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Very Hot Topic (More than 25 Replies) The New Millennium Universe (Read 17413 times)
dsumner
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The New Millennium Universe
Dec 30th, 2012 at 12:09am
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The New Millennium Universe is something I've been working on since high school. I finally got around to putting some of it down on paper back in the early 2000's and used parts of it as the basis for my old M&M game. Since it was originally conceived as a V&V campaign, reworking it wasn't that much of a problem.

While I've posted some of it on the various V&V message boards, over the years, I'd never really gotten around to putting it all in one place. So after much procrastination on my part, I'm finally doing it.

If you'd like to take a look at it, swing over to This Link, and check it out, and let me know what you think of it.

  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Thunderbolt
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Re: The New Millennium Universe
Reply #1 - Dec 30th, 2012 at 7:37am
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LOVE IT! Smiley

[quote="DSumner"]The Upstarts

The Upstarts are my teen villain group, and the primary foes of the teen hero group, the Young Guardians. They operate out of the Connecticut based Lyndhurst Academy for Wayward Youth. While the school masquerades as high priced boarding school, for well to do delinquents, it is in reality, a front used to recruit and train super powered teens. The current student body consists of:

Bolt - A male super-speedster.
Bonfire - Downpour’s older sister. Stuck up and “snotty”, a real bitch. She treat’s Downpour like dirt (along with everyone else for that matter). She has the ability to generate and control fire.
Downpour - A 15 year old English female with the ability to control weather patterns, and fly. She's a little shy, and tends to keep her emotions bottled up, doing whatever her older sister, Bonfire tells her to.
Jolt - A female with the the ability to generate bio-electric energy blasts.
Jump - An African American male with the ability to teleport short distances.
Rebound - A 16 year old black male with elastic like skin, and the ability to stretch various body parts or to reshape his body into simple objects like a ball.
Rough House - A 17 year old male mutant from Newark, New Jersey. He’s  super strong, and highly resistant to most forms of physical damage. He's not that bad of a guy, and if someone would take the time to work with him, they might be able to convince him he's headed down the wrong path.
Scatterbrain - A 15 year old female mutant with the ability to scramble the thoughts of others (Confusion). A former runaway, child prostitute, and drug addict. Her mutant powers emerged after taking an experimental designer drug at an all night rave.
Split - A 17 year old black male with the ability to create exact duplicates of himself. He's from poor family of seven, just outside of Montgomery, Alabama, and has vowed that he'll never to end up like his parents. He's willing to do whatever it takes to keep from going back to his former life. [/quote]

Very cool set of youngsters...too bad they don't exist in the Empire City universe...I could see them trying to recruit Thunderbolt... though at 21 he is a little old for them...plus I could see the schoolmasters only wanting 'troubled' easy to manipulate teens as TB has OBVIOUSLY chosen to take a stand diametric to their goals.

I like Scatterbrain's origin...very similar to Shawn and Sarah's {TB's little sister} power origin! Smiley
« Last Edit: Dec 30th, 2012 at 7:39am by Thunderbolt »  

"...No amount of force can control a free man, a man whose mind is free. No, not the rack not fission bombs, not anything - you can't conquer a free man; the most you can do is Kill him."
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dsumner
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Re: The New Millennium Universe
Reply #2 - Mar 31st, 2013 at 10:29pm
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I've made a few updates, and plan on adding a few more cahracters, and some background info later on in the week. Also, if you've got any questions, and or comments, fire away.
  

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"Nemo me impune lacessit"
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Thunderbolt
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Re: The New Millennium Universe
Reply #3 - Mar 31st, 2013 at 11:01pm
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Cool.  Does the Citadel take umbrage at the Guardian's HQ being called "The Citadel"... ?

Not that it really matters as... were not playing but is this the same universe 'continuity-wise' As the Protectors: Empire City universe?
  

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dsumner
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Re: The New Millennium Universe
Reply #4 - Apr 1st, 2013 at 2:50am
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Thunderbolt wrote on Mar 31st, 2013 at 11:01pm:
Cool.  Does the Citadel take umbrage at the Guardian's HQ being called "The Citadel"... ?

Not that it really matters as... were not playing but is this the same universe 'continuity-wise' As the Protectors: Empire City universe?


No, as one is an organization and the other is a building.
  

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dsumner
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Re: The New Millennium Universe
Reply #5 - Oct 5th, 2013 at 9:28pm
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Just bumping this up, as I've made a few additions. Also, would you guys prefer that I repost all of that stuff over here as well?
  

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Re: The New Millennium Universe
Reply #6 - Oct 5th, 2013 at 9:54pm
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Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?
  
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dsumner
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Re: The New Millennium Universe
Reply #7 - Oct 5th, 2013 at 10:33pm
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Matt wrote on Oct 5th, 2013 at 9:54pm:
Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?


Yep. I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.
  

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Matt
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Re: The New Millennium Universe
Reply #8 - Oct 5th, 2013 at 10:40pm
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dsumner wrote on Oct 5th, 2013 at 10:33pm:
Matt wrote on Oct 5th, 2013 at 9:54pm:
Just out of curiosity, since some of those characters are specified to be black, does that mean the others are a default ethnicity?


Yep. I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.


Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.
  
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dsumner
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Re: The New Millennium Universe
Reply #9 - Oct 5th, 2013 at 10:43pm
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Matt wrote on Oct 5th, 2013 at 10:40pm:
Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.


And considering roughly 50% of the population is female, the % of women superheros is extremely small.
  

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Re: The New Millennium Universe
Reply #10 - Oct 5th, 2013 at 10:48pm
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dsumner wrote on Oct 5th, 2013 at 10:43pm:
Matt wrote on Oct 5th, 2013 at 10:40pm:
Being in Southern California, our teams tend to have a higher than average proportion of Latinos and Asians. Makes it interesting when compared to DC and Marvel's big teams where everybody is European and maybe you get a token black guy now and then.


And considering roughly 50% of the population is female, the % of women superheros is extremely small.


Except, ironically, on the X-Men.
  
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Re: The New Millennium Universe
Reply #11 - Oct 19th, 2013 at 3:23pm
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dsumner wrote on Oct 5th, 2013 at 10:33pm:
I've got Native Americans, Hispanics, Asians, Arabs, a pretty good mix. I grew up a military brat, and moved all over the country, so I grew up around a wide variety of people, so it always seemed natural to me to have my characters be of mixed backgrounds.

I agree Dom. I have enjoyed the characters that you have posted.
  
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dsumner
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Re: The New Millennium Universe
Reply #12 - Nov 22nd, 2013 at 12:15pm
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Black Raven

"Someone has to stand against those who would defile nature, and apparently the fates have chosen me."



Identity: John Goodall
Aliases: None
Sex: Male
Age: 32
Marital Status: Divorced
Known Relatives: Richard Goodall (Father), Cybthia Goodall (Mother)
Place of Birth:
Side: Good
Affiliation: Independent Hero
Known Associates: The Guardians
Base of Operations: Mobile
Level: 8
Training: Defense

Powers:
1. Spirit Walking (Astral Projection): Flight speed = 16 mph per turn. Releasing his astral body requires one action, but returning is movement only. PR=12.
2. Special Weapon: Axe/Tomahawk: +3 to hit, HTH+1d8 damage.
a) Call Lightning: Attacks as Lighting Control. 2d8 damage. 12 times per day.
3. Heightened Senses: Danger Sense: 4x Detect Danger. Detect disturbances in the natural order. Doesn’t provide specific details, only a feeling that something is not as it should be.
4. Willpower A: PR=1 per turn when used as a defense.
5. Heightened Endurance B: +18.
6. Animal Control: Woodland Creatures: 41 hit points of woodland creatures (birds, bears, wolves, coyotes, etc.).
7. Special Requirement: Must spend 1 hour per day meditating and communing with nature.

Weight: 170 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 16
Endurance: 34
Agility: 16
Intelligence: 14
Charisma: 18
Reactions from Good: +3 / Evil: -3
Hit Mod: 10.3488
Hit Points: 41
Healing Rate: 4.0
Power: 80
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 572 lbs.
Basic HTH Damage: 1d8
Movement Rates: 56” ground
Detect Hidden: 10%
Detect Danger: 56%
Inventing Points: 11.2
Inventing: 42%
Legal Status: US citizen with no criminal record

Origin and Background: Black Raven is a former game warden from the Northwestern US, who now spends his time defending Mother Earth from various threats, both man-made and supernatural. He's frequently teamed up with members of the Guardians, and been offered both full-time and reserve membership with the group, but has always turned it down, preferring to work on his own.

Combat Tactics: He'll normally summon some sort of animal as an advanced scout to check out an area before entering it. For tougher opponents, he'll use his "Call Lightning" ability to strike them from a distance before moving in.

Personality/Character Traits: Black Raven has a no nonsense personality, having been described by his ex-wife as having no sense of humor. He straight forward and to the point. He won't sugar coat things or bite his tongue if he has something to say. You'll always know exactly where you stand with him.

Rouges Gallery: Dark Cloud, Ghost Bear, The Brotherhood of the Wolf, and Titan Industries.
« Last Edit: Feb 17th, 2023 at 4:34am by dsumner »  

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dsumner
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Re: The New Millennium Universe
Reply #13 - Nov 23rd, 2013 at 9:55pm
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Just wondering if any of you guys are reading over this stuff? Also what do you think of Black Raven?
  

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Re: The New Millennium Universe
Reply #14 - Nov 24th, 2013 at 5:09am
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I like him, and feel he fits the 'Native American' theme pretty well (without being too derivative or stereotyped).  A few questions:

- What does his training in Defense mean?
- What part of the Northwest is he from?  Might be fun to pin down a tribe (even a fictional one).

I really like the art for him, too!  Cool
  
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Re: The New Millennium Universe
Reply #15 - Nov 24th, 2013 at 6:31am
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Outstanding job on the character i agree with Majestic would be net to see what tribe he is from Cool
  
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dsumner
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Re: The New Millennium Universe
Reply #16 - Nov 24th, 2013 at 10:02am
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Majestic wrote on Nov 24th, 2013 at 5:09am:
I like him, and feel he fits the 'Native American' theme pretty well (without being too derivative or stereotyped).  A few questions:

- What does his training in Defense mean?
- What part of the Northwest is he from?  Might be fun to pin down a tribe (even a fictional one).

I really like the art for him, too!  Cool



I allow characters to train in "Defense" granting them a -1 to be hit (up to a total of -4).

I don't want to get to specific with his background, but I could whip something up.
  

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Re: The New Millennium Universe
Reply #17 - Nov 25th, 2013 at 3:19pm
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Oh, no worries.  It's cool to keep things non-specific.  Just curious (being from that area, and all).
  
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Re: The New Millennium Universe
Reply #18 - Nov 25th, 2013 at 4:07pm
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dsumner wrote on Nov 23rd, 2013 at 9:55pm:
Just wondering if any of you guys are reading over this stuff? Also what do you think of Black Raven?


I like him, good job. I also have a Native American that I am working on named Screaming Eagle.
  
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Re: The New Millennium Universe
Reply #19 - Nov 25th, 2013 at 4:14pm
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dsumner wrote on Nov 22nd, 2013 at 12:15pm:
Identity: John Goodall


All I would change is his name - give him a more traditional name.
John Sky Spirit -
John Free Walker -
John Moon Woods -   you get my point.  Smiley
  
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Re: The New Millennium Universe
Reply #20 - Nov 25th, 2013 at 4:16pm
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Majestic wrote on Nov 24th, 2013 at 5:09am:
- What does his training in Defense mean?


I usually term this as Combat Defense.
  
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Re: The New Millennium Universe
Reply #21 - Nov 25th, 2013 at 8:42pm
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Majestic wrote on Nov 25th, 2013 at 3:19pm:
Oh, no worries.  It's cool to keep things non-specific.  Just curious (being from that area, and all).


You know you're more than free to make him a member of whatever tribe fits the bill.
  

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Re: The New Millennium Universe
Reply #22 - Nov 25th, 2013 at 8:44pm
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Free-Born wrote on Nov 25th, 2013 at 4:14pm:
dsumner wrote on Nov 22nd, 2013 at 12:15pm:
Identity: John Goodall


All I would change is his name - give him a more traditional name.
John Sky Spirit -
John Free Walker -
John Moon Woods -   you get my point.  Smiley


I've meet quite a few Native Americans, and their last names have ranged from In the Woods to Smith, so I don't find his last name all that unusual.
  

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Re: The New Millennium Universe
Reply #23 - Nov 25th, 2013 at 11:01pm
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My Great-Grandfather was Native American, and his last name was Staggs.
  
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Re: The New Millennium Universe
Reply #24 - Nov 26th, 2013 at 3:00pm
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Some of the inmates I've run across here have had pretty fun names (and yes, some of them are no different than other, more Americanized names, like Smith and Jones).  Ones that I've chuckled at over the years include Longtimesleeping and Everybodytalksabout.  Grin
  
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Re: The New Millennium Universe
Reply #25 - Nov 26th, 2013 at 4:54pm
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Majestic wrote on Nov 26th, 2013 at 3:00pm:
Some of the inmates I've run across here have had pretty fun names (and yes, some of them are no different than other, more Americanized names, like Smith and Jones).  Ones that I've chuckled at over the years include Longtimesleeping and Everybodytalksabout.  Grin


Speaking of inmate names, some of the ones that stick out in my head are Bubble Johnson (it was a male); two brothers one was I-ron and his little brother was Lil'ron (and yes those are their legal names); Famous Cotton and I could go on.
  

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Re: The New Millennium Universe
Reply #26 - Dec 18th, 2013 at 1:33pm
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Marauder

"Back off hero, or I turn this town into a parking lot."



Identity: Darryl Washington            
Side: Evil
Affiliation: Brute Force
Base of Operations: Mobile
Sex: Male                        
Age: 32
Level: 7                        
Training: Accuracy

Powers:
1. Marauder Battle Armor: Armor B: ADR=120.
a) Sealed Bio-system (Life Support): 18 hours of power.
b) Exoskeleton: Heightened Strength: +25.
c) Natural Weaponry Device: Vibro Claw: +3 to hit, +6 HTH Damage.
d) Heightened Senses: Sensor Array: +4 to hit with his armor’s weapon systems; 4x Detect Hidden.
2. Force Field Device (Defense Screens): 1 charge per 2 points of damage stopped; 20 charges.
3. Disintegration Ray Device (Particle Beam): 1d20 damage, R=16", 18 charges
4. Speed Bonus Device (Jump Pack): +80" ground speed.
5. Heightened Expertise: +4 to hit with his armor's weapons systems.
6. Back Pack Missile Rack: 12 missiles carried in launcher.
a) Homing Missiles: +4 to hit, 1d10 damage, R=120", 2" Blast Radius
b) Scrambler Missiles: R=120", 10" Blast Radius. Disrupts any electronic/electrical device within the blast radius.
7. Automatic Flechette Gun: +2 to hit, 2d6 damage; R=12". 30 shots.
8. Arm mounted Flame Thrower: Attacks as Flame Powers, 1d12 damage, R=13"; 8 charges.
9. Special Requirement: Diabetic: Must use Insulin daily.

Weight: 190 lbs.            
Basic Hits: 4
Agility Mod: -                  
Strength: 34
Endurance: 14                  
Agility: 13
Intelligence: 11            
Charisma: 13
Reactions from Good: -1/Evil: +1
Hit Mods.: 4.732            
Hit Points: 19
Healing Rate: 1.2
Power: 72
Damage Mod.: +1            
Accuracy: +1                  
Carrying Capacity: 3,867 lbs.      
Basic HTH Damage: 2d8
Detect Hidden: 32%            
Detect Danger: 12%
Inventing Points: 5.9            
Inventing: 33%
Movement Rates: 141” ground

Origin and Background: Darryl Leroy Washington is an African American male, originally from Mobile, Alabama. After being kicked out of the Army, he wandered from one low wage job, to another, before landing a gig as some low level muscle for an up-and-coming supervillian, named Marauder. When the villain suddenly died, (due to an undiagnosed heart condition), he took the villain's armor for himself. He now works as a mercenary hiring his services out to the highest bidder. Several criminal organizations, and foreign governments, have made use of his services. He's reportedly put down coups in several African countries, something those governments aren't to keen on advertising to the public.

Combat Tactics/M.O.: Marauder tends to stay along the periphery of the battle, using his long range weapons to engage targets. If he's forced to get in close, he's a more than capable hand-to-hand combatant, and will use his vibro-claws and heightened strength to the best of his advantage. 

Personality/Character Traits: Daryl is bright, and has a knack for tinkering, but, he also has a darker side that continues to get him into trouble with the law. His Marauder identity allows him to indulge his more violent side.
« Last Edit: Jul 21st, 2016 at 2:54pm by dsumner »  

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Re: The New Millennium Universe
Reply #27 - Dec 18th, 2013 at 1:37pm
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Glob

"Glob Smash"



Identity: Glob
Aliases: None
Sex: Male
Age: 3
Marital Status: Single
Known Relatives: None
Side: Evil
Affiliation: None
Known Associates:
Base of Operations: Mobile
Known Grudges: None
Level: 5
Training: Strength

Powers:
1. Chemical Power: Putty like artificially created body.
a) Non-Corporalness (Modified): Glob's putty like body can flow or squeeze through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth, but cannot pass through watertight seals. He can automatically flow out of any restraint - such as a snare or grapple -that is not watertight. For example, he cannot flow out of a bubble completely enclosing him, but anything less wouldn't hold him.
b) Transformation: Shape Change: Inanimate Objects: When he forms weapons, treat as though he has Natural Weaponry: +2 to hit, +4 damage.
c) Invulnerability: 8 points vs. all but cutting, acid, or fire/heat based attacks.
d) Elasticity: As per Stretching, but limited to a maximum length of S+E inches (64"). Maximum area is a square 32 inches on a side. Maximum cubic size is 16 inches in thickness. PR=1 per use as a defense.
2. Heightened Strength B: +23.
3. Heightened Endurance B: +17.
4. Regeneration: Not vs. Flame/Heat based attacks.
6. Adaptability: In addition to adapting to all but high heat environments, glob has no need to eat, drink, or breath.
5. Vulnerability: Fire: 2x normal damage from fire.

Weight: 350
Basic Hits: 7
Agility Mod: -2
Strength: 36
Endurance: 28
Agility: 14
Intelligence: 8
Charisma: 9
Reactions from: Good: -/Evil: -
Hit Mods.: (2.8)(3.4)(0.9)(1.3) = 11.1384
Hit Points: 78
Healing Rate: 5.6
Power: 86
Damage Mod.: -
Accuracy: +1
Carrying Capacity: 8,855 lbs.
Basic HTH Damage: 2d10
Movement Rates: 78” ground.
Detect Hidden: 6%
Detect Danger: 11%
Inventing Points: 4
Inventing: 24%
Origin and Background: Artificially created being
Legal Status: Wanted in the US and Canada

Origin and Background: Glob is an artificially created being composed of a putty like substance. When he discovered his creators intended to destroy him, as he was considered a failure, he escaped, and has been on the run ever since.

Combat Tactics/M.O.: Glob is a hand-to-hand brawler. He likes to form weapons with his shape changing ability, things like hammers, spikes, etc, and use them to bludgeon his opponents into submission. When he does so, GMs should grant him an additional +2 bonus to his normal hand-to-hand damage.

Personality/Character Traits: A bit dim witted, Glob is  a follower more than anything. Easily influenced, he's extremely loyal to anyone who shows an interest in him, following their orders without question.
« Last Edit: Sep 28th, 2014 at 8:23pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #28 - Dec 18th, 2013 at 1:59pm
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Micro Man



Identity: Dr. Jerome Isiah Washington
Aliases: None
Sex: Male
Age: 30
Marital Status: Married
Known Relatives: James Washington II (Father), Sylvia Washington (Mother), Rachael Washington (Wife), Darius Washington (Son),
Place of Birth: Boston, Massachussets
Side: Good
Affiliation: Independent Hero/Reserve member of the Guardians
Base of Operations: The Citadel
Level: 5
Training: Endurance

Powers:
1. Size Change: Smaller (Device): Height Factor: 72, Weight Factor: 0000027.
2. Flight (Device): Rocket Pack: 320 mph max flight speed. 12 hours max flight time.
3. Invulnerability (Device): Force Screen Belt: 12 points damage per turn. 1 charge per hour. Each time the screen takes more than 12 points damage, it shuts down and must be rebooted, expending a charge to reboot. 16 charges. 
4. Heightened Senses (Device): Sensor Helm: Telescopic/Thermal/IR Vision/Night Vision, Enhanced Hearing: 5x Detect Hidden/3x Detect Danger.
5. Life Support: Life Support Suit: 19 hours of life support before the suit's power supply is expended and must be recharged. 

Weight: 170 lbs.            
Basic Hits: 4
Agility Mod: -                  
Strength: 14
Endurance: 16                
Agility: 13
Intelligence: 17          
Charisma: 12
Reactions from Good: -1/Evil: +1
Hit Mods.: 3.3696         
Hit Points: 13
Healing Rate: 1.6
Power: 60
Damage Mod.: +2         
Accuracy: +1         
Carrying Capacity: 352 lbs.      
Basic HTH Damage: 1d6
Detect Hidden: 60%            
Detect Danger: 48%
Inventing Points: 8.5            
Inventing: 51%
Movement Rates: 43” ground, 1,408" Flight

Origin and Background: Jerome is a former research scientist, for an Ivy League university, who's assumed the role of a part-time adventurer and hero. He now acts as a consultant to the university's research department, and still teaches part-time.

Combat Tactics: Jerone is well aware that his abilities aren't geared toward combat. When working with the Guardians, he'll normally act as an advance scout, using his size to remain undetected, and his sensors to gather as much information as possible, before relaying it back to the team. He counts on his force field to protect him from harm, and his flight pack for making rapid escapes.

Personality/Character Traits: Jerome is thoughtful and inquisitive, he's always searching for the answers to the world's problems. When not adventuring, he can usually be found studying in his library, or holding discussions with one of his students.

Rouges Gallery: The Foundry, Prometheus
« Last Edit: Sep 30th, 2023 at 6:10pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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THE ONI
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Re: The New Millennium Universe
Reply #29 - Dec 21st, 2013 at 3:05pm
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Gotta Love Glob.....
  
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Re: The New Millennium Universe
Reply #30 - Dec 21st, 2013 at 6:26pm
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THE ONI wrote on Dec 21st, 2013 at 3:05pm:
Gotta Love Glob.....


I've got to admit, I've got a soft spot for him as well. He's not really evil, just not to bright, easily persuaded, and doesn't want to be dissected by the company that created him.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #31 - Dec 21st, 2013 at 7:04pm
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WILDSTAR

"That's it! I'm sick of talking to this clown! BOOM!!!"



Identity: Derrick Washington
Aliases: N/A
Sex: Male
Age: 16
Marital Status: Single
Known Relatives:
Place of Birth: Chicago, Illinois
Base of Operations: Mobile
Side: Good
Affiliation: The Young Guardians
Known Associates: None
Level: 1
Training: Accuracy

Powers:
1. Power Blast: Range=20“, 1d20 damage, PR=1.
2. Heightened Endurance: +12.
3. Flight: 338 mph, PR=1 per hour.
4. Mutant Power: Independence from Atmosphere: Acts as Adaptation,
but only in space/hard vacuum. PR=1 per hour.
5. Special Requirement: Wildstar must be exposed to stellar radiation
to recharge his powers, or they will slowly fade away.

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 13
Endurance: 26
Agility: 14
Intelligence: 12
Charisma: 9
Reactions from Good: - /Evil:-
Hit Mod: 5.148
Hit Points: 21
Healing Rate: 2.8
Power: 65
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 384 lbs.
Basic HTH Damage: 1d
Movement Rates: 53” ground, 1,487” flight
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 1.2
Inventing: 36%
Legal Status: Student, US Citizen with no criminal record.

Origin and Background: Originally from Chicago, Illinois, Derrick Washington the mutant son of two prominent Washington D.C. lobbyists. His parents, both notorious overachievers in their own right, constantly pushed Derrick to excel in every aspect of his life. In addition to his academic success, he was continually on the go, either participating in one of several sporting events, volunteering at any number of community organizations, or organizing charity events.

While returning from one such event, he and a friend were confronted by a group of gang members. Never one to back down, Derrick tried his best to defend himself from the vicious assault. The resulting physical and psychological stress triggered his mutant abilities, allowing Derrick to fight off his assailants.

Rushing home, Derrick informed his family of what had happened, assuming they would be just as shocked as he’d been. Much to his surprise, they weren’t. He learned that unknown to anyone other than his parents, and a few other trusted family members, that his father had been accidentally exposed to a massive dose of stellar radiation in college. The radiation altered his father’s DNA, but at that time, there seemed to be no ill effects, and his father went on with his life, pretty much forgetting about the incident.

Not sure what to do, Derrick at first hid his abilities, hoping to gain some insight into what he should do. But within a few short days, he once again found himself responding to an emergency, during which he managed to save a woman and two small children from a fire. The woman was quoted in the local news media as saying “It was wild, like some kind of star fell from the sky and saved my family.” After reading the article, Derrick figured he liked the idea of helping out, and set out to pick a name that suited him. Taking the name Wildstar, as Derrick thought the name “sounded kind of cool”, a new hero appeared in the skies above Washington D.C. Since then, Derrick’s had a run in with a minor villain, and hooked up with the other members of the Young Guardians.

Combat Tactics: In combat Wildstar likes to be one of the first team members to strike. He’ll usually fly above the battle blasting away with his power blast, taking on any fliers; he’s also quick to challenge anyone who calls him out.

Personality/Character Traits: Derrick is known for being a bit of a hothead, as he tends to be quick-tempered. He’s athletic, and enjoys sports, but he’s got a bit of a wild streak, and tends to rush into things without really thinking them through.While his personality has gotten him into hot water on several occasions, so far things have managed to work out for him.

Rouges Gallery:
« Last Edit: Mar 20th, 2014 at 1:13am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #32 - Dec 25th, 2013 at 4:11pm
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Overmind

"I tire of this, I think I'll end it now."

Identity: Marcus Thane
Aliases: N/A
Sex: Male
Age: 45
Marital Status: Single
Known Relatives: Psion (son)
Place of Birth: Detroit, Michigan
Base of Operations: Mobile
Side: Evil
Affiliation: Independent Villain
Known Associates: None
Known Grudges: None      
Level: 19
Training: Endurance

Powers:
1. 2x Telepathy: see pg. 17 for a full description.
2. Astral Projection: Flight speed = 13 mph per turn. Releasing the astral body requires an action, but returning is movement only. PR=12.
3. Psionics: Mental Domination: Allows him to perform the following:
a) Bio-Manipulation: He can mentally control the physical actions/powers of others by sheer force of will. The victim knows he's being controlled, but can't do anything about it. Attacks as Mind Control. R= C+E inches. PR=8.
b) Mentally Induced Paralysis: Attacks as Mind Control. Movement rate is reduced to 0 inches. Flying characters hover in place. R = I+E; PR=10.
c) Alter Memories: Overmind can mentally alter his victim's memories, erasing them, planting false memories, or distorting them to fit his needs. Attacks as Mind Control. R=C inches. PR=8.
4. Heightened Intelligence: +21.
5. Willpower A: PR=1 per hour when used as a defense.
6. Mind Blast (Modified Paralysis Ray): R=51", PR=7.
7. Illusions A: Visual, Audible, Odor, Taste. PR=4.
8. Physical Handicap: Paralysis: He's unable to walk, and uses his telekinesis to move.

Inventions/Devices:
1) Hover Throne: 120 charges.
a) Force Field: 1 charge per two points of damage stopped.
b) Life Support: Atmospheric Bubble: 1 charge per hour of use, or when used as a defense.
c) Flight: Max speed 300 mph. 1 charge per hour of flight.
d) Devitalization Ray Device: 3d10 damage to Power, R= 36", 1 charge per shot.
e) Sensor Array: 3x Detect Hidden/Detect Danger.

Weight: 160 lbs.                  
Basic Hits: 4
Agility Mod: -                  
Strength: 9
Endurance: 16                  
Agility: 13
Intelligence: 35                  
Charisma: 28
Reactions from Good: -5/Evil: +5
Hit Mods:
Hit Points: 17      
Healing Rate: 1.6
Power: 73                  
Damage Mod.: +5
Accuracy: +1
Carrying Capacity: 186 lbs
Basic HTH Damage:1d4            
Movement Rates: 38” ground
Detect Hidden: 72%            
Detect Danger: 84%
Inventing Points: 68.5            
Inventing: 105%

Origin and Background: The villain, known to the world as Overmind, is rumored to be one of, if not, the most powerful telepaths on the planet. Born to a poor working class Detroit family, Marcus spent much of his youth daydreaming about escaping the dead end life his family seemed trapped in.

Then, in his late teens, he saw a poster for the US Army. Drawn in by the image of the soldier, Marcus eagerly sought out a recruiter. After listening to the recruiters pitch, he accepted, and within a few short months he shipped to Basic Training. Marcus, while a good Soldier, wasn't really anything exceptional, always seeming to fall squaring in the middle of the pack, and never really standing out.

One day an officer, from a unit Marcus had never heard of, came looking for volunteers, and Marcus, swayed by his pitch, once again found himself volunteering. After a few tests, which really didn't make since to him at the time, Marcus found himself part of a small group of recruits shipped off to a remote desert testing facility.

The recruits were administered a series of drugs, that the doctors said, "would help them reach their full potential." At first they seemed to have no affect, other than to give him a really bad headache, that no amount of Aspirin would get rid of. Shortly after that, he fell into a coma that lasted for more than a week.

When he finally awoke, it was as a changed man,

<<< PLACE HOLDER >>>

Combat Tactics/M.O.: Overmind's preferred tactic is to stay out of direct combat, using his telepathic abilities to cause confusion, and disorient his foes. He's fond of making teammates think they're fighting him, when in reality, they're attacking each other. If confronted directly, he'll use his mind blast, or paralysis to incapacitate a foe. 

Personality/Character Traits: Marcus is cold, detached and clinical. He likes to take a long term approach to things, and has a reason for every action he takes.

Plot Seeds:
« Last Edit: Jun 5th, 2019 at 5:41pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The New Millennium Universe
Reply #33 - Mar 15th, 2014 at 10:04pm
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I've got some new artwork I commission to add when I get teh chance.
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: The New Millennium Universe
Reply #34 - Mar 16th, 2014 at 3:39pm
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Overload

"Listen up chumps, we can do this the easy way or the hard way. I really don't care one way or the other, as long as I get paid."



Identity: Stanly Richardson
Aliases: N/A
Sex: Male
Age: 29
Marital Status: Single
Known Relatives: Elizabeth Richardson (mother)
Place of Birth: Chicago, Illinois
Side: Evil
Base of Operations: Mobile
Group Affiliation: C.R.I.M.E.
Known Associates: None
Known Grudges: None
Level: 8
Training: Accuracy

Powers:
1. 2x Lightning Control: 4d8 damage, R=60", PR=4 per attack. Electrical defense costs one action to set up, and then free to maintain. To take control: PR=4 per attempt. Save vs. INT on d20 to gain control, plus save vs. Agility on ld20 to avoid mishap every time an attempt is made. To short-out: PR=4 per attempt, R=60", 60% chance.
2. Heightened Endurance B: +17.
3. Heightened Expertise: +4 with Lighting Control.

Weight: 180 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 13
Endurance: 30
Agility: 13
Intelligence: 10
Charisma: 11
Reactions from Good: -/Evil: -
Hit Mods.: 5.928
Hit Points: 24
Healing Rate: 3.6
Power: 66
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 468 lbs.
Basic HTH: 1d6
Movement Rates: 56” ground
Detect Hidden: 8%
Detect Danger: 12%
Inventing Points: 7
Inventing: 21%
Knowledge Areas:

Origin and Back Ground: Stanly Richardson is a former handy man, electrician, and gambler, who dreamed of one day making it big. Unfortunately for him, he couldn’t pick a winner if his life depended on it. But unlike many, he wasn't above paying off his gambling debts by performing a few "favors" for of members of the local  criminal underworld. He would occasionally take jobs disarming alarm systems, rigging electrical systems to short out or equipment to breakdown.. He didn't think it was that big of a deal, as long as no one got hurt. After all the businesses could afford to lose a few bucks, and insurance would cover any damages.

<<< PLACE HOLDER >>>

Combat Tactics/M.O.: In combat he'll normally set up an electrical defense, and save an action until he can determine who he's up against, and what they're capable of.

Personality/Character Traits: Stanly's a thief, not a killer. His primary concern is making a fast buck, and living to enjoy his ill gotten gains.
« Last Edit: Mar 20th, 2014 at 2:20am by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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