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.
Ok just a crunch question, thematically Blackout can absorb pure energy (electricity, fire or radiation (but not normal sunlight as that would be near limitless)) So when buying absorb energy would it be okay if I included those three as the particular attack as simply 'energy' or do I have to limit it to just one?
Name: Lou'Ki Age: 24 Superhero Identity: The Dark Avenger Origin Summary: Former member of the Shadowstar Clan of modern day ninja assassins. Found, left for dead by his brethren for disobeying an order to kill a child, by Myg and trained as his apprentice. He turns down the legion of superheroes after his master is killed by Radiation Roy, for whom he has become obsessed with seeking his revenge. Category: Legacy (Karate Kid II, AKA Myg)
"virtue is the most valuable of all possessions; the ideal life is spent in search of the Good. Truth lies beneath the shadows of existence, and it is the job of the philosopher to show the rest how little they really know." -Socrates
Last edited by BeyondThePale; Apr 16 '12 at 8:53am.
Ok just a crunch question, thematically Blackout can absorb pure energy (electricity, fire or radiation (but not normal sunlight as that would be near limitless)) So when buying absorb energy would it be okay if I included those three as the particular attack as simply 'energy' or do I have to limit it to just one?
Quote:
Originally Posted by Mutants and Masterminds Hero's Handbook
You take the energy from a particular type of attack,
chosen when you take this power, and use it to enhance
one of your traits.
your best bet would be choose one energy type as your main one, and then use alternate effects rules for the others. It will save you some PP, but you can only absorb one kind of energy at a time.
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.
Player Level: 10
Starting Point Total: 150
Total Ability Points: 30
Total Skill Points: 16
Total Advantage Points: 7
Total Power Points: 56
Total Defense Points: 41
Total Points: 150
Skill Mastery: Treatment
Well-Informed
Defense Roll 5
Complications
Somi is from the 31st century, and though she is immensely knowledgeable about history, knowledge isn't experience--and she's very much out of place in the here and now. She is prone to think of her presence in 21st century as an extended "field trip" rather than her "real life."
As one of the few temporal immigrants around today, Somi is known worldwide and is regularly asked to make media appearances and to help out modern-day scientists with understanding future history and technological advancements. However, she is under strict orders from the Lalloran government to reveal no such things, lest the proper flow of history be disrupted.
Fate and happenstance have made Somi a metahuman, but she doesn't have quite the heart of a hero, at least not yet. She does what she does in service of her world and her family.
Time Travel 1 (limited: 31st century; flaw: uncontrolled) Comprehend: Languages 3 (speaks, understands, and reads all languages)
Super Identity: Life Lass Real Name: Somi Gan Age: 16 Origin: Somi is one of the "Heroes of Lallor," five super-powered teenagers in the 31st century. They live in a human colony on the planet Lallor, and they are renowned throughout the galaxy for their epic heroism, greater even than their rivals, the Legion of Super-Heroes.
Or, rather, they will be, once they're done with their training.
You see, the elders of Lallor aren't too keen about these five kids with amazing powers running around and calling themselves heroes. But rather than oppose them, the elders have attempted to contain the threat, by promising to formally recognize the Heroes as official defenders of the planet--but there's a catch! Before the Heroes can operate under governmental sanction, the elders have required each presumptive Hero to travel to different historical era known for its heroism in order to receive proper training and prove themselves as crime-fighters. (Frankly, they have every hope the kids will never come back.) Tal Nahii, Gas Girl, was sent to the 1940s to fight in World War 2. Sev Tcheru, Evolvo Lad, was sent to Camelot to apprentice under Merlin the magician. Ilshu Nor, Beast Boy, is defending a primitive Mongolian village against Vandal Savage and his troop of Huns. Ord Quelu, Duplicate Boy, is in the 28th century, trying to stem the latest expansion of the evil Queen Bee's intergalactic empire.
And Somi Gan, Life Lass, is in 21st-century America. She isn't sure why, but some major event must be around the corner, and it is her mission to rise to the challenge.
Somi has been in our era for only a few weeks. She has avoided using her powers superfluously, but twice events have conspired to bring her into the fray against super-criminals. The second time, in a struggle against Superman's rogue the Puzzler, Somi met the Big Blue Boy Scout himself. Clark already knew Somi from his time with the Legion as a teenager, but Somi herself has yet to meet him in her home timeline. Nevertheless, Superman pledged to find a good place for Life Lass in the 21st-century super-human community, to help make her the heroine he knows she one day will be.
About Me: I'm Hera, I'm 23, totally new to MnM, but a huge super-hero comics fan. Not too crazy about the new DCU, so I like the fact that your game will let me play around with old DCU continuity a little. Life Lass is a pre-existing character, a minor Legion of Super-Heroes supporting character--minor enough that I will have to supply her actual personality. This application tries to take advantage of the fact that she is a "future" character, so Somi in the game is actually Somi at the very beginning of her career, even before her first canon appearance in Adventure Comics #324. The way I imagine her is a quiet, bookish type--very science-oriented and not necessarily suited to heroics. But her destiny is to become one of the most important heroines in the 31st century, so she presses towards that goal whether she wants to or not.
But yeah. At home and working on my modified background again. Popping out for some volunteer work in a bit, but I should have the revised version up sometime this evening.
Player Level: 10 Starting Point Total: 150. Total Ability Points: 68. Total Skill Points: 32 (64 ranks). Total Advantages Points: 30. Total Defences Points: 20. Total Power Points: 0. Total Points: 150.
Karl has a somewhat less than clean past. He has put much of it behind him, but he is aware that he can’t expect instant trust and understanding. If something is worth obtaining, it is worth working hard for – gaining acceptance and respect among his fellow heroes is more than a worthy goal for Karl.
Although he lived a life of crime previously, Karl has found that doing good is infinitely more satisfying. It fills a void in his life that he had no idea how to manage. Karl knows that doing good is what he should have been doing all along. That doesn’t mean he has given up crime altogether, or even that his views have changed much, but his motivation is for good now. For example he might still be willing to kill, but only to protect others.
Karl must make restitution for some of the worst things he has done. That might take a long time, but he is committed to doing so. He also feels very strongly that it is his duty to use the skills he has to shield the innocent from danger – whether a super-villain or an ordinary mugger.
Karl keeps his civilian and hero (and previously his criminal) identities secret. Nobody knows that the famous cat burglar turned hero Slice is actually Karl von Renen.
Crime and criminals hold a fascination for Karl. He has extensively studied previous cat burglars (including his father and Catwoman). If he were ever to catch one, he’d be more likely to ask questions and gush like a fanboy than take them down.
Those who are aware of Karl’s criminal past – just a few of the Teen Titans and the Justice League – sometimes scorn him for it. While his philosophy and attitude towards self-improvement and redemption may be admirable, his past can’t be forgotten.
Karl is bisexual, and this has caused problems for him in the past. Whether from straight people accusing him of going through a phase, gay people insisting he is actually gay, and just general misunderstandings, he has found it a little difficult. Therefore he tends to keep all relationships – with men and woman – under wraps.
Karl’s relationship with his father is complicated, to say the least. There are a number of issues with abandonment and betrayal on Karl’s side. Thomas is less than pleased about his son joining a real hero organisation – it puts them potentially at odds, should they ever cross paths.
Karl and his father often competed in terms of skills and abilities. Each often tried to prove who was the better thief – challenging each other to pull off difficult capers, to perform hard tricks, to take on handicaps during jobs to prove who was better. They each have their strengths, and each is still convinced that they are better.
The woman who asked Blake to "get rid" of Karl. She tried to make Thomas give up his relationship with Karl. She succeded for a while. And Karl has no doubt that if he ever encounters her, she'll want him dead. So he does his best to avoid any and all contact with her.
Credit for this image goes to gavinslayer on deviantart.com, located here.
Appearance: Karl is a good looking young man – not drop-dead gorgeous, but with very wholesome good looks. Perhaps most prominent about his appearance is his smile; Karl has a grin worthy of a toothpaste ad, all white teeth and dimples and charm. He has pale skin with slightly rosy cheeks, dark blond hair and magnetic blue eyes. He is more than capable of fascinating others, locking eye contact and smiling. Another distinctive feature is his voice; after moving around so much, Karl’s voice doesn’t have a specific accent. He is a blend of South African and English, making him fairly unique to the ears. When on a job, however, he adopts a bland, neutral American accent.
Personality: When he wants to, Karl is capable of being very charming and suave. This is more a practiced skill than anything else, but it creates an image he likes to project – and it is useful if he is ever caught in a tight situation. In reality, he is fairly quiet. He isn’t a loner, but doesn’t mind solitary pursuits. He is extremely cautious when bestowing his trust, and once burned he finds it very difficult to forgive – it isn’t in his nature.
For a man who is so good at keeping secrets, what Karl wants most is people to be open with. To share his real thoughts, to have no wall of secrecy between himself and others. To live that way is very lonely, and that is something Karl is tired of being. Karl is a bright young man, and highly perceptive – he is always watching his surroundings, and has a perfect memory. Useful skills for a cat burglar.
Karl’s tale begins with his father, Thomas Blake. Mr. Blake was a cat burglar with minor-league fame in America for his exploits. His modus operandi was to commit crimes in a catsuit and leave cat-themed objects behind as a token. Previous to this, he had been a hunter of jungle cats in India. Blake was known as “Catman”, choosing the moniker due to his fascination with felines. After some unfortunate run-ins in the US, Blake headed to Africa to interact with lions and other big cats, indulging his fascination.
While in Africa, Blake heard about a project to revive the extinct Cape lion. Interested by the experiment, Blake made his way to Cape Town where the project was headquartered. Unfortunately, the project never came to fruition – but Blake met a scientist working on the project, a pretty woman named Kerry von Renen. A notorious womaniser, being around lots of people again reminded Blake that life with lions left out things only humans could give. Not only that, but he began to pull heists once more – resuming his identity as Catman.
The two started an affair, but Blake quickly became bored with Kerry and Cape Town – missing the thrill of villainy, he returned to America without a word to Kerry. When Kerry discovered her pregnancy, she considered having an abortion – why would she want the spawn of the man who’d spurned her? But when she thought it through, she realised that it was not the child’s fault. Nine months later, her son was born and she named him after her father.
Kerry’s work as a geneticist kept her occupied often, but she made as much time for her son as she could – Karl was raised by her and his nanny, Mandisa. It was a happy life for him; his mother was well-paid for her expertise and was on retainer with the University of Cape Town. She could afford the best for her son. But Karl was always a little restless, and he loved to take risks. His curiosity knew no bounds, particularly about his father. He pried every detail from his mother – pictures, letters and such. Enough for him to work out that Blake was none other than Catman, a villain known to have visited Cape Town fourteen years previously – just around the right time to have met his mother.
Karl began to follow the stories of Catman avidly – and when cases started showing up in Europe, Karl caught a plane out there. Although he was only fifteen, technically violating the law by leaving school, he was well-equipped enough to survive. He only contacted his mother once he arrived in London and she knew better than to try and stop her son. The faster he satisfied his curiosity, the sooner he’d come home. Or so she thought.
Having researched Catman’s methods, Karl listed likely targets and picked one to observe. And soon enough, the man from his mother’s pictures – Thomas Blake – showed up to do recon. Karl followed him back to his place, thinking he was being awfully clever… and the next thing he knew, he woke up bound to a bed. Blake interrogated Karl but, upon discovering their relationship, released and embraced his son.
Blake made Karl an offer; to train him as a cat burglar. Karl eagerly accepted, seeing a way to indulge his thrill-seeker tendencies and form a bond with his father. For the next seven years, Blake trained Karl in stealth, combat, deception and acrobatics. He gave Karl all the skills he needed to be a thief. And they bonded, as though they’d never spent a day apart. Blake often made trips back to America, but never took Karl – he kept his son separate from his life as a villain. For his part, Karl just enjoyed the jobs and the freedom… and tried to ignore the part of him that said it was wrong. The bond with his father and the rush of the work helped him push it all from his mind. Karl even took his own codename – at fifteen, he chose “Slice”, disliking his father’s obsessive cat theme but wanting to be connected in at least some way. He’d later regret it, but the name stuck.
Together they hit all kinds of targets; museums for priceless objects of art or history, businesses for valuable information or substances, private residences for hidden treasures. Sometimes Blake even let Karl plan and pull off his own work. But when Blake returned from America after one trip, things felt off. Blake was distant. Karl had planned a two-man operation, and Blake agreed but seemed distracted. Karl was concerned, but never expected what came. Blake botched the job and tried to frame Karl for it, escaping to America. Luckily for Karl, he always planned a back-way out… just in case.
Returning home to his mother, Karl drowned his sorrows for a while. He tried many different things to move on. He applied to the University of Cape Town, but dropped out after a few months. He tried various jobs, but no pedestrian occupation could satisfy him. He slept around, did drugs, and tried everything to forget. Until he realised what he really wanted; answers and revenge.
Apologising to his mother, Karl left her once more for America. He’d tracked Blake down once before, but this time it was much harder – Catman had taken precautions to ensure his son wouldn’t find him again. Even so, they crossed paths after two years. They fought hard, but Karl’s rage-fuelled assault won out and he had Blake by the throat. Blake explained that his girlfriend had given birth to another son of his, and Cheshire had finally grown tired of Blake’s divided loyalties and constant trips to Europe for Karl. She’d given him an ultimatum; get rid of Karl or he’d never see his other son, Thomas Jr., again. Disgusted, Karl tried to kill Blake in return, but Blake escaped. Tragically, Thomas Jr. was kidnapped just eight months later. Blake tried to reconnect with Karl, but it didn’t work out. At best, Karl no longer wanted to kill his father in cold blood.
After this betrayal, Karl turned his back on villainy completely – not that he’d ever been fully committed in the first place, but his father’s influence was now gone. Karl was adrift for a while. He had only one real tool to make a living, so he resumed his cat burglary. He took a more “Robin Hood” style approach, however, only stealing from those who could afford it, only enough to support himself. Things changed on one job, however – he’d discovered a medical corporation developing a drug that might combat a rare disease. However, they were charging a fortune for it – so Karl decided to steal it and sell it for a fairer price. On the inside, he encountered a young girl; she’d tripped many alarms, and almost screwed up Karl’s own operation. He confronted her, and she revealed that her brother suffered from the disease along with a number of others she knew as a special division of a local hospital. They needed the drug. So Karl made perhaps his first purely altruistic act and helped her steal the drugs and take them to her brother.
That was when Karl discovered that doing good felt much better than doing bad. He knew that he couldn’t live life without an adrenaline rush every now and then. He considered what to do… and his father dropped the answer right in his lap during one of his reconciliation attempts. He mentioned the Justice League. While Karl certainly didn’t feel qualified handing himself over to them, he’d heard rumours about the reformation of the Teen Titans. Of course, there had been rumours for years. But Blake had links and information from all sorts of sources, and confirmed it was true. So Karl set about finding out more, trying to find a way in – to do good, make up for the things he had done.
Blake’s information started a very slow healing process. Father and son are still very wary of one another, but both still want to know the other. And with Blake’s help, Karl found a way onto the team. It wasn’t easy – nothing seemed to be any more – but Karl was determined to become a hero in his own right…
Quick question: What's the maximum rank we can buy for a single power? I seem to keep missing it in the book though I'm certain it's in there somewhere.