Gods Amongst Man Epoch (3e M&M Recruitment to 07/27)

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pathfinderq1
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by pathfinderq1 »

IN PROGRESS

>So, here we go. I'm going to start putting this together, and I will edit it up as soon as I can.

Valiant

PL 12/ PP 200 (Unspent 0)
-HP: 1

Real name: Gwendolyn Anne Caldwell
Codename/nickname/other aliases: Gwen
Concept/archetype: ex-cop, telekinetic
Gender: female
Age: 47
Height- 5'4"
Weight- 120
Hair- Black (some grey)
Eyes- Grey




GAME STATS:
Abilities: (38 pp)
STR 0 / STA 2 (Enhanced 4) / DEX 1 / AGI 1
FGT 2 / INT 4 / AWE 4 / PRE 5

Defenses: (9 pp)
Toughness: +2 (+4 Defensive roll 2; Enhanced +4/+6; up to +16)
Parry: +4 (FGT 2, +2pp)(up to +14, depending on powers)
Dodge: +4 (AGI 1, +3pp)(up to +14, depending on powers)
Fortitude: +4 (STA 2, +2pp)(Enhanced +10)
Will: +6 (AWE 4, +2pp)(Enhanced +14)

-TK Force Screen: Up to T +10/D +14/P +14
-TK Fortress: T +16 (Impervious 16)/D +8/P +8; Immunity- critical hits, being moved (Move action to turn on or off)

Immunity: Fear (otherwise- depending on powers)
Immunity (Half effect): Disease, Poison, Starvation/thirst, Need for sleep

Offense:
Initiative: +1
Close attack: +2
Ranged attack: +4

>Specific attacks:
-Baton/Cane +5, DC 16 (+1), close
-Telekinesis +N/A, Perception range Damaging Move Object 12, precise, subtle 1
-Force bolt: +14, DC 25 (+10), ranged (force), precise, subtle 1
-Disintegration: +8, DC 30 (+15), Penetrating 15, Close (5' reach), +Linked Weaken Toughness 15 (objects only), Close (5' reach)
-TK Strangle: +10, Affliction 14, Resist- FORT (24), Recover- FORT (24), (Dazed +Impaired/Stunned +Disabled/Incapacitated), Ranged
-TK Assault: Ranged burst (12), DC 27 (+12), Split 1


>Skills: (78 noncombat sp- 12 free from INT 4= 66 sp= 22PP; 8 combat sp= +4PP= 26pp total))
-Trained: Acrobatics +3 (2sp); Athletics +3 (3sp); Deception +11 (+Taunt; 6sp); Insight +16 (+ Mastery, enhanced +22; 12sp); Intimidate +9 (4sp); Investigation +13 (+Mastery, enhanced +15; 9sp); Perception +9 (Enhanced +10; 5sp); Persuasion +6 (1sp); Sleight of hand +2 (1sp); Stealth +2 (1sp); Technology +5 (1sp); Treatment +5 (1sp); Vehicles +3 (2sp)

-Combat skills: Ranged combat (Guns) +8 (4Csp); Ranged combat (Throwing) +5 (1Csp); Close combat (Baton/club) +5 (3Csp); Close combat (unarmed) +2 (0Csp); +Ranged Combat (TK Array) +10 (bought as power)

-Expertise skills: Police detective (job skill) +13 (9sp); Streetwise +12 (8sp); Area knowledge- Toronto +8 (4sp); Current events +5 (1sp); Law +5 (1sp); Administration +5 (1sp); Instruction +5 (1sp); Survival +5 (1sp); Area knowledge- Okanagan/Kelowna +5 (1sp); Cryptozoology (hobby) +5 (1sp); Parapsychology (hobby) +5 (1sp); Photography (hobby) +5 (1sp)

>Untrained: TBD (Note: Can make untrained rolls at +4 for most Knowledge-type Expertise skills)

Advantages: (25 pp)
>Base: Assessment, Benefit x3 (See below); Defensive roll x2; Eidetic memory; Equipment x2 (HQ); Equipment x3 (Gear); Evasion x1; Favored foe (common crooks); Fearless; Luck x1; Move-by action; Quick draw; Ranged attack x3; Skill mastery x2 (Insight, Investigation); Taunt; Track

-Free (From PRE 4): Connections, Contacts, Languages x2 (Spanish, Canadian French); Well-informed

>Benefits: (x3)
1. Money x1 (well-off; Gwen has a good pension, and her ex-partner left her everything in his will, including the cabin she lives in these days (and she is a canny investor);
2. Status (courtesy rank): Gwen was a police detective for many years, and cops tend to look after their own. She has actively cultivated connections with the local authorities since her move west. Other police may give her the benefit of the doubt, or let her get away with stuff a civilian couldn't. On her part, this provides some camaraderie- and she gets to hang out at cop bars... (Some other related benefits are covered by her Connections and Contacts, and her responsibilities are under her "Once a cop" Complication).
3. Online research: Gwen's investigative skills aren't limited to pounding the pavement. With access to an internet-connected computer and her home library (or the resources of a reasonably good public library) she can perform the Gather Information function of Investigation without needing to leave a comfortable chair. Of course, some resources simply aren't on-line so it isn't perfect, but then again some resources are MORE easily accessed on-line...


>Enhanced Advantages (bought as Powers): Great endurance; (+Limited: accurate attack, Power attack, Precise attack x2 (Ranged/Cover, Ranged/concealment), Fast grab, Improved grab, Improved hold, Improved smash, Improvised weapon x1, Throwing mastery x1)

>POWERS: (101pp total)
>Before the Event:
-Knows the way: Senses 1- Direction sense (1pp)
-Situational awareness: Senses 1- Danger sense (1sp)(Vision)
-A friend indeed: Enhanced skill 2- Persuasion +6, Limited- only when working with Connections (1pp)

>Mind over body:
-Enhanced Attribute 2: Stamina +2 (4); (4pp)
-Enhanced Defense 12: FORT +4 (10), WILL +8 (14)(12pp)
-Enhanced Advantage 1: Great endurance (1pp)
-Immunities 4 (Half effect): Disease, Poison, Starvation/thirst, Need for sleep (2pp)
-Feature 1: Longevity (1pp)

>Heightened sensory processing:
-Senses 3: Distance sense, Time sense, Low-light vision (3pp)
-Enhanced Skill +3: Insight +6, Investigation +2, Perception +1 (3pp)
-Quickness 2 (Limited- mental only)(1pp)

>Instinctive control:
-Enhanced Skill 3: Ranged combat (TK Array) +6 (+10 total)(3pp)
-Enhanced Skill 2: Intimidate +6; Limited- requires obvious/threatening display of powers)(1pp)
-Enhanced advantages 10: Accurate attack, Power attack, Precise attack x2 (Ranged/Concealment, Ranged/Cover), Fast grab, Improved grab, Improved hold, Improved smash, Throwing mastery x1, Improvised weapon x1; All are Limited (only when using TK Array powers)(5pp)

>Telekinetic projection (Dynamic array)(53+2+2+1+1+1+1+1+1= 63pp total)
-1. Telekinesis (Base power): (D) Move object 12, Damaging, Perception range; +Precise, +Affects insubstantial 2 (full power), +Subtle 1, Dynamic (4/r x12= 48+1+2+1, +1= 53pp, Base power/Dynamic)

-2. Telekinetic Tricks: (D)
>Create 4 (simple shapes), +Continuous, -Proportional, +Subtle 2 (invisible force), +tether, +Enhanced advantage 1 (Improvised tools)(12pp);
>Movement 1- Safe fall, -Distracting (1pp);
>Move object 2, +Perception range, +Subtle 1, +Precise, +Affects insubstantial 2, +Feature 1 (Use Sleight of hand skill at range)(11pp); '
>'Neutral bouyancy': Movement 2 (Trackless, Water-walking 1), +Swim 1, +Speed 2, +Leap 2 (9pp)
>Quick stitch: Healing 1, Stabilize; Close range (3pp)
-(12+1+11+9+3= 36pp; +2pp/DAE, Dynamic slot; Must buy full power sets)

-3. Force screen: (D) Protection +4 (10); +Enhanced defenses 20 (Dodge +10= 14; Parry +10= 14); +Enhanced Advantages 2 (Evasion +1, Improved defense)(4+20+2= 26pp; +2pp/DAE, dynamic slot)(Cannot stack with Telekinetic Fortress AE slot)

-4. Disintegration: Close damage 15, Penetrating 15, Incurable, Reach x1 (5'), Accurate x3 (+6); +Linked: Weaken Toughness 15, Affects objects, affects objects ONLY, Reach x1 (5')(15+15+1+1+3+15= 50pp; +1pp/AE fixed slot)

-5. Telekinetic fortress (fixed slot) Protection +10, Impervious 16 (Limited- cannot move from spot while power is active); Activation required (Move action to turn on or off); +Linked: Enhanced defenses x8 (Dodge +4, Parry +4); +Linked: Immunity x12 (Critical hits 2, Being moved 10): +Linked: Immunity 10 (Life support; Limited- no more than 30 minutes at a time, with equal time recharge); ; +Linked Flight 1 (Limited- only to hover in place); (10=16= 26 x1/2= 13-1+8+12+5+1= 38pp; +1pp/ AE, fixed slot)

-6. Force bolt: Ranged damage 10 (force); +Accurate x2 (+4); +Precise, +Subtle 1, +Affects insubstantial 2 (20+2+1+1+2= 26pp; +1pp/ AE, fixed slot)

-7. Telekinetic flight: (D) Flight 7, +Aquatic, +Precise; +Enhanced Advantages 2 (Instant up, Evasion+1)(14+2+2= 18pp; +1pp/AE, fixed slot)

-8. TK Strangle: Ranged Affliction 14, Resist= FORT, Recover= FORT; Dazed +Impaired/ Stunned +Disabled/ Incapacitated; +Extra condition 1; +Subtle 1; (28+14+1= 43pp; +1pp/AE fixed slot)

-9. TK Assault: Ranged damage 12 (force), Area- Burst 1, +Split 1, +Subtle 1 (36+1+1= 38pp; +1pp/AE fixed slot)

>Known stunts (future array slots ?):
-Force constructs
-Force wave (cone area damaging move object)
-Deflect/Reflect/Redirect
-Storm (ranged multiattack projectile damage)
-Environment? Knockdown? Close burst selective?
-Burrowing
-Stitch (Healing, requires Treatment roll)



BACKGROUND:
>History:
-Short form: Gwen Caldwell was a cop in Toronto for more than 20 years, mostly a detective (and a very good one). She and her long-time partner worked Major Crimes (mostly Homicide, but some other things) and were the department's primary liaison officers, working with the RCMP and other organizations (including cross-border with the FBI). Gwen was the Detective, and most of the time she was the Bad Cop; "Sweet William" Grant was the Talker, and the Good Cop. They were a bit unorthodox, and were more concerned with saving people than with putting away perps. After one diplomatic incident went terribly wrong, Willie Grant and almost all of the civilians involved ended up dead. Gwen was injured, and after the backlash and the inquest she was temporarily promoted to Inspector, on the promise that she would retire as soon as she hit her 25-year service mark. It wasn't a tough choice, as it was only a year chained to a desk and she wasn't really fit for the field anymore (on a number of levels). She retired to the rural quiet of the Okanagan to crawl into a bottle- her therapist and her former co-workers all figured she was unable to cope with her failure, but too stubborn to die. She has started using reading glasses, and the persistent nerve damage has definitely been an issue, but her mind is still sharp, and her desire to do good and to help people is stronger than ever.

>Post event: Telekinetic. Some minor changes to her body, but nearly all of them can be attributed to things like quitting the booze and pills she was self-medicating with, starting to take her PT and exercise seriously, and getting a better dose of sleep and nutrition. Maybe in the long term (over several years) it might be noticed that she is recovering more than should be possible, but not at first. She is also (still) a very good detective, though on a human scale, not a mega-Intellect. On a personal level, she will try to come to terms with what has happened to her, and she will put her new abilities to use making the world better- and atoning for her past failures.




Complications:
-Once a cop, always a cop (Responsibility): Even though she is retired, Gwen still thinks of herself as a cop, and she still tends to think LIKE a cop. She is a firm believer in justice and the due process of law (though when push comes to shove, she tends to favor Justice). She also tends to adhere to proper "Use of Force" doctrine- she will offer foes a chance to surrender, or open conflict with non-lethal force, sometimes even when they don't deserve it, and she only uses deadly force in the most dire situations. When she does take someone down, she will turn them over to proper authorities and the legal system. She likes working with honest law-enforcement personnel, and HATES crooked cops even worse than other criminals (though she doesn't have much patience or respect for criminals of any variety). She also still loves police work, both the helping people and the solving mysteries, and she will offer to assist local police (often more involvement than the police would like).

-Serve and protect (Motivation): Gwen first became a cop so that she could help people (especially the weak, downtrodden, and defenseless), and that has always been her main motivation. She genuinely likes to help people, and will be more than willing to put herself at risk to protect those who need it.

-The Scully: "I'm sure there is a reasonable scientific explanation for this, Mulder" While Gwen has always had a hobbyist's interest in cryptozoology and other outlandish things, she is a firm believer in science. EVERYTHING can be explained by science, can be documented and replicated under the right conditions- and if the explanation isn't obvious, that just means you aren't looking hard enough (so she will try harder). This can limit her lines of inquiry or lead her down an investigative rabbit hole, among other issues.

-"How about a little PTSD, Scarecow?": Gwen definitely has some long-term issues related to her years as a detective, though she mostly has them under control. For the most part these issues will express as anger or physical shakiness, not fear- her memory has always been exceptional (and functionally perfect post-Event) and a lot of those memories are very bad, but she experienced nearly everything short of death and survived, so there isn't much left to inspire terror... GM could invoke a Complication to have her temporarily freeze up or act irrationally in a situation similar to past incidents. As noted elsewhere, it is probably a good thing she doesn't carry a gun anymore.

-Force of will (Power loss): Gwen's powers are an extension of her formidable will. While there are few situations that could affect her normally (see PTSD above), superhuman powers or other unnatural situations might interfere with her will and thus her powers- falling prey to some mental powers might have additional problems besides the actual effect of the powers (especially a Critical effect, or some 3rd stage mental afflictions).

RP Hooks (notes, not full-fledged Complications):
-The Waco Kid (Weakness): "A man drinks like that and he don't eat, he is going to DIE." "When?" Gwen has spent the last couple of years dealing with both lingering physical injuries and a serious case of work-related PTSD. While retirement has helped, she still does a significant amount of self-medication with pain pills and alcohol- LOTS of alcohol. Prior to the Event, she was a full-on alcoholic, albeit a (mostly) functional one- she rarely went anywhere without a flask or bottle available, and thought nothing of drinking vodka before breakfast (or AS breakfast). She carried a faint but pervasive scent of alcohol in her clothing and her sweat, and had other physical signs of her condition. Post-Event, most alcohol won't really affect her, but that won't stop her from reaching for a bottle- she may even get WORSE for a while, trying to deaden her new capabilities with more and more alcohol- to no effect). At least for a while, she will be uncomfortable without booze near at hand. (One of her character arcs is likely to be her learning how to cope with her past trauma, mental and physical, without being able to rely on 'medication').

-"What now, Sherlock?" (Relationship): Gwen was close friends with her long-term partner before he died, and her sense of having failed him is one of her worst lingering traumas. She still talks to him from time to time- for the most part silently, in her mind, but from time to time she will mutter to him out loud, a habit she mind not even realize she is doing. She doesn't really believe that he is listening or there (she doesn't believe she is speaking to his ghost, nor does she hallucinate his presence), it can make some people a bit uncomfortable (most people just assume she has been drinking)...

Description: Gwen is a little below average height, with a slender, almost skinny build. She has pale skin and dark hair, worn in a short, no-nonsense bob. She tends to dress in a fairly comfortable business-casual fashion- soft slacks, boots or walking shoes, a button-up shirt, and a light jacket (usually a windbreaker or sport coat). She often carries a light cane to help with some of her slight physical issues. Most of the time she seems to be nondescript and average, just another office worker or academic perhaps. All of that changes as soon as she opens her mouth or looks you in the eye. Her pale grey eyes are as striking as laser beams and they miss nothing, and her voice, soft as it is, is crisp and carries and unmistakable snap of command. Before the Event, one would notice regular dark circles under her eyes, and the pervasive smell of alcohol (mostly cheap vodka- it is not overwhelming, but it is there); she also sometimes gets a little shaky (some pervasive nerve damage, some of it is just booze). Even after the Event, she almost always has a bottle of vodka or something similar with her nearly all the time. It is probably a good thing she no longer owns or carries a gun...

Point Accounting: Abilities 38pp; +Defenses 9pp; +Skills 26pp; +Advantages 25pp; +Powers 102pp= 200/ 200pp

Future planning: Improve array (shift powers from fixed to dynamic slots, etc.)
Last edited by pathfinderq1 on Fri Jul 12, 2019 5:36 pm, edited 20 times in total.
nowhereman2
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by nowhereman2 »

I have finished my new edits to Sir Robert of Oakwood Park. It kinda got monotonous describing everything as Hard Light X, but it will hopefully be interesting with a bit of creativity.
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Spectrum
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Spectrum »

Updated the character sheet on some of the points that we discussed.
We rise from the ashes so that new legends can be born.
jmucchiello
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by jmucchiello »

Working on getting point costs back into my sheet generator.
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Spectrum »

*watches the tumbleweeds keep tum tum tumblin along*
We rise from the ashes so that new legends can be born.
mrdent12
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by mrdent12 »

I have the background and non powered bits of my character ready. Still need to get inspired by some powers to give him.
EpicEclipse
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by EpicEclipse »

Things are starting to level out at work but I still don't have a manager, so I still have a lot on my plate. We're supposed to have a candidate selected by our area manager this week, though I'm not holding my breath that it will happen in the timeframe I was given. I have no power over this, so all I can do is ride it out.

Once the company makes its choice for who to hire, they are given 2 weeks to give notice at their current employment, then likely another week to be trained at another store before coming here.

So I haven't forgotten or anything. I'm still plotting when I have some time where my brain doesn't feel like it's melting or in a vice. I'd love to see more conversation here about character ideas, refinements, questions and so on.
Spectrum
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Spectrum »

Great to hear from you Epic! Work situation sounds like it continues to suck.

So, what are you picturing as the long term arc of this story? I'd hate to see a major difference between what we expect to see and come away disappointed.
We rise from the ashes so that new legends can be born.
EpicEclipse
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by EpicEclipse »

The main vision is something along the lines of No Ordinary Family if anyone has ever seen it.

It's not necessarily about becoming a superhero by comicbook standards, but figuring out how you want to use your powers. Figuring out where the character's morality is, balancing using their powers for whatever ends, but also realizing that word reaching certain ears could result in being hunted. Finding out fif they actually care, willing to stand their ground and finding out the consequences of that.

Basically the theme of the game is consequences. Everything you do will have them for better or worse. You all have the power to change the world dramatically one way or another. Learning about people like that will make some others extremely nervous, or ambitious. Or curious. Morbidly so.

The grand arc would be more about learning how and why you got these powers, though obviously that's not an answer so easily found. Not when the minor story arcs are keeping you occupied.
Spectrum
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Spectrum »

Glad to hear that I have my roleplaying 'taste buds' set right.
We rise from the ashes so that new legends can be born.
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Doctor Malsyn
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Doctor Malsyn »

Sounds like it's going to be an interesting storytelling experience, that's for sure.

I still feel the need to adjust some of my skill points, I'll be looking into that today later on.
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jmucchiello
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by jmucchiello »

EpicEclipse wrote: Thu May 30, 2019 5:10 pm The main vision is something along the lines of No Ordinary Family if anyone has ever seen it.
OMFG NOF was awesome (at times). It was a damn shame it got canceled.
EpicEclipse
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by EpicEclipse »

Especially with how the season finale rolled out. It was looking like things were going to get interesting.
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by jmucchiello »

Yeah. I believe that show was impacted by a writer's strike.
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Re: Gods Amongst Man Epoch (3e M&M Recruitment)

Post by Doctor Malsyn »

Never seen that show before, but then again, we hadnt had capable in years. I recognize the the name at least.
Am I dead? Am I alive? The answer may surprise you!
------------
"What a week, huh?" "Doc, it's only Wednesday."
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