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Characteristics – Metaman – Drake Dean

 

VAL  CHA  CP Base Price END Roll Notes

 35  STR  25  10    1   [3]  16- Lift 3200 kg, 7d6 HTH; 50 STR w/DI 25 ton 10d6

 13  DEX   10    2        12-

 25  CON  15  10    1        14-

 18  INT   10    1        13- PER Roll 12-

 13  EGO   10    1        12-

 15  PRE   10    1        12- PRE Attack: 3d6

  6  OCV  15   3    5

  3  DCV   0   3    5

  3  OMCV  0   3    3

  6  DMCV  9   3    3

  4  SPD  20   2   10            Phases: 12, 3, 6, 9

 20  PD   18   2    1            33(13r)HI; 4DC Damage Negate Body Only; 36(13r) w/DI

 20  ED   18   2    1            33(13r)HI; 4DC Damage Negate Body Only; 36(13r) w/DI

 16  REC  12   4    1

 25  END   20   1/5

 10  BODY  10    1

 26  STUN   20   1/2

Meters Movement

 14  FLY   -   -    -   [1]      Megascale 1m=1km

  4  LEAP  0   4   1/2  [1]      up to half upward

 12  RUN   0  12    1   [2]      X2 Noncombat

 14  SWIM  -   -   1/2  [1]      Megascale 1m=1km

 

158 Characteristics & Movement Total

 

CP  Powers  Notes  [END]

 

Powers   Dwarfstar Entaglement

 

 12 Absorb 6 BODY Delayed Return Rate (+1/4) Increased Max x8 (+3/4) Energy to Relaxed Containment [-]

 12 Absorb 6 BODY Delayed Return Rate (+1/4) Increased Max x8 (+3/4) Physical to Relaxed Containment [-]

 10 Bare Advantage ED 20 Hardened (+1/4) Impenetrable (+1/4) [-]

 10 Bare Advantage PD 20 Hardened (+1/4) Impenetrable (+1/4) [-]

 13 Damage Negation -4 DC Energy 20 AP Body Only (-1/2) [-]

 13 Damage Negation -4 DC Physical 20 AP Body Only (-1/2) [-]

 20 DI 3x 12 AP 0 END (+1/2) & 0 END on STR 15 (+1/2) Visible (-1/4) 'Relaxed Containment' [0]

  5 Flash Defense 5 Sight Group [-]

 35 Flight 14m 1/2 END (+1/4) Megascale 1m=1km (+1) Usable as Swimming (+1/4) [1]

 35 Life Support All Age, Disease, Environments & Poisons, Self Contained Breathing; Eat 1/Week  [-]

  5 Power Defense 5 [-]

 58 Resistant Protection 13 rPD/13 rED 39 AP Hardened (+1/4) Impenetrable (+1/4) [-]

 

  0 Positive Reputation: Metaman, the Metahero (Limited Group)

 

  5 Eidetic Memory

 

  - AK: Campaign City Everyman 8-

  3 Bureaucratics 12-

  3 Conversation 12-

  3 Deduction 13-

  - KS: News Everyman 11-

  - LS: English Native Everyman – Literate

  - PS: Cub Reporter Everyman 11-

  - TF: Human-powered vehicles

 

242 Total Powers, Perks, Talents & Skills

 

400 Total CP

 

Complications    

 

 10 DNPC: Floating

 10 Distinctive Feature: Teenage Boy Who Becomes Metaman (Easily Concealed, Major Reaction)

 10 Hunted: Floating (As Powerful, NCI, PC Easy to Find, Watching Only, Infrequently)

 15 Psych Lim: Protective of Innocents

 10 Psych Lim: Explorer's Curiosity

  5 Rivalry: Floating

 15 Social: Secret Identity, cub reporter Drake Dean

 

 75 Total Complications

 

Background

 

The Ky'yr are a primordial advanced spacefaring humanoid race from a heavy gravity world. Even without their technology, a Ky'yr can lift over six tons. This combination of innate physical power and space travel turns out to be rare, due the difficulty of so strong a being leaving a planet heavy enough to evolve on. For the Ky'yr, this does not apply. Long after they became so advanced they could survive almost anything the Universe could throw at them, the Universe threw a dwarf star, shattering their planet and casting the Ky'yr to space, homeless.

 

Ky'yr society began to revolve around dwarf stars – the most plentiful kind of world in the galaxy. Their innate durability and resistance to radiation suited them perfectly to life on shells built about dwarf stars. Their technology allowed them to harness the energy of the degenerate electron matter of collapsars to power travel spanning space. Very much respected by other alien races due their combined brutal might and much progressed scientific minds, the Ky'yr explored and colonized, unmolested as the sole species suited to endure hostile dwarf star settlement.

 

Then, on a tiny planet about an insignificant yellow star companion to a dwarf star, a Ky'yr discovered a tiny wild species capable of learning menial tasks, more versatile (and safer) than artificial intelligence, similar to primitive little Ky'yr, and suited to quantum entanglement with degenerate electron matter. A quarter of a million years ago – next to no time at all in Ky'yr reconning – the first of the savage breed was collected and the experiment began. Many generations of quantum entangled twins were dropped into the dwarfstar before the first few pairs stabilized. The point of this experiment was to produce a companion slave race to do heavy lifting and routine chores too menial for Ky'yr.

 

Held in a failsafe containment field, the menial sub-Ky'yr remained weak, slow and servile. As the Ky'yr masters relax the field, more of the dwarfstar power flows from the sub-Ky'yr through their quantum entanglement bond, giving the Ky'yr servants of immense power, who also proved useful in security operations when troublesome spacefaring rivals needed policing. On the whole, Ky'yr are terrible masters: arrogant, inconsiderate, unempathetic, cruel and with no regard for the value of a slave's life or suffering. Da'wn was one of the menials who felt so, a long-lived sub-Ky'yr who had policed among more enlightened alien races whom he put down for his overlords, and who had ventured nearer to bright, uncollapsed, stars so feared by Ky'yr than most on missions for his Ky'yr owners. On one such expedition, Da'wn was sent to explore the odd patterns of radiation from the sub-Ky'yr homeworld, 'Earth'.

 

It turns out that in the Ky'yr absence, the wild root stock of the sub-Ky'yr had begun to gradually develop primitive technologies. Da'wn's evaluation, after decades of study, was that the wild 'human' race would snuff itself out playing with forces beyond its proper understanding, within a few centuries at most. Da'wn took pity on his Earthly kind, and at the same time planted the seed of a rebellion against his overlords. Mingling with humans, Da'wn fathered a child before leaving the planet. His son, Drake Dean, would have all the power of a sub-Ky'yr, but unlike the slave population he alone would learn to control his own containment field using the energy of the Sun. With the sum of Ky'yr knowledge imbedded in Drake's unconscious, one day Drake Dean would be capable of leading his fellow humans from the ignorance that imperiled their own world, to free the enslaved sub-Ky'yr humans as well.

 

Drake inherited his father's sense of duty toward the innocent, and love of exploration. Raised in Virginia by his grandparents after his mother succumbed to a mysterious malady, Drake has been taught to hide his differences from a world not quite ready to be saved.

 

When his containment field relaxes, a sub-Ky'yr expands in apparent size and mass, as the warp around him decreases. Drake, a normal teenage boy about 4'6” tall, takes on the size of a 6'6” man rippling with sub-Ky'yr muscles and exaggerated chest and arms. Doppler shifting of the little light he does not absorb tinges his blurred form red and blue.

 

“What are you, some kind of metal man?” the first person to speak to the flying hero who had just performed his first rescue asked. “More of a Metaman,” was Drake's quip in reply before he flew away, caught on a video that went viral online. The name stuck.

 

Drake lives in a town small enough to not just have a local newspaper, but for the old editor to remember a time when cub reporters were how journalism got its leads. Cub reporting fits Drake's gifts for clear memory, conversation, handling red tape and deduction as well as his desires to protect others and explore. It doesn't hurt that he secretly has the power to fly and is virtually impervious to harm.

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And another denizen of Metaman's universe: Lady Paragon, one of two heroes young Metaman looks up to .. and also ace reporter from Megalopolis, Kya Kirk, the other hero young cub reporter Drake Dean looks up to:

 

Characteristics – Lady Paragon - Kya Kirk
 
VAL  CHA  CP Base Price END Roll Notes
 60  STR  65  10    1   [3]  21- Lift 100 ton, 12d6 HTH, 1/2 END
 13  DEX   6  10    2        12-
 35  CON  25  10    1        14-
 13  INT   3  10    1        13- PER Roll 12-
 10  EGO   0  10    1        11-
 15  PRE   5  10    1        12- PRE Attack: 3d6
  8  OCV  25   3    5
  5  DCV  10   3    5
  3  OMCV  0   3    3
  3  DMCV  0   3    3
  6  SPD  40   2   10            Phases: 12, 2, 4, 6, 8, 10
 30  PD   51   2    1            30(17r) Hardened Impenetrable
 30  ED   51   2    1            30(17r) Hardened Impenetrable
 20  REC  16   4    1
 45  END   5  20   1/5
 20  BODY 10  10    1
 50  STUN 15  20   1/2
Meters Movement
 26m LEAP 13   4   1/2  [6]      26m x 8m x8 Noncombat Accurate 3x END
 16m RUN  20  12    1   [1]      X8 Noncombat 1/2 END
  4m SWIM  0   4   1/2  [1]      x2 Noncombat
 
344 Characteristics & Movement Total with Advantages & Limitations
 
Perks
  0 Positive Rep.: Paragon of Truth, Justice & the American Way (Ltd Group)
 
Talents
  4 Lightning Reflexes +8 To Act Before Others [-]
 
Powers   Ky'yr Imperial Bloodline under Yellow Sun's Power
 
CP  Powers  Notes  [END]
 
 15 Enhanced Perception +5 All Senses 
 10 Enhanced Perception Penetrative Sight [-]
  3 Enhanced Perception Telescopic +6 vs. Range Modifiers Sight [-]
 
Skills
 
  - AK: Campaign City Everyman 8-
  3 Conversation 12-
  3 Deduction 13-
  1 KS: Farming 8-
  - KS: News Everyman 11-
  - LS: English Native Everyman – Literate
  - PS: Reporter Everyman 11-
  1 PS: Farmer 8-
  - TF: Human-powered vehicles
 
 40 Total Powers, Perks, Talents & Skills
 
400 Total CP
 
Complications    
 
 10 DNPC: Floating coworkers and foster family 8-
 10 Distinctive Feature: Ky'yr Empress (Easily Concealed, Extreme Reaction)
 10 Hunted: Floating (As Powerful, NCI, PC Easy to Find, Watching Only, Infrequently)
 15 Psych Lim: Code of The American Way
 10 Psych Lim: Seeks Justice
  5 Psych Lim: Upholds Truth (except where it harms others)
 15 Social: Secret Identity, Reporter Kya Kirk
 
 75 Total Complications
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Kya Kirk, raised a foster child by loving childless farmers Merit and Jane Kirk, never knew she was the child of the last Empress of the Ky'yr, stolen by an Imperial Cardinal and crystalised for transport through space to escape impending doom. Kya never knew the kidnapper entrusted the Imperial Heir to an artificial intelligence to preserve the bloodline, though artificial life is anathema to Ky'yr custom and law. She didn't know her tiny prison wandered space for four million years while the Ky'yr survived the destruction of their planet and moved into space to become one of its dominant species.

 

The AI followed the sub-Ky'yr Da'wn to Earth, thinking it was the new Ky'yr homeworld, and set about engineering the Empress' reintroduction to the strange society the Ky'yr had become. It worked in secret, giving birth to Kya, forming itself into a pair of loving parental commonfolk, and guiding Kya through her upbringing as a paragon of the new world's best and brightest potential.

 

Kya left the farm, her parents, knowing she was very special, but not knowing why. She only knows she's on a voyage of discovery, as if a strange visitor from another planet.

 

A few years after she began her quest, using the cover identity of news reporter for access to more information sources, Kya had her first glimmer of hope for a clue to her origins. Metaman, an imitator of her own heroics, seemed so similar to her in so many ways.

 

She was a little disappointed upon meeting him. The similarities were superficial, and the young hero seemed.. very unsophisticated and a bit juvenile. Still, his heart seems to be in the right place, and the world's a dangerous place for a superhero on her own. The pair frequently team up, though they do not share secret identities.

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Next in the series:

 

The typical Ky'yr (generally SPD 3, STR 40 versions of Kya with more life support and ~120 pt VPP Ky'yr technology); the typical sub-Ky'yr (slightly lower Int/Ego/Pre/SPD versions of Drake with NCC on Relaxed Containment - controlled by any nearby Ky'yr instead of Absorption) and a small VPP of Ky'yr technology; Kya's parents Merit and Jane (who combine into a powerful superintelligent AI that's slightly mentally unbalanced). Yes, they're all villains, or at least have their own agendas not entirely compatible with Metaman and Lady Paragon's virtuous ideals.

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While I'm fleshing out the villains and antagonists in my Universe, I'm adding "The Smarteners" to my list of organizations.

 

A loose-knit secret society dating back to ancient times, they've gone by many names, sometimes spinning off dummy groups to carry on the old name: The Academy, The Wise, Illumination, The Lodge..

 

Their role for the uninitiated and lower ranks is simple: The First Rule of the Smarteners is We Do Not Talk About The Smarteners. Masked heroes are spurious apparitions firing the public imagination, but everyone in the public knows they're like the Easter Bunny or Santa Claus: myths with no real powers.

 

So if you happen to be bitten by something radioactive and gain its abilities scaled up to human-size and powered by atomic fission, you might go on a spree lasting a few weeks in a mask making evildoers pay before The Smarteners (the affiliation's name since the 1920's) pay you a visit, and offer you a wide range of options, none of which include you revealing that super powers are real to the general public.

 

Lately, The Smarteners have been experimenting with other approaches. There's so much cynicism in the modern world due to camera tricks and GCI, they're laying off a bit. Also, there's been a bit of a schizm in the upper echelons, and MeritJane unleashed some rather harsh and far more ancient Ky'yr obscene artificial lifeform badness upon the Smarteners when they attempted to pay the Ky aK'rk such a visit without her Imperial leave. It's fair to say that while most of the Smarteners have no clue what hit them, they know to be more circumspect these days.

 

Still, the old guard is tough, set in their ways, and quite capable of waging a virtually invisible stealth campaign to complicate the lives of public heroes whose displays of power are too overt for their liking.

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