Jump to content

Mutants & Masterminds: The Magisterium - Game Proposal: The Magisterium


Dawn OOC

Recommended Posts

M&M: The Magisterium

I am starting a new game. This one is a M&M game, using those rules. The posting speed for this game will follow my posting schedule, so will be updated by me on Sundays. The rules for my other games hold true here, too: if I have no posts in a game come Sunday, I post anyway and people don’t get to do anything to prevent the coming slaughter/issue.

I will accept six PCs to start, based on submission quality, powers and story needs. If I get more than six PCs, they will be brought in during other stories, especially as plot, hopefully in the second round of stories.

IC Setting

Mutants have always existed among humans. Generally, they are around in such small numbers that they are easy to find and contain; they are unknown to the general public. Governments around the world have agreements to capture and police their mutants, and to not turn them into living weapons to use against other countries. There are five classes of mutants; those of the first and second tier may not be snapped up by the government. Those of the third and fourth tier are owned by the governments; they are far too dangerous to be allowed to run loose. The tier five group is killed when they can be killed.

Icarus Class - 0-60 pp, “spot on wall” powers

Orpheus Class - 61-100 pp, As dangerous to themselves as others

Prometheus Class - 101-200 pp, Moderately dangerous

Gorgon Class - 201-400 pp, Very dangerous

Titan Class - 401+ pp, Kill on sight

The PCs will all be Prometheus Class.

The world is much like our own. Wireless technology is more advanced; wireless batteries now power many cars since the technology has become cheap and abundant. Most cities offer free wireless in public areas (and are now the major customers of most of the IPs). Mutants have always existed, but in the last ten years, their numbers have increased. It is becoming harder for the governments to keep them secret, but they have persevered, afraid of the reaction from the general public to the knowledge of such powerful creatures. How much longer it will be secret is a question.

Mutants held by the government are property. They are barcoded on their left arms with a tattoo and have a microchip implanted in them. Many are drugged and collared. There are no limits on what the governments can and will do to their mutants. Some governments are admittedly ashamed of what has been done in their names and fear the backlash should it come out that they’d done Nazi-style experiments, eugenics programs and medical testing on unwilling subjects. Regardless, their guilt does not stop them.

There are rumors of a mutant who is leading a rebellion against the world from somewhere in the Amazon Basin. The rumors include news of a slowly growing army of disenfranchised and furious mutants. Attempts to learn whether this is truth has yet to yield fruit, leading many governments to discount those rumors.

PC requirements

PL 10, 150 pp

One of your complications must be a physical mutation which makes hiding an issue. If you cannot tolerate this for the character concept, you are required to take two mental or social complications based around your mutanthood.

PCs will start as property of a major world government. They will be coded and controlled to begin the game. The first story will focus on the release of PCs from their government overlords and their induction into the pro-mutant group. While this will be similar to the Brotherhood of Mutants, it will not be the Brotherhood of Mutants, probably because Brotherhood is 1) sexist and 2) sounds a little too soft and fluffy.

Be prepared to pair up so that I have three starting threads instead of six. This means that your PCs may start the game in conflict with one another, if I get too many people in different countries. If you are interested in playing, please post a brief history of your PC to this thread. I need to know what country the PC is in, how their country is using/abusing them, their major theme and powers and history. I don’t need huge backstories, just basic information.

Concepts are due by February 25th after which I will announce which six are in and their pairings; characters by March 3rd; and gameplay will start March 4th.

Experience

Xp will also be awarded at my discretion monthly. I think it’s working nicely in SGA, when I adhere to the schedule. People will likely see 3 pp per month, with bonuses based on activity, character development and how much they create IC progress in the overall story.

Questions?

Link to comment
Share on other sites

  • Replies 111
  • Created
  • Last Reply

Do mutants that are owned/controlled still perform functions for their country? Do they imitate normal lives? Have jobs?

Or are they secret agents/assassins/intel operatives/etc?

Or do they just sit in cells and have tests done on them?

Just refining an idea here. :)

Link to comment
Share on other sites

No matter, all of a sudden Max gave me some... backgorund seeds.

Oh that physical mutation thing we're doing right here? Well, my guy looks like a humanoid cat-person. Right down to the claws.

Does it make people groan that before the government got hold of him he was a cat burglar?

Hey how else are you going to survive? Can't even work at McDonalds with all that fur!

In fact, give me a couple hours.... You shall have your mutant. And I shall have my freedom.

Link to comment
Share on other sites

What constitutes an initial submission?

I do full char sheets very late in the char gen process ... working out all the back story issues and such first if possible.

Edit - Now after some sleep, I think I see what and when I need to submit :D

Initially, I need to know what country the PC is in, how their country is using/abusing them, their major theme and powers and history. I don’t need huge backstories, just basic information and that is due the 25th. The full submission includes the complete history and character build.

Magic? Yes/no? If yes, is that a mutant thing too?

Super Science/Tech? If yes, is that something that needs a gateway mutant power?

How much freedom do we have with our backstory in establishing how country X treats its mutant and the like?

Magic as pure magic, no. A power that seems like magic yes. There are no Harry Potters. ;) Super Science, yes. The mutants have already changed the world's tech from ours. If you watch Fringe, its' about that much different between "our" world and the other Fringe world. No zepplins, but most people have an electronic ID card, as an example. I'll give people some freedom, especially with smaller countries, and large countries would vary from facility to facility. So if you want to be from the US and have a not-so-bad experience, that's fine even thought Jack Razor-Claw could have been degraded and abused at his US facility.

Do mutants that are owned/controlled still perform functions for their country? Do they imitate normal lives? Have jobs?

Or are they secret agents/assassins/intel operatives/etc?

Or do they just sit in cells and have tests done on them?

Just refining an idea here. :)

Mutants that are powerfully enough to be owned wouldn't be allowed to live in normal society unless its for a mission. And then they'd have a handler on-site all the time to keep an eye on them. Their uses are varied, from broodmares to assassins to soldiers.

For everyone else, I'm looking forward to concept ideas. :D

Link to comment
Share on other sites

<--Wyrd

I'd love to join, if I thought I could handle it. At least it wouldn't involve all of the catching up of rejoining a game. The problem that arises, though, is that I know very well I am not up to any more games right now, and I'm only in 3 (2 RL, 1 PbP).

I miss having 7 or more stories going on at once :(

Link to comment
Share on other sites

Idris Vaughan

Idris grew up on the mean streets of Liverpool, England. His family barely getting by, he resorted to stealing to get his family food. When that happened, his family threw him out. His youth was then spend dodging police, other street toughs, and basically trying to stay fed, warm, and alive. Then one day he discovered he could do all that better than everyone else. Then at puberty came the pain. His body writhed in agony and the sound of bone breaking and resetting could be heard. Until when it stopped what arose from a backalley was a half man/half cat mutant.

Then it seemed no one could catch him and everyone wanted him.

He made a living as a thief from then on. With claws as hard as diamond, heightened agility and reflexes, senses like a cat, and fur that could stop a bullet, he always seemed to get away.

Until MI-7 got him.

Over the next 10 years he lived life in a cell. Like a caged lion. Between the times they let him out to do covert operations "For her Majesty", all he could do is sit in his cell, his only distraction being his meals and his newspapers, the one luxury his minders could suffer him.

The newspapers became Idris' release as he began doing something that earned him his nickname of "Rip". He would start taking every page of the paper and start ripping it into little strips, all the while staring at the guard stationed at the front screen. Over and over again, and loud enough to be heard. All the while he grinned. His stare suggesting "The only thing keeping me from reenacting something national geoGRAPHIC on your ass is this three inch thick bulletproofed plastic."

He looked foreward to the day when his practice would be put to good use... he wondered what long-pig truely tasted like. He heard tell on one of the missions from an unsavory character he later eviscerated for killing and eating a child. Now... the predator in him was screaming... dinnertime.

Link to comment
Share on other sites

<--Wyrd

I'd love to join, if I thought I could handle it. At least it wouldn't involve all of the catching up of rejoining a game. The problem that arises, though, is that I know very well I am not up to any more games right now, and I'm only in 3 (2 RL, 1 PbP).

I miss having 7 or more stories going on at once :(

I really don't need people posting that they won't be playing. Please post only if you're submitting a PC or have questions.

Link to comment
Share on other sites

Fenris

Also Known As: Subject Fenris (Russian Intelligence)

Birth Name: Anatole Borovsko

Aliases: Has had many, all one-use legends that have been dumped after every assignment.

Allegiance: Himself; Mutantkind

Age: 50+

Gender: Male

Ethnic Background: Caucasian

Height: 6'5”

Weight: 210lbs

Eye Color: Blue-Green

Hair Color: Dirty Blond

Handedness: Ambi

Distinguishing Marks: None

Image: A tall, attractive, well-built man apparently in his mid-to-late twenties. He usually wears his dark-blond hair medium-length, and his eyes waver from sea-green to light blue, depending on the light.

Mutations / Complications: Fenris' eyes catch the light in an eerie way, but this is not really noticeable and hasn't affected his covert work for Russian Intelligence.

He does suffer from increased instinctual response: his 'fight or flight' reflex has a tendency to default to 'fight', leading to fits of bloodlust in combat situations similar to that experienced by a fox in a henhouse.

Additionally, his increased sensitivity to pheromonal triggers mean that physical and emotional responses (rage, extreme arousal, etc) can be forced on Fenris through use of certain scents. The stronger the pheromonal trigger, the more intense his reaction. It takes an effort of will for him to rein these reactions in. This ties into his previous complication: the smell of fear, blood and death sets off his bloodlust.

Abilities/Special Skills:

A trained black-ops agent, skilled in disguise, infiltration, combat, sabotage, stealth and survival.

Goals

Defending mutantkind by eliminating threats and punishing those who transgress against 'his people', as surgically (or not) as serves the purpose.

Personality

Cool-headed, ruthless and pragmatic. He hates his enslaved status, hates his masters, and would turn on them in a second, yet is cold-blooded enough to give them no indicator that he has any will of his own. He tends towards being laconic in conversation, not having much use or time for small talk or filler, and would rather get to the point of a discussion than talk about points of view.

Towards humanity in general he is ambivalent. Though capable of discussing, planning and carrying out acts that could lead to massive loss of human life with no qualms at all, he doesn't hate humanity and would only do such things as a matter of reciprocity. He reserves his rancor for those humans in charge of the oppression of mutantkind and their elite agents. There is a special place in his heart for mutants who willingly help their oppressors, however. These he considers traitors, 'Judas Goats' of the worst kind. Anyone who serves their own species up to human persecution deserves to be first on the killing floor.

Capabilities

Fenris possesses physical capabilities within the upper human percentile, along with recuperative powers, the exact limits of which are unknown, and truly impressive sensory abilities.Additionally, wounds on his victims are consistent with some form of manifested claws, the spread of the wounds indicating a larger-than-human hand. It is possible from this evidence to presume that Fenris is a shapechanger.

What is certain is that he possesses excellent tradecraft skills: the KGB were once upon a time the world standard for espionage and 'active measures'. He doubtless maintains a number of semi-permanent legends, as well as false identities for travel use, and will be skilled at dressing and disguising himself to blend into virtually any background.

Russian State Security Top Clearance files only: Vanya can run at approximately 60 mph and leap a clear 250 feet. Additionally, he possesses some form of limited shapeshifting ability, enabling him to grow taloned claw-hands in place of his normal ones. Scientists working in Section V have theorized that this is a manifestation of as yet untapped powers. Under direction from Section Chairman Golovko, mental blocks have been placed on Vanya to prevent that power from being expressed further.

OOC: Fenris's regenerative abilities are so intense that he is for all purposes functionally immortal. He thinks that decapitation or the complete destruction of his entire body might be enough to kill him, but he has 'come back from the dead' twice so far over the course of his long life. He has not shared this information with his handlers, who he lets believe that he was simply gravely injured enough to be put into a temporary coma whilst on assignment. His immune system is highly adaptable, and he is impervious to the effects of any drug, toxin, disease or poison that he has been affected with once before. As tests of his abilities, KGB have afflicted Fenris with type E AIDS, Ebola Zaire, and Lhassa fever: none of these deadly viruses lasted more than 24 hours in his system, and he was over the worst effects in half that time.

Background:

Records of the mutant known as Fenris go back to the mid-seventies and a rash of Cold War killings and disappearances on both sides of the Iron Curtain. Rumors started to circulate about a KGB black ops department that specialised in harnessing and controlling mutants 'in the service of the state'. In those rumors, it was Codename: Fenris that came up more often than not. With no single modus operandi, it was difficult to tell which of the killings attributed to this mutant were genuine, but at least 27 Western agents were definitely eliminated in a similar fashion: rent apart as if by a large animal with razor-sharp claws. CIA and their allies spent a lot of time and dollars trying to catch, and then simply to positively ID Fenris, but to no real avail. The mutant seemed to have a sixth sense for avoiding such measures.

After the collapse of the Soviet Union, a lot of the KGB's mutant agents that survived were absorbed into the new state security apparatus. With the Cold War over, Fenris was put to work by his new masters solidifying Russia's hold over her various interests. Only a few fingerprints and hair fiber samples serve as identifying features, for those that have known they were encountering Fenris either have no interest in talking about him... or are no longer capable of doing so. Limelight-shy though he or she may be (evidence points to a male, based on hair analysis) Fenris is certainly not shy about killing to preserve his anonymity.

OOC: So far, Fenris has been extensively conditioned by telepathy and subconscious manipulation as a way of keeping him loyal to his masters. There is a deep, feral core that the mind-control cannot reach, however, and this inner self has been slowly working as a mental immune system to purge Fenris of outside influences. Due to circumstance, there is not currently a telepath on the staff, and Fenris's masters have no idea how close he is to breaking the invisible chains they hold him in.

Link to comment
Share on other sites

Okay, my concept is of a mutant who was part of either a breeding program or possibly cloning. Regardless, she's one of triplets, brought up at first by researchers, then the program was scrapped and the children taken over by the NSA, as well as the scientists. Dubbed 'The Furies,' they now serve as intelligence and covert assets, especially against other mutants. They are, of course, closely monitored, kept separate, and it's generally understood that at least part of the control over them is maintained by holding the two researchers they have formed parental bonds with. They're also kept in line with periodic behavioral reconditioning that involves drugs and brainwashing techniques. In short...the mistreatment is fairly severe, by any normal person's standards, but it's not considered punishment or anything. Just ensuring that they're under control.

Now, I have two ideas for how to build them. The first is kind of weird, but it's neat. Basically, the idea is that the character can manifest a kind of 'astral self,' that's physically separate from her physical body. It can then travel freely, and has super powers and so on. It leaves the character's physical body behind, in a comatose state. Kind of like astral projection, but with teeth. This partially explains how control is kept...they can threaten her body at all times, and the projection can't do much about it. The projection can be killed...and doing so inflicts a kind of feedback harm to the actual character...but given some recovery time it can be created again and sent out, good as new. In Alecto's case, the projection tends to act out her intense, pent-up rage...which can be useful to the agency in a number of ways. They can also inhibit her ability to create the projection at all with drugs, just in case things get out of hand. As long as they possess her body, she'll never be free.

The alternative is more traditional, but also quite fun. Alecto is in this case a mutant capable of looking human, but who can manifest appendages that seem ghostly, but have definitely physical effects. This most often takes the form of great black skeletal 'wings' branching from her shoulders that can reach out and grab or claw at targets, or shield herself. As before, her ability to create these limbs from 'mental energy' (for want of a better word) can be controlled with the use of certain drugs.

The character starts out as a hound of the agency, sent to hunt and either capture or kill high threat targets. Her sisters are similar. Of course, the fun begins when she breaks free of control...and becomes the next target of the other two. :)

Link to comment
Share on other sites

Name: Sonora Isolde Moreau

Nationality: French

serenity.jpg

Uploaded with ImageShack.us

Powers

Empathy, can sense and invoke emotions, can even evoke emotions such as fear and passion strong enough to kill, the ability to create illusions,

Personality

The strongest aspect of her personality is sadness and to a bit anger, Sonora hates slavery and the fact that her people are enslaved, hates that she herself is enslaved, but her emphatic capabilities allow her to understand that it's more about fear then anything else, though there are plenty of folks who hate mutants as well, and she is saddened by that, but understands a measure of the inevitability of it. Despite that, Sonora is a compassionate woman to those who are are weak or downtrodden, but she has little compassion for folks in positions of power, especially those who abuse that power, which means those within her government who have enslaved her and her fellow mutates.

Government Control

Sonora has been used for a number of different purposes, from aiding the french foreign legion, to working with spies, to infiltration and exposing threats to the government, her illusion and empathy powers allowing her to pretend to be others for short periods of time (she can't maintain the effect too long those). She's also distrusted, often drugged and used for other, less savory purposes by her handlers, as part of their controlling her.. she's very aware of how a person can be abused on several levels, as she's experienced those forms of abuse, with use of drugs, and physical, emotional and sexual abuse, though emotional abuse has repeatably failed against her, due to her empathic abilities.

Link to comment
Share on other sites

I would like to join this one, I love the concept and idea here, and I would like to work on a character.

Questions.

Any limits types of powers? Is this 2E of M&M or 3rd? Anything in particular you would like us to avoid, or would like to encourage?

Pretercognition. Jack of All Trades. And going nuts with arrays, in that order. The first because I don't want to have to give out vague prophecies that mean nothing so that I don't cause an issue. The second I just don't like. The third: they should make sense, not have everything jammed into it just so that you can get cheap powers.

I gather from the nature of the game that power themes are required. How tight/strict do the themes need to be? For instance, is it acceptable for a guy with fire powers to have super strength?

I've always been pretty tight on themes, personally, but a fire guy can have low levels of super strength. I'd also expect to see everything else that'd be in theme for a fire-dude: resistance to fire, elemental control, things like that. If he had the ability to control fire but nothing else and you had super strength, we'd have a talk about it.

Link to comment
Share on other sites

Okay, my concept is of a mutant who was part of either a breeding program or possibly cloning. Regardless, she's one of triplets, brought up at first by researchers, then the program was scrapped and the children taken over by the NSA, as well as the scientists. Dubbed 'The Furies,' they now serve as intelligence and covert assets, especially against other mutants. They are, of course, closely monitored, kept separate, and it's generally understood that at least part of the control over them is maintained by holding the two researchers they have formed parental bonds with. They're also kept in line with periodic behavioral reconditioning that involves drugs and brainwashing techniques. In short...the mistreatment is fairly severe, by any normal person's standards, but it's not considered punishment or anything. Just ensuring that they're under control.

Now, I have two ideas for how to build them. The first is kind of weird, but it's neat. Basically, the idea is that the character can manifest a kind of 'astral self,' that's physically separate from her physical body. It can then travel freely, and has super powers and so on. It leaves the character's physical body behind, in a comatose state. Kind of like astral projection, but with teeth. This partially explains how control is kept...they can threaten her body at all times, and the projection can't do much about it. The projection can be killed...and doing so inflicts a kind of feedback harm to the actual character...but given some recovery time it can be created again and sent out, good as new. In Alecto's case, the projection tends to act out her intense, pent-up rage...which can be useful to the agency in a number of ways. They can also inhibit her ability to create the projection at all with drugs, just in case things get out of hand. As long as they possess her body, she'll never be free.

The alternative is more traditional, but also quite fun. Alecto is in this case a mutant capable of looking human, but who can manifest appendages that seem ghostly, but have definitely physical effects. This most often takes the form of great black skeletal 'wings' branching from her shoulders that can reach out and grab or claw at targets, or shield herself. As before, her ability to create these limbs from 'mental energy' (for want of a better word) can be controlled with the use of certain drugs.

The character starts out as a hound of the agency, sent to hunt and either capture or kill high threat targets. Her sisters are similar. Of course, the fun begins when she breaks free of control...and becomes the next target of the other two. :)

Max, the former seems interesting, but the latter more doable. In particular, I can see not having to haul her body around to keep her near her area of operation.

Let me get out the background stuff I've developed out and you can see which fits better.

Link to comment
Share on other sites

Apparently I am not the only one who thought of creating a mutant Hound :)

My character concept is known only as "Dog." His mutation was evident from birth (having 4 arms) and his parents abandoned him to the Canadian government without even naming him. He was raised in scientific and military institutions but was never treated as human. The scientists treated as a lab animal at best and a biological specimen at worst. The Canadian military uses him to hunt down other mutants for capture or eradication, and their treatment of him is even worse than the scientists. his story is basically a mix of Wolverine's and Rachel Summers.

Due to his mutant powers, Dog is the next step in human evolution. In addition to his two extra, fully functional arms, he has reached the peak of human physical (and oddly enough) mental ability. He heals wounds faster than normal (although it's not quite regeneration) and is immune to all known diseases. It also appears his body has stopped aging.

More details will follow :)

Link to comment
Share on other sites

In 3e, it leaves me less full of hate. I'd have to see the whole build, but it makes the most sense for PCs that are smart and knowledgeable; that have reasons to have a lot background information. A trivia nut or role-player (irony!) for example. It represents having a very general low level knowledge. I'd prefer to see it be a core part of the build instead of something thrown on for convenience sake.

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

On a side note, physical mutations can include energy/power signature bleeds. It can also be a water manipulator seeming like the ocean all the time or an earth-mover whose joints grind like two rocks together.

Link to comment
Share on other sites

Name: Jim M34 (Born James Wilson, Male #34 at the Academy)

Age: 21

Concept: Super Scientist Temporal Controller.

History: Jim Wilson, captured at age four during a routine hospitalization for his Mother … when a computer system red flagged suspicious medical reports. The analysis division confirmed: mutant genetic code, and the capture teams came in the night. His Mother, a mutant with borderline latent genetics but no useful powers became a test subject …and her life was mercifully short at the lab that purchased her.

His father was tried for multiple counts of 'espionage' and 'terrorist conspiracy', but apparently had 'outside terrorist connections' that attempted a prison break before the trial. This staged event became forth page news as “prisoner and suspected terrorist killed in failed escape attempt”.

Little Jim, Male number 34 in those days, made it into the secret 'Excelsior Academy' deep in the Rocky mountains. This facility is a private school intended to prepare mutants for a productive life in the military industrial complex. A carefully controlled environment that the big brass dreamed would produce loyal, controllable, military mutants works pretty well too. Unless your prisoners are as intelligent as M34.

James M34, interstitially demonstrated an superbly agile mind. Fast at mathematics, able to read at incredible speeds and take in vast volumes of information while also processing it. The speed of his mind and perceptions allowed him to educate himself, and made him a research commodity even before he was ten. Little Jim understood far more than he let on, however, and had deduced the nature of his powers.

Jim had an aura of temporal control. He could, in an area centered on himself, control the flow of time with incredible precision. Since his youth, it had been working. That was why he was small for his age, and why he was smart. He was aging slowly, developing with odd biochemistry because the time field was operating on certain parts of his cells … certain organelles operated in different rates of time dilation. Biology in its entirety, is simply chemistry that occurs over time. Certain of his organs operated faster, or in a radically different fashion … thats why his CNS and brain were so capable. They could do what they needed to do at speeds rivaling a super computer. Yet his body knew how to live, their altered temporal biology was immune to the rigors of age … in fact, he would live for far longer than a normal human ... perhaps he didn't even age and only developed.

He also realized his powers were changing him as they matured. The more he practiced with them, the more he could change … not only at the cellular level but around him. He could freeze an 'edge' of time to make an impossibly sharp cutting edge … he could manifest incredible speeds and even for a field of effectively stopped time for defense… all increasing as he grew up. By the time he was twelve, and had had about forty years or so in human equivalent to think about things he realized that he had a death sentence. The Academy thought he was controllable, that his biochemistry was the root of his powers. He kept them thinking that, because he had figured out the medications and science behind their tests. For nine more years …. nine long, long years to Jim … he hid the real nature of his powers.

Now, a young man of twenty one years, he was waiting for an opportunity to make a break. They didn't classify him as Prometheus, rather as Icarus Class. They just didn't know of his well concealed powers. Still, he knew that he only had one chance ... even then, he hadn't been able to do anything on the outside to prepare save learning about the wider world. So he was waiting, planning with every day trip or transfer to a research site ...

The Academy staff here wasn't exactly brutal, and he didn't know any other life, yet they did try to prevent the 'students' from realizing what went on in the wider world. The DeDe's were probably the worst ... but they didn't touch him much. Jim was different in a way because they needed him for research. They had to give him all sorts of information, and they had to keep his mind clear. Jim also educated himself in less formal ways - when a guard watched videos on his mobile it was easy for him to closely examine reflections on glass in slow time. When a researcher brought in a magazine for personal reading, it was easy to grab and read between camera sweeps without anyone knowing. He had subjective decades to do this kind of thing, and put together the pieces.

Out on a Leash: M34 is quiet, has always been well behaved, and produces incredible research. He is such a good Pet in the eyes of his handlers that sometimes he is temporarily transferred out for big research projects. Of course, the Academy is a Zoo, just a little nicer than some ... so they know how to handle muts. One of the main factors in him not attempting escape has actually been fear of going to the isolation level ...

Academy Isolation Level: By listening to infrasound / ultrasound, and being a superhuman observer he has long deduced there is a very secure holding level below the Academy. If he were to fail in an escape, he would instantly be reclassified and locked up. The mutants down there don't come up except under the most extreme cirucmtances ... its only happened a handful of times that someone comes up. Then, the immense security effort causes an easily recognizable hustle and bustle ... He likes not being truly isolated.

He has been brought various strange samples, and a number of normal samples to analyze ... and they come from the Isolation level. They also bring animals down there on rare occasion, and have brought up strange dead specimens ... like a dead frog with almost no cellular decay.

Power Theme: Versatile Time Dilation (Personal Focus, Altered Biology) ... he has incredible control over the flow of time in a variable field centered on himself. In his youth, the field was internal and allowed him incredible intellect through living in slow time and through biology altered by instinctive temporal control at the cellular level. Over the long years he has learned to shape and configure the temporal flows in his time field to achieve a wide variety of effects - from radically altering his biology, freezing time to walk on air, weaving layers of protective static time inside and outside his body, creating infinitely sharp time shard edges for attack, and more.

Most of his time, however, has been spent in servitude as a super scientist. Here his great intellect has allowed him to avoid the grizzly fate so many other mutants face.

Personality: Jim is inquisitive on the job, fairly easy going but under-socialized and quiet otherwise. He hasn't suffered the worst abuses some mutants have because he is a 'good producer' and the brass don't want to mess with his head for fear that the research will dry up. In the very small circle of friends he does have on the inside, however, he has come to see the results of horrific abuse. He has known fellow students to simply disappear for weeks at a time and come back with horrific tales of experimentation, bio-harvest surgery, and rampant sexual exploitation. So his cheer and calm are often just a well practiced mask ... he has been depressive and raging with anger for what are very long stints to him.

Phsyical Mutation: His unaging biology, which he had self-evolve to avoid simply dying from having his temporal powers, makes his entire skin smoother, with a metallic sheen like the silvery-blue in the eye of ostrich feathers. His hair has either not grown in places where hair is usually fine, or grows with mineralized a coating like mother of pearl - he keeps it short otherwise it starts to resemble porcupine quills. Both the skin and hair are his body processing minerals in a strange way.

post-1874-0-66342500-1329671992_thumb.jp

Link to comment
Share on other sites

Three setting threads are available in the Games subforum. Yes, I am shamelessly revamping old PCs as NPCs so that I don't have to create new ones from scratch. Yes, I might use their logins.

Also - thanks to everyone who's shown interest, either by expressing it or submitting a PC. I look forward to how you'll change your world.

And just as a last note, the correct and consistant use of the setting material and slang ICly will count toward bonus xp, that whole "how much they create IC progress in the overall story". Hint, hint. ;) Also, more slang, particularly from the mutant's point of view rather than the human military will also create IC progress in the overall story, so I welcome suggestions and creation.

Link to comment
Share on other sites

Name: Jeremy Noctis (Formerly Jeremy Grayson)

Concept: Bio-chemical factory.

History: Jeremy Grayson was a college student taking a trip to Venice for the summer, or so he planned. Behind the scenes, DEHA politicking had identified him as a likely mutant with latent powers, and other Western countries wanted to make a deal with the US for him. Eventually, Italy accepted certain government budget deals and economic directives from their bailout donors in exchange for Grayson.

In a Venice back alleyway, he was ambushed and dosed with KDs... which had barely any effect. Jeremy's mutant powers had kicked in, and he struggled back with sudden touches of Kytone against the Italian agents! Eventually, they subdued him and recorded Jeremy as the missing after a reported robbery... to be declared dead soon enough. At his new home, Il Mutante Utilizzo Impianto Di Italia (The Mutant Utilization Facility of Italy or more ofter nicknamed Il Impianto), analysis revealed that Jeremy Noctis (as his new codename went) was now not only a baffling bio-chemical factory of impressive proportions, the reduced effect of Kytone was part of a increased resilience against so many drugs and other physiological attacks.

The government used him as a sort of milk cow for the right substances to supply police, intelligence and favored corporations, but the politicians got under the table drugs and booze from Noctis as well. But every time conjugal visits occured, Jeremy began surreptitiously infecting his targets with a substance designed to subvert their wills at his command. One day, he would bring a real kicker to Il Impianto and the world.

Personality: Jeremy has a strong disdain for humanity, based on his experiences in the Italian zoo and occasional conjugal deals to get the news from the outside world. Powerful enough to shackle him and fellow mutants in bondage, yet such suckers for the drugs, booze and assorted thrills he can provide them. Wasting away their world, while the UN's Declaration of Human Rights falls flat beneath the worldwide agreements on mutants. Contemptible, and one day, Jeremy intends to escape and teach the monkeys a lesson. The exact nature of which, he hasn't decided. As a person, he's a suggestive tempter, seeing as he had no other way in Il Impianto.

Physical Mutation: Due to the bio-chemical cocktails within his body and the impact had on his physiology, Jeremy's skin and hair secretes a noticeable oil. No matter how much he cleans, the body secretes enough such fluids to undo his efforts. The exact kind of oil and the game effects vary from time to time, and are up to the discretion of the GM.

Link to comment
Share on other sites

Name: Travis Kincaid

Rating: Prometheus Class

Powers: High level telekinetic with known invulnerability to physical harm

Nationality: American

Age: 27(looks 22ish due to stasis)

Height: 6'1"

Weight: 143 lbs

History: Travis was born to a single mother, he never learned who his father was or why he wasn't around. Travis' kinetic powers were active at birth, and though weak they grew in power in much the same way that a child grows, in leaps and bounds and with an astonishing capability for learning and development. Travis' mother loved him deeply, and he still remembers that love for him despite his mutancy. They came for him at six years old, his mother had wanted to home-school him to keep him from being found but the school district required an in-house evaluation. The extraction team came in the night, and things got violent quickly. A mother fighting to protect her child prompted an extreme reaction from the extraction team, which in turn prompted an extreme reaction from Travis. In the end it required a deployment of gaseous kytone to subdue Travis.

Travis didn't know it but his mother had died that night defending him; he didn't learn as much until he was twelve. Six years in detention were not pleasant. The abuses and testing quickly fostered a burning hatred for his captors, and his faux-human looks meant that the torment wasn't limited to his captors, the other children were merciless with their ostracism and teasing as children are wont to do. On his twelfth birthday, one of the researchers decided that, instead of feeding the same lie to Travis about his mother not loving him and not coming to visit on his birthday because he was a "filthy mutant", he would instead tell Travis the truth, unvarnished, and cruelly put; his mother was dead, killed by the extraction team that took him six years before.

Up until that point Travis' powers had been impressive but, aside from his ability to redirect any kinetic energy away from himself, weak. Rage combined with early puberty set off an explosive growth spurt in his powers. He went from an unusual Icarus class mutant to an extremely powerful Orpheus class mutant who's powers were pushing hard on the boundary of Prometheus class. The steel cage that had held him previously became his first weapon, and his first victim of many was the researcher; the man was found pinned to a concrete wall like a specimen and dissected like a frog in high school biology.

For ten years Travis evaded capture teams be virtue of power and wits and a not too small measure of luck. Physical weapons had no effect on him, KDs couldn't penetrate his skin, and constant vigilence on his part during encounters with the DeDes ensured that k-mines and the like never got close enough to dose him with their payload. At twenty two was was verified as a Prometheus class and growing stronger all the while continuing to wreak havoc throughout the US with near impunity. The DEHA pulled out all the stops and employed every experimental weapons system they had including controlled mutants. Travis was finally brought down, but deemed too unstable to control and too valuable to exterminate (his invulnerability was something that the US desperately wanted to crack). He was placed into kytone induced bio-stasis and kept in cold storage as the only viable option.

Personality: Travis is a bit of a dick, in the same way that an elephant is a bit heavy. He is supremely self confident, angry at the world, and more than a little of a hedonist. Travis has spent a large chunk of the past five years in kytone-induced bio-stasis in a government facility. Travis hates most everybody, and those he doesn't hate don't get called trusted or friend until they prove that they are. Travis is a cold blooded killer; blips (his word for Humans), and mutants who work with the blips are the focus of his wrath. Travis gives most everybody nicknames, unless they have earned his trust and friendship, a trait which doesn't tend to win him many of the latter on its own.

Tell: Travis lacks a true physical mutation, as such he is considered a Faux-human, a fact which irritates him when his fellow mutants make an issue of it. Despite this Travis does have an obvious tell. Travis' telekinetic potential is well off the charts; already he is nearly as dangerous as a gorgon class mutant, and with time the DEHA feels he could quickly become a titan class threat. Unfortunately for Travis he cannot contain his powers properly because of this. Excess telekinetic power bleeds off of him with a variety of effects; small objects slide about and/or float, his clothing and hair are kinetically superstable, the result of which is that they do not flutter in the wind, his clothing tends to hang still even while he is in movement, the effect is perhaps more subtle than most Tells, but the eerie visuals it creates are quickly caught by all but the least perceptive.

Link to comment
Share on other sites

Jeremy, as a note, no one is completely immune to kytone, which is why it's valuable and is the go-to drug to use with mutants. If you have an immunity to drugs, you still have to roll against kytone as if you had the Flaw: Limited to Half Effect. Other than that, I like the background, especially the part where countries bartered for the rights to nab him and get their claws into him first.

Travis, looks good. I kinda fear this Travis, actually. Of course, everyone is going to be a mean dog, save Krul's soft-hearted empath.

Should be fun! :D

Link to comment
Share on other sites

Made a couple of slight edits to clarify and conform to that information, Dawn. And glad to see you liked the background. I had wanted to set him up as an American in another country, and bartering seemed the best way to explain it. The funny thing was, I originally was considering making him a slave of the Iranians, until I noticed that the DEHA was trying to keep them from getting mutants of mass destruction.

Link to comment
Share on other sites

DOG

gallery_22_36_19106.jpg

Real Name: None.

Nicknames: Subject 16.

Occupation: Mutant Hound.

Legal Status: Property owned by the Canadian Government.

Identity: Dog’s existence is generally unknown to the public at large.

Place of Birth: Somewhere in Canada.

Age: 25.

Marital Status: Single.

Known Relatives: Unknown Birth Parents.

Group Affiliation: The Canadian Military/Mutant Hunters.

Bases of Operation: Military base, outside Toronto, Canada.

Height: 5’ 9”

Weight: 140 lbs.

Hair: Blond.

Eyes: Blue.

Distinguishing Marks: Dog has an extra set of fully functioning arms. He also has his identification tattoo like every mutant in captivity.

Appearance: Dog is a very attractive man, or rather he would be if he were better kept. His blond hair is frequently messy and in need of washing and his general level of personal hygiene is poor. He is in good shape, although he is often sporting various bruises can cuts from his frequent mistreatment by his “masters.” Dog wears whatever clothes the government sees fit to provide him. This is usually a set of gray coveralls with a big M over the heart when not on a mission and some sort of military fatigues with the same M over the heart when on a mission.

Strength Level: Dog possesses the strength of a normal man who engages in regular physical exercise.

Known Mutant Powers: Dog has an extra set of arms that are fully functional. He has developed his hand-to-hand combat style to take full advantage of them.

His primary power though, is the ability to generate a solid force energy sometimes referred to by scientists as “Hard Light.” With his solid energy, Dog can create a personal armor as well as project it with a variety of effects. He has been documented augmenting his own strength, projecting damaging blasts and burst, creating crude solid structures and even manipulating things with a crude telekinetic-like effect. Dog can also create a fast moving platform or bridge of solid force for locomotion.

Abilities and Special Skills: Dogs only area of learning has been in the field of combat. He is a skilled hand-to-hand combatant and has become quite proficient in the use of his projections. He is a nimble athlete as well.

Dog has also learned to assess his opponent’s strengths and weaknesses and use that to his advantage.

Personal Interests: Dog has few personal interests as the government has kept a tight leash on what he is exposed to. He is allowed to watch cartoons and thus spend most of his free time in a docile state in front of a television.

Personality: Dog is a simple creature ruled entirely by his psychological damage. Under most circumstances, he is passive and docile to the point of subservience, following the directions of whoever he perceives to be in charge of him. This isn’t out of respect but rather fear of punishment. Dog avoids the touch of others and often shies away of flinches when people try to touch him. Aggression towards him (whether physical or social) often causes him to withdraw inwards, becoming catatonic, or nearly so. Dog is also deathly afraid of doctors and hospitals becoming manic and panicky when confronted by them.

All of this hides an undercurrent of violent rage. When in the field, Dog is vicious and violent, taking all the hurt and pain he has suffered and inflicting it on others. He also is incited to violent rage when children, particularly young boys are harmed in his presence.

Background: Dog had the misfortune to be born with a visible mutation. Fear this child with four arms, Dog’s parents immediately abandoned him to the tender mercies of the Canadian government.

His first 12 years were spent as nothing more than a lab animal under the title of Subject 16 in the Canada’s DEHA. A deceptively benign title for what was really a house of horrors for those Mutants in its grasp. The scientists whose care he was under were impersonal at best sadistic monsters at their worst. Any of the scientists who showed any amount of kindness or empathy towards the boy were immediately transferred out of the department. It was during his time in the lab that the boy’s mutant ability to generate a solid energy field (dubbed “Hard Light” by the scientists) first manifested. For 12 years the scientists subjected him to every test they could think of; including exploratory surgeries to help them better understand just what makes a mutant. The culmination of which was Subject 16 being force bred to another young mutant; An event which forever traumatized both you mutants.

At 12, Subject 16 was transferred to Canada’s military branch of DEHA under the command of Major Alexander Stenbeck; a hard man who was an aggressive anti-mutant bigot. The Major immediately changed Subject 16’s title to Dog, unwittingly giving the boy the only name he has ever known. It wasn’t a kindness however. Do was put to work helping Stenbeck’s men hunt down his own kind while simultaneously bearing the brunt of their abuse. For 13 years Dog did as was ordered while suffering every indignity the human soldiers could think of, even whoring him out for conjugals to earn the soldiers extra cash. Dog is currently considered one of the Canadian military’s most valuable mutant assets. It is believe that he is completely broken and under the major’s control. So far they aren’t wrong.

Link to comment
Share on other sites

Life is Pain. From an extremely early age, This was the one lesson Annalise Gravinsky knew quite well. Unlike many mutants, she was never human. She is the product of a joint German and Russian Mutant Eugenics program. A non-person She has ever existed for the project. When the project was deemed to expensive by the Russians, the germans took sole custody of her, and the few remaining survivors. The various tests they were subjected to tended to kill the research subjects, but Anna survived.

She could pass for human, if one discounts her snow white hair and complexion, as well as her brilliant glittering gold eyes. In large part she has a subordinate personality, though due to chemical experimentation, she actually has at least two additional distinct personalities, One that is her normal one, and a darker bloodthirsty side that comes out when pushed past her breaking point. Another that’s been seen is quietly confident, and extremely capable in many areas. Normally this would have had her destroyed, but she’s been deemed too powerful and versatile as an operative, not to mention a research subject as she seldom acts contrary to orders. Beyond that, she represents a controlled chance to further their eugenics studies of mutants, as plans have already been made to either create a new generation from her, either naturally, or using artificial means. Germany will not lag behind other nations in the power of the mutants it controls, even if it must make them itself.

Anna’s powers make her able to do a great many things, as her abilities focus on the manipulation and control of the forces of gravity. Shown to be able to open warp gates across vast differences, crush living tissue with pinpoint micro black holes,, move objects via gravitokinesis, and even fly at supersonic speeds, she has a a wide variety of power to call upon. She has been trained in many stealth appilications, not so much an assassin, but as an intelligence operative, and the trend shows that Germany will continue this. Narcotherapy ensures her general complacency, and has been shown to be weakness of hers, as her moods, even personality switches can be controlled by injections of certain chemical compounds, despite the danger some of these compounds pose to her longterm health.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.

×
×
  • Create New...