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Corven_Ren
Nov 3rd, '04, 11:51 PM
Many of you may have read the original thread about this campaign in the Champion section. Here is the official call for players

Campaign History
(Notation this campaign world will feature heroes from both Marvel & D.C.)

January, 1991 after a couple of weeks of conflict in Desert Storm, Sadam Hussein launches nuclear armed war heads at key cities around the world. Hearing about the impending strike several of the world's heroes enter voulentary suspended animation at various locations throughout the world, hopin to help rebuild once awakened. The United States and Russia retaliate with nuclear strike of their own, What follows is the greatest destruction in the history of the world. Moscow, London, Paris, Berlin, New York, Los Angeles, Chicago, Denver, Washington D.C., Gotham City, Mexico City, Toronto, Quebec, and Ontario are all struck. Two missles strike Orlando and Cape Canveral, Florida at the same time the unique blast sinks half of the state. Iraq is completely obliterated by the conterstrikes. What happens next would change the free world forever. The remnants of the U.S. military seize control of the government and begin building weapons. Striking quickly before they could muster any strength, the U.S. Military invades Canada and after three years have complete control of that country. After a mere three more years the U.S. military are in control of a land mass spanning from the northern most reaches of Canada all the way down to Panama. The new regime names its territory, The united North American Provinces and over the next 350 years, while rebuilding the destruction, tighten their grip on the citizens, and in their arrogance, thining that they were acting as the great hero would, build a statue of Captain America to replace the destroyed Statue of Liberty. The police of this new society are all cyborgs and very few are actually voulenteers. Killing an officer is an automatic death sentence and merely striking one will get you locked up and tortured. All attempts to overthrow the government have been completely quashed.

The characters will be the first in a new line of heroes who now oppose the government and are attempting to restore democracy to the country. Also as the game progresses severla of the sleeping heroes of the past will awaken and find the world they knew gone. Not only will they be fighting against the government they will also have to deal with normal and super criminals.

Charcter Info
Points 250 + 150 Disadvantages
Maximum Active Points 90
Everyman skill are same as modern + TF: Personal hovercraft..and your Area Knowledge will be New L.A.
Character should not have a Public Identity
All Character must take the following
3 Language skill: Gutterspeak
20 Disadvantage: Hunted by Enofrcers 8-, More Powerful, Extensive NCI, Harshley Punish

Submissions should be in text format only, as the only way I have to look at tehm is the word pad program on my computer. I am also looking for one character to be a rogue Enforcer. This character would originally be a new experimental cyborg, possibly the 1st attempt to make a mutant into a cyborg.

Send submissions to jcmcminis@yahoo.com or PM them to me
feel free to send me questions or post them here

Corven_Ren
Nov 5th, '04, 04:31 PM
One other note, anyone who wants to attempt to create the rogue enforcer should take the following parts life support
1) Extended Breathing 1 End/20 Min
2) Safe Environment: Intense Heat & Cold, High Radiation

Corven_Ren
Nov 6th, '04, 12:57 PM
I have recieved my first submission today and he posed a question about Codes vs Killing I feel I should touch on here. You are not required to take any form of limitation involving killing. If you are caught by the Enforcers you will be killed, bottom line. I have no problems with the PC's killing Enforcers or criminals, just not citizens. I do not however want PC"S who think collateral damage is okay, I want them to be upset if an innocent bystander gets hurt or killed.

Corven_Ren
Nov 6th, '04, 04:43 PM
One other thing was just wondering if any of you guys who had asked questions in the original post were going to send in submissions. WhammeWhamme, Sketchpad?

Corven_Ren
Nov 6th, '04, 06:38 PM
Submission(s) so far

Ghost- an albino telekenetic

Corven_Ren
Nov 8th, '04, 01:54 PM
Submission Update

Ghost-An Albino telekenetic
Shifter- A martial artist with the ability to adi characters stats

Corven_Ren
Nov 9th, '04, 02:29 PM
Official deadline for sumbissions is Thurs Nov 18th

Corven_Ren
Nov 9th, '04, 09:39 PM
Submission Update

Ghost-An Albino telekenetic
Shifter- A martial artist with the ability to aid characters stats
Shaft- An archer inspired to fight by illegal history books

Corven_Ren
Nov 10th, '04, 10:31 AM
Submission deadline has been change to Friday 4.p.m. eastern time

Corven_Ren
Nov 12th, '04, 01:09 PM
Submission Update

Ghost-An Albino telekenetic
Shifter- A martial artist with the ability to aid characters stats
Shaft- An archer inspired to fight by illegal history books
Reticle- A Cyclops homage- former Enforcer
The Nine- A Speedster/Brick/Duplicator

Cheiro
Nov 12th, '04, 01:09 PM
Corven-
Posting Char here for your consideration

Head Strong

Val Char Cost
13 Str 3
23 Dex 39 OCV:7/DCV:7
28 Con 36 PER Roll: 12-
15 Bod 10 ECV:7
13 Int 3 PRE Attack: 4d6
23 Ego 26
20 Pre 10 Total: 26 PD (11rPD)
14 Com 2 Total: 21 ED (11rED)
15*PD 9 Phases: 2,4,6,8,10,12
10*ED 3
6 SPD 27
8 REC 0
56 END 0
50 STUN 19
*=OIF (Armored Costume)

Cost Power End
90 Mental Powers: Multipower 90-point powers 0
9 u 1) Domination: Mind Control 13 1/2d6; telepathic 9
8 u 2) Telepathic: Telepathy 15 1/2d6, Reduced Endurance (0 End+1/2) 0
9 u 3) Mind Blast: Ego Attack 6d6, Reduced Endurance (0 End +1/2) 0
9 u 4) Psychic Overload: Ego Attack 9d6 9
3 u 5) Mental Paralasys: Entangle 2d6, 2 DEF; Takes no damage from physical attacks (+1/4), Works against ego/not strength (+1/4), BOECV-
(mental defense applies +1), mental defense adds to ego (-1/2), Cannot form barriers(-1/4), 50 active points 5

15 Strong Mind: Mental Defense 15 Points (20 Total) 0
15 Fast Runner: +5" Running, Reduced Endurance (0 End +1/2) 0
4 Night Sight: Night Vision, IIF (-1/4) 0
5 Polarized Mask Lenses: Sight Group Flash Defense 5 Points, 0
IIF (-1/4), Hardened (+1/4)
25 Armored Costume: Armor (+11PD/+11 ED), OIF (+1/2) 0

Cost Perk
5 Well Off (500k per year-or equivalent in 2341)

Cost Skill
3 Breakfall 14-
3 Stealth 14-
3 Security Systems 12-
3 Concealment 12-
3 CK: New L.A. 12-
3 LS: Gutterspeak
3 Seduction 13-
3 Streetwise 13-

Val Disadvantages
15 Social Limitation: Secret I.D. (Mitchell Campbell) (Frequently,Major)
10 Distinctive Features: Mutant (Not Concealable; Always Noticed;
Detectable Only By Unusual Senses)
15 DNPC: Girlfriend of the week 8- (Normal; Unaware of Character's Social
Limitation: Secret I.D.)
10 Enraged: When Captive (Uncommon, Strong) 8-, Recover 11-
15 Hunted: Esper 8- (As Pow, Harshly Punish)
15 Hunted; Armadillo 8- (As Pow, Harshly Punish)
20 Hunted: Enforcers 8- (Mo Pow, Extensive NCI, Harshly Punish)
15 Psych. Lim.: Fearful of Capture (Common, Strong)
15 Psych. Lim: Thrill Seeker (Common, Strong)
15 Psych. Lim.: Womanizer (Common, Moderate)
15 Psych.Lim.: Cocky and Self Confident

Cost of Characteristics: 180
Cost of Powers: 183
Cost of Perk: 5
Cost of Skills: 32

Base Cost: 250
Disavantage Points:150

Total Cost: 400
Background/History: Mitch's parents were killed when they were hit by a criminal in a hovercraft fleeing the Enforcers. Mitch was nine. His aunt Linda, to whom he was sent to live, viewed Mitch as another mouth to feed. He began to spend more time away from "home". At thirteen his powers began to manifest and Mitch turned to crime. He learned to survive on his own and as his powers grew, so did his confidence. By the Age of twenty he had amassed a substantial amount of money that he could live on for the rest of his life. He turned away from crime. It wasn't neccessary anymore. When aunt Linda died, Mitch was left a trunk that held his fathers belongings. Among them were magazines that held stories about fantastic heroes from another time. They had incredible powers. Like his. They used them to help people. Mitch remembered his father extolling these kinds of virtues. He is considering the possibility of becoming a modern day superhero.
Personality/Motivation:
Mitch is a conflicted young man. His cocky nature and thrill seeking spirit are at odds with his fear of imprisonment. He dreams of donning a costume and becoming a modern hero, but is conflicted. He is a bit bored at the moment, having put his criminal career behind him. He spends a good deal of his time in the company of young women. Women feel at ease around him. He seems to understand them. It's almost like he knows what they are thinkning...
Quote: "It's all in your head."
Powers/Tactics:
To date, Mitch has mastered one tactic. Hit and Run. Get in, get it, get out.
He has avoided conflict to avoid wasting time. Time means getting away before the Enforcers show up. Time means not doing time. He has no experience with group tactics.
Campaign Use:
Head Strong is an excellent recon/infiltration asset. His stock in trade is information. He's young, sharp, and knows he's good.
Appearance:
Tall young man with a lean, athletic, build. Good looking kid with black hair, a goatee, and blue eyes. His costume is armored and is blue and black, with dark blue gloves and boots.

Corven_Ren
Nov 12th, '04, 04:35 PM
Submission Update

Ghost-An Albino telekenetic
Shifter- A martial artist with the ability to aid characters stats
Shaft- An archer inspired to fight by illegal history books
Reticle- A Cyclops homage- former Enforcer
The Nine- A Speedster/Brick/Duplicator
Head Strong- Mentalist

Lord Beavis
Dec 21st, '04, 09:21 AM
Need anyone else?