Small Town Heroes: Inactive

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MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment)

Post by MrTweedy »

I like to think that I can tailor encounters to match the party. It may take me a little to get this down with a new system, but I will try to do so. This will be largely rp driven due to the whole 'slice of life'' factor for this game. That isn't to say there won't be a healthy amount of combat, but certainly a big portion is rp.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by CaptainKaulu »

OK, a good graphic designer I am not, but ...
Image

Vil Grumych Granit
Original Character, PC-ready
Power Level 8 (120 ppt with 7 Abilities starting at -1 for teenager handicap)

ABILITIES [54 ppt]
Strength 9 (+9) • Stamina 8 (+8) • Agility 1 (+1) • Dexterity 0 (+0) •
Fighting 3 (+3) • Intellect -1 (-1) • Awareness 1 (+1) • Presence -1 (-1) •
Load limit 12 tons

POWERS [28 ppt]
Arctic Origin:6 ppt
Racial Power

Immunity 1 (environmental cold) • 1 ppt

Immunity 10 (cold effects) • 5 ppt
Flaw: Limited to Half Effect
Keen In A Chill:8 ppt + 1 ppt for Alternate Effect
Racial Power
Flaw: Activation 1 • -1 ppt

Enhanced Intellect 55 ppt
Flaw: Limited to intense or extreme cold conditions

Enhanced Will 21 ppt
Flaw: Limited to intense or extreme cold conditions

Enhanced Advantages 6 [Improved Initiative, Jack-of-All-Trades, Second Chance (mind control), Ultimate Effort (Investigation), Ultimate Effort (Will), Well-Informed] • 3 ppt
Flaw: Limited to intense or extreme cold conditions

ALT - Energy Absorption (cold):8 ppt
Racial Power

Enhanced Traits 7 (Intellect 2, Will 2, Improved Initiative 1, Jack-of-All-Trades) • 8 ppt
Extra: Reaction 1 (being affected by Cold effect), Flaw: Fades
Physically Talented:3 ppt
Racial Power

Leaping 11 ppt
Leap 15 ft at 4 mph

Regeneration 22 ppt
Regenerate every 5 rounds
Geological Instinct:3 ppt
Racial Power

Enhanced Expertise: Science 93 ppt
Flaw: Limited to geology
Soccer Fanatic:2 ppt
Training Power

Enhanced Expertise: Sports 62 ppt
Flaw: Limited to soccer
Rocky Hide:1 ppt
Racial Power

Protection 21 ppt
Flaw: Noticeable
Strength Damage Array:3 ppt for Alternate Effects
Training Power

Damage 90 ppt
  • ALT - Stunning Blow:9 ppt
    Affliction 9 (Fortitude; Dazed/Stunned) • 5 ppt
    Flaw: Limited Degree
    Linked: Damage 44 ppt
  • ALT - Versatile Strike:9 ppt
    Affliction 9 (Fortitude; Dazed or Impaired or Fatigued or Vulnerable) • 5 ppt
    Extra: Variable Conditions 1, Flaw: Limited Degree 2
    Linked: Damage 44 ppt
  • ALT - Knockback:9 ppt
    Move Object 84 ppt
    Flaws: Limited Direction (fling away), Reduced Range (close)
    Linked: Damage 55 ppt
Lucky Magic 8-Ball, Device (Easily Removable)1 / 3 ppt
Luck Power

Enhanced Advantage 3 [Luck (Inspiration) 3] • 3 ppt
ADVANTAGES [13 ppt]

• All-Out Attack • Cool (Intimidation) • Equipment 1 • Improved Critical (Unarmed) 1 • Improved Initiative 2 • Improvised Weapon 1 • Interpose • Languages 1 • Move-By Action • Set-Up 1 • Startle • Ultimate Effort (Athletics) •
EQUIPMENT [5 ep]
  • Commlink1 ep
  • Cell Phone1 ep
  • Prized Soccer Ball1 ep
  • Shared HQ: High School for Supers2 ep
LANGUAGES
• native: Russian • English •
SKILLS [12 ppt]
Athletics 3 (+12) • Close Combat: Unarmed 4 (+7) • Expertise: Science 0 (+8, geology only) • Expertise: Sports 0 (+5, soccer only) • Intimidation 7 (+6) • Perception 2 (+3) • Persuasion 2 (+1) • Ranged Combat: Throwing 6 (+6) •

DEFENSES [13 ppt]
Dodge 5 (+6) • Parry 3 (+6) •
Fortitude 1 (+9) • Toughness (+10) • Will 4 (+5) •

OFFENSE
Initiative +9, or +13 in cold conditions
  • Unarmed: +7 • Close Damage DC 24 (Strength-based), bludgeoning, crit 19-20.
  • Knockback: +7 • Close Damage DC 20 (Strength-based), bludgeoning, Linked to Move Object DC 18 (fling away), crit 19-20.
  • Stunning Blow: +7 • Close Damage DC 19 (Strength-based), bludgeoning, Linked to Affliction DC 19 (Fortitude; Dazed/Stunned), bludgeoning, crit 19-20.
  • Versatile Strike: +7 • Close Damage DC 19 (Strength-based), bludgeoning, Linked to Affliction DC 19 (Fortitude; Dazed or Fatigued or Impaired or Vulnerable), bludgeoning, crit 19-20.
  • Thrown Rocks: +6 (if able to kick) • Ranged (225/450/900 ft) Damage DC 19, bludgeoning.
COMPLICATIONS
Motivation - Acceptance: As a troll and a person of poor socioeconomic background, Vil craves being treated as truly part of a close group of peers.

Reputation: Gentle Giant, to his classmates. But outside the school community, many people have trouble seeing anything other than a troll.

Linguistic Disability: Vil grew up with his parents speaking Russian. His English is still good, but not as good as a native kid's.

Big Decisions: The school's football coach (American football) REALLY wants to recruit Vil to his team, as it's a more successful and celebrated team for the school, and Vil's stature is conducive to becoming an excellent linebacker. But in alignment with his Russian roots, Vil has always wanted to be a SOCCER star. In the next two years he will have to choose between the two as he starts on a Varsity team in 10th or 11th grade, and he's really torn about the decision ...

Relationships: Besides his classmates, his parents, Grum and Masha Granit. They were reasonably intelligent trolls back in Northern Siberia, but when they emigrated to the USA to escape Soviet anti-troll persecution, their brains kind of melted, as trolls' brains are wont to do in warmer climates. The legality of their immigrant status is fuzzy. They work super hard as factory workers (Grum as a welder, Masha in textiles) to support Vil and afford his tuition to a super high school, even if it's not the shiniest school in town.

Academic Struggles: Vil is brighter than his parents -- maybe because he grew up more accustomed to the climate, maybe just because he was smart to begin with. But he's still a troll in a temperate climate. So his poor grades in school are a concern.

Quirk: In accordance with his soccer skill, Vil's "throw" attack actually normally involves kicking the projectile at his foe. Inability to kick may result in attack penalties at the GM's discretion.
ABILITIES [ 54 ] + SKILLS [ 12 ] + ADVANTAGES [ 13 ] + POWERS [ 28 ] + DEFENSES [ 13 ]
120 PPT TOTAL


BIO

Lives in the small apartment building on the northern edge of town, near the factory district, in keeping with his humble background. Walks to school in the morning, especially in cold weather.

NOTES

In case you're not familiar, this kind of troll is based on the Discworld fantasy novels. So Vil is mostly a powerhouse who becomes a genius when his brain is appropriately chilled.
Last edited by CaptainKaulu on Wed Jul 03, 2019 3:48 pm, edited 2 times in total.
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment)

Post by MrTweedy »

CaptainKaulu, looks great to me! Interesting take in the troll which is pretty interesting. They could certainly make an great addition to the party.
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by jmucchiello »

Dang, I'm going for a morph in the opposite direction. She always changes look never looking the same twice and the dysphoria that causes her is her central personal issue. And she throws rocks. Argh.
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by jmucchiello »

Wow, way down cape may area. That can be both rural and touristy. That can work. With Wildwood so close, Del Haven could be a good spot. If you look on google maps, the area is small dense settlements surrounded by forest and wildlife reserves. People have smallcraft fishing boats (or their parent having them) should not be unusual.
Flynnarrel
Posts: 6802
Joined: Fri Nov 04, 2016 5:23 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by Flynnarrel »

JD Daniels

Image

JD, it stands for 'Jesu Dominae' <YEH-su DOM-i-nay>, is the son of a fire-and-brimstone Southern Baptist Minister, Reverend Pastor Obediah Jamal Malcolm Daniels and his wife, Abigail. Rev. Pastor Daniels leads the Church of the Sacred Flame, a small but fervent church dedicated to the idea that powers and those that possess them are sinful, wicked, and should be stamped out. Young Jesu, (for it was a sound beating if he ever failed to use his proper name), fought against his emerging powers for the longest time, then denied them for the wicked temptations they were until last year, a truck accident on the cliffside mountain road above his family's home threatened to demolish the house with his mother inside. The surrounding hillside leapt to his call with dirt ramparts and crude stone blockades slowing the tumbling 18-wheeler. But it wasn't enough and some debris impacted his mother's workshop. He kept her from being crushed entirely but Abigail was severely injured. Rev. Pastor Obediah didn't even wait for her to be released from the hospital before he had Jesu tied to a chair in the church, suspended for dunking in a font of holy water so as to drown out his 'sinful ways'. The whack of a bat preceded every command to renounce the devil inside of him and the dunking commenced whenever he faltered at repeating bible verses.

It was only by the intervention of his grandmother and Uncle Travis Daniels that JD was spared further beatings and baptisms. JD went to live with his uncle, a colonel in the Army, and sympathetic to (even admiring of) the squads of empowered individuals serving their country. He worked with JD on use and control of his powers. He also introduced the sheltered youth to football which, with his powerful frame and natural athleticism, JD took to with gusto.

Col. Travis Daniels found out about, and arranged for JD to be sent to this school.

Personality-wise JD is nice with well-cultivated southern manners but he's painfully shy. He's exceedingly careful with his muscular, blocky frame.

JD Daniels
Earth Knight

STR 4 [10pp] up to 12 with Strength of Land
STA 6 [12pp] (my 1 ability that started at 0)
AGL 0 [2pp]
DEX -2[-2pp]
FGT 4 [10pp]
INT -1
AWE 4 [10pp]
PRE -1

Advantages [4pp]: Improved Initiative, Interpose, Extraordinary effort, Untapped Potential,

Skills: Athletics 6(+10/18), Persuasion 6(+5), Expertise: Religion 6(+5), Perception 6(+10), Insight 4(+8), Expertise-Military 2(+1), Expertise-Football 2(+1) [16pp]

Saves:
Toughness 6+4armor = 10

Parry 4+ 2shield = 6
Dodge 0+ 4pp + 2shield = 6

Will 4+4pp = 8
Fort 6+2pp = 8

Powers:

Armor: Protection 4, Quirk-Noticeable, Activation-Move, Feature- Conceals identity [3pp] {JD covers himself in Stone "Armor" reminiscent of a knight's Templar.}

Shield: Parry +2, Dodge +2, Evasion 2, Activation-Move, Quirk-Noticeable. {Also takes an action for JD to form his stone kite shield.} [4pp]

Immunity Suffocation, Critical Hits, Poison, Disease, Cold Environs, High Pressure Environs, Radiation Environs [9pp] {Due to his repeated dunkings the night he left his family, JD's insides have mostly calcified to organic earth and stone.}
Immunity Sleep, Starvation (Half effect) [1pp]

Vision Gains Penetrating, Dark vision, limited- Through Earth/Stone, [3pp+1AE]
AE: Tremorsense: Detect Vibration (Tactile), Ranged, Radius, Extended, Accurate, limited - shared surface

Terrakinesis Array [24pp+3AEs]
Move Earth/Stone, Move Object 8, Area - Shapable, Range-Close, Damaging, Precise, Quirk-requires Earth/stone.
{JD can move Earth and Stone and use this to manipulate other things. He can crash it down onto people in an area, use it to trip, disarm, or even grab those in the space. Note: this isn't Limited to where he could only move earth/stone with his powers, he can move/damage/etc anything, just uses a mass of earth and stone to do it.}
AE: Stoneworks: Create Object 8, Continuous, Permanent, Innate, Subtle (indistinguishable from 'normal' minerals), Precise, Accurate 5
AE: Earth Glide:
-Underearth: Burrowing, Penetrating, Limited-Earth/Stone pr 10 (900 ft/move or 60mph).
-Safe-Fall(limited to landing on Earth/Stone). {When landing on earthen ground, (not water or steel), the ground softens}
-Surface Wave: speed 5(900 ft/move or 60mph), SureFooted, Leaping 4 (60ft) {A wave of earth let's JD move at car speeds ignoring difficult ground even propelling him a reasonable distance as needed.}
-Wall-Crawling, Limited-Earth/Stone pr 2 {JD can scale brick or concrete buildings quickly.}
AE: Strength of the Land: Enhanced Strength 8, Elongation w/Projection 1 {15ft}, Fast Grab, Improved grab, Improved Pin, Accurate attack, Improved Critical 2,

Combat:
Offense: Init +4,
Unarmed (Unpowered) +4 to hit, DC19 Toughness
Move Earth/Stone, DC18 dodge or DC23 (or19) Toughness, or +8 (or +4) Str-rank Trip, Disarm, or Grab
Create (Drop), +8 to hit, DC23 Toughness
Create (Encapsulate), +8 to Hit, DC 18 Dodge or Encapsulated
Strength of the Land, +4 to Hit, DC27 Toughness [crit 18-20], Fast Grab, (Grab rank 13 w/Elongation), one armed & JD not vulnerable, -5 to escape, 15 ft. range. Accurate Attack.

Complications:

Stone Armor - When armor is activated even though the stone doesn't impede his movements JD is heavy. This could break fragile surfaces for example. It also covers his street clothes (and a thin back pack) so anything in his pockets or bag is unaccessible.

Stone Shield - His shield occupies one hand and is big. He could be penalized in confined spaces and small openings might be impassable for his while shield is active.

Motivation - Doing the right thing.

Family -
Father, Reverend Pastor Obediah Daniels, fanatically anti-powers, leads a congregation of like-minded folk.
Mother, Abigail Daniels, JD only knows she was injured but lives.
Grandmother, everyone just calls her 'Gramma', Kind, fierce old lady, walks with cane, whacks with cane too if you get uppity.
Uncle, Colonel Travis Daniels, U.S. Army, took JD away from evangelical parents last year.


Totals: Abilities 42 + Powers 48 + Advantages 4 + Skills 16 + Defenses 10 = 120 points.
Last edited by Flynnarrel on Tue Jun 25, 2019 11:01 pm, edited 1 time in total.
"Something pithy this way comes."
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment)

Post by MrTweedy »

jumuchiello, very good suggestion, I think that should work well for this game!

Flynnarrel, great design, very interesting backstory, plenty to work with there!

As an additional, I am really appreciating the effort and enthusiasm I'm seeing here so far guys, it's very uplifting!
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by jmucchiello »

Sarah Kaye "Pla-Doh" Dimple
(Hero; PL: 8; PP: 120/120)

Strength: 3; Agility: 4/-1; Fighting: -1; Awareness: 2
Stamina: 10/6; Dexterity: 0/-1; Intellect: 2; Presence: -1

Dodge: 6/1, Parry: 6/1, Fortitude: 10/6, Toughness: 10/6, Will: 6

COMBAT
Initiative: +4/-1; Close: -1; Ranged: +0
  • Grab: +1 (Special DC 15) Range: Close
  • Rocky Emissions: Strength-based Damage 7: +6 (DC 25) Range: 70/175/350 ft.
  • Rocky Fists: Strength-based Damage 6: +7 (DC 24)
  • Throw: +0 (DC 18)
  • Unarmed: -1 (DC 18) Range: Close
SKILLS: Athletics +7/+3; Deception -1; Expertise: Makeup, Hair Styling, and Fashion Design +7 (5r); Insight +3 (1r); Intimidation -1; Investigation +8 (6r); Perception +8 (6r); Persuasion -1; Stealth +4; Technology +8 (6r)

LANGUAGES: English

ADVANTAGES: (Teen Ability Reduction) 14, Improvised Tools (free)

POWERS
  • Alt Form: Clay-like Body - Activation: Standard Action (63 PP)
    She turns into a soft clay-like substance the color of natural red clay (terra cotta).
    • Alt: Statue Body - Activation: Standard Action (1 PP)
      She can harden herself to complete immobility, looking like a statue.
      • Enhanced Trait: Enhanced Trait -62 - Traits: Agility -5, Dexterity -5, Fighting -5, Strength -9, Stamina -12 (-62 PP)
      • Thick as a Brick: Immunity 120 - Fortitude Effects, Life Support, Toughness Effects; Flaws: Quirk: Cannot Talk (119 PP)
      • What am I?: Morph 2 +20 Deception checks to disguise; Narrow group - Flaws: Custom: Will check needed to change shape or change form, see complication. 2 (6 PP)
    • Bouncing Body: Movement 2 - Safe Fall, Slithering (4 PP)
    • Elongation: Elongation 2 Elongation: 30 feet, +2 to grab - (2 PP)
    • Enhanced Trait: Enhanced Trait 27 - Traits: Agility +5, Dexterity +1, Athletics +4, Parry +5, Stamina +4 (27 PP)
    • Improvised Tools: Enhanced Trait 1 - Advantages: Improvised Tools (1 PP)
      She is the tools.
    • Maleable Body: Immunity 10 - Damage Effect: Piercing/Bullets, Damage Effect: Slashing; Flaws: Limited - Half Effect (5 PP)
    • Putty-like Body: Insubstantial 1 Fluid - (5 PP)
    • Rocky Fists: Strength-based Damage 6 - Extras: Accurate 4 (+8) (11 PP)
      • Alt: Rocky Emissions: Strength-based Damage 7 - Extras: Accurate 3 (+6), Increased Range (Ranged); Flaws: Diminished Range, Limited: Cool Down, cannot emit in back-to-back rounds (1 PP)
    • Slips Between the Cracks: Movement 1 - Permeate 1 (Speed rank -2); Flaws: Custom: There must be some kind of cracks and her movement is Speed is reduced by -4 ranks (1 PP)
    • Speed: Speed 3 Speed: 16 miles/hour, 250 feet/round - (3 PP)
    • Too Many Faces: Morph 2 +20 Deception checks to disguise; Narrow group - Flaws: Custom: She cannot pick the same face/look twice, Limited: No bonus to Disguise checks, Quirk: Sometimes she solidifies with unexpected skin and hair coloration. (5 PP)
  • Body Cavity: Feature 1 - (1 PP)
    While in clay form, she can hide stuff inside her body. While solid, the stuff is inaccessible (without surgery) and harmless. Amount of volume she can hold is limited by body size, or 1/4 cu ft (volume rank -2).
  • Dead or Alive: Immortality 1 Return after 2 weeks - (2 PP)
  • Does Not Breathe: Immunity 2 - Suffocation (All) (2 PP)
Gender: Female Age: 15
Eyes: Varies Hair: Varies
Height: 5' 4" to 5' 10" Weight: 110 - 150 lb.

BACKGROUND
Sarah Dimple is the youngest of a family of five. Her older sister, Mara, is 7 years older than her and her brother, Jerry, is 2 years older than her. Her sister manifested as a mutant 8 years ago, giving her a minor increase in agility and dexterity. She works as a magician's assistant in Atlantic City. Her brother never showed any mutations.

Her parents are also normal. Her mother, Geena, is an accountant at a small firm in Wildwood and her father, James, does construction work.

A year ago, Sarah was in a car accident when a drunk driver slammed into the family car. Jerry suffered minor injuries and her mother was hospitalized for a week.

Sarah died in the hospital, July 11th. She was interred at Mount Olives Cemetery. Two weeks later she awoke in the coffin. After much screaming and pounding on the roof of the coffin to no avail. She found a gap between the lid and the body of the coffin and permeated through it. She pushed her way up through the soil to the surface. She fled the cemetery and at home found out she found out she did not look the same.

She returned to her house where she nearly gave her father, off from work, a heart attack. After much questioning, she convinced him she was his daughter, just kinda clay-ish now. It was another three days before she figured out how to turn back to flesh. And as she did so, she looked nothing like herself. Every time she tried to turn back to normal, she passed through a variety of looks, all perfectly human, but none of them looked exactly like the Sarah Dimple of old.

Her mother and sister were quick to accept her back. Her brother is still sure she's going to infest them with alien spores and turn them into clay creatures. He was always close and the loss of his kinship hurts Sarah. Jerry is in a band, and she use to help him put on stage makeup. But now he no longer asks for her help.

Sarah is a girly girl. She had a makeup tips UTube channel with 2,732 followers. That number was higher but she has not posted since her "death".

Sarah's wardrobe consists of leather pants, dark red blouses, and leather bolero jackets. She basically wears the same color/style of clothes everyday so that while people might not recognize her face, they will still know she is Sarah Dimple.

COMPLICATIONS
  • Clothing Issues: Her malleable form is not just the consistency of soft clay, it stains like soft clay as well. Most of her clothes end up with terra cotta stains in them. She tends to wear leather as the clay color washes off of it easier than it does off cloth. Her powers are also very rough on clothing. She tends to suffer "wardrobe malfunctions" frequently.
  • Morphic Dysphoria: Whenever she uses her fluid powers, she never returns to her original form. This causes her all kinds of anxiety. She treasures photographs of herself from when she wasn't as she is now. She also finds it odd that she no longer breathes, whether or not she is in clay form.
  • Motivation: Acceptance: She thinks people forget the things she does because she never looks the same twice.
  • Relationship: Her parents support her heroic ways.
  • Solidification: When subject to cold environs, she must make a DC 15 Fortitude check (once per minute for cold, once per round for extreme cold) or she solidifies like a statue. She gains full life support and the immobile condition. She remains that way until she makes a DC 20 Fortitude check to thaw, -2/-5 penalty for cold environs apply. Cold attacks that cause damage also trigger a solidification check with a DC 15 + rank in cold effect.
    She is unaware that if she is incapacitated by heat/fire, the freezing effect is also triggered.
  • Zombie Secret: The fact that she does not breathe is not known to anyone but her. She thinks people would think she was some kind of zombie if they knew she does not breathe. It's bad enough she came back from the dead by crawling out of a grave. These facts she keeps secret.
MOVEMENT AND STRENGTH DATA
Size: Normal size ~6 ft.
Walking: 16 miles/hour; 250 feet/round; Running: 30 miles/hour; 500 feet/round
Swimming: 1/2 mile/hour; 6 feet/round
Jumping: Running 10 ft.; Standing 5 ft.; Vertical 2 ft.; Standing Vertical 1 ft.
Throwing Distances: 1,600 lbs. up to 6 ft, 400 lbs. up to 30 ft, 100 lbs. up to 120 ft

TOTALS: Abilities: 18, Powers: 68, Advantages: 0, Skills: 12, Defenses: 8, Teen Ability Adjustment: 14 -> 120
Last edited by jmucchiello on Mon Jul 08, 2019 8:27 pm, edited 2 times in total.
jmucchiello
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Re: Small Town Heroes (OOC/Recruitment)

Post by jmucchiello »

The statue form is just a bit of fluff. She does not know she turns into a statue if she gets cold (or overheated). My assumption is she's only been a mutant for a few months so far.
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment)

Post by MrTweedy »

jmuchiello, another great character design there, and some nice additions to backstory!

Something else I forgot, for anyone looking for any ideas regarding character origins, I will be introducing one additional origin called 'the H-Strain'. It is something that at the characters age would largely be unknown, but you will ic learn about it in lessons. The basic gist of the H-strain is that the explosion in Hiroshima at the end of WW2 resulted in a massive wave of unnatural radiation. The overall result was a hereditary mutation that is best described as a hyper-accelerated form of evolution.

I will also be adding a bit to the introduction covering session and mission formats, so if you're interested keep an eye out for that.
jmucchiello
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Joined: Sat Feb 09, 2019 7:59 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by jmucchiello »

I figured if there were a lot of supers in the setting, some of them would be mutants of some kind. :)
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment)

Post by MrTweedy »

Yeah, that's a perfectly fine origin for this. I am primarily introducing the H-strain for a plot point, but wanted players to have the chance to use it if they so chose.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by Spectrum »

MrTweedy wrote: Mon Jun 24, 2019 8:42 pm Spectrum, looks like a pretty interesting character! With the changes for the game I think it could make an interesting addition.
Thanks. I'm still interested, just having a hard time trying to figure out what are the most important elements and where to cut points.
We rise from the ashes so that new legends can be born.
EpicEclipse
Posts: 2473
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Re: Small Town Heroes (OOC/Recruitment)

Post by EpicEclipse »

I should have something up tonight later on. Build isn't complicated, just need time to type it up.
Hawk
Posts: 360
Joined: Sun Aug 06, 2017 2:50 pm

Re: Small Town Heroes (OOC/Recruitment)

Post by Hawk »

I'm trying to work on my idea. I will post it when/if I can get it together.
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