Ken's Kache of Khracters (Samson, Girrigan, Chevalier d'Acier, Qaranites)

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Ken
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Ronin

Post by Ken » Sat Dec 09, 2017 3:01 pm

Jabroniville wrote:
Sat Dec 09, 2017 10:53 am
So you only found out about the backstory for Mentalus II years after the fact? Curious.
She never saw play. She would have been introduced 25 years ago, but things happened. And to be honest I don't remember in which of the thousands of conversations I've had with Doug since he told me his aborted plans.
Jabroniville wrote:
Sat Dec 09, 2017 10:53 am
Now I'm interested in the story behind Ronin.
Remember, you asked for this...

Image

Ronin - PL 11

Strength 2, Stamina 3, Agility 8, Dexterity 2, Fighting 11, Intellect 2, Awareness -1, Presence 2

Advantages
Agile Feint, All-out Attack, Assessment, Close Attack 4, Connected, Defensive Attack, Evasion, Fascinate (Deception), Favored Environment: Dark Nights, Hide in Plain Sight, Improved Critical 2: Cuisinart Effect: Strength-based Damage 3, Improved Critical 3: Katana: Strength-based Damage 3, Improved Defense, Improved Initiative 4, Languages 2, Luck 5, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Quick Draw, Skill Mastery: Close Combat, Takedown 2, Uncanny Dodge, Weapon Bind, Weapon Break, Well-informed

Skills
Acrobatics 4 (+12), Athletics 8 (+10), Close Combat: Japanese Sword Fighting 2 (+13), Deception 8 (+10), Expertise: Metallurgy 8 (+10), Expertise: Science 4 (+6), Perception 6 (+5), Persuasion 2 (+4), Sleight of Hand 3 (+5), Stealth 2 (+10), Technology 8 (+10), Vehicles 1 (+3)

Powers
Fast Woman: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Fire-Retardant Suit
. . Immunity 10 (Common Descriptor: Fire; Limited - Half Effect)
. . Protection 2 (+2 Toughness)
Force Field Belt (Removable)
. . Protection 3 (+3 Toughness; Impervious)
Katana and Wazikashi (Easily Removable (indestructible))
. . Sword Swinging
. . . . Cuisinart Effect: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 2; Custom: Does Lethal Damage, Multiattack [2 extra ranks])
. . . . One Sword on Defense
. . . . . . Katana: Strength-based Damage 3 (DC 20, Advantages: Improved Critical 3; Custom: Does Lethal Damage)
. . . . . . Wazikashi: Enhanced Trait 4 (Traits: Parry +2 (+14), Dodge +2 (+14))

Offense
Initiative +24
Cuisinart Effect: Strength-based Damage 3, +17 (DC 20)
Grab, +15 (DC Spec 12)
Katana: Strength-based Damage 3, +17 (DC 20)
Throw, +2 (DC 17)
Unarmed, +15 (DC 17)

Complications
Distinctive Features: Inohara has glow-in-the-dark eyes and a green serpent tattoo over her right breast. Said tattoo has been severely obscured by the burn scars that now cover her body.
Future Cemented: For their help in returning her to full health and combat readiness, Sora has sworn a life debt to the Shotuka Ninja Clan that, upon the completion of her blood oath, she will return to their numbers.
Hatred: Ronin has sworn a blood oath of vengeance against Spitfire for setting her ablaze.
Obsession: Sandra is extremely protective of her swords, which were handed down through her ansestrial line.
Police Record: Ronin is wanted by local and federal law enforcement agencies.

Languages
English, Japanese, Spanish

Defense
Dodge 14/12, Parry 14/12, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 58 + Powers 21 + Advantages 35 + Skills 28 (56 ranks) + Defenses 19 = 161

Background Sora "Sandra" Inohara was born in Japan. At some unspecified point in the past, she became attached to the Shotuka Clan. The Shotuka Clan are a group of shinobi (ninja) operating in central Japan. Their traditional headquarters is hidden in the southern rural areas of the Nagago Prefecture, near the village of Yasuoka. However, as spies and assassins they often work for the Yakuza gangs and there is a Shotuka presence in both Kyoto and Tokyo.

Sora's weapons of choice are a Katana and Wazikashi that she dual wields. She also uses a black market force field belt. As ninja go, she's not much of a traditionalist. And as such, she did not stay with the Shotuka Clan. She became a mercenary in the U.S. When various ex-members of Freedom Force relocated to Houston, they became a problem for a criminal organisazion there, called Viper. Viper hired Inohara to befriend the heroes, so she could get close enough to destroy them. She called herself Ronin.

Now, Freedom Force had been a U.S. government black ops group. These heroes Ronin was getting close to, they're prone to suspicion. And one of the most suspicious was the telepath, Mentalus, particularly after a mission in space. She avoided him after that; this was made easier, after a fashion, when she was among the Houston heroes who were sent back in time, to the 1880s, and he wasn't.

After they were rescued, Viper discharged her for failing. She left Houston, but Mentalus kept digging. Finally, when she heard reports of heroes being killed around the country, she attacked and killed Mentalus, hoping to have the murder be just one more of the random killings. She failed to account for Mentalus' training. As he was dying, he broadcast his memories of his final moments to his friends. She was blown.

After this, her role as a mercenary villain was no longer a secret. She became one of the dozens of mercenary criminals who operate in the world of parahuman crime, and has been in and out of jail many times over the years.

Recently, it was in this capacity that she found herself one of nine mercenaries working in New Orleans, involved in a gang war. The local hero team, Force d'Orleans, was trying to stop all of the factions, which led to criminal parahumans being brought in. And in the midst of the battle, Ronin bloodied the heroine Spitfire with a sword slash. Now, as one might imagine, considering her choice in codename, Spitfire has a temper. Spitfire roasted Ronin in massive blast of fire which Ronin couldn't avoid. Ronin was saved by Lumen and the Houngan, two of Spitfire's allies, but she was not unscathed.

Ronin returned to the Shotuka Clan, to be properly brought back to a level of health and combat readiness. It is not surpising, though, given Shotuka Yona's own acid-scarred face, that they have not been able to remove the visible burn scars. And now, though, Ronin has unfinished business in New Orleans, she again belongs to the Shotuka clan.

Real World stuff That was longer than I expected. Sandy was one of those people who probably never should have played role-playing games. There was a D&D game where the party met a new friend and ally, who didn't last the night. After he, and the party rescued a maiden from a group of wights; full of bravado, he kissed the maiden "long and lingeringly". And the DM (Terry) told the player (Patrick) to right up a new character because his new character had just tongued a succubus. Patrick took all this in stride. He realised, then, that the "rescue" had been a ploy, and he'd charged headlong into it. But then, in game, this girl mage, who just saw an ally she barely knew cut down lost her shit and released a fireball spell. Out of doors. In a city. Sandy was Patrick's girlfriend at the time, and though Patrick took the slaying of his new character in good cheer, Sandy... didn't. In game, her character's actions made little sense, and she did more damage to the party than the wights had.

And, Sandy didn't know comics, but she still tried playing in some of our Champions games, including round 2 of Eclipse. And she built this swordswoman who wasn't overly heroic, would happily cuisinart soft targets, and was overly concerned about damaging her swords. On a meta level, this made no sense since Champions lacked rules for accidental weapon breakage, and on an in-game level one was left wondering "if the swords are priceless heirlooms, why bring them into battle? Leave them in a vault, and get a cheap pair to use in your work."

As I explained in the Mentalus I story, after Eclipse round 2 ended, Sandy stopped playing, and we turned Ronin into a bad guy.

The fun part is the recent stuff with Force d'Orleans. You see, Spitfire is Neil's current PC in that group. And Neil really, really hates Ronin. And not in a "have fun hating the bad guys in your RPG" kind of way. More of a "took what happened with Mentalus to heart, and regretting one's own rashness" kind of way. So, when Jim gleefully sent Ronin against Spitfire, and one bad toughness roll later, Spitfire was wounded. And Neil and Spitfire lashed out. And then there was a second bad toughness check, and Ronin was nearly killed. And Neil was caught between not wanting Spitfire to be a killer, and really wanting Ronin killed off.

Neil's not really down with the idea that super heroes having mortal enemies is part of the genre and part of the fun. And the fact that the enemy is something of the player's enemy makes it that much weirder.

Ronin needs a new picture, to reflect the new fireproof suit, and the burn scars.
Last edited by Ken on Sun Dec 10, 2017 1:10 pm, edited 2 times in total.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Re: Ken's Kache of Khracters (Ronin; Mentalus I, II, III; Ion Storm)

Post by Jabroniville » Sun Dec 10, 2017 9:06 am

re: Ronin

Interesting backstory. I like how the Sandy chick was just a failure at gaming, so you decided to use her canonical character and make her evil :). So using a Fireball outside in D&D is bad? Did it set fire to other stuff?

Was Neil regretted having Mentalus killed off, then? But it was JIM GMing at the time? Did Neil just give his approval, or what?

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Re: Ken's Kache of Khracters (Ronin; Mentalus I, II, III; Ion Storm)

Post by Ken » Sun Dec 10, 2017 11:49 am

Jabroniville wrote:
Sun Dec 10, 2017 9:06 am
I like how the Sandy chick was just a failure at gaming, so you decided to use her canonical character and make her evil :). So using a Fireball outside in D&D is bad? Did it set fire to other stuff?

Was Neil regretted having Mentalus killed off, then? But it was JIM GMing at the time? Did Neil just give his approval, or what?
Sandy's most iconic character in the RCU is Banshee, one of the Champions of Justice founders. Ronin is a distant second (and last), for Sandy.

Fireballs in D&D, or at least in 1st edition AD&D, when used out of doors, had the radius of the explosion jump up, a lot. Something like a 200' radius instead of a 20' radius indoors. So, basically she toasted half the block, and set fire to several buildings, and presumably killed a lot of innocent people, because a stranger was killed.

When Jim ran the battle between Ronin and Mentalus, it was probably less than 18 months after the starship control room story. It was still a recent-ish trauma. And I'm pretty sure the fix was in.
Neil's regret is a recent thing, 25 years later, where he's had time to realise that it wasn't that Mentalus was a bad character. Especially, given the number of successors he's had. He realises he shouldn't have killed Mentalus off because he was mad about what happened. Now he wishes it was Ronin who was killed.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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A mostly non-gaming anecdote...

Post by Ken » Sun Dec 10, 2017 1:07 pm

It was the spring of 1991. Doug and Karen, who were both on the Social Board, had been the co-masterminds behind the spring formal at our alma mater. Wendy wanted to go, but she wasn't involved with anyone, so she asked Doug to ask me if I would escort her. I was done with school but visited campus often.*

Doug had this friend from his childhood, named Jim, who hadn't been to college (yet), and wanted to see what it was like. And he asked Doug to see if he can find someone he could take to the dance. This ended up with the awkward situation of Jim taking Wendy, with me 'chaperoning' the two of them. But this also meant that Jim and I would be visiting campus on the same weekend.

So we decided to have a gaming 'event' that weekend, Friday night into Saturday afternoon, with a little bit of sleep in there. And then Saturday night was this dance. So, we asked Eric, who was still in school, and he was up for it. And we let Neil know, and he got permission for one of his visits up. And Neil brought Andy along, for what I believe was the first time Andy gamed with Eric, Doug, Jim, or anyone else who wasn't me or Neil.

The game itself went fine, as I recall. I think I ran Champions of Justice. Then the game ended on Saturday afternoon, as planned.

So, Andy, ever the shy recluse, had had all of the being around people he could take and was itching to get the hell out of there and get home. And Neil, being very Neil, didn't want to leave yet, because he didn't be left out of whatever was coming next. Andy was getting angry. And Neil was being stubborn, and as they were my high school chums, I was embarrassed and annoyed by the fact that neither of them would budge, and were both being inconsiderate to the position of the other (and they'd been friends with each other than they had with me.)

Finally, despite the fact that I had plans on campus later, I drove the 45 minutes to get Andy home just to get through the impasse. Unhappily, because the 95 minute errand cut into my time to get ready for the formal.

And, when I got back to school, I found out that Doug and Jim had started getting ready for the formal and Neil discovered that we weren't kidding when we'd had plans that he'd have no interest in, that we weren't just trying to get rid of him. So probably before I had had Andy halfway home, Neil had left. Which just made me more annoyed.

Jim and Wendy got along well enough that they ended up dating for the next three or four months. Doug and Karen were finally put in a position that they had to admit they had feelings for one another, and a few years later they were married (and 20 years after that they were divorced, but that's another story).

In retrospect, it doesn't really surprise me that several months after Jim and Wendy had broken up, Wendy and I ended up dating for a while, seeing how I was the one Wendy had (indirectly) asked to escort her in the first place.


* - How often was a matter of perspective. To me, it wasn't that often. I was far too aware of the time I wasn't on campus, and how much I missed it. Visiting was a relief from the difficulties going on in my post-college life. To my friends, it seemed like I was around a lot.

The truth of it was that I knew their/our patterns. I wasn't around when they were in class, or at their student jobs. But even if I had still been a student, I wouldn't actually be around them at those moments. I was around during the off hours. Which was when they usually saw me anyway, back when I was a student. When I was a student, they saw me during the Socialising Times. When I wasn't a student, they still saw me during the Socialising Times. For them it didn't seem much different, so I was around a lot from their perspective. From my perspective, I was around for a few hours on weekends, and was usually miles away, and had to make an effort to be there when I was; I was far more aware of my not being there then they were.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Psibertron (AKA Mentalus 4.0)

Post by Ken » Sun Dec 10, 2017 1:37 pm

Image

Psibertron (AKA Mentalus 4.0) - PL 11

Strength 10, Stamina -, Agility 0, Dexterity 0, Fighting 8, Intellect 4, Awareness 3, Presence 0

Advantages
Diehard, Eidetic Memory, Equipment 2, Fearless, Improvised Tools

Skills
Close Combat: Unarmed 3 (+11), Perception 2 (+5), Persuasion 2 (+2), Stealth 5 (+5), Technology 2 (+6), Vehicles 4 (+4)

Powers
I, Robot
. . Heavy Metal: Density Growth 1 (+1 STR, +1 Tough, +1 mass rank; Density; Permanent)
. . Immunity 30 (Fortitude Effects)
Armored: Protection 12 (+12 Toughness; Impervious [1 extra rank]; Noticeable: Metal Plating)
Binary Mind: Comprehend 2 (Machines / Electronics)
Built in Transmitter: Radio Communication 2
Camera Eyes: Senses 2 (Infravision, Low-light Vision)
Camera-Mic drones: Remote Sensing 3 (Affects: 2 Types, inc. Visual - Sight and Sound, Range: 250 feet; Limited: Radio signal to drones may be jammed)
Holographic Projector: Feature 1
Hydraulic Legs w/Nanite Propulsion
. . Jumping: Leaping 7 (Leap 900 feet at 250 miles/hour)
. . Nanite Anti-Grav: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Aquatic)
. . Running: Speed 7 (Speed: 250 miles/hour, 0.5 miles/round)
Knuckle Plates: Strength-based Damage 1 (DC 26)
Mini-Drones
. . Destruct Drones: Damage 11 (DC 26; Increased Range 2: perception; Limited: Radio signal to drones may be jammed)
. . Mental Blast: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception; Limited: Radio signal to drones may be jammed)
. . Mind Control: Cumulative Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Limited: Radio signal to drones may be jammed)
. . Telepathy
. . . . Mind Reading 12 (Linked; DC 22; Limited: Radio signal to drones may be jammed)
Reconstruction Nanites
. . . . Feature Attack 4 (Linked; DC 14; Attack: Will, Increased Range 2: perception)
Target can receive Radio signals
. . Immortality 1 (Return after 2 weeks; Limited: Nanites can be jammed/deactivated/removed)
. . Regeneration 1 (Every 10 rounds)

Equipment
Contribution to Eclipse Base 4, Contribution to Eclipse Vehicles 5, Eclipse Communicator 1

Offense
Initiative +0
Destruct Drones: Damage 11 (DC 26)
Feature Attack 4 (DC Will 14)
Grab, +8 (DC Spec 20)
Knuckle Plates: Strength-based Damage 1, +11 (DC 26)
Mental Blast: Damage 8 (DC Will 23)
Mind Control: Cumulative Affliction 8 (DC Will 18)
Mind Reading 12 (DC Will 22)
Throw, +0 (DC 25)
Unarmed, +11 (DC 25)

Complications
Enemy: Project Titan considers Prototype Psi-Drone Platform 2 to be their property and they want "it" back.
Motivation: Freedom: Mentalus 4.0 seeks to be considered a being of free will
Quirk: Not wanting to advertise his psionic abilities, Mentalus 4.0 uses the codename 'Psibertron' consciously letting people believe it's 'Cybertron'

Languages
English

Defense
Dodge 9, Parry 9, Fortitude Immune, Toughness 13, Will 10

Power Points
Abilities 38 + Powers 116 + Advantages 6 + Skills 9 (18 ranks) + Defenses 17 = 186

Background Prototype Psi-Drone Platform 2 is an artificial intelligence, built into a powerful robot body. It escaped from the laboratory where it was built, seeking to be a free being. Recognising, that it had been a government lab, it went to Houston, seeking out Eclipse. It knew Eclipse were beings given special abilities by the government for less than good purposes, and had 'escaped'. It hoped to find them to be kindred beings. It was not disappointed.

Eclipse accepted Prototype Psi-Drone Platform 2 as one of their own, but renaming it 'Mentalus 4.0' because of a combination of their own reasons and because of its psionic abilities. However, recognising that it need needed a "super hero"name too, they gave it the super hero name of 'Psibertron', but letting people think that they're saying 'Cybertron'.

Real World Stuff This is the only Eclipse member to never be built in Champions, only in M&M3. As I said, Neil gave Ion Storm up because he had other ideas he wanted to explore. Enter a robot with psionic powers. Something that would be impossible, or at least prohibitively expensive to build in Champions. It also gives Neil a not telekinetic psionic who isn't "useless" facing things that can't be mind controlled.

About the name... Why we chose 'Mentalus 4.0' as a name should be clear, and if it isn't look back a page. But Neil also realised he wanted a name that didn't scream "I'm a mentalist, shoot me". Now there's a villain I created pre-RCU called "Robotron", and Neil pushed for him to be brought into the RCU, but under the name "Cybertron", since to him it sounds cooler, and because technically Robotron isn't a robot, he's a cyborg as he is a human-brain-in-a-box inside a robot body. Well, Neil's renaming didn't stick. So the name "Cybertron" was still available, and with a spelling change it becomes meaningful, but said aloud, the real meaning is concealed.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Lumpy

Post by Ken » Sun Dec 10, 2017 2:18 pm

Image

Lumpy - PL 10

Strength 11, Stamina 11, Agility 0, Dexterity 3, Fighting 6, Intellect 3, Awareness 3, Presence -1

Advantages
Accurate Attack, All-out Attack, Assessment, Beginner's Luck, Connected, Contacts, Equipment 7, Great Endurance, Improved Defense, Improved Initiative 2, Interpose, Languages 1, Power Attack, Quick Draw, Ranged Attack 6, Teamwork, Tracking, Well-informed

Skills
Acrobatics 5 (+5), Close Combat: Grab 3 (+9), Close Combat: Super-Cuffs: Cumulative Affliction 10 4 (+10), Close Combat: Unarmed 3 (+9), Deception 5 (+4), Expertise: Government Agent 7 (+10), Expertise: Streetwise 1 (+4), Expertise: The Law 7 (+10), Insight 5 (+8), Intimidation 10 (+10), Investigation 5 (+8), Perception 6 (+9), Persuasion 5 (+4), Ranged Combat: Taser 3 (+6), Stealth 4 (+2), Technology 1 (+4), Treatment 1 (+4), Vehicles 5 (+8)

Powers
Super-Cuffs: Cumulative Affliction 10 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition; Grab-based, Limited Degree)
Taser: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate: +2, Increased Range: ranged; Diminished Range)
Great Size: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Long Stride: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Jump: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
Pseudo-Power Attack: Strength-based Damage 2 (DC 28; Inaccurate: -2)
Pustules: Immunity 60 (Custom: All Toughness checks except energy 60; Limited - Half Effect, Unreliable (roll), Notes: Roll 11-20 means a postule was hit)
Thick Skin: Protection 3 (+3 Toughness; Impervious [4 extra ranks])

Equipment
CoJ Honorary Communicator COJ-134 2, Contribution to Strikeforce Bases & Vehicles 4, Duty Belt (Flash Grenade, Mini-Camera 1, Mini-Recorder 1, Multi-tool, Nightstick, Rebreather, Sleep Gas Grenade, Smoke Grenade, Supercuffs [Super-Cuffs: Cumulative Affliction 10, 1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition; Grab-based, Limited Degree], Taser Sidearm [Taser: Affliction 6, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Accurate: +2, Increased Range: ranged; Diminished Range], Tear Gas Grenade), Flashlight, PCP Comm-Link 1, Strikeforce Radio 1

Offense
Initiative +8
Flash Grenade, +9 (DC Dog/Fort 14)
Grab, +9 (DC Spec 21)
Nightstick, +6 (DC 28)
Pseudo-Power Attack: Strength-based Damage 2, +7 (DC 28)
Sleep Gas Grenade, +9 (DC Dog/Fort 14)
Smoke Grenade, +9 (DC 19)
Super-Cuffs: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Taser: Affliction 6, +14 (DC Fort 16)
Tear Gas Grenade, +9 (DC Dog/Fort 14)
Throw, +9 (DC 26)
Unarmed, +9 (DC 26)

Complications
Distinctive Features: Paul's skin is covered with large, lumpy pustules.
Relationships: The incident with Pustule (the false Lumpy) has caused some of Paul's fellow Strikeforce agents to have trust issues with him.

Languages
English, Spanish

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 8

Power Points
Abilities 64 + Powers 40 + Advantages 30 + Skills 40 (80 ranks) + Defenses 14 = 188

Background Paul Clarence was born with a mutation that gave him tremendous super human strength and resilience, but also covered hus body with large, lumpy pustules. Feeling like an outsider, as an adult he decided to became a super hero as a way to find acceptance, using the self-effacing codename "Lumpy". And he ended up joining the Crusaders, where he still felt like an outsider, not quite fitting in with either of the group's two main cliques.

After the Crusaders broke up, he moved across the Bay from Williamsburg, New Jersey to Empire City, Delaware. Largly eclipsed by Morning Star, Clarence joined the Empire City police force as part of their parahuman response unit. He worked there, happily, for many years, until he was framed for trashing millions of dollars worth of department equipment. His evil clone within the Saracen had actually done it.

Though he was exonerated, he was no longer a cop. He switched coasts, and moved to San Francisco, where he joined the Frisco Freax. However, President Mahn decided to have the PSB (Parahuman Security Bureau) start a nationwide agency tasked with dealing with parahuman crime: PSB Strikeforce. His experience in Empire City, made him a natural. He left the Freax, and after a round of FLETC training, he became the District Chief of the PSB Strikeforce, northern California District, headquartered in San Francisco. The Frisco Freax had reoganised as the Pacific Coast Paranormals, and he frequently coordinates with them.

Real World Stuff Neil crated Lumpy way back to be a part of the Crusaders. Neil, by his own admission, was trying to go for the monster-hero character like the Thing or the Hulk. How well he succeeded is up for debate. And yes, Lumpy's surname being Clarence is a nod to the Beaver's friend Clarence/Lumpy.

Years later, I came to realise that Lumpy was a Crusader orphan. Not being Andy's creation, Andy ignored him, and Neil had basically ignored him since the Crusaders ended. So, I started using him as an NPC, being in the Empire City PD Strikeforce. And then getting him kicked off of there courtesy of his evil twin.

Even more years later, and neil began his San Francisco game and... well, here's what I said about the Frisco Freax with Quadtron and Zero Man...
Ken wrote:
Wed Nov 09, 2016 3:05 am
Finally, Neil started the Frisco Freax, and he was building it around Quadtron (obstensibly it was around Quadtron and Zero Man, but Neil later admitted that it was just around Quadtron). And missed the point utterly. Neil set about trying to keep Luke from feeling angst. All of the NPCs were accepting of him; beautiful women were throwing themselves at him. And Jim tried to keep it in character, "Why is this happening, all of a sudden?"
Ken wrote:
Wed Nov 09, 2016 3:06 am
Years later, Neil decides to run an "Outcast Heores" game. Jim was dusting off Quadtron. I decided to rewrite Zero Man so that he couldn't control the field of cold around him, making him an outcast. And Neil was cool with that, so to speak.

It didn't go overly well. As I described elsewhere, Neil focused all of his GM energy and NPCs at Quadtron. So, the character who'd always been an outcast his whole life was suddenly Mr. Popular, and the character who'd been a sports star until his powers made him outcast became even MORE of an outcast. It was very weird.
So, Zero Man wasn't working out in the Frisco Freax, and I didn't know why. So, I brought Lumpy in as a 2nd PC, with plans to kill off Zero Man. Jim, at least, noticed that I was playing Zero Man as actively suicidal, and kept having Luke stop Kent from offing himself. So, the killing Zero Man off never happened. And honestly, despite, being Neil's creation originally, playing Lumpy didn't really change Nei'ls mancrush on Quadtron. So, Lumpy didn't stay. Not really.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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Re: Ken's Kache of Khracters (Lumpy; Psibertron; Ronin; Mentalus I, II, III; Ion Storm)

Post by Jabroniville » Sun Dec 10, 2017 10:07 pm

With a different name, Lumpy would be a solid "pitiable hero". That Immunity is high-end stuff, though. Turns a PL 10 into a nightmare, though at least there's a limit on it.

so Neil just worships Quadtron then, huh?

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Re: Ken's Kache of Khracters (Ion Storm, Mecha Team of Nippon)

Post by jcjec » Sun Dec 10, 2017 10:48 pm

Ken wrote:
Sat Dec 09, 2017 8:39 am
Racial dynamics... yeah, we were a little slow about it at first. In fact at least three characters have actually been altered from being white to something else. Ion Storm, as I said. Micron. And Powerball. In fact, Matt was a little funny about it because he did it at the same time Jim brought the Hawk into the RCU. At the end of the same "cosmic, time-bending story" that brought the Hawk in, Matt just started saying "Scott Montoya" instead of "Scott Munter".
Dynamo also started out as a Caucasian blonde woman before becoming an African-American blonde woman (before being a blonde African-American woman was cool).
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

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Re: Ken's Kache of Khracters (Lumpy; Psibertron; Ronin; Mentalus I, II, III; Ion Storm)

Post by Ken » Mon Dec 11, 2017 12:24 am

Jabroniville wrote:
Sun Dec 10, 2017 10:07 pm
With a different name, Lumpy would be a solid "pitiable hero". That Immunity is high-end stuff, though. Turns a PL 10 into a nightmare, though at least there's a limit on it.

so Neil just worships Quadtron then, huh?
The limit came first, then the Immunity. After I started playing him, I started considering the possibility what game effect they might have. And I may rethink them again.

As far as the pitiable hero thing goes, yeah. Maybe even with the name. But as a PC he was being brought into the Frisco Freax ...

The truth of the matter is the Frisco Freax were pretty much sold to us as "it would be a group of pitiable heroes" or at least that's what we heard. Quadtron should be a pitiable hero of the first order. I rewrote Zero Man to be a pitiable hero. But, Neil didn't actually want to deal with the tropes of pitiable heroes. He wanted weird heroes whose lives he could make "better" without actually changing them. He didn't want the "woe, is me, I'm a monster" subplots; he wanted the "hey, big boy... I don't care you're a monster."

And no, Neil didn't worship Quadtron. If he worshipped Quadtron, he'd have GMed him better. But I'll come back to this.
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Re: Ken's Kache of Khracters (Ion Storm, Mecha Team of Nippon)

Post by Ken » Mon Dec 11, 2017 12:30 am

jcjec wrote:
Sun Dec 10, 2017 10:48 pm
Ken wrote:
Sat Dec 09, 2017 8:39 am
Racial dynamics... yeah, we were a little slow about it at first. In fact at least three characters have actually been altered from being white to something else. Ion Storm, as I said. Micron. And Powerball. In fact, Matt was a little funny about it because he did it at the same time Jim brought the Hawk into the RCU. At the end of the same "cosmic, time-bending story" that brought the Hawk in, Matt just started saying "Scott Montoya" instead of "Scott Munter".
Dynamo also started out as a Caucasian blonde woman before becoming an African-American blonde woman (before being a blonde African-American woman was cool).
True enough. Hey stranger. Welcome back to Echoes.

I'm not sure why she slipped my mind. But now that you've reminded me, I even recall the how it happened. It was when we were cleaning up the scanned picture in Photoshop. And when messing around with layers, and we realised that the pinkish-orange skin layer, when set to "Multiply" over the extant pinkish-orange skin, the multiplied colours looked brown. Matt joked that it made Dynamo look like "Mo-dyna". And someone basically said that Jenn would never play Dynamo as a black woman, and Jenn did an "oh, yeah!" and said to keep the brown skin.
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Re: Ken's Kache of Khracters (Lumpy; Psibertron; Ronin; Mentalus I, II, III; Ion Storm)

Post by Ken » Mon Dec 11, 2017 3:14 am

We were sitting around, and I don't recall if we were talking about Quadtron first, or if we were talking about the possibility of Neil trying to run an RCU game. But whichever was the case, the subject turned to Quadtron who had been Jim's most persistently unused character. And we talked about how Quadtron was invited to the CoJ, but how the kind of team the CoJ is, and the kind of character Quadtron is, if he'd accepted it would have been unfufilling.

As an X-Man, Hank "Beast" McCoy was a hated and feared mutant. But in the 1970s, he joined the Avengers. And despite actually being more monstrous (he'd just grown all the blue fur), the Beast was no longer feared and reviled. He was accepted. He and Wonder Man became each others wingmen when they went bar hopping. Beast went from pitiable hero to celebrity hero just by changing teams.

This same effect is why I believe Cyborg, on a meta-level, shouldn't be on the Justice League. Vic Stone is a young man in search of acceptance of what he's become. Being in the Justice League should bring that acceptance quickly. From an in-story perspective, it makes perfect sense. From an outside perspective, it changes the hero drastically.


So, Neil started talking about running a game and Quadtron would be a part of it. And Jim and I were getting visions of a Doom Patrol/X-Men type team of pitiable heroes in search of acceptance. We jumped at it.

Neil ran one session. Then, his mother got a brain tumor. And there was a several month gap between the first and second session. Even after Bonnie died, it was still over a year before Neil picked up his game. She died in 2010, and the campaign didn't restart until 2012.

Neil no longer wanted pitiable heroes. He didn't want heroes who felt like they didn't belong. He wanted happy heroes. But even then, the peculiar real world interplay kicked in. Neil had Fasttrack throw herself at Quadtron; Neil created Winterwind to be Zero Man's girlfriend, but decided the onus was on Zero Man to pursue her (without telling me). In play, Neil paid more attention to Jim than to me. It would be easy to say that Neil has a mancrush on Jim, but it might not be accurate. I suspect it has more to do with the decades of problems between Neil and myself.

Then Andy introduced Bald Man, a refugee from Earth-D. And it was baaaaaad. But suddenly Bald Man was the star, and Quadtron took a back seat.
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Star Knight N'tx'n

Post by Ken » Fri Dec 15, 2017 4:54 am

Image

Star Knight N'tx'n - PL 12

Strength 4, Stamina 4, Agility 8/4, Dexterity 4, Fighting 12/8, Intellect 3, Awareness 7, Presence 3

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Assessment, Benefit, Cipher, Benefit, Status: Star Knight, Benefit: Champion of Justice, Defensive Attack, Defensive Roll 3, Equipment 6, Evasion, Extraordinary Effort, Great Endurance, Hide in Plain Sight, Improved Critical 4: Blade on Offense: Strength-based Damage 7, Improved Initiative, Improvised Tools, Languages 2, Luck 2, Move-by Action, Precise Attack (Close, Cover), Quick Draw, Seize Initiative, Takedown, Teamwork, Trance, Uncanny Dodge

Cipher benefit reperesents that there's no record of N'tx'n on Earth prior to his involvement with the Champions. Elsewhere it doesn't apply.

Skills
Acrobatics 2 (+10), Athletics 6 (+10), Close Combat: Swords 1 (+13), Expertise: Space Community 5 (+8), Insight 3 (+10), Intimidation 1 (+4), Investigation 1 (+4), Perception 3 (+10), Persuasion 5 (+8), Ranged Combat: Energy Pistols 5 (+9), Sleight of Hand 4 (+8), Stealth 2 (+10), Technology 4 (+7), Treatment 2 (+5), Vehicles 6 (+10)

Powers
Energy Sword (Easily Removable)
. . Plasma Blade Array
. . . . Blade on Defense: Immunity 20 (Very Common Descriptor: Ranged Attacks)
. . . . Blade on Offense: Strength-based Damage 7 (DC 26, Advantages: Improved Critical 4; Penetrating 9)
. . . . Blade on: Damage 5 (DC 20; Penetrating 5, Reaction 3: reaction; Limited: must touch blade)
. . Swinging About: Enhanced Trait 8 (Traits: Dodge +4 (+17), Parry +4 (+17))

Know the Way
. . Follow the Way: Enhanced Trait 18 ([18 active, 18/23 PP, 1/r], Agility +4 (+8), Fighting +4 (+12), Defensive Roll 3 +2 (+3))
. . Powerful Influence: Mind Control 11 ([0 active, 18/23 PP, 2/r], DC 21; Distracting, Sense-dependent: Must be able to be heard)
. . Size Matters Not: Move Object 11 ([0 active, 18/23 PP, 2/r+1], 50 tons; Increased Range: perception, Subtle: subtle; Distracting)
. . That's The Wrong Way: Deflect 11 ([0 active, 18/23 PP, 2/r]; Reflect)
. . Things Know the Way: Move Object 7 ([0 active, 18/23 PP, 3/r+2], 3 tons; Increased Range: perception, Precise, Subtle: subtle)

Search Your Feelings: Senses 11 (Accurate: special, Acute: special, Awareness: special, Danger Sense: special, Penetrates Concealment: special, Radius: special, Ranged: special)

Star Knight Muscle-Control Array
. . Boosted Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Jumping
. . . . Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Movement 1 (Safe Fall)
. . Running: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . While I Stood On My Head: Enhanced Trait 4 (Traits: Acrobatics +8 (+18))

Equipment
Blaster Pistol, CoJ Bases 1, CoJ Communicator COJ-016 2, CoJ Equipment 1, Commlink, Contribution to local Star Knight base 5, Contribution to other Star Knight bases 4, Contribution to Star Knight Vehicle 5

Offense
Initiative +12
Blade on Offense: Strength-based Damage 7, +13 (DC 26)
Blade on: Damage 5, +13 (DC 20)
Blaster Pistol, +4 (DC 20)
Grab, +12 (DC Spec 14)
Powerful Influence: Mind Control 11 (DC Will 21)
Size Matters Not: Move Object 11 (DC 21)
Things Know the Way: Move Object 7 (DC 17)
Throw, +4 (DC 19)
Unarmed, +12 (DC 19)

Complications
Guardian: N'tx'n has an inexplicable fondness for Terrans.
Responsibility: As a member of the Stellar Brotherhood, N'tx'n is sworn to uphold, across the galaxy, what is right through strict adherent of the Way.

Languages
English, Sternzunge, Ukhanian (native)

Defense
Dodge 17/13, Parry 17/13, Fortitude 8, Toughness 7/4, Will 14

Power Points
Abilities 74 + Powers 68 + Advantages 33 + Skills 25 (50 ranks) + Defenses 17 = 217

Background Several years ago, the extradimensional tyrant Draxion pulled a small town in Arizona through the interdimensional void to Tartusuria. He was trying to get his hands on the "Star Child" and the Star Child was protected by the Champions of Justice. And while the town was in interdimensional transit, it picked up an accidental stoway.

The circumstances underwhich N'tx'n (of the planet Ukahn) had joined the Stellar Bortherhood. But he was traveling between star systems for the Star Knights. And his hyperwarp route took him, and his ship, close to the star Sol. Hyperwarp is travel through extradimensional space in order to bypass the speed of light. His ship and the town's airspace collided in extradimensional space. N'tx'n, despite the language problem, helped the Champions defeat Draxion and get the town returned to Earth.

This was the first interaction between Earth and members of the Stellar Brotherhood. The Star Knights have non-interference regulations for dealing with non-spacefaring races. And, as such, Earth was suppossed to be off-limits. But N'tx'n had arrived on accident. Contact had been made. And so N'tx'n returned several times. If an extraterrestrial criminal tried to escape the Brotherhood by traveling to Earth, the Brotherhood would send N'tx'n. And during an early extended stay on Earth, the Champions inducted their Star Knight friend.

(And, as N'tx'n learned English, he taught Morning Star Sternzunge, the lingua franca used in galactic affairs.)

However, over time Earth has become the travel destination of enough other extra-terrestrials that the Star Knights are officially maintaining a station on Earth; sharing the building with the Koezari Embassy in Washington. N'tx'n is, of course, one of the Star Knights often rotating through there on assignment.

Real World Stuff Terry didn't create N'tx'n. However, when we were playing Heroes and Hellrazers (a home brew system we toyed with for a semester, before switching to Champions) Terry did play a Star Wars inspired character in the adventure with Draxion. But that character sheet was lost to the mists of time, and in 1989, while Terry was in jail, I decided to create a character to fill that void. That character was N'tx'n.

A high school buddy of mine and Matt's, Joe, actually used N'tx'n as a loaner PC a handful of times. And it was actually Joe who named "the Way". Joe didn't stay with the group, so he never got past the loaner hero.

It was my friend Jason (of Keymaster and Eidolon fame), who actually started referring to the "Knights of the Stellar Brotherhood" in reference to the Star Knights. But, by then, we'd actually seen several more Star Knights.

During the time we were running play-by-post, I had a brief problem with a player that assumed "N'tx'n" is unpronounceable. I'd always intended it to simply be a three syllable name, roughly "Ni-ticks-in" but said quickly so those short-i sounds get slurred out of existence. Pronounceable, but weird. maybe even a little alien.
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Re: Star Knights

Post by Ken » Fri Dec 15, 2017 4:58 am

Oh, by the by, yes, the Star Knights are pretty much a shameless rip-off of the Jedi from that one little science fiction franchise. That's why I chose the font I did for their team logo.

Image
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Re: Ken's Kache of Khracters (Star Knight N'tx'n; Lumpy; Psibertron; Ronin)

Post by Jabroniville » Fri Dec 15, 2017 6:33 am

Heh- I was like "this character's stuff seems pretty familiar".

Who the hell was Terry, and why was Terry in jail?

The backstory is pretty cool- "Space Police" are one of the better comic book concepts, and often isn't used really as effectively as it should be. Green Lanterns are okay, but either too numerous or too small, depending on their role. Most others are under-utilized, or under-explained.

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Re: Ken's Kache of Khracters (Star Knight N'tx'n; Lumpy; Psibertron; Ronin)

Post by Ken » Fri Dec 15, 2017 7:37 am

Jabroniville wrote:
Fri Dec 15, 2017 6:33 am
The backstory is pretty cool- "Space Police" are one of the better comic book concepts, and often isn't used really as effectively as it should be. Green Lanterns are okay, but either too numerous or too small, depending on their role. Most others are under-utilized, or under-explained.
"Space Police" are one of the better comic book concepts, and the Stellar Brotherhood are under-utilized, and under-explained. But they are explained enough to know why we don't see more of them.
Jabroniville wrote:
Fri Dec 15, 2017 6:33 am
Who the hell was Terry, and why was Terry in jail?
Terry was my GMing mentor. It was his AD&D game that made me a gamer, and convinced me that a super hero RPG could work. He was also the AD&D GM who told Sandy's boyfriend "write-up a new character; you just tongued a succubus" (as I detailed above in the Ronin backstory). As far as the RCU goes, his main contributions, besides coaching me, were the Guardians and War Eagle.

He was in jail because he hit upon hard times, and got in the habit of breaking into firehouses and stealing small appliances while the residents were out on calls. He then branched into calling in crank fire calls to get everyone out of the firehouses, but having a straightforward MO, it wasn't that hard to set a trap for him. He went to jail, learned to play basketball* (finally, he was 6'4"), served his time, and has kept his nose clean since. AFAIK, anyway.


* - My freshman year, a joke in the gaming group was that the 5 guys should form a basketball team because of the 5 guys, at 6'1" I was the short one. Eric is 6'3". Terry and Patrick (Sandy's boyfriend) are both 6'4". And Don (referenced briefly in the Tritan story) was 6'6". Except we lacked any skill for the sport. So, when Terry got out of jail, having learned the game, we at least had that laugh.
Thomas Jefferson, et al. wrote:We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable rights, that among these are life, liberty, and the pursuit of Happiness.

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