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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> M&M3 New Camelot: Noir Camelot Q/A
Parent thread: M&M: New Camelot Knights
Related thread: Noir Camelot - Issue 1, Series 1 - The Disappearance of Prof. Stern
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Skari-dono
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Karma: 102/11
1514 Posts


M&M3 New Camelot: Noir Camelot Q/A

This is a Q/A thread for Noir Camelot, a M&M3 game set in New Camelot, a setting of my own design, before heroes were accepted as such.

Since we have at least 3 prepared character concepts we're going ahead with the Q/A thread but feel free to make any changes you want, or change the concept completely.

This thread will have the character sheets as well as some useful information about the setting itself.

House-Rules Since we're mostly new to the system and such, house-rules are kept to a minimum. In fact, as of yet, there are none. If one is needed, I will add it. I do not have the revised rules of M&M3, so if I am using something outdated feel free to point it out.


Posted on 2014-08-04 at 21:10:35.
Edited on 2014-08-16 at 22:10:39 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Setting Information

Aside from what you already know, I will add some important information to this post, including about locations and fictional science stuff.

-Zygma Waves: Been in the news within interested circles, a scientist name Frederick Zygma claimed to have discovered a new sort of energy, one that, according to himself, has influence over cause and effect. Zygma died in one of his experiments and although he never proved them to exist, scientists who study the phenomena refer to it as Zygma Waves.

-Irradiant Crystals: Some minerals are known to radiate some sort of energy (so claim it to be Zygma Waves). These minerals are frequently experimented on when found, but are exceptionally rare. On occasion, these Irradiants have been weaponized, but their instability have caused these weapons to be short lived.

-Arcadia: Some people claim to have found portals into another World. Although descriptions have been similar enough to rule out some sort of delusion, agreement on what this Otherworld is called has not been reached. However, Arcadia is the name most often given.

-Crime: Crime is on the rise and has been for the last decade or so. The Great Depression saw the rise of the first super-powered criminals and organized crime did indeed find use of abnormal abilities. The three major crime syndicates in New Camelot during the 1930s are the Lisoretti family, the Midnight Gang, and the Onigumo family.
Crime has also spawned the first masked vigilantes, your characters included. Although some make appearances, only two names stand out as active crime-fighters (aside for PCs): Spectre and Phoenix. Both are believed to have abnormal abilities; Spectre is believed to have ghostly powers and the ability to disappear into thin air, while Phoenix is known to manipulate fire (according to witnesses). Vigilante activity is of course illegal and publicly condemned by the New Camelot Police.

Anyone with ranks in Expertise (Crime) or similar will know the following about the three organizations.

--Lisoretti Family: The Lisoretti's primary source of income is from smuggling illegal substances and weapons, and illegal gambling is also part of their trade. The head of the family in New Camelot is Celestino Lisoretti, and his primary lieutenant is a man known as Epifanio.

--The Midnight Gang: WIP

--Onigumo Family: WIP

-Social Status: Having abnormal abilities or being a super-powered being also makes you social outcasts. Feared by the masses puts you in a difficult spot; people try to avoid any contact with you, many establishments explicitly do not serve your kind, the police will automatically assume you're up to no good, and getting any work that is not illegal or underpaid is nearly impossible.

(Other setting information will be added later on.)


Posted on 2014-08-04 at 21:11:14.
Edited on 2014-09-05 at 15:16:23 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Christina Rose Garcia - Ayrn

Gender: Female
Age: 20 years old
Height: 5 ft 1 in
Weight: 105 lbs
Hair: Brunette
Eyes: Brown

Background: Christina’s parents immigrated to New Camelot from Italy at the end of the first World War. Her father was looking to disentangle himself from an influential mob family, the De Luca’s.

Everything seemed to be working out fine for the Garcia family. Mateo (Christina’s father) found work at the local ACME company, working in their accounting department. And Roseline got some singing gigs at the local clubs. Life seemed to be moving along well.

Unfortunately, the De Luca family hadn’t forgotten about Mateo or his little family. When Christina was 10 years old, and the local De Luca chapter sent a hit man to settle their accounts with their run-away accountant. This was when Christina’s latent psychic powers first manifested, perhaps from the trauma of watching her father killed in front her. All she remembers is that, when the killer turned his gun on her mom, she just wished the man would stop... stop breathing... and he did.

The death of her father crushed Christina’s mother’s spirit and drove the woman to drink. Christina was forced to grow up quickly in order to care for the two of them. Her natural beauty, angelic voice, and relationship to her mother gave her ample opportunities to pick up singing gigs.

Christina and her mother are also connected to her local Catholic church and are fairly devout in their faith (Christina more so than her mother). Christina will often show up at the church to find some solace from the weight of responsibility she feels.

Connections: Mr. Nobody probably knows Christina through her father’s work at ACME, through she probably doesn’t know who he was before his accident.

Samael and Zilver are probably connected to Christina through the church and, more specifically, Father O’Brian.

Complications: Enemy: “Uncle Bob”, Roberto De Luca - Roberto is the mob boss for the De Luca family’s chapter in New Camelot. He is responsible for Christina’s father’s death, and now that Christina’s all grown up, he believes it’s time for her to join the family as an entertainer at his club, Sugar Daddy’s. He won’t take no for an answer.

Fame: Lots of Suitors - Christina is a pretty popular singer at a big band swing club called Sling Shots. Her natural beauty and angelic voice has garnered her many admirers. She is memorable and a number of people would probably recognize her on the streets. Also, some of her admirers are looking for favors from Christina that she just isn’t offering.

Distracting Voices - The mental noise of the people around her can sometimes be a bit overwhelming for Christina.

Description: Christina is a very attractive, young woman with a lithe and petite frame, and brown hair that flows down to her shoulder blades. Her enticing smile and soft brown eyes can make a man’s heart skip. But it is her voice that can mesmerize an entire room. Father O’Brian has often compared it to the choir of angels that announced the birth of the Christ child.

If not for her beauty and her voice, most people would consider Christina ordinary. She’s no fighter and doesn’t intentionally go looking for trouble (though, trouble sometimes looks for her). Her mental powers are all subtle. Some fella who doesn’t know how to take “no” for an answer might suddenly find himself feeling really sleepy all of a sudden... probably just the alcohol kicking in. Yeah, that’s probably it. Nighty-night, Sugar.

ABILITIES [16 power points]

Strength 0
Stamina 2
Agility 2
Dexterity 0
Fighting 0
Intellect 0
Awareness 2
Presence 2


POWERS [83 power points]

Mental Awareness: Senses 2 [Mental Awareness, Radius] (costs 2 pp)

Mental Toughness: Protection 12, Enhanced Fortitude 6, Enhanced Will 6 (costs 24 pp)

Polyglot: Comprehend 3 [Languages] (costs 6 pp)

Psychoportation: Teleport 2 with Accurate, Change Direction, Change Velocity, Easy, Extended, and Turnabout (costs 13 pp)

Telepathy: Selective, Area Mental Communication 2 [1 mile radius] linked to Cumulative Mind Reading 5 with Subtle 2 extra (costs 34 pp)
Alt Effect - Mental Blast 8: Perception range Damage 8, resisted by Will, with Subtle 2 extra (costs 1 pp)
Alt Effect - Sleep 8: Perception range, Cumulative Affliction 8 [Fatigued/Exhausted/Asleep], resisted by Will, with Subtle 2 extra (costs 1 pp)
Alt Effect - Mind Control 8: Perception range, Cumulative Affliction 8 [Entranced/Compelled/Controlled], resisted by Will with Subtle 2 extra (costs 1 pp)
Alt Effect - Telekinesis 7: Perception range, Damaging Move Object 7 with Chokehold, Improved Hold, Precise, and Subtle 2 extras (costs 1 pp)


ADVANTAGES [6 power points]

Attractive 2 [adds +5 bonus to Deception and Persuasion skills vs targets that find Christina attractive]
Connected [Use Persuasion check to acquire favours]
Fascinate (Expertise: Singing) [Can use Expertise: Singing to cause targets to become entranced]
Inspire 2 [Spend a Hero point to give allies a +2 bonus to checks for one round]


SKILLS [15 power points]

Acrobatics +5 (3 ranks)
Athletics +0 (0 ranks)
Close Combat [Any] (0 ranks)
Deception +8 (6 ranks)
Expertise [Dancing] +5 (5 ranks)
Expertise [Singing] +8 (8 ranks)
Insight +2 (0 ranks)
Investigation – (0 ranks)
Intimidation +2 (0 ranks
Perception +2 (0 ranks)
Persuasion +10 (8 ranks)
Sleight of Hand – (0 ranks)
Stealth +0 (0 ranks)
Technology – (0 ranks)
Treatment – (0 ranks)
Vehicles – (0 ranks)


DEFENSES [0 power points]

Dodge 2
Parry 0
Toughness 2/14
Fortitude 2/8
Willpower 2/8


OFFENSE
Initiative +6

Mental Blast: Perception ranged, resisted by Will, DC 18
Sleep: Perception ranged, resisted by Will, DC 18
Mind Control: Perception ranged, resisted by Will, DC 18
Move Object [Attack]: Perception ranged, resisted by Toughness, DC 22
Move Object [Disarm]: Perception ranged, resisted by STR, DC 17
Move Object [Grab]: Perception ranged, resisted by STR or Dodge, DC 17
Move Object [Hold]: Perception ranged, resisted by Athletics or Sleight of Hand, DC 22
Move Object [Trip]: Perception ranged, resisted by Acrobatics or Athletics, DC 17


Posted on 2014-08-04 at 21:11:30.
Edited on 2014-08-16 at 21:20:34 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Zilver Wreker - Hammer

ABILITIES

Strength: 2
Stamina: 3
Agility: 3
Dexterity: 2
Fighting: 3
Intellect: 3
Awareness: 2
Presence: 2

Total Abilities Cost: 20 for 40 power points

POWERS

Immunity 2 (All Suffocation effects) [Costs 2 pp]

Movement 3 (Permeate full speed) [Costs 6 pp]

Leaping 7 [Costs 7 pp] for leaping 900 feet maximum at a time

Device: Zilver’s Weapons
* Main Effect – Silver Pistols: Blast 8 with Accurate 3 (costs 19 pp)
* Alt Effect - Silver Knuckleduster: Cumulative Affliction 8 [Dazed/Stunned/Incapacitated] with Accurate 2 (costs 1 pp)
* Alt Effect - Silver Knife: Strike 6 with Accurate 2, Incurable, and Penetrating 8 extras (costs 1 pp)
* Removable flaw (-4 points)
Total Cost of Weapons: 17 points

Device: Zilver’s Costume
* Body Armor: Impervious Protection 8 (costs 16 points)
* Mask: Senses 6 [Darkvision, Penetrates Concealment] (costs 6 points)
* Removable flaw (-4 point)
Total Cost of Costume: 18 points

Total Powers Cost: 50 power points

ADVANTAGES

Equipment 5 [Car, Headquarters]
Languages 2 [Italian, Japanese]
Sidekick 7 [Father Brian O’Brian]
Uncanny Dodge

Total Advantages Cost: 15 power points

SKILLS

Acrobatics 2 ranks (+5)
Athletics 2 ranks (+4)
Expertise [Criminal] 2 ranks (+5)
Intimidation 2 ranks (+4)
Investigation 2 ranks (+5)

Total Skills Cost: 5 power points

DEFENSES

Dodge: 3/5
Parry: 3/5
Toughness: 3/11 (8 impervious)
Fortitude: 3/7
Willpower: 2/7

Total Defenses Cost: 13 power points

TOTAL POWER POINTS SPENT SO FAR: 123 power points
POWER POINTS REMAINING: 0 power points

Equipment 5 Power Points = 25 Equipment Points
Large Car 1 Power Point [page 169]
Sidekick 7 Power Points [7 Advantage x 5] = 35 Power Points for Sidekick

Sanctum Sanctorum costs 12 Equipment Points [page 179]
Upgrade Size to Mansion, Cave Complex costs 1 Equipment Point [page 174]
Upgrade Toughness +4 costs 2 Equipment Points [page 174]
Large Cave Sanctum Sanctorum with Toughness 14 costs 15 Equipment Points

Large Car [page 172] costs 8 Equipment Points
Upgrade to Add 2 Features [page 170]
Alarm costs 1 Equipment Point
Navigation System costs 1 Equipment Point
Large Car with Alarm & Navigation System costs 10 Equipment Points

Sidekick Father Brian O'Brien costs 7 Power Points to make him Rank 7
Rank 7 (x5) = 35 Power Points

Abilities Strength Rank 1 = 2 Power Points
Stamina Rank 1 = 2 Power Points
Agility Rank 1 = 2 Power Points
Dexterity Rank 1 = 2 Power Points
Fighting Rank 1 = 2 Power Points
Intellect Rank 2 = 4 Power Points
Awareness Rank -1 = +2 Power Points used on Intellect
Presence Rank -1 = +2 Power Points used on Intellect
Total = 14 Power Points [+4 Power Points added from two -1 Rankings]
Advantages Benefit: Alternate Identity = 1 Power Point [used to create the Father Brian O'Brien identity] pg 82
Benefit: Cipher = 1 Power Point pg 82
Benefit: Security Clearance = 1 Power Point pg 82
Contacts = 1 Power Point
Connected = 1 Power Point
Equipment Rank 3 = 3 Power Points (x5) [for 15 Equipment Points]
Accurate Attack = 1 Power Point [for Sword Fighting] pg 83
Defensive Attack = 1 Power Point [for Sword Fighting] pg 83
Improved Disarm = 1 Power Point [for Sword Fighting] pg 83
Improved Initiative = 1 Power Point [for Sword Fighting] pg 83
Power Attack = 1 Power Point [for Sword Fighting] pg 83
Taunt = 1 Power Point [for Sword Fighting] pg 83
Uncanny Dodge = 1 Power Point
Well Informed = 1 Power Point
Total = 16 Power Points
Skills Vehicle Rank 4 = 2 Power Point
Treatment Rank 4 = 2 Power Point
Expertise (Military) Rank 5 = 2.5 Power Point
Close Combat (Swords) Rank 5 = 2.5 Power Point
Total = 9 Power Points
Total Power Points 14 (includes 4 extra Power Points for the two -1 Ability Ranks) + 16 Power Points for Advantages + 4 Power Points for Skills = 34 Power Points (4 extra for the -1 Ability Ranks)

Equipment [15 Equipment Points] Removable Devices Body Armor: Impervious Protection Rank 6 (12 Equipment Points -2 Removable Flaw) = 10 Equipment Points

Sword = 4 Equipment Points

Gym = 1 Equipment Point [Headquarters Features pg 174 & 177 to be added to the Sanctum Sanctorum for the Zilver Wreker Headquarters]

Total = 15 Equipment Points
Backstory: (Could you PM me the complete backstory with the adjustments you made? It is difficult for me to make the adjustments myself while also creating the game and keeping track of everyone else.)

Complications:
Personal Vendetta against the following:

1. Saboteurs
2. Hard Drug Pushers
3. Sex Slavers

Helps the following even against his better judgment

1. Beautiful Women
2. Innocent Bystanders

Background:
The pain throbbing in his head was pushing his thoughts so far away in the recesses of his clouded mind that he could barely hear them calling for his attention.

His eyes were swollen nearly shut with the taste of his own blood choking and gurgling in his throat, as the labored breathing of his lungs from the kicks to his ribs and the merciless beating to his back and face had left him a crumpled mass, about to flat line, if he failed to rouse himself back to semi consciousness in time to try to escape his impending doom.

As he struggled to his feet and began shuffling his battered body towards the nearest exit, a slowly burning fuse simultaneously ignited a strategically secreted series of explosives; causing the Carder Chemical Plant to burst forth with a cacophony of sounds and brilliance, as an assorted array of flaming chemicals sought to extinguish his life in the blink of an eye!

An inexplicable lightning bolt struck the fleeing man at the precise moment an undetermined combination of flaming chemicals engulfed its prey, hurling him through a nearby concrete wall, without a trace of his passing through the unyielding obstacle!

His name is Zilver Wreker. At least that is the name he is known by when he is in costume. Out of costume he is known as 'Murk' because of his dark and brooding countenance, especially when he frequents the 'Clover Dreamer' pub.

He blends into the background, sitting at a table in the corner, a brown fedora pulled low over his brooding blue eyes, as he listens to the conversations in his native English; with an ear to the phrases of Italian or Japanese that will sooner or later betray the criminal elements he hunts. [He learned these two languages during his training as an Espionage Mercenary].

The police rarely intrude into this part of town. Murk blends in as he smokes a Reefer or puffs on a Hash Pipe, but he cordially declines the invitations to partake of the opiates offered freely.

He is not desperate enough to bed down with any of the 'Mollies' as he calls them, opiated whores who have no clue where they are or who they are entertaining.

No one suspects that Murk is the Zilver Wreker.

He sips an ale or puffs a pipe, collecting the information that he seeks, easing the pain of memories that haunt and ache his alert brain.

Only his friend 'Dutch' knows his dark secret. Only Murk knows the secret of his friend Dutch. Both were mercenaries in a former life. Murk more ruthless than Dutch. They left that life behind them, or that is what Murk was led to believe.

Murk became a successful sleuth, using his abilities to carve a comfortable living as a private investigator in the seedier side of town.

Five years ago Murk was investigating the activities of a reported gang of saboteurs at the request of Dutch. They got the drop on him, tried to beat some information out of him, then left him for dead when he refused to divulge any of his secrets.

The saboteurs blew up the Carder Chemical Plant and Murk, along with his former public identity as a respected private investigator, was presumed dead, supposing his body had been blown to smithereens from the explosions, when no trace of his body could be found.

Unknown to the public and police investigators, the combination of a freak lightning storm and the explosions of the chemicals caused a change in the battered body and fractured mind of the man now known as Murk.

The electro chemical bombardment of his battered body somehow enabled the semi conscious Murk to leap free from the exploding building as he passed through the unyielding walls of the building, relatively unharmed.

Dutch found his friend dazed and confused, his face badly scarred beyond recognition and his finger prints obliterated beyond any scientific ability to identify the walking corpse with the fractured psyche.

Murk had somehow made it undetected into the sewers and catacombs beneath the city, instinctively seeking the safety and security of his friend Dutch.


Posted on 2014-08-04 at 21:11:48.
Edited on 2014-09-05 at 15:25:33 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Mr Nobody - Alacrity

Age: 30
Height: 7’
Weight: 300#
Hair: None
Eyes: Blue
Origin: Accident
Base Move: 30 feet/round
Speed: 2 miles an hour
Leaping: 500 feet at 120 miles an hour
Throwing: 1600 tons 6 feet, 400 tons 30 feet, 100 tons 120 feet

ABILITIES Strength: 10
Stamina: 10
Agility: 1
Dexterity: 1
Fighting: 4
Intellect: 0
Awareness: 1
Presence: 1

POWERS Super-Stamina: Enhanced Stamina 8 (+8 STA)
Immunity 12 (Cold and Heat Damage, Fatigue, Pressure) Personal permanent
Impervious Toughness 10 Personal continuous

Superstrength: Enhanced Strength 6 (+6 STR)
Power Lifting 4 +4 to strength [Limited to Lifting]

Leaping 6: Leap 500 ft at 120 mph

All-Out Attack - Trade active Defence for attack bonuses
Chokehold - Suffocate opponent you have successfully grabbed
Diehard - Auto-stabilize when dying
Fast Grab- Make a free grab Check after an unarmed attack
Fearless - Immune to fear effects
Great Endurance - +5 on checks involving endurance
Improved grab - Make grab attacks with one arm. Not vulnerable while grabbing
Improved Hold -5 circumstance penalty to escape from your holds
Improvised Weapon - Use Close Combat Unarmed with improvised weapons +1 damage
Instant Up - Stand from Prone as a free action
Interpose - Take an attack meant for an ally
Power Attack - Trade attack bonues for effect bonuses
Ultimate Effort [Toughness Checks] - Spend a hero point to get an effective 20 on a specific roll

SKILLS Athletics 4 (+14)
Close Combat [Unarmed] 2 (+6)
Intimidation 7 (+8 )
Insight 1 (+2)
Perception 1 (+2)
Ranged Combat [Throwing] 5 (+6)

DEFENSES Dodge: 6
Parry: 4
Will: 6
Fortitude: 10
Toughness: 10/10 impervious

OFFENSE Initiative: +1
Throw: +6 ranged attack; Damage 10
Unarmed: +6 close attack; Damage 10

Complications: Monstrous – The radiation made his face hideously deformed and scarred. Rarely takes off mask, rolls up bottom to eat.

Motivation: Acceptance - Mr. Nobody really just wants to be accepted by society or by other people as he is, not as the monster he feels he has become.

Hatred: Bullies or anyone that Mr. Nobody assumes is a bully. He sees someone picking on a kid or a woman and he will get really upset.

Origin story: John Smith was an orphan, literally left on the doorsteps of the New Camelot Orphanage 30 years ago. For some reason, he was never chosen for adoption, and ended growing up at the home until he was declared an adult and had to leave. He never did well at school, and had no friends to speak of, and was bullied and picked upon for most of his teenage years. He did not have money to go to college afetr high school and had to find a job to support himself.

John worked as a night janitor at the ACME lab and was basically the kind of person no one didn’t notice. Then one day, he was accidentally locked in an experimental chamber where his body was bombarded with Zygam waves. He became bigger, stronger, powerful and almost imperious to harm. Unfortunately the waves also changed his cell structure so his skin is grey and leathery, his hair is completely gone and his face is grotesquely deformed and scarred. He broke out of the chamber and ACME assumed it was an explosion. His old life was over and he assumed that he was declared dead (actually they didn't notice John was gone but after a few months that he did not cash his paychecks and the garbage cans weren't being emptied, they assumed he quit).

His monstrous appearance quickly lead him to flee from society and seek shelter in the only place he could think of - Acme Labs. The lab had an entire basement level that no one knew about ( the lab was built where a grocery store used to be so the basement was just left) or used so he found haven there and is able to sneak into the lab, steal food from the staff lunchroom and use the showers. He has become comfortable there, even now has a cat (Mr. Tibs).

it wasn't long before he discovered his great strength and near invulnerability. He started going out at night to help people, fight the criminals he thought of as bullies. But his visage was still causing a terrible reaction and preventing the acceptance he so craved. So, he modeled a costume from a ACME fabric that is see-thru on one side and black on the other - So his mask covers his entire face. He dresses in a black shirt, with a black overcoat, heavy boots and a black fedora. His catch phrase is “The criminal always think that nobody can stop them. Well I’m Mr. Nobody".


Posted on 2014-08-04 at 21:12:08.
Edited on 2014-08-16 at 22:14:54 by Skari-dono

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Samael - Eol

Name: Samael (Archangel of New Camelot)

Gender: Male; Age:Unknown (appears to be in mid-20s or early 30s)
Height: 6' Weight: 150 lbs Eyes: Ice blue Hair: Black

PL:8 (120 PP; Abilities 62 + Powers 30 + Advantages 6 + Skills 13 + Defenses 9)


Abilities:
Strength: 2
Agility: 7
Fighting: 5
Awareness: 4
Stamina: 3
Dexterity: 4
Intellect: 2
Presence: 4


Defenses:
Dodge: 8
Parry: 6
Fortitude: 6
Toughness: 8
Will: 8


Offense:
Initiative: +7
Bow of Light (blast) Damage 4....+0 DC 19....Crit 20
Spear of Light :Str-based damage 2...+7, DC 19....Crit 20
Throw.................... +4, DC 17.... Bludegon, Crit 20
Unarmed................. +5, DC 17..... Bludegon, Crit 20
Wingblast: Burst Area Damage 2... DC 17.......... Crit 20


Powers:
  • Wings:Flight 5: Speed: 60 mph, 900 ft/rd; Innate (extra); Wings(flaw) [8PP] Alternate Effects/Powers:
    • Wingblast: Burst Area Damage 2(Alt): DC 17; Burst Area 30 ft radius sphere, DC 12
    • Wing Shield: Impervious Toughness 3Alt

  • Bow of Light (Blast): Damage 4: DC 19; Increased Range 2: Perception [14PP]
    • Spear of Light: Strength-based Damage 2(Alt): DC 19
    • Healing Light (Healing) 4(Alt)

  • Divine Intervention (Immortality) 4: Return after 2 days [8PP]

Advantages:
  • Equipment 1 - 5pts of equipment per rank
  • Fascinate (Persuasion) - use an interaction skill to entrance others
  • Fearless - Immune to fear effects
  • Inspire - Spend a Hero Point to grant allies a +1 circumstance bonus per rank.
  • Interpose - Take an attack meant for an ally.
  • Redirect - Use Deception to redirect a missed attack at another target.


Movement:
Base movement Speed: 2 miles/hour, 30 ft/rd (run 4mph, 60 ft/rd; swim 0.5 mph, 6 ft/rd)
Wings: Flight 5: Speed: 60 mph, 900 ft/rd
Routine Jump Distance: Running Jump 14 ft; Standing 7 ft; vertical 2.8 ft; standing vertical 1.4 ft
Throwing Distance: Throw 800lbs 6 feet; 200 lbs 30 ft; 50 lbs 120 ft


Equipment
Plate-Mail


Skills
  • Acrobatics - +11 (4 ranks, 7 ability)
  • Athletics - +4 (2 ranks, 2 ability)
  • Close Combat - +7 [Spear of Light] (2 ranks, 5 ability)
  • Deception - +4 (4 ability)
  • Insight - +8 (4 ranks, 4 ability)
  • Intimidation - +8 (4 ranks, 4 ability)
  • Perception - +8 (4 ranks, 4 ability)
  • Persuasion - +8 (4 ranks, 4 ability)
  • Ranged Combat - +6 [Bow of Light] (2 rank, 4 ability)
  • Stealth - +7 (7 ability)


Complications:
  • Enemy: Stephen Anatashia - owner of the carnival from which Samael escaped. Wants "his angel back... even if it's stuffed!"
  • Motivation: Acceptance - Just wants to be normal... or at least accepted by normal people.
  • Amnesia: Samael remember nothing earlier than approximately5 years ago and has only recently discovered his "light powers"... it's entirely possible that he is unaware of his Immortality.


Background Information: The creature calling himself Samael (likely more commonly known to the general populace as "the Archangel of New Camelot") seems to be as much a mystery to himself as he is to those who may have ever encountered him. The earliest memories he can recall date back no more than five years and primarily involve being a sideshow attraction in a travelling show called "Anatashia's Carnival and Mystical Menagerie." His first memories, in fact, are of awaking in the cage that was to be his home for the next several years and his brutal introduction to the Carnival's owner, Stephen Anatashia, who gave him the name Samael and informed him that he was property of the carnival. Many of Samael's other memories involve little more than being forced to perform for (or just being gawked at by) the carnival's paying customers, being shackled and caged when he wasn't performing (as well as being beaten by his brutish handlers when he tried to refuse doing one or the other)... perhaps the worst of his memories, though, are those of hte "torture" inflicted upon him by Anatashia himself. Whenever the man appeared (whether it was to praise or taunt him) Samael always felt an overwhelming sense of weakness, dread, and despair as if Anatashia's presence alone as somehow draining the life energy (and perhaps his sanity) from him.

Samael isn't sure exactly how long suffered under Anatashia's domination... it may have been months, years, or even centuries as far as he could tell... but, not long ago, when the train transporting the carnival and its menagerie through a rainsoaked night derailed not far from the city of New Camelot. The crash killed a few, injured many, and, through some twisting of the fates, loosed Samael from his cage. His handlers tried to return him to his cage, of course, but, freed from any sort of restraints for the first time in literally as long as he could remember, Samael was able to overpower them and, in the chaos that ensued, disappeared into the storm-shrouded night. The next morning found him on the outskirts of New Camelot, still being pursued by Anatashia's minions (now heavily armed). Samael found his way into a museum via a rooftop entrance where he hoped to hide from his pursers. It was in this museum that Samael acquired the bits of armor that he now wears and the spear he carries with him - his attempts to hide from Anatashia's men had proved fruitless and, as the thugs stormed the museum, Samael stripped the armor and weaponry from one of the museums displays and made effective use of both in the battle that followed. In the end, the museum was in shambles, Anatashia's men were dead or very near it, and Samael himself had flown off deeper into the city to recuperate. Since this time, reports of a "birdman" or an "angel with black wings" have been few but not entirely uncommon in New Camelot... Sometime these accounts are simply vague or distant sightings but there have been others, alternately describing the thing as a winged thief or angelic saviour. Samael considers himself to be neither of these things and would rather simply be accepted as "a normal man" (or, at the very least, not be treated as some outcast freak) but is unsure, given his appearance and abilities, how he will ever make this happen. He has heard tales of another world, called Arcadia, that is somehow connected to the one in which he now exists and, often times, finds himself wondering if that isn't the world from which he originated and, if it is, how to get back... and, if Arcadia isn't his home, what place is?

Description:
Samael is a tall and slender but sleekly-muscled creature with raven-black hair that falls in waves to his shoulders, piercing blue-eyes that seem to look through (or perhaps into) rather than directly at whatever his gaze might fall upon, and, most distinctively, a pair of large, blue-black feathered wings that issue from his back - (estimates from "witnesses" variably put his wingspan between 16 and 25 feet). He is often seen adorned in a piecemeal (breastplate, greaves, and gauntlets) and somewhat tarnished suit of silvery plate-mail and, sometimes, carrying a large, broad-bladed spear of light.


Posted on 2014-08-04 at 21:12:23.
Edited on 2014-08-18 at 13:21:01 by Eol Fefalas

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


[reserves space]

.


Posted on 2014-08-04 at 21:12:44.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


[reserves space]

.


Posted on 2014-08-04 at 21:12:58.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Dynamic Duo

Speedster and Psy-Chick

Looking forward to this adventure with this Great Group of Veteran Inn Gamers!

Still in a 'Holding Pattern' regarding my Character and my Minion, until I hear from Skari-dono regarding point distributions and Skills/Abilities


Posted on 2014-08-05 at 03:09:07.
Edited on 2014-08-05 at 03:10:41 by Hammer

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 475/28
8842 Posts


re: Ayrn's review of Samael in recruitment

Ayrn - Thanks for the look-over of Samael's character sheet, particularly the wings array (I'd wondered if I'd done that properly), and I'm never opposed to squeaking more power points out of a second-eye.

As to the enhanced vision bit; I had actually intended it to read x1000... must have missed that last zero.

I'll take a look at Sam's character sheet later today and see where I might spend those extra PP and/or what sort of additional tweaking I might want to do with the guy... Working on his background first, though. That most definitely needs some spit and polish!



Posted on 2014-08-05 at 13:28:17.

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


so what do we have as a team

A Powerhouse Tough Guy
An Angel
A Psy-Chick
A Speedster
and a Gadget Guy.

Am I correct? Or is there one more? Looks good either way.


Posted on 2014-08-05 at 14:37:11.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


...

Sorry for the slow activity on my part, I'm still on vacation and visiting people, getting stuff done that need doing, and such. Also, I only have my slow laptop with me. Anyways, trying to look over all the characters as soon as I can.

To start with: Zilver Wreker I love the concept and he can stay mostly as is (according to the latest draft I've seen at least). Please rename the Immunity (Defense) to Immunity (Bludgeoning) as the former only lends itself to be misunderstood and the latter is more informative.
The silver weapons can be either equipment or devices (removable powers), depending on your preference. The latter has benefits that you might want to consider, such as being boosted by heroic effort and hero points (and later, you can increase the damage with power points). I would suggest you use devices for your silver weapons, but you can have them as equipment if you like. Bulletproof armor might be something I need to look into since I have no idea when they became available (you might have to pick one as a device).
As for your minion, if you want to put a lot of effort into him, you might want to pick him as your sidekick. The term suggests that he would be out there fighting with you, but that is not required. Minions are kinda reserved for the characters in the background nobody knows, the nameless mooks. Also, I would prefer if the good padre did not have powers of his own, so please stick with Skills and Advantages for the healing (if you really want him to have paranormal healing powers, I will not outright say 'no' to it but I won't like it either).
Sorry about answering so late and thank you for being patient with me
P.S.: Keep in mind that people will likely not pronounce that name right and not understand the reference.

Next: Mr Nobody The book seems to suggest that you can take Impervious Toughness with your natural Toughness, so I'm going to allow it (I'm going to double check to be sure, but I'm sticking to this ruling for now).
Again, excellent concept and I'm looking forward to seeing him knock some heads around

Finally (for now): Samael Love this one! Lends itself to some very interesting questions: Where does he come from? Is he human or an angel? What's his real name? And so on.
Ayrn is right about the Wings and Flight and Arrays and stuff, but you can still pick the Wings as rank 1 Feature (that way, we don't have to argue whether they grant some bonus to this or that situation where they might help).

If you have any questions, feel free to ask. Your characters may or may not know each other from before. Whether they do is up to you, as well as how. When they are ready, I'd like to see the latest draft for your characters, including combat stats and preferably calculations for how you spent your character's Power Points, as well as any and all Equipment and HQ stats. If I give them green light, they get posted here. If they get red light, I'll PM you back. I might not get around to finish this today or tomorrow, or even before the weekend, so just breathe easy.

Finally, I really appreciate Ayrn helping out. Looking through the PDF of the book is really not my preference, so it is really good to have someone who takes the time to give the characters a look-over when I don't have the time to


Posted on 2014-08-05 at 14:53:56.

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 475/28
8842 Posts


Thanks!

I'm rather looking forward to playing this guy so I'm glad you're somewhat enthused about him, too!

Definitely going to look into Ayrn's recommendations - I really like the array he laid out for the wings in the recruitment thread - and am planning to rehash/finalize Sam's character sheet with those recommendations in mind this evening. Got some thoughts on his "true origins/nature," as well, but nothing I've set into stone as yet... (Sent you a PM regarding these thoughts whenever you've got a free minute and the inclination to take a peek, Skari)... Anyhoo... should be ready for the fun whenever you're ready to throw it at us, O' Icelandermus Prime!

Enjoy your vacation!


Posted on 2014-08-05 at 15:21:57.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Powerhouse and Toughness

You are correct on the Toughness... looking into it more, you can infact add Impervious to your natural Stamina ability.

Skari-dono... am I correct on my power point count, though, for Mr Nobody? Roger still has 4 pp to spend, yes?

No worries about the once overs on the characters... for some weird reason, one of my favourite parts of gaming is character creation.

Peace,
Ayrn


Posted on 2014-08-05 at 16:26:11.

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


thansk

i appreciate the double checking. I hope I have not thrown of game balance or torn a hole in the fabric of space and time. Just looking for the all round tough guy who can't be hurt.



Posted on 2014-08-05 at 19:00:27.

   
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