form and when the suppressors were finally turned back on she was left in the form of an anthropomorphic white wolf.

    At the end of the testing Curtis was deemed not a serious threat to others and allowed to go back home with his family. At this point he was only able to create the most basic of shapes out of nothing. Cassandra though seemed to be unable to control the brunt of her powers and no one wanted a repeat of what had happened during her ""Awakening"" so she was forced to wear a Deamtech Power Suppression collar provided by IDEA. After a few months at being held at the SIDE facility the issue of her long-term care came up. SIDE decided that because she wasn’t really a prisoner, but more of a mental patient, that she was some other Organization’s problem, not theirs. IDEA and the Assembly of course argued over who would get custody of the reality bending girl, but in the end her parents decided that she should be put under Assembly care, and so she was.

    Over the next few years, Curtis has been using his still developing powers to serve as a Superhero. He now has the ability to create more complex objects that generally resemble more advanced versions of mundane items. He also has developed his ability to be able to bring into the existence a small number of magical effects from his favorite video game series (Hint: It's Final Fantasy). He gets visited by an Assembly Counselor twice a month to assess his growing powers (used to be once a month, but ever since he started messing with Spacetime it's been kicked up to twice a month) and his growing status as a Hero since he's expressed interest repeatedly in joining the Hero Corps someday.

    Cassandra though has only been allowed to enough of her power to create simple objects and illusions, which she mostly uses as an alternative to other more mundane art forms. Due to her artistic skills, she has gained a small amount of popularity (and money) as a Dreamer artist and plans on moving out soon. She is also visited twice a month by a Counselor from the Assembly to assess her control over her powers, give her advice, but mostly to make sure she isn't going to try and “overwrite” reality in a purposeful repeat of her Awakening.


    Feelings on Organizations
    Spoiler
    Show
    The Assembly of Dreams
    Number one on my list. They're nice people who help Dreamers like me and my sister out when we need it. She's doing very well thanks to them! Also, when I can join the Hero Corps?

    The Children of Paradise
    The sound like a bunch of escapists, why can't we all be friends? Where are they going to run when they need a break from themselves I wonder? In general, I don't mind them if they don't try to "Kill All Sleepers" or anything like that and I worry about them.

    SIDE
    Number two on my list. They do what needs to be done and I respect them for that. That's pretty much it about them.

    IDEA
    Shady Organization is Shady, 'nuff said... well, at least they help out the Assembly with Dreamertech and training. Wish they would make more of their research Open Source though.

    The Reclaimers
    Seriously, why can't we all be friends? I see the validity behind their points, but they're making most of their points all wrong. Also, more they just make way too many Logical Fallacies in their arguments.

    Seekers of the Dream
    I see where they're coming from and agree with them on a lot of things, but I'm pretty sure they'd ask more from me then I'm comfortable with. I go to their churches on holidays sometimes.


    Updates
    Spoiler
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    1/4/13 Change due to more setting info
    • Advantages: "Benefit: Known Hero" > "Benefit: Known Independent"
    1/5/13 Fix/Change due to cost per rank for Healing being off
    • Powers: Curasa: Healing 6 (Ranged, Stabilize, Diminished Range) > Cure: Healing 5 (Stabilize, Persistent)
    1/21/13 Changes all around
    • Abilities: Awareness 4 > 3 (+2 pp); Fortitude 7 > 6 (+1 pp) Will 12 > 12 (-1 pp to keep it at 12 when AWE was lowered)
    • Powers: Manifest Device +Move Action (-3 pp); Manifest Object 9 > 10, +Innate
    • Skills: Close Combat (Swords) 4 > 2 (+1 pp)
    • Offense: Swords +12*/+8 > +10*/+6
    1/23/13 Fix for missing a change
    • Skills: Insight 2 (+6) > Insight 2 (+5); Perception 3 (+7) > Perception 3 (+6)
    Last edited by ChrisClark13; 2013-01-24 at 08:26 PM.
    ...if that makes sense.
    Spoiler: Note to all people I'm playing with.
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    I work a 12 hour job with rotating days. So if I don't post or I'm not active during the middle of the day assume that I'll get out a post that evening if possible.
    When I don't have work I usually post a few times a day though, so don't worry!

    An original way to describe originality
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    Default Re: OOC - Heroes and Dreamers

    You're fine Shugyosha, and thanks for the sheet reposts, all!

    Just so you all know, when I put a check DC to open a Spoiler, while rolling in thread is fine, feel free to roll on physical dice or a different die roller program and just open it if you succeed. Since spoilers are honor-system anyway, the roll can be as well, and that might keep clutter down.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: OOC - Heroes and Dreamers

    Just a heads up: I'm planning on Quantumn having had martial run-ins with The Reclaimers that resulted in numerous deaths and some destruction. She'll be shanghaied...er...I mean "recruited" as a means of "Hey we'll overlook this frightening incident if you do some community service!"

    Sound okay?
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: OOC - Heroes and Dreamers

    Pretty much. The Assembly doesn't really have jurisdiction on stuff like that to "overlook" it (that's SIDE's deal). They do, however, dislike the Reclaimers in general, hate the militant ones, and have a beast of a legal team, so it's pretty much just as good.

    Whether you want it to be more "We'll keep SIDE from throwing you into prison for the rest of your life if you help us out here" or more "Yeah, looks like you were justified, we'll get SIDE off your back. By the way, you interested in a temporary heroing gig?" is up to you.
    Last edited by Quellian-dyrae; 2013-01-04 at 01:47 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: OOC - Heroes and Dreamers

    Jackknife
    Elijah Warren
    Power Level 10 - 155 Power Points

    Brief: Jackknife is a trained Dreamer killer, possessing considerable skill with blades and vast array of different gadgets that allow him to pull underhanded moves in middle of a fight with alarming frequency. He can also utilize his developing psychic abilities to strenghten himself in various ways: the exact limitations of his psychic abilities are currently unknown, but he has showcased increased endurance, speed, strenght and even capability to become virtually invisible to naked eye. He can also go without sleep for however long he wishes to, an ability that can be considerably more useful than it looks like.

    Character sheet:
    Spoiler
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    Abilities: 56 points
    STR 6
    STA 4
    AGL 5
    DEX 3
    FGT 7
    INT 0
    AWE 3
    PRE 0

    Powers: 40 Points

    Pavor Nocturnus - 1 Point
    Immunity (Need for sleep)(1 pt)

    Bishōnen - 2 Points
    Enhanced advantage (Attractive 2)(Limit: Out of Costume only)(1 pt)
    Enhanced advantage (Fascinate 1 (Persuasion), Skill Mastery (Persuasion))(Limit: Out of Costume only)(1 pt)

    Jack of Blades (array) - 14 Points
    ● Blade Shield- Immunity 20: Projectiles, Limited: Must be wielding an Edge Weapon (10 pts)
    ● AE: Clean Cut- Damage 2, Strength Based, Multiattack, Penetrating (6), Incurable, Precise, Limited: Must be wielding an Edge Weapon (1pt)
    ● AE: Flying Blades- Damage 2, Strength Based, Increased Range, Multiattack, Penetrating (5), Ricochet (1), Limited: Must be wielding an Edge Weapon (1pt)
    ● AE: Psychic Strike- Damage 8, Affects Insubstantial (2), Alternate resistance: Will, Limited: Must be wielding an Edge Weapon (1pt)
    ● AE: Paralyzing Blow - Damage 1, Strength-based, Affliction 17 (Resisted by Fortitude, Failure (one degree): Target is hindered, Failure (two degrees): Target is immobile, Failure (three degrees): Target is paralyzed), Affects Insubstantial (2), Limited: Must be wielding an Edge Weapon (1pt)

    Psychic Boost (array) - 16 points
    ● Fast Healing - Regeneration 10 (10 pts)
    ● AE: Mental Camouflage - Concealement 5 (Full concealment from all visual senses (super senses included) as well as normal hearing) (1 pt)
    ● AE: Speed Boost - Super-Speed 3 (Enhanced Initiative 3, Quickness 3, Speed 3)(1 pt)
    ● AE: Stronger Bones - Enhanced Strength 5 (1 pt)
    ● AE: Third Eye - Senses 10 (Counters Concealment (5 ranks), Counters Illusion (2 ranks), Penetrates Concealement (4 ranks), Noticeable) (1 pt)
    ● AE: Hyperparkour - Leaping 6, Movement 2 (Safe fall, Sure-footed 1) (1 pt)
    ● AE: Unconquerable Will - Immunity 30 (Effects resisted by Will)(Reduced Will 5, Concentration) (1 pt)

    Jackknife's Suit (removable) - 4 points
    ● Kevlar lining - Protection 3 (3 pts)
    ● Adaptive HUD - Senses 2 (Extended Sight 2) (2 pts)

    Assassin’s Arsenal (utility belt array) - 4 points
    ● Monomolecular Blade: Damage 4, Strength based, Enhanced Improved Critical 2, Penetrating 8, Precice Attack 2 (Ignores cover & concelment) (16 points)
    ● AE: Flashbang grenades: Ranged, Burst Area, Dazzle 4 (1 point)
    ● AE: Tear Gas grenades: Ranged, Burst Area, Affliction 4 (1 point)
    ● AE: Fragmentation grenades: Ranged, Burst Area, Damage 5 (1 point)
    ● AE: Serrated throwing blades: Damage 2, Ranged, Strength based, Precice Attack 2 (Ignores cover & concelment), Extended Range (2), Accurate 2 (1 point)

    Fierce Deity Form (Alternate Form) - 1 point
    ● (Specifics pending discussion with GM)

    Skills: 21 points
    Acrobatics 5 (+10), Athletics 5 (+10), Close Combat: Edge Weapons 5 (+12); Insight 5 (+8); Ranged Combat: Edge Weapons 5 (+8); Sleight of Hand 5 (+8); Stealth 5 (+10); Perception 4 (+7), Persuasion 5 (+5/+10 out of costume)

    Advantages: 21 points
    Accurate Attack, Agile Feint, Assessment, Benefit: Omnidexterity, Connected, Defensive Roll 3, Diehard, Evasion, Equipment 2, Favoured Foe (Dreamers), Fearless, Improved Critical 2 (Edge Weapons), Improved Aim, Improved Disarm, Jack-of-all-trades, Power Attack, Quick Draw, Takedown, Ultimate Effort, Weapon Break

    Defenses: 12 points
    Toughness: +4 (+10)
    Dodge: +5 (+10)
    Fortitude: +2 (+6)
    Parry: +3 (+10)
    Will: +2 (+5)

    Combat:
    Initiative: +5 (+17 with Super-Speed active)

    Close:
    Monomolecular Blade: +12
    Hidden Blade: +12
    Dagger: +12
    Unarmed: +7

    Ranged:
    Serrated throwing blades: +12

    Equipment: 10 equipment points (2 points)
    ● Dagger: Damage 1, piercing (2 points)
    ● Hidden Blade: Damage 1, piercing, Subtle (4 points)
    ● Commlink (1 point)
    ● Gas Mask (1 point)
    ● Multitool (1 point)
    ● Cell Phone (1 point)

    Abilities 56 + Defenses 12 + Powers 40 + Advantages 21 + Skills 21 = 150 Power Points

    Hero points: 7
    Hero points spent: 2


    Complications:
    Spoiler
    Show
    Wrath: Even though he attempts to keep his anger chilled rather than raging out of control, Jackknife can at times be quite temperamental and phrone to give in on the temptations of violence. His anger towards the people he feels have wronged him can act badly against him, as he will attempt to pursue his vengeance even if his emotions can be played to lure him into a trap.

    There is no place like...: Even if he is mostly unknown to the world, Jackknife still has friends and extended family, and they are unlikely to exactly approve of his villanous turn. He cannot bring himself to harm most of his few old friends, and as a result is likely have trouble when facing them. Were it discovered by his old friends what his mask hides behind it, he would likely get couple of very persistent pursuers.

    Righteous Fiend: Despite being a rather murderous metahuman assassin, Jackknife has his own strict set of "professional ethics" that he maintains even despite potential benefits that working outside them might give at times. These include: not harming children, not killing bystanders unless necessary, allowing honorable opponents honorable burials and many other things besides. As a result, people can be quite confused about his behavioral patterns at times, and Dreamer community can see him as somewhat of a wild card.

    Double Life: In order to operate somewhat below notice, Jackknife adopts his civilian persona of Elijah (leaving out the last name on purpose) when he is not on a mission. Thanks to the fact he does not need sleep, Jackknife can maintain his double identity quite easily, but in his civilian guise he does not carry his arsenal and adheres to strick non-killing policy to avoid suspicion.


    Backround:
    Spoiler
    Show
    Elijah Warren originally had very good future ahead of himself by the looks of it, or exiting one to say the least. Son of famous pair of Dreamers, Psychoblast and Martial Mistress, he is someone one would likely not expect to find his way to the dark side of the law, living up to his teenage years in luxarious home of his parents and being fully expected to develop Dreamer powers of his own. He was even schooled in academy partially funded by the Assembly for possible Dreamers-to-come, as befitting someone who was fully expected to become a superpowered celebrity by his own right. Those early years left Elijah with strong moral compass and a real, genuine with to become a hero and help his fellow man. Back then, he did not know anything of the varying dangers that the world could have for an aspiring Dreamer.

    Sadly his life was not fated to turn all that rosy in the end. His parents were careless, and during one of their battles with one of the villans they encountered, excessive measures were brought into play. No one knows if it was deliberate or simple mistake, but his parents killed the supervillain they had been fighting, something that was still frowned upon by law. Special Investigations and Dreamer Enforcement (or simply SIDE) was forced to apphrehend them, and although the law at times understood accidental Dreamer kills (in self-defence, since superpowered battles were risky for everyone involved), the newly-elected official with anti-Dreamer sentiments wanted to boost his support amongst the anti-Dreamer part of the populance by taking stricter stance in regards of the two, and drove through harshest possible penalty.

    Life in maxium-security prison. For both of his parents. They died in the incarceration not long after, some saying that Reclaimers had got to them and made an "example" out of them.

    As if losing his parents would not have been bad enough, with them Elijah lost his home in their old house in Verdania due to unexpected legal fallout (most of which was being orchestrated by the radical elements of the Reclaimers: the two Dreamers had been quite influential) and was forced to move to suburb, which whilst being bearable was a far cry from his old life. These turns of events of course devastated the young man: he had lost his parents, as well as his home, and was now apparently more or less expected to fend for himself. The traumatic events triggered his Dreams, and they were not pleasant ones: instead, they were night terrors, visions of blood, fire and darkness. Continuing for a week before halting, the lucid dreams drove the need for sleep entirely from him, leaving him shaken and his worldview rather darkened... But it also left him with his Dreamer powers, ones that grew in strenght week by week. But as his powers awakened, so did cold hate towards everything he saw as being responsible for the destruction of his life: SIDE, Reclaimers, and eventually the entire goverment.

    His fury eventually reached the point that he begun to act rather dangerously, some even said self-destructively, and stopped visiting the academy entirely. His friends and tutors hardly had begun to talk in worried tones amongst themselves about his obviously rapidly worsening mental health when the news hit them: the apartment of Elijah Warren had exploded and was merrily burning away, having been attacked by one of the old enemies of his parents.

    When the first heroes and SIDE agents reached the scene, however, they were met with gruesome and surprising sight: the corpse of a villain that had had his throat slit from behind, and Elijah nowhere to be found. The posthumous case went down as self-defence, and Elijah Warren was pronounced dead due to his body having never been found, being one of rare 16-year olds that got a honorary plaque at the academy he had been trained in.

    But of course, everyone was mistaken. Elijah Warren had not died, but merely adapted. Having survived the encounter with the Dreamer by camouflaging himself with his newfound power and using the only weapon available to him at the time, the boy took on alias of Jackknife and begun wandering the world, living by stealing and killing while seeking masters to train him in arts he would need to rise to power and exact his revenge on all those that he felt had betrayed him. In many cases, he killed his masters as "graduation ceremony" of sorts when he believed he was ready, thus gaining experience in dealing with superhuman opponents and honing his lethal skills ever sharper.

    And now, twelve years later, the angry teen has turned into a lethal assassin with mind full of cold, carefully maintained fury, and a long list of names.

    A situation that is bound to end in tragedy.

    Relations with factions:
    Spoiler
    Show
    The Assembly of Dreams - Neutral: he sees them as good people, but is often forced to pit himself against them to get his way in the world.

    The Children of Paradise: - Cautiously positive: He does not believe every bit of the Dreamer surpremacy spiel, but he does support the idea of them gaining their own world.

    SIDE: - Hostile: Thanks to their role in leading his parents to their deaths and clashing with them rather regularly, Jackknife despises SIDE. They also have a folder on him.

    IDEA: - Neutral: Jackknife does not interact with the IDEA much, so he has no opinion on them.

    The Reclaimers: - Extremely hostile: Reclaimers are faction that he tends to attack the most, and is not too selective when it comes to reducing their membership.

    Seekers of the Dream: - See Children of Paradise


    Also, rolling the dice right now:

    (1d20+5)[12] (Perception)
    Last edited by Grim ranger; 2013-11-07 at 04:14 PM.

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    Default Re: OOC - Heroes and Dreamers

    I'm going to take advantage of Well-Informed to see if I know much about anyone already. I'm going to roll for the other characters, but that's pretty informal, and is really just going to tell me how much I know about each character's backstory.

    I'm also going to roll for Barret Anderson: (1d20+13)[29]

    Quantum: (1d20+13)[31]
    Curtis Wright: (1d20+13)[31]
    The Gentleman: (1d20+13)[22]
    Jackknife: (1d20+13)[27]

    Well, that's four successes for everyone except The Gentleman. So I know a lot about everyone.

    I don't know if that would tell me Jackknife's origin though. That's up to you I think Grim. Do I get to know Jackknife's original name?
    Last edited by Jallorn; 2013-01-04 at 04:06 AM.
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    Default Re: OOC - Heroes and Dreamers

    I really doulbt that, since the "original" persona of Jackknife has been declared legally dead, and he only surfaced years and years after that event, nobody really has enough on him to join the dots... unless you have some kind of postcognition.

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    Firbolg in the Playground
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    Default Re: OOC - Heroes and Dreamers

    And there, history/fluff is up. Tell me if it's fine or needs work.

    Perception roll: (1d20+8)[10]
    My Homebrew:
    Pathfinder - The Demonologist
    Pathfinder - The Runeseer

    "Of all the words by tongue and pen, by far the saddest are "I could have been"."

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: OOC - Heroes and Dreamers

    Andrew:
    Spoiler
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    Barret's got about twenty-five years experience in Hero Corps. He was trained originally by SIDE, but once he had the Dream, he felt the bureaucracy of the organization was too restrictive. He takes a hands-on approach to things and displayed solid management skills, has respect as a leader not for any particular charisma or natural gift at command, but because he's no-nonsense and doesn't tend to mess things up often.

    He's known to be staunchly anti-Reclaimer, and tends to an agenda of having the Assembly in general and Hero Corps in particular work closely with SIDE to pick up whatever slack their protocols leave. Since he rose to his current rank, joint task forces between Hero Corps and SIDE have near quadrupled compared to previous years.

    Also, since you did roll quite high, he has a daughter who joined the Children of Dreams ten years ago, and moved to Paradisia. He's not happy about it, and it actually wound up pretty much destroying his marriage (his wife's a Sleeper, so being pretty much barred from visiting her daughter? Yeah, didn't go over well). So, he has a sore spot for them.

    Powers-wise, his primary capabilities are super-strength and invulnerability, a degree of super-speed (he's not very quick in terms of, say, striking speed, but very fast on the move and heightened reflexes), and creation of a variety of forcefields, most of which have some sort of rider effect (reflection, absorption, backlashing, etc). Given all that and his codename, I trust his general combat tactics are obvious.


    EDIT: Yeah, Quantum's backstory looks fine. All the organization feelings towards her look spot on.

    EDIT Again: And OP of IC thread has been updated to account for new backstories.
    Last edited by Quellian-dyrae; 2013-01-04 at 04:34 AM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: OOC - Heroes and Dreamers

    Oh, I think Jackknife and Quantum will get along just fine... If she can look past the "trained dreamer-killer and boogeyman of Dreamer community" thing

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    Default Re: OOC - Heroes and Dreamers

    So, couple thoughts on combat, to streamline things. Let me know if anyone sees any issues or has any complaints.

    We won't roll initiative at combat start. NPCs will simply all act first (but results of actions won't apply until end of the round), then PCs as each player can post, each player posting for their character and any other characters they control (summons, companions, etc). Include any reactions to NPC actions, and any necessary rolls, right in your post.

    If you want to "time" an action to occur before or to interrupt an NPC's action (for example, you want to move to block a charging enemy), you roll an Initiative check, DC 11 + the NPC's initiative modifier to do so. This option basically replaces readied actions for PCs (NPCs will ready actions normally, in spoilers). Once everyone's posted, my next post will be to post NPC reactions and responsive rolls, resolve all the numbers, and then post their next turn. If a PC forgets to make a roll called for (a save, for example), I'll roll for them in my post.

    If you attempt to time an action and fail, your action gets resolved after all untimed or successful timed actions, rather than simultaneously. If this invalidates your action (for example, you try to nullify an enemy's power but wind up casting too late), you do still lose the action involved. Generally, enemy movement will not prevent you from targeting unless the enemy moves out of range (if you were moving to the enemy to attack, as long as your movement could still get you into reach, you're fine). Additionally, failing to time an action against an action that targets you results in taking a -2 penalty to all defenses against the action, since your attention is divided.

    Also, I can already tell I won't be able to keep track of various super-senses and such. If you want to use a super-sense, let me know and I'll tell you what you can perceive. I think I'm explicitly going to do my posts and pacing under the assumption of normal human senses. However, if you feel your character would have been aware of something beforehand, point it out and the senses (and maybe roll a Perception check along with it, just to be safe), and if the sense would have given you early warning, you'll get some extra time to respond "retroactively". This could mean a free surprise round, some prep time, or just being able to be all cool and wind up sneaking up behind the people that were supposed to have snuck up on you, or something.

    Finally, at least in the initial few encounters, if everyone could be fairly detailed about what the powers they are using do and how they work as they post their actions, it'll be a big help. As I mentioned, my M&M experience is fairly limited.

    One question as well, anyone have particular preferences for or against maps? I figure since speeds can be quite high and AoOs aren't a thing, they won't be that useful, but if anyone is going to find tactical positioning important for their builds, I'm fine with whipping them up.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

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    Default Re: OOC - Heroes and Dreamers

    When everyone arrives, The Gentleman sizes them all up

    Assessment: Insight +7 vs target Deception

    Rolls are meant to be secret, so you can roll them, or take these ones

    Spoiler
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    (1d20+7)[24]
    (1d20+7)[26]
    (1d20+7)[20]
    (1d20+7)[19]
    (1d20+7)[10]
    (1d20+7)[25]

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    Default Re: OOC - Heroes and Dreamers

    (1d20+6)[17] perception
    (1d20+6)[20] tech

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    Default Re: OOC - Heroes and Dreamers

    Quote Originally Posted by Jallorn View Post
    I'm going to take advantage of Well-Informed to see if I know much about anyone already. I'm going to roll for the other characters, but that's pretty informal, and is really just going to tell me how much I know about each character's backstory.

    I'm also going to roll for Barret Anderson: [roll0]

    Quantum: [roll1]
    Curtis Wright: [roll2]
    The Gentleman: [roll3]
    Jackknife: [roll4]

    Well, that's four successes for everyone except The Gentleman. So I know a lot about everyone.

    I don't know if that would tell me Jackknife's origin though. That's up to you I think Grim. Do I get to know Jackknife's original name?
    Wouldn't the DC be dependent on how famous and how long they have been active. I'm sure someone like the Gentleman would have a lower DC.

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    Default Re: OOC - Heroes and Dreamers

    Quote Originally Posted by shugyosha View Post
    Wouldn't the DC be dependent on how famous and how long they have been active. I'm sure someone like the Gentleman would have a lower DC.
    Yes, I have been active for well over a hundred years, since before the awakening, might be a little easier to know about him than say... a mysterious masked assassin

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    Default Re: OOC - Heroes and Dreamers

    Curtis has a "Benefit: Known Hero" Advantage. Seeing as Hero seems to exclusively apply to the Hero Corps I'm not sure what I should change it to, "Locally Well Known" perhaps?
    ...if that makes sense.
    Spoiler: Note to all people I'm playing with.
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    I work a 12 hour job with rotating days. So if I don't post or I'm not active during the middle of the day assume that I'll get out a post that evening if possible.
    When I don't have work I usually post a few times a day though, so don't worry!

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    Default Re: OOC - Heroes and Dreamers

    For Assessment, I figure since you have each other's character sheets, just roll normally, assume a take 10 on Deception, and you can assess comparative capabilities IC based on your roll.

    Likewise, Well Informed can give you access to appropriate understanding of backstories. As I read it, "Protected" information means, out there for those who have access (which may be hard or dangerous to get), but not necessarily secret information that only the character or a select few people would know.

    I guess the way it would work for more famous characters, is more information would be available at the lower DCs. The Gentleman's adventures and escapades are likely well-documented, so you could get much more information at DCs 10 and 15, whereas someone like Jackknife or the previous help from the shadows Vanguard, the same sort of information would be much less available, and thus fit the classifications for higher DCs. And again, information that is simply undocumented, such as Jack's previous identity or the fact that this is actually a new Vanguard, probably wouldn't be available (unless your fellow player is cool with it).

    Gentleman:
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    As far as Interceptor goes, I'm assuming him for your last roll. I haven't actually worked his stats out entirely, so uh, these are kinda tentative, but where I'm leaning, Attack 12, Damage 16, Dodge and Parry lower than yours, Toughness, Fortitude, and Will higher than yours.


    Edit: Hero with a Capital H is generally used to denote Hero Corps. That said, there are Dreamers who are heroes and not members of Hero Corps. They're usually called independent heroes, or just independents for short. Eh, or vigilantes if they haven't registered their access and intended use of combat-capable powers.
    Last edited by Quellian-dyrae; 2013-01-04 at 04:57 PM.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

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    Ettin in the Playground
     
    Grim ranger's Avatar

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    Default Re: OOC - Heroes and Dreamers

    Insight roll:

    (1d20+8)[17] (Insight)

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    Ogre in the Playground
     
    HopeHubris's Avatar

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    Default Re: OOC - Heroes and Dreamers

    Lets see if I can roll a 5 on my insight

    (1d20+7)[13]


    Also, I'm assuming 'Dreamless night' is a typical expression, similar to the use of 'oh god' or the like?
    Last edited by HopeHubris; 2013-01-04 at 05:06 PM.
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    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: OOC - Heroes and Dreamers

    Yeah, pretty much. More common among Dreamers than Sleepers, of course.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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    Barbarian in the Playground
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    Default Re: OOC - Heroes and Dreamers

    I take routine checks on Expertise: Popular Culture and Insight for 16 and 16 respectively.

    I also updated my character sheet post.
    ...if that makes sense.
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    I work a 12 hour job with rotating days. So if I don't post or I'm not active during the middle of the day assume that I'll get out a post that evening if possible.
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    Titan in the Playground
     
    Quellian-dyrae's Avatar

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    Default Re: OOC - Heroes and Dreamers

    Just so anyone who was paying more attention than me knows, it's the sixth floor that was off-limits to non-Corps personnel, eighth was bunks, got them mixed up.
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

    If brevity is the soul of wit, I'm witty like a vampire!

    World of Aranth
    M&M 3e Character Guide

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