NetherWar: Master of Earth (OOC)

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FuzzyBoots
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NetherWar: Master of Earth (OOC)

Post by FuzzyBoots »

So, I have a pretty bad record of PbP games lately. Work has a tendency to get in the way, sapping my desire to post. Well, through no real fault of my own, work is not an issue at the moment, and probably won't be for a few weeks as I go through interviews again. So, I thought maybe it would be fun to run NetherWar #0: Master of Earth. It's a bit of an oddity in that there's an asymetric power level setup (Up to four players play Claremont Academy students at PL 8, and one player plays Seven at PL 12 with the module built such that there are places where it makes sense for Seven to be the one fighting and places where it makes more sense for the students). The basic setup assumes that all players are members of the current Next Gen, with four of them provided with the module (NGM, Miss Kitty, Blue Bolt, and Catalyst), but if people are dying to do their own build, I'd be willing to run with that.

Right now, I'm planning on just running Module #0 to reduce my scope of commitment. Anyone interested in taking this road with me?

Claimed:
  • NGM - Bill from Accounting
  • Catalyst - RainOnTheSun
  • Junior - Zero Prime
  • Miss Kitty - Captain Chaos
  • Charger - pathfinderq1
  • Seven - JDRook
Provided Builds
Blue Bolt - PL 8

Strength 1, Stamina 4, Agility 2, Dexterity 4, Fighting 2, Intellect 3, Awareness 2, Presence 1

Advantages
Improved Initiative 2, Second Chance: Mental control effects

Skills
Expertise: Science 3 (+6), Insight 3 (+5), Perception 4 (+6), Ranged Combat: Electrical Control 3 (+7), Technology 3 (+6)

Powers
Electrical Control
. . Blackout: Burst Area Nullify 3 (Counters: Electronics, DC 13; Burst Area 3: 120 feet radius sphere, DC 13, Increased Duration: concentration, Simultaneous; Reduced Range: close)
. . Chain Lightning: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
. . Lightning Bolt: Damage 9 (DC 24; Increased Range: ranged)
. . Lightning Flash: Cumulative Perception Area Affliction 8 (1st degree: Visually Impaired, 2nd degree: Visually Disabled, 3rd degree: Visually Unaware, Resisted by: Dodge / Fortitude, DC 18; Perception Area: DC 18 - Visual, Cumulative; Limited: Only visual)
. . Taser: Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Increased Range: ranged)
Electrical Resistance: Immunity 10 (Common Descriptor: Electrical; Limited - Half Effect)
Electromagnetic Field: Protection 4 (+4 Toughness; Sustained)
Electrosense: Senses 3 (Acute: Detect (Electricity), Detect: Electricity 2: ranged)
Lightning Flight: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 8 miles in 2 move actions; Limited: Must pass through intervening space)
Mental Static: Enhanced Trait 5 (Traits: Will +4 (+10), Advantages: Second Chance: Mental control effects)
Power Features
. . Charger: Feature 1 (Notes: Can power electrical devices when touching them)
. . Jump Start: Feature 1 (Notes: Can jump start or reset constructs by touch)
. . Static Electricity: Feature 1 (Notes: Can move items in arm’s reach of about 1 lb.)

Offense
Initiative +10
Blackout: Burst Area Nullify 3 (DC Will 13)
Chain Lightning: Damage 6, +7 (DC 21)
Grab, +2 (DC Spec 11)
Lightning Bolt: Damage 9, +7 (DC 24)
Lightning Flash: Cumulative Perception Area Affliction 8 (DC Fort/Will 18)
Taser: Affliction 9, +7 (DC Fort 19)
Throw, +4 (DC 16)
Unarmed, +2 (DC 16)

Complications
Accident: Blue Bolt sometimes loses control of his electrical powers, inadvertently damaging electronics and other sensitive equipment nearby.
Disability: When Blue Bolt is immersed in water or has his excess electricity drained from him, he immediately becomes fatigued, then after an hour, he becomes exhausted, and finally, after a few hours, he is incapacitated. He recovers quickly when removed from such situations.
Identity: Blue Bolt keeps his identity as Jae Murphy, one of the students at Claremont Academy, a secret from everyone but his teammates.
Motivation: Thrills: The fun and excitement of having super powers is still new and fresh to Blue Bolt. He’s in love with the idea of being a hero and gets a kick out of the adventures he has.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8, Will 10/6

Power Points
Abilities 38 + Powers 54 + Advantages 2 + Skills 8 (16 ranks) + Defenses 18 = 120



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

Catalyst - PL 8

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 6, Awareness 2, Presence 0

Advantages
Eidetic Memory, Inventor, Languages 1, Speed of Thought, Well-informed

Skills
Deception 4 (+4), Expertise: Science 2 (+8), Investigation 1 (+7), Perception 3 (+5), Ranged Combat: Bio-Energy Control Rod 4 (+6), Technology 2 (+8)

Powers
Bio-Blast: Damage 10 (mutant, DC 25; Increased Range: ranged; Fades, Tiring)
Bio-Energy Control Rod (Removable)
. . Bio-Energy Blast (Custom 2: Buys off Fades and Tiring from the Bio-Blast Power)
. . Bio-Energy Burst: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Bio-Feedback Aura: Damage 5 (DC 20; Reaction 3: reaction)
. . Bio-Shock Blast: Cumulative Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Dodge / Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . Healing Energy: Healing 4 (Energizing, Persistent, Restorative, Stabilize)
Force Field: Protection 10 (+10 Toughness; Impervious [6 ranks only], Sustained)
High Speed Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Life Support: Immunity 10 (Life Support)

Offense
Initiative +6
Bio-Blast: Damage 10, +6 (DC 25)
Bio-Energy Burst: Burst Area Damage 6 (DC 21)
Bio-Feedback Aura: Damage 5, +0 (DC 20)
Bio-Shock Blast: Cumulative Affliction 6, +6 (DC Fort/Will 16)
Grab, +0 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Accident: Catalyst is both unlucky and accident prone. In addition, her energy blasts often cause unintended scorch marks, fire, or damage.
Identity: Catalyst is careful to keep her identity as Reena Sarin a secret from everyone except her teammates.
Motivation: Acceptance: Catalyst’s powers are inherently difficult for her to channel and use effectively. In her early experimentation with them, she caused a lot of unintended damage and injury, and felt terrible about it. She now uses her powers to prove she’s not a danger and can actually be very helpful—she hopes.

Languages
English, Hindi

Defense
Dodge 5, Parry 5, Fortitude 6, Toughness 11, Will 10

Power Points
Abilities 26 + Powers 60 + Advantages 5 + Skills 8 (16 ranks) + Defenses 21 = 120



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

Miss Kitty - PL 8

Strength 5/2, Stamina 3/1, Agility 7/3, Dexterity 3, Fighting 6/2, Intellect 1, Awareness 3/1, Presence 2

Advantages
Agile Feint, Animal Empathy, Beginner's Luck, Close Attack 3, Defensive Roll 2, Improved Grab, Move-by Action

Skills
Acrobatics 4 (+11), Athletics 4 (+9), Insight 1 (+4), Perception 4 (+7), Stealth 4 (+11), Technology 1 (+2)

Powers
Blessings of Bastet (Advantages: Animal Empathy)
. . Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Felines)
. . Divine Advisor: Feature 1 (Notes: Can get hints and guidance, but also lectures)
. . Favored by Cats: Feature 1 (Notes: Cats are always friendly to her)
Feline Form (Activation: Move Action)
. . Cat Senses: Senses 5 (Acute: Scent, Darkvision, Tracking: Olfactory 1: -1 speed rank, Ultra-hearing)
. . Cat-like Abilities: Enhanced Trait 30 (Traits: Agility +4 (+7), Awareness +2 (+3), Fighting +4 (+6), Stamina +2 (+3), Strength +3 (+5))
. . Cat-like Agility: Movement 5 (Environmental Adaptation: Urban, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank)
. . Claws: Strength-based Damage 2 (DC 22)
. . Concealment: Concealment 7 (All Aural Senses, All Visual Senses, Sense - Smell; Limited: Limited to Shadows and Darkness, Passive)
. . Healing Factor: Regeneration 2 (Every 5 rounds; Limited: Shadows and Darkness)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)

Offense
Initiative +7
Claws: Strength-based Damage 2, +9 (DC 22)
Grab, +9 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +9 (DC 20)

Complications
Divinely Chosen: As the chosen Emissary of Bastet, Miss Kitty has certain mystical responsibilities and duties she is only beginning to learn.
Motivation: Doing Good: Inheritor of a proud legacy, Miss Kitty is devoted to doing her heritage proud and using her abilities for good.

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 5/3, Will 7

Power Points
Abilities 30 + Powers 56 + Advantages 8 + Skills 9 (18 ranks) + Defenses 17 = 120



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

NGM - PL 8

Strength 10/2, Stamina 8/2, Agility 4, Dexterity 2, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
Close Attack 2

Skills
Acrobatics 1 (+5), Insight 3 (+5), Intimidation 5 (+7), Perception 4 (+6), Persuasion 3 (+5), Ranged Combat: Golden Light 6 (+8)

Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Force Field: Protection 2 (+2 Toughness; Sustained)
Gold Vision: Senses 2 (Darkvision)
Golden Light
. . Golden Glow: Environment 3 (Light, Radius: 120 feet)
. . Light Blast: Damage 8 (DC 23; Increased Range: ranged)
Infused with Energy: Enhanced Trait 28 (Traits: Stamina +6 (+8), Strength +8 (+10))

Offense
Initiative +4
Grab, +6 (DC Spec 20)
Light Blast: Damage 8, +8 (DC 23)
Throw, +2 (DC 25)
Unarmed, +6 (DC 25)

Complications
Identity: NGM is the grandson of the disgraced Civil Rights-era hero and ex-con known as the Golden Marvel. In fact, NGM stands for “New Golden Marvel.” He keeps his identity as Martin Conte a secret to avoid trouble with his grandfather’s enemies, to keep people around him safe, and so his friends at home don’t realize who he is and what he’s doing.
Motivation: Recognition: NGM has had a difficult life and has had very little support. He says he’s training to be a hero because that’s what others expect of him, but really, he’s hoping someone pays attention to him and recognizes him for being good at something.
Overconfident: NGM believes he can handle anything that comes at him. He thinks he’s the strongest, toughest, fastest, most powerful member of Next-Gen and he shouts down anyone who says otherwise.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 6

Power Points
Abilities 36 + Powers 63 + Advantages 2 + Skills 11 (22 ranks) + Defenses 8 = 120



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

Seven - PL 12

Strength 0, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 3, Awareness 4, Presence 3

Advantages
Benefit 4: Master Mage, Inspire 2, Languages 3, Ritualist, Trance

Skills
Athletics 2 (+2), Deception 6 (+9), Expertise: History 4 (+7), Expertise: Magic 7 (+10), Insight 5 (+9), Perception 5 (+9), Ranged Combat: Magic 10 (+11), Stealth 4 (+5)

Powers
Defensive Magic
. . Fourth Wheel of Weyan: Burst Area Deflect 11 (Burst Area: 30 feet radius sphere, DC 21)
. . Shining Shield of Sirrion: Protection 11 (+11 Toughness; Impervious, Sustained)
. . Spell of Deflection: Deflect 11 (Reflect)
Magic
. . Abjuration of Abbridon: Nullify 12 (Counters: Magic, DC 22; Broad, Precise)
. . Baleful Bindings of Bal'Hemoth: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 22; Affects Insubstantial: half ranks, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged; Limited Degree)
. . Crooked Path of Kar'Kradas: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Accurate; Medium: Shadows)
. . Elemental Mastery of Ghorummaz: Move Object 12 (100 tons; Increased Range: perception; Limited Material: Air, Earth, and Water)
. . Magic of the Modrossus: Damage 12 (DC 27; Affects Insubstantial: half ranks, Increased Range: ranged)
. . Second Wheel of Weyan: Remote Sensing 20 (Affects: 2 Types, inc. Visual, Range: 4000 miles; Feedback, Medium: Reflective Surface)
. . Shining Suns of Sirrion: Affliction 12 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 22; Increased Range: ranged; Limited: to Vision)
Senses: Senses 2 (Awareness: Magical, Extended: Magical Awareness 1: x10)
Whirling Winds of Weyan: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +1
Abjuration of Abbridon: Nullify 12, +11 (DC Will 22)
Baleful Bindings of Bal'Hemoth: Affliction 12, +11 (DC Dog/Fort/Will 22)
Elemental Mastery of Ghorummaz: Move Object 12 (DC 22)
Grab, +5 (DC Spec 10)
Magic of the Modrossus: Damage 12, +11 (DC 27)
Shining Suns of Sirrion: Affliction 12, +11 (DC Will 22)
Throw, +1 (DC 15)
Unarmed, +5 (DC 15)

Complications
Insecurity: Unsure she is ready to inherit the title of Master Mage
Motivation: Responsibility
Power Loss: Can't fly or cast spells when she can't speak or gesture.

Languages
Atlantean, Latin, Native Language, Sanskrit, Spanish

Defense
Dodge 10, Parry 9, Fortitude 7, Toughness 14, Will 9

Power Points
Abilities 40 + Powers 65 + Advantages 11 + Skills 22 (43 ranks) + Defenses 22 = 160


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Last edited by FuzzyBoots on Mon Aug 24, 2020 10:21 pm, edited 7 times in total.
pathfinderq1
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Re: NetherWar recruiting (OOC)

Post by pathfinderq1 »

This actually seems interesting- I would sign on. Probably a home-built Claremont student (I've been building a LOT of PL 8/Hero High type builds lately), or Miss Kitty or Blue Bolt if pre-gens seem to be the way to go.
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Bill from Accounting
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Re: NetherWar recruiting (OOC)

Post by Bill from Accounting »

I'm interested! Looking at NGM in the Hero High book, he seems like he'd be fun to play. I will admit to being worried about, as a white person, not doing justice for a character who has experienced racial inequality, but seeing as how it's a one-shot, I can imagine it won't come up much or at all.

Would I be OK to tweak his build a little? There are just some things I think could be improved. Like why a character described as "confrontational, pushy, and a little mean" has any ranks of Persuasion, and the advantages are a bit weak and lacking in flavor, too.
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

Bill from Accounting wrote: Sun Aug 16, 2020 12:14 am Would I be OK to tweak his build a little? There are just some things I think could be improved. Like why a character described as "confrontational, pushy, and a little mean" has any ranks of Persuasion, and the advantages are a bit weak and lacking in flavor, too.
As long as you don't get too crazy. I also need to figure out how to fix up Catalyst, who's over on points...
RainOnTheSun
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Re: NetherWar recruiting (OOC)

Post by RainOnTheSun »

I'd be interested in trying this out. I have a vague knowledge of what Netherwar is about, but I've never read any of the modules.
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Bill from Accounting
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Re: NetherWar recruiting (OOC)

Post by Bill from Accounting »

Here's my first pass at a rework of NGM. If it's "too crazy", that's alright; I already have another build in line that's closer to the original. I just wanted to give the build a more Paragon edge.

NGM
PL 8
Image

Real Name: Martin Conte
Occupation: Student

ABILITIES:
STRENGTH 10, STAMINA 8, AGILITY 3, DEXTERITY 2, FIGHTING 4, INTELLECT 0, AWARENESS 2, PRESENCE 2

SKILLS:
Acrobatics 2 (+5), Close Combat: Unarmed 2 (+6), Expertise: Streetwise 3 (+3), Insight 2 (+4), Intimidation 5 (+7), Perception 4 (+6), Ranged Combat: Golden Light 2 (+4)

ADVANTAGES:
Extraordinary Effort, Interpose, Untapped Potential, Diehard

POWERS:
Flying: Flight 7 (250 MPH); 14 PP
AE Super-Movement: Leaping 6 (500 feet), Speed 6 (120 MPH), Movement 1 (Wall-crawling, Limited to surfaces with material Toughness less than Strength); 1 PP

Golden Field: Protection 2 (Sustained, Impervious 5); 7 PP

Golden Senses: Senses 4 (Darkvision, Extended Vision, Extended Hearing); 4 PP

Golden Glow: Environment 2 (60 feet, Light); 2 PP

Light Blast (AE of Strength Damage): Ranged Damage 8 (Distracting, Accurate 2); 1 PP

Infused Energy: Enhanced Stamina 6, Enhanced Strength 8, Immunity 10 (Life Support, Limited to Half-Effect), Power-Lifting 1 (Lifting STR 11, 50 tons), Enhanced Trait 1 (Diehard); 35 PP

OFFENSE:
Initiative +3
Unarmed +6 (Close, Damage 10, DC 25)
Light Blast +8 (Ranged, Damage 8, DC 23)

DEFENSES:
Dodge +6, Parry +6
Toughness +10/+8*, Fortitude +8, Will +6
*Without Golden Field

Abilities 34 + Powers 64 + Advantages 3 + Skills 10 + Defenses 9 = 120/120 PP
Last edited by Bill from Accounting on Wed Aug 19, 2020 9:37 am, edited 1 time in total.
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

RainOnTheSun wrote: Sun Aug 16, 2020 3:57 am I'd be interested in trying this out. I have a vague knowledge of what Netherwar is about, but I've never read any of the modules.
You don't really need a lot to get into it, although there is a Series Guide which has a Player's version to give you a non-spoiler intro. Basically, in 3E Freedom City, Adrian Eldrich is dead and Seven became the Master Mage for Earth. This adventure explains how she also became Queen of the Netherworld in sort of a prequel set a few years before the Freedom City book.
Adrian Eldritch, Earth’s Master Mage—the guardian of its arcane forces and shepherd to the wild streams of magic—has vanished, and now his young apprentice, Seven, has inherited the title. But Eldritch’s disappearance has left so many of his arrangements and spells to untangle, and chief among those is Una, Queen of the Netherworld. The Master Mage once outwitted the interdimensional sovereign and secured a bargain that forbade her from interfering with Earth directly, and this embarrassment has since made Earth the target of her rage and obsession. With Eldritch gone, nothing but an inexperienced junior sorceress stands between the Queen of the Netherworld and her prize....
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

Bill from Accounting wrote: Sun Aug 16, 2020 8:24 am Here's my first pass at a rework of NGM. If it's "too crazy", that's alright; I already have another build in line that's closer to the original. I just wanted to give the build a more Paragon edge.
It looks overall alright, although I'm going with the interpretation that Untapped Potential allows Extra Effort to boost an effect by 2 ranks, not 3, since I think that was a typo from when they copy-pasted the material from the prior Hero High. Also, I'm trying to decide whether Untapped Potential and Extraordinary Effort together should really allow an additional 4 ranks...
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Bill from Accounting
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Re: NetherWar recruiting (OOC)

Post by Bill from Accounting »

FuzzyBoots wrote: Sun Aug 16, 2020 2:07 pm It looks overall alright, although I'm going with the interpretation that Untapped Potential allows Extra Effort to boost an effect by 2 ranks, not 3, since I think that was a typo from when they copy-pasted the material from the prior Hero High. Also, I'm trying to decide whether Untapped Potential and Extraordinary Effort together should really allow an additional 4 ranks...
Of course; I've used the advantage before, and +2 ranks is how it's always been (since I think the +3 ranks is a mistaken carry over from 2E).
RainOnTheSun
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Re: NetherWar recruiting (OOC)

Post by RainOnTheSun »

I think I'd like to try Catalyst.
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

RainOnTheSun wrote: Mon Aug 17, 2020 11:13 am I think I'd like to try Catalyst.
Cool. Do you need her backstory?
Zero Prime
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Re: NetherWar recruiting (OOC)

Post by Zero Prime »

I'm not a huge fan of pre-mades, but I dig the Teacher-Student vibe between Seven and the Next Gen members.

If given the choice I'd love the opportunity to build a Duplicator style hero, without using Duplicate, or Summons, or anything that break the action economy of M&M. I can get some mechanics up tomorrow morning for review if the idea flies with you Fuzzy.
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

Zero Prime wrote: Mon Aug 17, 2020 10:27 pm I'm not a huge fan of pre-mades, but I dig the Teacher-Student vibe between Seven and the Next Gen members.

If given the choice I'd love the opportunity to build a Duplicator style hero, without using Duplicate, or Summons, or anything that break the action economy of M&M. I can get some mechanics up tomorrow morning for review if the idea flies with you Fuzzy.
I would prefer to avoid actual Duplicates or Summons, but I'm willing to entertain the idea of it being a descriptor.
FuzzyBoots
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Re: NetherWar recruiting (OOC)

Post by FuzzyBoots »

Anyone interested in doing the Seven character? I had to GMPC her in my Discord game, and I'd prefer not to have to do so again. :)
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JDRook
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Re: NetherWar recruiting (OOC)

Post by JDRook »

FuzzyBoots wrote: Tue Aug 18, 2020 3:40 pm Anyone interested in doing the Seven character? I had to GMPC her in my Discord game, and I'd prefer not to have to do so again. :)
Seven would be cool. I can read more into her history in the other books and play her established character. If no one else is jumping on that, I want in.
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