Never has the resolve of all of Earth’s collected heroes been put to the test than during The Crisis.
Two years ago, when the Dark God Darkseid rallied all the powers and forces at his disposal in a quest to control the entity known as The Anti-Monitor, and discover the secret of the Anti-Life equation. They laid waste to countries and conquered cities. Apokoliptic Demons blotted out the skies. It seemed that the End of Days had come.
It was, of Course, Superman who rallied the heroes to our aid. The Justice League, the Justice Society, the Teen Titans, Batman and his Outsiders, even Uncle Sam’s Freedom Fighters and every other hero in between.
We fought them with all of our might, we gave the world hope when there was none to be had. And while there were casualties on both sides that day, we won.
And it wasn’t Superman or the League who saved us. In the end it was a Titan. One that I am sad to say I never knew or gave a chance to. Before that day I always saw Superboy has a clone, a lab experiment that I couldn’t trust. On that day I saw him for the hero he was. As he faced down Darkseid when no one else could, and as he gave his life to banish the tyrant from our reality.
On that day we won. On that day, Superboy died.
The world mourned, his Teammates were devastated. They chose to disband the Titans. They went their separate ways, some continuing on as heroes in their own way. The Tower was dismantled, the tech repurposed by other teams. We all agreed that despite the legacy of the Titans, the accomplishments that the teams with that name had made, that the world had changed. We couldn’t let kids charge into battle without leadership and guidance. So two years ago, a hero died and the Teen Titans ended.
But there’s a part of me that regrets the decision, and wonders how long it will really last.
Titans Together.
- From the Personal Files of Dick Grayson
Welcome to Teen Titans: The New Guard!
Thank you for taking the time to read through this ad! Teen Titans: The New Guard is a campaign set in the DC Universe. I am looking for five players who are interested in playing Mutants and Masterminds 3E and who love the DC Universe. I am looking for this game to be a sort of alternate-present, or Elseworlds, set in a fairly iconic version of the DC Universe, with a new group of young heroes stepping up to claim the name and the legacy of the Teen Titans. Are you Tim Drake, stepping up to fill the role of leader again? Or maybe Batman has trained a new pupil? Or perhaps you are a completely new hero without ties to a previous hero or legacy.
Your Gamemaster: I am Rennick. As a GM, I have some new formats and methods that I will be trying to integrate into my games. I've taken things I've seen throughout the Weave, suggestions from players in my other games, ideas from other GMs and will be trying to use them to make the best play-by-post game I possibly can. Personally, I am a 26-year old, master’s student who is studying theatre abroad and has played RPGs and been a comic book fan since the late 90s. The two biggest things I look for when choosing players is commitment and communication.
More than anyone I understand that asking for a daily posting rate is unrealistic for a lot of people but I expect my players to keep me and the other players in the loop if something comes up, and I will do the same for you. I am looking for Players who are willing to put the effort into making it a great game for the entire group, if you feel that you fit that description, then keep reading, you may find that this is the game for you.
Setting
Teen Titans: The New Guard is set in an alternate present that is similar to the cannon DC Universe, in broad strokes. Batman stalks the streets of Gotham city and Superman is the protector of Metropolis. At the forefront of the Earth’s defence is the Justice League. And the next generation has been represented time and again by the Teen Titans.
The basics are all the same, but the details may be different. In this world the current era of heroes has been active for about twelve years, with some form of the JLA existing for about ten years. There have been three iterations of the Teen Titans so far; the original gathering of sidekicks. The second was formed with Raven sought out a group of heroes to battle her father Trigon, and the third formed under the guidance of Cyborg, and only recently disbanded with the death of Superboy.
I am intentionally being vague about a lot of the major details because I want players to have a wide array of options and creative freedom. The specifics of the world will be worked out after players are accepted, and in a lot of cases as they discover them through the game itself.
Application Process
Character Sheet Template - You are not required to use this format for your applications, however successfuly chosen applicants will be expected to use this for their character sheets in the game.
This is where it happens! Post your interest, ask questions, all in this ad thread!
The next step will be to make a character, which will also be posted here! There are four “Categories” of characters that I will consider for acceptance:
Completely Original Characters: These are the kinds of characters that have no connections to the cannon of the DC universe. They are brand new to the world and to us.
Tangential Connections: Consider a character who is related to the established universe in a less than obvious way? Maybe your crimefighter stumbled across an old Bat Bunker and co-opted the equipment? Or Did you get your powers through some experiment by Lex Luthor? The options are endless.
Legacies: Your character works with, has been trained by, or is in some way involved with a hero or villain of the DCU. Maybe your character is the newest to take on the mantle of Robin the boy (or girl) wonder, or a young amazon who’s adopted the role of Wonder Girl. These kinds of characters are more directly related to an established hero, but are still your own creation.
Established Character: Your application revolves around a character who has already been established in the DCU. Tim Drake, Bart Allen, Jason Todd, Cassandra Sandsmark, the list goes on. Players should not feel obligated to use characters from the current generation. A good example is the use of Zatanna in the Young Justice Cartoon.
- Please note: That why established concepts are allowed, players are expected to build their sheets from the ground up to match PL and PP guidelines.
Now if I’m going to be honest, I think that while I am happy to consider all of these categories, I am most likely going to play a bit of favoritism to the second and third categories. The reason is that I think that having connections to the DCU will offer some interesting dynamics to storytelling and roleplaying. On the other side of the coin, I’m going to be picky over applications of established characters because it could be used as an easy out and I want to make sure that you have a strong and fresh idea of how this character could evolve.
Please do not let that deter you from submitting an awesome original concept if you have one, I'll still be looking for the characters who have the best development and the players who have the highest level of commitment when making my choices. Be sure to let me know how you are, let me know your commitment to the games you play, you experience on Myth-Weavers, Mutants and Masterminds 3e and comic books (specifically DCU), your personality, what you look for in a game or GM, and anything else you think would help me recognize you as a good fit for the game.
That being said, I'm looking for characters, not character sheets. Make sure you get me to know your character. Feel free to take liberties with the world background. If you are the new Robin, how did you come to inherit the role? What relationship do you have with the previous three (Ignore Damian… seriously). Taking those sorts of liberties is not only allowed, but they are encouraged. If you have something in there that doesn't work for my plan or setting, I'll be sure to let you know and we can work together to tweak it.
For the mechanical side of things, please do not try and break the game. I understand an open system like this has some things in it that are "broken" when used in combination, try to stay away from that. If I smell it, I simply won't entertain the idea. This game is going to be power level 10, with 150 points for character creation. I threw around many ideas on what exactly I was going to do with Power Level, and decided to just stick with the baseline of 10. Sidekicks and Minions are welcome but only in a low supporting roles, afterall your characters are basically the sidekicks themselves There may be some niche protection as well. If two characters both make versions of the masked crimefighter, unless they are radically different concepts, I probably won’t take them both
In Closing
Thank you for taking the time to read through this advertisement. I hope that some of you are interested in applying. Any comments, questions, or suggestions are welcome and should be posted here. I will add questions asked and answered to the ad so if a potential applicant has a similar question, they might get it answered right away. Applications should also be placed in this thread and I will update the ad to reflect any applications and their status. If you apply and I do not update the ad, please remind me to do so (in the thread first, by PM if that doesn't work). Feel free to browse the Game Forum. In terms of an application deadline, this ad will run until I have a strong base of applications to choose from and everyone who expresses interest has at least had a chance to apply (Around a week)
Game Description:
A ragtag group of young heroes are brought together when the world needs them most. Against all odds, they are: The Teen Titans!
__________________ STATUS: Currently in rehearsals as a Lead for Howard Barker's Victory, opening in London March 21st. Expect posting to be slow and erratic for the next month. Apologies in advance.
From the way you have phrased it, it seems like we have some control over the canon. That is, we can create story arcs that never happened. My Red Hood is going to be tied into the Bat Family just as heavily as the Jason Todd version, so I just wanted to make sure that I had a bit of creative freedom (obviously not changing anything too substantial) before I got my application up and going.
That is exactly the way it's supposed to read. I've intentionally only put down broad strokes to give players more freedom. Now sometimes that means that I'm leaving it blank and will fill it in later (Like those old JLA rosters I've mentioned) other times it means that I have a pretty solid idea for what something is like and will consider what a player comes up with and if the two don't mesh, I'll consider which I feel fits better and we will tweak what needs tweaking. (A friend is working on a Robin application, so I've worked out a bit more about the Bat family for him to use in his application. feel free to PM me with any questions about them if you feel that would help you.)
STATUS: Currently in rehearsals as a Lead for Howard Barker's Victory, opening in London March 21st. Expect posting to be slow and erratic for the next month. Apologies in advance.
This has been months in the making, so it isn't short, but here we go...
First public draft of her backstory. Some of this I'll make public and some of it should be 'learned later'.
Dolores “Lola” Sanchez (aka ‘Loca’ Sanchez), a tenth generation Mexican American, was born the eldest daughter of Jorge and Ana Sanchez in Dallas, Texas. Having lived so long in the United States, her family was culturally American in many ways; they spoke with no accents, they followed sports other than soccer/futbol (especially loving the Dallas Cowboys and the Texas Rangers), they thought more like Americans when making life decisions, and they lived in a decent house in the suburbs, thanks mostly to the income from Ana’s skills as an R.N. and Jorge’s position as Lieutenant in the city police. Yet, like many Hispanics proud of their heritage, some traditions were always preserved. A quinceanera was held for every single daughter on her fifteenth birthday, food prepared at the house was normally Mexican, Spanish was spoken alongside English, and major holidays were celebrated, among them, El Die de los Muertos, or the day of the dead.
Lola was always terrified of this holiday as a child. Why on earth would people dress in old clothing, paint their faces like a living corpse, and march around on parades like a Romero film? And to sell cookies, candies, and cake all with skulls and bones? The young girl used to hide under her bed when all the scary faces came out to play, and only quiet reassurance from her father gave her a reason to face the participants at all. Her sisters and brothers were already dressed with makeup applied; why wasn’t she going to set an example for them, being the oldest?
Yet, once outside and surrounded by others in similar dress, Lola felt a little less…out of place. An entire mob of her friends and family, faces painted, skull cookies in hand, strange clothes on…it felt good. It felt like coming home. Together they walked to the local cemetery where their ancestors were buried. Together they played music, ate the favorite dishes of their great grandparents, and celebrated the lives of people they loved while embracing their own mortality. It was so…unexpectedly fun. Why did it ever have to end? Even when she came back to the house, Dolores found herself to be the last member of the family to remove her makeup.
As the years went by, Lola found herself loving the holiday more and more, her makeup getting more and more complex each year, a feat matched only by the sort of dresses she wore to accompany her morbidly delightful ensemble. Many of Lola’s friends in high school didn’t understand. Was she going through a goth phase? Was she becoming rebellious? She certainly didn’t seem to be odd in other areas. Already, Lola had proven herself to be a most capable student athlete. Intelligent enough to maintain an average of 94.87 in each class while also earning varsity letters in soccer, basketball, swimming, and women’s softball, her personal favorite sport having grown up watching the Rangers play on many a lazy summer afternoon. She was a respectable hitter but an absolute phenom at base running and a superb outfielder, getting many an out on speed and hustle. Lola played so well it was rumored she could have easily played on the men’s team if only the rules permitted. It wasn’t long until scholarships, both athletic and academic, were being offered to the young girl, and she proudly chose to become a Longhorn at the University of Texas, Austin, playing softball for the women’s team. Between that and her grades, Lola had a full ride, and her loving parents couldn’t have been any prouder.
Freshman year went off without a hitch. Lola decided to follow in Nursing, her mother’s field, since she knew the position was financially secure and something desperately needed in all corners of the world. Balancing school and sports wasn’t easy, but Lola had a great deal of experience in this area and she constantly made the dean’s list when she wasn’t on the front of the Longhorn’s sports page (during non Football seasons, of course). Sophomore year was more of the same, with this bright and shining star looking all the more like a girl who had found her niche in life.
Lola returned home at the end of October to be with her family for her favorite holiday, as was their custom. She wouldn’t miss el dia de los muertos for all the world, college or not, and she came home with a most special outfit to go along with her most complex pattern of facepaint borrowed from a little doll she saw on the street corner.
However, that night, at least according to the police, the news media, and dental records found at the crime scene, Lola and the entire Sanchez family were murdered by the MS 13 gang in a hit meant to punish Jorge for his refusal to accept the gang's blood money. Their house was burnt to the ground and dental records showed every family member was left there. The only strange item was a missing car, but even that was likely stolen by the gang.
Yet that very evening, somehow a battered woman found herself in a Holiday Inn 30 minutes away, lying on a bed she had purchased for the night. Trying her best to sleep. But all she could think about was a tattoo she saw on a gang member. La Santa Muerte. The wicked goddess of death, worshipped by drug traffickers and criminals in Central America. Such individuals believed that God had left them as a result of their choices in life, so they were left only with death. Only with its representation. Only this ‘dear lady’. She was so…terrifying. So powerful…so…
...wonderful. As the days went by, rumors spread that “La Santa Muerte” was collecting the souls of her followers. And collect she did. She was good at it. She lived off the cash they had in their pockets, drove their cars, ate their food, and appeared in public as a normal looking woman by day. By night? She was the avatar of death, painfully wreaking havoc on those that deserved it, paralyzing them with fear and rarely if ever meeting any resistance. It was finally a way of being..free. In a way, she already was dead. Her soul had died a long long time ago.
Lola was well aware of the villain Harley Quinn, girlfriend of the Joker and a madwoman who managed to strike fear in the heart of her enemies. Why not take a page out of her book? But she couldn't steal Harley Quinn's gig, and she had her own culture to think about. She was such a 'payasita' (little female clown)...and that's when it hit her! Payasa! Clown! It was perfect! And as Harley Quinn used a mallet, she could use a baseball bat. She WAS a great athlete, wasn't she? Why not use it as an advantage? Finally, knowing that the real Harley Quinn used Black and White makeup (some claimed it couldn't be removed from her face, by the way) she decided to one up the supervillain and make complex patterns on her face remembering el dia de los muertos ; the day she actually 'died'. It would strike fear in the hearts of all who sought to make the world of crime their home...and it would be the last face they saw before they went to hell.
A strange woman prowled the streets, dressed like a living corpse. The bat became her calling card, the makeup her true face, and all the athletic moves she learned in sports became her means of moving, hiding, dashing, and slinking through the dark. Everything became a game to; the act of intimidation was the most important. Most of these gang members were no better than screaming infants when held in the grip of fear. She became rather good at using theatrics to her benefit, appearing out of nowhere, altering her voice to, moaning like a ghost from the rafters. The gang members she met she made suffer with blow after blow after blow from her old bat, yet she was wise enough to leave a witness to tell the tale.
Police remained baffled and terrified by the scenes they found, knowing full well that a rival gang wouldn’t do such a thing. Strangely, the streets became much safer at night as no one wished to irk “La Santa Muerte” from her slumber. She was always watching! She cursed you with magic, damned you with words, and beat you with wrath from beyond the grave, as the stories went. For she was the living incarnation of death and the closest thing to a boon most traffickers would ever receive. MS 13 members were disappearing left, right, and sideways and honestly, few people cared to complain.
It was only when Jaime Reyes, the Blue Beetle, finally became involved that this new vigilante was finally apprehended and taken to Belle Reeve. He found her clearing an entire house of drug runners execution style, and when he confronted Lola, she strangely dropped her bat, warmly embraced him, and kissed his blue shell like a loving girlfriend, giggling all the way like a child on Christmas. "Dance with the one that brung ya, no?" she was quoted as saying, manically laughing the entire way to prison, as if such worldly punishments were little more than a game or a formality.
Declared too mentally incompetent to ever stand trial, 'Loca' was shuffled off to a little known organization in Belle Reeve called the Suicide Squad, her ‘dead identity’ still remaining intact and her reputation making her quite the popular inmate. Strangely, the experience under Waller forced Loca to work with others and gradually taught her to trust others with talents and powers. Payasa did several missions with Deadshot, King Shark, Savant, El Diablo, and yes...even Harley Quinn herself. (note: Using New 52 Suicide Squad here)
To be face to face with the master herself, the reason she became who she was, the culmination of madness and terror! Oh it was an honor Lola felt she barely deserved. But she would learn, and she spent a good deal of time mimicking Harley's acrobatics, her fighting style, her looks, her dress, and even her one liners. Oddly, the mentor never cared much for the student, thinking of her more like an annoying younger sister, but when forced to work together, they were both able to handle the missions given. And Payasa prided herself on outdoing HQ in the makeup department. Oh what fun they had together...right up to Harley Quinn's riot.
The mad clown had the bomb in her head removed by accident, and she started a massive riot that shook Belle Reeve to its core. Escaping in the chaos, she murdered several guards and left the Squad behind to clean up after her mess. It was at this time that Paysa realized something: she wasn't Harley Quinn. She couldn't LEAVE her team like this; they had each other's back, right? They lived and died together, right? They did whatever it takes to complete the mission...except when Harley put herself in front. No, she could never do that. She would never do that. And maybe she wasn't the dark supervillain she thought herself to be...
Forced to curb her more violent tendencies, she found herself more Batman than Joker and after several years, her commuted sentence placed her back out in the world. Provided, of course, that she joined the Teen Titans and got a handle on her psych issues. One slip up and she was back to Belle Reeve. Still considered dead by the police and society, she was given an alternate identity and permitted to live a 'new' life, free from the shackles of being a Sanchez.
Lola decided to curb her...more violent tendencies... but that didn't mean she had let go of her past, her pain, her desire to haunt the souls of evildoers, and most certainly NOT her makeup. Maybe she wasn't out to kill gang members now, but she could take a page from Batman's book. Nothing said you couldn't threaten, terrify, and psychologically scar the wicked by your very presence, did it? So maybe Lola's job was to do something else entirely...
Now equipped with a Kevlar weave in every outfit, Lola continues to life her life as a master of disguise, athletics, intimidation, stealth, and acrobatics. A 'dead' woman with no more ties to life. Gazing into the mirror, she sees her face as that of una Payasa...a clown. It was a step down from La Santa Muerte. But maybe, for now, it would do.
Advantages
All-out Attack, Attractive, Benefit, Alternate Identity: Presumed Dead; may intereact with society as another person and has pap, Defensive Attack, Equipment 3, Evasion 2, Fascinate (Intimidation), Improved Critical 4: Bate de Beisbol, Languages 1, Luck, Move-by Action, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Deception, Skill Mastery: Intimidation, Skill Mastery: Stealth, Uncanny Dodge
Payasa is crazy, of that there's no doubt, but she's had experience in the Suicide Squad and knows that you have to work together to survive. Having a bomb in the back of your head tends to force you to behave! And being forced into action, Payasa actually learned that she can do rather well when helping others; she sneaks and strikes from afar; she intimidates minions, she uses her social skills to the party benefit, and she lets bruisers bruise, flyers fly, speedsters run, etc.
Also, meeting REAL bad guys like Deadshot, King Shark, and the REAL Harley Quinn made her realize that she's not really like them. She's angry, upset, she sought her vengeance, and she has mental issues...but she hasn't gone the way they have and she really doesn't want to. Having served her time in Belle Reeve, she was turned back to the world on the condition that she work with the Teen Titans. Any screwups and she's back on the Squad. No questions asked. Not wanting this to happen, 'Loca' Lola has many reasons to work together.
Finally, she's realized that getting revenge doesn't feel very good at all; it just makes more enemies and throws you down a darker path. She's benefited from therapy in prison and wants to give herself a new life. Maybe she IS supposed to be dead and maybe she can't be Lola Sanchez anymore...but she can be someone not ruled by base instincts. Someone who isn't Suicide Squad material.
And if she meets the right boy? Well, you never know
Unique. She's very good at intelligence gathering, stealth, scaring the crap out of people, and being looney. She's a skill monkey and she's got a number of useful feats; she also packs a wallop with that baseball bat and can hide it on her person rather easily. Lola can dress up like most anyone, hide her voice, sneak, lie...and worse. Being her 'normal self' takes the greatest acting job of all...it forces her to be sane.
She doesn't have 'real' powers but with just a move action she can change the complex makeup patterns on her face to something else; normally this would take four hours of work. While quite attractive, she gives off a 'creepy hot' vibe and in makeup, her attractive advantage may intimidate instead of persuade, for example.
She's held back her 'killer instinct' and wants to get rid of it, but you can really eff with her brain if you bring back some of the bad guys from her past. Still, she can work with others, she won't just run off (she was disillusioned by Harley Quinn), and she isn't keen on hurting others who are supposed to have her back.
In his 'true Martian' form, Ardent appears much the same as J'onn J'onzz, his genetic father. However, in his own 'true' form, as a clone of J'onn J'onzz, his DNA contains portions of both Martian and some human DNA, meant to stabilize the damaged strands procured from his 'father'. As a result, Ardent has green skin that is considerably lighter in comparison to other Martians. Likewise, his cranium appears naturally less distended and his eyes glow a faint crimson.
In his time wandering alone, after his escape from Project Cadmus, Ardent made due with what he had, scavenging clothes from clothing drives, and 'borrowing' what he needed, using his telepathic abilities. Because of this, he has developed a rather odd fashion sense, preferring a hodgepodge of articles of clothing, rather than a traditional matching outfit.
Ardent is usually quiet and reserved, preferring to look and think, than speak and act. However, when the time comes for action, Ardent is not one to hang back and let others do the work by themselves. Ardent would prefer the peaceful solution to any problem that he finds himself up against, to point of leaving himself open to attack, but when the time comes, he realizes the validity of the statement "there comes a time when all men must fight".
<Anguish.>
The emotional turbulence spikes and penetrates the endless silence of the figure's existence. A long moment passes and the figure stirs slightly. Another spike and another, and the figure reaches out with a thought. Tides of emotion snap at it like starving dogs at a haunch of meat. Flinching back, a pair of eyes open in the darkness of a glass and steel pod.
Reaching forward, the figure places a hand on the glass surface in front of him. Testing the glass, the figure frowns as a fresh new wave of emotional turmoil assaults him. Pushing harder, the glass creaks and lines spiderweb across the pod's face. Pushing again, the glass explodes outwards, spilling the figure across the cold metal floor. Rising slowly, the eyes catch sight of a reflection. Moving closer, the figure becomes a man of definitively alien origin. Light green skin and glowing red eyes, under a protruding browridge. Pulling himself upright on a steel podium, lights begin flickering on in a spartan room. A female voice, echoes in the chamber. "Experiment 15, active. Experiment 15, active."<I am Experiment 15.> The man approaches the pod he had just vacated. Standing before it, the man looks through the broken glass and into the dark interior. Flashes of memory, not his, burst into his mind.
"Experiment 15," a dark haired man is saying to an attractive blonde woman, "following the success of Project Superboy, our benefactors has asked us to continue our work, utilizing samples from our storage. Experiment 15 is genetically identical to the Martian Manhunter, discounting the human DNA needed to stabilize those portions that could not be saved." The man moves away, exiting the room with the woman following. As they leave, the memory fades away.
The dark haired man is furious, pacing around the room, hair disheveled, face reddened. The blonde woman looks scared and worried. "How did this happen! Westfield is going to be furious." The woman stammers out a hushed answer and a glare from the man sends her scurrying out of the room.
The room is filled with men and woman in lab coats, moving around quickly. The mood is tense, with words being passed in hushed tones. People huddle around displays around the pod, each showing vital signs that are steadily slowing. The dark-haired man stands in the center of the room, directing the technicians. He turns and waves a figure forward. "Dubbilex, what is it?" The figure steps out of the shadows, revealing itself to be a gray skinned humanoid, with twin horns protruding from it's forehead. "I cannot say, doctor. He appears to be fine, there is nothing in his vital signs to indicate anything wrong. His body is just...shutting off." The strange looking man, Dubbilex, calmly regards the dark-haired man as he sighs and looks up at the largest display. "Alright, shut him down. Full precautionary measures. I want him in stasis until we can figure out what is wrong. I don't need anymore trouble with Westfield or Luthor right now."
The sight of Dubbilex stirs a memory, or rather more of a feeling, one that the man is not entirely as he appears. As the experiment stands reflecting, several thoughts make their way to the front of his mind. The man had mentioned Superboy, a name the experiment heard echoed in mournful tones in the recesses of his mind. A predecessor project to his own, a brother of sorts. Dead. Dead, whispered the phantom voices. A feeling of intense sadness comes over the experiment at this thought, one that he finds hard to rationalize. He does not know this Superboy, why should his death be of any import to him? A bond of sorts, perhaps, of both being experiments. But not the only bond, is it? This Martian Manhunter, who is he? Images, data, appear, of this Martian Manhunter. Survivor of the dead planet Mars. Original bearer of the DNA from which the experiment was created. A father. More data, more knowledge gathers, what is known of the Martian Manhunter.
A rationalization crosses the experiments mind. <I have no name.> The broken knowledge of the Martian language percolates. A moment's hesitation, then a smile. <I am N'than. N'than N'ashh. I am awake. My brother, the hero Superboy is dead.> A tear trickles down N'than's face. <I will mourn him.>
N'than walks towards the door, and it slides open with a soft pneumatic hiss. In the shadows of the room, a man smiles.
Player Level: 10
Starting Point Total: 150
Total Ability Points: 68
Total Power Points: 56
Total Points: 150
Advantages
Eidetic Memory, Power Attack, Teamwork, Trance
Complications
Ardent's escape from Cadmus caused a certain amount of backlash towards the project's management. As a result, Dabney Donovan has put a price on Ardent's head, to have him returned, dead or alive, to the facility at which he was born.
Ardent's awakening during the mourning of Superboy's passing has played a large role in his outlook. Amidst the many lamentations during his first moments 'alive', Ardent picked out the many praises of the recently deceased 'Connor Kent'. The many instances of such impressed upon the young psychic the value placed on the concept of 'good', and he has since strived to live up to image of the man he views as his brother.
Ardent shares the same psychosomatic fear of fire his genetic father possesses. Exposure to fire causes him to lose his powers, and in the case of extreme fire, to lose his control over his biomorphic form.
Genetically Modified Martian Physiology: Ardent's body is formed of the same molecular chains as the Manhunter's, complete with the ability to alter them at will. The biopolymer is extremely durable and flexible, able to change color, texture and mass. In addition, it appears to be completely self-sustaining, not requiring Ardent to actually eat, but not prohibiting him from doing so.
Shapeshifting: Perhaps the most impressive ability of Ardent's (and the Manhunter) is the ability to mentally control the molecular structure of his biopolymer, making it take the shape of anything he can imagine. To date, there has not been a person that Ardent has encountered that he can't imitate thoroughly.
Flight: Using telekinetic manipulation of gravitons, gravitic fields, and his own molecular movement, Ardent is capable of flight approaching speeds of Mach 3 in Earth's atmoshpere. In addition, his bio-polymorphic skin and natural durability allows him to travel in space with no difficulty.
Invisibility: By causing the biopolymers in his body to lose their ability to reflect light, Ardent can become invisible to conventional vision. Further concentration allows him to become invisible along the entire electromagnetic spectrum, including infravision and ultraviolet ranges. However, this concealment does not extend past the visual sense, and he can still be detected by touch.
Intangibility: Ardent can phase through solid objects. He is not entirely sure how he is capable of doing so, though he suspects it is a psionic ability.
Telepathy: The genetic child of perhaps the most powerful telepath on the planet, Ardent is a powerful telepath in his own right. Capable of reading most human minds and communicating mentally over a distance, Ardent's telepathic abilities are what woke him from his catatonia during the period of anguish after Superboy's death.
Motivations:
Doing Good
Ardent's awakening during the mourning of Superboy's passing has played a large role in his outlook. Amidst the many lamentations during his first moments 'alive', Ardent picked out the many praises of the recently deceased 'Connor Kent'. The many instances of such impressed upon the young psychic the value placed on the concept of 'good', and he has since strived to live up to image of the man he views as his brother.
Complications
Enemy
Ardent's escape from Cadmus caused a certain amount of backlash towards the project's management. As a result, Dabney Donovan has put a price on Ardent's head, to have him returned, dead or alive, to the facility at which he was born.
Power Loss
Ardent shares the same psychosomatic fear of fire his genetic father possesses. Exposure to fire causes him to lose his powers, and in the case of extreme fire, to lose his control over his biomorphic form.
Being a clone of an alien, Ardent does not have any biological relations, as such. However, if one were to stretch the word, it could be said that the Martian Manhunter is his father, having donated half of his DNA.
I am posting interest. I've got a fairly decent knowledge of DC Canon, though I admit I've got almost no knowledge of what's been going on since the reboot (Combo time and money constraints.). I'm not particularly well versed in any edition of M&M though, so that'll probably balance out.
I am looking for five players who are interested in playing Mutants and Masterminds 3E and who love the DC Universe.
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For the mechanical side of things, please do not try and break the game. I understand an open system like this has some things in it that are "broken" when used in combination, try to stay away from that. If I smell it, I simply won't entertain the idea. This game is going to be power level 10, with 150 points for character creation.