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Found 21 results

  1. In the interest of keeping the forum a little less cluttered with pinned topics, here is a list of various character or archetype constructions provided by your fellow players. Feel free to reply to this thread and add your own construction threads to the index. (One reply only please, edit your post to update your index.) AA's All New All Different Oddballs Gizmo's Character Scratchpad trollthumper's Cave Ecalsneerg's Improved Archetypes Ecalsneerg's Expanded Archetypes From the Laboratory of Dr. Archeville Supercape's Supporting Cast
  2. Ninja (note - this isn't a Cass build - I just like the picture!) PL: 7 (105) Abilities: 2 + 10 + 4 + 0 + 4 + 4 = 24PP STR 12 (+1) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Notes: She's a tight, dextrous build - focused on physical agility above all else. Her Charisma may be a little high as built, honestly - feel free to take those four points and put them elsewhere. Combat: 12 + 8 = 20PP Init: +13 ATK: +6 (+7 Melee) DEF: +8 (+4 Dodge, +4 Base, +2 flat-footed) Grapple: +9/+15 w/Escape Artist Knockback: -3/-1 Notes: She needs a little more training before she starts engaging in ranged combat - but she's not a bad shot if she picks up a crossbow! She should stay mobile and not try arm-wrestling with any big muscly goons, but she's not totally helpless if she is caught out - especially by the PL 3-5 thugs she should be fighting. With her high initiative, she is almost always going to go first when fighting people near her level. Saves: 3 + 4 + 3 = 10PP TOU +6/2 (+2 Con, +4 Defensive Roll) FORT +5 (+2 Con, +3) REF +9 (+5 Dex, +4) WILL +5 (+2 Wis, +3) Notes: Again, a hyper-focus. She'll be in trouble if she gets maced or runs into a mind-controller - which is just right for a street-level character. Those things _should_ be serious problems. Skills: 64R=16PP Acrobatics 10 (+15, SM) Bluff 8 (+10) Climb 8 (+10, SM) Escape Artist 12 (+15, SM) Language 1 (English, Base: Japanese) Notice 6 (+8) Sense Motive 7 (+9) Stealth 10 (+15, SM) Notes: If she's hanging around with a detective, those skills haven't really been passed on yet. But she's very fast and very sneaky, and can let herself into a lot of places. Except for locked ones - but that's what the katana is for! Feats: 21PP Acrobatic Bluff Attack Focus: Melee 1 Challenge 1 (Fast Acrobatic Bluff) Defensive Roll 2 Dodge Focus 4 Evasion 2 Improved Initiative 2 Luck 1 Hide in Plain Sight Power Attack Quick Draw [Draw] Skill Mastery (Acrobatics, Climb, Escape Artist, Stealth) Takedown Attack 2 Uncanny Dodge (auditory) Notes: The idea here is that she does lots of flips and tricks in fights before she hits people with her sword, or she sneaks up on them and hits them with her sword. Either way it'll do the trick given that she's not attack-shifted. Between catching people flat-footed and her ability to power attack, she can sucker-stab some pretty tough customers. Buy up some Luck as that PL rises! Powers: 6 + 8 = 14PP Container 1 (Clan’s Training, 5PP, PF: Innate) [6PP] Leaping 1 (x2) [1PP] Quickness 1 (x2) [1PP] Speed 1 (10MPH/100FPM] [1PP] Super-Movement 1 (Slow-Fall) [2PP] Notes: This is just so she can do standard comic book martial artist stuff - run real fast, leap hella high, fall off a cliff and land on her feet like a cat. Device 2 (Katana, 10PP, Flaw: Easy to Lose, PFs: Restricted 1 [those who can work the lock], Subtle [concealable]) [8PP] Damage 5 (PFs: Improved Crit 2, Mighty, Precise, Variable Descriptor 1 [bludgeoning/piercing/slashing]) {10/10} Notes: If you're playing a martial artist, they should have a cool signature gimmick like a power punch or a cool weapon. The Variable Descriptor represents cutting people with the blade, stabbing them with the point, or punching them with the hilt/smacking them with the blade. In my mind this scion of the Katanarchists (Freedom City's Hand/Foot expy) ran away with her signature sword rather than submit to her family's brutal regime. Now she wages a one-woman war defending her home neighborhood from scum and low-lifes, worrying always that someone more powerful is going to come and track her down... costs abilities 24 + combat 20 + saves 10 + skills 16/64 + feats 21 + powers 14 = 105 pts
  3. Builds: Agent Avian: Secret Agent Biiird! Deep One in a Battlesuit: You didn't think the Atlanteans had all the technology under da sea did you? Four Armed Alien Swordsman (Aka: Shoon Gladiator): Bet he has to buy his clothing special order, Fungal Totem (Aka Mycanoid Hero): Mushroom Superhero from Maaaars! Heroic Screamer: Just make sure to not get killed off before all the big school defining events. Infernal Acrobat: Daredevil as an actual Devil! Kickboxing Ape: So that's why they called him Mighty Joe! Volcanic Totem: Ta-Gar Lord of the Volcanoes Teleporting Shadowmancer with a Sword: Never had a Bamf sounded so sweet . Fearsome Freshmen: (PL 7 Builds) Heroic Screamer: Banshee if he weren't 10 years the senior of those less cool X-Men Powerhouse PI: The mind may be your strongest muscle, but it doesn't hurt to have actual muscles too. Power Fister: I could have gone with a more mature name, but y'all know what I'm about. Random Archetype Generator Battlesuit: Now you too can be a billionaire playboy philanthropist with a box of scraps. Construct: What measure is a nonhuman? Crime Fighter: Throw out the box of scraps and be a billionaire playboy philanthropist with a fancy car. Setting Elements: Isla de la Reina Venerado: Corrupt island in the Caribbean for all your super drug needs. Setting NPCs: Detective Valerie Archer: Undead Cop in the Fens The Dragon: Kung Fu Killer shrouded in mysteries and kicks. Shitennō: Four Arms (Or rather 12 if you count all of Spider Hunting in the Darkness' arms) are better than 1 Woundmaker: (Rebuild)
  4. The Skill Mastery feat lets you Take 10 on four (4) selected skills, regardless of the circumstances (including being in combat), though it does not allow you to Take 10 with skills that do not normally allow you to do so. This cuts down on the amount of dice rolling, which speeds up play (and avoids any potential “cursed dice” issues). It also gives you a reliable benchmark to gauge your level of proficiency: someone with Skill Mastery for a skill that has a +10 modifier on can reliably hit a DC 20, while someone with a +10 modifier but not Skill Mastery will only hit it about half the time. So it’s good for characters who have moved beyond the “fails a lot but learns a lot from those failures” level with a certain set of skills. For some skills, this is a very useful feat! For others, it’s largely useless. Let’s take a closer look. Acrobatics Being able to reliably Take 10 on Acrobatics checks while in combat is incredibly useful, so Skill Mastery is a fine choice for this skill. Also, if you’ve got a +10 or better modifier to Acrobatics, you can Take 10 to stand from prone as a free action (DC 20), so it’s the same as having the Instant Up feat. Bluff Being able to Take 10 on Bluff while in combat means being able to Take 10 on attempts to feint or trick a foe in combat (or demoralize them if you have Taunt). And if you take a -5 on the check (or take the appropriate Challenge feat), you can do so as a Move action, leaving your Standard action for making an actual attack. Climb Failing a Climb check by 5+ means falling (which will probably hurt!), so Skill Mastery can help avoid that. Also, any time you take damage while climbing, you need to make a Climb check to avoid falling. You’ll need Skill Mastery to Take 10 while in combat, so if you foresee your character doing a lot of fighting while climbing -- and you don’t take any Super-Movement (wall-crawling), which removes the need for Climb checks -- then this could be a good investment. Computers You probably won’t be hacking mainframes while in combat, but failing these checks can have consequences (like alerting a sysadmin), so being able to reliably achieve a certain DC is worth it. In addition, if you have both the Online Research and Well-Informed feats, you’d be making a Computers check in combat, and being able to Take 10 would cut down on time and randomness. Concentration You cannot Take 10 with this skill, so it is ineligible for Skill Mastery anyway. Craft You probably won’t be building or repairing things while in combat, so Skill Mastery is of little use for Craft skills. (And you cannot Take 10 for the jury-rigging aspect of the Artificer or Inventor feats, so it’s useless for that.) However, there is one case where Skill Mastery will be very useful: when using Craft (Mechanical) to set a detonator into an explosive, because failing that by 10+ means it goes off in your face! Diplomacy If you want to insure you don’t make some grave faux pas that turns potential allies into determined enemies, Skill Mastery is just what you need! Disable Device You probably won’t be opening locks or disabling security systems while in combat, but there are penalties for failing a check, so being able to reliably hit a certain DC is worth it. Disguise You should have put on your disguise before combat, in a calm environment where you can Take 10 (or better yet, Take 20) anyway. If you’re trying to put one on during a fight, something has gone very wrong. Drive The only times you’ll make a Drive check are hectic times when you wouldn’t be able to Take 10, so Skill Mastery is very applicable to this skill. Escape Artist You can Take 20 if not actively opposed (like trying to break a grapple or pin), and in those cases you wouldn’t be able to Take 10. So Skill Mastery would be useful, allowing you to Take 10 in those cases. Gather Information The only time Skill Mastery might be useful for this skill is if you have the Well-Informed feat, and you use it on someone who you’ve spotted while in the middle of combat (say, if they’ve just entered the fight, against you). Handle Animal No penalty for failures, so no need for Skill Mastery. Intimidate Being able to Take 10 on Intimidate while in combat means being able to Take 10 on attempts to demoralize a foe in combat (or feint them if you have Startle). And if you take a -5 on the check (or take the appropriate Challenge feat), you can do so as a Move action, leaving your Standard action for making an actual attack. Investigate You won’t be analyzing clues or collecting evidence while in combat. But failing the check can ruin any evidence you collect, so Skill Mastery can prevent that (if your bonus is +5 or better). Better yet, if you have a +15 or better modifier, Skill Mastery means you’ll hit the DC 25 check needed to do such a good job collecting evidence that attempts to analyze it gain a +2 bonus. Knowledge You’ll almost never need to make a Knowledge check while distracted or under pressure (or in combat), and there’s no real penalty for failing a Knowledge check, so there’s no need to take Skill Mastery for these skills. Language You cannot Take 10 with this skill -- you don’t even make checks with this skill -- so it is ineligible for Skill Mastery. Medicine You won’t be using this skill in combat. You may be using this skill while others around you are in combat -- like the middle of an active war zone -- so a GM might rule that such an environment is too distracting to Take 10. Notice Do you want to miss out on things? Of course not! Skill Mastery will help make sure that doesn’t happen. Perform Knowing you can reliably make a [routine/great/memorable] performance, even while everything around you is in chaos, might be worth it for you. Also, Skill Mastery here means stage fright/performance anxiety won't be a thing for you! Pilot The only times you’ll make a Piot check are hectic times when you wouldn’t be able to Take 10, so Skill Mastery is very applicable to this skill. Profession Never having a bad day at work? Always having excellent days? I’m sorry, but that requires too much suspension of disbelief. Ride The only times you’ll make a Ride check are hectic times when you wouldn’t be able to Take 10, so Skill Mastery is very applicable to this skill. Search Knowing you can reliably hit a certain DC may be worth it, but nine times out of ten, you'll be able to Take 10 (if not Take 20) anyway. Sense Motive Want to reliably see through the deceptions and posturing of lesser beings? Mastery with this skill has got your covered! Sleight of Hand Being able to nick or plant something requires a DC 20 check, and your result is checked against the target’s Notice check to see if they notice you. Skill Mastery can help you reliably achieve the former, and avoid the consequences of the latter. Stealth Do you want to be seen? Do you want to feel the eyes of everyone upon you, looking, glaring, judging? Then grab Skill Mastery, at insure that (most) folks won’t be able to spot you! Survival You’ll almost always be able to Take 10 on this skill anyway, so there’s little need for Skill Mastery with it. Swim Failing a Swim check means drowning, and that’s not good. Skill Mastery helps prevent that. Also: having any ranks in the Swimming power lets you Take 10 on swim checks regardless of the situation, so if you have any of that, you don’t need Skill Mastery.
  5. The purpose of this thread is to serve as a quick and handy resource when you're trying to decide how strong or tough or accurate to make your character. Because while numbers (like "X Strength lifts Y weight") are nice, sometimes it's good to be able to say "Well, this is probably about how strong this popular character was", or "This specific item is something you can lift" or "this is something you are as fast as or faster than". I myself find such things handy. I'm going to be separating things out into several small, easily-digestible posts, and trying to make sure I link them all in this initial Index post. That way, if you, for instance, want to double-check just what Impervious 5 can laugh off, you can click right to that post. I will reference a couple of characters that exist on these boards, but for the most part refer to popular culture characters (comics, movies, what have you). Index >General Ability Benchmarks >Attack and Defense Benchmarks >Toughness and Impervious Toughness Benchmarks >Damage and Power Bonus Benchmarks >Strength/Super-Strength Benchmarks >Speed, Swimming, and Flight Benchmarks >Skill Benchmarks
  6. To all Freedom City Play by Post Players! This questionnaire, unlike the others on the site, is purely optional and comes with no PP reward. And unlike the others, it is directed at you, as a player, rather than your character. So why fill it in? You don’t need to. The reason for doing so is to give a short indication of what you are looking for in in a role playing game, or more specifically, this role playing game. There are a multitude of ways people play and enjoy role playing games, and no way or preference is right or wrong. However, by indicating your own preference, you are giving a signpost to GMs and other players. It is only a sign post. Do not think of it as a chain or cell. By indicating your preference you are not cutting yourself out of potential game play. What you are doing is helping everyone enjoy themselves. If you love detailed combat play over the city with huge knockback distances, and the GM gives you a convoluted spy/detective story, it’s a raw deal. Sure, you may have fun, but you could have had more fun if everybody knew what you wanted. And of course preferences change. Some days you might want that convoluted spy/detective story, or a superhero horror story in a ghost house. This is nothing but a guide, not a binding statement. The questions are deliberately wide, so feel free to answer them how you see fit. You can answer them in detail or in brief, but try and keep them a manageable, readable size! J It is important to remember there is no right or wrong way to answer these questions. There is no place for any smugness or superiority in saying one style or preference is better than another. To answer these questions, please reply to this thread with a post below (one post for all five questions) and link it to your signature for reference. 1. If one views a role playing game as mix of role-playing (story telling focus) and game (tactical challenge focus), what kind of mix do you like? 2. Our site operates a policy that no PC should die without player permission. Failure, however, is another matter. A villain could get away, an innocent (or beloved) could die, calamity could happen, your PC could get the snot beaten out of him and humiliated (publicly or privately). How do you feel about the prospect of failure? What chance of failure would you like, and what type of failure would you tolerate, expect, or indeed wish? 3. Superheroes have great power, the power to impose their will upon the world. This can mean the chance to escape the moral complexities of the world, or it can mean even greater moral complexities. What do you want? Do you like your antagonists as well defined, clear-cut evil, or your antagonists (and protagonists) to be more ambiguous, greyscale and three dimensional? (we should note that this site does not condone vigilantes or the like) 4. This site is unambiguously about superheroes. However, within those parameters, there is a fairly wide canvas. Three main categories that formed are the combat focus, The investigative focus, and the Social focus (which does not necessarily mean just chatting and making friends, but social conflict too). There are other themes and sub-themes, too many to mention here. Do you have any thoughts or preferences about themes? How much combat would you like in a thread, for instance? How would you feel if combat could be avoided by a subtle approach? 5. Finally, do you have any other comments on what your priorities or preferences are in playing a RPG, and more specifically, a superhero RPG?
  7. Here at Freedom City Play by Post, it can very difficult to come up with a possible threat to challenge your newly made character. Well, this site has been around for some time which means there are many NPCs just waiting to be used in a thread. There are three levels for NPCs which dictate how they should be used. Tier 1: Open for anyone to use. Tier 2: Can be used only with permission of the NPC's creator, and the creator has the right to request that they be the one to actually run the NPC. (Most archnemeses should fall into this category.) Tier 3: Reserved for Ref use only.
  8. or "Supercharging your Complications" This post is a personal opinion on how to maximise your fun from complications. It is based on my experience GMing here (and complications is the first thing I look at), my own experience of playing PC’s and various discussions with other players about how to effectively use them. Complications are your choice, and you can have as many or as few as you wish. I certainly have not written this to try and enforce them on people, or to cause any offence at the ones people have. However, I am aware that people often feel their complications don’t come up, and I am going to try and explain why that is and how you might be able to improve that. Any advice I give here has come from doing it "wrong" myself, and learning, slowly, how to do it better. It is but an opinion and it is for you to consider if you wish, not to follow as a requirement. I am going to approach this from the angle of how to have fun with complications. Used well, they can be a powerful engine to create and drive stories, and your own enjoyment. It is not written from a tactical perspective of how to get as many hero points as possible. From that perspective, the obvious thing to do is to by as many ranks of luck as you can get away with – hero points are very powerful and cheap to buy with the luck feat. For the purposes of example I am going to fabricate some imaginary complications and use a few of my own characters. Whilst this may be self centred, I didn’t want to pass judgement on any other players characters complications. However, I can assuredly say that some complications are more juicy than others when I look at them with a GM eye, and I will try and explain why. The Zen of Complications The first difficulty anybody (myself included) has with creating complications is that you are creating problems and hassles for your character. This goes against the grain for a variety of reasons. If you played (or play) Dungeons and Dragons, the mighty father to all RPGs, you will have most likely have ingrained in you a reflex to maximise or optimise your PC (I know I have, although I have given that urge a slow, painful death over many years). Furthermore, it is impossible to deny that part of the appeal of superheroes is to soar above the complexities and worries of the world (in some cases, literally soar). Complications are a self imposed demolition of such escapist fantasies, one it is not instantly easy to go along with. However, drama is fed by complications. Ultimately, you may find yourself in more control of your character by relinquishing your character’s ability to control. The Complication List Your complication sheet on your character is not there as a tick box list, it is there as a guide to the GM, yourself, and players, about the key complications your characters have. You can earn an HP from a complication even if it is not on the list. For instance, if you meet an NPC in an adventure, and develop a relationship with that NPC, then that NPC could be a source of complications such as being an innocent victim or bystander later on in the thread. Some complications, like “Don’t hurt bystanders†or even “Secret I.D†are (at least by me) taken for granted. There is no harm in putting them in your complication list, but there is probably no need to either. Personally, I usually don’t clog up my sheets with these “universal†or at least extremely common complications. Complications that aren’t When I look at complication lists as GM, seeing which one I can use (For those that don’t know, I almost never have a plot idea and advertise for PCs, I grab some PCs and organise a plot around them) the major issue I come across is complications that really aren’t complications at all. They are backstory, or plot hooks. Great for coming up with said plot, not great for kicking them into the playing field during the actual story. Sure, they may technically, possibly, be complications, but then so could pretty much anything in your backstory and you don’t need to repeat that again in your complication list. As I said above, not having something in your complication list doesn’t mean you can’t get a complication out of it. I shall give some made up examples of “Complications that aren’t†to explain this: “Enemy: Dr. Simian†Having enemies on your list is probably the most common example. This is a great back story, as it gives a built in antagonist to a thread. But every thread has an antagonist. Why is the enemy here a complication over and above your regular antagonist? This is an example of a complication that isn’t. It’s a great back story, it’s a great plot hook, but it doesn’t make your life any more complicated than having any other antagonist in the book. Of course, with a bit of effort you can make the Enemy complication work. If your enemy knows your secret I.D, or has particular information on you to make your life miserable, that certainly will create complications over and above your regular antagonist. And you can therefore get HP as an when those complications arise. But if this is the case, spell it out explicitly in your complication list so the GM knows why this Enemy will actually cause complications. You can also use Enemy in a broader sense, if you have a particularly bad reputation and in the course of the regular story this can create additional problems. For instance, Pitch has Enemy: Biker Gangs. Now, in a biker gang thread that is no complication at all, but say she is investigating some biker cult, and her reputation means she gets mugged instead of aided (the main antagonists being something or somebody else), you could call that an extra problem. Spiderman’s enemies being the police or J.J.Jameson are another example. Whilst he is fighting (e.g) the Rhino, he has all this bad publicity to make that fight more difficult. But there are other complications that are not really complications too. “War Veteran: Captain Example has seen too much war in his life and will become very upset if he sees war scenes†Excellent story, and you can write about his past and his inner turmoil. A great character. But this is backstory, maybe even a plot hook for him to stop a war. But how does it make his life complicated? Emotional distress is not a complication, it is fuel for good writing (which is important!). You can certainly make this complication work, but as it stands it doesn’t really work well as a complication. But it may do, with a little refinement… Making complications work So, how do you make a complication work? I will now make a simple and obvious statement. Complications cause complications. I know that is patronising and obvious, but it is worth reflecting on. How exactly will your complication make your characters life tangibly and materially complicated? Not emotional distress, not personality, not plot hook. How will it create a real, concrete pain in the backside for the character in the course of a thread? The answer is to make them applicable (they will come up) and tangible (they cause a true problem). Applicable complications: Complications that come up. . Making complications applicable is the first thing to consider. In other words, it can crop up. “Dress Sense: Mr Smooth only likes to wear the latest fashions and the best styles†So, this is an example of a complication which is very weakly applicable. Of course, it could potentially come up, but how are you, or the GM going to trigger this? I am sure you could work out a scenario in your head, as with any complication. But it remains the case that this is not an easy complication. “Darkness Phobia†Is much more realistic, a complication a GM can say “ah yes! Now this is something I can trigger!†If you look at Rene’s sheet, I will give a good example and a bad example: “Give me Liberty! Passionate - too passionate, about life, liberty, and politics. He will not be diplomatic or measured in his defence of these things, and will anger at any oppression.†As you can see this is rather vague. It is hard to trigger. So possibly he might anger or insult somebody, and fail any attempt at diplomacy. I keep it in as I think it may come up, and its an important part of his personality flaw not covered elsewhere, but I am fully aware that this a meagre meal for a GM. Of all his complications this is the one that is probably never going to come up. There are a lot of complications with such level of vagueness. Most often they are about a characters personality, such as impulsive, easily angered, and so on. Good descriptions of personality are vital for good writing and character, but not easy to actually put into play without diligence and effort. And impulsive and easily angered are the two best ones. Something like “shy†in is going to be really hard work to make a real tangible complication. My advice is if you are going to put in a character / personality flaw as a complication, try to spruce it up a bit with concrete examples and real problems. Onto a complication that is something that can easily come up: “Beware the Id! Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something.†This complication, however, gives very wide scope to the GM. All sorts of failings and unconscious problems can be thrashed out with the GM to cause some of his key powers to work in unexpected and unreliable ways. It is easy to get this into a thread, if wanted. It is worth trawling through your complication list to really look at if these complications have ever come up, and if not, could they ever realistically come up. If the answer is no, or probably not, I would suggest deleting them or refining them to be more of a pain in the backside for you! Bring the pain: Making the complication hurt. The other quality a complication needs, other than just cropping up, is to be something that really does distress, hurt, or screw up the character. And by this I don’t mean “causes emotional painâ€. Emotional pain is just your characters response to something, it’s a not a complication in itself (although it could lead to a complication). If you want to go for emotional pain triggered by certain events, then it is probably worth being specific about what actually happens. Let us return to the fear of darkness example above. A complication that can easily come up. If your fear of darkness is “Reminds [x] of his bad childhood, and causes his anxiety, making him on edge†you have not made the complication (practically) hurt. You have just described an emotional response. Now, that emotional response may then lead to complications, such as snapping at the police officer beside you, who decides you are too unstable to lead the investigation, or scaring the child you are escorting out of the sewer – who decides to bolt away from you. But just being anxious and on edge is not, in itself, going to be a complication. Again. It’s great backstory, it will be good writing, but it because the effect of the fear is not specific, and unlikely to materially hurt, it is not a powerful complication to drive story or earn HP. You could however, make this fear of darkness more specific. He will flee, or refuse to enter. He may lose the focus necessary for his powers. Or you could hash things out saying that in darkness he will always fail his will saves, earning a HP for every deliberate fail (getting the worse effect) until he comes to some inner resolution. By hashing out this, you can create real problems for your character rather than just emotional distress. Again, complications need to hurt and create real problems. So, I will give an example of a very concrete, specific complication of Rene: The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible. This is not the best complication to drive a story by any means, but it gives an example of a real concrete effect. At a crucial moment, to make the story neat, he runs out of ink, and bam, we have a real difficulty. Just as a said it is worth examining your complications to see if they will crop up, it is worth examining to see if they will actually cause some tangible problem. To go back to my initial comment: Complications cause complications. Finally: Supercharged Complications for fun. To end, let us step away from the whole issue of making your complications come up and count. To make complications really sing and be enjoyable, I have noticed as both a player and a GM that some complication’s are simply stand out awesome. Not because they are particularly applicable, or cause tangible problems, but because they immediately scream at a reader “storyâ€. These complications are few and far between, but if you ever GM, your eyes will pop at seeing them. You will immediately go “YES!†and realise that is a complication you and your player can have great fun with. It will power a story, over and above being a simple plot hook. As I said I won’t use other players complications, I will stick to that, although I know I have my favourite complications from other players. So I will give, and pardon my self congratulation, the best example from my own characters. Now, bear in mind this is my seventh PC on the board, so getting to this stage of complication took several attempts and a lot of learning. The example I will give is Pitch’s (what I think is) best complication. Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). For those of you unaware of Pitch’s history, I will not bore. In a nutshell she has a demon bound to her bloodline, Tazel, that lives inside her and can power up her physical strength. Whilst he mechanically is built as a summon / alt form array, he is in fact open to all sort of deceit, misinformation, and generally making Pitch’s life well…hell. Of course, she can order him to shut up (and give her some respite), but where’s the fun in that? Even when this complication is not actually generating HP’s, it has proven very good at powering a thread with truths, half truths, and lies. So that’s it. I hope this was at least interesting to read and reflect on, even if you don’t agree with it (which you certainly don’t have to). I for one feel complications are the main power house of the M&M system, not unique to it, but important all the same. Getting the most out of your complications is both difficult but highly rewarding. Using them is always a challenge for a player and a GM, but you can, by refining them, make that challenge easier.
  9. So another year and another group of young heroes are unleashed on the world! I though it would be useful to workout the what students will be returning and what students are newly arrived. Characters By Class Year Seniors (graduating in 2016) Juniors (graduating in 2017) Blankenship, Casey - Miracle Girl (Heritage)Brooks, Zephyr - Oracle (Shojikitsune)Hino, Sakurako - Endeavor (The Osprey)Labatt, Eileen - Cerulean (Mad Scientist)Steiner, Ralf - Amorph (GranspearZX)Sophomores (graduating in 2018) Chevalier, Robin - Nighthawk (Alderwitch)Clouston, Cathy - Frostbyte (Tiffany Korta)Cooper, Hannah - Prism (Thunder King)Faretti Jr, Jack Huang - Ouroboros (Angrydurf)Rivera, Matthew - Grim (Fox)Sanderson, Raina - Sparkler (Electra) Smith, Riley - Woodman (AvengerAssembled)Wei, Winifred - Reagent/Alkahest (Gizmo)Teams Roommates Casey & SakurakoRobin & WinifredCathy & RainaMatthew & Riley Feel free to inform me of the many, many things I've missed
  10. Scrolling through all the heroes of Freedom City Play by Post and trying to work out what's going on can seem a daunting exercise for new players, so in that spirit I'd like to offer the Roster of Active Player Characters, giving a quick overview of who's who and what's up in the world of our site's narrative. This won't ever be final of course, things change. So don't be shy about whatever needs fixing, adding, removing and so forth to make this as helpful as it can be. If you want to submit blurbs yourself, I welcome it. You know your characters best and how to present them. Roster of Active Player Characters: A Ace Danger: <His Name. Immortal two-fisted adventurer and free-loving socialite, blithe yet wounded scion of a family of heroes. Close friends with Bombshell, affiliated with the Danger Foundation. Amorph: Ralf Steiner. An innocent, protean form of life created by a rengade of SHADOW. A student at Claremont Academy with no close friends or group affiliation. Apex: Alexandria Lorne. Self-assured young genius unraveling far-future technology to change the world, prove her superiority and save her parents. Uses sophisticated drones in battle. No close allies, affiliated with her company LorneTek. Arcturus: Marcus Irons. Straight-laced and gentle young wielder of bestial power and ancient rune magic. A student at Freedom City University fighting a hereditary ursine curse. No close allies, a Claremont alumnus. Ardent: Phaedra Morningstar. Guarded and politically dicey half-angel half-demon, with powers andmoral compass drawn from both. No close allies, affiliated with Claremont Academy. Argonaut: Yves Zerme/Yvejskrujanharbh'aar. A.E.G.I.S. agent and free Omegadrone. Close with HarArgonautrier and affiliated with the aforementioned agency. Arrowhawk: John Aaron Fraser. Avenging, aging trick-arrow archer with a temper. Driven and almost manically determined to fight evil and find his lover's murderer, he has a dim view of what he sees as 'amateur' superhumans. Affiliated with the (NPC) Sherwoods of Nottingham. Asad: Amir al-Misri. Deceptively layabout tycoon with energy-absorption powers. Close with Velocity and Young Britannia, with no group affiliation. B Bastion: Eric Michaels. Former armored anti-superhuman criminal with a new life and a new suit. No close allies, affiliated with A.E.G.I.S. and Blackstone Prison. Bliss: Birth name forsaken. A dour Xuli'pa warrior with cybernetic and genetic enhancements, escaped from her homeworld in search of something better than servitude. Close allies and affiliated with the other Voidwalkers Roulette and Ruby Voxx. Blodeuwedd: Cerys Pfer(false name). Quiet young Welsh anti-supernatural agent wielding weapons magical and technological. Has close allies in Blue Jay, Crimson Tiger, Kit and Tsunami, affiliated with the Order she serves and Claremont Academy. Blue Fox: Eve Martel. Agile and iron-willed French mentalist. She is close allies with other former members of Young Freedom(especially Midnight II), romantically involved with(NPC) Wendy-Go, and is affiliated with Claremont Academy and Martel Enterprises. Blue Jay: Antoinette Baudin/'Tona'. Determined archer from a devoured Earth. Close allies with Blodeuwedd, Crimson Tiger, Fleur de Joie and Tsunami, romantically involved with Kit and affiliated with Claremont Academy. C Cannonade: Joseph Macayle. Labor-aiding legacy superman. Close allies with other Liberty League members and affiliated with that team. Cavalier: Kyle Steward. Level-headed, well-traveled alien abductee and stellar guardian. No especially close allies, but his affiliation with the Star Knights means he often works with other space-faring heroes. Citizen: Sharl Tulnik. Stalwart and skeptical young AI from the digitized city of Tronik. Master of his native cyberspace and now owner of a space-worthy robot suit. Close allies with other Claremont alumni, and super-geniuses such as Dragonfly and Miss Americana. Romantically involved with Temperance, and affiliated with Young Freedom, Miss Americana and Tronik. Comrade Frost: Dimitri Peshkov. Undying jovial Russian draugr(heat-draining vampire). Close allies with the Freedom League(Auxiliary), Fleur de Joie, Gabriel, Gaian Knight & Tiamat, Set & Sekhmet. He is affiliated with the Russian Guard. Corona: Aya K'Zan/ Anya Corazon. A Lor investigator with energy-projection powers and a brusque attitude, forced onto Earth by her enemies in high places. No close allies, affiliated nominally with the Lor Republic, high school biology teacher. Crimson Tiger: Mali Benjawan. Fearless and fierce young Muay Thai artist. Close allies with Blodeuwedd, Blue Fox, Blue Jay, Citizen, Cobalt Templar and Kit. Affiliated with Young Freedom. D Dragonfly: Mara Hallomen. Mentally-warped, weapons-hating inventor with a space-warping suit. Part of the loose genius gathering at the Lab, associated with the Interceptors via her romantic involvement with Jill O'Cure. E Echo: Elizabeth Stein. A university student thrilled by her reality-changing powers and horrified at the implications of her alternate-universe doppelganger. No close allies or team affiliations. Eclipse: Talisyn Alar. Freelancer cyborg star captain who's rejected both the sides of order and chaos in the universe. Close allies with crewmates Rock & Nae-Dae, no affiliation besides personal sense of justice. Edge: Mark Lucas. Quarter-djinni with bottomless good cheer and power. Affiliated with the second Liberty League, Claremont Academy and the United Nations agency UNISON. Close allies with many Claremont alumni. Romantically involved with (NPC) Nina al-Darsah. El Huracan: Anibal Herrera Miramonte. Self-confident, elegant and aristocratic Mexican mutant. Wields wind-controlling powers and a cutting-edge flight sut. No close allies, affiliated with Claremont Academy. Elite: Lady Tatiana Gaius Libera. Unfalteringly honest and restrained alien, wielder of an infamous super-sword, a noble tactician and valiant warrior. Close allies with the other surviving members of the Praetorians, with whom she is affiliated. Errant: Elias Silvestri(false name)/Hector Aguayo III. Hard-bitten psychic from the land of tyrants. Affiliated with Claremont Academy, no close friends or allies(largely by choice). Equinox: Dr. Siobhan Drake. Streetwise elementalist Wiccan. Affiliated with the loose magical gathering of Parkhurst Hotel, close allies with Ghost Girl and Nick Cimitiere. F Fast-Forward: Richard Anthony Cline. Reformed fast-mover with a super-family and mystic accessories. No team affiliations, close allies with Set & Sekhmet and Wail. Father of Thoughtspeed(William) and (NPC) Holly Cline, husband of Hologram(Paige Psion-Cline). Fleur de Joie: Stesha Madison. Warm-hearted plant controller and florist with two Earths to care for. Close allies with many, many heroes, including Jill O'Cure and Velocity. Affiliated with the Freedom League. Foreshadow II: Erick Sloane. Prescient acrobatic vigilante. Close allies with street heroes like Graft and Revenant, in an odd friendship with Synapse. No team affiliation. Frostbyte: Catherine Clouston. A pallid, withdrawn and altruistic mutant with the power to form and control ice. No close allies, a student at Claremont Academy. G Gaian Knight & Tiamat: Tarrant Mcleod & Teagan(real name unsaid). Jovial geology professor with versatile geokinetic powers, a magic sword and a fiery dragon comrade. Close allies with Fleur de Joie, Gabriel and Set and Sekhmet. Affiliated with the Freedom League. Galvanic: Chlo'zel Elzak. Brilliant and vivacious Tempestian scientist, given great physical strength and control over electricity by her boundless curiosity and desire to explore the universe. No close alies or team affiliation. Geckoman: Christopher Kenzie. An irreverent young man with more wit than smarts. Wields the proportional might of a gecko along with technological weaponry and vehicles. He is close allies with Edge, Jack of all Blades, Midnight II and Wander, and several Claremont alumni. He is affiliated with the Interceptors and romantically involved with (NPC) Spellbound(Liz Lawlett)" Ghost Girl: Kimberly Storm(real name Rebecca Stone). An upbeat Canadian girl who died in the 1980's, returned as a chill ghost superheroine. Close allies with Crimson Tiger, Equinox, Nick Cimitiere, Temperance, Wraith and several Claremont alumni. No team affiliation. Glamazon: Thaelia. Rambunctious Atlantean demigoddess whose true home is the sea. Close allies with Rampart, Temperance and Tsunami. Affiliated with Atlantis and Claremont Academy. Graft: Dr. Tyrone Mendoza. Biologist and life-loving medical doctor attached to a fearsome Grue biological weapon that refuses to kill. Close allies with Foreshadow and Velocity. No team affiliation. Owns a clinic in the Fens district of Freedom City. Grim: Matthew Rivera. Ill-tempered teenage grim reaper raised by wolves. Possesses strong spirital attunement and the power to summon spirit hounds. No close allies, affiliated with Claremont Academy. Grimalkin: Lynn Epstein. Energetic fairy-made ninja with powers of glamer. Close allies with Jack of all Blades, Jill O'Cure and the other Interceptors. Assisted by The Shrike, socially-conscious and dry-witted Gretchen McDaniels, at the bookstore and in crime-fighting. No team affiliation. Widow of (archived) Colt. Gryphon: Flynn Ramsey. A genius struggling to care for his mother, with more smarts than sense. Uses a personalized suit ofarmor to agment his mutant powers. No close allies, affiliated with Claremont Academy. H Harrier: Steven Murdock. Free, eternally-grieving Omegadrone who uses his powerful armor to rescue others. Close allies with Dragonfly, Gabriel, Jack of all Blades, Miss Americana and Wander. Hologram: Paige Psion. Maternal psychic with an entropic twist. Close allies with Set & Sekhmet and Wail. No team affiliation. Mother of Thoughtspeed(William Cline) and (NPC) Holly Cline, wife of Fast-Forward(Richard Cline). Hronos: Time-traveling robot and guardian of the timestream. A sombre, mysterious creature. He has no close allies besides Velocity, and no team affiliation besides the other(NPC) Mechanodynames, robots who embody concepts. I J Jack of all Blades & Jill O'Cure: Erik and Eliza Espadas. Peerless energy-wielding swordsman and brilliant biokineticist who are never at a loss for words. Many close allies including Fleur de Joie, Gabriel, Miss Americana and Wander along with other members of the Interceptors, the team they effectively lead. Jack is romantically involved with Willow(Minerva Espadas) and Jill with Dragonfly(Mara Hallomen). Jack is the father of Eden Espadas, and their family has adopted otherworldly refugee Yolanda K Kit: Samantha Vance. Unconventionally-minded thief born in Hell and bearing a brand of demonic power. Close allies with Blue Jay, Blodeuwedd, Crimson Tiger and Fleur de Joie. Affiliated with Claremont Academy. L M Mater Vyrdna: Vyrdnaya Solnys-Kori Milareth. Idealistic alien cyborg mechanic who long lost her family and is discovering a new one. A part of her ship, able to command technology and form myriad tools and weapons. Affiliated with the Praetorians. Maxima: Dr. Cassandra Steel. Prodigy using SCIENCE to go past human limits. No close allies, affiliated with the Grant Conglomerate. Meatheral: Jeremiah Cornwell. Bookish and story-loving scholastic mystically bound to a tome of elemental power under mysterious circumstances. This binding allows him to assume the nature of the Greek elemental forces. No close allies or team affiliations. Midnight II: Trevor Hunter. Monosyllabic bringer of nocturnal retribution who hunts the unjust with weapons mundane and cosmic. Close allies with Blue Fox, Cannonade, Cobalt Templar, Dragonfly Edge, Fleur de Joie, Geckoman and Wander. Affiliated with the Liberty League. Romantically involved with Wander(Erin White) and grandson of the first Midnight(Travis Hunter). Miracle Girl Casey Blankenship. All-American heroine with a manipulatable energy shell inherited from her father that grants tremendous speed, strength and flight, and journalistic interests gained from her intense curiosity. No close allies, affiliated with Claremont Academy. Miras: Asli Safiyya Sadik/DJ Eclectic/'Sophie'. Opinionated and spontaneous half-Djinn music-minded heroine. Practitioner of book-learned time magic and imbued with the fires of humanity's spiritual kin, with which she battles the forces of apathy and selfishness. No close allies or team affiliation. Mirror: Alton Gotti. Engineer with shallow pockets and a prankster streak. Gifted with powers over both light and glass by a mysterious girl named Mary. No close allies or team affiliation. Miss Americana: Gina Evans/Cyberknife. A superhuman mind who controls a lovely robot body to briefly escape her hateful organic one. Close allies with Dragonfly, Gabriel, Gaian Knight & Tiamat, Harrier, ubiquitously known to scientific heroes, and main stakeholder of the super-science conclave of the Lab. She is romantically involved with Harrier(Steven Muddok). Miss Grue: Daphne Celeste(no "true" name). Shape-shifting Grue gal with a kindly heart. No close allies or team affiliation. Moon-Moth: Myothizar A'lira. Alien mystic from a race of magically-gifted moths. A gentle, open-minded soul blessed with power. Close allies with other surviving Praetorians, with whom he is affiliated. Myth: Ian Cantnor. An endlessly positive city culture organizer with a passion for legends. Empowered by the domain of myths to fight from the shdows against evil. No close allies or team affiliation. N Net Fly: Serge Explinker. A young mutant with the power to manipulate sound waves, and the smarts to improve on that. Close allies with Tsunami, affiliated with Claremont academy. Nick Cimitiere: Eric LaCroix. A once directionless man submerged in death and returned with the powers of a psychocomp. Works at a coffee shop. Close allies with Changeling, Equinox, Ghost Girl, Pitch and Silhouette. Affiliated with the loose gathering of mystics at the Parkhurst Hotel. Nighthawk: Robin Chevalier. Scrap-happy teenage orphan from the Fens of Freedom City. Uses her remarkable strength and spirit to fight bigger bullies. No close allies, affiliated with Claremont Academy. Nightingale: Nicola Cervenka. An unwilling, determinedly altruistic vampire struggling with her faith and longing for vengeance on the murderer of her convent. No close allies or team affiliation. O Oracle, The: Zephyr Brooks. Quiet, introspective and dry-witted psychic, a student at Claremont. Determined to become a reformer of minds. No close allies, affiliated with Claremont Academy. P Paradigm: Amara Val-Ren. An alien pillar of morality and loyalty granted great power by an empire now dead. Close allies with the other surviving Praetorians, whom she is affiliated with. Phantasmo, the UNLIVING: Henry Gibson Trent. Garrulous and homeless deceased English stage magician. A jocular revenant granted extraordinary powers in life and death through a pact with Mr. Infamy, using his powers to defend the helpless. No close allies, affiliated with the homeless of Freedom City. Prism: Hannah Cooper. Shy, socially-awkward student who does't want to be a hero. Manipulates and generates powerful creations of light. No close allies, affiliated with Claremont Academy. Q Queenie: Maybelle McQueen. Openhearted, food-focused master chef atoning for past selfishness. Wields a mighty magic ring from the future. No close allies or team affiliation. R Reagent/Alkahest: Winifred Wei. Fiercely intelligent Victorian-era alchemist caging an inner monster. Skilled in chemical combat, with hullking backup. No close allies, affiliated with Clremon Acadmey. Revenant: Lucy Harker. An undead lawyer from the Prohibition era, cursed with undying strength and devoted to the justice of law. Close allies with Foreshadow and Solar Sentinel. Can be found at the Our Lady of Mercy shelter. Rock & Nae-Dae: Those Are Their Names. Calm living mountain with a warm, volcanic heart & energetic four-armed tech monkey. Crewmates of Captain Eclipse of the 'Horizon'. No other allegiance. Roulette: Stahnze Turk. Proud, compulsive liar born of unlikely parents, with the criminal skills and eye lasers to leave his mark on the universe. Close allies with the other Voidwalkers Ruby Voxx and Bliss. No other affiliation. Ruby Voxx: Ruby Hawkins(birth name). Alien-abducted and fearlessly daredevilish bounty hunter. Armed with self-powered weapons and an armored encounter suit. Close allies and affiliated with the other Voidwalkers Roulette and Bliss. S Sea Devil & Jessie White: Ackwareeaa In-His-Mouth/Aquaria Innsmouth. Rambunctious uncorrupted Deep One, bonded to a suit of cosmic armor and best friends with an enhanced, traumatized alternate universe warrior. Recently released from Project Freedom, a superhuman rehabilitation program. Close allies with the Liberty League(especially Midnight and Wander) and their patron Blue Fox. Set & Sekhmet: Ever-glib Egyptian god of darkness and outsiders on parole with the brusque and standoffish goddess of war. Close allies with Fleur de Joie, Fast-Forward, Gabriel, Gaian Knight & Tiamat, Hologram and Temperance. Affiliated with the Freedom League. Seika: Seikahi'ino("Sei"). Raptor-like arboreally-adapted alien archer with superhumanly keen senses, searching for a home for her outcast people. No close allies, but she does have an odd tie with the hunter [NPC]Starshot. Solar Sentinel: Henry Mason. A sombre American veteran of the first World War given cosmic powers to fight a war among the stars. Close allies with Revenant, who he is romantically involved with. No team affiliation. Solvrytter: Gunnar Ornsberg(Sir Gunnar of Ornsberg Hall). A young knight wielding mystic weapons from an Earth fallen to the Terminus. He is close allies with Nevermore and Polarity, and affiliated with Claremont Academy. Sparkler: Raina Sanderson. Sharp-tongued witch burning to defy all expectations. Practitioner of the tarot-themed Arts Arcane. Close with her familiar monkey Merlin, affiliated with Claremont Academy. Starlight: Samantha Lawrence. Former drug addict and single mother from an abusive home, determined to turn her life around and prove to herself she be more than she was. Semi-energy being made of and able to control light. No close allies or team affiliation. Synapse: Dawn "Dee" Farrington. Rebellious and sullen aristocratic heir granted psychic powers and a mad sister by the government. Close allies with Foreshadow, and affiliated with the Vanguard. T Temperance: Eliza Oxum. Streetwise scion of water-spirit nobility. Close allies with Ghost Girl, Glamazon, Tsunami and Wail, romantically involved with Citizen. No group affiliation. Terrifica: Qiaolian Song/Samantha Carson. Brilliant and inventive crimefighter sure of her smarts. No close allies or team affiliation. Traveler, The: Sitara Shishakala. Immortal, jaded and endlessly curious augmented warrior borne to fight among the stars. Survivor of her native and adopted civilizations. Close ally of the other Praetorian survivors, whom she is affiliated with. Triakosia: Dancia Devons. Centurion's Compatriot. Investigative reporter with otherworldly power. No close allies or group affiliation. Works for the Freedom Ledger. Tsunami: Giang Trang. Understated water-wielding young woman. Close allies with Blodeuwedd, Crimson Tiger, Glamazon, Net Fly and Thoughtspeed. She is an alumna of Claremont Academy. U Ulysses: Alexander Cross. Kindly old English museum guard suffused with the power of the mighty steam engine. No close allies or team affiliation. V Velocity: Velocity: Megan Howell. Former cheerleader and veteran super-speedster. Close allies with the Freedom League, Asad, Fleur de Joie, Grimalkin and Young Britannia, romantically involved with (NPC) Robert Harrow and member of the Freedom League. Mother of Lawrence Harrow. W Wail: Keith Lemarr. Stentorian gay 80s icon. Close allies with Temperance and Wander. No team affiliation. Wander: Erin White. Hard-hitting enhanced survivor. Close allies with other Liberty League members, Dragonfly, Fleur de Joie, Gabriel, Harrier and romantically involved with Midnight II. She is affiliated with the Liberty League. Wayward: Born Margaret Carter Jr., best known as Valerie Cain. Musically psionic lesbian showbiz heroine. No close allies or team affiliation. Willow: Minerva Espadas(nee Salix). Organic robot empowered to preserve the Earth's biosphere. Close allies with other members of the Interceptors, Fleur de Joie, romantically involved with Jack of all Blades and affiliated with the Interceptors. Mother of Eden Espadas. Woodsman: Riley Smith. Focused young forester from a now-inaccessible Earth reconquered by warped nature. Relies on incredible skill and a uniquely powerful crossbow. No close allies, affiliated with Clremont Academy. Y Young Britannia: Agnus Stone/Annice Stone. Pop star infused with the British Spirit of Justice. Close allies with other Vanguard members, Asad and Velocity, affiliated with the Vanguard.
  11. A collection showing how active characters relate to each other on various stat's a personal information. All gathered in one handy location.
  12. So! I was thinking this morning that Claremont has gotten a surge of new characters recently, and things are actually a bit confusing for those trying to coordinate threads! In light of that, I was thinking it would be useful to compile a list of Player Characters attending Claremont and divide them by their year at the school (aka how long until they aren't at Claremont any more). As well, this thread could serve as a resource for teams that form or re-form as time goes on. I will do my best to update things as presented to me, but I need everyone's help to keep things straight! If this thread goes on for a while I'll work out a system for marking those who graduate and so on. On to the show! I will try to designate Hero Name, Civilian Name, Player Name. If someone sees a mistake on here, please let me know! Also, this thread can be used to determine....Roommates! Dun dun dunnnnn!!!! Characters By Class Year Seniors (graduating in 2015) -Glamazon/Thaelia, HG Morrison -Errant/Elias Silvestri, TheAbsurdist -Blodeuwedd/Cerys Pefr, TiffanyKorta -Blue Jay/Antoinette Baudin, Raveled -Kit/Samantha Vance, Blue Rose -Amelyth/Amanda Green; ChrisClark13 Juniors (graduating in 2016) -Thoughtspeed/William Cline, KnightDisciple (Might end up graduating early in 2015) -TNTeen/Eugene King, Raveled -G-Force/Georgia Montgomery, Aoiroo -Rampart/Cho Paige Lee, RobRX -Stronghold/Haukea Kawena, Horngeek -Polarity/Juno Dempsey, GooseInduced -Trailblazer/Angeline Ross, souffle_girl Sophomores (graduating in 2017) -Nevermore/Aleksander Garen Nakani, KnightDisciple -Solvrytter/Gunnar, Thunder King -Amorph/Ralf Steiner, GranspearZX -Shiranui/Haruko Miyamoto, Horngeek -Samaritan, Vonnie Murray, Eternal Phoenix -Miracle Girl/Casey Blankenship, Heritage Teams -Next-Gen Team A: Glamazon, Cho, Stronghold, Thoughtspeed -Next-Gen Team B: Nevermore, Solvrytter, Errant, Polarity -??? Roommates -G-Force and Rampart -Solvrytter and Nevermore -Thoughtspeed and TNTeen (maybe?) -Miracle Girl and Shiranui -Stronghold and Trailblazer
  13. Okay, so things should be wrapping up with Incursion by the end of this month. Figured I would put this up to help us coordinate things with the growing roster of PCs and for people to plan threads for Praetorian teams. As it stands now, we have: Old Team (those held in suspended animation by the Curator) Paradigm (Thevshi) The Traveller (Tiffany Korta) Elite (Blue Rose) Dragonid (ca_lazerdwarf) Kharag (RobRX) Moon Moth (Exaccus) Huhunu (Mad Scientist) Mater Vyrdna (Vahnyu) New Members (those who join/associate with the team post-Incursion) Corona- Lor Liaison (Raveled) Cavalier- Star Knight Representative (Trollthumper) Other members that are in the works/possible… Ringdown (old team member) (Sorus) [Eve] (old team member) (Hestina) Solar Sentinel (new member) (Thunder King)
  14. Scrolling through all the heroes of Freedom City Play by Post and trying to work out what's going on can seem a daunting exercise for new players, so in that spirit I'd like to offer the Roster of Active Player Characters, giving a quick overview of who's who and what's up in the world of our site's narrative. This won't ever be final of course, things change. So don't be shy about whatever needs fixing, adding, removing and so forth to make this as helpful as it can be. If you want to submit blurbs yourself, I welcome it. You know your characters best and how to present them. Roster of Active Player Characters: A Amorph: Ralf Steiner. An innocent, protean form of life created by a rengade of SHADOW. A student at Claremont Academy with no close friends or group affiliation. Argonaut: Yves Zerme/Yvejskrujanharbh'aar. A.E.G.I.S. agent and free Omegadrone. Close with Harrier and affiliated with the aforementioned agency. Arrowhawk: John Aaron Fraser. Avenging, aging trick-arrow archer with a temper. Driven and almost manically determined to fight evil and find his lover's murderer, he has a dim view of what he sees as 'amateur' superhumans. Affiliated with the (NPC) Sherwoods of Nottingham. Asad: Amir al-Misri. Deceptively layabout tycoon with energy-absorption powers. Close with Velocity and Young Britannia, with no group affiliation. B Black Knight, The: Jonathan Hale. Neophyte knight, an awkward, orphaned English teenager bound by fate to a recurring mystic betrayer's mantle. Wielder of magic arms and harness. No close allies or team affiliation. Bliss: Birth name forsaken. A dour Xuli'pa warrior with cybernetic and genetic enhancements, escaped from her homeworld in search of something better than servitude. Close allies and affiliated with the other Voidwalkers Roulette and Ruby Voxx. Blodeuwedd: Cerys Pfer(false name). Quiet young Welsh anti-supernatural agent wielding weapons magical and technological. Has close allies in Blue Jay, Crimson Tiger, Kit and Tsunami, affiliated with the Order she serves and Claremont Academy. Bloodline: Anton Bienh. Vampire freedom fighter from a future ruled by stalkers of the night. Gifted with both military training and powers from his half-vampiric blood. No close allies or affiliations. Blue Fox: Eve Martel. Agile and iron-willed French mentalist. She is close allies with other former members of Young Freedom(especially Midnight II), romantically involved with(NPC) Wendy-Go, and is affiliated with Claremont Academy and Martel Enterprises. Blue Jay: Antoinette Baudin/'Tona'. Determined archer from a devoured Earth. Close allies with Blodeuwedd, Crimson Tiger, Fleur de Joie and Tsunami, romantically involved with Kit and affiliated with Claremont Academy. Blue Stinger: Daniel Randall. Orphaned and altered hunter of SHADOW's secret ways. A cyborg super-soldier with a motorcycle on a mission to save his kidnapped friend. No close allies or affiliations. Brigandine: Ami Jennifer Rask-Martel. Optimistic and forward-looking young scion of the Martel super-family. Wielder of a psionic power shell. Close with her aunt Eve Martel(Blue Fox), affiliated with the Martel family and Claremont Academy. C Cannonade: Joseph Macayle. Labor-aiding legacy superman. Close allies with other Liberty League members and affiliated with that team. Cavalier: Kyle Steward. Level-headed, well-traveled alien abductee and stellar guardian. No especially close allies, but his affiliation with the Star Knights means he often works with other space-faring heroes. Cerulean: Eileen Labatt. Young bearer of mystic markings, buoyed by her natural optimism and self-confidence. The marks grant her powers of light and revelation, though they come from a shadowed source. No close allies or team affiliation. Citizen: Sharl Tulnik. Stalwart and skeptical young AI from the digitized city of Tronik. Master of his native cyberspace and now owner of a space-worthy robot suit. Close allies with other Claremont alumni, and super-geniuses such as Dragonfly and Miss Americana. Romantically involved with Temperance, and affiliated with Young Freedom, Miss Americana and Tronik. Cobalt Templar: Corbin Hughes. Determined and historically-minded wielder of a mystic power ring. Close allies with the Liberty League, Blue Fox, Crimson Tiger Ghost Girl, Wraith, and the (NPC) Barnstormers. Romantically involved with (NPC) Ultiwoman Quo-Dis. He is affiliated with the Seven Ring-Bearers. Coiled Lightning: Charlie Stevens. Mechanic retired from combat, wielder of a high-tech gauntlet that lets him use electricity as a whip and be a hero, something that's going to his head. No close allies or team affiliation. Comrade Frost: Dimitri Peshkov. Undying jovial Russian draugr(heat-draining vampire). Close allies with the Freedom League(Auxiliary), Fleur de Joie, Gabriel, Gaian Knight & Tiamat, Set & Sekhmet. He is affiliated with the Russian Guard. Corona: Aya K'Zan/ Anya Corazon. A Lor investigator with energy-projection powers and a brusque attitude, forced onto Earth by her enemies in high places. No close allies, affiliated nominally with the Lor Republic, high school biology teacher. Crimson Tiger: Mali Benjawan. Fearless and fierce young Muay Thai artist. Close allies with Blodeuwedd, Blue Fox, Blue Jay, Citizen, Cobalt Templar and Kit. Affiliated with Young Freedom. Crowdsource: Theresa Cruwes. An engineer with as great a strategic acumen as her impulsive streak. Chemically changed into a semi-synthetic being able to change shape and split into copies of herself. No close allies, affiliated with Archetech. D Dawnstar: Ras-Izh. A curious young superwoman with memories of the past and a mission of the future. Her vast cosmic power is married to a love of the art and history of mortals. No close allies. Affiliated with the others of Ultima Thule. Deep Freeze: Ana Plonsky. Cryokinetic tinkerer and dour former astronaut, mutated by a voyage through space. Close allies with the hunter [NPC]Starshot, she works as the mechanic for his ship 'Xeno'. Dragonfly: Mara Hallomen. Mentally-warped, weapons-hating inventor with a space-warping suit. Part of the loose genius gathering at the Lab, associated with the Interceptors via her romantic involvement with Jill O'Cure. Dragonid: Silvar Drash. A dragon born without wings on a far-off world, whose fierce love of freedom earned him a new life with metal wings. Close allies with other surviving members of the Praetorians, with whom he is resolutely affiliated. E Echo: Elizabeth Stein. A university student thrilled by her reality-changing powers and horrified at the implications of her alternate-universe doppelganger. No close allies or team affiliations. Eclipse: Talisyn Alar. Freelancer cyborg star captain who's rejected both the sides of order and chaos in the universe. Close allies with crewmates Rock & Nae-Dae, no affiliation besides personal sense of justice. Edge: Mark Lucas. Quarter-djinni with bottomless good cheer and power. Affiliated with the second Liberty League, Claremont Academy and the United Nations agency UNISON. Close allies with many Claremont alumni. Romantically involved with (NPC) Nina al-Darsah. Elite: Lady Tatiana Gaius Libera. Unfalteringly honest and restrained alien, wielder of an infamous super-sword, a noble tactician and valiant warrior. Close allies with the other surviving members of the Praetorians, with whom she is affiliated. Endeavor: Sakurako Hino. Introverted, mutant heiress of international business heroes. Looking forward to becoming Claremont's newest inventive heroine. No close allies, affiliated with Claremont Academy. Errant: Elias Silvestri(false name)/Hector Aguayo III. Hard-bitten psychic from the land of tyrants. Affiliated with Claremont Academy, no close friends or allies(largely by choice). Equinox: Dr. Siobhan Drake. Streetwise elementalist Wiccan. Affiliated with the loose magical gathering of Parkhurst Hotel, close allies with Ghost Girl and Nick Cimitiere. F Fast-Forward: Richard Anthony Cline. Reformed fast-mover with a super-family and mystic accessories. No team affiliations, close allies with Set & Sekhmet and Wail. Father of Thoughtspeed(William) and (NPC) Holly Cline, husband of Hologram(Paige Psion-Cline). Fleur de Joie: Stesha Madison. Warm-hearted plant controller and florist with two Earths to care for. Close allies with many, many heroes, including Jill O'Cure and Velocity. Affiliated with the Freedom League. Foreshadow II: Erick Sloane. Prescient acrobatic vigilante. Close allies with street heroes like Graft and Revenant, in an odd friendship with Synapse. No team affiliation. G Gabriel: Carson Keefe. Sound-amplifying mutant with a loving heart and a mission from Heaven. Close allies with Harrier, Jack of all Blades and Miss Americana. Affiliated with the Freedom League. Gaian Knight & Tiamat: Tarrant Mcleod & Teagan(real name unsaid). Jovial geology professor with versatile geokinetic powers, a magic sword and a fiery dragon comrade. Close allies with Fleur de Joie, Gabriel and Set and Sekhmet. Affiliated with the Freedom League. Galvanic: Chlo'zel Elzak. Brilliant and vivacious Tempestian scientist, given great physical strength and control over electricity by her boundless curiosity and desire to explore the universe. No close alies or team affiliation. Geckoman: Christopher Kenzie. An irreverent young man with more wit than smarts. Wields the proportional might of a gecko along with technological weaponry and vehicles. He is close allies with Edge, Jack of all Blades, Midnight II and Wander, and several Claremont alumni. He is affiliated with the Interceptors and romantically involved with (NPC) Spellbound(Liz Lawlett)" Ghost Girl: Kimberly Storm(real name Rebecca Stone). An upbeat Canadian girl who died in the 1980's, returned as a chill ghost superheroine. Close allies with Crimson Tiger, Equinox, Nick Cimitiere, Temperance, Wraith and several Claremont alumni. No team affiliation. Glamazon: Thaelia. Rambunctious Atlantean demigoddess whose true home is the sea. Close allies with Rampart, Temperance and Tsunami. Affiliated with Atlantis and Claremont Academy. Graft: Dr. Tyrone Mendoza. Biologist and life-loving medical doctor attached to a fearsome Grue biological weapon that refuses to kill. Close allies with Foreshadow and Velocity. No team affiliation. Owns a clinic in the Fens district of Freedom City. Grimalkin: Lynn Epstein. Energetic fairy-made ninja with powers of glamer. Close allies with Jack of all Blades, Jill O'Cure and the other Interceptors. No team affiliation. Widow of (archived) Colt. H Hammer: Kwame Harris. A wrestler that has decided to enter the world of superheroes. A powerhouse that loves to give the audience a show. Harrier: Steven Murdock. Free, eternally-grieving Omegadrone who uses his powerful armor to rescue others. Close allies with Dragonfly, Gabriel, Jack of all Blades, Miss Americana and Wander. Hologram: Paige Psion. Maternal psychic with an entropic twist. Close allies with Set & Sekhmet and Wail. No team affiliation. Mother of Thoughtspeed(William Cline) and (NPC) Holly Cline, wife of Fast-Forward(Richard Cline). Hronos: Time-traveling robot and guardian of the timestream. A sombre, mysterious creature. He has no close allies besides Velocity, and no team affiliation besides the other(NPC) Mechanodynames, robots who embody concepts. Hūhunu: Tamahine. An alien scout with a laser focus, slight naivete and almost wholly military outlook. Equipped with high-tech weaponry and an advanced stealth suit. No close allies, affiliated with the Praetorians. I J Jack of all Blades & Jill O'Cure: Erik and Eliza Espadas. Peerless energy-wielding swordsman and brilliant biokineticist who are never at a loss for words. Many close allies including Fleur de Joie, Gabriel, Miss Americana and Wander along with other members of the Interceptors, the team they effectively lead. Jack is romantically involved with Willow(Minerva Espadas) and Jill with Dragonfly(Mara Hallomen). Jack is the father of Eden Espadas, and their family has adopted otherworldly refugee Yolanda K Kharag: Vesken, The Golden King, etc. Alien master of psionics and martial arts, once god-king of his world but dethroned by and forced to join the Praetorians of the Delaztri empire, a creature of pride and fierce honor. Close allies with other surviving members of the Praetorians, his main present affiliation. Kingsnake: Brian Markus Brubaker. A hunter of those who prey on humanity, given a new view of the world by the Labyrinth and his trafficker father. A blind martial-artist trained in the Shambala Vale, his other senses superhuman and his bodily prowess nearly so. No close allies, as he prefers solitude for practical and personal reasons. No team affiliation. Kit: Samantha Vance. Unconventionally-minded thief born in Hell and bearing a brand of demonic power. Close allies with Blue Jay, Blodeuwedd, Crimson Tiger and Fleur de Joie. Affiliated with Claremont Academy. L M Mater Vyrdna: Vyrdnaya Solnys-Kori Milareth. Idealistic alien cyborg mechanic who long lost her family and is discovering a new one. A part of her ship, able to command technology and form myriad tools and weapons. Affiliated with the Praetorians. Maxima: Dr. Cassandra Steel. Prodigy using SCIENCE to go past human limits. No close allies, affiliated with the Grant Conglomerate. Meatheral: Jeremiah Cornwell. Bookish and story-loving scholastic mystically bound to a tome of elemental power under mysterious circumstances. This binding allows him to assume the nature of the Greek elemental forces. No close allies or team affiliations. Midnight II: Trevor Hunter. Monosyllabic bringer of nocturnal retribution who hunts the unjust with weapons mundane and cosmic. Close allies with Blue Fox, Cannonade, Cobalt Templar, Dragonfly Edge, Fleur de Joie, Geckoman and Wander. Affiliated with the Liberty League. Romantically involved with Wander(Erin White) and grandson of the first Midnight(Travis Hunter). Miracle Girl Casey Blankenship. All-American heroine with a manipulatable energy shell inherited from her father that grants tremendous speed, strength and flight, and journalistic interests gained from her intense curiosity. No close allies, affiliated with Claremont Academy. Miras: Asli Safiyya Sadik/DJ Eclectic/'Sophie'. Opinionated and spontaneous half-Djinn music-minded heroine. Practitioner of book-learned time magic and imbued with the fires of humanity's spiritual kin, with which she battles the forces of apathy and selfishness. No close allies or team affiliation. Mirror: Alton Gotti. Engineer with shallow pockets and a prankster streak. Gifted with powers over both light and glass by a mysterious girl named Mary. No close allies or team affiliation. Miss Americana: Gina Evans/Cyberknife. A superhuman mind who controls a lovely robot body to briefly escape her hateful organic one. Close allies with Dragonfly, Gabriel, Gaian Knight & Tiamat, Harrier, ubiquitously known to scientific heroes, and main stakeholder of the super-science conclave of the Lab. She is romantically involved with Harrier(Steven Muddok). Miss Grue: Daphne Celeste(no "true" name). Shape-shifting Grue gal with a kindly heart. No close allies or team affiliation. Monkey Wrench: Alexandra Durham. Street-smart genetically-altered mechanic with an innate gift to communicate with and control electronics. Uses a fleet of robotic drones She has no close allies and is affiliated with Archetech. Moon-Moth: Myothizar A'lira. Alien mystic from a race of magically-gifted moths. A gentle, open-minded soul blessed with power. Close allies with other surviving Praetorians, with whom he is affiliated. N Net Fly: Serge Explinker. A young mutant with the power to manipulate sound waves, and the smarts to improve on that. Close allies with Tsunami, affiliated with Claremont academy. Nevermore: Aleksander Garen Nakani. Orphan rescued from a brutal secret society, seeking to become the next Raven. Close allies with Midnight, Polarity, Solvrytter and the(NPC) Raven. Affiliated with Claremont Academy. Newt, The Keahi Kekoa. A cheery, personally magnetic and cocky Hawai'ian given mutant stretching abilities by the mysterious manaka root. No close allies or team affiliation. Nick Cimitiere: Eric LaCroix. A once directionless man submerged in death and returned with the powers of a psychocomp. Works at a coffee shop. Close allies with Changeling, Equinox, Ghost Girl, Pitch and Silhouette. Affiliated with the loose gathering of mystics at the Parkhurst hotel Nightingale: Nicola Cervenka. An unwilling, determinedly altruistic vampire struggling with her faith and longing for vengeance on the murderer of her convent. No close allies or team affiliation. O Oracle, The: Zephyr Brooks. Quiet, introspective and dry-witted psychic, a student at Claremont. Determined to become a reformer of minds. No close allies, affiliated with Claremont Academy. P Paradigm: Amara Val-Ren. An alien pillar of morality and loyalty granted great power by an empire now dead. Close allies with the other surviving Praetorians, whom she is affiliated with. Phantasmo, the UNLIVING: Henry Gibson Trent. Garrulous and homeless deceased English stage magician. A jocular revenant granted extraordinary powers in life and death through a pact with Mr. Infamy, using his powers to defend the helpless. No close allies, affiliated with the homeless of Freedom City. Polarity: Juno Dempsey. Acrobatic mutant lightning-flinger conscious of the borrowed time she lives on. Close allies with Nevermore and Solvrytter. Affiliated with Claremont Academy. Pulsar: Jacob Manning. A veteran of America's special forces and former AEGIS superagent, now a super-powered journalist trying to save lives. No close allies or team affiliations. Q Queenie: Maybelle McQueen. Openhearted, food-focused master chef atoning for past selfishness. Wields a mighty magic ring from the future. No close allies or team affiliation. R Rampart: Cho Paige Lee. Untested and forceful Terminus mutant. Close allies with Glamazon and Stronghold. Affiliated with the (NPC) World Youth Rescue Movement(WYRM). Revenant: Lucy Harker. An undead lawyer from the Prohibition era, cursed with undying strength and devoted to the justice of law. Close allies with Foreshadow and Solar Sentinel. Can be found at the Our Lady of Mercy shelter. Riff: Warren Wilder. Soulful Sound Tech with the musical skills and the sonic power to rock evil. No close allies. No team affiliation, moderately famous musician. Rock & Nae-Dae: Those Are Their Names. Calm living mountain with a warm, volcanic heart & energetic four-armed tech monkey. Crewmates of Captain Eclipse of the 'Horizon'. No other allegiance. Roulette: Stahnze Turk. Proud, compulsive liar born of unlikely parents, with the criminal skills and eye lasers to leave his mark on the universe. Close allies with the other Voidwalkers Ruby Voxx and Bliss. No other affiliation. Ruby Voxx: Ruby Hawkins(birth name). Alien-abducted and fearlessly daredevilish bounty hunter. Armed with self-powered weapons and an armored encounter suit. Close allies and affiliated with the other Voidwalkers Roulette and Bliss. S Samaritan: Vonne Murray. Fiery and idealistic young man who carries the 'human totem' of strength and object understanding, come with some friends from New York City to learn how to better use his powers and fight off the Labyrinth. No close allies, affiliated with Claremont Academy. Scarab, The: Elena Guerrero/Prince Heru-Ra. Undying psychic illumination in ephemeral flesh, sworn to defend the downtrodden and do good no matter the cost. No close active allies. No team affiliation, but an ally of the Freedom League and heroes the world over. Eternal foe of SHADOW. Seahawk: Naomi Baines. Half-alien half-Welsh hybrid with a love for flying and the power to walk away from any crash. Flies an experimental super-jet, her half-alien physiology granting incredible regenerative powers. Close allies with Miss Americana, affiliated with Archetech. Set & Sekhmet: Ever-glib Egyptian god of darkness and outsiders on parole with the brusque and standoffish goddess of war. Close allies with Fleur de Joie, Fast-Forward, Gabriel, Gaian Knight & Tiamat, Hologram and Temperance. Affiliated with the Freedom League. Seika: Seikahi'ino("Sei"). Raptor-like arboreally-adapted alien archer with superhumanly keen senses, searching for a home for her outcast people. No close allies, but she does have an odd tie with the hunter [NPC]Starshot. Solar Sentinel: Henry Mason. A sombre American veteran of the first World War given cosmic powers to fight a war among the stars. Close allies with Revenant, who he is romantically involved with. No team affiliation. Solvrytter: Gunnar Ornsberg(Sir Gunnar of Ornsberg Hall). A young knight wielding mystic weapons from an Earth fallen to the Terminus. He is close allies with Nevermore and Polarity, and affiliated with Claremont Academy. Starlight: Samantha Lawrence. Former drug addict and single mother from an abusive home, determined to turn her life around and prove to herself she be more than she was. Semi-energy being made of and able to control light. No close allies or team affiliation. Sun Walker: Daniel Lee. A quiet young Californian electrician who bears the power of unstoppable Monkey, the Sage Equal to Heaven. No close allies or team affiliations. Synapse: Dawn "Dee" Farrington. Rebellious and sullen aristocratic heir granted psychic powers and a mad sister by the government. Close allies with Foreshadow, and affiliated with the Vanguard. T Temperance: Eliza Oxum. Streetwise scion of water-spirit nobility. Close allies with Ghost Girl, Glamazon, Tsunami and Wail, romantically involved with Citizen. No group affiliation. Terrifica: Qiaolian Song/Samantha Carson. Brilliant and inventive crimefighter sure of her smarts. No close allies or team affiliation. Tesseract: Sarah Jones. Spatially-awkward, competitive and adventurous reshaper of space-time, making her cash-strapped way through life. No close allies, Claremont Academy alumnus. Thoughtspeed: William Cline. Mentally-focused and irrepressible speedster. Close allies with Glamazon and Tsunami. Affiliated with Claremont Academy. Light antipathy for the (NPC) Atom Family. Titan: Henry Thompson. A man forged for liberty's defense. No close allies, affiliated with the U.S. military and A.E.G.I.S. Traveler, The: Sitara Shishakala. Immortal, jaded and endlessly curious augmented warrior borne to fight among the stars. Survivor of her native and adopted civilizations. Close ally of the other Praetorian survivors, whom she is affiliated with. Triakosia: Dancia Devons. Centurion's Compatriot. Investigative reporter with otherworldly power. No close allies or group affiliation. Works for the Freedom Ledger. Tsunami: Giang Trang. Understated water-wielding young woman. Close allies with Blodeuwedd, Crimson Tiger, Glamazon, Net Fly and Thoughtspeed. She is an alumna of Claremont Academy. U Ulysses: Alexander Cross. Kindly old English museum guard suffused with the power of the mighty steam engine. No close allies or team affiliation. V Velocity: Velocity: Megan Howell. Former cheerleader and veteran super-speedster. Close allies with the Freedom League, Asad, Fleur de Joie, Grimalkin and Young Britannia, romantically involved with (NPC) Robert Harrow and member of the Freedom League. Mother of Lawrence Harrow. W Wail: Keith Lemarr. Stentorian gay 80s icon. Close allies with Temperance and Wander. No team affiliation. Wander: Erin White. Hard-hitting enhanced survivor. Close allies with other Liberty League members, Dragonfly, Fleur de Joie, Gabriel, Harrier and romantically involved with Midnight II. She is affiliated with the Liberty League. Wayward: Born Margaret Carter Jr., best known as Valerie Cain. Musically psionic lesbian showbiz heroine. No close allies or team affiliation. Wildcat: Felix Silvestri. A young man from West End bursting with untamed passions and brutal power, trying to hold onto his ideals as he wrestles with the beast within. No close allies or team affiliations. Willow: Minerva Espadas(nee Salix). Organic robot empowered to preserve the Earth's biosphere. Close allies with other members of the Interceptors, Fleur de Joie, romantically involved with Jack of all Blades and affiliated with the Interceptors. Mother of Eden Espadas. Y Young Britannia: Agnus Stone/Annice Stone. Pop star infused with the British Spirit of Justice. Close allies with other Vanguard members, Asad and Velocity, affiliated with the Vanguard.
  15. Some reference images for use with Hero Factory, English translations replacing the Portuguese. Choose Your Model Appearance Tab First Clothes Tab Second Clothes Tab Accessories Tab
  16. Right, so, probably everyone has seen this announcement, yes? So, Bad Things Happening out in the far reaches of space, Bad Stuff coming to Earth, etc. etc. etc. New PCs! New Adventures! But while the good part of all the talk of new Space PCs is that there's energy and excitement about this, the bad part is that things are a touch confusing (at least for some of us) on who's planning what and who and how! The idea behind this thread is that everyone who's looking to make Space-focused PCs (that is, a character who's going to be doing most of their adventuring out beyond Terra in the Sol System), and figure out what sorts of characters are being made, what sorts of groups might arise from this, and how (maybe) PCs can pool together to pay for Vehicles/HQs (aka SPACESHIP). I'm going to make 2 more posts. One for characters, and one for groups. As a suggestion, I'm going to try and include this information in the characters list: PC Name. Player. Origin: Earth, Lor, Grue, etc Archetype: Powerhouse, Gadgeteer, Battlesuit, etc. Mode of Travel: Spaceship, Self-propelled, Gates, etc Typical Haunts: Lor Space, Grue Space, Unclaimed Space, Stellar Khanate, etc On the Groups list: PCs (and players) involved. Formed already or will form Spaceship or spaceships involved. Base of operations, if any Basically, the idea is to make it easy to find out, at a glance, what PCs are active, how they operate, where they operate, and what group they're in.
  17. Table of Contents 1.) >Introduction and Purpose 2.) >General Do's and Don't's 3.) >Power Scale/Level 4.) >Appearances and Aesthetics 5.) >Behavior, Personality, and Mentality 6.) >Powers, Power Sources, and Fighting Styles
  18. So! In chat today, it was mentioned that a roster of the legacies, both originating in stuff that Green Ronin has published about Freedom City and site-specific, would be a good idea, and I volunteered to put the thing up and maintain it. Here's how this'll work. I'm going to list all the Legacies I know of (defining a legacy as a hero who takes the same name as a previous hero OR has the same power source), but I'm almost certain to miss some of them, or miss that they've been taken up by people. So, it would be appreciated if people would tell me about ones I've missed. In addition, this list is for heroic Legacies- that is, a Legacy that has been taken up by at least one hero. Crimson Katana is not on the list, but the Bee-Keeper is, due to a PC having taken up that Legacy in a heroic fashion. So, here we go! Green Ronin-Published Legacies includes identities that aren't Legacies (or suggested as Legacies) in the Green Ronin publications, but have since been turned into Legacies somehow. Green Ronin-Published Beacon- The Champion of Light. The Lightbearer. This Legacy wields the powers of the 'White Light' in the fight against the forces of darkness, and originated with the German twins White Rose (Sophia Shaal) and White Thorn (Wolfgang Shaal) during WWII, siblings who fought in the Resistance against the Nazi Party's rule. Later, it was held by Beacon (Langston Albright), an African-American man who gained his powers after being swept overboard a fishing trailer in a storm- and while he still carries the mantle, he is too old now to carry on the fight himself. This mantle is open (and indeed, Langston is actively looking for a new candidate for the Champion of Light), although it should be kept in mind that all bearers of it have been a member of a minority in some fashion- the Shaal twins were the children of an intellectual targeted during the Kristallnacht, while Langston is an African-American. This Legacy is open, but it's still a good idea to check with the mods if you want to take it up. Bee-Keeper- Wait what. Yes, gentlemen, a Silver Age villain is a heroic legacy on this site! A villain who controlled BEEEEES, the Bee-Keeper managed to make himself a major threat on a number of occasions. More recently, a >Bee-Keeper II popped up in Freedom City once more, a new villain! Finally, his nephew decided to take up the Bee-Keeper legacy as a hero, and become >Bee-Keeper III (Baxter Boyles), by SpicyWaffle! This Legacy is held by an archived PC, check with the mods if you want to take it up- but they've stated that they can't imagine giving this one away. This Legacy is held by an active PC. Bowman- The Legacy The Most People Have Held. Also, the Green Arrow/Hawkeye analogue. First held by Fletcher Beaumont I in the Golden Age, after he used a bow he was carrying at a fancy dress party to take down Mob assassins. Fletcher Beaumont I was accompanied by his partner, Arrow (who was his young ward, Tim Quinn). Later held by Tim, then by Fletcher Beaumont II, the original Bowman's son. Bowman III suffered from alchoholism which affected his heroic career, and drove away his sidekick, Arrow III (Ethan Kellar- who, incidentally, became the Iron Age hero Archer). The current Bowman IV is Fletcher Beaumont III. This Legacy is occupied by an NPC- check with the Refs, and keep in mind the position's always been a family thing within the Beaumont line. Britannia- Britain's counterpart to Lady Liberty, this Legacy was first held by Anne Pennington, who operated in Britain and Europe during World War II, protecting the Isles and engaging Nazi supers in battle. She survived World War II, but as she grew older, the Spirit of Britain eventually left her, and moved to Margaret Collins, who currently holds the role. Also notable is >Young Britannia (Angus Stone), by TiffanyKorta. This Legacy is occupied by an NPC, check with the mods first. Freedom Eagle- Another Golden Age Legacy! The Freedom Eagle was Michael O'Connor Sr., the father of the current mayor of Freedom City. An aircraft-designer, Michael found plans and materials to build a flight harness, and invented the mantle of the Freedom Eagle. Incidentally, that flight harness was an improved version of the original Daedalus 'escape plan' flight harness, but Michael didn't know that until after the war. Freedom Eagle I operated during World War II and during the time immediately afterwards, but retired in the 1950s. This Legacy has been taken up by a player- >Freedom Eagle II (Jack O'Connor), by BType. However, the character has since been archived- check with mods. Foreshadow- Now for a pretty recent one. David Sloane had the gift of foresight from a very young age, and leveraged it into becoming a superhero, Foreshadow. He set up shop in Southside, fighting crime (and causing a great amount of pain for the Mob). This continued until the recent Day of Wrath, one of the site's Crisis Crossover-equivalent events. In the aftermath, David retired due to increasing age, passing on his mantle to >Foreshadow II (Erick Sloane), by HG Morrison. This Legacy is held by an active PC. Lady Liberty- The Spirit of Liberty has empowered young women since the American Revolutionary War, appearing in both World Wars, student protests in the United States and China, and many other places over the years. The In-Universe inspiration for the Statue of Liberty, the current Lady Liberty is Beth Walton, a member of the Freedom League. This Legacy is currently occupied by an NPC, check with mods if you want to take it up. The Master Mage- Older than the Scarab's Legacy by far, the Master Mage of Earth has been around since ancient Atlantis, protecting Earth from mystic threats! Well, technically beyond Earth, but Earth is a bit of a mystic nexus, it seems! This position has been held by Adrian Eldrich since 1935, and is probably the least 'public' of all the Legacies- the world believes him to be an adventurer and scolar, but most people don't know his true status. This Legacy is currently occupied by an NPC, and the mods have expressed concern about someone taking it up due to the authority the position holds- check first goes double here. Midnight- Yet another Golden Age Legacy! Midnight (Travis Hunter) invented a 'Midnight Mist', and combined it with his intelligence to become a crime-fighter! He joined with the rest of the Liberty League to fight the good fight against Hitler, striking from the shadows against criminals and saboteurs. Later on, his grandson, with the mutant ability to produce the Midnight Mist at will, became >Midnight II (Trevor Hunter), by Gizmo! This Legacy is held by an active PC. Raven- The Cowl archetype of Freedom City. Duncan Summers was an adventurer in his youth, finding fabulous treasure, but losing his parents and sister to violence back home. He became The Raven, operating out of New York for many years, although he was also a member of the Freedom League. He retired after a final battle with his greatest enemy, Dr. Sin, who appeared to have died, and married Jasmine Sin, Dr. Sin's daughter. They had a daughter, Callie Summers, who was kidnapped on her 16th birthday by the returned Dr. Sin. Jasmine died during the rescue, and Callie took up the mantle of The Raven. This mantle is currently occupied by Callie, but KnightDisciple is working on a Raven III. The Scarab- Certainly, this is one of the oldest Legacies of Freedom City, reaching back to ancient Egypt. The Prince Heru-Ra, betrayed by the sorcerer Tan-Aktor, who tried to overthrow him and struck him down. Both have been reincarnated since that time, endlessly struggling against each other. The current incarnation of Tan-Aktor is Overshadow, leader of SHADOW. The previous incarnation of Heru-Ra, the first Scarab was Alexander Rhodes. This Legacy, however, is not available (at least, you'd have to have a truly brilliant idea- the mods have stated that they can't imagine giving this one away). It has previously been done- >Scarab II (Elena Guerrero), by ShaenTheBrain, and due to the way this Legacy transfers (reincarnation), not only would the current Scarab have to be killed off, you'd have to explain how your new Heru-Ra is now 16. ShaenTheBrain has returned, and has reactivated >The Scarab, so this Legacy is held by an active PC. Star Knight- The Green Lantern/Nova Corps of Freedom City, the Star Knights are a group of peace-keepers, directed by the alien entity Mentor. Three have operated openly on Earth- a Lor Star Knight, A'Lan Koor, was stationed on Earth in the 60's and 70's, and an Earth native, Maria Montoya, was selected to become the new Star Knight for Earth's sector of space. More recently, Kyle Steward has been selected as a Star Knight as well, although he takes up the superhero name of >Cavalier, by Trollthumper. While new Star Knights could technically be selected to operate on Earth, this is a bit of oversaturation in one place, considering they have a galaxy to try and cover- my advice of 'check with mods' goes double here. Site Canon This list is of the Legacies that have their origin in what we, the FCPBP site, have come up with. The Seven Rings KnightDisciple's homage to the Lantern Corps of DC. Created in Israel at the time of the Roman occupation, the >Seven Rings were meant to protect Israel against the Roman invaders. Since then, they have scattered across the world, passing through the hands of both hero and villain alike. In modern times, however, they may come to new bearers. Blue Ring of the Determined Leader- currently held by >Cobalt Templar (Corbin Hughes), by KnightDisciple. This Legacy is held by a PC. Red Ring of the Courageous Warrior- Is curently bearerless, and locked away by Corbin due to concerns about the anger issues the Ring seems to generate. This Legacy is open, but like all the Rings, needs to be discussed with KnightDisciple. Yellow Ring of the Cunning Strategist- Location Unknown. This Legacy is open, but like all the Rings, needs to be discussed with KnightDisciple. Orange Ring of the Protective Builder- currently held by >Stronghold (Haukea Kawena), by horngeek. This Legacy is held by a PC. Green Ring of the Hopeful Fatemaster- Location Unknown. This Legacy is open, but like all the Rings, needs to be discussed with KnightDisciple. Indigo Ring of the Empthatic Mind-Spy- There's currently a plot involving this one. This Legacy is open, but like all the Rings, needs to be discussed with KnightDisciple, even more so in this case. Violet Ring of the Loving Healer- Location Unknown. This Legacy is open, but like all the Rings, needs to be discussed with KnightDisciple.
  19. So, this thread is probably going to seem a bit scatter brained at first. If it ends up that way, I'll try to go back through as time goes on and clean things up. I'm going to break this up into a couple different posts. I welcome input from other people, but I'm trying to get the idea balls rolling here. Anyways, the main purpose of this thread is to propose, explore, and brainstorm on ideas of things we can do, large and small, to provide some good options for those players whose characters are either high PL (14 or 15), or cosmic in nature/scale. Why? Because to be honest we don't have a lot of stuff going on that's intentionally focused on that sector of play. Some of this is because we don't have a LOT of PL15 characters, but then again, we don't have a lot of straight-up PL15 characters because there aren't a lot of options at that level. Kind of a vicious cycle, really. I think, in general, there are a couple of areas we can look at to improve this. -Better stable of foes to face at high levels. -Updating parts of the setting (and maybe site organization?) to provide reasonable ways for PCs to encounter these foes and generally operate at the "appropriate" level.
  20. As some of you may already know, I've got a bit of a reputation as 'the guy who hates it when two characters overlap'. We joke around about it a lot, but I've started to realize that there's some confusion about just what I'm objecting to. Am I saying a whole character is bad? Why do I get so worked up? If it's just about being special and unique, why do I care when characters that aren't mine overlap? I decided it was time to explain a little more fully, because here's the secret: I don't actually hate overlap. Some overlap is inevitable, even necessary. Two characters who have absolutely nothing in common are going to have a pretty hard time relating to and interacting with each other. Any two player characters here are at least going to both be superheroes and operate in the same city. That sort of overlap gives them a shared history that ties the setting together and strengthens the bonds between characters. On the other hand, if everyone was playing exactly the same character, down to the smallest detail, things would get really boring really quickly. It's hard to have a conversation with someone who's different from you in every way, but it's just as hard when they agree with every one of your opinions, too. In other words, there's good overlap and there's bad overlap. I'm going to be taking a look at some of the areas where character concepts can overlap each other, using examples to illustrate both good and bad cases, and some where it's a moot point altogether. It should go without saying, but the board policy of Play What You Want still applies in full. This guide isn't here to tell you that you can't play the character you want to because someone beat you to the punch. In fact, I'm going to be discussing times where that might be a great opportunity, not an obstacle. Leveraging good overlap and avoiding bad overlap during character creation can help you design a character that's more satisfying to play and to play with. You can also think of the following as guidelines that are good to understand before you break them
  21. Here is a stickied link to a very useful visual aid for character generation. It has user-submitted pictures of people at many combinations of height and weight, to give you an idea of what that person would actually look like. http://www.cockeyed.com/photos/bodies/h ... ight.shtml
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