Psistrike's M&M 3rd ed Characters and Creations

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Psistrike's Earth 7 Details

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Psistrike’s Earth 7 overview
Countless realities exist, endless in their diversity. The beings which exist within them, and the events which happen, have anywhere from slight differences from another reality to radically different. The scientists of ASTRO Labs were some of the first to make a breakthrough in interdimensional technology, they knew theirs wasn't the only reality out there thanks to past visitors. But where along the scale were they?

Not arrogant enough to dub themselves Earth-1, assuming that all other realities branch off from theirs. But they also didn't wish to spend a lifetime trying to figure out which precise one they were in a numbering system. Thus it came they simply dubbed themselves Earth-7 for their own records, believing it good luck... and a number selected with the roll of a 20-sided die.

Technology has advanced more rapidly than expected, thanks to super-scientists and metahuman gadgeteers. Magic is a recognized force by most governments, though still, a few refuse to believe it is nothing more than advanced technology they have yet to understand. Other dimensions, not just other realities, have been proven to exist by the scientific community and it seems to be a full-time task cataloging them. Creatures, great and small, have come out of hiding, some beings out of myth and legends, others being straight from the imagination brought to life.

Yet with all the advances, the world has still been held back from its true potential by various fronts. Supervillains who seek to dominate or destroy, aliens who wish to impede humanity joining the community amongst the stars, ancient beasts, and new creations of madmen alike wreaking havoc. And the tendency of man to meddle in things best left untouched. This is Earth-7.

Earth-7's nature
Psistrike's Earth 7 is simply a super mash-up/crossover/amalgam of various things from different media I enjoy combined into one setting. It won't be on the scale of the Crinoverse, some characters will have different origins, be younger, etc. when they are used. It will use characters, etc. from various RPG settings, and numerous other media mixed together, but no one will be the base the others must adapt to. All will have changes made to them for how Earth-7 works or be reimagined entirely for the setting.

Earth-7 details
• Law Enforcement: Authorities have had to adapt to changing times, the need for truly non-lethal means of subduing culprits, and more oversight of police. Designs for vest cameras, ones that can't be removed nor turned off which transmit to a server at the assigned officer's police station, have cut down on excessive force and gotten more than a few corrupt cops locked up for using lethal force when it was obviously not necessary.

Most police have had stun blasters and fast-hardening gel launchers replace regular firearms. Some criminals have shifted tactics due to this, avoiding violence when possible and never endangering civilians. Many criminal organizations have these as rules for all members, anyone who breaks them tends to be abandoned to the authorities or the more monstrous sort taken out by their former allies.

Yet there are still violent criminals, villains who see civilians as either pawns in their plans or test subjects for their experiments, and worse in the world. And the authorities have adapted to these as well, including some of their common tactics. Lethal force against such individuals/groups known to kill or deliberately endanger innocents is authorized even for civilian superheroes, though most try to take such foes alive unless given no other option. Various stipulations which apply to the use of lethal force in such situations include:
1. Only individuals who are known to have used lethal force or who have gone on destructive rampages that have cost lives may be targeted this way.
2. The criminal's identity must be confirmed without a shadow of a doubt. This is due to the use of disguised hostages, blackmailed and brainwashed victims, shapeshifters, alternate reality doppelgangers, etc., as more than one innocent ended up dead because a "hero" jumped the gun.
3. All other options for capturing alive must be exhausted first unless this risks loss of life. Note: Confirmed and known mass killers and murderous psychopaths are exempt from this rule, except in certain rare circumstances.
4. Criminals in the act of threatening civilian lives, especially children, are exempt from all the other stipulations.

Known superhuman terrorists or terrorist groups which employ magic, super-science, etc. deal with U.S. [or other country's] supersoldiers, trained, ready, and willing to take the kill shot when given a chance.

In the United States, Canada, and most of Europe sapient clones have been given full rights as individuals under the law as early as 2007. Owning one or attempting to sell one is covered under slavery laws in the local jurisdiction. These laws have even worked to help extend to sapient non-biologicals aka machines, in the United States alone sapient robots became protected under the law and considered citizens in 2010.

• Power Sources: Thanks to the influx of new technology, sources of advanced, super-tech, and beyond; the discovery of enchanted items and even the creation of new ones; random events spontaneously creating artifacts; and the various and new empowerment methods in the world have all had a slow, but noticeable impact. The number of superhumans is increasing each year, outgrowing losses due to accidents, super-villains, power overloads, power loss, lethal burnout, and retirement.

• Government and Organizations: The various technological innovations, including those not ready for release to the public, have helped AEGIS, UNISON, and other government agencies throughout the world. Their agents are better equipped at a lesser cost, training is more effective and medical treatment has allowed survival of what were previously lethal injuries. But the world also has to face the bad with the good; for these same innovations have improved criminal organizations, able to outfit even low-level goons with better gear or enhancements.

Each organization will have its own detailed, separate entry.

• Time travel: Due to an event in the ancient past of Earth time travel no longer works. Any attempts to travel to the past or future always result in ending up in an alternate reality where it appears to be that time period. Still, it is actually the same present as the reality you came from.

The event in the past did cause some issues that can affect the present. These include time storms, random storms of raw temporal energy that appear in the universe for a few short seconds before dissipating.

And while time travel itself isn't possible the ability to affect time on a localized level is. Freezing time has been seen on the largest scale as to stop time completely within a city the size of New York for an hour. An event that was done by supervillain Timestop when he targeted the mayor for reasons unknown.

Scans have shown for some strange reason the Universe is constantly expanding, there seems to be no end to time itself, no heat death of the universe. This is considered the strangest aspect of Earth-7.

• Secrets: Government researchers have discovered the barriers between dimensions on Earth are weaker than in other locations. Kept secret from the public for fear of mass panic, still the discovery means Earth will have more visitors soon. Theories abound as to the causes, including The Tunguska explosion, interdimensional in nature, first weakened the barriers all over Earth; the entry of Centurion’s lifepod into this universe further weakened the barriers in the Freedom City area; further dimensional breaches in the Freedom City area, including various dimensional invasions, have made the barriers to other dimensions and even alternate universes thinnest there.

Studies still can’t predict when random portals will appear, or which dimension and/or time they access. Of note is one stable portal; existing in the Wharton State Forest on the outskirts of Freedom City, it opens to a fantasy world dubbed the Realm which exists within the Imageria, always appearing in the same spot, near the center of the forest in an open field. The mayor and AEGIS, along with several superheroes and villains, know of its existence.
Last edited by Psistrike on Sat Jul 02, 2022 4:51 am, edited 2 times in total.
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Re: Psistrike's Earth 7 Details

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Psistrike wrote: Fri Aug 21, 2020 3:17 am Not arrogant enough to dub themselves Earth-1, assuming that all other realities branch off from theirs. But they also didn't wish to spend lifetime upon lifetime trying to figure out which precise one they were in a numbering system. Thus it came they simply dubbed themselves Earth-7 for their own records, believing it good luck... and a number selected with the roll of a 20-sided die.
Hee! I like this.
"I'm sorry. I love you. I'm not sorry I love you."
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Magic in Earth 7

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Magic in Earth 7
Magic has existed since the beginning of the universe, a natural force as much as gravity. The ability to wield magic requires drawing upon and storage of magical essence, essence for short, which is generated by all living things and exist wherever life does, though it is possible to find even in large urban areas and even in the vacuum of space if you know where to look. It is the fuel needed to power spells, rituals, enchantments, and even great workings on Earth and in the universe. The level of the essence in an area can be radically different, even fluctuating over time.

Several events on Earth have seen magical essence banished from Earth for a period of time more than once. Crude records show a period starting around 80 thousand years ago which lasted 10 thousand years where magical essence was lost to Earth, reasons unknown.

Most countries acknowledge the existence of magic and have councils to govern over matters involving them, including laws and regulations. In the United States, this is simply the Mage Council. Most 1st world schools teach the basics on how magic works, including basic defenses. Though learning of true spells and other forms of magic is limited to juniors and seniors in high school and college courses. There are forms to be excused from magic classes, for various reasons.

There are a few forms of magic and spells which are banned by international law, their very nature considered too twisted or a threat to life to allow casting.
-Spells to create undead are banned due to various religious and moral objections, along with the threat such entities bring.
-Spells that drain others' lifeforce or rituals that use human sacrifice automatically have the death penalty for the caster[s].
-Any spells which summon demonic or other hostile extra-dimensional beings will result in the caster being found guilty for any crimes such entities commit.
-Any Great Old One-based spell will result in the caster being sent to one of several specialized prisons to hold those who would truck with such powers.
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Science and Technology in Earth 7

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Science and Technology in Earth-7
Technology has grown by leaps and bounds, thanks to various super-scientists, metahuman gadgeteers, and reverse-engineering of both captured alien and other-dimensional technology. The discovery of other dimensions and realities has expanded science into new areas.

The world has always been a weird place, humanity has discovered more and more just how far this weirdness can go with each new advancement. The art of invention, sometimes it is simply advanced technology, other times it appears to be but is something more. Not all inventions can be duplicated by normal scientists or even super-scientists. Schimelhorn inventors and devisors creations defy the laws of physics, each creator seemingly in their own way empowering their inventions.

Due to super-genius inventors, superhumans such as gadgeteers and devisors capable of creating things no one else can, and alien intervention, most of which has happened in the last 70+ years, have required news laws and regulations involving patents and regulation of such inventions and substances which are created.

The world governments have worked together, for the most part, to regulate which new technology/creations can be released to the public and when. The cure to most diseases has been released. New treatments are progressing all the time, needed in a world with madmen, nihilist supervillains, and other sources creating new threats.

The space program of most 1st world countries have advanced greatly, to the point where exploration of Jupiter is possible by the likes of NASA; probes have been sent outside the Milky Way and are sending back transmissions; in-system space travel has started to become cheap enough for normal citizens to enjoy. While the mid-90s finally saw the discovery of clean-burning fusion power, allowing for the production of cheap power for most of North America, Europe, and Asia so far.

People have been dreaming of true flying cars for years, yet their release for public use has been prevented until at least 2030 after the potential impact on human society has been thoroughly researched. Hover-vehicles were first released in 2005, capable of floating up to 3' off of any surface, even liquids. They have reduced in price greatly since then and become commonplace.

Computers have grown by leaps and bounds in the last decade alone. Hard-light interfaces in place of old keyboards, projection-based screens, and commercial computers with specs previously reserved for super-computers. VIs, virtual intelligence, while not true AI they have become commercially available with pre-programmed databases and simple simulated personalities that adapt to help out the user.

And yet only legal channels have been stopped for certain technology. With the ranks of super-genius inventors and devisors including its fair share of criminals and super-villains, various threats have been unleashed which end up countering the effort of others. Although corporations and research labs still exist, most major innovations and breakthroughs come from super-genius inventors and more than a few technologies firms worldwide, each normally headed by a super-genius or metahuman gadgeteer.

There have been new energy discoveries, zero-gravity research, and unusual energies leaking in from other dimensions, new materials and substances have come into existence. Ongoing research into their full properties and uses continues.

Certain new things are banned by international law, below are a few examples:
1. AI is strictly controlled and regulated, selling to those not licensed to own one is a Class 2/B felony. All AI is monitored closely due to various AIs created by supervillains, ones created by government thinktanks which have gone rogue, and madmen who duplicated Doctor Atom's transference of their mind into advanced computer systems and then escaped into the internet.
2. Owning samples of the Chaos Virus and any of its variants is illegal except for the purposes of researching a cure and for containment.
3. Research into means to weaponize Outsiders or their spawn and minions is considered treason to humanity and will result in execution.
Last edited by Psistrike on Sat Jul 23, 2022 2:03 am, edited 1 time in total.
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Psistrike's Earth 7 History

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Placeholder for now.
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Chaos Virus

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Chaos Virus:
Where it came from, its very origin, nor the source of how it was unleashed upon the world are all unknown. But nothing can take away from the fact that the bizarre Chaos Virus has left its mark upon the world, possibly for all time.

It was first discovered when the 1st cases of those who had been affected were reported, shortly before the start of WW2. Even to this day, many believe it was part of a Nazi plot gone bad. The viral organism displayed intense magical properties, those mages and mystics brought in said it was almost god-like. All studies proved inconclusive, as the infection rate, percentage of those infected altered, dormant, or who became a carrier, and even the reasons why the virus affected individuals in such diverse but unpredictable ways couldn't be pinned down.

One major example of this was the city of Miami, California, everyone was somehow exposed to the virus, yet only a few were infected, and half that changed in some way. Yet there have been 3 recorded incidents where entire towns were infected and everyone changed somehow. Thus with no rhyme or reason for how the virus functions, it's easy to see why the press dubbed it "Chaos Virus".

Some details about the virus have come to light, thanks to decades of recorded cases. Any living being is susceptible to infection, as long as the being has a metabolism to affect. Some alien visitors of the Freedom League, made of organic crystals, fell victim to the virus back in the 90s. Victims of the virus can suffer any number of transformations; there are numerous reports and records of those who have gained superhuman abilities, yet suffered no physical changes, at least externally. Being transformed into a being right out of myth, legend, and even virtually any form of fiction: noted examples of this include Jessica Bunny of New York, a former human male turned into a duplicate of toon Jessica Rabbit; Bugspool, an unnamed man transformed into a hybrid of Bugs Bunny and the infamous anti-hero Deadpool, even his mind changed; Daphene Blake, formerly of Mystery Inc., who was transformed into a mermaid; and Fred "Freddy" Jones, who was transformed into a female fairy who calls herself Variel now. Some of the worst transformations include: being turned into anthropomorphic animals, beasts, and even monsters, both in body and mind.

The scariest of all is the fact animals and plants can become victims of the Chaos Virus. New animals, beasts, plants, etc. have come into existence. Yellowstone has had to cordon off one section of the lower east area of the park, due to Boo-Bees hives in the area: Chaos touched bees that are pure pink, whose sting still causes pain to other animals, but which causes any human or humanoid lifeform stung to transform into an attractive female version of themselves, whether male or female originally. This is just one of the numerous known changed animals and plants.

Despite all efforts, it has proven futile to try and contain the Chaos Virus; no means of tracking it has worked, nor have any methods of containing it proved effective thus far. Yet despite its literal chaotic nature, some have attempted to modify it to serve their means. Of the few successes out there, what remains can hardly be called even a variant of the Chaos Virus, each changed extensively. A hidden group, only known to the authorities through rumors but not by name, has made the greatest leap by far: They are believed to be behind the DNAscent process, using the extensively modified version of the virus as a basis. COBRA altered the virus into a new and unique creation: The Reptil Virus, devised by Dr. Mindbender, transforms those infected in various ways, always granting reptilian, mostly snake-based, abilities, powers, and physical features.

Those who have been transformed by the Chaos Virus have come to be dubbed "Chaos-Touched"; an unfortunate term given to them by the reporter who first interviewed scientists studying the virus. And the virus can be passed onto future generations, although with just as unpredictable results as on their original victim[s].

Secret [highlight to read]
What would shock the world and bring down the wrath of Zeus upon its creator is the true source and origin of the Chaos Virus. The goddess Eris herself. It was shortly after WW1 she began to see the chaos in the world begin to calm down, becoming bored and restless. Thus seeking to create a means of spreading chaos in the world, but wishing not to be caught, she figured out a means which would require little effort on her part.

The means to do so was perfect; she would use the human's science against them. Thus it was in the depths of Africa she discovered a long-dormant virus, one with the highly malleable make-up she required. She modified it, infusing the essence of chaos into the virus and making it part biological and part magical: now it would cause changes to any living being, but never in a predictable way, nor to all those exposed. But due to this even she can't predict who will be infected, nor of those infected who the virus will alter, or just become a carrier.

Her newest toy complete, she unleashed it upon the world, using the jetstream to spread it, and only just months before WW2 started. The numbers of those physically changed were small at first, but over time this would change; the number of infected who suffer some form of physical alteration and even more radical transformations would show up in time. With her plan complete, Eris sat back and watched as her toy spread delicious chaos into the world, a wicked grin on her face.
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Gene Pulse incident

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”The Gene Pulse”
In the summer of 2009, Central Park erupted and became the sight of a superhuman event. An unknown individual or group unleashed a metallic sphere the size of a baseball, landing in the exact center of Central Park. Shortly afterward it began to emit a high-pitched hum and unleashed a pulse of rippling white energy across the whole of Central Park, bathing everyone/everything within it.

Reports at the time from police and emergency personnel indicate most of those exposed were altered in minor ways: increases to natural abilities or gaining minor powers. Despite documenting everyone exposed, authorities only know the true identities of a few who became true superhumans. Most didn't develop powers or suffer from any physical changes anywhere from days to even years later.

Further testing proved the "Gene Pulse" device only affected human DNA, leaving other lifeforms unaffected. This doesn't preclude those affected from developing animal or plant-like abilities or traits.

Powered “Gene Pulse” known individuals
*Jasmine Stone aka Bloodstone [Public]; One of the youngest of the “Gene Pulse” victims, physically changed, and a student at Claremont Academy.
*Real name unknown aka Ogre [Public]; Previous identity unknown, transformed by “Gene Pulse” into a superhuman brute.
*Frank Waller aka Detonator [Secret]: Turned mercenary and assassin for hire.
*Emily Angelus [Secret]: Hospital intern who keeps powers secret.
*Danielle Sinclair aka Infinity [Secret]: Social worker who is one of the most powerful of “Gene Pulse” victims, along with her daughter, Kid Sentinel.
*Jenna Sinclair aka Kid Sentinel [Secret]: New student at Claremont Academy, cosmic energy generator with poor control. Formerly male, transformed 2 years after his powers manifested into female form due to constant exposure to feminine-aligned cosmic energy both she and her mother derive their powers.
*Karen Luthor aka Miss Disaster [Public]: Bully who has taken it to a bigger scale, often with son Kid Crusher by her side.
*Clark Luthor aka Kid Crusher [Public]: Spoiled brat and bully, goes on rampages to fuel need to hurt others.
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The Morgue Files

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The Morgue Files
Over the years, various heroes and villains have fallen, to anything from anti-heroes, fellow villains, the authorities, even disease, illness, and old age. Listed below are but a few notable ones and how they fell.

• Invisible, Inc.: A case of one criminal group wiping out another. They attempted to steal various blueprints from Ghostworks, but the advanced sensors in the base detected them. Ghostworks tracked them back to their base and blew it up, killing everyone and destroying the Inviso-2 machine. In September of 2008, the authorities responded to an explosion and fire, only to find the charred remains of the group among the rubble.
• The Nightwatch: In July of 2004, documents detailing the truth about the Nightwatch being vampires and preying on the public were left at a local news station in Freedom City, alongside several containers full of ash. Who took them out or compiled the documents is unknown.
Agents of ARCADE were sent to wipe out the vampire group after research showed how many of their victims died and had it blamed on a mysterious illness.
• Blackbird II: Killing other criminals was bound to bite him in the butt someday. An unknown assassin, hired by unknown individuals, killed the vigilante in late 2014.
The Crime League, tired of this goon targeting low-level members and regular criminals using lethal methods, put a hit out on Blackbird II. Those in the underworld know this and know not to target fellow criminals without approval by the Crime League.
• Black Vulture: AEGIS file, September 15th, 2017: Lack of reported activity from Black Vulture and his tribe of avians for months lead to a small squad being sent out to investigate. What was discovered was a slaughter. Black Vulture was discovered torn to pieces, the rest of his tribe likewise having met a similar fate.

No forensic evidence was located after an extensive sweep using all means, it is like the whole location had been cleaned down to the atomic level and scrubbed of energy signatures. Possible groups or organizations with both the resources to do this, plus the agenda or motive are still being looked into. The pressure is increasing, as Talona is getting more infuriated with the murderers of her kin not been located yet.
• Count Zero: The android was taken out by agents of the Labyrinth when it was revealed he was secretly sending data to an unknown party.
Taurus and Talos both have been dissecting his android brain for clues as to who overrode his programming.
• Daddy O'Long Legs: The unfortunate victim of early DNAscent Process, he fell victim to a group of Splicer's chimeras in late 2006. Most of his remains were missing when authorities came to the crime scene, believed to have been taken back to Splicer for study.
• Fear-Master I: Retirement couldn't save him, as his cancer came out of remission aggressively. In February of 2005, he died due to complications during radiation treatment.
• Glacier: It seems his claims of being a member of a lost race might have been exaggerated. In mid-2010 he had an unfortunate encounter with the metahuman killing robot, Dread Hunter, and didn't survive, as the robot blasted him into steam vapors.
• Hiroshima Shadow: Perished absorbing the radiation released by the Fukushima Daiichi reactors following the Great Japanese Earthquake of 2011, overloading him and causing him to jet into space where he detonated.
• The Magician: This idiot died making another foolish mistake. He encountered Bloody Bunny in October of 2005 and suggested he become his sidekick, a magician, and rabbit act. Bloody Bunny flew into a rage at the suggestion and chopped the Magician into bits. The authorities who found his remains had to hold back from throwing up.
• Negator: In 2007, he got drawn into one of Mr. Hoppy's demented games, yet not only did he refuse to play, but he also dared to try and make a copy of him. Before many in Freedom City and members of the Freedom League, Mr. Hoppy, enraged at the arrogant human trying to copy him, caused Negator to implode, nothing left of the supervillain.
• Red Death II: In 2006, a running fight through the streets of Freedom City happened between Orion the Hunter alongside Detonator against Red Death II. She died after Orion got a solid hit to her gut and Detonator detonated all the rubbish around her. Authorities couldn't identify her true identity until dental records were compared, her face mutilated and her fingerprints seared off. It is believed she was killed in retaliation for targeting criminals.
The Crime League, along with Jonathan Grant sent them after Red Death II, for targeting criminals as well as allies of the Crime League, including Grant Conglomerates' holdings.
• Tarot: In 2012 Alicia Driogano died saving the man she loved, Foreshadow, from her own father, "Big Al" Driogano. Supplied with a 'tachyon jammer' by Ghostworks, it messed up Foreshadow's visions and lead him into an ambush. As "Big Al" had his hated foe at his mercy and pulled the trigger, Alicia leaped in the way at the last moment saving Foreshadow's life at the cost of her own. A broken man, "Big Al" Driogano surrendered to the authorities and would have given them every piece of information he had, if only it could bring his little Alicia back. If only an assassin sent by Giovanni "Johnny" Oliverti hadn't silenced him.
• "Big Al" Driogano: See above Tarot entry.
• The House of Usher: The new House of Usher was holding one of their debased parties when the Fires of Judgement came storming in with all members. First wiping out the Devil's Advocates and others guarding the party, then slaughtering everyone inside and burning the building to the ground to purify the location. Authorities are still working to identify all the victims.
• Devil's Advocates [biker gang]: See The House of Usher above for their fate.
Last edited by Psistrike on Sat Dec 09, 2023 1:31 am, edited 1 time in total.
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Re: Psistrike's M&M 3rd ed Characters and Creations

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Transformation Devices
A closely related group of devices, thanks to Daedalus their origin is now known. Shipped in from an alternate reality, from different points in its history, by criminal elements from that world and an unknown organization in this one. But this is only known to AEGIS, UNISON, and various superheroes.

To the rest of the world, theories abound about the origins of these devices. One theory is they are fragments of another reality, somehow appearing in this one. Others still believe they are alien devices sent to Earth to destabilize its defenses. A third theory and the most popular one held by those in the public is they come from a far-flung future.

Each device is a step up from the previous one, more dangerous in the wrong hands. The only known example of TFMote discovered so far was taken by AEGIS and sealed away in a hidden location.

Sphere Reconstructor
So far, this is the simplest version of the transformation devices. Taking the form of a huge energy projector on a mechanical arm, controlled and operated by a laptop. It can change any one object or being into anything of equal mass, but is limited to organic, both for targets and what it can be transformed into. Any inorganic material a target is wearing must be removed before activation, while those with inorganic implants of any sort can never be affected by the sphere reconstructor.
Image
• Image used is Any Volunteers? by IrateResearchers on deviantart.
Sphere Reconstructor: Ranged Affliction 12 [Resisted by Fortitude; Transformed], Cumulative, Limited to Third Degree, Variable Descriptor [Any organic of equal mass], Diminished Range 3, Quirk [Won’t affect targets wearing inorganic material, -2 points] • 20 points [Normally found as an effect feature for a base.]

Double Helix Conversion Pistol
What appears to be a science fiction pistol is much more; partially based upon magic and yet powered by 4 triple A batteries which can be easily replaced. It can cause any form of transformation, including mental changes, having a built-in selection system to design the final result. Thus far AEGIS and other organizations have located 3 such devices, including one in the hands of a young Japanese girl. Since she is staying at Claremont Academy, she is merely being watched for the time being.

Image
• Image used is Double Helix Conversion Pistol by IrateResearchers on deviantart.
Double-Helix Conversion Pistol: Easily Removable [-22 points]
Transformation Ray: Ranged Affliction 8 [Resisted by Fortitude; Transformed], Cumulative, Compact Range 6 [-6 points; rank 2 for range purposes], Limited to Third Degree, Variable Descriptor 2 [Any transformation], linked to Continuous Ranged Transform 8 [Clothes to clothes], Innate, Precise, Compact Range 6 [-6 points; rank 2 for range purposes] • 56 points

P.L.O.T. Device
What seems to be a variation on the Double Helix Conversion Pistol, it has a larger energy chamber to prevent backfires and uses a different polymorph system. A notable upgrade from the previous pistol, it can even transform inorganic matter beyond the clothing a target is wearing. The beam is also capable of firing much further than the Double Helix Conversion Pistol. It can be set to glow and make fun noises when activated, but this is optional. Thus far only 2 such devices have been discovered, one in AEGIS storage and another in the hands of an unidentified individual.

Image
• Image used is P.L.O.T. Device by Irateresearchers on deviantart.
P.L.O.T. Device: Easily Removable -34 points
Transformation Ray: Ranged Affliction 10 [Resisted by Fortitude; Transformed], Cumulative, Limited to Third Degree, Variable Descriptor 2 [Any transformation] linked to linked to Continuous Ranged Transform 10 [Clothes to clothes], Innate, Precise • 84 points
-Transform Objects:[/b] Continuous Ranged Transform 11 [anything to anything], Innate, Precise • 1 point

TFMote
This device is a work far beyond any known technology, even that of alien and other-dimensional beings except possibly the Preservers. Capable of altering body, mind and clothing of a target, changing objects, and even the environment to the point of complete reality alteration. Specific targeting options are available; the default is to target whomever/whatever it is aimed at. Transformations can be delayed, made to happen gradually, make the transformation progress while the button is held, etc. It can affect time, slowing, stopping, etc. while the transformation is being applied in various ways, be it only the targets affected or everything but the one using the remote.

Options include: Making the target aware or unaware of the transformation, along with witnesses, even rewriting everyone's memories so they think the transformation has always been true. The remote stores its history, including targets, settings used, etc. The only known copy of the remote found thus far was placed under guard by the Freedom League in a specialized vault.
Image
• Image used is TFMote by DanShive on deviantart.
TFMote
This is a powerful device that is basically a plot device, capable of nearly anything which the GM desires. As such it should be kept out of PC hands unless given to them for specific purposes and then removed from their custody shortly afterward.
Last edited by Psistrike on Wed Jun 23, 2021 4:53 am, edited 5 times in total.
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Genie Bottles and Lamps

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Genie Bottles and Lamps
Image
• Image used is Genie Bottles by CDRudd from deviantart.
Appearing throughout history, genie bottles and lamps can appear in virtually any form, from the classic oil lamp or stained-glass bottle, to simple clay bottles and modern lamps. Some are even known to take the appearance of modern containers, from Tupperware and beer bottles, even perfume bottles, and one was found in a toolbox.

Unknown to most is not all genie "bottles" have a genie inside them, the previous inhabitant either freed or no longer living in the "bottle" for their own reasons, having severed their connection to it. When a mortal rubs such an empty genie "bottle", they are sucked inside and become the kind of genie they most associate with genies. These range from beautiful females like out of "I Dream of Jeanie" and blue genies straight out of Disney's Aladdin, and many more based on various myths, legends, and stories. At this point their mortal lives are over, they are stuck as a genie for the rest of time.

Some genies can grant 3 wishes and then disappear along with their "bottle", some only can grant 1 wish. Some are limited in the kind of wishes they may grant, but all genies have certain limitations to their wish-granting powers. They can't bring someone back from the dead, nor kill someone; they can't make someone fall in love, as love is more powerful than any wish. Other than that they can do pretty much anything within their individual power.

Then there is the rarest kind of genies, those who are bound to a single master until they die, able to grant them unlimited wishes, and rarely twisting them unless their master angers them. Humans turned into genies always become this type of genie, taken to a master genie who trains them in being a genie before being sent back to their master. But due to the lifespan and nature of genies, being taken to a master genie for training can take weeks, months, years, or even decades after the former human is transformed.

For the most part, genies and their lamps/bottles are plot devices, the wishes they grant, and their powers being limited only by what the GM allows. Such wishes can be granted without a twist or twisted as much as possible within the wording of the wish as the GM wants. Rookie genies, such as humans transformed into genies, are powerful but never a plot device, ranging between PL 10-16. Jasmine who serves her mistress Jinn of the Freedom League is one example of such a former human turned genie.
Last edited by Psistrike on Wed Jun 23, 2021 4:57 am, edited 2 times in total.
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Artifacts, pure and foul

Post by Psistrike »

Artifacts pure and foul
There is a history of mystical artifacts stretching from the ancient past to the modern age. Deliberate creations and spontaneously empowered artifacts have helped to influence history over the ages. Here are but a few examples of artifacts still around, both those pure and of foul magic which can corrupt the user.

The Foul Shield, Hopebreaker
During the Crusades, a noble knight fought for his lord against many foes and never faltered. Until the day he fell for a wicked seductress, turning the knight against his lord by convincing him his lord had betrayed King Richard. Striking down his own lord was the first step on his path of corruption, he continued to do more and more horrific crimes at the guiding of beloved, the wicked seductress grooming him as a knight for her demonic master.

He proved himself truly in the thrall of the demon lord when, upon being commanded by the demon lord to slay his beloved, he did so without hesitation. But the other knights of his former lord and master had been hunting him for some time. They came at him one after another, each falling to his skill and fell powers granted by his demon lord. Until the leader of his former order came forth. A duel which bards related in song for centuries to come, it lasted for hours with neither budging. It was when a dove flew overhead and distracted the dark knight for but a moment he was struck down.

The demon lord refused to lose his best pawn so easily, binding the dark knight's spirit to the shield, forced to serve his master even in death. For any who dare to wield the shield is tempted by the knight's voice, goaded into darker and more evil acts, corrupting them further and further until they willingly serve the demon lord.

Hopebreaker: Removable [-2 points]
Dark Whispers: Progressive Affliction 9 [Resisted and Overcome by Will; Entranced, Compelled, Transformed [corrupted by demon], Limited to Shield User, Slow Progress [One week between checks; -17 points] • 1 points
Shield of Darkness: Enhanced Defenses 8 [Dodge 4, Parry 4] Immunity 2 [critical hits], Protection 2, Reduced Trait 2 [-2 Will] • 10 points
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Monstrous Crown
One of the darkest druids in history dabbled in the dark arts, seeking a means to transform foes into monsters as punishment for calling him one. Thus he tainted roses and caused them to grow and change, becoming nothing more than blackthorns. Crafted into crowns, he imbued them with the darkest magic to carry out his will. But the act drew attention from those in power, who had him captured and burned at the stake.

The cursed crowns of thorn transform those who they are placed upon the head of into powerful brutes, uncontrolled and prone to going on rampages. They only are placed upon someone's head by force, as the moment one is held you can sense the curse upon it. Those so cursed remain so until subdued and the crown removed, the victim reverting instantly.

In modern times half a dozen are known to have survived, 4 of them currently kept in an ARCADE vault. The other two disappeared centuries ago, their current whereabouts unknown. Yet the crowns have one weakness, strong sources of heat can instantly destroy them [4+ ranks].But ARCADE has avoided this, not knowing what would be unleashed if the crowns were destroyed.

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Monstrous Crown: A villainous item, the transformation is a plot device. The crown is Removable, placing it on a victim is a Grab-Based flaw, requiring a successful grab to force it on. Transformed victims use the Brute stats from the Gamemaster's Guide or Powerhouse archetype bumped up to PL 13. Each crown has Toughness 6 with Vulnerable to Heat and Fire [suffer an additional degree of failure].
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Lepton Armor
Amongst soldiers in ancient Greece, it was believed carrying a small copper coin into battle would bring them good luck and ensure they come back alive from battle. This belief of some soldiers was so powerful, it imbued their coins with supernatural powers; they actually protect the holder as if they were wearing a full suit of armor. The number of such coins in existence is currently unknown.

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Lepton Armor: Easily Removable [-2 points]
Supernatural Armor: Protection 4, Subtle • 5 points
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Tablets of the Lost Tribe
Religious persecution is nothing new and it has driven many to do remarkable, even horrific things. In the time of King Arthur and the Knights of the Round Table, a pagan religion known for ideas about freedom and choice was spreading across Europe. Fearing the serfs getting ideas, the local lords and barons sent their knights and even mercenaries out to drive them from the land or wipe them out. Desperate for a means to survive, they were down to just a few hundred in number when their leaders came up with a plan.

Creating a pair of blessed tablets, sacred texts were inscribed upon the clay as it cooled. When next the knights returned, the text was spoken aloud and 4 massive golems made of slate gray stone erupted from the ground, ready to serve those who summoned them. But despite this, the religion was all but destroyed, the tablets lost to the ages. Until Eldrich discovered them back in the 1980s, in castle ruins in Eastern Europe; he stored them away in his private vault with various other magical artifacts, where they have remained since.

Tablets of the Lost Tribe: Easily Removable [-10 points]
Summon Forth Stone Guardians: Summon Stone Guardians 4, Active, Controlled, Horde, Multiple Minions 2 [4 Stone Guardians] • 28 points
Stone Guardian PL: 8/Minion Rank: 4

Concept: Massive stone golems
Height: 30’
Weight: 50 tons
Eyes: Slate gray
Skin: Slate gray

Abilities
Strength 12, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect -, Awareness 2, Presence -

Powers
Massive stone golem: Feature 1 [+1 mass], Growth 8, Innate, Permanent [+8 Strength and Toughness, +4 Intimidation, +1 Speed, -8 Stealth, -4 Dodge/Parry] • 18 points
Animated Stone: Immunity 30 [Fortitude], Impervious Toughness 10, Protection 8 • 46 points

Advantages Interpose

Skills Close Combat: Unarmed 4 [+4], Perception 2 [+4

Offense
Initiative +0
Unarmed +4, Close, Damage 12

Defense
Dodge 0, Parry 0
Toughness 16*, Fortitude Immune, Will Immune
*Impervious 10

Power Points
Abilities -18 + Powers 66 + Advantages 1 + Skills 3 [6 ranks] + Defenses 8= 60 Total

Description of Powers: Massive stone giants who stand 30’ tall and weigh 50 tons each, their size and mass give them great physical strength and invulnerability.

Description: Crude stone golems with no features beyond a basic humanoid shape and face with no features, they are slate gray and stand 30’ tall.
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Black Hole Monocle
In the 1800s, a foolish dark sorcerer worked to create the ultimate weapon to use against his enemies. Thus he created a monocle of polished obsidian and infused it with the darkest of magics, taking months to stabilize his creation where it was safe for him to use.

It was soon after his business rivals began to disappear one by one, no trace of them, and no evidence to connect anyone to the deed. But the sorcerer's own curiosity brought his downfall, as he wished to truly feel the power of the black hole his monocle opened. Reaching out to touch it, he was sucked in like all his past victims. It was at his estate sale where agents of the Library discovered the monocle, having kept it sealed away ever since.

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Black Hole Monocle: Easily Removable [-16 points]
Wearer Protection Immunity 1 [Immune to monocle’s power], Quirk [Immunity doesn’t work if touches singularity on purpose; -0 points] • 1 point
Singularity: Burst Area 2 Damaging Move Object 10, Limited to Pulling Towards the Center of the Area • 40 points
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Profane Gauntlet
In ages past, a war as fought in the depths of a Hell dimension, a demonic blacksmith forging these gauntlets for his lord's generals to wield. Made from a hellish black metal, the fingers end in wicked claws, radiating evil any being can sense. Many were made but only a few have ended up on Earth, most contained by ARCADE and the Library.

The gauntlet grants its wearer the powers of a demon, corrupting them over time until they become a demon themselves. Despite this, the temptation for power has drawn more than a few poor souls to meet this gruesome fate over the ages.

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Profane Gauntlet: Removable [-10]
Demonic Power!: Enhanced Fighting 4, Enhanced Stamina 4, Enhanced Strength 5 • 26 points
Demonic Protection: Immunity 18 [Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease], Protection 2 • 20 points
Demon Eyes: Senses 2 [Darkvision] • 2 points
Clawed Gauntlet: Strength-based Damage 1 [Claws], Improved Critical • 2 points
The transformation into a demon is a plot device that takes as little or as much time as the GM requires. Those transformed tend to be Warrior Demons as in the Gamemaster’s Guide. Though if the Enhanced stats boost them higher than a normal Warrior demon, they are more powerful and retain the higher stats when fully transformed.
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Radiant Talisman
Various religions through the ages have sought to protect their members from evil, these simple yet powerful talismans are but one means they did so. Made in many shapes and forms, the most common was a bracelet made from the purest silver known. No matter their shape or form, they all are inscribed with powerful runes of protection from evil. These purity talismans generate an aura around the wearer, driving off supernatural evil and shielding the wearer from harm from any such evil. To this day some religious orders still make new talismans.

Radiant Talisman: Removable [-7 points]
Evil Shall Not Pass: Area Burst Affliction 8, Continuous [Resisted and Overcome by Will; Entranced, Compelled, Controlled], Limited to one command [“Stay away!”], Limited to Undead and Supernatural Evil, Feature 1 [Area is considered Holy ground] • 25 points
Shield Me From Evil: Enhanced Defenses 16 [Dodge 4, Parry 4, Fortitude 4, Will 4], Limited to against Undead and Supernatural Evil; Protection 4, Limited to against Undead and Supernatural Evil • 10 points
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Death Staff
In the early 18th century, a necromancer stumbled upon a lost tome, detailing how to create a death staff. Finding a gnarled branch, he bathed it in the blood of an entire village, placed a ruby at the top of the staff, then performed a dark ritual which blackened the staff, infusing it with powerful necromantic magic. For those struck by the staff have their very lifeforce drained, normally to the point of death.

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Death Staff; Easily Removable [-6 points]
Death Strike: Strength-based Damage 2, Reach Linked to Weaken Stamina 12 [Resisted by Fortitude] • 15 points
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Wishing Codex
Around 800 A.D., a cursed djinn was spreading evil and tormenting the people of what is now modern Iran. A local Sufi spent over a week inscribing a codex designed to bind the djinn. Tricked into the reading the tome by the priest, the djinn was sucked into its pages and bound for all time.

Appearing to be a thick tome, details beyond that are different for each viewer thanks to the imprisoned djinn. The codex has been kept by various organizations over the centuries but it always seems to find its way back into the world. For those who read from the tome, in the proper Arabic with no mistakes, the imprisoned djinn is forced to grant the reader 1 wish. But once this is done, the codex disappears only to reappear in a new location; due to this even ARCADE and the Library have been unable to contain it for long. The djinn always calls out to others, tempting them with promises of power, fame, and glory. But only a fool makes a wish with the evil djinn, as he always twists each wish as much as possible, the only means he has to torment mortals now.

Wishing Codex: PL X plot device item which should be used with care and not abused just to torment players who make poorly worded wishes. Unless the players have a good sense of humor or realize they are taking a risk with making a wish. Wishing the djinn free doesn’t work, only resulting in the person who makes such a wish to waste it. Neither does wishing the codex to be moved to someplace no one will ever reach.
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Haunted Scrolls
Within the depths of the vaults of ARCADE, there is stored a collection of over 2 dozen scrolls, created centuries ago. In Europe between 1780 and 1795, there was an outbreak of ghostly possessions and violent haunts like never seen before. Priests were overworked and sometimes unable to do anything about a powerful spirit.

Until an innovative young priest, well versed in the history of the supernatural from the church archives, came upon a solution and worked tirelessly for almost a week. When he emerged from his chambers, he presented his fellow priests with a collection of 3 dozen scrolls. Each designed to imprison a malevolent spirit within it.

The true work finally began, as the priests used the scrolls to get rid of spirits who wouldn't move on peacefully or who proved too powerful for a normal exorcism. Each time a scroll was used, it was placed in a special vault, to ensure the spirit would never be freed. But centuries passed and WW2 broke out, the bombings damaging the church and even breaking into the sealed vault, damaging 6 of the scrolls and setting the spirits within free. ARCADE moved in quickly and gathered up the remaining scrolls, but found no trace of the freed spirits.

ARCADE agents have to this day worked to replicate the priest's scrolls and hunt down the 6 freed spirits, but with little luck. Some desperate, many would say foolish, agents have even dared to suggest bringing the priest back to life to aid them. Such agents are always reassigned to less stressful work before the dust can even settle.

Haunted Scrolls: The remaining 30 intact scrolls and 6 free spirits are for GMs to do with as they please. Any stats you choose for the spirits, both free and still imprisoned, can vary as much as you like. Just make sure they aren’t easy to deal with, that would defeat the purpose of needing specialized scrolls to trap them or similar exotic means.
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Phantom Tiara
Over one thousand years ago, a king in Eastern Europe commissioned a silversmith and mage to create a tiara for his beloved daughter. Due to his many enemies, he feared for her safety, thus had the tiara enchanted to place its wearer in a phantom state when threatened with harm.

But it was for naught, as the princess never saw a need for the tiara, left to languish in the castle vaults when she had only sons. It was the Library, investigating sightings of ghouls in the area, who stumbled upon a nest of them, using the old vaults as their lair. After wiping the ghouls out, one of the agents discovered the tiara, taking it back to their New York branch for study. It has since been kept there, stored away with countless other treasures.

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Phantom Tiara: Removable [-6 points]
Phantom State: Flight 3 [16 mph] Linked to Insubstantial 4, Reaction [when attacked] • 30 points
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The Eye of Destiny
Made by unknown order ages ago, this massive stone eye was carved from marble and stands 4' tall and 5' wide. Knowledge of its existence is limited to within old scrolls and documents, the actual location of the eye having been lost ages ago. What is known about the eye is that it will shine a beam of white light upon those destined for great things who come within its line of sight.

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The Eye of Destiny: Senses 3 [Acute, Ranged Detect Great Destiny] • 3 points
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Angelic Shield
Members of the order which would someday become the Knights Templar, seeking a means to better protect the faithful, had their mystics create impressive shields for their knights to wield. Each is a triangular shield of polished steel, gleaming in the sunlight and with the image of a pair of white angelic wings and a halo on the front. But despite how many were made and the means for destroying them unknown, only 8 such shields have been discovered intact. 3 reside in a Library vault, 4 within ARCADE, and one unaccounted for after it was lost from a museum in Europe during WW2.

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Angelic Shield: Removable [Indestructible; -4 points]
Shield of the Divine: Selective Area Burst Impervious Protection 6 • 24 points
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Legendary Tome
No records of its creator, no test can detect its age, its origins a mystery, the Legendary Tome is an artifact of immense power. But all documents available to the Library indicate this tome has within its pages every known and even unknown spell in existence. It seems to even add new ones as they are created. But how it does so or the limits to its power are unknown. Thus the Library has trusted Adrian Eldrich to keep it contained, stored within the deepest, most secure vault he has access to.

Legendary Tome: Easily Removable [-54 points]
Written Record of All Spells: Variable 20 [any spell], Activation [Move, -1 point], Check Required [Expertise: Magic DC 13] -4 points • 135 points
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Legendary Silver Mask
Made in the age of heroes, these masks were forged by a servant of the god of magic, with only 3 of them ever made, the servant dying from the strain after the last was completed. These powerful artifacts have the power to turn a novice mage into a powerful spell weaver, the powerful into a demigod. For those who wear one of these mask have their magical powers boosted greatly. Appearing to be a simple silver mask with silts for eyeholes, to those who can sense magic it radiates an almost blinding aura. Most of the masks are missing or assumed destroyed, but AEGIS, the Library, and ARCADE all know of one being currently used by a mystic calling herself Etheria and allied with the Alliance.

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Legendary Silver Mask: Removable [-2 points]
Boost Magical Power: Magic 5, Additive • 10 points
Adds up to 10 pp to the base spell in a Magic array, as well as boost other spells in array proportionality.
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Ritual Gem
Simple gemstones have been used by mages and other magic-users for ages, from enchanting them to making them parts of greater objects. One use that has extended into the modern age is the use of a gem to hold a ritual, one triggered upon shattering the gemstone. These can be used by even the unskilled. Although only the wealthy or criminals who steal the gems they use tend to rely on them.

Ritual Gem: Any combination of Effects +Triggered [by shattering gemstone] • X [cost of Effects]+ 1 point
Last edited by Psistrike on Sun Apr 04, 2021 6:02 am, edited 2 times in total.
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Cosmic Artifacts and products of science

Post by Psistrike »

Cosmic Artifacts and products of science
Artifacts containing powers beyond imagining, the creations of cosmic beings and forces, only the foolish or brave dare tamper. Then there are creations of science beyond the norm, super science, or the product of mad scientists. Below are but a few of these items.

Bane of Widgets
Back in the 1980s, there was a lot which by modern standards would be considered strange and unusual. It is no wonder that some of the weirdest creations of mad scientists came to be during this era. A mad scientist, his name erased from all records and memory of him lost to the ages, was driven by jealousy of others' creations. So he created the Bane of Widgets, a device that messes with the rest.

In the form of a large black boom box, the mad science used in its creation allows it to cause any creation of super, mad, or weird science to go haywire. Any such creation brought within 60' of it will have its powers scrambled and go erratic.

AEGIS discovered it being used by a gang in New York back in 2002; currently, it is stored in a vault at AEGIS' New York base, isolated for the safety of everyone due to numerous other devices stored there. Stored due to fear that breaking or destroying it could unleash something unknown upon the world.

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Bane of Widgets: Easily Removable [-38 points], Complex 3 [+10 DC repair and maintenance, sabotage, disable, or disarm checks], Delicate [-11 points; 6 Toughness] [42 point cost]
Scramble Widgets: Close Area Burst 2 [60’ radius] Nullify [technological effects] 12, Broad, Simultaneous, Sustained, Effortless, Randomize, Feature [Power active constantly around Bane of Widgets, wears off instantly once out of area], Quirk [Only Removable or Easily Removable powers with super, mad or weird science descriptor; -1 point] • 96 points

Black Hole Modifier
Eons ago, a species of aliens believed themselves to be the universe's caretakers. Believing blackholes to be damage to the universe, they sought a way to repair it. This device was the result of their efforts. A black staff, 6' long, responds to its wielder's thoughts.

Thankfully only one such device was created; its creators realizing their folly. They removed several black holes from the universe, only to see the results of their efforts. A telepathic message left on the rod explains it all; black holes are a natural part of the universe, removing too many could disrupt the natural flow. It had caused their own homeworld to be destroyed by a massive gravitational wave.

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Black Hole Modifier: A plot device, its current location is unknown. Good as an option for heroes who need it to repair damage caused by someone creating new black holes. Removing existing black holes can cause various problems, from powerful gravitational waves capable of destroying planets in their path, the universe trying to overcompensate by creating a super black hole, and more.

Chronomantic Nullifier
Discovered on an alien world, thousands were discovered, each placed ½ mile from each other, standing 20’ tall and 8’ wide each, made of pure white stone. It seems the planet suffered from temporal instability and the strange stones were created by the natives as a survival measure. Removing even one would subject an area ½ mile in radius to temporal instability so they were left there, though less scrupulous individuals may take them for their own use.

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Chronomantic Nullifier: Area Burst 8 [1/2 mile radius] Close Nullify [time manipulation effects] 15, Effortless, Simultaneous, Sustained, Feature [Power constantly active, wears off instantly once out of area] • 182 points

Computerized Jet
The American military sought to gain a new edge in war, bringing together a think tank of geniuses who worked for years. All to come up with this wonder of science, one of the most powerful weapons in the American military arsenal. This supersonic jet was made using a top-secret alloy; leaking the details of the alloy is an act of treason. Shielding protects the pilot from the effects of high speed and outer space environments. Considered a creation of super-science, the jet is capable of speeds up to Mach 10, using dedicated inertial dampeners to shield both jet and pilot from the extreme g-force. Its super alloy frame and armored plating make it tougher than any other jet known and even most tanks.

Capable of being piloted in person or by remote control with an unknown range limit through an advanced V.R. unit. It is linked to another piece of super-tech, a 3" cube with a button on the side, allowing it to be released from storage or digitized for easy transportation. Various advanced laser cannons are emplaced on various points along the hull, while a powerful plasma sphere generator is mounted on the undercarriage, capable of firing an explosive sphere once every 30 seconds. While in space it is capable of speeds faster than light, able to reach other star systems. Once digitized for storage all damage is repaired, reappearing in perfect condition each time. The cockpit was made large and designed for comfort for extended periods of time.

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• Image used is mr02z psedo commission by 4_x_s from deviantart.
Computerized Jet: Size: Gargantuan; Strength: 12; Speed: 12 [space], Defense: 6; Toughness: 14; Powers: Laser Cannons [Ranged Damage 12], Plasma Sphere [AE: Ranged Burst Area Damage 10, Direct Hit Damage +2, Reload [Always Reload, 30 Seconds, Automatic; -13 points]], Armor Plating [Impervious Toughness 9], Movement 2 [Space Flight 2]; Features: Alarm 4 [DC 35], Autopilot +8, Communications, Computer, Navigation System, Rooms [Living Space], Remote Control 2 [advanced V.R. system] • Cost: 80 ep; 16 ranks of Equipment with Extras [Durable, Summonable 2 for +3 to Equipment rank cost], 64 point cost

Dimensional Engine
An unnamed super-villain created this creation of weird science. A strange metal box that looks right out of a science fiction series, a remote to control it separately. This machine is capable of creating pocket dimensions up to the size of a massive planet, even linking them to locations or objects for means of entering and exiting them. He sells it use out for others creating headquarters that require one bigger on the inside than the outside or built inside the pocket dimension.

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Dimensional Engine: A plot device, it can be used to explain headquarters with the Dual Size feature and those built in other dimensions. The super-villain who built it always works through intermediaries and is never seen in person.

Dreaded Scanner
A creation of weird science, the person who created it was killed by his own opposite copy and it disappeared. Its current location is unknown but it could fall into the wrong hands easily. Appearing to be a portable barcode scanner from a store, it can scan anything and create its opposite copy, even living beings. Such copies remain as long as possible, copies of living beings can be killed or cease to exist if nullified, just like copies of objects.

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Dreaded Scanner: Easily Removable [-32 points] [49 point cost]
Flawed Scan and Copy: Permanent Ranged Summon Opposite Copy 20, Heroic, Variable Type [Opposite Copies of existing beings built on same point value as original], Attitude [indifferent], Limited: Summoner has no control over copy and can have any number created, copy is hostile to original [-1]; AE: Create 20, Permanent, Precise, Limited to Creating Opposite Copies of Existing Objects • 81 points

Evolutionary Gem
The creation of a mad man, a mad scientist who sought to control the evolutionary process but failed, falling victim to his own creation's power first. Transformed into a Frankenstein's Monster-like brute with reptilian traits, he lost his mind in the process and wandered off. The current location of the evolutionary gem is unknown but any who stumbles upon it will regret it.

This fist-sized gemstone appears to be perfectly carved and a brilliant purple in hue, emitting a soft glow constantly. Those exposed to is energy will be mutated in unpredictable ways, sometimes to their overall benefit but most of the time to their detriment.

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Evolutionary Gem: A plot device, those who get within 30’ feet of the gemstone are exposed to energy that rapidly mutates them in any number of ways. Longer exposure than 1 full round [6 seconds] will result in changes being triggered that can’t be stopped.

Gabriel’s Engine
A fool who sought to mess with God's domain and shape reality to his will, the madman who created Gabriel's Engine found all that was left of him after activating it was his first name. It appears to be a giant engine right out of a steampunk nightmare, with tons of gears and steam venting out of it, the engine is a threat to reality while active.

Within half a mile of the engine, reality itself is warped, twisted, and bent like silly putty. Anything can happen, from the ground melting, sky raining fire, beings and objects transformed in any way while inside the area or even just being erased from existence, like its creator's fate.

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Gabriel’s Engine: A plot device, it is a high-level threat, and those who must deal with it best come prepared. Only those with Immunity 5 [reality manipulation effects] are immune to directly being affected by it, yet things it does to the environment and other beings can still affect them.

Healing tank
Created within the last decade, these are medical miracles made real. A common feature in more advanced superhero headquarters, as well as in some military installations and private hideaways in dangerous locations, healing tanks come in various sizes. They tend to be designed as a large, cylindrical tank filled with liquid that is greenish, blue, or even appearing to be ordinary water. Those placed within the tank are immediately stabilized and begin to rapidly recover from any form of injury, even capable of regrowing limbs. A breathing mask is placed over the patient's nose and mouth to prevent problems. Most are sized to fit the largest individual in a superhero H.Q. or the average range for a species at other installations.

Healing Tank: Restorative Healing 5, Persistent, Stabilize, Limited to once per Minute, Quirk [First Healing check can only Stabilize subject; -3 points] • 9 points Almost always a Feature for a Headquarter. It can also be used as an excuse to remove an injury complication sooner. Note: In campaigns that use the Lethal Damage option from the Gamemaster’s Guide, it is Limited to once per hour for Lethal Injuries.

Negative Gloves
A true cosmic artifact, all attempts to analyze them have resulted in the analyzing device overloading. They appear to be pure black scaled gloves made of an unknown substance. What little is known about this artifact is that it taps into an anti-matter universe; allowing the wearer to channel such energy, thus granting them incredible destructive power. But each time they tap into its power, they put their own life into their hands, as the gloves can backfire and atomize the wearer.

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Negative Gloves: Removable [-11 points; Indestructible] [51 point cost]
Antimatter Matter Channeling: Array [60 points]
Antimatter Matter Blast: Ranged Penetrating Damage 15, Side-Effect [If target successfully resist, power rebounds on wearer] linked to Ranged Affect Objects Weaken Toughness 15, Side-Effect [if target successfully resist, power rebounds on wearer] • 60 points
Antimatter Burst: Area Burst Penetrating Damage 15, Side-Effect [see above] linked to Affects Objects Area Burst Weaken Toughness 15, Side-Effect [see above] • 1 point
Antimatter Bomb: Ranged Area Burst Penetrating Damage 15, Distracting, Side-Effect [see above] linked to Ranged Area Burst Affects Objects Weaken Toughness 15, Distracting, Side-Effect [see above] • 1 point

Neutralization Tank
Used in super-prisons for those too dangerous to contain by other means and by super-villains to deal with superhuman foes, the large, tube-shaped holding cells are similar to healing tanks. Filled with green fluid when active, it places those inside into a state of suspended animation till they are removed from it, as well as suppressing their superhuman abilities and powers, even up to 24 hours after being released from the tank.

Neutralization Tank: Attack Immunity 5 [aging, starvation and dehydration, suffocation, ongoing biological effects], Limited (subject is incapacitated), Resisted by Dodge, linked to Close Continuous Nullify [all superhuman powers except technological] 12, Broad 2, Simultaneous, Quirk [Wears off 24 hours after being removed from the tank; -1 point] • 74 points Normally bought as a Headquarters power.

Power Amplification Analyzer
Created in 2004 by Astro Labs in Freedom City, it is a new means of understanding superpowers and their sources, along with figuring out means to more effectively increase them. The 60’ tall by 30’ wide by 30’ long chamber is covered in white tiles that when activated bath anyone inside with green energy. A full readout is shown on a supercomputer housed just outside the chamber room.

Power Amplification Analyzer: Senses 3 [Detect Superhumans [Acute, Analytical] • 3 points A feature for Astro Labs H.Q. currently, they are working on a portable unit version with ranged capabilities.

Power Amplification Cape
Back in the Golden Age of Freedom City, a scientist whose name has been lost came up with a means to increase the powers of superhumans. Capes! Of various designs, colors, and lengths, they are designed to boost the powers of any wearer to a fair degree. This, despite the proven safety hazards of capes catching on things, is why some still wear capes to this day.

Power Amplification Cape: Removable [-3 points] [13 point cost]
Power Boost: Continuous Variable [Enhanced Power Ranks and Modifiers] 2, Affects Others, Limited to Cape Wearer • 16 points

Postcognitive Storm Projector
A creation of Silver Age mad science, this large energy projector can pluck a storm from the past and bring it to the present day and location, even just months after the original storm happened. It is stored away in a top-secret AEGIS vault while scientists attempt to reverse engineer it to create a weather controller of their own. Its appearance is strange, seeming the same size but different to each observer.

Postcognitive Storm Projector: Variable [past storms into present] 12, Technology Check Required [DC 13] 4 • 80 points

Reality Orb
Believed to have been left behind by an interdimensional traveler, the reality orb is a transparent blue orb with rings of energy and glowing energy at its center. Responding to the wearer’s thoughts, it can open a portal to any alternate or parallel universe.

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Reality Orb: Removable [-2 points] [6 point cost]
Gateway: Movement 2 [Dimension travel 2 [alternate/parallel universes], Portal • 8 points

Stellar Hammer
Created by cosmic beings far beyond humans, the stellar hammer was forged in the heart of a star. Golden in color with strange symbols of unknown origin covering it, the handle covers in unknown runes. Indestructible by any known means, it can channel the very power of a star into every blow. It was used to forge the Wishing Staff and is the only thing that can break it as well.

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Stellar Hammer: Easily Removable [-7 points; Indestructible] [15 point cost]
Star Strike: Precise Damage 20 [bludgeoning, plasma], Feature [Perfect forge hammer] • 22 points

Supersonic Spear
The creation of Silver Age super science by a scientist obsessed with Greek myth, this 6’ long spear is made of an unknown silver alloy and very tough. When thrown it is surrounded by a frictionless field and propelled by jet boosters which send it streaking towards its target at just over Mach 1 speed. Once it has struck or missed the target, a built-in mini-computer directs it safely back to the thrower’s hands.

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Supersonic Spear: Easily Removable [-10 points] [14 point cost]
Supersonic Strike: Ranged Damage 12 • 24 points

Terrible Generator
The creation of weird science which ended up destroying its creator when turned on [seeing a pattern yet], this machine is the size of a minivan and seems to shift and flow into different shapes and colors almost constantly. When activated it causes bizarre and dangerous things to happen over a large area, approximately a 5-mile radius. But things manifested in the area may not remain within it, escaping to cause trouble until captured or destroyed. Currently, it is kept in a vault miles below the surface by an unknown agency.

Terrible Generator: Whatever you want to unleash, do so in the area of the active Terrible Generator. Monsters from horror movies, creatures from prehistory, fantasy, and myth, storms that transform those struck by lightning in random ways, portals to other dimensions, etc. All of it can happen and more due to this plot device.

Time-Flux Amulet
AEGIS wishes that "time travelers" would learn to pick up after themselves. This amulet which looks like something out of steampunk can be adjusted to send the wearer anywhere in time. More than one has been located so far and AEGIS has a specialized vault set aside just for them.

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• Image used is Magic Amulet Steam Necklace by Om-Society from deviantart.
Time-Flux Amulet: Easily Removable [-2 points] [2 point cost]
Time Travel: Movement 2 [Dimensional Travel 2 [alternate realities] • 4 points

The Monkey’s Engine
When will scientists learn not to mess with the fabric of reality; AEGIS wishes they could hit the idiot who created this machine over the head with a mallet repeatedly. The size of a car engine block, appearing to be a large, chrome steel-cased computer tower, this device contains a threat few know exist. Designed to warp reality and grant the wishes of its creator, it backfired and big time. It drew in a malevolent entity that grants wishes but always twists them as much as possible. The creator was greedy and wished that anything he said would become true, the perfect opening for the entity who granted him the power with no control over its results. [See Somatic]

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The Monkey’s Engine: Contained within the machine is an entity of unknown nature, always granting the wishes of those who control the machine currently but always twisting them as much as possible, normally in dangerous or cruel ways.

Wishing Staff
Forged using the Stellar Hammer, it was created to imprison a cosmic imp who was making a lot of trouble in the past. Forged from meteoric iron, the staff can’t be broken by anything except for the Stellar Hammer, appearance unknown. Only by breaking the staff can the cosmic imp be freed. Upon being released the cosmic imp will grant its releaser one wish, then leave to seek revenge on those who imprisoned it and ruined its’ fun.

Wishing Staff: Only fools would seek this out to free the cosmic imp for a wish, yet there is always those with more ambition than common sense. The cosmic imp can be any new PL X being you wish to come up with, although for purposes of my Earth 7 setting it is Wishcrafter's insane uncle.
Last edited by Psistrike on Sun Dec 10, 2023 11:45 pm, edited 8 times in total.
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Godly Artifacts

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Godly Artifacts
The source of these powerful artifacts doesn't matter, the fact ancient and powerful artifacts are loose in the world should be enough. While some are fairly new, they are no less powerful or dangerous in the wrong hands. And then there are those artifacts which are pieces of an actual god. All are dangerous, for such power can corrupt even the most noble-hearted.

Divine Computer
In the late 90s, the personal computer truly became popular. Somehow the collective consciousness of humanity, along with the combined computing power of every active computer at the time, resulted in a new god coming into existence. Database, the god of computers. And the new god revealed in his powers, creating his own artifact in the form of a laptop computer. But he was easily distracted by new things, taking in the internet and all that computers were used to create. In his distraction, the artifact fell to Earth and was lost. Somehow possessing a will of its own, the computer's current location is unknown, which is how it wants it.

In the form of a top-of-the-line laptop computer, it can shift its appearance to blend in with any other laptops in the area, the interior is nothing more than circuit boards made of an unknown golden metal and nothing else. It requires a very skilled computer programmer to wield its powers, but to those who can, it can grant mortals the power of a demi-god and make its uses like unto a god.

Divine Computer: PL X artifact which can grant anyone powers, no limit to the number it can empower. Requires a DC 25 Expertise: Computer or Technology check to use. Unfortunately, the divine computer suppresses all magic but its own within a 4-mile radius of itself and each use takes as much electricity to fuel it as a strong lightning bolt generates.
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Reality Forge
Hephaestus, the god of the forge, was known for making many artifacts and divine tools. One of his little-known creations was dubbed the Reality Forge, a large blacksmith's forge made of golden metal. It is stored in a pocket dimension, hidden from mortal eyes for ages, yet its power has been held back for so long that it has begun to call out to those who can wield its power. Even Zeus feared what this artifact could do in the wrong hands, as it is one of the most dangerous of the Greek gods' artifacts still in existence.

The threat comes in the fact that even in the hands of the unskilled, its power allows anything to be created. There is a price to pay for each use, as the strain on even a god or those of their blood weakens them for days, as each use requires a blood sacrifice by the user. Should a mortal use the forge and survive, it would take them weeks to recover, forging a second item before fully recovering would kill even the hardiest of mortals.

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Reality Forge: PL X artifact and indestructible by any known means, it can literally create anything the user desires. A plot device, it should only be brought out when needed. Temporary powers in the form of artifacts are a common use for its power. Those with god-blood lose 2 Stamina per item made, recovering 1 per day. Mortals lose 4 Stamina per item made, recovering 1 per week. This Stamina loss is due to the amount of blood needed to use the Reality Forge each time.
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Eye of the Deity
An unknown deity from an unknown pantheon from ages past, slain by a rival god with only a single eye remaining behind. It can grant great power to those who dare to claim it; for you must remove one of your own eyes and replace it with the Eye of the Deity to wield its power. The Library discovered its resting place in the 1950s and entrusted it to Eldrich, who has kept it hidden in a vault only he knows how to access ever since.

Eye of the Deity: Another plot device item whose limits are defined by the GM. Whether used for good or evil, it would make someone very powerful but might have consequences not yet known. This includes Flaws on Powers it grants, Complications related to its exact nature, etc.
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Elder Orb
Before even any mortal can remember, the "gods" were young and new to their power, arrogant and foolishly believing themselves better than the elder "gods". Thus war was fought to prove who was superior. The new "gods" won by the sheer numbers in their ranks, as many of the elder "gods" had died to foes or left to far off locales to live in peace. Slain or banished to their last on Earth, the elder "gods" went off to accept their fate. All except for one.

Refusing to go silently, he vowed that his very flesh would one day give rise to one who would seek revenge on the new "gods" for their arrogance. Anyone and anything they touched would suffer his wrath when that day came. As he was struck down his body shrank and withered, transforming into a red orb the size of a golf ball. Fearing his curse, the new "gods" sought to hide it away from the world, sealed inside a temple that could contain its power.

There it rested for millennia until late 2011 saw the prophecy enacted. A young woman on an archaeology dig with her professor stumbled upon the temple and broke the seal. Finding the orb on a pedestal, when she leaned in to look it the orb latched onto her, merging into her forehead. Suddenly she had powers to rival a god, but was driven by the elder "god" desire for revenge, seeking out any of their kind or creations to destroy. AEGIS got her into the system thanks to Athena's report of her own encounter with the young woman, going by Anti-Goddess now.
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God Brand
The mark given to those who truly angered a god, these vary in appearance based upon the god who placed it. They are cursed, in one form or another, manifesting in various ways [From Complications to Powers with various flaws], yet somehow they always gain some sort of power. Just as the appearance of the mark varies, so does the mean to remove the God Brand. From intricate rituals, gathering artifacts of the god who cursed them and returning them to an intact temple of the god, and more.

God Brand: From hulking brutes, creatures like Medusa, the Minotaur, etc. and the likes of Perseus, examples of the “gods” wrath have appeared throughout the ages. This is just a plot device and means of explaining why someone is the way they are.
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Shards of Starpoison
A powerful artifact used by the gods, able to slain nearly any being struck by it. One millennium ago a group of Primals sought to take this weapon from the Cosmic Eternals whose pantheon currently wielded it, but in the ensuing fight, it was shattered, the shards of the shattered artifact scattered across the Earth.

Many shards landed in areas that are out of the way or wouldn't be explored for centuries yet by humans. Any unfortunate soul who stumbles upon a shard finds that coming within 6" of it will cause the shard to fly towards them and become embedded in their body. By tapping into the subconscious and conscious desires of its new host, it grants them powers based upon those desires, yet almost never how expected.

There is no known means of removing a shard once it has embedded itself into a host, short of death. AEGIS has discovered and used remote robot units to move over a dozen discovered shards to storage, the exact number of shards in existence is unknown. There are two subjects empowered by a power shard documented so far; there are probably more out there. Of the 2, Doctor Bizarre is considered the most dangerous, mentally unstable, and lashing out with reality-altering powers. While the teenage girl who dubbed herself Rumor who can make rumors real has disappeared off the map, not seen in months.

The means to capture and contain a being empowered by a power shard are currently unknown; traditional power suppression methods have proven useless beyond cryo-sleep. The name given to them actually came about in the 1930s, when a reporter witnessed a shard merge with her camera-man and thought they came from the stars.

Shards of Starpoison: A plot device designed to grant powers to others, any who gain powers from a shard will always have God Empowered: Immunity 5 [Alteration effects, including Nullify and Weaken] as normal means of power suppression are useless against them.
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Last edited by Psistrike on Sun Apr 04, 2021 6:43 am, edited 1 time in total.
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Weird Science and Cursed Items

Post by Psistrike »

Weird Science and Cursed Items
Let's face it, the universe is far weirder than most people want to admit. Strange forces at work, causing even ordinary objects to spontaneously be imbued with power or inflict a curse upon the holder. Aliens of godlike power creating technology that defies logic and other-dimensional beings. While such items vary in appearance and origin, they all stand out due to the energies and myths which surround them. Here are but a few examples.

Deepspace Dagger
The creation of a space-faring race centuries ago, only about a dozen or so remain intact. Appearing to be a simple dagger with a leather-wrapped hilt, the blade is made an unknown bluish-black metal and super dense, with a secondary unknown steel-gray metal running down the middle of the blade and a small golden orb inset in the blade near the hilt. The blade is capable of piercing through some of the toughest substances known but only in strong hands.

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Deepspace Dagger: Easily Removable [-8 points] [10 point cost]
Dagger Stab: Strength-based Damage 3, Penetrating, Penetrating 12 for up to 12 Strength • 18 points

Cold Fusion Pick
One of only a few remaining in the universe, a cold fusion pick is the creation of the Preservers eons ago. Designed and built to help them with mining rare elements and even stars, it allowed them to gain elements and materials others only dream of obtaining. It appears to be an old fashioned pickaxe made of an unknown golden metal.

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Cold Fusion Pick: Easily Removable [-23 points; Indestructible] [37 point cost]
Cold Fusion Strike: Penetrating Damage 15 linked to Weakness Toughness 15, Affects Objects [+1]• 60 points

Destiny Torc
Ancient Vikings believed to wear a torc with the image of one of their greatest foes, dragons, on it would ensure they could not die outside of battle, thus ensuring a noble death and place in Valhalla. It seems their belief empowered more than a few such torcs, unable to die except in battle. These torcs are made of bronze and have the head of a dragon on each end. Less than half a dozen have been discovered so far.

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Destiny Torc: Removable [-4 points] [18 point cost]
Unable to Die Outside of Battle: Immortality 20, Subtle 2, Limited: Not if slain in battle • 22 points

Entropic Gun
Created by a race of paranoid nihilists who saw all things beyond themselves and their creations as a threat to reality, this sleek gun is one of the only remaining examples of their technology. Black and appears to be an alien blaster right out of science fiction. Firing a beam of pure entropic energy, it causes anything struck to break down on the atomic level till they fly apart into nothingness.

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Entropic Gun: Easily Removable [-12 points] [18 point cost]
Entropic Beam: Ranged Damage 6 linked to Ranged Affects Objects Weaken Toughness 6 • 30 points

Haunted Cannon
Many died in the Civil War, someone was bound to become a ghost sooner or later. Thus it was a general, his name lost to history, who died while on the front lines protecting one of his soldiers from being shot in the back. Yet his spirit would not rest and possessed the cannon his crew operated, taking control and firing cannonballs of supernatural energy to aid them in the fight. The cannon's supernatural nature makes it larger and heavier than it originally was. Note: He is a construct and stated as such.
Haunted Cannon PL 8
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Quote: … [Unable to speak]
Concept: Spirit possessing Civil War cannon
Occupation: Soldier
Base of Operations: Unknown
Real Name: Unknown
Legal Status: Ghost with legal status in question
Identity: Secret [known only to a few]
Marital Status: Single
Height: 8’
Weight: 1.5 tons
Eyes: None
Hair: None
Age: Unknown

Abilities
Strength 6, Stamina -, Agility 0, Dexterity 4, Fighting 4, Intellect 1, Awareness 3, Presence 0

Powers
Haunted Cannon: Multiple Powers as One
Large Cannon: Growth 4, [+4 Strength, +4 Toughness, +2 Intimidation, -4 Stealth, -2 Dodge and Parry], Permanent; Immunity 30 [Fortitude Effects] • 42 points
Supernatural Cannon Blast: Ranged Burst Area Damage 7, Ranged Damage 3 [direct hit] • 27 points
Tough Iron: Protection 10, Impervious 6 • 16 points

Advantages Fearless, Precise Attack 2 [Ranged, cover and concealment]

Skills Expertise: Army General 6 [+7], Insight 6 [+9], Perception 6 [+9], Ranged Combat: Supernatural Cannon Blast 2 [+6]

Offense
Initiative +0
Cannon Ram +4, Close, Damage 6
Supernatural Cannon Blast +6, Ranged, Area Burst Damage 7 and Ranged Damage 3 [direct hit]

Defense
Dodge 1, Parry 2
Toughness 14*, Fortitude Immune , Will 8
*Impervious 6

Power Points
Abilities 26 + Powers 85 + Advantages 3 + Skills 10 [20 ranks] + Defenses 6= 130 Total

Complications
Motivation: The Haunted Cannon is motivated by a need to see justice and equality for all.
Disability: The cannon is his body and without it, he can’t interact with the world. He is limited as to where he can go by the large wheels the cannon rolls on, has no means of manipulating anything, and is unable to speak.

Notes
• A Civil War general who died a heroic death, he is still around haunting the cannon his original troops used. His current location is unknown.
Higher Dimensional Strider
Another creation of the Preservers, their curiosity could not be bound to one universe or dimension for long. Thus they created means to traverse the dimensions and leave this reality altogether. Silver vest with various dials and energy readout meters, by adjusting them appropriately they can literally walk between dimensions, walking 30 feet as they slowly fade out of one reality or dimension and into another. Attempts to take pictures of the vest all fail, something of their nature prevents physical recording.

Higher Dimensional Strider: Removable [-1 point] [1 point cost]
Movement 3 [Dimension Travel 3], Check Required [Expertise: Science] 3 [DC 13], Transit Time -2 [6 seconds] • 1 points

Monstrous Paw
The only remains of a creature from prehistory, appearing to be a hybrid of some form of mammal and reptilian, the paw is cursed. Any living being struck by the paw transforms into an animalistic monster, only reverting to normal when subdued or the wielder of the paw is subdued or has the paw taken from them.

Monstrous Paw: Easily Removable [-8 points] [12 point cost]
Summon Animalistic Monster 10, General Type, Limited to Available Subjects • 20 points

Planetary Shifter
Used by various alien races and space-faring people, this device was created for legal operations but used by criminals as well. A huge energy cannon normally mounted on massive starships or mobile space stations, they have the power to move planets to new locations, literally teleporting them and everything on them to a new location.

Planetary Shifter: This is a plot device, a Perception Ranged Attack Teleport X, Increased DC X and Increased Mass X; capable of moving anything with no chance of resisting, it is normally seen in the hands of criminal organizations or supervillains using the power or threat of using it as blackmail.

Precognitive Multitool
Only a few examples of this device have been discovered, created by a race of now extinct psychic aliens ages ago. Appearing to a simple cube made of blue meta, but crackling with lines of energy on its surface, it reacts to the thoughts of sapient beings. Before even being touched, it morphs into the tool needed for the task by the being about to pick it up. Advanced to humans, it seems to have been a common house tool for the species.

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Precognitive Multitool: Features 2 [Act as any tool] • 2 points

Quantum Matrix
It is unknown if this artifact was formed by the universe or created ages past by an unknown species to contain the threat inside. Appearing to be a solid block of blue metal, it is constantly cold to the touch and a cube standing 8’ tall. The material seems immune to anything less than god-like force, requiring another cosmic level or god artifact to even damage it.

But what it contains is the true danger, for it is the creation of a cosmic nihilist, one who wished to see all reality fall. The Paradox Engine: To simply utter its name brings fear, as many space-faring races have an ancestral memory that only hints at this vile machine. A pocket dimension contained within the Quantum Matrix houses the Paradox Engine and hopefully its energies. For those energies literally trigger paradoxes on a cosmic scale; histories changed yet beings still existing who shouldn’t, whole galaxies gone in the blink of an eye with nothing but a void in their place, etc.

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Quantum Matrix Both the Quantum Matrix and Paradox Engine within are plot devices, ones best only introduced as part of an adventure simply to stop the Paradox Engine from being unleashed. Only PL X and plot device characters and items can even damage the Quantum Matrix, which takes 10 blows from such force to break.

Shadow Shifter
An assassin in 1754 tricked and learned the art of enchantment from a true mystic, before slaying his teacher and using his newfound skill for evil. The only remaining piece of his creations, the rest destroyed by an angry mob upon his execution when captured, its ring band is made of steel and an unidentified black metal with a black opal set in it. The wearer gains the power to move through shadows, disappearing in one and reappearing through another.

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Shadow Shifter: Removable [-4 points] [18 point cost]
Shadow Walk: Accurate, Extended Teleport 7, Easy, Medium [shadows] • 22 points

Ultimate Wormhole Generator
Another creation of the Preservers, it allowed near-instant transportation to any location within the universe. Appearing to be an alien-designed ultra-thin portable computer, it can be programmed to open a portal to any location within the universe. Note it is limited to long distances and not for personal teleportation needs on a smaller scale.

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Ultimate Wormhole Generator: Easily Removable [-4 points] [8 point cost]
Wormhole Generation: Portal Movement 3 [Space Travel] • 12 points

Vortex Lantern
An old English lantern, it was simply that till some strange force imbued it with the power to draw tornados to its location from even a hundred miles away. Those who come into ownership of this cursed item tend to have their lives destroyed by it.

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Vortex Lantern: Removable [-2 points] [14 point cost]
Draw Tornados to It: Cylinder Area Move Object 8, Damaging, Limited to requiring existing tornados within 100 miles of lantern, Uncontrollable • 16 points

Warp Counter
No one knows how a simple counter in an abandoned bar in New Jersey became a source of urban myth, nor how it was empowered in the first place but there are many theories. Some believe the devil himself came to the bar and was disappointed in its wares, cursing the place. Some say it is on the exact spot of a huge spatial weakness, opening to any location and even other realities. The weirdest theory of all is that it was once the favorite bar of cosmic entities and god from all around until a paradox happened and they were forced to contain it within the counter.

No matter what the true source is, the counter is to be avoided at all cost. For anyone, anything, which comes into contact with is sent hurtling through time and space to a random location, dimension, or even another reality. Note it can’t send someone to a place they can’t survive, a failsafe placed by another unknown source.

Warp Counter: Reaction Attack Movement 6 [Dimension Travel 3, Space Travel 3], Increased DC 14 [DC 20 Dodge], Uncontrolled linked to Reaction Accurate Extended Teleport 20, Increased Mass 20, Uncontrolled; Feature 10 [Fixed location, counter can’t be moved by any force or power short of PL X.] • 170 points
Last edited by Psistrike on Sun Oct 03, 2021 4:35 am, edited 2 times in total.
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Alchemist X

Post by Psistrike »

Image
• Image used is Alchemist: choosing ingredients by Kibbitzer from deviantart. OC commission for pandakat26 on deviantart.
Quote “Let’s see…ah, I have just what you need right here.”
Alchemist X
PL 10


Real Name: Jorge Waters [assumed name]
Age: 43 years old
Height: 5’7”
Weight: 135 lbs.
Eyes: Gray
Hair: Brown
Identity: Secret [Real name known to authorities]
Legal Status: U.S. citizen with no criminal record [Records tampered with by unknown entity]
Status: Active
Occupation: Alchemist
Base of Operations: Freedom City
Team Affiliations: N/A
Concept: Alchemist for hire
Marital Status: Single

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

Skills: Deception 6 [+8], Expertise: Alchemy 12 [+16], Expertise: Current Events 4 [+8], Insight 6 [+10], Perception 6 [+10], Ranged Combat: Throwing 6 [+8], Sleight of Hand 6 [+8], Stealth 4 [+4], Treatment 4 [+8]

Advantages: Artificer, Benefit 2 [Cipher 2], Defensive Attack, Equipment 3, Evasion, Languages 3 [Base: English; German, Latin, Spanish, Greek], Second Chance [Expertise: Alchemy], Well-Informed

Powers:
Alchemically Created Body: Multiple Powers as One
Life Everlasting: Immunity 11 [Aging, life support]; Regeneration 5 • 16 points
Alchemist’s Nose: Senses 1 [Acute Smell] • 1 point

Stone-faced: Immunity 5 [Interaction skills] • 5 points

Alchemical Salve Treatments: Impervious Protection 6 • 12 points

Alchemical Formulae: Array [30 points]
Alchemical Glue: Ranged, Cumulative Affliction 10 [Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobilized], Extra Condition, Limited Degree • 30 point
Healing Draught: Healing 10 • 1 point
Somnolent Mist: Ranged Cloud Area Affliction 10 [Resisted and Overcome by Fortitude; Fatigued, Exhausted, Asleep], • 1 points
Universal Solvent Weaken Toughness 10, Affects Objects • 1 point

Equipment: Home and Lab [Size: Medium, Toughness 10, Features: Defense System, Fire Prevention System, Holding Cells, Infirmary, Laboratory, Library, Living Space, Secret 3, Security System, Workshop • Cost: 15 ep

Offense
Initiative +0
Alchemical Glue +8, Ranged, Affliction 10
Somnolent Mist, Ranged Cloud Area, Affliction 10

Defense
Dodge 10, Parry 6
Toughness 10*, Fortitude 9, Will 11
*Impervious 6

Power Points
Abilities 40 + Powers 67 + Advantages 13 + Skills 27 [54 ranks] + Defenses 24= 171 Total

Complications
Motivation: Jorge is motivated by a desire to advance his alchemical knowledge, along with his power so he can survive once his creator finds him again.
Enemy: Doctor Azoth created him to be his new body, never expecting a new consciousness to form within his creation and fight him off. Azoth wishes to capture him and expel what he sees as an alien intelligence from his rightful body.
Reputation: He is known as an amoral salesman, who doesn’t care who buys his creations. Authorities and heroes don’t have that high of an opinion of him.
Secret: Somehow in the time since he escaped Azoth he has developed a few new alchemical creations of his own. Doctor Azoth would love to add those to his own library if he were to learn of them.
Secret: His work as Alchemist X is kept secret from the public at large. Most believe he is just an eccentric millionaire who inherited his money.

Build Comments: Alchemist X seeks to learn arcane knowledge, though is mainly focused on alchemy, a trait inherited from Doctor Azoth. His listed Alchemical creations are just his most commonly used ones, if need be he can have others ready as a Power Stunt or even one using his Artificer advantage.

He is a good source of new heroes and villains, even up temp power-ups for goons and existing villains through his wares.

History: Doctor Azoth believed he had finally created his magnum opus, a new body for himself created with alchemy yet truly human, unlike his homunculi. It took him months to properly form it while hiding his actions from the authorities. Yet it was in the final stage something went awry. As Doctor Azoth began to transfer himself into the new body an existing consciousness fought back. How! This was supposed to be a lifeless form until Azoth transfered himself into it.

But he was forced out and the new being gazed upon him with terror in their eyes as it fled. The new being ran until it collapsed and awoke in a hospital. When asked for their name it could only dig around what memories they gained from Azoth in the attempted transfer, Jorge Waters, a man whom Azoth had swindled 2 centuries ago in Germany. With an assumed identity and knowledge and skills gained from Azoth attempted takeover of this body, Jorge began to travel, keeping on the move while selling what wares he could make, all to avoid Azoth and his other creations.

He finally came upon Freedom City, a place full of superhuman beings and even magic, a place to blend in. Using his alchemy he created a home and alchemist laboratory in a hidden corner of Lantern Hill, setting up shop to sell his wares but pretending to be a mad scientist to keep his true nature hidden.

Unfortunately, this resulted in only criminals and those wishing for an edge that wouldn't be detected purchasing his goods. But his need for money to continue his own research, along with keeping himself hidden from Doctor Azoth, made him simply not care what his customers do with his wares. So far Doctor Azoth and his minions haven't come looking, but Jorge knows it is only a matter of time. And Alchemist X will be ready for them!

Description: Jorge is a fairly average looking man, with a light tan and nondescript features. He keeps his brown hair in a ponytail down a few inches past his neck, while his steel-gray eyes show no emotion, even under the worst threats and seduction techniques.

He is almost always seen wearing a simple white shirt with a black armband on his left arm, brown jeans, and simple brown loafers. Stains from various chemicals and components on his clothing are a common sight.

Personality: Jorge is a calm man who goes about his work without flinching at the slightest pain or acknowledging even the worst of threats. He remains stone-faced and unmoved no matter who he is dealing with, from civilians to god-like superhumans. Only when reading up on new alchemical knowledge does he barely even crack a smile.

Powers and Abilities: Thanks to the knowledge and skills he gained when Doctor Azoth attempted to take over his body, Alchemist X is a skilled alchemist, though not the equal of his creator. His body was created to be nearly immortal, not aging, and possessing no mortal needs, along with sharpening his sense of smell to make his work as an alchemist easier. What Doctor Azoth would see as a flaw in his creation means he experiences virtually no emotions, remaining unfazed by anything even the threat of death. He has treated himself with various alchemical salves which have hardened his skin like unto iron.

He has a large library of alchemical formulas and tomes, only carrying around a few at any one time. From potent healing draughts able to heal him or others and vials of a universal solvent capable of destroying anything to spheres containing a strong alchemical glue and vials of somnolent mist. He can have any other alchemical creation imaginable as needed or carry around a one-shot creation just in case.

Known Tactics: Alchemist X prefers not to fight if given a choice and will run before he is overwhelmed. When forced into a fight he will use his somnolent mist first and those it doesn’t fell he will use his glue spheres on. If all this fails, he will fall back to more lethal means, including a potent bomb [Area Burst, Ranged Damage 8, Diminished Range 3], or a deadly gas that can suffocate those exposed [Cloud Area Suffocation 4]. Against Doctor Azoth and his creations, he will always seek to flee over a prolonged fight.

Friends and Allies: Some of his past customers might come to his aid, but he has no true allies.

Rivals and Enemies: The authorities keep an eye on those coming and going from his home, while Doctor Azoth seeks to regain his new body.
Last edited by Psistrike on Wed Jun 23, 2021 5:10 am, edited 4 times in total.
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