Applications so far (See below for the game description):
The list so far: Terra Firma. Player: Maceo. Last Edit Checked: Aug 18 '10 at 8:52pm. Status: Complete. Great Grimaldi. Player: Eternal. Last Edit Checked: Aug 24 '10 at 3:59am. Status: Complete. Elijah Austin. Player: Shazam. Last Edit Checked: Aug 18 '10 at 6:55pm. Status: Complete. Archive. Player: Pundemic. Last Edit Checked: Aug 26 '10 at 7:15am. Status: Complete. Ouroboros. Player: vingolf. Last Edit Checked: Aug 17 '10 at 9:10pm. Status: Complete. Guardian. Player: Mick the Rogue. Last Edit Checked: Aug 20 '10 at 11:01pm. Status: Complete. Patrick Sanders. Player: Kaitou Kage. Last Edit Checked: Aug 21 '10 at 11:46am. Status: Missing appearance. Jasmine DeLuca. Player: Selene. Last Edit Checked: Aug 20 '10 at 3:53am. Status: Complete. Meteorknight. Player: Hardwire. Last Edit Checked: Aug 21 '10 at 11:29am. Status: Complete. Shadowthurge. Player: Drakos. Last Edit Checked: Aug 20 '10 at 1:26am. Status: Missing Lots of fluff. Remix. Player: Mask_De_H. Last Edit Checked: Aug 22 '10 at 10:59am. Status: Missing Everything. Matters of Fact. Player: Eldritch_Myrmidon. Last Edit Checked: Aug 22 '10 at 1:53pm. Status: Missing Background. Blackout. Player: glacier. Last Edit Checked: Aug 25 '10 at 4:12pm. Status: Complete.
Please tell us if we're missing your app or if the one linked isn't the correct/last updated version. Also, if you edit the app itself (as opposed to just the sheet), please inform us so we can check it again.
I'd also appreciate if you keep your app in the same post. Makes it easier to locate later.
Game Description:
Hello everyone, and welcome to the dark little underworld of the City on Water. Me and Illien, the instigator of this game, are looking for 4 or 5 players who wish to partake in a DC Adventures game, using the Third Edition Mutants and Masterminds rules. Below are some details about the game for those who wish to try their hand at bringing some hope to a town that has lost its aim.
That's all. The turning of the tides is in your hands now. Will the City on Water disappear into the mists of history permanently? Or will it finally become the grand place it should always have been?
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Last edited by Azerian Kelimon; Aug 31 '10 at 8:27pm..
Will do. I'll sit and think on this for the night and see what ideas come up. I take it from your "you don't have to have a DCA sheet yet" part that I don't have to have this 100% settled in the application process?
His minions will have Controlled and Mental Link since they're projections of his own emotions rather than independent entities.
It says you can summon different creatures if you take the Variable Type extra for +1/rank. Is that what you mean as a gross point sink or just regular Variable? I figure if he has this sort of thing I could build some templates and leave some points for a little flexibility in each model based on the situation.
EDIT: Because I took forever to write this, Illien got in there before me and clarified most of what I was considering. :P
Oooh, so a sort of Supermanish type (not taking powers into account)? Color me interested.
I guess. Just threw a first draft concept together to try and congeal some of my ideas. Thoughts?
Concept: A model from a parallel time-line which is idyllic and bright is helping to showcase a new device to optimize genetics, stop aging, and end genetic diseases. The device works flawlessly in trials so when Jasmine lays into the chamber with a wave to the crowd nobody guessed that the quantum capacitor had been damaged in transit. When the device is turned on it works as expected until the damaged capacitor overloads; shunting the affected model to a dark and twisted reflection of the city she had called home. What was worse is that she was little more than a ghost, passing right through anything; though over the coming weeks she learned to manifest herself physically. This city was a mockery of every ideal she had been raised to believe in and she was now empowered to strike out against that corruption. As news spread of the heroics of the strange woman she found that the growing fame was an inroads to rebuild her career anew.
Second idea makes liberal use of the Alternate Form lineup. I find the different suggestions for forms very intriguing and I think it'd be interesting to play a character whose atomic makeup is so malleable that it can shift between different states of matter and energy while still maintaining his same basic shape. I'd probably attach some drawbacks that prolong the transformation time because this would make him very versatile. The main thing I'm worried about is someone who has a fire form and an electricity form and an air form and a stone/metal form and etc., etc., is probably too much all at once. So while it sounds like a neat idea it also sounds like it's just a little munchy and I don't intend to be a munchkin. Perhaps the power is random -- he can change to another form but can't control which form unless he uses Extra Effort (he can assume his normal form without)
I made up a character that could do that for 2e. He was called Isotope.
Alright, glad to see this ad came together! I've been busy recently but have quietly followed along and been crafting a character concept. It still needs some polish and the character sheet is very experimental at this stage, but it's ready for an early look at this point I think.
It doesn't state it, which is odd.
Not that reach is particularly important in MnM, mind you; could probably be ad-hoc-ed or copied from elongation on the rare situations where it would make a difference.
Yeah I'm not too concerned about it mechanically, as reach really isn't terribly useful. I just feel as though it's odd to be thirty feet tall without reach, so I would want to express that mechanically somehow.
P.S. If I have time I'll have the beginnings of an application up tomorrow. Anyone can feel free to shoot some growth related attack powers my way if you feel so inclined (details and sheet are still in the works so don't worry about PP).
Age: 20 Height: 6'3" Weight: 160 lbs. Hair: Brown Eyes: Brown
(Click to see larger version)
Patrick's tall and skinny, with brown eyes and brown hair. He's got a rather unkempt look with slightly mussed hair and frequent stubble on his chin. Occasionally, when times are tougher, he looks a little underfed, with slightly sunken cheeks and looser-hanging clothing. He's been skinny all his life, though he has managed to climb into the ideal weight range for someone his height -- barely. Almost all his clothing looks like it's a size or two too big.
He typically wears jeans and a t-shirt, though a lot of his clothes look ratty or well-worn. One pair of jeans is virtually threadbare and many of his clothes have marks or tears. Since he takes care of several kids still, Patrick can't always afford to get new clothes for himself. He also can't always buy or find enough food for all the kids and himself, resulting in the occasionally underfed look. When he's on vigilante duty, he wears a simple black mask similar to Nightwing's or Robin's. He doesn't have the money or the knowledge to be able to make his own superhero costume, but if he somehow got recruited to join a team, he'd make sure he came up with a good outfit.
If Patrick had a reasonably normal upbringing that involved enough food on the table each day, his figure would probably fill out nicely. His weight would slide more into the "normal" range. However, he's used to eating little. At this point in his life, even if he's provided enough food to eat every day, he'll probably have that slightly anorexic look for a while.
He's prone to dark circles under his eyes. Work, scavenging, taking care of kids, and fighting crime as a vigilante are all hard work individually. Patrick tries to do all four of these things together and the effort has lent itself to sleepless nights and stressful days.
Telepathy: Pat is not a remarkably high-powered telepath. He can read minds and communicate telepathically. He can probe the subconscious with a little effort and a bit of luck, but he lacks the mind control and emotional influence many other telepaths have.
Luck Control: Pat has always been more lucky than good. That's not to say he's unskilled, but luck has always played a major part of his life. He was lucky to survive the orphanage fire and luckier still to have made it as far as he has with almost everything intact. His ability to manipulate luck was subconscious for a while, even after his telepathy manifested, but he has learned to control it better. Suffice to say, he can make strange things -- good or bad -- happen sometimes. He should probably stay away from Topeka or the city might explode.
Avatars: Where many telepaths learn to read and influence minds, project illusions, and cast their senses into far-off locations, Pat's telepathy turned inward. Pat has remarkable control over his own psyche, to the point where he can cause his emotions to manifest physical avatars. Each avatar has different powers and abilities depending on the emotion he taps into. His emotional control is so precise that his manifested avatar does not necessarily reflect his actual emotional state. In other words, just because the Avatar of Fury has appeared doesn't mean Pat is actually angry.
That being said, Pat cannot suppress an avatar if he enters an extreme emotional state. Blind rage, intense fear, and euphoric bliss can cause the relevant avatar to manifest spontaneously. Since the avatars are projections of Pat's psyche, they act based on the primal urges causing Pat's emotion. For example, if the Avatar of Fury manifests spontaneously, it will seek out and deal with the source of Pat's rage, probably by brutally destroying it.
The avatars' appearances have changed over time as Pat's psyche has matured. Their appearances may continue to change as he gets older.
Pat was born to a couple deli owners twenty years ago. His life looked like it'd be as normal as any life in the City on the Water until his parents were shot and killed in a robbery when Pat was five. That's when Pat's life took a turn for the worse -- or better.
Pat became a ward of the state. Since he had no kin and was too young to inherit, he was placed in the Brick House Foster Home. Brick House was a city-run foster care center and day care for orphans and underprivileged children. During the day, working parents dropped their kids off for lessons and picked them up when work was done. At night, the orphans, or children whose parents had "forgotten" them were taken to the dormitories. Beyond business hours, Brick House was run like a boarding home, with strict bedtimes, clear mealtimes, and an elaborate list of punishments for children that broke the rules. Children that lived in the brick house were allowed to stay until one month after their 18th birthdays. Then they were kicked out on the street with a small stipend to fend for themselves. Most kids never found out what happened to the new grown-ups. The former residents just disappeared.
Many kids in Brick House had psychological problems ranging from anxiety and conduct problems to mutism and severe depression. A good portion had been abandoned and had severe attachment disorders. A few children displayed signs of more pronounced disorders like schizophrenia and a few were budding sociopaths and psychopaths. The Brick House took steps to address these problems, primarily through medication. However, though Brick House might have once been a shining beacon of hope for children that had psychological problems, any trace of its virtuous past had long been buried by layers of grime.
All children at Brick House, even those with light mental problems or no problems at all received medication. The doctors and records-keepers invented problems where they had to. After all, a professional's word had more weight than a child's and in the City on Water, nobody was going to care what happened. The children were subjected to experimental drugs for unknown and elusive purposes. As far as anyone knows, all the records were lost in the fire, so the purpose behind the experiments remains a mystery. Patrick isn't even sure he was subject to experimental treatment for nefarious purposes. He knows he was forced to take "medicine" he didn't need, but that is the extent of his knowledge.
Whatever happened, all of the children at Brick House began displaying unusual powers. The medicine altered their genetic makeup, causing permanent changes in the kids, making life better for some and worse for others. Some children that displayed particularly useful powers disappeared. Other children couldn't handle the changes and went crazier or died. Within a couple years after Patrick arrived at Brick House, he started hearing other kids' thoughts. Some of the thoughts, especially from the crazier kids, were unsettling and he had to teach himself how to shut out other voices. For a couple years, Patrick himself thought he was going to go crazy by mental contact.
A side effect of his telepathy, Patrick's imaginary friends turned out not to be so imaginary. His mind, perhaps as a coping mechanism at first, brought his imaginary friends to life. These psychic apparitions were little more than phantoms at first, as ephemeral as the thoughts that created them. They reflected Pat's emotional state. When he was sad or scared, someone materialized to comfort him. When he was angry, someone appeared to encourage him.
At age twelve, another tragedy took place that would change Pat's life forever. Brick House burned down. Nobody really knew how it happened. Officially, a gas line blew. Pat isn't sure the reality matters to him. What is important to him is he never thought he'd make it out alive or that he'd end up having to guide the lost and frightened survivors out. Patrick remembers he didn't do much himself -- not consciously. His avatars did most of the work. His terror created a majestic savior that rescued him and the other survivors from the blaze and the ruins.
It was days before the survivors got their wits firmly about them. Some settled down faster than others but all looked to Patrick, the oldest by several years, to be their leader. Patrick was not prepared for the job, but he knew if he didn't take care of the other kids, nobody will.
Patrick had to grow up really fast. He also had to learn to think fast. As a telepath, it was much easier for him to keep in contact with his charges. Without the clouding influence of the drugs, it became easier for him and the other kids to learn how to use their powers. They were a little bit delinquent for a while, but then Patrick encountered a role model that inspired him to try and make the world genuinely a better place.
Enter Aidan and Adrian Pennington. Aidan was a talented architect and his brother Adrian served as part of the mayor's staff. Aidan discovered the husks of forgotten buildings below the regular surface of the city. The two launched a project to clean up and rebuild the Undercity, creating new jobs and more comfortable living arrangements while shoring up the city's supports. Patrick and the kids, who'd fled into the Undercity to hide, found their home transformed from squalor and filth to something more bearable.
Good luck continued to follow Patrick. It was a small blessing that challenges to his leadership were few and half-hearted. A larger blessing that he survived the fire intact. He never landed a job, but he always managed to find just enough to make life bearable, if not comfortable for himself and his charges. They'd find perfectly good packages of food left in a dumpster, or someone would accidentally drop a few hundred dollars. Eventually, the kids found a few places with running water and heating and cooling that they could squat in. It wasn't a glamorous life and it was full of hard work and oppression, but Patrick learned to thank God for small favors.
As Patrick grew older he tracked the Penningtons. He managed to get one of the jobs that the Penningtons created. Though he used a false identity, the job let Patrick further support his kids. His heart broke when Adrian retired and left the city but he felt another surge of hope when Aidan stepped in to replace Adrian. All wasn't lost after all. The Pennington brothers had made a noticeable difference for the people of Undercity. Patrick was able to see it in the faces of people around him. The Undercity became a little brighter and a little better of a place to live in, all because of the brothers.
Patrick continued following Aidan, even after Adrian left the city. Though the Undercity project had been stopped and Aidan's efforts were less successful, Patrick took every victory, no matter how small, as a major step forward. Aidan could do nothing wrong in Patrick's eyes, and even if Aidan failed, Pat was sure his hero would pick things back up and plow through.
Inspired by Aidan's efforts, Patrick took it upon himself to start working as a vigilante a couple years ago. He knew it was dangerous and he knew the kids might not like it. But if someone like Aidan Pennington could make even a small difference, so could Patrick.
He's still a vigilante and he has his good luck to thank for being at all successful. Lately he's been hearing stories about others that want to make this city better and he hopes to make contact with some of them. If nothing else, he wants to give his kids a good life and see them all be happy.
Aidan's efforts have rubbed off on Patrick more than just instilling a desire to fix the City. Pat dreams of going to architecture school and following in Aidan's footsteps. Unfortunately, Patrick is legally dead and even with an illegal or stolen identity, it's hard for someone in his position and with his poor background to get into a university.
Caught in the Door - Affliction 10 (impaired, disabled, incapacitated; Ranged [+1/rank]; Diminished Range [-1 flat]) - 19 points
Piano Drop - Damage 6 (Ranged: Perception [+2/rank]) - 18 points
Doing Good: Pat's a vigilante inspired by someone he perceives as a hero. He's spent most of his life as an unofficial parent for a group of kids and still has a few he takes care of. Pat has also seen that some people have tried to make a difference in this city. It's made a difference in his life, for sure. He's determined to "give back" to the City and try to make it a better place for others just like his idols made it a better place for him. This goes into Justice.
Justice: Pat still carries some of the scars from when he lived in the orphanage. What happened there was wrong and Pat's determined to see it never happens again. He takes special interest in the plight of children like him -- kids that need homes, kids that are mistreated and abused, kids that are homeless. He has some fatherly tendencies, but without a real father figure of his own, he is sometimes misguided in his approach to both justice and fatherhood.
Identity: Pat is technically dead. When the foster care center was destroyed, no survivors were found by officials and the records were destroyed. If he came out and announced his identity, he could probably fix the matter but it would draw a lot of attention. As a result, any identity or identities he carries are fake or illegal.
Responsibility: Though it's entirely unofficial, Pat is the caretaker for several children of different ages. Some of the children he takes care of are as young as ten years old. Several of the children he originally led have gotten old enough to go their own ways but Pat tries to keep contact. He still feels protective of them and feels that bond through their lives at the orphanage. If the government ever finds out the kids are still alive, they may try and take the kids from Pat. It would be hard for Pat to make his case, too, since he's technically dead and doesn't fit the legal definition of a stable house.
Power Loss: Sort of. When Pat experiences extreme emotions and sensations, an avatar can spontaneously manifest. That avatar is not as controllable as his normal avatars are and while it won't hurt Pat himself (Pat has no suicidal tendencies and the psyche does not want to hurt itself), it will always seek the source of Pat's emotion. Pat's mind is not sufficiently advanced to manifest multiple avatars, so a spontaneously-created avatar prevents him from using his other avatars.
Pyrophobia: Pat nearly died in the fire that destroyed his home. He's not afraid of fire in general but he is afraid of the large, building-consuming fires. Essentially anything larger than a campfire or a fireplace fire makes him edgy at best and irrational at worst. Exposure to his phobia can cause his Avatar of Fear to unintentionally manifest. This phobia also explains why his Avatar of Fear has fiery traits; it reflects what he is most afraid of.