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

Where in all of your character write ups will go.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

The Crime League

Post by Psistrike »

Crime League
The Crime League has gone through many changes over the years. From recruiting new members to expand their ranks starting in 2002, to Orion the Hunter and Medea both leaving for their own reasons, and the loss of Wildcard due to transformation, it has been a struggle to keep things going at times.

Whether due to the need to band together for self-protection; to further their own criminal schemes, or even to police the supervillain community to reign in those who would draw too much attention from the authorities. All these reasons and more brought new members in, from the first recruits, Toy Boy and Doc Otaku, to many others. Their allies in various sectors aid them in finding clients in need of their particular skills, at this point, it is all that is keeping them going along with Dr. Simian's leadership.

The now infamous Janus Island, a joint project funded by the Crime League and various other criminal organizations, has added a needed resource to those in the underworld. A private place to relax and recover after a job, even obtain powers for those who can pay.

The Crime League offers access to allies with skills in technology, magic, and even more esoteric skills, well-paying jobs with variable risk and rewards, access to the Crime League's resources, and a place to belong for those who need it.

For those new to the business, and in need of training or gear, King Cole II is the official taskmaster for all new recruits to the Crime League. He makes sure their skills are up to snuff, they obtain the gear they need to be true super-villains, and drills into them the rules of the Crime League until they can quote them from memory. Any who fails the last part too many times is kicked out of the Crime League.

The rules for the Crime League were once unknown, but expanding their ranks meant they didn't know the lines their new members might cross or the heat they might bring down on the organization as a whole. Yet the fact they ignored Devil Ray's sexual harassment of Medea until it was too late proved they needed to have the rules written down and strict.

Below are the rules for the Crime League, some prohibiting things that were allowed in the past, but drew too much heat, or caused internal stress.

• 1. Any use of threats, or causing actual harm to innocent bystanders is strictly prohibited. This extends to assassinations, a total ban due to all the heat Orion's actions have drawn in the past. Caution should be taken to keep accidents to a minimum. Breaking this rule will result in either expulsion from the Crime League, or execution if any bystanders were killed due to their actions. [This rule is why Orion quit and formed the Assassins Guild.]
• 2. Always work with the League to plan jobs, we don't want to be stumbling over each other. Fighting over who has priority for a particular job will result in the ruling council of the League deciding.
• 3. Only use lethal force on anti-heroes known for using lethal force, or if it is used against you first. Killing superheroes indiscriminately will bring down a lot of heat on us, doing so will result in the guilty party being dealt with by the Crime League.
• 4. No going after superheroes' family, friends, and allies unless they are currently going after you, and only if they have the powers or training to be a threat to you. Doing otherwise could draw retaliation from the whole superhero community, or result in any plans you are enacting backfiring in ways you can't predict. [This rule is called the Dr. Stratos rule, after his attempt to turn Ray, Jr. into a thunder bomb backfired on him so badly.]
• 5. Part of the take for any criminal job while a member of the Crime League will go towards funding the Crime League. Those who fail to pay their dues or try to keep the actual amount of a take from a job secret will be kicked out. Further warning, various means are used as needed to detect when members are lying about this matter.
• 6. All petty squabbles between members are to be ignored while on a job, we are professionals so act like it.
• 7. Any anti-heroes and criminals who kill criminals and supervillains are to be taken out by any means, the Crime League council will decide on the method and who will be hired to do so. This rule, while listed as the 7th new rule, has been on the books since 2006 when Red Death II was eliminated.
• 8. Sexual harassment will result in expulsion from the Crime League, we will not repeat the mistakes of the past. Sexual assault will result in handing over to authorities, or for the worst crime, execution. We don't do that in the Crime League and we won't tolerate anyone who does.

Crime League Members without individual entries for M&M 3rd edition
• Freebooter: The League's resident organizer and comptroller, he has had to step up his game with various gadgeteer and devisors specialized in computers or hacking, and an increasing number of technopaths on the side of the authorities and superheroes. Despite this, he has taken to targetting corrupt billionaires, politicians, and other authorities thanks to the influence of his friend Frank Prendergast aka Afterburner.
• Tom Cypress: He has become harder for the remaining senior members of the Crime League to control since Medea left.
• Downtime: Joined Crime League for help maintaining his time belt when it started to break down and cause dangerous side effects. Without the aid of Dr. Simian and the other tech geniuses of the Crime League, the time belt would start to cause localized time anomalies around him that would get worse with time.
• King Cole II: Hired by the Crime League to train new recruits and outfit them with gear so they can be true supervillains.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Afterburner

Post by Psistrike »

Image
Quote "You think that badge makes you special? I'll show you what special really is!"
Afterburner
PL 10


Real Name: Francis "Frank" Prendergast
Age: Early 30s
Height: 5'10"
Weight: 170 lbs.
Eyes: Blue
Hair: Black
Species: Mutant-human
Identity: Public, former superhero turned supervillain
Legal Status: Wanted for various robberies and assault of officials around the United States
Status: Active
Occupation: Criminal, former superhero
Base of Operations: Mobile
Team Affiliations: Crime League
Concept: Superhero brought down by smear campaign turned supervillain
Marital Status: Single

Abilities: Strength 10/2, Stamina 10/2, Agility 1, Dexterity 0, Fighting 8, Intellect 1, Awareness 1, Presence 3

Skills: Acrobatics 5 [+6], Athletics 6 [+16/+8], Close Combat: Unarmed 2 [+10], Deception 2 [+5], Expertise: Professional Criminal 8 [+9], Expertise: Media 6 [+7], Insight 6 [+7], Perception 6 [+7], Persuasion 7 [+10]

Advantages: Accurate Attack, Agile Feint, Contacts, Diehard, Evasion 2, Improved Defense, Improved Initiative 8, Move-By Action, Power Attack, Seize Initiative, Takedown 2, Well-Informed

Powers:
Channeling the Inner Fire: 21 point array
Cosmic Energy Sheath: Reaction Damage 5 • 1 point
Exploding Punch: Burst Area Damage 10 • 1 point
Rocket-powered Flurry of Punches: Multiattack on Strength Damage • 1 point
Sonic Boom: Burst Area Affliction 10 [Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated], Feature 1 [Can cause Knockback Complications] • 21 points

Human Rocket: Enhanced Advantage 8 [Improved Initiative 8]; Feature 1 [glowing aura, can increase to bright enough to read by]; Speed 12 [8k mph]; AE: Flight 6 [120 mph] • 22 points
Physical Augmentation: Enhanced Advantage [Diehard]; Enhanced Stamina 8; Enhanced Strength 8; Immunity 11 [Environmental Conditions, Fatigue Effects, Starvation & Thrist]; Impervious Toughness 5 • 49 points

Equipment: Stabilizing suit [0 ep]

Offense
Initiative +33
Exploding Punch, Burst Area, Damage 10
Rocket-powered Flurry of Punches +10, Close, Multiattack Damage 10
Sonic Boom, Burst Area, Affliction 10

Defense
Dodge 10, Parry 8
Toughness 10*, Fortitude 12, Will 8

Power Points
Abilities 36 + Powers 95 + Advantages 12 + Skills 24 [48 ranks] + Defenses 18= Total 185

Complications
Enemy: The Institute for Human Advancement was behind his fall from grace and continues to target him for elimination as a priority. Why out of all the metahuman superheroes he was targeted is still a mystery.
Motivation: He seeks to bring about the ruin of the Institute for Human Advancement and expose their true agenda of targeting metahumans with their hate campaign.
Unstable Powers: Without the stabilizing suit, Frank's powers will soon gain the Uncontrolled flaw; Further, every full hour that goes by when he isn't wearing the suit [or equivalent tech], Frank must resist an Affliction effect [Dazed, Stunned, Incapacitated] that starts at rank 1 and gains +1 for every continuing hour without the suit's aid.

Build Comments: A character from Vigilance Press's Rogues, Rivals, and Renegades line, I've altered his stats due to his much-changed history from the official one in their book.

History: Some people can bounce back from hardship. Others are driven to seek vengeance against those who caused their hardships.

Frank seemed like a normal child growing up. Even after his powers manifested his parents never noticed him sneaking out to train, slipping away to help out at an accident, or aiding the police at a crime scene. At first tempted by offers from an agency that covers young superheroes, the offer of lucrative endorsements and advertising could help his parents pay the bills. Yet they never expected him to read the contract, to find out all his heroics would be set-ups and street theater to sell him to the public. He walked out and never looked back.

At 18 he started to see the dark side of the media, the tabloids accusing him of staging his heroics, of being just a super-powered conman. Lies were spun about him going to wild parties, doing drugs, and more. It was a woman he rescued yelling that he groped her that broke him, and he took every valuable the woman had before zipping out of there.

He soon was contacted over the internet by someone he would never suspect of aiding him: Freebooter. One meeting later and the truth was revealed, the media smear campaign, the police coming after him for questioning, even the woman he rescued who accused him, it had all been done by agents of the Institute for Human Advancement to ruin him. Freebooter gave him an offer; join the Crime League, aid them and they would help him take down the IHA for good. It was an offer he couldn't resist and ever since has lived up to his end of the bargain.

Description: Frank has an athletic build and is of above-average height. He wears short black hair and trims so as not to risk it affecting his vision with his suit's visor on. While his blue eyes show someone hurting who will only hesitate to share that pain with innocents, his old superhero nature is still inside.

Powers & Abilities: Afterburner is a mutant who constantly and unconsciously channels cosmic energies through his every cell. Energies that enhanced his strength and durability and that he focuses to propel him at great speeds; he can also release them as explosive discharges. An incident involving an ambush by members of F.O.E. seeking to use him to power a "doomsday engine" overloaded his body's capacity for channeling, now requires Afterburner to wear a special control suit to regulate the energies coursing through his body or he will suffer tremendous internal and cellular damage.

He is an accomplished fighter, an excellent judge of character and intention, and his knowledge of the workings of both the underworld and criminal justice system is due to his past as a superhero, and his being forced to learn the truth of it first-hand as a criminal.

Personality: Frank, despite all that has happened, is still personable and to those who aren't his foe helpful. He still has a strong spark of his superhero self inside and will never stand by if he can rescue an innocent, especially children. But to members of the Institute for Human Advancement and other anti-metahuman hate groups, he can be brutal, leaving them in traction or crippled for life. To those in the Crime League, he is like a dangerous leash that ensures no one goes over the line, something Dr. Simian appreciates.

Known Tactics: Most of the time he is into smash-and-grab jobs, or acts as a distraction for Crime League members to pull off their own jobs. He will always use just enough force to stop any authorities unless the authorities endanger civilians or start using lethal force first. Then he tends to run into their midst and hits them with a Sonic Boom or Exploding Punch if any children were hurt by their actions. If doing either of these would endanger innocents he goes with his Flurry of Punches instead.

Dealing with other supervillains he takes it case by case. But those who deliberately cause collateral damage, go on rampages, or harm innocents he will make sure the Crime League Inner Circle hears about if he doesn't deal with them first.

Friends and Allies: Freebooter has become a true friend to Frank, their relationship has even improved Freebooter's actions as he goes more after corrupt billionaires, politicians, and other authorities with his cyber-crimes now. The rest of the Crime League see him as a valuable member, but also a ticking timebomb should he discover any actions they've taken he disapproves of.

Rivals and Enemies: The Institute for Human Advancement considers him in their top 10 most dangerous metahumans, he with the aid of Freebooter have come closest to revealing the true nature and agenda of the organization. Other anti-metahuman hate groups use him as a poster boy to point out that no metahuman can keep up the act of being good forever.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Devil Ray

Post by Psistrike »

Image
Devil Ray
PL 10


Real Name: Carl Mattus
Age: Mid-30s
Height: 5'8"
Weight: 150 lbs.
Eyes: Green [formerly blue]
Hair: Black
Identity: Known to authorities and various superheroes
Legal Status: Criminal wanted for piracy and smuggling among other crimes
Status: Active
Occupation: Pirate and criminal
Base of Operations: The Seven Seas
Team Affiliations: Crime League
Concept: Former military with stolen prototype armor turned pirate
Marital Status: Single

Stats
He has the same stats as his Freedom City 3rd edition entry with a few changes. Str is 3 outside the MANTA Suit, 12 in the suit. Partial-Atlantean: Immunity 2 [Cold, Pressure]; Senses 1 [Low-Light Vision]. Close Combat: Unarmed lowered to 3 [+8]. No Dagon's Call as Dagon and Deep Ones don't exist in the setting. PL is 10, not 12. Abilities are 28 points, Powers are 106 points, Skills are 22 points, and the Total is 184 points.

Complications
Medea's Curse: His obsession with her and with the treasures of the sea were used by Medea when she shaped a powerful curse placed on Devil Ray. Without various treatments using rare materials, and arcane help it will progress, turning him more and more into a teenage Atlantean female who will be the younger sister of Nereid. The curse only progresses when he goes into the ocean without his treatments active. He is nowhere nearer to a cure since the curse was first placed and treatments are getting more expensive and less effective.
Motivation-Greed: A true pirate at heart, Devil Ray has always been motivated by what he can take and get away with. Now it is just focused more on getting the materials he needs for his treatments than living the high life.
Secret: What happened between him and Medea is known to Dr. Simian who is holding it over his head. Any job Dr. Simian asks him to do he will, the thought of the secret being told to the rest of the inner circle of the Crime League terrifies him, especially what Tom Cypress would do.

Build Comments: Dagon and the Deep Ones don't exist in Earth 7, so Devil Ray has a different curse for a different reason.

Additional History: Devil Ray's pursuit of Medea has proven to be the source of trouble for him and another break in the original Crime League members. His attempts over the years to get her to date him failed time and again, yet he refused to give up despite it being obvious to everyone else that Medea's anger was building.

His last attempt crossed a line, he won't say what happened and Medea isn't telling either.
But him waking up to a meeting of the full council afterward, Medea telling Dr. Simian what happened and she was quitting the Crime League, and then being told about the curse she placed upon him before storming out was all that was needed to place him on probation. The additional news of Medea founding the Sisterhood of Enlightenment, and their suspicions of what its real goals are made Devil Ray nervous.

Since then Devil Ray has been doing more jobs just to get the rare materials to keep the curse at bay. He is only still on the Crime League's inner council thanks to Dr. Simian who he now is basically a servant of. If he were to get caught and not able to get his treatments his life as he knows it would be over, thus he does whatever Dr. Simian says in exchange for a guarantee of quick rescue from prison.

Description: His appearance has already changed some due to him slipping up once and the curse progressing. His appearance is androgynous, his build noticeably more slender, his eyes have turned green, and he is 2" shorter than before.

Friends and Allies: The others in the Crime League are the closest thing to allies Devil Ray has, though some of them see him more as a useful pawn.

Rivals and Enemies: The nation of Atlantis and its people due his plundering of their relics; the Freedom League, especially Siren. Medea and her Sisterhood of Enlightenment keep a close eye on his activities waiting for him to slip up.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Dr. Simian

Post by Psistrike »

Image
• Image used is mindjack_11 from Mindjack videogame.
Dr. Simian
PL 13


Real Name: Dr. Simian
Age: Unstated
Height: 6'4"
Weight: 640 lbs. [690 lbs. with cyber-mess armor on]
Eyes: Black
Fur: Black
Species:Uplifted African gorilla
Identity: Public
Legal Status: Known criminal wanted for various crimes
Status: Active
Occupation: Criminal, scientist
Base of Operations: Mobile
Team Affiliations: Sometimes member of the Crime League
Concept: Uplifted gorilla turned mad scientis

Dr. Simian has the same stats as his Freedom City 3rd ed. version, with only the addition of 2 complications.

Complications
Survivor: A recent attempt on Dr. Simian's life, sabotage of his lab, left him with extensive 3rd-degree burns across his body, nerve damage, and damage to his eyes where light is too painful to see with normally. He wears a specially made cyber-mesh armor that is aiding his body in repairing the damage and protecting him from infection along with blocking the pain. A visor allows him to see normally no matter how bright it is. Without the cyber-mesh armor, he is constantly Impaired on all checks due to distraction from the pain and Disabled for Vision in any light above Dim.
Responsibility of Power: With Dr. Stratos obsessed with becoming human again and revenge on Thunderbolt, and Medea having left their ranks it fell to Dr. Simian to be the de facto leader of the Crime League. Having to meet out punishments on those who break the rules, decide who can join, and more has distracted him from his own goals. It might soon reach a breaking point where he too leaves the Crime League behind.

Build Comments: Dr. Simian is the defacto leader of the Crime League and hates it. But someone has it out for him, a fact he will not let go of.

History: After Dr. Stratos' failed attempt at revenge on Captain Thunder using his son backfired so spectacularly, and Medea left the Crime League, Dr. Simian had to step up or see all of it fall apart. He has been hating every minute of it since. All the work, all the extra responsibilities, all of it is taking time away from his own plans! And do these foolish humans think to thank him, no.

One of them had the audacity to sabotage his lab, setting off a chain reaction of explosions chemical, electrical, and others. If not for the aid of a lucid Dr. Stratos helping him into a cyber-mesh armor designed to aid in healing and recovery Dr. Simian might have perished. Now he is forced to rely on it while he investigates who was behind the attempt on his life while still keeping the Crime League running. If there is a worse hell than this, he would be hard-pressed to find it.

Description: Nowadays Dr. Simian is rarely if ever seen without his cyber-mesh armor on. A partially form-fitting piece of advanced technology, it conforms to his muscles for the most part. His face, unharmed except for his eyes, has a large white visor over it providing a HUD display in place of his normal eyesight.

Powers & Abilities: The cyber-mesh armor gives Dr. Simian no powers or abilities beyond those he already has. It merely allows his body to repair the damage it has suffered without the need for further medical aid or countless surgeries. Along with supplementing for his eyes while they heal.

Friends and Allies: Medea is one of the few, if not the only, human that Dr. Simian considers a friend and equal. The Crime League members can be called on for aid as needed, but he doesn't consider any of them true allies, let alone friends.

Rivals and Enemies: Johnny Rocket is still a thorn in his side. He is investigating most of the Crime League barring the members of the Inner Circle who he has no reason to suspect or sees as too absorbed in their own issues to have acted against him.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Dr. Stratos

Post by Psistrike »

Image
Dr. Stratos
PL 12


Real Name: Sebastian Stratos
Age: Mid-40s
Height: 6'1" [6'5" in containment suit]
Weight: 150 lbs due to containment suit, N/A otherwise [Formerly 180 lbs.]
Eyes: Glowing blue [formerly blue]
Hair: None [Formerly black]
Identity: Public
Legal Status: Wanted for various crimes
Status: Active
Occupation: Scientist, Criminal
Base of Operations: Freedom City
Team Affiliations: Crime League
Concept: Scientist turned weather controlling supervillain
Marital Status: Single

Abilities: Strength 10/-5, Stamina 4, Agility 2, Dexterity 2, Fighting 6, Intellect 6, Awareness 3, Presence 3

Skills: Expertise: Science 10 [+16], Insight 6 [+9], Investigation 4 [+10], Perception 6 [+9], Ranged Combat: Lightning Bolt 8 [+10], Technology 8 [+14]

Advantages: Accurate Attack, Contacts, Favored Environment [Aerial], Leadership

Powers:
Containment Suit: Enhanced Strength 15, Impervious Protection 10 • 40 points
Living Storm Cloud: Immunity 30 [Fortitude Effects] • 30 points
Weather Control: Array: Dynamic [56 points]
Exposure: Burst Area Ranged Cumulative Affliction 12 [Resisted and Overcome by by Fortitude; Fatigued, Exhausted, Incapacitated], Dynamic, Subtle • 48 points
Fog Bank: Visual Concealment Attack 2, Cloud Area 14 [16 mile radius], Dynamic • 2 points
Lightning Bolt: Ranged Damage 14 [electrical], Dynamic • 2 points
Weather Conditions: Environment 13 [6 mile radius], Dynamic, Selective • 2 points
Wind-Lifting: Burst Area Move Object 13, Dynamic • 2 points
Weather Immunity: Immunity 10 [Weather Effects] • 10 points
Wind Screen: Deflect 12, Limited to Attacks Targetting Dodge • 6 points
Wind-Riding: FLight 6 [120 mph] • 12 points

Offense
Initiative +2
Exposure, Ranged Burst Area,, Affliction 12
Lightning Bolt +10, Ranged, Damage 14
Unarmed +6, Close, Damage 10/-5

Defense
Dodge 12, Parry 8
Toughness 14*/4**, Fortitude 11, Will 11
*Impervious 10, **Outside Containment Suit

Power Points
Abilities 42 + Powers 154 + Advantages 4 + Skills 21 [42 ranks] + Defenses 27 = 248 Total

Complications
Living Storm Cloud: Dr. Stratos is a living storm cloud without his containment suit to give him a coherent form.
Slipping Sanity: Stuck in his containment suit and with little way to interact with others, it has slowly started to wear at the sanity of Dr. Stratos. He has become more and more obsessed with restoring his human form and gaining revenge on Thunderbolt the longer he is stuck like this, ignoring other obligations.
Motivation-Power: Despite his change in form Doctor Stratos still longs for power and accolades, and is motivated by a thirst for revenge and opportunities to gloat over his helpless foes.

Build Comments: His attempt to turn Ray, Jr. into a 'thunderbomb' backfired and Dr. Stratos has been stuck as a living storm cloud ever since, stuck in a containment suit while he works on a way to restore his humanity.

History: What went wrong!?! Captain Thunder's brat son took in some of the siphoned energy, but the rest hit him. It forced him, the great Dr. Stratos, to feel something felt terribly wrong. By the time he got back to the Crime League's hidden H.Q. his body was starting to become less solid, it didn't matter how or why. An armor he had been creating to augment his powers, was his only hope. He got to work and modified it to be operated by someone not fully corporeal.

He slipped into the containment suit and sealed himself inside just as the last of his body became a living storm cloud. Ever since he has tried various means to restore his humanity, including thefts of experimental technologies, but mainly he has tried to steal the energy from Thunderbolt, believing if he had all the energy of Captain Thunder himself instead of just half it would not only restore his humanity but increase his powers. He has become so obsessed with this goal he gave up leadership of the Crime League to a reluctant Dr. Simian.

Description: Stratos is now a living storm cloud, surging with raw lightning inside his black cloud form, and his face formed from blue lightning in clouds. Except in dire circumstances, he is always in his red and gold containment suit, the faceplate designed to hide his lack of a human face.

Powers & Abilities: Doctor Stratos is a living storm cloud of swirling black and flashing lightning. Outside of his containment suit, his powers are uncontrolled and he cannot touch most physical objects apart from randomly blasting them with electricity, or exposing them to intense heat or cold. His suit gives him coherence, focus, sensory input, and physical form, powered by his own energies. He has no physical needs or weaknesses anymore.

He has retained his other powers and abilities, even finding his lightning bolts stronger than before.

Friends and Allies: Dr. Stratos considers the others in the Crime League to be his allies, but also doesn't fully trust them.

Rivals and Enemies: He no longer considers Captain Thunder worthy of his ire, a powerless mortal is nothing compared to him. But Thunderbolt, he will take back the stolen power that is rightfully his!
User avatar
Davies
Posts: 5082
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

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

Post by Davies »

Interesting development!
"I'm sorry. I love you. I'm not sorry I love you."
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Nobody

Post by Psistrike »

Image
• Image used is more madness by doodle master from deviantart.
Quote "I'm not a villain, I'm Nobody. And Earth is for Earthlings."
Nobody
PL 12


Real Name: Lex Luthor
Age: 10 years old
Height: 4'8"
Weight: 68 lbs.
Eyes: Violet
Hair: Blond
Identity: Secret
Legal Status: U.S. citizen wanted for various crimes as Nobody
Status: Active
Occupation: Business CEO, defender of Earth from invaders
Base of Operations: New York City
Team Affiliations: None
Concept: Prodigy from family of sorcerers
Marital Status: Single

Abilities: Strength -2, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 8, Awareness 5, Presence 5

Skills: Athletics 2 [+0], Deception 10 [+15], Expertise: Business 8 [+16], Expertise: Current Events 4 [+12], Expertise: Magic 12 [+20], Insight 7 [+12], Intimidation 5 [+10], Investigation 6 [+11], Perception 6 [+11], Ranged Combat: Sorcerous Might 6 [+8]

Advantages: Accurate Attack, Artificer, Benefit 4 [Wealth 4 [multi-millionaire]], Contacts, Daze [Intimidation], Eidetic Memory, Extraordinary Effort, Fascinate [Deception], Favored Foe 2 [extradimensional beings, aliens], Improved Critical 2 [Chaos Bolt], Power Attack, Ritualist, Skill Mastery [Expertise: Magic], Speed of Thought, Well-Informed

Powers:
Unrecognizable: Feature 1 [No one can tell Lex and Nobody are the same person] • 1 point
Sorcerer's Gifts: Comprehend 4 [Languages All]; Immunity 2 [aging, disease] • 10 points
Sorcerer's Eyes: Senses 6 [Acute, Ranged Detect Magic; Vision Counters Illusion; Ultravision] • 6 points
Sorcerer's Shields: Enhanced Defenses 20 [Dodge 10, Parry 10]; Sustained Protection 14, Impervious 10 • 44 points
Sorcerous Might: Array [32 point]
Chaos Bolt: Ranged Damage 16 • 32 points
Curse of Form: Ranged Cumulative Affliction 10 [Resisted and Overcome by Fortitude; Fatigued, Exhausted, Transformed], Variable Descriptor 2 [Any Physical Form] • 1 point
Curse of Mind: Ranged Cumulative Affliction 10 [Resisted and Overcome by Will; Entranced, Compelled, Transformed], Variable Descriptor 2 [Any mental changes] • 1 points
Purple Grasp: Move Object 15 [800 tons], Precise • 1 point
Override Other's Magic: Nullify Magic Descriptor 10, Broad, Simultaneous, Precise • 1 point
Banish From My Presence: Accurate Ranged Teleport Attack 8 • 1 point

Equipment: Any base or gear as needed.

Offense
Initiative +8
Chaos Bolt +8, Ranged, Damage 16, Crit: 18-20
Curse of Form/Curse of Mind +8, Ranged, Cumulative Affliction 10
Purple Grasp +8, Ranged, Move Object 15
Banish From My Presence +8, Ranged, Accurate Teleport Attack 8

Defense
Dodge 10/0*, Parry 10/0*
Toughness 14**/0*, Fortitude 4, Will 16
*Without Sorcerer's Shields, ** Impervious 10

Power Points
Abilities 36 + Powers 98 + Advantages 20 + Skills 33 [66 ranks] + Defenses 11 = 198 Total

Complications
Arrogance: Lex is supremely arrogant and confident in his own abilities, but tries to hide any activities that could draw attention from the authorities towards himself, his family, or his businesses.
Enemy: He sees all extradimensional beings and aliens as invaders needing removal from Earth one way or another. Superboy is his most persistent adversary.
Power: Lex craves power and seeks it in all forms, from expanding his magical powers, to setting up businesses to gain wealth, and more.
Power Backlash: Lex has immense magical power for a boy his age and needs to channel it through his wand and mystic orb to safely wield its full power. Without these tools, using any of his Sorcerous Might powers at greater than 1/2 rank will inflict an Affliction [Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated] equal in rank to the exceeding ranks.

Build Comments: Lex Luthor as the child prodigy of a family of sorcerers. Still arrogant, but craves power instead of being driven by greed.

History: Born the heir of a family bloodline of sorcerers dating back to the Dark Ages, Lex Luthor proved himself a prodigy from a young age. Far more gifted in magic than anyone in the family for generations, he learned faster and developed spells never seen before. His family used their magic to secretly accumulate wealth over the ages, and just sat on it! Seeing the state of the world, as beings from other dimensions and aliens continued to show up on Earth in greater numbers, a hatred began to fester within him. Earth for Earthlings. Even the Atlanteans are natives, these non-natives coming in need to be taught a lesson.

Thus he challenged his father Lionel to a magical duel, the stakes being leadership of the family. And easily won. Lex forcefully brought the family into modern times, subtly using their magic and various artifacts they had accumulated to set up various businesses, gaining new sources of wealth and influence beyond their sorcery.

Lex began to learn about each visitor to Earth, their strengths and weaknesses, their connections and foes. All to end any perceived threat to Earth before they can happen. Even the so-called superheroes of other-dimensional and alien origin, he sees as the greatest threats of all, either deceiving Earthlings for their own schemes or subtly influencing Earth culture. Earthlings must protect their own world, not rely on outsiders. Most especially not from that upstart child hero who can't be barely older than him, Superboy. Lex uses the myth of Odysseus and in any dealings where he wishes to keep his identity secret calls himself Nobody.

Description: Lex is a young boy growing into a man into a man, yet has an almost Cherubic innocence to his face. He is in shape for a boy his age, but average in build. He keeps his blond hair slicked down and neat, while his violet eyes show a confident, yet arrogant gaze to them as if he believes he is in full control no matter the situation.

He tends to wear business suits, always perfectly pressed without a piece out of place. His ties always have some shade of purple included. And he always has his wand and mystic orb on his person even if they are hidden.

Powers & Abilities: Lex Luthor/Nobody is a powerful sorcerer, a prodigy with immense raw power and potential he has only begun to tap. His socererous heritage allows him to understand any language including written, and be understood by anyone he speaks to. He has never been sick a day of his life, is immune to mortal diseases, and will stop aging in his mid-20s. He can see magic and tell its basic nature, see through illusions, and see in any lighting. A simple spell prevents others from connecting Lex to his identity as Nobody.

Powerful sorcerer's shields create mystic circles that become visible when they block an attack, both deflecting and absorbing attacks against him. His raw sorcerous might, developed through training since he was just 2 years old, gives him a lot of options if forced into combat or for dealing with threats. Known spells include: A powerful chaos bolt capable of blasting through nearly any threat or defense; curses to change the body or mind of his victims; a powerful telekinesis spell that creates a purple glow around the target; a spell to override other's magic negating it; and a spell that teleports a target up to hundreds of miles away to banish them from his presence.

Personality: Lex is confident to a fault, arrogant in his belief no one can match his magical might, nor his skills in deception or business. He will never tell the truth when even a half-truth will aid his cause just as well. When dealing with extra-dimensional beings and aliens he shows his rarily displayed anger, how dare they come to Earth or think they can do things for Earthlings we can't do for ourselves.

Known Tactics: His foe shapes his tactics. Against fellow spellcasters he starts out with overriding their magic, then grabbing them with his telekinesis spell. He only resorts to his chaos bolts if all else fails. Against non-spellcasters he starts by trying to grab them with his telekinesis spell, if successful he will do a monologue at him. If he fails his options depend on how he wishes to deal with them. If he wishes to chat with them he will use curses to prevent them from moving or change their mind to be non-hostile to them, failing this he will subdue them with chaos bolts. If he doesn't wish to chat with them he will simply teleport them away, failing this he will get annoyed and hit them with chaos bolts.

Friends and Allies: Lex has various allies in the criminal community, and can call upon his family whenever he needs something.

Rivals and Enemies: Various good spellcasters including the Alliance know of the existence of Nobody, but not who he is. Superboy has faced Nobody in person yet has no idea of his identity as Lex Luthor.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

Superboy

Post by Psistrike »

Image
• Image used is noa by haouform from deviantart.
Quote "Differences are what make life fun, embrace them."
Superboy
PL 12


Real Name: Matthew Murdock
Age: 11 years old
Height: 5'0"
Weight: 74 lbs.
Eyes: Blue
Hair: Black
Identity: Secret-Known to authorities
Legal Status: Human from other reality, no criminal record, legal U.S. citizen
Status: Active
Occupation: Student, superhero
Base of Operations: New York
Team Affiliations: None
Concept: Last survivor of his home reality altered by a near-death experience
Marital Status: Single

Abilities: Strength 14, Stamina 14, Agility 7, Dexterity 0, Fighting 10, Intellect 2, Awareness 3, Presence 1

Skills: Athletics 6 [+20], Expertise: Popular Culture 4 [+6], Insight 2 [+5], Perception 6 [+9], Persuasion 8 [+9]

Advantages: All-Out Attack, Diehard, Improved Trip, Interpose, Power Attack, Takedown

Powers:
Tougher Than a Tank: Impervious Toughness 10 • 10 points
Raw Life Energy: Selective Area Burst Healing 5 • 20 points
Supernatural Senses: Senses 5 [Accurate Extended Hearing; Danger Sense; Low-Light Vision] • 5 points
Supernatural Flight: Flight 7 [250 mph] • 14 points

Offense
Initiative +7
Unarmed +10, Close, Damage 14

Defense
Dodge 10, Parry 10
Toughness 14*, Fortitude 14, Will 10
*Impervious 10

Power Points
Abilities 102 + Powers 49 + Advantages 6 + Skills 13 [26 ranks] + Defenses 10= 180 Total

Complications
With Great Power: Matt's experiences in his own world have taught him that with great power must come great responsibility. Thus he uses his new gifts to protect those in need, in particular those displaced from their homes or simple visitors to this Earth.
Everyone Is Equal: Matt is a bit naive, believing everyone is equal and should be treated as such until their actions prove otherwise. This has gotten him in trouble more than once.
Raw Life Energy: His intense raw life energy tends to draw beings that feed on lifeforce, blood, etc. from living beings to him like a moth to a flame.
Just a Kid: Matt is only 11 years old, has to do what his guardians say, listen to adults more than he wishes, and is often treated as if he can't possibly have experienced everything he says he has.

Build Comments: Superboy reimagined completely for Earth-7 with Matthew Murdock in the role. He is a rookie with a lot of raw power, but also combat experience.

History: Matthew Murdock's world had been shattered. A cult had actually succeeded, they had awoken an ancient evil, yet none of the members remained to tell its name. The world began a desperate struggle to survive, Matt traveling with his parents from place to place to stay ahead of those creatures corrupted by the ancient evil. The world, no, the universe was doomed and they were just stalling for time.

The discovery of a portal designed to open up gateways to other realities was seen as a miracle. Until it was revealed the power needed just to send one person through, along with not knowing what the journey would be like. Enemy forces had broken into the facility and with little time left Matt's parents threw him into the glowing portal.

What waited for him there was a void like none other, the energies of this place lashing out at Matt at random. Drifting between life and death, someone, or something, decided to grant him a gift so he might survive this ordeal. When next he awoke it was in The Guardians' headquarters in New York City, another reality, another Earth. His tale insured he wouldn't be placed in a normal school, PS238 was the only option. The Guardians made his legal guardians until the matter of where best to place the boy can be settled.

Since arriving, despite the rules against underage superheroing, Matt has taken on the identity of Superboy and gone out on patrol. More and more his adventures have resulted in his rescuing aliens and others from various realities from attacks by thugs armed with magic weapons. Each time they are questioned about who they work for he is told nobody, but he is getting closer to the truth as superpower mercenaries have been sent after him.

Description: Matthew is trim and athletic, attractive to the point he has to avoid many girls and some boys' public shows of affection by flying off. He keeps his black hair short, but stylish, while his blue eyes show kindness to them and the pain he seeks to bury. He wears simple outfits in shades of black and green, normally knee-length shorts, durable shoes, and his green jacket, the one piece of clothing that survived completely in his travels to Earth-7.

Powers & Abilities: Superboy's near-death experience when traveling through the void between realities somehow imbued him with a superhuman lifeforce. He is a physical powerhouse with a strength capable of rending apart steel with ease, tougher than a tank, and can tap into his raw life energy to heal himself and others around him. His hearing is accurate enough to pinpoint where a pin drops, he has a supernatural danger sense, and he can see clearly as long as there is at least a little light. He can fly at speeds up to 250 mph but can push this even higher in an emergency.

Personality: Despite his hardships Matthew is kind and personable, seeing all beings as equal. Well, except Eldritch entities. Even in a fight he never has an unkind word for anyone and will go out of his way to help in any way he can.

Known Tactics: Protect those in danger, subdue his opponents with as little damage to them or collateral damage as possible, and never allow any Eldritch-based being to escape. He employs simple tactics if his opponent is hard to hit he will risk a reckless attack [All-Out Attack], if too tough for him to harm normally or knock out easily he goes with a haymaker or roundhouse kick. Against opponents with which he might reason with he tends to use judo throws to keep them off-balance. And he always acts as a human shield for the defenseless.

Friends and Allies: The Guardians are both Matthew's legal guardians and new family.

Rivals and Enemies: Unknown to Superboy is the fact Nobody is the alias of a criminal bent on ensuring this Earth is for its natives only and he seeks to eliminate the young thorn in his side.
Last edited by Psistrike on Mon Nov 28, 2022 6:05 pm, edited 1 time in total.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

The Imageria

Post by Psistrike »

The Imageria:

The true nature of the Imageria is unclear. Various theories exist, but there is slim and contradictory evidence to support them. A non-material realm of existence, influenced by human thoughts and beliefs since age immemorial. Some believe it to be an alternate dimensional plane, a reality unlike our own made up purely of thought and accessed through the mind. Some believe it to be a "higher" spiritual layer to the universe, connected to deeper truths and mysteries of existence. Whatever it is, it exists alongside the Earthly Plane and seems infinitely vast.

Home to a number of creatures and beings from all types of myths, beliefs, and legends from all over the Earth, some have tried to use this as proof the Imageria is somehow connected to the collective unconsciousness of mankind. With the likes of angels and demons, faeries, and countless other entities of various mythologies existing there, most are inclined to believe this is the true nature of the Imageria.

The belief the Imageria is some form of "higher" spiritual layer to the universe comes from the fact that all things in the Imageria, even visitors, are made up of ectoplasm, a primal material that responds to thoughts and emotions. But for all intents and purposes, ectoplasmic objects and beings in the Imageria are like real things; they seem solid, liquid, or gaseous, like their material counterparts, functioning in a similar way. An experience in the Imageria is much like a real-world interaction, with the same effects and consequences.

For centuries, if not longer, mystics and mages have made use of the Imageria, traveling there to locate rare components for old spells, even in the case of the Master Mage and Gatekeeper, to return lost magical beings who had somehow gotten to Earth or to deal with problems pertaining to the powerful beings that reside there [the likes of the Faerie and elder things best left alone by the inexperienced.] that affect the Mortal Plane in some way.

While in the Imageria, certain areas are especially sensitive to psychic impressions, "unformed" and subject to outside influence. In such areas, any free-willed being can create "solid" objects out of the raw, unformed ectoplasm of the plane. [Any free-willed being has the Create power equal in rank to their Will in such areas.]

Most of the non-magical world is generally unaware of the Imageria, believing beings from such places are creations of mad scientists, victims of the Chaos Virus, or something else which can be explained. But AEGIS' Division 5 has the responsibility of trying to find a way to 'safely and routinely' enter and exit the Imageria. Various villainous factions are interested in the Imageria as well; the Titan House summoning beings and creatures for their own gain from there for decades, if not longer, and P.U.R.G.E. sees it as a threat that must be removed. These are but a few of the threats to Imageria and the beings who reside there.

It should be noted that traveling through the Imageria can be very dangerous. There is all manner of wild creatures that most people consider to be the things of legends; giants, trolls, ogres, gnomes, nymphs, giant spiders, malks, goblins, gruffs, and dragons to name a few of the various creatures one might encounter while roaming the Imageria. Depending on how a person reacts to or deals with them many might not bother them [though that depends largely upon whose realm within the Imageria one is located] but in the areas in between realms, it is much more likely such creatures have nothing but bad intentions for anyone who crosses their path. Testing has shown that some of the native beings of the Realm originally came from the Imageria.

Realms Within The Imageria:
Faerie: A realm of vast, practically endless, primeval forests and glades, not seen in the material world for generations. This is part of the home of the Faerie, the place of the fey folk, elemental, and ancestrial beings of legends. Although technically, "Faerie" is comprised of numerous domains, claimed by different kings, queens, princes, barons, and the like. The most famed of the domain in Faerie is Avalon, the mystical island home of King Oberron and Queen Titania and their children. But Faerie includes beings from throughout human myth and legends, extending into the lakes and rivers flowing to a realm of water, home of nixies, merfolk, and other inhabitants. Unfortunately for visitors, true to the legends, many inhabitants of Faerie are capricious, given to cruelly toying with intruders. But they are also bound to the letter of their word and true to the particular rules of their place.

The World of Fantasia: An unending realm which can only be left by the force of will or overcoming one's fear, this is the world of human imagination. Beings and places of pure imagination not connected to other places in the Imageria, such as fictional beings, exist here.

Noted inhabitants of the Imageria
A few of the noted types of beings travelers in the Imageria may encounter are noted below.
Elementals
Beings made completely of an element or strongly aligned with one make up the elementals. From beings of pure earth, fire, wind, or water; faeries or the fae, otherworldy beings who can be humanoid or resemble animals or creatures never seen before; the djinn, powerful elementals of the air who are capable of granting wishes to others, commonly called genies by humans; kami or nature spirits; and more.

Eidolons
Embodied icons or archetypes; anything we imagine can or does exist somewhere in the Imageria. Religious icons can manifest as eidolons; if these are true beings or simply brought about by human imagination is a matter of debate to this day.

Primortals
Beings of the Imageria with the appearance and persona of fictional or imaginary characters. Each exists within a world containing all the other fictional beings connected to them or that world by story[ies]. It is still being debated if they are creations of artists and authors or have creative people in the real world somehow "tapped into" the Imageria and drawn upon pre-existing places and beings for their stories. Can changes in stories told in the real world change the dream realm as well?
Last edited by Psistrike on Sun Aug 21, 2022 7:38 pm, edited 1 time in total.
User avatar
catsi563
Posts: 4130
Joined: Fri Nov 04, 2016 10:29 pm
Location: Dark Side of the Moon
Contact:

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

Post by catsi563 »

Always loved the Imageria the literal embodiment of all things in the mental realsm imagination insight intellect

where do the Endless fall I wonder?
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

New Alcatraz

Post by Psistrike »

New Alcatraz:

With the increase in metahuman villains, Blackstone Prison was beginning to be pushed to the limit. As the only metahuman facility in the United States since first opening its doors, it wasn't believed there was a need for another facility of its nature. Even with periods where it was almost filled, along with a few breakouts [though only needing one hand to count them on], its efficient staff and warden began to work against them. But despite the best efforts of the facility staff, it hadn't updated its metahuman restraint technology, updating such things always seeming to move at a glacial pace given the space restrictions of the prison. With nowhere to move the prisoners while a major overhaul could be made, Blackstone was forced to weather on.

Until the Director of AEGIS, Harry Powers saw an opportunity in San Francisco. After gaining the support of a select group of congressmen, a new bill was put forth to fund the construction of a new prison, with the perfect location already in place. The old Alcatraz was reborn in the local bay of San Francisco, as New Alcatraz.

It took another year and a half to expand and rework the existing structure, into the New Alcatraz which is known today. Even with Dr. Metropolis, Daedalus, and various other scientists working together, it took months just to develop and refine the negation system alone, working with a team of AEGIS technical agents.

The New Alcatraz, to date, has not suffered any escapes [though a few have tried, all were quickly ended before they could be considered an escape attempt]. A major tool attributed to this success is the prison-wide power nullification system; covering every part of New Alcatraz where the prisoners reside, as well as the hospital wing, administration wing, and several key parts of New Alcatraz's structure.

The Cross system, using a form of newly discovered energy called "Zero Energy", can uniformly suppress the abilities of most metahumans, no matter the type of power they possess [From psionic and natural mutation to industrial/radiation accident and so on]. Information about Zero Energy is kept securely locked away in an unnamed facility, due to security provisions in place to prevent people from attempting to cause riots or breakouts.

Emitters for the Cross system have been built next to the ceiling lights of every unit and floor, altering the lighting to a slight bluish tinge. Guards are constantly on duty spread over 6 shifts in a day, monitoring the Cross system using handheld sensors to make sure there are no "dead spots" or malfunctioning units; when one is found, the area is blocked off and a repair team immediately dispatched to fix the problematic unit.

But no system is without its problems, even the Cross system despite being very advanced and well maintained. The New Alcatraz's maintenance staff have a few areas they are constantly attempting to improve on.

• The Cross system has trouble dealing with magic, due to the various types and sources of magic powers, along with "Zero Energy" having an unpredictable effect upon magic powers. Inmates whose powers are mystical are placed in cells covered in wards designed to prevent them from accessing their mystical abilities, along with magic negating charm they wear when out of their cell [the charm's construction physically bonds it to the prisoner's body, it can't be removed until a removal spell is cast upon it] or put in cold sleep if they are too powerful for other methods.

• The Cross system can be overloaded, if a large enough group [10-15 total minimum] of powerful inmates were to try and access their abilities at once, at maximum power, it is highly probable the system will overload and then shut down. Repairs to get the Cross system back up would take hours of constant work at best.

• An unknown property of the "Zero Energy" has allowed, over a period of time, some inmates to acclimate to the energies used to nullify metahuman abilities and have slowly started to regain their unique abilities. Monthly tests are done on the inmates, detecting certain chemicals produced by the subject's bodies due to long-term exposure to the Cross system, helping the staff determine how effective the system is operating on a case-by-case basis, and altering the method of imprisonment to suit their needs.

• For unknown reasons, some inmates are more naturally resistant to the Cross system than others. The staff continues to work to counter this phenomenon, using additional means to negate the powers of such inmates.

• Some areas in New Alcatraz aren't covered by the Cross system, when a prisoner must be moved through such areas they are put into a harness-styled set of negating restraints and escorted by a five-person team of guards.

• The Cross system is no more effective than other power suppression/negation systems on individuals empowered by shards of Starpoison, requiring other means to keep them under control. The most dangerous Starpoison shard wielders are always put into cold sleep.

New Alcatraz has one of the largest prison staffs in the United States; including guards, medical staff, administration, and maintenance. They work on block-styled shifts, staying at New Alcatraz for two weeks on a specific floor of the prison. It takes throughout 2 days to bring in new personnel for their shift, while members of the previous shift depart for their two weeks off. Each block shift has enough members to work three 8-hour shifts no matter what job they do at New Alcatraz.

New Alcatraz was the first to try a radical and controversial means of containing dangerous prisoners. Certain inmates, either those who have proved too dangerous or whom other methods don't work on, are placed into cold sleep- a combination of a virtual reality program set to help rehabilitate the inmate while their body is preserved cryogenically. It is an issue with the media and certain prisoner's rights groups, but the Warden has gone on record stating that up until his stay at New Alcatraz, Grond had never spent more than an hour or two inside a cell, but thanks to New Alcatraz's use of cold sleep, he was contained for over eight months, only escaping during a prisoner transport.

Prisoner Classification:
New Alcatraz set up the use of a two-axis classification system to sort out prisoners; this has helped to ensure the safety of the prison's staff on many occasions. There is the escape risk, followed by a measure of how dangerous [or rather, how hostile a prisoner is and the likelihood the inmate would attack guards or other inmates].

Escape Risk:
A prisoner’s Escape Risk category depends on several factors: intelligence, skill set, general aptitude, history of successful escapes in the past, and powers among other things. Compared to Danger, it is a much more subjective judgment and in many cases more likely to be revised up or down throughout an inmate’s stay at New Alcatraz.

~Level One: Nominal Risk
Level One prisoners have a relatively low probability of escaping a standard cell. Most Level One inmates are lower-powered metahumans or have abilities that aren’t likely to help them escape; sometimes this category also applies to inmates who have such powers but lack the motivation to use them or have no history of escape attempts. Any inmate in this category is placed in a standard cell, with no customized power negation features or extra security precautions.

~Level Two: Minimal Risk
Level 2 prisoners can escape a standard cell given sufficient opportunity. The majority possess abilities that aren't directly useful for escaping but can make an escape attempt easier or an impossible escape possible [such as telekinesis]. Few merit any form of customized power negation systems, but this depends on the nature and extent of their abilities, along with their proclivity for escape attempts.

~Level Three: Moderate Risk
Standard Risk category for prisoners sent to New Alcatraz. They have abilities that would tend to make it easy to escape a standard cell or otherwise lower-category inmate with a history of repeated escape attempts. Most have customized power negation systems in their cell, and Level Three prisoners are monitored more closely than normal by guards.

~Level Four: Significant Risk
Constant risk of escape, even from the fortified cells of New Alcatraz. This is either due to abilities that make escape easy or because of a history of successful or semi-successful previous escapes. They always have customized power negation technology built into their cells.

~Level Five: Extreme Risk
Almost certain to escape, usually because they possess highly powerful abilities. Only in the rarest cases are such prisoners not sentenced to cold sleep for the safety of the prison's staff.

Danger:
The Danger rating indicates the potential for violent action on the part of the inmate. The case histories of an inmate play a major role in determining an inmate's Danger rating, along with a battery of tests performed by the trained staff psychologists to assist in the process. An inmate's Danger rating helps to determine the extent of the privileges received and the way the guards treat them, all New Alcatraz employees are reminded that any inmate is capable of killing in the right situation. Even normal people have been driven by desperation to commit heinous acts; the potential for metahumans to do so tends to be even greater. Thus smart guards treat every prisoner as if they were an Orange, regardless of their actual classification.

~Blue: Low Threat
These are those who are a minimal threat to others; with no history of violence and no known inclination towards it. Few inmates belong in this category in New Alcatraz.

Such inmates enjoy all the privileges that New Alcatraz is willing to extend to them. Eating with other inmates, visiting the quad freely during recreation time, and even attending classes and events without special permission.

~Green: Medium Threat (Non-Fatal)
These inmates are capable of using violence when necessary but usually try to avoid it, being unwilling or unable to kill their victims. Most greed-driven criminals who resort to violence only to escape capture are classified as Green.

They share the same privileges as Blue inmates, with one exception: they must request special permission from the Warden to attend classes or special events. Their recent behavior determines if permission is given.

~Yellow: Medium Threat (Violent)
These inmates pose at least a moderate risk of violence to others; even demonstrating a willingness to use violent means to achieve their ends, but never deliberately homicidal or unnecessarily brutal. They are commonly the "roughhousers" who are guilty of manslaughter or numerous acts of assault and battery.

If they maintain a clean record in New Alcatraz, they have the same privileges as Green inmates. But if caught hurting a guard or other inmate, committing a crime, or the like, they lose all special privileges immediately. After that point, they're only allowed to mingle with other inmates while eating; otherwise, they remain in their cells and are escorted to the showers by a guard. They must maintain a clean record for six months to regain their lost privileges.

~Orange: High Threat
The "Homicidals", show a marked tendency towards using violence and/or disregard for human life, but are not necessarily a callous disregard or an inclination to engage in wholesale slaughter. Most have at least one first-degree murder charge; this category includes many so-called "principled" assassins or mercenary villains.

They enjoy few privileges; escorted to and from the dining hall for meals and seated with other Orange inmates, allowing the guards to keep an especially close eye on them [some inmates of this level are forced to eat in their cells]. Once they have a clean record for at least 6 months, they can leave their cells during recreation time and not be escorted by at least 2 guards to the showers.

~Red: Intense Threat
The mass murderers or rampaging monsters show a tendency to use violence often, even just because they want to, and a callous disregard for human life. Most actively seek to kill regularly, or have demonstrated a willingness to slaughter many people at once. Almost all inmates of this level are subjected to cold sleep; if not the Warden can impose cold sleep [subject to a court review] if the inmate attacks any prison personnel or otherwise puts them at risk.

They have almost no privileges; if not in cold sleep they are rarely allowed out of their cells, never mingling with other inmates. Meals are brought to their cells by guards, individually escorted to the showers once a day by three guards.

Using The Classification System:
New Alcatraz classifies each inmate with a designation that lists his Danger Level first and Escape Risk second.

~Examples:
Black Diamond would be a Green-1.
Orion the Hunter would be an Orange-4.
Miss Disaster would be Red-4.
Grond would be a Red-5.

Any inmate that is rated as a Level Five Escape Risk is placed in cold sleep [subject to court review if that’s not a sentence already handed down by a court]. Most inmates rated as Red Danger are also placed in cold sleep. The Warden may also invoke cold sleep for any inmate rated as Orange-4 if they feel that a situation calls for it [though the action will be reviewed in a court].
Based on Tattooedman's article of the same name, with edits and additions
Last edited by Psistrike on Wed Dec 13, 2023 6:55 am, edited 1 time in total.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

ARCADE

Post by Psistrike »

ARCADE
The organization is as detailed in the Supernatural Handbook, with a neutral attitude towards organizations and groups most of the time. They try to work with the Library when required and even let them take certain magical and supernatural items and beings into their custody when the higher-ups feel they can handle it better.

Those who for one reason or another seem immune to the Gravity of Balance spell keeping ARCADE a secret from the world include: Dr. Metropolis [His unusual nature, a powerful will, and mental shielding seem to prevent him from forgetting ARCADE or the few incidents he has helped them with.], Eldrich [His Will, magic, and status as Earth’s Master Mage make him immune to such spells.], and Malador the Mystic [His strength of will, powerful magic, and undead nature make him a threat which ARCADE has monitored and called upon Eldrich for help the few times they have faced him.]. This includes only those who have encountered and remember them without being a part of the Gravity of Balance spell.

Known Members
Cortney Vance [Assistant Director for ARCADE]
Special Agent Miles Sanchez [Research & Intelligence]
Special Agent Kendra Hayes [Communications]
Special Agent David Brown [Transportation and Provisions]
Special Agent Angelique Dufay [Investigative Units]
Special Agent Tony Fong [Incarceration & Security]
Special Agent Elaine Noble [Armory]
Dr. Abhay Rajawat [Head of Medical Wing]
Joseph Drucker [Engineer and Foreman of Construction]
Leroy Dutch, Superhuman Agent

Personal Enemies of Members
Anthony Miles, Rogue former agent
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

The Library

Post by Psistrike »

The Library
They are as detailed in the Black Chapter book, overall they are neutral most of the time with other organizations and groups. They have an unknown rivalry with ARCADE, having lost more than a couple of magic items, tomes, and creatures to them but without remembering the encounters. Memory gaps in agents from such encounters are being studied and means of preventing memory loss are still being researched.

Known Members
Oracle Sphinx [Current head of Special Collections for the Library]
Black Chapter Agents [One group for Special Collections agents]
Cabaellero aka Jorge Santos
Elizabeth Tower
Lockleann Sheeramanneth aka Lillian Sherman
Mirka
Sister Hyde aka Jennifer Ecckles
Talespinner aka Jamal Hassan
Weaver aka Alexandra Alexakis
The Mad Monk aka Brother Wilhelm

Personal Enemies of Members
Bookbinder aka Emily Bradford [Elizabeth Tower wishes to eliminate her for what she has done]
Night Devil aka Walter Wells [Mirka believes he betrayed and slaughtered his clan]
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

The Mage Council of the U.S.A.

Post by Psistrike »

The Mage Council of the U.S.A.
Founded in 1918 as a branch of the FBI, its purpose and needs soon outgrew the original mandate of simply monitoring the use of magic within the United States and tracking magic users to much more. A council, originally 7 but it has grown with time, was started to help establish rules and regulations regarding the use of magic in its myriad forms.

With the international community certain forms of magic were made outright illegal or with penalties of the most severe sort, only truly twisted individuals would practice such things. Offensive spells able to cause harm came to require a license to practice much like firearms; transmutation spells with permanent effects are strictly regulated to prevent any use of tampering with the markets; spells to affect luck or probability are outright banned from use in gambling or games of chance.

The bureaucracy of the Mage Council and the increasing number of laws soon required the new agents to help ensure the laws in place were for the good of the people and not just to aid the wealthy in retaining their control and businesses in avoiding the consequences of their actions.

But as with any organization it has become easy for corruption and outright evil to slither their way into their ranks. Only time will tell if the organization can be saved from the enemy within.
User avatar
Psistrike
Posts: 650
Joined: Fri Nov 04, 2016 7:57 pm
Contact:

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

Post by Psistrike »

catsi563 wrote: Sun Aug 21, 2022 7:23 pm Always loved the Imageria the literal embodiment of all things in the mental realsm imagination insight intellect

where do the Endless fall I wonder?
Personifications of concepts like the Endless don't exist in the Earth-7 universe. Such personifications if they do exist are so deep in the Imageria no one has ever seen them and they have never left its depths. Death is one of many who hold the job and collect souls after they pass on, not a personification of the concept of Death.
Post Reply