M&M 3e, Young Protectors OOC (Full)

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Hero4hire
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Hero4hire »

Horsenhero wrote: Sat Aug 26, 2017 4:27 am
Hero4hire wrote: Sat Aug 26, 2017 4:10 am I am interested in the stones that power Canis Major and Tidal Wave. Are there more? Were they related to eachother? Part of a larger group of stones?
Well, if you look at the pics, the stones fuse themselves to the sternum of the host (mechanically they don't count as devices, just power sources). There ARE more and given the similarities between the method of empowerment the assumption is, they're related somehow. They each encountered their stone in a different environment (Jorge got his under water, Chuck got his on a moon mission) but where they are encountered doesn't necessarily correspond to the powers bestowed. That will become obvious once I finish the last few mentor briefs, but I'm taking a short break to rest my fingers and eat.
Well, I was a big fan of Man Wolf and Ulysses Bloodstone, so I dig it.
Horsenhero
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Horsenhero »

EpicEclipse wrote: Sat Aug 26, 2017 4:32 am You don't lean too heavily into energy controllers, do ya Horsenhero? Just the one light controller and a weather controller.

Queen of hearts is neat though. I like how her weapon is fueled by emotional strength. I have an idea I could run with her as a mantor, taking the concept in a little different direction perhaps.
As far as "pure" energy controllers go...I probably went short, but I kind of skewed it a bit toward the Young Justice route where most of the powers are punchy-kicky to one degree or another. I figure mentees don't have to match their mentors precisely...just be close enough that the partnership makes some kind of sense. I might add a mentor or two to even out the last line and that could add some variety.
EpicEclipse
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Re: M&M 3e, Young Protectors (Recruiting)

Post by EpicEclipse »

That's true. Aqualad was the closest thing to an energy controller with his waterbearers and atlantean sorcery. Teen Titans had a bit more with Starfire and the auxiliary members they were recruiting through the last seasons (Argent and so on).

Either way, it was more of an observation than a complaint or anything :) Heck, a sorcerer/magic caster type can cover basically any kind of energy controller based on their particular spells, soooo.... :P
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catsi563
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Re: M&M 3e, Young Protectors (Recruiting)

Post by catsi563 »

I have an interest in mr Halloween, maybe a trained protégé named HallowEve. using a Halloween themed arsenal and super suit. :evil:

Or maybe an Archer haven't played an archer in ages
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Horsenhero
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Horsenhero »

catsi563 wrote: Sat Aug 26, 2017 6:38 am I have an interest in mr Halloween, maybe a trained protégé named HallowEve. using a Halloween themed arsenal and super suit. :evil:

Or maybe an Archer haven't played an archer in ages
Mr. October. 8-)
McGuffin
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Re: M&M 3e, Young Protectors (Recruiting)

Post by McGuffin »

I have an idea for a young Atlantean or human/Atlantean hybrid, who was prophesied at birth to be the wielder of the fabled Blade of Poseidon. Thus he was trained from a young age to fight in preparation for the day to come, leading to a very martial upbringing and high expectations for his future. Archetype-wise I was thinking of an aquatic warrior with a signature weapon. Maybe Oceana or Tidal Wave as his mentor?
Otso Karell/Ursa, student at the New Vindicators Academy Europe.
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Zero Prime
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Zero Prime »

After reading through the Ministry my concept has radically changed ... allow me to present Vulcan!
Image
Vulcan - PL 7

Strength 0, Stamina 6, Agility 0, Dexterity 0, Fighting 2, Intellect 4, Awareness 2, Presence 0

Advantages
Accurate Attack, Eidetic Memory, Extraordinary Effort, Languages 1, Luck 2

Skills
Expertise: Physical Sciences 1 (+5), Expertise: Politics & Current Events 1 (+5), Insight 3 (+5), Investigation 1 (+5), Perception 3 (+5), Persuasion 5 (+5), Technology 1 (+5), Treatment 1 (+5)

Powers
Altered Physiology: Immunity 10 (Aging, Environmental Conditions (All), Sleep, Starvation & Thirst, Suffocation (All))
Anti Gravitic Levitation: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
Energy Absorption: Impervious Toughness 10 (Limited: Energy Damage & Effects)
Energy Awareness & Analysis: Senses 6 (Acute: (Detect), Analytical: (Detect), Detect: Energy Spectrum 2: ranged, Tracking: (Detect) 2: full speed)
. . Atomic Analysis: Senses 6 (Alternate; Microscopic Vision 2: cell-size, Penetrates Concealment: Normal Vision)
Limitless Possibilities: Transform 4 (Affects: Anything, Transforms: 12 lbs., DC 14; Increased Duration: continuous, Increased Range 2: perception, Precise, Reversible)
. . Gravitic Manipulation: Move Object 7 (Alternate; 3 tons, DC 22; Damaging, Increased Range: perception, Precise)
. . High Energy Output: Damage 10 (Alternate; DC 25; Accurate 2: +4, Affects Objects, Alternate Resistance (no cost): Fortitude, Increased Range: ranged, Variable Descriptor 2: broad group - Any Energy)
. . Molecular Reassembly: Teleport 7 (Alternate; 0.5 miles in a move action, carrying 800 lbs.; Accurate, Change Direction, Change Velocity, Extended: 120 miles in 2 move actions, Increased Mass 4)
. . Physical Constructs & Creations: Create 10 (Alternate; Volume: 1000 cft., DC 20; Movable, Precise, Stationary, Variable Descriptor 2: broad group - Physical Material)
Molecular Cohesion: Protection 4 (+4 Toughness)

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Gravitic Manipulation: Move Object 7 (DC 22)
High Energy Output: Damage 10, +4 (DC Fort 25)
Limitless Possibilities: Transform 4 (DC Dog 14)
Throw, +0 (DC 15)
Unarmed, +2 (DC 15)

Languages
English, Spanish (Native)

Defense
Dodge 4, Parry 4, Fortitude 6, Toughness 10, Will 8

Power Points
Abilities 28 + Powers 66 + Advantages 6 + Skills 8 (16 ranks) + Defenses 12 = 120
Complications
Motivation: Responsibility: Verdejo has become aware that he, himself, is a near limitless font of power, and should he master his ability to channel that power he can, literally, reshape the world. His abilities terrify him, he is acutely aware that should he lose focus for even a moment, he could harm those closest to him.

Power Loss: Verdejo is able to alter the atomic structure of inorganic material. However, given the complex nature of the transformation he must maintain absolute focus. His ability to tranform base elements is laregly dependent on his emotional state, and his ability to maintain his focus. If distracted, he must succeed on a DC 20 Will Check vs Power Impaired, Power Disabled. Verdejo can spend a HP to delay the check for a round.

Relationship: Since his release from the Progenitor's research facility, learned that his mother was killed during the attack, and has been rejected by his father. Leaving the remaining eleven survivors and the Ministry as he closest friends, and family.
  • Io: Both a demi-god, and a warrior, who has taken Verdejo under her wing. Sensing the young man's power, she has tried to instil in him, a warrior's focus, discipline, and mental endurance. He has come to value and respect Io, as both mentor, and, though he would never admit it to her, as a surrogate mother.
  • Johnny Diamond: Verdejo maintains a serious demeanor, and typically keeps his emotions locked down and under control. However, he has developed an odd relationship with Johnny, and the two of them have pulled a few stunts in the name of blowing off steam.
  • Emily Powers: Verdejo has trained with Emily, in their role as Ministry prodigies, however he harbors an unspoken attraction to the young woman.
Secret: Verdejo is careful to maintain a distinction between his civilian and his heroic identity. However, with enough research, someone could determine that Verdejo de la Torre was one of the children abducted by the Progenitors.

Weakness: The process of manipulating an element's atomic structure is incredibly complex, and requires complete concentration. He has yet to fully master his abilities, and as such should he attempt to transmute a complex device he must make a DC 25 Will Check vs Vulnerable, Defenseless.
Background: Verdejo de la Torre was born in Mexico, to a low income, but hard working family. As is typical young children throughout the world, Verdejo grew up learning to love his family, friends, and the neighbourhood around him. However, his childhood was marked by debilitating headaches, and seizure; though medical professionals were able to help the de la Torre's deal with the symptoms, they were unable to determine a cause. As such Verdejo led an isolated youth, spending most of his time in the family's small apartment, where he was home schooled by his mother, while his father worked ever increasing shifts to try to support his wife and child.

Tragedy struck when the Progenitors unleashed an assault on various communities across the globe. This cabal of alien scientists were intent on unlocking the secret of humanity's metahuman gene, and through their advanced technology had tracked those who possessed latent metahuman abilities. In a series of coordinated global attacks, the Progenitor's abducted their targets, 37 in total, and absolutely destroyed any resistance they encountered from local military, or law enforcement agencies. The assault on Guadalajara, where the de la Torre's resided was particularly brutal, the Progenitor's and their obsidian clad enforcers, were able to decimate any resistance and captured Verdejo within minutes, collapsing the apartment complex once they had secured their target.

The 37 were taken to a secure facility, located on Earth's moon, and subjected to an ever increasing series of procedures, both medical and psychological, meant to unlock their potential. These procedures were both physically, and mentally traumatizing, to the young children and they became increasingly reliant upon one another's support as they despaired of ever being rescued. However as days, and weeks passed, the number of subjects dwindled, until there were less than a dozen survivors. Eventually the Ministry of Protection, who had been working tirelessly to locate the children discovered the location of the Progenitor's complex. One of the remaining eleven contacted Olivia Corleone, Charisma, through a shared telepathic link, and Corleone led a rescue mission that assault the complex with the Ministry's full roster.

It was a hard fought battle, but the Ministry was able to penetrate the alien's perimeter, emboldened by the actions of the Ministry the remaining eleven broke their bonds, and joined the fray. While the Ministry battled the Progenitor's, the remaining eleven used their heightened metahuman abilities to engage the obsidian clad shock troops of the cabal, where to their horror they discovered that the cabal had grafted the failed abductee's into their enforcer's obsidian armor. The atrocities that the Ministry witnessed further hardened their resolve to dismantle Progenitor's operations on earth. Verdejo and the remaining ten subjects were returned to earth. Escorted to Guadalajara by Io, she watched as the young man learned that the Progenitor's assault on his home had collapsed the building, trapping his mother and many of their neighbors in the rubble. His father had come to blame his son for the loss of his wife, and refused to even speak with her, or his son, Verdejo.

During the battle in the Progenitor's complex, Io had witnessed the destructive nature of Verdejo's abilities, and the absolute determination and willpower he needed to keep those abilities from raging out of his ability to control. Recognizing in him, a warrior's discipline and focus, even now as he struggled with his father's rejection, she made a decision to take him under her wing, and train him as her prodigy.
Last edited by Zero Prime on Tue Aug 29, 2017 2:18 pm, edited 4 times in total.
EpicEclipse
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Re: M&M 3e, Young Protectors (Recruiting)

Post by EpicEclipse »

This is Blitz, her Build and background to follow, but essentially what I am looking at here is a girl who chanced onto alien bio-metal that fused itself to her arm (which she had lost when she was young)

The bio-metal is basically a weapon, giving her blasty powers and energy barriers. Pretty straight forward really. Waiting to see what Knight Hawk is about as a power armor hero (Though he does look like a blasty Ironman / War Machine type power armor, so maybe he won't be ideal). The Quiet Man could be a backup, or maybe even Castellan (being a weapon master, it makes sense with him as a mentor for her to learn how to fully utilize the weapon she has become one with), unless Horsen has something else in his stable he thinks might be a better fit for Blitz here.

EDIT: Removed pictures as I have updated them a bit with some changed details.
Last edited by EpicEclipse on Mon Aug 28, 2017 4:28 am, edited 1 time in total.
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StarGuard
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Re: M&M 3e, Young Protectors (Recruiting)

Post by StarGuard »

Horsenhero it is great to see you on the board again :)

I think Ares would love to see the legacy of Thunderchief throw lightning instead of thunder :D


Loved the minute I had in your Tabulas Rasa game. I hope I get an opportunity in this one. The mage, the animal shapeshifter, and the Thunderchief legacy all look interesting to me. The concept of sidekicks becoming independent heroes and young adulthood should be a great to play and express character growth.
Last edited by StarGuard on Sat Aug 26, 2017 10:07 pm, edited 1 time in total.
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Hero4hire
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Hero4hire »

I think I am going with either Bestiary as a mentor, with a animal totem concept. Or a kid with a Power Stone in his chest.
Horsenhero
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Horsenhero »

Everything looks pretty good so far. I'm going to add two more potential mentors and change one that's already shown. Stockpile is going to become Siege (actually the original name for the character), and will be an energy (force) controller, a straight up blaster sort and then a different mimic and Hand of Glory, possibly the ideal mentor for Blitz that was already in my DA gallery.
Horsenhero
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Horsenhero »

And there you have it! I've completed the descriptions of all the possible mentors. Yay!
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Hero4hire
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Hero4hire »

Horsenhero wrote: Sat Aug 26, 2017 8:25 pm And there you have it! I've completed the descriptions of all the possible mentors. Yay!
So many great choices! Now I am thinking of being. Castellan legacy! Inheriting the Knight power. Kind of like the whole Blue Beetle legacy skipped a generation powers wise.
Horsenhero
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Horsenhero »

Hero4hire wrote: Sat Aug 26, 2017 9:54 pm
Horsenhero wrote: Sat Aug 26, 2017 8:25 pm And there you have it! I've completed the descriptions of all the possible mentors. Yay!
So many great choices! Now I am thinking of being. Castellan legacy! Inheriting the Knight power. Kind of like the whole Blue Beetle legacy skipped a generation powers wise.
The original Castellan (below) was a University student who wandered into Faerie and Castle Carbonek (the Grail Castle) accidentally and save Pellam, the Fisher King from another assassination attempt by his brother, the villainous Sir Garlon. In return for his actions he was rewarded with the Strength of Ywaine's Lion, the invulnerability of Excalibur's scabbard, the speed of Gringolet (Gawaine's faerie charger), the senses of Caval, Arthur's hound, the healing ability of Priamus' balm and the power of Arthur's sword Sequence which was said to "glow with the light of the sun. A true legacy to Castellan might have similar powers bestowed or King Pellam could mix it up a bit since there are more potential power sources and abilities in the myths.
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Flynnarrel
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Re: M&M 3e, Young Protectors (Recruiting)

Post by Flynnarrel »

Thinking of a Legacy of Alys Bishop.

I liked the concept of her using her emotion control powers to keep a hulk-type character in check. With her not being around as a safety net, can this character trust himself? What about when circumstances force a change?

Knave of Hearts / Jack Clubs

The Victorian Dr. Henry Jekyll was a brilliant chemist and alchemist. His story is a cautionary tale of the duality of man. However, the decision to enact his splitting procedure on himself had much farther reaching implications. Fast forward many many decades to the heir, in ancestry if not intellectual spirit, of the dualic doctor, and recipient of the recessive gene that triggers full body transformation.
Street rat, cutpurse, and grifter Johnny Diamond prowled the alleys and subways of London looking for a purse to lift or an unattended bag or valise that he could hawk for quid. He'd lived hard ever since running away form an orphans life two years ago. 9 months ago his transformation took place and a beast of a man, strong and seemingly unbreakable with a penchant for violence and sadism cut a swath of destruction across London. The Ministry stopped him and Alys Bishop discovered the same energy signature that she used - emotional force. In Johnny, rage was given flesh, pouring forth from him in waves and driving him to destruction. She calmed the boy using her powers. She also took him on, her powers could easily keep his in check since they knew the source. The Queen of Hearts worked with Johnny to gain greater and greater control of the change and while changed.

She took Johnny on as protege in spirit if not powerset. The boy's natural penchant as a skilled thief, conman, and second-story man (her Knave of Hearts) and also his brick/powerhouse capabilities whilst transformed into the knobby-fleshed, muscle-laden man who calls himself 'Jack Clubs' served as an interesting counter point on missions of hers. She, in turn, gave the boy purpose and helped him maintain control of Jack Clubs.

Age:16
Height: 5"8 as Johnny, 7'7 as Jack Clubs

PL7 120

Johnny Diamond, Knave of Hearts

Image

Image

STR 0
STA 4
AGI 4
DEX 2
FGT 2
AWE 2
INT 2
PRE 2

Defense/saves:
Toughness 4+2 = 6
Dodge 4+4pp = 8
Parry 2+6pp = 8

Will 2+5pp = 7
Fort 4+3pp = 7

Combat:
Init +8
Unarmed +2, DC15 Toughness
Throwing (anything) +10, DC19 Toughness
Throw (Heart shuriken) +12, DC16 Toughness, Multiattack, Penetrating {19-20 crit}, subtle

Skills [32pp]: Deception 12(+14), Sleight of Hand 8(+10), Vehicles 2(+4), Acrobatics 4(+8), Perception 6(+8), Insight 8(+10), Persuasion 8(+10), Ranged-Throwing 8(+10), Stealth 4(+8), Technology 1pp (Limited to bypassing security) 4 (+6), Streetwise 2(+4)

Advantages [18pp]: Attractive, Set-up 4, Improved initiative 1, Skill Mastery- Deception, Skill Mastery - Sleight of Hand, Teamwork, Defensive roll 2, Throwing Mastery 4, Equipment 2, Precise Ranged Cover

Equipment: Commlink/Cell phone(free), GPS tracker, lockpicks, Nylon belt (Feature - adapts to size change, also not easily removable), Sharpened Heart-shaped shuriken (Ranged Damage 1, multiattack, Penetrating 1, accurate, subtle, Improved Crit 1),
(misc)Many decks of Playing cards, metal Water bottle.

Powers:
Parkour; Speed 1, Leaping 1, Wall Crawling 1, sure footed 1 [6pp] {training}

Morph, Metamorph (Jack Clubs) [6pp]

Voice in my head; Second Chance (Will vs Mental Afflictions) [1pp] "Johnny stupid! Stop being stunned/charmed/asleep/etc."
Fractured Mind; Immunity to Mental descriptor, half effect [5pp]

Attributes 34 + Saves 18 + Skills 32 + Advantages 18 + Powers 18 = 120


Jack Clubs

Image

Image

STR 8/10
STA 8/10
AGI 0
DEX -2
FGT 0
AWE 2
INT -2
PRE -1

Defense/saves:
Toughness 10
Dodge 5pp -1 = 4
Parry 5pp -1 = 4

Fort 10
Will 2+2pp=4

Combat:
init +8
Unarmed +4 to hit, {18-20 crit} DC25 Toughness
Improvised Weapon +4 to hit, DC25 Toughness
Throw +4 to hit, DC 25 Toughness

Skills [16pp]: Ranged Combat - Throwing 6(+4), Close Combat - Unarmed 4(+4), Intimidate 4(+15), Perception 10 (+12), Insight 6(+8), Athletics 2(+12)

Advantages[18pp]: Interpose, Improved initiative 2, Improved Smash, Diehard, Extraordinary effort, Fearless, Improvised Weapon, Power Attack, All out Attack, Powerful intimidate (Use STR for Intimidate), Startle, Fast Grab, Improved Grab, Chokehold, Improved Hold, Equipment 1, Ultimate Effort(Strength),

Equipment: Commlink/cell phone (free), GPS tracker, Nylon belt(described above), other stupid stuff in belt Jack can't use

Powers:
Growth 2, innate [5pp]
(+2STR/STA, +1 initidation, -2 Stealth, -1 dodge/parry)
Impervious to Toughness pr 10 [10pp]

Regeneration 2 {1/5 rounds} [2pp]

Strong legs: Speed 4 dynamic (run 500ft/move, 30mph} [4+dynamic+2DAEs = 9pp]
DAE: Leaping 4 {up to 120 feet}
DAE: Making foot/hand holds; Wall crawling 2

Voice in my head; Second Chance (Will vs Mental Afflictions) [1pp] "Jack, snap out of it! We need you!"
Fractured Mind; Immunity to Mental descriptor, half effect [5pp]
Immunity: Poison, Disease (Half effect) [1pp]
Immunity:Suffocation 2(breath holding), Cold Environment, Hot Environments, Pressure Environments, Critical Hits [7pp]

Knobbly knuckles: Improved Critical, Unarmed 2 [2pp]

Senses: Dark Vision (Quirk - eyes glow in the dark [as pictured]), Extended Hearing, Acute Smell, Tracking [4pp]

Ear Clap/ Stunning blow; (AE off of strength damage), Affliction (Resist by Fort, Vulnerable and Dazed, Defenseless and Stunned), Extra Condition, Limited Scope pr 10 [1pp]
Stomp; Burst Area Affliction (Resist by Dodge, Impaired and Hindered, Disabled and Prone), Instant Recovery pr 10 [1pp]


Attributes 26 + Saves 12 + Skills 16 + Advantages 18 + Powers 48 = 120

Complications:

Sucker for a pretty face - Johnny fancies himself a ladies' man. With his good looks and charisma he's not wrong. But his judgement is often impaired when it comes to the fairer sex.

All the Rage (Knave of Hearts) - Johnny likes to be center of attention, show off (especially when girls are around), and has a penchant for flamboyancy. Feel free to suggest any sort of stunt that would keep him center of attention and get him in trouble.

All the Rage (Jack Clubs) - Jack has a short temper and can easily be blinded by his intense Id-like emotions. His usual response is violence.

Control is an issue - Under the Queen of Hearts's tutelage Johnny has a better handle on when he transforms into Jack Clubs and the actions they take while Jack is in the driver's seat. That control is threatened in times of peak anger or peak danger for Johnny. "I took a bullet in my head once, the Big Guy spit it out."

Secret Identity - Johnny WANTS to be known as the Knave of Hearts, sidekick of one of the great Ministry members... but he also knows it'd be a bad idea. That makes it even more important that he doesn't slip up and become Jack Clubs accidentally, in front of witnesses. Plus, do you know how freaky it is for a 16 year old to have all his hair fall out? No recovering from that on youtube.

No Hurt Jack's Friends - Jack has learned that the Ministry and the other sidekicks are his friends (Johnny encouraged this before realizing the downside) sometimes a threat to one of them might call Jack to the surface as well. Unless they are playing the game 'Punch Brass'. Jack like 'Punch Brass'.

Tame the Beast - Jack must be calmed in order for Johnny to re-emerge. He can be forced calm (by drug or power Forcing Johnny back even when it'd be disadvantageous) or talked into calm when a crisis is over or driven to pass out from Fatigue. Easier to do as Jack Clubs is prone to surging for a brutal series of attacks.
Last edited by Flynnarrel on Wed Aug 30, 2017 7:42 pm, edited 15 times in total.
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