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Mutants and Masterminds.

Posted by EnygmaSoulFor group 0
EnygmaSoul
GM, 4 posts
Just keeping track
Mon 6 Aug 2018
at 21:12
  • msg #1

Mutants and Masterminds

Vesper- PL 8
Cynthia "Cindy" Reynolds

Abilities -26 cp
Strength 1 , Stamina 2 , Agility 4, Dexterity 2 , Fighting 4 , Intellect 0 , Awareness 0 , Presence 0

Advantages - 15 cp
All-Out Attack, Connected, Defensive Attack, Defensive Roll 2, Equipment 6, Instant Up, Power Attack, Quick Draw, Takedown

Skills - 28 cp
Acrobatics 2 (+6), Athletics 8 (+9), Close Combat 8 (+12), Deception 4 (+4), Investigation 4 (+4), Perception 6 (+6), Ranged Combat 8 (+10), Stealth 8 (+12),
Technology 4 (+4), Vehicles 4 (+6)

Powers - 32 cp
Illusion Casting Array:
   Illusion 8: Auditory, Visual (Selective, Resistable by Will, Quirk: Does not work on machines)
   AE: "Invisibility"   Concealment 4 - All Visual Senses (Affects Others, Area Burst, Ranged, Resistable by Will, Selective. Quirk: N/A Machines)
   AE: "Fear Attack"  Affliction 8| Will | Dazed + Vulnerable, Helpless + Stunned - Ranged, Extra Condition, Limited Degree.  Quirk: N/A Machines
   AE: "Fear Pulse"   Affliction 6| Will | Dazed + Vulnerable, Helpless + Stunned - Area Burst, Selective, Extra Condition, Limited Degree.
   AE: "Disguises"    Morph 3 - Humanoid Shapes - Affects Others, Area, Ranged, Selective.  Resistable by Will.  Quirk: N/A Machines.
Bat Suit
   "Body Armor" Protection 2 - Removable
   "Shock Gloves"  Strenght-based Damage 3
   "Glide Cape"   Flight 1 (Gliding)

Equipment - 29 ep
-- Motorcycle (Vehicle: Str 1, Spd 6, Def 10, Tgh 8)
-- Batarangs (Strength-Based Ranged Damage 2)
-- Antitoxin (+5 bonus to resist toxins)
-- Gas Mask (Immunity 1: Gases)
-- Rebreather (Immunity 2: Suffocation for up to 20 rds)
-- Zip Line (Gliding Flight 3, Platform, LImited Between 2 points)
-- Commlink (Subtle Communication Link - Audio)
-- Digital Recorder (Audio and Visual recording)
-- Evidence Kit (Feature: Investigation Tools)
-- Flashlight (Environment 1 - Light)
-- Restraints (DC 20 escape artist, Tgh 5)
-- Tracer Bug (Features: Tracking Signal, Audio Transmission)
-- Wrist-Comp (Feature - Technology Tools)

Offense
-- Initiative +4
-- Shock Gloves, +12 vs Parry  (Tgh DC 19)
-- Unarmed, +12 vs Parry  (Tgh DC 16)
-- Fear Attack, +10 vs Dodge  (Will DC 18)
-- Fear Pulse, +10 vs Dodge - Area Burst  (Will DC 16)
-- Batarangs +10 vs Dodge  (Tgh DC 18)

Languages
English.

Defense - 18 cp
Toughness 2/4*/6** (*suit/roll, ** suit+roll)
Dodge : 4+4 = +8
Parry : 4+4 = +8
Fort  : 2+4 = +6
Will  : 0+6 = +6

Power Points
Abilities 26 + Powers 32 + Advantages 15 + Skills 28 (56 ranks) + Defenses 18 = 120

Complications
-- Motivation: Acceptance
Cynthia feels like a failure as a heroine - she's been a part of three teams and all of them ended in disaster or failure,
and her personal life has taken some very brutal blows in the process.  She also feels, perhaps incorrectly (perhaps not), that
most other heroes she's worked alongside have treated her dismissively as little more than a sidekick or mascot.
She had given up on the hero game before Oracle managed to convince her she had potential she hadn't tapped yet, and arranged for additional training.
Now, her primary goal is to prove to the rest of the heroic community that she belongs, and can be a valuable contributor in the fight against injustice.
-- Motivation: Doing Good
Despite all of that emotional baggage, it can't be forgotten that she initially got involved with the Detroit team because she she couldn't remain on the
sidelines during a super villain battle that was going poorly for them - deep down, she really just wants to help people however she can.
-- Secret : Former Identity
Because Cynthia feels like her career as Gypsy was a failure, she's going to attempt to establish Vesper as a seperate identity - this is partially why
she's gone for the full "bat suit" look.  She may eventually reveal this on her own, especially to any allies she gets close to, but she sees this as a
way to distance herself from her Detroit days and the disasters that followed it.
-- Enemy : Despero
the Detroit League killed Despero. This pissed him off to such a degree that, upon his resurrection, he actively targeted them for revenge.   Gypsy, Vixen,
and J'onn J'onzz are especially likely to unexpectedly be subjected to his wrath - another reason she's hoping to keep her identity as Gypsy under wraps for now.

Timeline
14 Years Old -- Ran Away from Home
15 years old -- Joined JLI Detroit as Gypsy
16 years old -- Vibe is killed.  Returns home to family.  Gets about a year of being an ordinary teen girl.
17 years old -- Despero kills parents.
17 years old -- joins Booster Gold's Conglomerate (very briefly)
18 years old -- joins Justice League Task Force
(2 year gap) -- is killed, ressurected, and goes off the radar for awhile
20 years old -- becomes a part-time Birds of Prey field op
20 years old -- Barbara suggests to Bruce that she has more potential than she's living up to,
                and with proper guidance and training could be a very effective resource.
                Bruce agrees and offers her mentorship if she'll agree to be part of his Knightfall Protocols contingency plan.
22 years old -- the Bat Family vanishes.  Knightfall Protocols initiated.  Debuts as Vesper.


Character Name: Vesper

Basic Concept: D-List Heroine Aspiring To Become Better

Background:
Cynthia "Cindy" Reynolds has been an active superheroine, off and on, since she was 15 years old when she worked with the Justice League of Detroit as Gypsy. In that time she's made several strong bonds (most especially with J'onn J'onzz, the Martian Manhunter, who has come to view her almost as an adopted daughter) and undergone significant personal traumas, including the murder of her parents by the villain Despero.  She had her own bout with death, but the intervention of J'onn and his desperate pleas to the Martian God Hronmeer allowed her to return.  Between the traumas she's suffered, the fact that every team she's joined has met with failure and disbanded, and the fact that most other heroes treated her with a degree of casual dismissal, she decided to step away from heroics.

How did you meet Batman and become one of his Gotham Knights?
Despite her resolve to get out of the game, she took the offer when Barbara Gordon, in her role as Oracle, asked her to work as an occasional freelance agent for the Birds of Prey.   Confiding in Barbara about her feelings of inadequacy as a heroine, the Oracle persuaded her that she had much more potential than she had been allowed to realize - she simply needed a little mentorship.   Bruce,  never able to say no to Barbara for very long, arranged to provide guidance and training for Cynthia - on the condition that she agreed to take part in his Knightfall Protocols, should anything happen to him and his extended family of vigilantes.

Abilities/Powers:
Vesper is a specialized psionic who is primarily skilled at creating mental illusions.  She is especially adept at using these illusions to cloak and conceal not only her presence, but that of her allies as well.  Additionally, she has a somewhat minor and unpredictable level of precognition that occasionally allows her glimpses of future events, though she rarely gleans any actionable information in this manner.  She has also occasionally demonstrated the ability to astrally project.

Other relevant information/questions:  I'm going the full on bat-protege route here, with a bat-style suit, equipment, and the works.
This message was last edited by the GM at 21:12, Mon 06 Aug 2018.
EnygmaSoul
GM, 25 posts
Just keeping track
Thu 20 Jul 2023
at 02:15
  • msg #2

Mutants and Masterminds

Blank 3e Template

           

Name; PL 
 
 

ABILITIES
 
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Powers
 
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Gear and Equipment
 
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TRAINED SKILLS
 
SKILLABILITYMODRANKSCOST
0AcrobaticsAGL0+00
0AthleticsSTR0+00
0Close CombatFGT0+00
0DeceptionPRE0+00
0ExpertiseINT0+00
0InsightAWE0+00
0IntimidationPRE0+00
0InvestigationINT0+00
0PerceptionAWE0+00
0PersuasionPRE0+00
0Ranged CombatDEX0+00
0Sleight of HandDEX0+00 
0StealthAGL0+00 
0TechnologyINT0+00 
0TreatmentINT0+00 
0VehiclesDEX0+000
 
AWARDED CHARACTER POINTS:00CHARACTER POINTS USED:00
 

COMPLICATIONS
 
MOTIVATION:NameDescription
COMPLICATIONS:NameDescription
COMPLICATIONS:NameDescription 

EnygmaSoul
GM, 26 posts
Just keeping track
Fri 21 Jul 2023
at 02:47
  • msg #3

Mutants and Masterminds

Vesper- PL 8
Cynthia "Cindy" Reynolds

Abilities -
Strength 0, Stamina 0, Agility 0, Dexterity 0 , Fighting 0 , Intellect 0 , Awareness 0 , Presence 0

Advantages -

Skills -

Powers - 32 cp
Sound Control Array
   Illusion 8: Auditory, Visual (Selective, Resistable by Will, Quirk: Does not work on machines)
   AE: "Invisibility"   Concealment 4 - All Visual Senses (Affects Others, Area Burst, Ranged, Resistable by Will, Selective. Quirk: N/A Machines)
   AE: "Fear Attack"  Affliction 8| Will | Dazed + Vulnerable, Helpless + Stunned - Ranged, Extra Condition, Limited Degree.  Quirk: N/A Machines
   AE: "Fear Pulse"   Affliction 6| Will | Dazed + Vulnerable, Helpless + Stunned - Area Burst, Selective, Extra Condition, Limited Degree.
   AE: "Disguises"    Morph 3 - Humanoid Shapes - Affects Others, Area, Ranged, Selective.  Resistable by Will.  Quirk: N/A Machines.
Bat Suit
   "Body Armor" Protection 2 - Removable
   "Shock Gloves"  Strenght-based Damage 3
   "Glide Cape"   Flight 1 (Gliding)

Equipment - 29 ep
-- Motorcycle (Vehicle: Str 1, Spd 6, Def 10, Tgh 8)
-- Batarangs (Strength-Based Ranged Damage 2)
-- Antitoxin (+5 bonus to resist toxins)
-- Gas Mask (Immunity 1: Gases)
-- Rebreather (Immunity 2: Suffocation for up to 20 rds)
-- Zip Line (Gliding Flight 3, Platform, LImited Between 2 points)
-- Commlink (Subtle Communication Link - Audio)
-- Digital Recorder (Audio and Visual recording)
-- Evidence Kit (Feature: Investigation Tools)
-- Flashlight (Environment 1 - Light)
-- Restraints (DC 20 escape artist, Tgh 5)
-- Tracer Bug (Features: Tracking Signal, Audio Transmission)
-- Wrist-Comp (Feature - Technology Tools)

Offense
-- Initiative +4
-- Shock Gloves, +12 vs Parry  (Tgh DC 19)
-- Unarmed, +12 vs Parry  (Tgh DC 16)
-- Fear Attack, +10 vs Dodge  (Will DC 18)
-- Fear Pulse, +10 vs Dodge - Area Burst  (Will DC 16)
-- Batarangs +10 vs Dodge  (Tgh DC 18)

Languages
English.

Defense - 18 cp
Toughness 2/4*/6** (*suit/roll, ** suit+roll)
Dodge : 4+4 = +8
Parry : 4+4 = +8
Fort  : 2+4 = +6
Will  : 0+6 = +6

Power Points
Abilities 26 + Powers 32 + Advantages 15 + Skills 28 (56 ranks) + Defenses 18 = 120

Complications
-- Motivation: Acceptance


Character Name:

Basic Concept:

Background:


Abilities/Powers:
This message was last edited by the GM at 19:33, Fri 21 July 2023.
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