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/shg/ - Super Hero General
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From street-level to cosmic and everything in between, this is the thread to discuss all things superheroic, at least as tabletop games go. Mutants & Masterminds, Marvel Heroic, Heroes Unlimited, Dark Champions, Villains and Vigilantes, and any other system out there, this is the thread for you if you want to feel superhuman.

Last thread: >>47199970

>/shg/ team
http://pastebin.com/4ZEeWk7F
>/shg/ Statesmen
http://pastebin.com/qCgQBDgr

Topic Starter: Every good team of superheroes have a villainous equivalent. What are some of your Masters of Evil or Legions of Doom?
>>
Posting two of the original random-genned villains for the /shg/ team.

First, the teenage vampire.

>Supernatural Creatures are fantastical beings out of folktales and scary stories. They’re generally regarded as urban legends in comic books, but when they exist, their powers place them on par with other superhumans. They draw their powers from a mystical or infernal source, although some Supernatural Creatures have a scientific origin or explanation for their powers.
>Vampire: You are an undead creature with supernatural powers and who subsists on blood.
STATS
>STR 6, STA -, AGL 3, DEX 2, FGT 10, INT 1, AWE 3, PRE 2
ADVANTAGES
>Wilder: You are comfortable in the wild.
>Animal Empathy, Great Endurance, Favored Environment (Choose One), Track
SKILLS
>Teen: You are just a kid exploring his newfound powers.
>Deception 8, Expertise: Popular Culture 6, Insight 4, Perception 4, Stealth 4, Technology 4
OFFENSIVE POWERS
>Devilish Speed: Enhanced Advantages 6 (Close Attack 4, Improved Initiative 2); Quickness 2 • 8 points
VAMPIRE-SPECIFIC POWERS
>Blood Drain: Regeneration 10, Source (Blood) • 5 points
PRIMARY POWER
>Undead Invulnerability: Immunity 30 (Fortitude effects); Impervious Protection 10, Limited—Not against blessed or magical weapons • 40 points
UTILITY POWERS
>Mist Form: Insubstantial 2, Linked to Flight 5 (60 MPH) • 20 points
>Eyes of Darkness: Senses 2 (Darkvision) • 2 points
DEFENSES
>Dodge +6, Parry/Fortitude/Toughness +0, Will +6

Initial synopsis from anon
>So what we have here is a teen gone vampire. He is survivaly, quick and hard to catch.
>So for the nemesis factor, he can be one of Trinity's schoolmates, who has taken fancy to her, but she's having none of it. Perhaps even the typical double life with her having a crush on the handsome guy in his secret identity, but she wants none of the crazed bitey monster she meets in her heroics.
>While he is all "oh sweet, threesome for the price of one, gotta get it".
>>
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>>47213469
I was about to suggest generating some Villains.

Internally debating on wether or not we should "Tailor make" them to oppose the Generals. Kinda like what was done with Miss Majesty.

Or also randomly generate them. Though I feel like we shouldn't make the teams obviously oppose eachother. Like they're just a villain team, rather than a team that's the General's nemeses as a whole. If that rambling statement makes any sense.

A couple were done in the Marvel system a thread or so ago. Maybe we can convert them over to M&M.

Oh otherwise I just sketched this out. Since we were talking about a Superheroine tournament.
>>
>>47213515
>Card number instead of Arching Level?
>Instead of Red Death being a 10 he would a King of Clubs?
that's what I was thinking

>>47213520
>That sounds like a good idea of what DECK should be. They don't really have an agenda, they leave that stuff up to their individual members, they're just the glue that holds the super villain community together.
yeah pretty much(there's probably some jokes that could be made about DECK's bureaucracy having a serious love/hate relationship with Overlord Darkness, cause on the one hand he's been a member for almost as long as DECK has existed, and is a constant source of employment for Henchmen and lower and mid level villains, but his constantly changing origins/physiology and constantly creating new organizations means a lot of really obnoxious paperwork on their part, not helped by the fact that Overlord Darkness often uses other identities initially when creating said new groups, which adds even more paperwork whenever his true identity is exposed by whatever hero/heroes he's fighting)
>>
>>47213632
So who was the chick that decided to forfeit against Ms.Cryptic?
>>
>>47213645
an attempt at Virginia Daring.
>>
Next, evil Human Torch. He's an Energy Controller.

STATS
>Charismatic: You have a powerful force of personality.
STR 0, STA 3, AGL 3, DEX 3, FGT 3, INT 0, AWE 2, PRE 3
ADVANTAGES
>Intimidating: You use your powers in a loud and impressive fashion.
>Wisecracker: Your powers give you great confidence, and you let everyone know it.
>Daze (Intimidation), Startle, Fearless, Taunt
SKILLS
>Ranged Combat: Energy Control 5, Choose one: Deception 7 or *Intimidation 7*
>Athlete: You have undergone intensive physical training.
>Pilot/Driver: You are a skilled race car driver or hotshot pilot.
>Acrobatics 4, Athletics 4, Technology 4, Vehicles 4
ENERGY DESCRIPTOR
>Fire: You produce flame and heat.
OFFENSIVE POWERS
>Energy Control: Array (24 points, plus 3 points of Alternate Effects)
>>Energy Blast: Ranged Damage 12 • 24 points
>>Disintegrate: Ranged Affects Objects Weaken Toughness 8 • 1 point
>>Environmental Control: Environment 12 (8 miles; Choose two: Cold, Heat, Impede Movement, Light, Visibility) • 1 point I say Heat and Light
>>Snare: Cumulative Ranged Affliction 8 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited to Two Degrees • 1 point
>Quick Change: Feature 1 (transform into costume as a free action) • 1 point
DEFENSIVE POWERS
>Energy Immunity: Immunity 5 (Energy Control type damage [Fire]) • 5 points
>Energy Absorption: Enhanced Strength 10, Fades; Enhanced Stamina 10, Fades • 20 points
UTILITY POWERS
>Energy Sense: Senses 1 (Energy type Awareness [Fire]) • 1 point
>Energy Aura: Reaction Damage 4, Activation (Standard Action, -2 points) • 14 points
>Flight: Flight 7 (250 MPH) • 14 points
DEFENSES
>Dodge +4, Parry +1, Fortitude +5, Toughness +0, Will +6
>>
>>47213632
Awww shit son that's too cute.

Who's the nerdy looking guy at the bottom if I'm ok to ask?
>>
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>>47213718
Initial synopsis
>So our firespitter can shoot fire so hot it disintegrates objects, radiate heat in the area around him, catch people in fire traps, and can even quick-change into his villain outfit at any time (presumably in a flash of fire).
>So our second /shg/ villain - an Energy Controller - is basically an evil Human Torch. They're a hotshot pilot and racecar driver with a major ego and a mean streak. He can control and radiate fire, to the point that he can even temporarily increase his strength by absorbing it and can fly.

>Sounds like he can be a Blue Cobalt villain
>Does our hotshot pilot have a thing against aliens, or does Blue Cobalt just get in his way?
>I'm thinking she accidentally got in his way at some point and he's developed an irrational hatred

>>47213624
>>47213718
So these are our two randomly-generated villains for the /shg/ team to deal with up to this point.
>>
>>47213725
Extrahuman, he's an alien who tries to convince others he's not alien or something.

Him and Ms.Cryptic became the OTP shortly after both were created
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>>47213603
We should probably add the defense ranks for each member of the /shg/ team, since they aren't listed in the pastebin.

Baron Bizarre (Mystic)
>Dodge +7, Parry +4, Fortitude +6, Toughness +0, Will +7
Trinity (Summoner [Triplets])
>Dodge +5, Parry +0, Fortitude +3, Toughness +0, Will +5
Doc Chase (Gadgeteer)
>Dodge +6, Parry +4, Fortitude +7, Toughness +0, Will +6
Blue Cobalt (Powerhouse)
>Dodge +5, Parry +0, Fortitude +0, Toughness +0, Will +5
PSInobi (Psychic)
>Dodge +6, Parry +4, Fortitude +5, Toughness +0, Will +8
>>
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>>47213725
Nobody in particular unless you want him to be.

Captain Justice's secret identity? The Vampire guy? Potato Scientist?
That is unless you were talking about >>47213745 Extrahuman AKA Gary Gray. Alien disguised as a human who also disguises himself as a superhero.
>>47213727
Hot-Shot is actually a pretty cool name for him. Especially if he was a talented pilot or racer at some point.

He could be a sort of "Humans First" type, maybe could've tried to be a hero at first until Blue Cobalt stepped on his toes so to speak.
>>
>>47213603
Shouldn't there be a pastebin for all the world building stuff? Also The Irregulars and The Knights of the Round Table.


>>47213632
That's adorable!

I think we should just roll up 5 more villains and try for form a team from the ground up. Like you said they should just be a team of badguys without being tied to the generals, sort of like The Irregulars from the UK.

Just about to pass out, but I want to throw out some ideas for DECK.

DECK is the name of a system that organizes and supports super villains. THE HOUSE is the DECK itself as an entity. None of the "cards" work for the HOUSE, although one could argue THE HOUSE plays the cards. THE HOUSE has its own inner council that works to keep the DECK alive and functioning.

The cards themselves don't support Deck. They just pay The House for services to do their own thing. DEALER is a specific service inside THE HOUSE. It provides resources, henchmen, allies, and escape routes.

DECK created the DECK SYSTEM to rank and catalog its clients (called CARDS). The system has been applied to super villains at large in the US, not just official CARDS. But countries outside the US may not use the DECK SYSTEM (think imperial vs metric).

The suits:

SPADES: "Creators" as the HOUSE calls them. They have ambitions of control and empire.

HEARTS: "Artists" as the HOUSE calls them. Super-terrorists and visionaries. They fight "for a cause".

DIAMONDS: "Bon Vivants" as the HOUSE calls them. They fight for pure hedonism and money

CLUBS:"Iconoclasts" as the HOUSE calls them. They're organized criminals that flaunt society's rules without wanting to overturn society or make a statement. They are not as personally independent as diamonds, nor are they as reckless. They tend to form gangs and groups.

MARKERS: A name given to generic thugs in THE DECK, they either work for THE HOUSE itself or are traded by THE DEALER to a CARD.

Is this a good set up?

>>47213651
I like how you depicted her, very nice!
>>
Im sorry for my bad english but i try to read all these threads and i can't get a imagination what exactly the term "Powerhouse" means. Is it just a realy strong (marysue-ish) character?
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So are we going to do any rolling? And if so should we use MM or Marvel (no stats, because why would you in such a janky system, but it can create crazy awesome characters).
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>>47213773
>Shouldn't there be a pastebin for all the world building stuff?
well at least the threads with Cape World stuff are being added to Sup/tg/
>>
>>47213795
Powerhouse is a character archetype in Mutants & Masterminds. In short, a Powerhouse is a Hulk-type character: immense strength and power. Here's how the GM kit describes it:
>The Powerhouse is the strongest one there is! Where other archetypes spread their points out amongst a number of different powers and abilities, the Powerhouse concentrates on two things; strength and protection. In fights, the Powerhouse is always on the front line, tearing it up and, even so, is usually the last one standing. The Powerhouse is often inhuman-looking, either because he or she’s been turned into a hulking brute, or is from an alien world, or is capable of transforming into living stone, steel, or something equally resistant to damage.
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>>47213795
Its more like a hero whose defining characteristic is super strength. They can have other powers and abilities, but being Buff is their main thing.

Think Superman or the Hulk. Or Superhulk. They're powerhouses.
>>
>>47213830
No, don't think of Superman. Superman is the ur-example of the Paragon archetype.
>Paragons are what people first think of when they think of superheroes. A Paragon is nearly perfect in every way; fast, strong, tough, often has the ability to fly, and represents everything good about humanity. Paragons are often talented in a wide range of areas and easily take on leadership roles.
>>
>>47213745
>>47213768
I was referring to the Speccy guy on the left yeah, definitely think he'd be a good suit for either Potato Man or Captain J.
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>>47213796
I prefer MnM but I think we made a couple MH characters in a thread
>>
Would you guys be okay with someone working on an nova corps/green lantern knockoff for capeworld or is it still to early for that?
>>
>>47213830
>>47213842
>>47213820
ok thank you guys. i just read the part about the archetypes... a little question. the costume adventure seems like the typical batman, but if i look at the other archetypes... isnt batman a gadgeteer instead?
>>
>>47213889
could do some very basic concept building for it, but leave specifics about space for once we've got Earth sorted out(not to mention figure out how much we want to borrow from Public Domain Sci-Fi to populate Space with compared to making new stuff)
>>
>>47213889
I'd say go for it, but we've barely touched cosmic stuff besides the Atlanteans and Atomic Cowboy, and even then they're earth bound. So what you write up might be changed when the focus shifts to cosmic stuff.
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>>47213899
Batman is the ur-example of the Crime Fighter.
>Crime Fighters are normal men or women who’ve trained for years to become physically and mentally prepared to be heroes. They tend to have a couple of different areas of expertise in addition to equipment or gadgets with which they pursue their goals. Because they tend to not be as physically powerful as other types of heroes, they always look for other means to defeat their foes, such as through intimidation, psychology, or trickery.
>>
>>47213904
Someone mentioned that the spirit side of Mars is basically Barsoom.

>>47213889
Just be sure to work with the whole "each planet has a physical, spiritual, and mental dimension" thing that's going on. I like that, it makes Cape World pretty unique.
>>
>>47213796
I'd argue MM because thats what the Generals were rolled up in. and we got two so far assuming we want to count hotshot and vampire kid.

I'd argue for including them since they can have their own things going on in addition to having a match up/nemesis on the Generals team.
>>
>>47213899
Batman falls more into the crime fighter but both have similarities. Crime fighter has some gadgets but has skills and advantages for actual fighting. While gadgeteer is more tech based or throwing shit together and making it work like McGuyver or Mister Fantastic
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>>47213915
Only because the Atlanteans seem to force the issue.
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>>47213903
>>47213904
>>47213915
Ah. Okay. Going to post my first draft then, when I get home from work in a few hours.
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>>47213922
Well yeah, but a Lensmen group is going to have to be able to work in a system where each planet is "3 in one".

Maybe instead of there being one Green Lantern per sector there's three per planet?

It would be interesting if someone suddenly became a Green Lantern and found out that there are two other "planets" along the one they live on. On that note, how about having one of the Lensmen be a from a sword and sorcery world, or a world that's very primitive. Suddenly they learn that the night sky is -not- a dome and whats more they have to protect not only their entire world but several others (if we want to make each member patrol a "sector" rather than a world).
>>
Jo i start an own M&M campaign too and i would love to create an own city for my players. Do you have any ideas how to create a city (that includes a map for the city and so on)?
>>
Which of the statesmen should get "their bad guy" next?
>>
>>47213947
>>4721947
Look at some city maps(whether it's real or fictional) to get some inspiration and try to map it out by hand.

The key is to give city history and to breathe life into. What makes people want to live there? What's some landmarks and what's the significance of them? But that's my two cents
>>
>>47213957
I think Doctor Chase and Psinobi but they aren't statesmen
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>>47213957
I'm voting for the Reverend.

I mean I have no clue whatsoever, but it'll be a good one for sure.
>>
i dont know if its ok to ask this here but is there a cracked version of "Hero Lab"?
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>>47213984
I'm thinking something like "Bibleman, but evil and badass".

A Calvinist Super-terrorist who believes he has been empowered and tasked to set off the Book of Revelations. He's sort of like Ezekiel Rage from New Adventures of Johnny Quest. He wants to wipe this diseased and sinful world clean. Very loud, very crazy, quotes a lot of scripture.

Reverend has to fight him not just physically bu spiritually. Their duels frequently have the two quoting scripture at each other. They show the good and bad side to religion.

He's a "heart" through and through. His doomsday plots are often themed around Revelations. He released 4 Alpha-class superhumans from jail to be his "4 horsemen". He tried to poison the Mississippi (Leading Reverend to a teamup with Bob Cat that was quite amusing) to be his "Cup of wrath". He tried to assassinate Virginia Daring as the "whore of Babylon".

Does this sound like a good idea? Should I develop it more?
>>
>>47213957
Well I'd say lets start rolling and see what we get if its for the Generals villain team.

I can try my hand at cracking this out, though I'm still learning the MM system. Being here to post the results wouldn't hurt would it?
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>>47214059
Do you want us to start rolling? What dice?
>>
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>>47214068
>>47214068
The GM's kit uses all d20s. Use this to follow along at home.

Start with 1d20 to determine the core archetype.
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Rolled 1 (1d20)

>>47214068

Yeah lets figure out what villain we're making. If its a repeat of either of the previous two we might take a reroll.

I should really draw stuff faster or further beforehand. Lord knows this isn't helping my sleep schedule.
>>
Rolled 9 (1d20)

>>47214079
OH BOY HERE WE GO
>>
>>47214101
>>47214102
>Roll stolen by dice man
>It was a critical failure

That Diceman just broke the 4th wall.
>>
I'm bored and have nothing to do. Here, have a write-up for a villain for the as of now nonexistent Colorado Statesman.
SLAYER is an odd one out in DECK - originally, he tried his damnedest to be a good guy. A painfully self-conscious suburban youth from Littleton, Colorado, he spent his whole life railing against stifling, choking, whitebread Americana, and wanted to be the hero who would redefine "good" as being something else than nice, pretty American virtues. The shame is that he went too far - he obtained his superpowers by putting on an old, shattered dogtag necklace with the letters "Eri-" still visible that he found rooting around in his school's old basement, and he didn't even try to moderate his powers or dissociate them from Columbine. When he applied for Statesman, eager and bright-eyed, he was pulled in for interrogation and hung out in the media, and when SLAYER was set free, he had a clear goal - destroy the illusion of there being virtue and goodness in the world so that he can finally make the "rest of America" see that he was just like everyone else all along, and that they crushed his helping hand under their jackbooted fascist heel when he reached it out.
SLAYER taps into the fear of society finally spilling over, and is stronger the nicer and more safe a place he's operating in. He's relatively weak in a blasted gangland, being possible for humans to take down, but if he manages to get into the Pentagon through some absurd means, he'll be almost impossible to put down. The more a place resonates with the 50's ideal of safe, patriotic, clean America, the better he is at destroying it. This counts to a lesser degree for superheroes who embody this ideal - while he might not be able to defeat any of America's highest-powered protectors, he can put up a bloody-minded fight with most of them.
>>
>>47214101
Don' go to sleep! The Dream Sultan will steal your dreams!
>>
>>47214037
This sounds rad, especially with the themed attacks.
Would he be powered too? Or just a mastermind with luck on his side?
>>
>>47214112
SLAYER is a HEART for DECK, though evil tongues lump him in with the CLUBS for his diffuse cause and habit of indiscriminately picking targets on a whim.
His central power is spontaneous weapon summoning, which grows stronger the more All-American opposition he faces - in a lawless ghetto, he's limited to handguns, while in a walled commune, he'd be able to bust out rocket launchers, and in the Pentagon, he'd be firing an AK-47 in each hand while kicking around primed grenades.
In addition, he's just plain durable, and he isn't impaired by wounds, poisons or disease - he'll keel over dead when he's firmly killed, but until then, he'll keep on fighting just like he's in the best of health. Top this off with a reasonable dash of strength and speed, and you have SLAYER - one of the more visible and less popular members of DECK, but nevertheless a solid frontline soldier who keeps alive by gladly doing services for other members and the HOUSE as long as they involve shooting up WASPs.
He's a stain on the reputation of Colorado, and he in fact rarely returns to his home state for fear of being lynched.
SLAYER is the classic image of the fear of the Devil Music and the New Media - black trenchcoat, wide-brimmed black hat and tinted aviators, hiding a skinny teenager with a sparse coating of ginger stubble and a head of curly, reddish-blond hair.
>>
>>47214112
>as of now nonexistent Colorado Statesman
But Colorado DOES have a Statesman.
>>
>>47214101
>>47214102
so we've got either a battlesuit or a mystic.

I'd lean battlesuit since we got a mystic in the form of Baron Bizarre. But that said a mystic enemy Could be a cool foil. I just don't know how much stats might overlap in chargen.
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>>47214126
Battlesuit, we need a couple of big strong ones to fight the heroes head on.
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>>47214120
I must have missed that, then. I CTRL+F'd a bit casually in the old thread, though I probably should have read a bit closer.
At the very least, SLAYER taps into the dark side of Colorado and All-American safety, and thus has a reason to be there. If he doesn't fit the existing Statesman, then just ignore it all.
>>
>>47214134
Alright now to figure out our abilities then.

Roll a D20

It determines if the villain is a genius, military guy, or made his suit by accident.
>>
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>>47214116
I see him as being sort of like Prometheus from JLA. He has no powers but uses his "4 horsemen" gadgets to help him out.

Let's call him PATMOS after John of Patmos. His true name and identity is unknown, and he secretly hates Reverend because deep down in his subconscious he sees Reverend's super powers as "proof" that he was chosen by god while while he himself has to artificially make his powers.

THE FOUR HOURSEMEN OF PATMOS:

War is his Bible-man style laser sword. It can also be adjusted into a high powered beam rifle for assassinations.

Death is his battle armor. It protects him and enhances his strength and speed, although not to the degree of Reverend's. It is unsurprisingly skeleton themed.

Pestilence is his cape. It can convert at will into a swarm of flying tiny bug bots. They can't harm Reverend...but they can harm people he's trying to protect.

Famine is two gauntlet mounted flamethrowers. Fire that burns up all the crops and all that.
>>
Rolled 18 (1d20)

>>47214148
Cmon average Joe with a battlesuit
>>
>>47214178
18
>Military.
>They were trained by military and may have
received their battlesuit there.

Not quite average joe, but no reason they can't be average on their ownsome. And this table is more for ability scores anyhow.
Str 3, Sta, 3, Agl 1, Dex 2, Fgt 3, Int 2, Awe 2, Pre, 2

Next we need two d20 rolls.

For our burgeoning Battlesuit villain's advantages.
>>
Rolled 5 (1d20)

>>47214209
>trained by the military
I suppose it depends WHICH military. Maybe he was some sort of grunt for a COBRA organization? Maybe he's a MARKER trying to become a CARD after a life of hench work?
>>
Rolled 19, 20 = 39 (2d20)

>>47214209
Perhaps an ex soldier who's turned to Mercenary work? Or is that a little too generic for us?
>>
>>47214248
I kind of like >>47214241. He's spent his life as a lackey in some super bad guy's army, but now he has a suit. Now he how powers. Now he makes the rules.

He'd probably call himself something grandiose to cover up his inner feelings of inadequacy. ULTRA ENGINE or TURBINE COMMANDO
>>
>>47214241
I kind of like the idea of them being a breakaway from a bigger cobra esque organization, your roll means he's got "Inventor" advantages.

INVENTOR
Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort (Technology),
Well-informed.

>>47214248
I'll take your first roll and save your next roll for skills (since they're in the same range in advantages.

With 19 they're also wealthy. A hench Scientist for an evil regime who gets out of town stat once things start going pearshaped, and founds his own business. Or embezzels the evil army he worked for.

WEALTHY
Attractive, Benefit 4 (Multi-millionaire)
>>
>>47214282
Ex-henchman who's decided to go solo after one big score?

Hell yes.
>>
>>47214248
>>47214282
With the 20 from the second die in your post he's got

Student: You're young, but you still know a thing or two.

SKILLS — STUDENT
Expertise: Science 4, Perception 4, Persuasion 4, Technology 4

Intern at an evil organization who leaves and tries to make it Big on his own? I smell a evil parralel for Psinobi. Or maybe he's gone back for his degree now that he ain't henching?

Need another d20 for Skills.
>>
>>47214282
>>47214290
Maybe he was something like the Destro to the army's Cobra Commander? He was the one that built everything, organized everything, but the charismatic asshole that never gave him his dues remained in charge.

So he got fed up and took his money and his suit and his ball and decided to do his own thing.

>>47214300
>Student

So he's young? Even better. His youth gave him the drive to tell his boss to fuck off.

The problem is even if he's an uber genius he's a young guy with no Charisma.

But he's determined to be the Cobra Commander this time around. He's determined to be the boss. Maybe if no one ever saw his face? Maybe if he used a voice changer to seem older?
>>
Rolled 16 (1d20)

>>47214300
So he's clearly a smart one, perhaps he's back in education following a brief stint as an evil intern, but the allure of crime and thoughts of one day making it big are just too much.
>>
Rolled 16 (1d20)

>>47214300
>>47214319
Go Go Kid Destro! You go make your own Cobra!

Hell, make him ambitious. He wants to make his own DECK.
>>
Hey /shg/, I managed to convince my D&D only group to try out a new system! Is it possible to take a game like M&M and gear it toward a fantasy adventure game? If so, what is the best edition to use for this? And how?

We have been playing 5e since it came out, and 4e for years before that.
>>
>>47214327
>back in education.

He's just in it for the extra scholarship money and to get close to the supplies to build his power suit. He absolutely RESENTS being in school.
>>
>>47214327
Thanks to your roll and he's into the Sciences.

SKILLS — SCIENCES
Expertise: Science 6, Perception 4, Technology 6

Now we're into powers.

What we get automatically looks like
Weapon Array (24 points plus 4 points of Alternate Effects),
Removable (-6 points)

Plasma Blast: Ranged Damage 10, Accurate 4 • 24 points

We can roll 1d20 4 times to add alternate effects to the array.

I'll take >>47214329 's 16 as the first since its a duplicate roll.

>Strength and Accuracy Booster: Enhanced Strength 8; Enhanced Trait 6 (Close Attack 6) • 1 point

need three more rolls for his offensive powers.
>>
Rolled 13 (1d20)

>>47214374
So teenage brain henchman to a super villian with an army gets fed up, tries going back to school, and decides he wants to try to outdo his old boss at his own game?

I think it works.
>>
>>47214319
Way I see it. He was a wimpy nerd before he signed up with "Insert Evil Army Name".
They whipped him into shape, and his talents with the sciences didn't go unnoticed, and got promoted to the science team for the Not!Cobra.

This basically meant he was leveled up from Disposable Fodder, to Under-appreciated Scientist.

>>47214374
The suit has targeting systems and enhances his strength. Neat.
>>
Rolled 16 (1d20)

>>47214351
I love this, he generally slacks of and insults other students and teachers, but he's so smart and his fundings so great there's nothing they can do!

>>47214374
>>
>>47214412
13 so the suit is equipped with an
>Omni-Blaster: Cone Area Damage 10, Penetrating 4 • 1 point

2 more rolls needed.
>>
>>47214415
That names sense. He started climbing the ranks but got frustrated when he saw he could never get higher than his boss who had half his IQ just because his boss had more Charisma.

I figure him for a "spade". He wants to be a big dog like his boss was.
>>
Rolled 10 (1d20)

>>47214425
Well, one more roll with >>47214423

>Omni blaster. Targeting systems. Enhanced strength.

An aggressive suit for an aggressive little guy.
>>
>>47214423
you'll have to reroll, since its a repeat of >>47214374

That is unless you wanna use it on the Movement Powers (the next and final dice rolling bit it looks like).
>>
>>47214445
Now he's got
>Micro Rockets! Ranged Burst Area Damage 8 • 1 point

One more D20 and we can either roll for Movement powers or use >>47214423
>>
>>47214457
I AM THE SCIENCE TYRANT! MAKE WAY FOR YOUR NEW RULER SUB LITERATES!
>>
Rolled 14 (1d20)

>>47214446
Yeah sure let's save it for later
>>
Rolled 20 (1d20)

>>47214500
AND I FORGOT MY ROLL
>>
>>47214506
well that's still in range for his omni blaster.

>>47214507
This is neat.

He's got a
>Tractor/Presser Beam: Move Object 10, Accurate 4 • 1 point

His Defensive Powers are
>Ability Amplifier: Enhanced Defenses 16 (Dodge 4, Fortitude 4, Parry 4, Will 4) , Removable (-3 points) • 13 points
>Armored Shell: Impervious Protection 8, Removable (-3 points) • 13 points
>Sealed Systems: Immunity 10 (Life Support), Removable (-2 points) • 8 points

and with this >>47214423 extra roll of 16 his Movement Power is
>Rocket Turbines: Flight 7 (250 MPH), Removable (-3
points) • 11 points
>Aquatic Turbines: Swimming 8 (120 MPH); Movement
1 (Environment Adaptation—Aquatic) • 1 point

Aerial and amphibious? Pictures himself as rather utilitarian that way.
>>
any body ever tried to play a villian campaign?
is it even playable and interesting? i mean the play i imagine would be like the group plans a evil action to... what ever... takeover the world or stuff... and then they do what they need to do until the heros showing up and beat the players up to destroy thair plans so the players vanish as fast as they can and start to plan the next great comeback... over and over again...
>>
>>47214541

All that's left is his Utility Powers and Defenses
Utility Powers
>Communication Systems: Radio Communication 2, Removable (-2 points) • 6 points
>Sensors: Senses 2 (Extended Vision, Infravision), Removable (-0 points) • 2 points

Defenses
Dodge, +4, Parry +2, Fortitude +2, Toughness +0, Will +4.

Villain complcations then?
Perhaps he must conceal his identity because he wouldn't want his boss to catch onto all the cash he embezzeled to build a supersuit and go to university.

His suit being technological and homebuilt by nature being vulnerable to electromagnetic attacks?

Any ideas for his name and story then?
I'm gonna try and put this all together in one post.

How did I do anons?
>>
>>47214541
His powers really fit together really nicely. He's got an aggressive battle suit that works on land, sea, or air.

I see SCIENCE TYRANT as hiding his age and past behind his armor and trying to emulate the charisma of his old boss, but sometimes gets a little too flamboyant.

FOOLS! HIDE IN THE SKY OR IN THE SEA, YOU CANNOT ESCAPE THE FUNCTIONALITY AND FIREPOWER OF THE WORLD'S MOST PERFECT ASSAULT SUIT!

So is that it? Can we roll up some more?
>>
>>47214592
SCIENCE TYRANT
"Knowledge Is Power, and Power Corrupts!"

as for rolling more I'd might be up for another but I'd like to see if someone else wants to take a shot first.

Typing up the statsheet.
>>
>>47214580
>How did I do?

I like it, would love to try rolling more. Maybe guys he's recruited to form a team?

>Complications.
He wants to hide his ID both from his followers and from anyone that may know him when he was an underling.

>Vulnerable to EMP
I can see that. Either that or its easy to hack. He's so focused on making his assault suit powerful that he forgot to make it EMP proof or hack proof.

>Name and story?

The story seems pretty good. He started as a grunt in not-Cobra, found out he was a super genius, got promoted, got jealous of his boss, quit and returned to school until he could build an outfit to try his hand at being an Evil Overlord.

>Name?

LORD AGGRESSOR
>>
>>47214614
>>47214627
Eh, nevermind, Science Tyrant matches the kind of "wanna be" we're going for.
>>
>>47214637
Lord Aggressor could be his old Boss.

feels very GI Joe villain name.
A Dictator Villain famous for just picking fights with countries round the world.
>>
>>47214614
Don't know about running the generation, I've never played MM before, but I'll be here to roll and write stuff.
>>
>>47214148
SCIENCE TYRANT
Battlesuit Villain:
Military Background (Worked for a Cobra esque evil army and rose through the ranks)

Str 3, Sta, 3, Agl 1, Dex 2, Fgt 3, Int 2, Awe 2, Pre, 2

SKILLS — STUDENT
>Expertise: Science 4, Perception 4, Persuasion 4, Technology 4
SKILLS — SCIENCES
>Expertise: Science 6, Perception 4, Technology 6

Offensive Powers:
>Weapon Array (24 points plus 4 points of Alternate Effects), Removable (-6 points)
>Plasma Blast: Ranged Damage 10, Accurate 4 • 24 points
>Strength and Accuracy Booster: Enhanced Strength 8; Enhanced Trait 6 (Close Attack 6) • 1 point
>Omni-Blaster: Cone Area Damage 10, Penetrating 4 • 1 point
>Micro Rockets! Ranged Burst Area Damage 8 • 1 point
>Tractor/Presser Beam: Move Object 10, Accurate 4 • 1 point

Defensive Powers:
>Ability Amplifier: Enhanced Defenses 16 (Dodge 4, Fortitude 4, Parry 4, Will 4) , Removable (-3 points) • 13 points
>Armored Shell: Impervious Protection 8, Removable (-3 points) • 13 points
>Sealed Systems: Immunity 10 (Life Support), Removable (-2 points) • 8 points

Movement Powers:
>Rocket Turbines: Flight 7 (250 MPH), Removable (-3points) • 11 points
>Aquatic Turbines: Swimming 8 (120 MPH); Movement 1 (Environment Adaptation—Aquatic) • 1 point

Utility Powers
>Communication Systems: Radio Communication 2, Removable (-2 points) • 6 points
>Sensors: Senses 2 (Extended Vision, Infravision), Removable (-0 points) • 2 points

Defenses

Dodge, +4, Parry +2, Fortitude +2, Toughness +0, Will +4.
>>
>>47214670
So we can all agree that with weapon arrays and rocket turbines this is a big battlesuit and not just a defensive armor right?
>>
>>47214699
Way I picture it is that he's a average looking background scientist type outside of the armor.

The armor itself might be a sort of hyper masculine Evil overlord persona. 195cm frame, brushed chrome, with a big bellowing voice modifier, that suits a suit that is stronger than he ever could be.

>>47214661
Generation is easy enough. I'm still learning the system proper in order to eventually run a game. But with what little I know I managed to generate Science Tyrant.

I'm definitely feeling tired but if its needed I can see about giving it another go.
>>
>>47214745
>The armor itself might be a sort of hyper masculine Evil overlord persona. 195cm frame, brushed chrome, with a big bellowing voice modifier, that suits a suit that is stronger than he ever could be.
Muh dick.

Also dont worry man if you've gotta go I'm sure there'll be a general up whenever you want to come back
>>
>>47214655
Bingo!
Lord Aggressor, Supreme Commander of Terrorist State/Organization HECTONCHIRES, the giant with countless hands!

Their logo is an open red hand and their salute is an arm outstretched with the fingers curved as if grasping for something.

"WHEN HECTONCHIRES REACHES OUT TO GRAB THE WORLD IT IS WITH COUNTLESS HANDS! WHEN HECTONCHIRES HOLDS ON TO WHAT IS HIS IT IS WITH COUNTLESS HANDS! WHEN HECTONCHIRES MAKES A FIST, IT IS MADE WITH COUNTLESS HANDS! HAIL! HAIL THE COUNTLESS HANDS OF HECTONCHIRES!"

They believe that only through a single world government can the world survive the continual super-crises that plague it. Every day the world rolls the dice with superhumans and aliens and mystic threats. And only Hectonchires can protect the world from all of them.

It feeds on people's fears of how strange the world has become sense superhumans showed up to establish power.

They had several bases in Oceania that were abandoned following the Super-Caspak incident, but rumors persist of small islands of Hectonchires bases. They also are reported to be sheltered by a kingdom in their back pocket in the Eastern Europe "Feudal Supers" zone as well as certain HD colonies.

But their main base is BAHAMUT (as in the fish from Islamic Mythology larger than the universe). It's an enormous island that can seal itself with a dome and travel underwater.

>>47214699
Science Tyrant put his frustrations into the suit. Lord Aggressor had an army. So he built his own and put it in his suit.
>>
>>47214745
It's cool man. The general will be here when you get back.

>>47214815
We finally have the big active super villain force for Cape World.

I wonder what Science Tyrant will call his own team?
>>
>>47213624
Do we got a name for the vampire kid?

Cause I vote "Heartthrob"
Reference to being a teenage pretty boy/sexy vampires.
And has "heart" in it, cause heart is that muscle what makes the blood flow.
>>
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>>47214760
>>47214815
>>47214837

Thanks anons. I'd love to do another roll up.Perhaps Later.

It's been fun. Super fun.
>>
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>>47213603
>What are some of your Masters of Evil or Legions of Doom?
mine are the majestic twelve. a group of supervillains that rule the US government from the shadows.
their mainly opposed by the C.L.O.A.K and D.A.G.G.E.R organization. think a reverse of the shield hydra relationship in in the MCU, C and D are using M12 resources to try and being them down without causing a total collapse of society when they do.
>>
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Updated the country roller a bit. Might've overdone it.
>>
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So where do your heroes' powers come from in your setting ? In mine, It's the Old One DNA that's now been spliced into the human genome.
>>
>>47215635
It being 1870s, it was largely mystical shit, often transferred through an item or lineage.
Though some were freak accidents, scientific or not
>>
>>47214917
The vampire does not yet have a name, no.
>>
>>47214917
Richard Darke, the Heart Stealer?
>>
I have been reaading up on weaver dice stuff alot lately and the whole worm thing.

Is there a throwaway stat block for goons and thugs and shit? or do I just wing it?

Also, I got names for lower rank villains and stuff, but I need a big, intimidating name for the big bad of a 1-maybe-more shot I'd like to run.
The plot is incredibly cliche but its
>Mechanized hero from future jumps back with a warning
>Goes wrong, crash lands, local mutant leader finds body and loots it
>Players find, turns out a big wig who funds the heros association will, in the future, become a tyrant with full control over parahumans
>PCs move to stop him before hes too powerful


I havent really put together what his powers would be or name. I want it to be misunderstood by association but certain groups within cover it up, as it turns out to be a group effort. This is a lead in if the players actually have a good time and want to continue.
>>
Some villain ideas:

Boss Slither: A snake-themed mob boss and slumlord responsible for most of the illegal waste-dumping in New York. Has a smattering of powers from injecting himself with a genetic cocktail, like superhuman reflexes, a venomous bite, hypnotic eyes, infrared vision, and an enhanced sense of smell. Due to Boss Slither exploiting the people under Rat Pack's care, the two have tangled on many occasions.

Wendigo: A man transformed into a beast like Rugaru, though in his case the curse resulted from his evil rather than foolishness. Sees Rugaru as a coward for not embracing his bestial nature, and tries to demonstrate the weakness of civilization by destroying it.

Ammut the Devourer: Jealous of Dartmouth's magical mascot, a group of students at Princeton attempted to replicate the ritual that created Ushabti. Unfortunately something went very wrong, and instead of animating a servitor golem they summoned an aspect of the Egyptian monster Ammut. Compared to her full divine self, this aspect is comparatively weak, and requires the aid of cults to summon more of herself into the physical world. Ammut's favourite recruiting grounds for these cults are the colleges of the nation, where naive and desperate students can be manipulated for the promise of divine patronage.

The Warden: A super-ghost like Dr. Glacier, the specter of a prison guard shanked during a riot. He rose from the dead with a body of concrete and steel, driven by the urge to punish those he thought had escaped justice. In the Warden's fanatical crusade against crime, even superheroic vigilantes merit punishment, especially when they happen to be ex-cons like Mountain Lion.

Pest Control: A rabid human supremacist with a particular grudge against Palmetto Bug. She seeks to exterminate all aliens, mutants, fairies, Atlanteans, Thuleans, and hybrids thereof with an assortment of gadgets like supersized roach motels, supersonic deterrents, and a toxic pesticide sprayer.
>>
>>47216483
You know you could go for a bit of a twelve monkeys route.

The secret villain that destroys the future is a relatively normal dude or dudette. Perhaps with the additional issue is that he's also being tailed and browbeat by other villains that either wanna get on his goodside or eliminate future competition.

Being hunted for just being themselves is what motivates them to turn evil.
>>
>>47214670
So is he a villain for?
>>
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>>47218577
I don't think of him as a one to one match for anyone.

A villainous take on Psinobi's "grad student" backstory.

I can see Science Tyrant being the leader though, so whoever leads the Generals could also be a Nemesis.

The Generals Villains are ideally not a team of nemeses, nemeses are super personal, these guys just a team of counters/parallels/foils, to the heroes. A hot-shot human who thinks he's the best thing since sliced bread, being offended Blue Cobalt (and perhaps other heroes) stole his thunder. A young vampire who macks on the ladies, who lives a double life as a troubled teen.

Them becoming nemeses really depends on how they're developed and discussion.

By the way. I'm back, so if you guys wanted to roll another MM villain for the Team we can go head.
>>
>>47214037
That villain does sound really interesting.

So does the story about Bob Cat and the Reverend.
>>
>>47218742
Hell yeah, hoping we can get someone as good as Science Tyrant this time.
>>
>>47213603
>Green Tooth
>Opera Mask Man
>Überman
>Sadly Uninspired Girl
>Brain Tumour Missing Tooth Man

I have no idea who these characters are.
>>
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>>47218856
Alright then. Lets get started.
Roll 1d20 for an archetype.

Should we Reroll if it is a repeat of the previous generated characters? Or should we wait and see?
>>
>>47218986
>>
Rolled 6 (1d20)

>>47219007
I fucked up
>>
>>47218910
They're the parallel version of the Justice League from a "heroes and villains switch roles" alternate universe.

Speaking of alternate universes, I've seen some association for exploring the multiverse mentioned in previous threads. What are their protocols on alternate realities where each of the 50 states has it's own evil tyrant? Or realities where some apocalyptic plot that was foiled by heroes in Cape World Prime went on to destroy civilization? Or a universe where potato scientist was a little less patient with being referred to as the potato scientist and used his ignored potato inventions to take over the world? Do they do anything to offer a helping hand to realities that got fucked over, or do they just close and lock the door to those realities hoping to keep that shit from leaking out into their world?
>>
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>>47219034
>>47219007
you sure did.

But such are the risks with tangling with the Dice Lord.

Or would game master work?

That six means we've rolled Gadgeteer.

Are we cool with this? or should we do a reroll? Because Doc Chase.
>>
>>47219083
I'm for it as long as our new villain comes up different enough.

But if any others think differently may they speak now etc.
>>
>>47219083
I think we should roll a couple times. If he ends up too similar to Chase then we can reroll
>>
>>47219126
>>47219142
Alrighty then sticking with gadgeteer.

I'd kind of like to take it through to the end just for another character in general.

Roll 1d20 for their statline.

I'd kind of like the last two spots in the villains team proper to be women, if only to mirror the heroes.
>>
Rolled 11 (1d20)

>>47219173
A female gadgeteer then?
Let's see what she can do.
>>
Rolled 18 (1d20)

>>47219369
>It's Trinity's mom
>Chase has kept it from her
>>
>>47219369
alright with 11 they're a Gimmick Gadgeteer
>Your genius is concentrated into a particular field of study, such as force fields, cryogenics, radiation, bio-manipulation, or something more esoteric.

STR 2, STA 1, AGL 2, DEX 2, FGT 4, INT 9, AWE 4, PRE 1.

So we can make it so she's got some sort of theme her gadgets and powers follow.

Some advantages right off the bat she has are

Beginner’s Luck, Eidetic Memory, Equipment 3 (Headquarters),
Improvised Tools, Inventor, Skill Mastery (Technology)

Headquarters—Size: Large Toughness: 10 Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • 15 points

Roll another d20 for additional Advantages.
>>
>>47219417
I'll take this die and maybe this is an idea to work off of.

If not Trinity's Mom, an Ex of Doc Chase. I lean towards the latter since its a little less conventional.

with 18 she's got

ADVANTAGES — WELL-TO-DO INVENTOR
Benefit 3 (Millionaire)
>>
>>47219450
Oh and I forgot to ask for another roll.

We're now rolling for Skills.
what she's got automatically is
Close Combat: Unarmed or Gadgets 6, Expertise: Science 10,
Ranged Combat: Gadgets 6, Technology 10, Vehicles 4

If doc chase has "close combat Unarmed" since he's a two fisted adventurer. I'd argue she'd be "Close Combat: Gadgets 6" but we'll wait until we get to her offensive and defensive powers before settling.

Now roll 1d20.
>>
Rolled 18 (1d20)

>>47219450
>>
>>47219522
18: Infiltrator
SKILLS — INFILTRATOR
Deception 6, Sleight of Hand 4, Stealth 6

so she's sneaky.
Where Doc Chase was a twofisted indiana jones type, she's more catwoman style catburglar.

who managed to make some money in legitimate ways.

She's coming across as a lot more affably evil than straight up villainous.

Now we're doing Offensive Powers. Roll 1d20. More rolls may be needed depending on what we land on.
>>
>>47219450
>>47219417
>be Doc Chase
>qt3.14 inventor
>have a lot in common
>start scienting together
>eventually start going on super science adventures
>qt3.14 gets pregnant
>their dynamic duo has become a trinity
>name kid Trinity out of excitement
>qt3.14 eventually becomes unstable
>Doc sends her away and raised Tributy on his own
>>
Has anyone played marvel heroic? How is it?
>>
Rolled 4 (1d20)

>>47219579
>>
What kind of Hero-Universe do you prefer?
Gritty ones where no body is pure-good or pure-evil, shiny whiteknight ones like the silverage superman story and so on, happy worlds like saturday morning cartoonheroes?
something completely different?
>>
>>47219645
I'm more partial to the idea they broke up because of personal differences. Like a lot of parents.

Doc Chase was in it for the "ADVENTURE"
She was in it for the "RICHES"
Doc Chase is a bit thick headed and reckless.
She was more reasonable and meticulous.

Irreconcilable differences.

>>47219827
Okay with that 4 She's got an
>Energy Projector Device: Ranged Damage 8, Accurate 2; AE—Ranged Affliction 8 (Resisted by Fortitude; Dazed Stunned, Incapacitated), Accurate 2; AE— Ranged Multiattack Damage 5, Accurate 3; AE— Close Cone Area Dazzle 9; Removable (-4 points) • 17 points

What kind of energy I wonder. A lightshow perhaps?

Another d20 for Defensive powers.
>>
>>47219850
>Gritty ones where no body is pure-good or pure-evil
but the heroes at least try to be heroes and are making a difference in the world slowly but surely
>>
Rolled 3 (1d20)

>>47220032
Regardless I imagine they fucked like rabbits
>>
>>47219850
I really like silverage weirdness, but with a fair bit of grim and grit and grayness weirdly enough, if only for the contrast. I really like the theme of Shiny white knights taking on morally gray or down right evil and overcoming by their purer moral mettle.

Justice League Gods and Monsters was about a villainous alternate origins of a weird justice league who were a bit grim and gritty. Superman Son of Zod, Wonder Woman of the New Gods, Batman is a Science Vampire.
They all start out vaguely edgelordy but by the end they realize that if they maybe "lighten up" they can make a better world.

Superman's short was the best. https://www.youtube.com/watch?v=HYSxN4ezhO4
Do ignore the built in ad in the video.
>>
>>47220135
Defensive Power
>Displacer Field: Enhanced Defenses (Dodge 6, Parry 6) Linked to Protection 4, Sustained, Removable (-3 points) • 13 points

Now a d20 for movement powers.
>>
I'd think it's better if this rival gadgeteer was an ex of Doc Chase. Trinity wouldn't be from a broken home otherwise.
>>
Rolled 11 (1d20)

>>47220173
Come on teleported belt
>>
>>47219816
Its been awhile since I played but it's definitely on the narrativist side of table top games.

MHR is out of print but I think they're making a generic version of the game soon
>>
>>47220204
Well it looks like her movement power is a

>Flight Harness: Flight 5 (60 MPH), Removable (-2 points) • 8 points

Perhaps a wing suit? or wings that fold out of her back harness. a cape that stiffens up batman style for gliding? Could fit for some corvid, crow, or magpie themeing, if she is a burglar.

One more d20 for an innate power.
>>
>>47219850
Depends if we're only following one or a shared universe.
Dark but light at the end if a single hero.
Generally lighthearted in shared.
>>
Rolled 8 (1d20)

>>47220268
>>
>>47220485
Innate Power
>Mental Database: Enhanced Advantage 1 (Assessment), Enhanced Skill 2 (Insight 2) • 2 points

She basically has photographic memory and is incredibly knowledgable.
Befitting a globetrotting thief.

And with that her Defenses are:
Dodge +6, Parry +4, Fortitude +7, Toughness +0, Will +6

What are some complications she has?
A Motivation to needlessly steal?
A need to be recognized for stealing.

She's feeling very "Thiefy" to me.
>>
jo im looking for a good city map for my next campaign. Any suggestions where to get some?
>>
>>47220549
So what do we have? People are saying we have a high-tech cat burglar who might have history with Doc Chase.
>>
>>47220549
Her motivation is greed. I feel like she's a narcissist and thinks everything she wants she deserves.

A complication could be her relationship with Trinity since she wants to raise her child because it's her flesh and blood but she doesn't have the paitence for it.

If we're going bird theme maybe a Finch or Stork for that? Or maybe call her the Harpie?
>>
>>47220201
She isn't in a broken home. Pretty sure Baron Bizarre fills the motherly roll.
>>
>>47220650
Trinity knows Baron Bizarre as "Uncle Brian."
>>
>>47220667
I feel like when Trinity was a little girl Baron would entertain her with his magic shit. Like create a magical construct of a unicorn for her to ride around on.
>>
>>47220636
So Doc Chase was more of a philanthropist than this ex-wife and was dedicated more to the adventure and the knowledge, while she wanted money and prestige. Doc Chase was the good parent, while she was the selfish one.
>>
>>47220717
Yup
>>
>>47220570
MnM have good city maps for Emerald City and Freedom City
>>
>>47220549
So who are we rolling next ?
>>
>>47220636
I don't mind calling her the Finch. Calling her the Magpie might be too obvious.
>>
>>47220954
Magpie's also a Batman villain I think
>>
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>>47220717
I like that. But I'd like their break up to be more mutual than that.

Chase broke up with her because of the greed and theivery.
She broke up with him because he was more focused on inventing and being a goofball.

Maybe they could still be, on some small level, still into eachother.

>>47220636
I like the "Harpy" as her name. Her energy projector device powers could be themed as sonic in nature.

Definitely picturing her as a sultry older lady. Graying hair, High fashion outfits.

>>47220954
Finch seems like a nice surname. Celia Finch, the "Harpy".

>>47220889
Let me put her powers together in one post and I'll get started on the next one.
tempted to try out a new table for archetypes. Just eliminating the ones that have been used. unless you guys think that's unfair.
>>
Rolled 7 (1d20)

>>47220889
Rolling for our next villain
>>
>>47221005
7

That means our next villain might be a "Martial Artist".
Cool. A kungfu villain.
Lets see if it goes Pai Mai, or ninja boss.
>>
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>>47221035
>>47221005
The Martial Artist rtist has honed his skills in unarmed combat to bridge
the physical gap between him and his superpowered associates.
In fact, some Martial Artists display feats that seem impossible by
normal standards—and may have a mystical origin.

Roll 1d20 for Abilities.
are they all about Finesse and Control, Mystic Endowment, or Strength and Power.
>>
Rolled 20 (1d20)

>>47220992
If Trinity has anything physically unique(freckle,mole or something )
>>47221035
So Psinobi villain. Mind vs body
about her I think Harpy should have it as well.
>>
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>>47221077
We're going full on Cobra Kai now

>Strength and Power: You have trained your body close to human perfection.

Abilities:
STR 4, STA 4, AGL 6, DEX 4, FGT 12, INT 1, AWE 4, PRE 1

Innate Advantages are
>Agile Feint, Defensive Roll 4, Improved Initiative, Power Attack, Takedown

Roll 1d20 for background advantages.
>>
>>47221157
We'll also need a d20 for our Kungfu Villain's style.
>>
Rolled 7 (1d20)

>>47221157
>>
>>47221225
7 that means they're "Wealthy" (seems like we got a few wealthy supervillains).
Spoiled brat who blew trust fund money on kungfu training?

ADVANTAGES — WEALTHY
Benefit 3 (Millionaire), Connected

Now we need a d20 do determine this guy's kung fu style.
>>
>>47213718
what point cap you using for this villain?
>>
>>47221271
Or the classic one - an evil kung fu master who controls a horde of Triad thugs and protects them in exchange for a cut of the earnings.
>>
>>47221339
Every single character made from quickgen is PL10 (150 PP).
>>
Rolled 14 (1d20)

>>47221271
>>
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>>47221344
That's pretty badass. We could go for a crime boss background as the key to their wealth.

But I should mention...
>>47221454
The level of 80's villain he's attaining increases exponentially with this roll alone.

14
Snake Style: You fight from unusual stances and positions to
catch your opponent off-guard.

ADVANTAGES — SNAKE
Chokehold, Defensive Attack, Fast Grab, Grabbing Finesse,
Improved Disarm, Improved Grab, Improved Hold, Prone Fighting,
Weapon Bind

Now because they aren't mystical, they don't get any powers, but instead get extra skills.

So roll 2d20. Identical results will be rerolled.
>>
Rolled 2, 9 = 11 (2d20)

>>47221538
>>
>>47221538
Are we going for woman or man with this character?

I think the initial goal was another girl, but I'm starting to lean man. Since he's starting to seem pretty badass.

>>47221555
Agent: You work with a government or private spy
agency.
Monastic: You learned your martial arts from a temple or
mystical city.

So they were at one point a special agent for somebody, before going off to train with some murder monks.

Skills
AGENT
Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Insight 4,
Investigation 4, Perception 4, Stealth 6, Technology 4
MONASTIC
SKILLS — MONASTIC
Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Expertise:
Philosophy 6, Insight 6, Perception 6, Treatment 4
>>
>>47221611
If we're going ex-CIA Cobra Kai, he has to be a dude.
>>
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>>47221611
The Defenses for this Martial artist are

Dodge +6, Parry +0, Fortitude +6, Toughness +0, Will +5.

What are some complications.
Does he crave to be recognized? Does he have a code of honor? No Honor? A rivalry?

>>47221651
Okay then cool. I was leaning that way anyways.

Maybe I can roll one more "Bonus Villain" for the team. to give them a bit of an edge on the heroes? Especially since Science Tyrant might play the roll of leader. Him +5 Others that he can send out would make the teams balanced.

Or i can just do one more villain for shits and giggles.
>>
>>47221698
He went renegade and is now Science Tyrant's direct second-in-command. He has insider information on things, and he knows kung fu. That's as classic as it gets. I think, if anything, our Cobra Kai demands respect; his previous employers didn't recognize his prowess, so now he's joined up with Science Tyrant to truly showcase his skills and earn prestige. Being a clandestine agent apparently wasn't as glamorous as he thought. Naturally, this also means his monastic training failed him and didn't give him the presence of mind needed to prevent this from happening.
>>
>>47220992
Celia Finch, the "Harpy"
Doc Chase's Ex-Wife and adventuring partner. High society catburglar using sonic weaponry and synthetic wings.

Gimmick Gadgeteer
Abilities:
>STR 2, STA 1, AGL 2, DEX 2, FGT 4, INT 9, AWE 4, PRE 1.

Advantages:
>Beginner’s Luck, Eidetic Memory, Equipment 3 (Headquarters),
Improvised Tools, Inventor, Skill Mastery (Technology)

>Headquarters—Size: Large Toughness: 10 Features: Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System, Workshop • 15 points

>Well-To-Do Inventor, Benefit 3 (Millionaire)

Skills:
>Close Combat: Unarmed or Gadgets 6, Expertise: Science 10,
>Ranged Combat: Gadgets 6, Technology 10, Vehicles 4
Her Close Combat option should be the opposite of Doc Chase. If he's Close Combat Unarmed, She'll have Gadgets 6. But we should have some discussion.
>Infiltrator: Deception 6, Sleight of Hand 4, Stealth 6

Offensive Powers:
>Energy Projector Device: Ranged Damage 8, Accurate 2; AE—Ranged Affliction 8 (Resisted by Fortitude; Dazed Stunned, Incapacitated), Accurate 2; AE— Ranged Multiattack Damage 5, Accurate 3; AE— Close Cone Area Dazzle 9; Removable (-4 points) • 17 points
A sonic gun to carry a bird theme with her name?

Defensive Powers:
>Displacer Field: Enhanced Defenses (Dodge 6, Parry 6) Linked to Protection 4, Sustained, Removable (-3 points) • 13 points
Also sonic in nature?

Movement Powers:
>Flight Harness: Flight 5 (60 MPH), Removable (-2 points) • 8 points

Bird wings built into her dresses and outfits?

Innate Power:
>Mental Database: Enhanced Advantage 1 (Assessment), Enhanced Skill 2 (Insight 2) • 2 points

Defenses:
>Dodge +6, Parry +4, Fortitude +7, Toughness +0, Will +6
>>
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>>47221764
I quite like this. I can sort of picture him as a mountain of a man. Properly intimidating. "Honorable" but strictly by his own definition, so he can cheat and be an occasional sore loser, Except when his opponent's cheat, then he's like totally fine with that.

Should his "Karate Dojo" he trained at be Cobra Kai or a different themed serpent?

I elect the Bush Viper. Its a snake with spikes!
>>
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>>47221764
>>47221611
Honestly, it all makes me think of Katarou from Teen Titans--trying to use coercion and underhanded tactics as shortcuts towards true mastery. I dig it.

>>47222162
Bush Viper works for me.
>>
>>47221849
Urge to make giant power man rising.
>>
>>47213603
Oh god, what do I do, /tg/? I wanted to run a street-level to national-level superhero game, with power around about the X-Men or Captain America plus a little.

Instead, I fucked up and gave too many hero points and my characters are literally gods who are immune to all forms of damage and are still able to push the moon into a new orbit; or be anywhere on earth in an instant.

The one player who understood me, meanwhile, is Batman meets Harry Dresden, without the plot armour.

How the hell do I balance for this? The biggest problem players flat-out REFUSE to re-make or tone down their characters in any way!
>>
>>47222368
give super powers out like candy
the police
the criminals
the civvies
the animals
everything

if everyone is super

than no is.
>>
>>47222368
>The biggest problem players flat-out REFUSE to re-make or tone down their characters in any way!

Don't give them the option. Say "if you want me to continue running a game, you need to rebuild your characters".
>>
>>47222368
Are you Danny?
>>
>>47222368
>The biggest problem players flat-out REFUSE to re-make or tone down their characters in any way!
Then refuse to run it? If nobody can be satisfied start from 0 using something else, which *can* satisfy everyone.
>>
>>47222419
This. In M&M more than any other game, you must exercise your GM right to veto if something is unbalanced. If shit doesn't work, it needs to be changed.
>>
>>47222441
Make sure to impress to them that this game will not be fun narratively if their characters are as strong as they are.
>>
>>47222394
The idea behind the setting is that previously there was, like, three super humans per continent, well under government control. Then aliens happened and suddenly there's dozens popping up everywhere.

But that still doesn't solve how I challenge people who are literally immune to everything and can do almost anything they please! One can detect and scan everything on earth instantly; one is literally the fastest thing in existence; one is Superman with no weaknesses... And then you have the poor one guy who was actually reasonable.

My first session had super-humans being revealed to the world when a villain attacked Washington with an army of robots and a aerial carrier. They didn't even break a sweat beating him and when I brought this up, the problem players were just all, "Oh, threaten civilians or something!" Except that doesn't fit the tone of the story and it's still not a threat to THEM. It's not super-heroes anymore; it's Navel Gazing - The RPG.
>>
>>47222420
Nope, sorry.

>>47222424
They they toss me out of the club and run something else and nothing is lost. I have no leverage here and every time I rock the boat, I'M the one who gets threatened.

>>47222419
>>47222441
They've outright told me that if I say "Veto" to their ideas once more, I'm out. I've tried to argue my point reasonably, they they tell me, "Oh you need to make a game around the players!"

I try to explain that I offered the game and they joined MY premise, so it's kind of on THEM to fit a little and they just repeat themselves. They say "The GM has to have fun too," but in practice, treat the GM like he's there to serve them.

>>47222458
BELIEVE ME I've tried... Nothing works. I need some kind of help here as talking to them and trying to get them to turn down their power, or change their style and expectations just isn't working...
>>
>>47222301
I got some ideas I'll try out for him later. I think he's going to be an awesome minion for science tyrant, a club all the way.

Not sure if the finch should be on the team. She's more of an independent personal for for doc chase.
>>
What is size rank +5?

>>47222503
Get new players.
>>
>>47222526
I would... The club's like, 80-90% of the players in the CITY and they are all close friends with the remainder.
>>
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>>47222469
then it might be time to pull out the big guns and turn your supers game into a horror game
>>
>>47222503
Why the fuck are you friends with these people?

Assuming you're just terrible at conveying things and/or paranoid and weak-willed them lets assume they're fine people and you do keep running.

Shift the scale to give the galactic hero galactic threats, get the Alien Space HRE in to explore for batman while the the others smack it down with casually genocidal Alien Space Princes of the Alien Space HRE
>>
>>47222469
Have them fight an evil psychic with telepathy and telekinesis.
You can run super fast? Enjoy hitting the invisible wall my brain made.
You are basically Superman? Cool, I needed a new henchman.
>>
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>>47222526
The tables here have size rank go up to 3 (250'). Considering the rate the scale goes up, it's safe to say that size rank 4 is 500', and size rank 5 is 1000'.
>>
>>47222801
1000 feet tall? dayumm
>>
>>47223359
Keep in mind that ranks are a sliding scale more than a hard value. They don't actually have to be 1000' tall.
>>
>>47222162
>>47222301
>>47222525

JOHNNY SONG, AKA SENSEI SERPENT

DECK SUITE: CLUB

I picture him being a cross between Rex Kwon Do, Hawk Fu, and Bolo Yeung. A big smug bully.

He started his career as a martial arts expert, but was frustrated that his MMA victories were overshadowed by the Super MMA circuits of Vegas, Japan, and Mexico. Human fighters just don't bring the crowds like super human fighters.

So he decided to turn toward crime to get the "respect that was due him". He started as an elite MARKER for the DEALER service of THE DECK (reflecting his Agent background). His experience has given him contacts and knowledge in the shadowy information brokers of CAPE WORLD. Sensei Serpent knows things.

But his experiences still left him wanting more. He was an elite "Abobo" MARKER, but most of his respect just came from lower level markers. So he took a jet to Japan and became a student of MEOWING MIDORI'S family's dojo, which takes on all applicants, no name or background required, just so long as they obey the rules and respect the students and teachers.

Johnny did neither. He chafed at the humility they tried to instill in him and the final straw came when he was forbidden to study deadly Serpent Style martial arts. The resulting fallout ended in Meowing Midori personally kicking his ass and throwing him out of the dojo.

Undeterred Johnny studied the Serpent Style on his own, taking in bits and pieces of forbidden techniques wherever he could learn them and eventually making his own style. Now he works for SCIENCE TYRANT as his right hand man, and runs a setup that's a cross between The Foot Clan from the 80's TMNT movie and Cobra Kai. He runs an underground dojo and fighting circuit where he takes in streets punks, teach them a few tricks (but not his best tricks), and organize them into a gang of stealthy, competent urban warriors.

-cont
>>
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>>47223506
Science Tyrant is delighted to have an army at "his" command, and the street crime and underground fights help pay for his suit.

Johnny and Science Tyrant have a mutual understanding. They both want to be respected, and they both enable each other to be respected.

Johnny uses his information contacts to hide Science Tyrant's ties to Hectonchires (could this be an angle for the team? Johnny hiding the past of team members?). But he is less careful hiding his ties to Meowing Midori's dojo. He teaches his students the forbidden Serpent Style at his BUSH VIPER DOJO. If Midori or any of the Tokyo guardians looked at the local crime history of Albany New York (where Science Tyrant has set up shop, being far away enough from NYC to avoid the craziness but close enough to get in on the action if he ever wanted to) they would be able to put the pieces together.

Johnny looks forward to the inevitable rematch with Midori. This time he'll be the teacher.

I see Science Tyrant's team being "starter" bad guys for a campaign. And Albany would be a good "starter" city. Cape World Albany prides itself on being "New York City, but sane". It's got everything New York City has but dialed back considerably. Think your average comic book city compared to NYC's "Astro City/ Neopolis everything under one roof" theme.
>>
>>47221849
>Harpy v Doc and a young Trinity first time
>Harpy seems interested as hell in Trinity
>day is won the two go home
>Doc is tucking Trinity into bed
>"Dad why was the bird lady acting weird with us ?"
>"A long time ago, we use to adventure,inventions and fight crime."
>"Kinda like us ?"
>"Yeah...kinda like us and we had fun. But everything was about her and she wanted so much. She began to steal some of my inventions among other things. But there's one we both created and I can't let her have."
>"Is it the belt ?"
>"No."
>"The house?"
>"No."
>"The thing that turns rocks into gold."
>"...Maybe but that's not what I was thinking of. It's something that's more precious than gold or a lost pyramid."
>Chase puts his hand on Trinity's shoulder
>"Our greatest invention was you."
>>
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>>47223506
>He was an elite "Abobo" MARKER
>Abobo
>>
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>>47223728
God that's cute.

I'm surprised how much cuteness has come out of Cape World. I was afraid "tg makes a cape setting" would be grim dark as hell.
>>
>>47213718
Currently making a MASSIVE giant growth villain. my first time doing anything M&M.
>>
Anyone play Wild Talents? If so what's your experiences with it and what changes have you made to make it run smoother?
>>
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>>47223808
Thanks anon.

I wanted to write some with the Generals and i had fun doing it.
>>
>>47221849
So what does Harpy gain out of working for/with Science Tyrant?
>>
COOL THINGS ABOUT CAPE WORLD STATES

Idaho: The soil is filled with power gems that make really good potatoes and are fought over by Gemstone and Doc Tuborous on one side, hungry Jack Kirby monsters on another, and an empire of mole people on still another.

Tennessee: It and the rest of "tornado alley" are a "soft spot" between the physical earth and the mental earth. The thought-forms usually manifest as storms or tornadoes when they break through and were known to Native Americans as Thunderbirds or Haokah.

Maine: Possibly has the most diverse and long-lasting "cape legacy" tradition in the form of the Fishermen, who were a family that took turns portraying a smuggler fighting vigilante, then an elite team of WW2 frogmen, then a group that explored the mystical archipelago with the first ARGO team, and then finally a Fisher-Girl.

There has technically never been a single "Fisherman".

The Fischer family reunion is a wonderful party open to all inhabitants of Maine that come to honor the state and her premier defenders. Sometimes Thule terrorists try to crash it.

Hollywood: Was big on manufacturing fake "super fights" until it was reformed by Barnstormer and the SFX team behind the robot Mr Silver. It's details are recorded in its own thread.

Las Vegas: Also had its own thread. America's playground filled with "House Supers" that work for gimmicked casinos. Also has a surprisingly large "super artist" community and "super academics" that study to find non-cape ways to use powers. Some sociologists study the casinos as a picture of what the post-scarcity society just around the corner will look like. Stages fight, but unlike in Hollywood the fights are known to be fake. Super MMA is big here. It is plagued by THE ROULETTE and WAXWORKS who design "games" for capes to playing out while setting up online betting for the outcome. Their latest "game" was the MS MAJESTIC FIGHTING TOURNAMENT.
>>
>>47223965
SHOULD Harpy work with Johnny and Science Tyrant? I see her a little too independent for that. A little too "diamond".

I think Science Tyrant might hire her to steal stuff he can't get at from time to time, making her more a trusty associate than a team member.

He also SWEARS she steals from him, but can't produce any concrete proof. Johnny just thinks he's paranoid.

Also, anybody want to roll up more bad guys? Science Tyrant needs minions!
>>
>>47223965
He suggests targets for her crimes, which may also benefit his plans?
>>
So to recap, our initiable stable of villains to oppose the /shg/ team is
>A teenage vampire with the hots for Trinity
>Hotshot, the "evil Human Torch" with an irrational hatred for Blue Cobalt
>Science Tyrant, a would-be warlord with a fancy battlesuit and a Napoleon complex
>Celia Finch, a.k.a. the "Harpy," Doc Chase's ex-wife; high-tech, high-class cat burglar
>Johnny Song, a.k.a. Sensei Serpent, underhanded martial artist, leader of the malicious Bush Viper school of martial artis, and Science Tyrant's right-hand man
>>
Rolled 19 (1d20)

>>
>>47224043
That sounds good.

>>47224054
I don't think they should all be on the same "team" but they do make a nice little rogues gallery.
>>
>>47224054
Dude, why no Psychics?
>>
>>47224067
which would be Weapon Master, by the Table.
>>
Rolled 12 (1d20)

>>47224027
Sure.

Though I'm just wondering are their random tables for different PLs(like 8 and 12)? I think that'd be neat
>>
>>47224099
We've been randomizing that's why
>>
>>47224123
Well randomly roll a psychic, hurry up!
>>
>>47224100
>Weapon Master
>To go with the martial artist
>And the mad scientist

I think we might actually be rolling up TMNT bad guys. We already got Krang and Shredder.

Weapon Master sounds awesome. Maybe he (she?) has a history with the Conneticut Statesman?
>>
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>>47224153
So would weapon master be Karai or the ninjas that fucked up Leo?
>>
>>47224153
sounds good- they hadn't planned on having a long term rival of any kind, but they keep crossing each others path (and swords)
>>
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>>47224143
We already have a psychic, though (technically a telekinetic). Her name is PSInobi.
>>
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Real talk /shg/ which hero is /shg/ hero is the best husbando/waifu and why is it Doc Chase and Ms.Cryptic?
>>
>>47224108
Alright, NATURAL: You were born to use this weapon.

We need ...2 D20's now for the advantages. We have Defensive Roll 3 and an option to pick two more advantages from the list, but I think we should hold off on it until we get our random stuff out of the way.

SO ROLL 2D20

>>47224198
That's how I see it. They both like rare, powerful weapons. They're going to be caught fighting over a few.
>>
>>47224252
>Not Extrahuman and Ms Cryptic
FIGHT ME IRL ONE ON ONE
>>
>>47223965
Good question anon. I feel like she really might be the most "casual" of the group. She really is in it strictly for herself. She suggests valuable targets. and they suggest targets for her.

She might also be the "least evil".
>>
Rolled 1 (1d20)

>>47224254
Here let me see if i can keep track of some of the stuff we've written up.
>>
Rolled 15 (1d20)

>>47224254
Rolling
>>47224275
>liking the alien over a man
>liking the beta alien over the suave genius
>not wanting the Doc Chaseto build you some fantastic gizmo that may go horribly awry
>not wanting the Doc Chase to take you on a globe trotting adventure
>not wanting Doc Chase to cradle you in his manly arms
>implying Doctor Chase Adams isn't the objectively best husbando
>>
>>47224084
>I don't think they should all be on the same "team" but they do make a nice little rogues gallery.
Pretty much. The only two who are legitimately in cahoots with each other are Science Tyrant and Sensei Serpent.
>>
>>47224252
>implying Barnstormer isn't best girl
>>
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>>47224335
>>liking the alien over a man
Extra Human isn't an alien. He's your average human male with a superhero persona.
>>
>>47224343
And possibly this guy (grill?) depending on what we get.

>>47224194
Yeah, those are a good match.

>>47224330
>>47224335
>1 and 15
ALERT and PEAK CONDITIONING.

So far with the NATURAL origin I'm getting something of a "test tube baby" vibe.

ROLL 1D20 FOR ADVANTAGES II

>>47224335
>Extrahuman
>An alien
Go back to bed The Truth, you're off your meds.
>>
>>47224390
Anon,don't be in denial like him. We both know what he is
>>
>>47224054
>No muscle/big gun?
>>
So I maaay have just promised to run a superhero game for my group tonight.

I have no idea what I'm doing, what system to use, no campaign outline or plot or setting, nothing.

Help.

I do know that three of them are interested in playing lower-powered heroes, a batman/catwoman pair and a Mr. Immortal knock-off (yes this can get broken in a way but he also can't shoot laser beams from his eyes or anything)
>>
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Rolled 10 (1d20)

>>47224427
If she's a test tube baby maybe she's experiment created by Science Tyrant using Serpent's DNA. She's the embodiment of their union.
>>47224252
Why no Blue Cobalt love?
>>
>>47224451
MnM if the group is used to d20. Use a pregen adventure like Emerald City Knights.

Marvel Heroic for more narrative based
>>
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(A new villain and a little world building on the cosmic scale.)

Two fundamental forces stand at odds to each other. Order and Entropy. Before time was time, they were at a balance. Until Order surged against Entropy, and in a trillionth of a second, our universe was born. Ever since, Entropy has striven to tear down creation and Order has stood as a bulwark against that lifeless, perfect silence.

Their weapon in this endless battle has always been Change: growth against decay, creation against destruction. During that first second among the superheated gases of the nascent universe, Change crystallized into six hedrons, thrumming with the power to alter reality, control fate, and tip the ceaseless battle towards Order...or Entropy. But in the countless aeons since the birth of the universe, the hedrons have been scattered. Rumors...myths of their abilities persist among all civilizations that ever were. But really, what is the likelihood that one of the hedrons could surface?

As Denny Masters would say, "1 in 20, exactly."
>>
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>>47224555
Denny had what was, by any account, a fairly average life. A little small and underweight, and not particularly good looking, he was never one of the popular kids in his classes. But he had friends among some of the other social outcasts. Life at home wasn't great, but it was tolerable when his parents weren't in the middle of some stupid fight. And when things did get bad? Denny could always retreat into his favorite books. He had a great love for science fiction and fantasy, books full of whole worlds and universes so unlike the doldrums of the one he occupied.

In the eighth grade, Denny discovered role playing games, and his life took a drastic turn.

Though he never had the talent to write a novel, Denny Masters took to the dice like he was born to roll them. Finally, he could create the worlds, dictate the action, and put the heroes his friends created to true tests of mettle and valor. And all would be decided by the fall of the d20, fair and impartial, unlike the reality that - the older he got - seemed increasingly against him. He grew obsessed, and the more he planned and played, the more his life faltered. In college, the gaming club HE created abandoned him as his failing grades got him kicked out of school. Denny fell into a pit of despair, unwilling to face the failure of his life, convinced the odds were stacked against him, and on the edge of doing something desperate.

He took one last trip to his favorite gaming store, and that's where, among the miscellaneous dice in the mix-and-match bin, he discovered a crystalline d20, blank on all sides. It was as if it was waiting for him, and when he touched it, the universe sang in his very soul.

That day, Denny vanished, and GROGNARD was born.
>>
>>47224569
With one of the Hedrons of Change in his possession, Grognard can drastically alter reality, but it's focused through Denny's gaming obsession. He sees himself as the ultimate GM. When he traps ordinary people in a localized fantasy world of dragons and the dungeons they live in, Grognard truly believes he's showing them how much better their lives could be if they'd only step up to the challenge. Grognard particularly loves putting heroes through their paces, seeing them as the ultimate adventurers- his preferred term for any that oppose him
Grognard has near limitless power of creation and destruction, but thanks to his quirks, he's very fair about how he uses it. Every momentous change comes with a roll of his dice, and he abides by a set of a rules - albeit arcane ones that only he seems to know. Every encounter he sets against his adventurers has a way to be won, even if they're stripped of their powers and forced to be Warriors, Thieves, and Paladins. Grognard isn't, however, afraid of the dreaded Total Player Kill. If the adventurers aren't up to snuff, well, they deserve to be snuffed.
Grognard is more of a plot device, an excuse to bend genres and take heroes through vastly varied trials. If beaten, he always admits defeat. Thanks to the Hedron, keeping him beaten is incredibly difficult. No dungeon can hold its master!

(Just an attempt to make a sort of goofy, fun villain that's technically more of a threat than he acts.)
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>>47224449
>Johnny not all the muscle you will ever need
SOMEONE ISN'T BOWING TO THEIR SENSEI

>>47224448
A scholar and a gentleman?


>>47224507
>10
IMPOSING: Opponents find you unsettling

A tall amazonian lady wearing a battle mask?

I like the idea that she's a fem clone of Johnny. His "daughter", just as much of a big mean bully as he is, but she has genuine affection for Science Tyrant and Serpent. They're the only two adults in her life that have shown her anything like love and respect.

ROLL 1D20 FOR SKILLS
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>>47224507
who's serpent?
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Rolled 2 (1d20)

>>47224610
Sensei Serpent the martial arts villain
>>47224606
Rolling
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Are we basically building Lady Shiva?
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>>47224587
I like it! Like a magical Arcade messing with normal people and capes alike.

Would he be big on roles for his games? Like setting up a little fantasy world where the heroes are certain classes, the local super prison inmates are monsters, and the civilians NPCs?

It could create drama when a normal guy empowered by the "setting" doesn't want to go home where he's normal. So what if the bad guys stay as horrible blob beasts? He's a warrior and his girlfriend is a princess!

It could also be fun if he forced capes to play "in character". Like forcing Ghost O Jarone to be a paladin or Blue Crab to be a warrior (which means no mech suit, that's cheating).

I see him liking to put THE LIBRARIAN in his games, seeing him as "the ultimate wizard", not because he knows spells but because he knows a lottttt of books and trivia. He has respect for THE LIBRARIAN as a worthy foe who can solve his riddles and mazes no matter how complex they are.

He has a lot of hate for "cheaters" that use thier powers to break into his "dungeons worlds" to help people, especially when they show up just when he's about to punk the players. This includes characters like BOB CAT, FAIRY FINDER, HAUNTER, and OTHERTHING AND WILBUR.

In other words I really like this guy.
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>>47224678
I feel like it's more of a Karai
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>>47224761
Exactly like a magical Arcade! Just with less emphasis on purposefully killing people.

And of course some of the mystic or cosmic minded heroes would wonder what's up with his d20. The Hedrons could basically be the Infinity Stones of Cape World, which is a plot hook in and of itself.
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>>47224650
>BACKGROUND SKILLS: Soldier. Trained by a military.

Or in this case Serpent's dojo. She's not just his daughter clone, she's his star student and she loves to please him by mercilessly plowing through all the other students in mass.

ROLL 1D20 FOR PHYSICAL SKILLS. It'll give us a better idea of how she acts and behaves in a fight.
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Rolled 14 (1d20)

>>47224828
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>>47224606
>I like the idea that she's a fem clone of Johnny. His "daughter", just as much of a big mean bully as he is, but she has genuine affection for Science Tyrant and Serpent. They're the only two adults in her life that have shown her anything like love and respect.
Isn't there always the inevitable (if sometimes temporary) face turn against her father for going too far or never truly respecting her?
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Rolled 3 (1d20)

>>47224828
So far I'm digging what we're getting
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I did a thing out of boredom. never done anything in M&M. mostly used hero labs because it seems like a pain to keep track of everything.
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>>47224870
Only when it turns out that she has a mix of someone else's DNA(like Psinobi or the Connecticut statesman) and she gets treated better by them. Or she gets captured by the good guys and they treat her better. Or it turns out Science Tyrant has a factory of her and every time she fails they terminate her and bust open a new one with some memories of the previous one.


Other than those scenarios fiercely loyal
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>>47224884
Growth 20 is terrifyingly huge.
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>>47224959
Yep. like 1000 feet of huge.
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>>47224823
I see him being dismissive of THE ROULETTE. They've hedonist gamesters. He's more than that. He makes narratives and stories. Although he has found them useful for trap ideas and the like. Sometimes he "works" for them as part of a deal. They give him a good idea for a trap or challenge to put in one of his dungeons and in return he adds a certain person or place to his "party list".


>>47224844
INSTINCTIVE: You let your well honed reflexes take over.

Again, more of that test tube/born with it stuff. It makes her powerful but predictable to anyone that knows fighting. She fights -exactly- like Johnny without adding any of her own moves.

Perhaps an opponent points this out and it irks her?

>>47224871
NEVER WASTE A ROLL.

So her MENTAL SKILLS are ASSERTIVE: She knows how and when to take control

Again, just like daddy she's a big scary woman who is used to and likes being in charge. She probably has an elite "core" of mooks to assist her in missions.

Now for the big one. SIGNATURE WEAPON POWERS.

ROLL 1D20
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Rolled 16 (1d20)

>>47224987
Lets go!
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Rolled 10 (1d20)

>>47224987
Anything other than sword would be lame
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