Sunday, June 29, 2014

The Human Family Part 2

In my last post, I covered many of the various breeds that carry human genetics that can be found in the galaxy. This post will expand upon two other members of the human family tree: Mutants and Human/Alien Crossbreeds.

In an older post (found here), I discussed the background information of mutations in (what I'm now calling) Mythic Space. Mutants have a tough time among their own species, even in one as diverse as humanity. Mutants still face racism, discrimination, and violence because they are what they are. Out in areas of the galaxy where there are many different species converging together, such as the Citadel, mutants are afforded the chance to move about freer than they would in a largely human colony. (For Savage Worlds, I've been using Darwin's World to generate mutants and mutations.)

In my last post, I mentioned the human-fraal hybrids, the Serran. The human/alien crossbreeds I'm talking about here are not like the Serran, who were born out of emotionless science, but rather a human and an alien creating offspring the old fashioned way. There are many different humanoid species in the galaxy, most with the same physiological set-up down to their reproductive organs. In fact, there are so many humanoid species that look similar enough that the classification of near-human and baseline humanoid are virtually commonplace. For instance, upon first sight, one cannot tell the difference between a human and a Sebacean and a Betazoid, but the differences are there. Even so, somehow these species are able to create viable offspring. This is one of the reasons there are so many theories surrounding a "seeder race" that populated the galaxy with so many species that are so strikingly similar. (See my post on Precursor Species here.)

The children of these pairings can have a difficult time in life, especially if their parents came from vastly divergent cultures, such as human and klingon. The children may never truly find acceptance in either parents' culture, and will lead a life that is filled with wondering where they fit. However, in cases where both parents come from species that are similar enough, such as with humans and sebaceans, the child may not even know for a long time that they are any different than the other children around them.

Humans can mate with a vast number of species, but producing offspring that are truly viable was once very rare. However, as humans become more and more entrenched into galactic society, the desire for mixed species couples to have children that were their own has grown. Medical science as stepped up to help alleviate some of the genetic incompatibilities that some pairings once faced in having a child. However, there are some rules that hold true no matter what science would like to accomplish. Generally speaking, humans can only produce offspring with similar species like vulcans, sebaceans, bajoran and the like; or in other words with species that still look and are not too dissimilar to themselves. However, pairings with some...more exotic species have been known to produce offspring such as pairings with luxans, cardassians, and even scarrans, though these are rare. The same hold true for other species as well. Caininoids can procreate with other caininoids and felinoids with other felinoids and so on.

The rules for playing such as character in Savage Worlds are still being worked on. Most of the time I try to meld the two species together by toning down the non-humans stats a bit, and that goes for the penalties as well. If the character is still a bit too strong, I tend to apply the Outsider hindrance as well. I always apply Outsider if the character has parents with features that will make it stand out as something other than human, like a luxan/human since he will have lenkas growing out of his head.

One last piece of the human family tree is that of the Simulacra. These beings were first developed by Voidcorp as laborers for areas that held either distrust for droids or for lines of work where robots or androids would not be able to properly function. They were billed as expendable clones. Most of the galactic community admonished Voidcorp, and they quietly sold off the tech to anyone willing to pay. Now simulacra are only found in areas of space where cloning workers is common, such as in the Thuldan Empire, among Aboleth and Illithid installations, and even among some of the larger pirate barons. Simulacra are human, but with a very shortened lifespan (7-10 years at most). They are born from vats, adult and fully-functioning when born with certain traits and skills coded into their DNA. There are three general "models" of simulacra: laborers, luxury, and soldiers. Most people in the Concord will never see one of these beings. Still, there are the occasional groups that break free of their masters and travel to medical havens with the hopes of stopping, or at least slowing, the sand in their hourglasses. (Use the Simulacra rules in Interface Zero 2.0.)

Saturday, June 28, 2014

The Human Family

In Mythic Space, the central society is that of the Galactic Concord, a very Star Wars/Star Trek/Mass Effect space opera cosmopolitan society containing a vast number of different species all working together for mutual benefit (for the most part). However, Humans and their genetic brothers and sisters make up a startling array of life. Starting in the late 21st century and only increasing as man began to colonize other worlds, the human genome has been not unlike clay in the hands of a sculptor. There have been mistakes and some research into genetic modification has drifted too far into the realm of "mad science," but genetic manipulation has allowed mankind to leave its mark on the cosmos in ways that would have been impossible otherwise. This post delves into the rocky history of man "playing god" and details the various new breeds of man that make up the human family.

Genetic modification has had a sordid history for humankind. Slave owners applied animal husbandry techniques to their slaves in order to try and bring forth certain traits. Eugenics also came from this idea to try and create a "master race" by selecting certain traits deemed most desirable, finding people with those traits and having them mate and bear young. Cloning was first outlawed by many of the nations of old Earth out of fear of the unknown or oftentimes out of religious-born fear of God's wrath for essentially trying to trump him/her/them at their own game. Early cloning techniques were crude and created "copies" that simply weren't viable due to susceptibility to diseases or bringing forth genetic conditions due to an incomplete understanding of the genetic code. Some geneticists declared that they could manipulate the genetics of a child in the womb to bring forth certain traits like being more physically capable, being more intelligent, or even changing the sex of a child to what the parents wanted; most of these doctors will little more than charlatans and frauds and others danced too closely to the line of morality of the times. Then there was the birth of the Moreaus, a mixture of animal and human DNA, that helped spark the riots in places like the USA and Russia that helped Moreaus earn their freedom.

In the early 22nd century the desire to create a master race of man once again reared it's ugly head. With the competition for work becoming ever more cutthroat, parents were willing to go to great ends to ensure that their children had every advantage possible. Some turned to geneticists to give their kids those advantages. In India, a group of "super-humans" (also known as "Franks", short for Frankensteins, which were also created by certain nations as a form of better soldier) staged a bloody coup of the government, convinced that their superior genetics made them the only logical choice to lead humanity into a new golden age. In other parts of the world, similar groups gathered together with also similar goals. This lead to the short-lived Gene Wars and lead many nations to outlaw the practice of genetic modification for the sole purpose of improving upon a person's natural abilities. While there were still places where such modifications could still be had, the practice became like other socially unacceptable practices like being racist or smoking. Those that received genetic modifications had a higher chance of developmental issues, and even those that were able to conceal the fact that they had been enhanced had to forever keep their secrets due to the social backlash that would inevitably occur should they be found out.

Once man had began to colonize parts of the Sol System, it was decided that certain colonists should receive modifications to their genetic structures in order to make them better able to handle specific rigors of life on certain moons and planets. These "Neo-Humans" (Franks being a highly racist term) weren't met with the fear and derision of their ancestors, but were seen as the next step forward to cementing mankind's place among the stars.

Since these early days, genetic science has cured many maladies that once plagued mankind. Plus, it has allowed humanity to colonize entire star systems, a feat that would have been impossible without alteration. Many of these changed beings are now essentially new species in and of themselves, adding new branches to the human family tree.

The top of the human family tree is your garden-variety human with all the wondrous diversity that entails. These are people like you and me, only they live in an amazing future filled with starships, aliens, and advanced technology.

Moreaus and their history have been covered here. (For Savage Worlds, I use Interface Zero 2.0's Hybrids for the rules for Moreaus. For Rogue Space, the Simians make perfect Moreaus of several primate species. I'm working on adding several others to cover the more common breeds.)

Neo-Human is a blanket term that cover several specific genetically modified human types. A few have even bred true to become their own race, but those are covered elsewhere. These beings are much like those that started the Gene Wars in Earth's pre-Concord history. They have the best genetics that money can buy and that tends to make them arrogant. However, most Neo-Humans keep their origins to themselves, and some have no idea that they have been modified as their parents never told them. Still, arrogance and over-confidence seems to be a common trait among Neo-Humans. (For Savage Worlds, use the Human 2.0 race for Neo-Humans.)

Europans are race of humans that was born from genetic modifications made to allow humans to better survive aquatic environments such as the frigid oceans of Europa. The initial Europans bred true and are among the first colonists called upon to colonize and explore oceanic worlds. Europans tend to be an adventurous, but easy-going people. They are most comfortable in aquatic environments where their gills and their webbed fingers and toes are more useful, but they can function on land as well as underwater. (For Savage Worlds, Europans use the Aquarian race package found in the Deluxe Sci-Fi Companion.)

Spartans are the descendants of Brute and Praetorian-class Franks from Earth. During the Breakaway War, several companies of these beings split off from the Sol Systems Alliance to form their own government on a planet in the Yaro system they named Sparta. Since that point, the Spartans have become little more than a society-wide mercenary unit. (Many of the early separatists, gave up the idea of a new Sparta and rejoined the SSA.) They are an aggressive and war-like people that feel that might makes right, relegating them to the fringes of cosmic society. However, their reputation for being fierce and highly disciplined soldiers has made them highly sought after as mercenaries throughout the Alpha Quadrant. (For Savage Worlds, use the Fury race from the Nemezis setting for Spartans.)

Nords are the descendants of the first humans modified to better survive the rigors of arctic environments. Nords require little rest, none of which being sleep, in order to function normally. They can also safely withstand the effects of temperatures well below freezing. They are a tough and hardy people who are hard-working and value courage and efficiency. Their ability to go without sleep allows them to make more use of every solar day, which also leads them to look down at many normal humans as being lazy. (For Savage Worlds, use the Ashite race from the Nemezis setting for Nords, but I add in the Hindrance of suffering a -1 penalty to rolls when in 70-80 degree temperatures, and a -2 penalty when in temperatures over 80 degrees.)

Serrans are a hybrid of Fraal and Human DNA. These being first became public knowledge after a raid on a Cerberus (a very well funded pro-human terrorist organization) facility. They were using genetic techniques gleaned from the Illithids and possibly Gene-Techs to create a human with more psionic potential. Their experiments had been going on for some time, as Serrans were in their third generation. Since that point most Serrans have entered into Sol Alliance society as citizens, while others travel the cosmos trying to find their place in the cosmos. (For Savage Worlds, use Serrans as is from the Deluxe Sci-Fi Companion.)

Psi-Stalkers are a breed of human that was developed first by certain factions on Earth that feared the psionic abilities that the Fraal were helping to unlock in humans. They saw psionic ability as evil and something to be stamped out as ruthlessly as possible. Psi-stalkers are able to track psions by sensing the psionic energies they give off in little pulses that are not perceptible by most species. The original Psi-Stalkers were supposedly all wiped out shortly after their discovery, but Cerberus and other terrorist organizations throughout space, both human and not, have made use of these beings. While there are no known Psi-Stalker colonies, it has been determined that these being do breed true, so they have evidently been active for a long time. Most Psi-Stalkers today, if they are not in the employ of a specific terror cell, tend to be bounty hunters and mercenaries. They are aggressive, almost bestial when closing in on their prey, and are regarded as a threat species by both the SSA and the Galactic Concord. (These are from Rifts, and I do have Savage Worlds stats, but until Kevin Siembieda loosen his restrictions on posting conversions of his work, these stats are going to have to stay secret.)

Wednesday, June 18, 2014

Homebrew Supers: Firearm

This is the last in this series of homebrew superheroes (for now). No stats with this one yet, just background information. I'm slowly adding MSH stats to the other characters, so be sure to check them out again from time to time.


Real Name: David Masterson
Height: 5’11”
Weight: 190 lbs.
Hair: Black
Eyes: Green
Identity: Secret
Nationality: American
Ethnicity: Caucasian

The story of Firearm actually begins with the villain, Arsonator. Arsonator was a power-armored firebug that went on a wild, three-day arson spree throughout Miami, Florida. It was a spree that ended with a climactic battle against the hero, Zerker Dan. The Arsonator was brought to justice and his armor was taken as evidence the Miami Police Department.

David Masterson was a beat cop in Miami who had lost his right arm below the elbow a year ago while attempting to stop a convenience store robbery. Since that time, he had been in charge of the Evidence Department. He hated being stuck behind a desk, but realized that he wasn't going to be able to fully return to street patrol. When the Arsonator armor arrived at the station, he did something that had never even crossed his mind in his life. David Masterson broke the law.

David took the armor and modified it (with help of his brother, an engineer), so that it would better fit his body. The design was changed a bit to make it look more heroic and a lot less like the Arsonator. David donned the armor and started his career as a super hero.

Being a fire-wielding hero took some getting used to. David wasn't entirely comfortable with the flamethrower controls his first time out and caused far more collateral damage than he even though he could without burning a building down! Plus, it didn't take long for the Miami police to realize that someone had stolen the Arsonator’s armor and was parading around town in it.

After some missteps, being arrested for theft, losing his job, and eventually being exonerated. Firearm has become a staple of the super-hero community. He’s even received some upgrades to his original armor thanks to Tony Stark.

Firearm’s armor is a shiny metallic burnt orange color. The lower right arm is a flamethrower. The armor stands around 6 feet tall and allows not only for blasts of super-hot fire, but also for rocket propelled leaps, enhanced strength, and protection from damage. David is an athletic man, with black hair, green eyes, and is missing the lower half of his right arm. Before becoming Firearm, he wore a simple prosthetic arm capable only of grasping objects. He now wears a new prosthetic arm that works just like a natural arm. His armor even has space inside it for the arm to slide out of the way easily and still be protected from the rigors of combat.

Tuesday, June 17, 2014

Homebrew Supers: Black Bird

Black Bird 
M&M Stats
PL: 10 (150 pp)

ABILITIES: STR: 30 (+10) DEX: 16 (+3) CON: 30 (+10) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+10), Concentration (+1), Escape Artist (+3), Intimidate 8 (+8 ), Notice 4 (+5), Search (-2), Sense Motive (+1), Stealth (+3), Survival (+1), Swim (+10)

FEATS: Power Attack, Teamwork (2)

POWERS: *Super-Strength [4], *Flight [6], *Protection [2], *Immunity (Life Support) [9], *Regeneration (Diehard, Persistent, Regrowth feats) [7]

COMBAT: Attack 10 [Unarmed +10 (Bruise)] Defense 18 (14 flat-footed) Init 3

SAVES: Toughness 12 (12 flat-footed) Fortitude 15 Reflex 12 Will 9

Abilities 45 + Skills 3 (12 ranks) + Feats 3 + Powers 41 + Combat 36 + Saves 22 – Drawbacks 0 = 150 / 150

Real Name: Craig Lang
Height: 6’8”
Weight: 350 lbs.
Hair: Strawberry Blonde
Eyes: Blue
Identity: Public
Nationality: American
Ethnicity: Caucasian

Craig Lang has always been different. He was born with several learning disabilities that left him behind both educationally and socially to other kids his age. What Craig lacked in smarts, he made up for in toughness. He didn't have to suffer too many insults because he always stood at least 6 inches taller than everyone else and was built like a tank. Craig also had a heart of gold. He was tough, he could take the insults, but he hated to see weaker kids get picked on. Craig was always getting into fights standing up for other kids getting picked on, which quickly became a constant problem.

By the time that Craig was in the third grade, he had to be sent to the alternative school for kids with social issues. While Craig was never the instigator, he was always the one that ended whatever came up…usually with the result of the other kid getting black eye, fat lip, or the occasional broken bone. At the alternative school, Craig was surrounded by kids that had no qualms with starting fights with him.

To his credit, Craig didn't get into any fights for the first three weeks at the alternative school. He took the insults and jabs in stride and just tried to get through the day so he could make his parents happy. (His folks fought the school board for weeks after they decided to send Craig to the alternative school.) There was a group of older kids that decided they were going to finally get to Craig. They ambushed him after school, hitting and kicking him mercilessly. Craig didn't really fight back since he promised his parents that he would do his best not to fight. One of the thugs picked up a rock and hit Craig in the head. As blood poured down the side of his head, fear kicked in and unlocked his latent mutant abilities. The wound on his head healed, and Craig got up. The kid with the rock took another swing, but Craig was quicker shoving the kid back 50 feet with barely any effort. The other kids stopped their attack and ran off. As they fled, Craig leapt at the kid that hit him in the head and surprised himself as he flew at his attacker! Craig was so astonished that he ignored the kid as he ran off to catch up with his buddies.

Craig flew home, totally unaware of the scene he was causing by flying over heavily populated Chicago. It was long after he got home that the police arrived and swarmed his family’s townhouse. The cops had called in backup from the National Guard (since it was an obvious report of unknown super-human activity) who relayed the call to Air Force who scrambled three Argonauts to apprehend Craig. At the sight of all the attention, Craig got scared and flew straight up through the roof of the building. After a brief chase, and the intervention of Hero Prime, Craig was returned to his worried and frightened family.

A few days went by with Craig’s family wondering what they were going to do with their super-powered son. They were visited by Professor Charles Xavier and two of his students: Jean Grey and Jubilee. They convinced Craig’s parents that he needs to learn how to use his powers responsibly and to enroll him at Xavier’s School for Gifted Children. While Craig was scared to leave home, he was happy that he would be in a better school with kids that are a lot like him.

Thanks to Prof. X’s guidance Craig discovered that he has super-strength, regenerative powers, and can fly at great speed. Over the years, Craig has developed into the very vision of a gentle giant. He has learned how to judge when and how much force he should use against various foes. He became a member of the New Mutants and adopted the name of Black Bird. He still doesn't like to fight, but will quickly step in to protect innocent people or his teammates. Once he graduated, he left the New Mutants and became a member of the X-Men.

Craig is an imposing figure. He is tall and heavily muscled. He tends to wear a backwards Chicago White Sox cap even when suited up in his X-Men uniform. His hair is kept long and usually tied into a ponytail, and his facial hair is kept in a goatee and mustache.

Monday, June 16, 2014

200th Post: Farscape in the Dark Frontier!

If you haven't figured out by some of my other posts discussing my Mythic Space setting, I tend to like my sci-fi games on the gonzo space opera side. What says "gonzo space opera" louder than Farscape? Here are a few Farscape species to add to your Rogue Space games.


Archetypes: Scoundrels only, +1 bonus to either Empathy or Repair.
Ability: Disciplined Mind: Mind affecting psionic powers used against a Banik have the TN increased by 2. 
Psionics: Banik Espers tend to have the Empathy power, which they use in helping others "cross over" during their deaths. 
Weakness: Banik Espers all have a spot on their bodies (typically the face) where their non-corporeal essence is visible. These places are covered with a piece of metal. If the metal is removed before the Banik can prepare this reveal of their true forms, they must make a TN 11 Empathy check or lose consciousness. A roll of 2 on this check means they completely lose control and are essentially slain. 


Archetypes: Technician or Scoundrel, +1 bonus to either Science or Empathy.
Abilities: Immune to poisons and diseases that affect most other species with cardio-based circulatory systems, but they are susceptible to herbicides.
Psionics: Delvians can be Espers with Empath and ESP being the most common powers, but Astral Projection, Clairaudience, Clairvoyance, Geokinesis, and Hydrokinesis are also fairly common.


Archetypes: Scoundrel only, +1 bonus to Acquiring.
Abilities: Hynerians gain a +2 bonus to an Fighting rolls made to test against diseases or poisons. Since they are so small (only a little over a meter in height), many make use of grav-sleds that allow normal humanoid speed for movement and can only float about 2-3 meters off the ground. These sleds are available to noble hynerians (check with your GM to see if this is OK) for free or cost about 800 credits to purchase new.
Psionics: Espers are rare among Hynerians, but Suggestion is the most common power.
Weakness: Since Hynerians are so small, they have a -1 penalty applied to all physically-based tests.


Archetypes: Fighter or Technician, +1 bonus to Fighting or Repair
Abilities: Luxans can knock out foes with their tongues. This is a regular Fighting roll. If it hits, the victim must pass a TN 9 Fighting roll or be knocked out for 2d6 minutes.
Psionics: Espers are very rare among Luxans, but any power is possible for those that are Espers.
Weakness: Whenever a Luxan takes damage that will cause them to bleed, they must take 2 more points of damage in the form of blunt force trauma to the wound or they will suffer from blood poisoning that will cause them to become weak and delirious and cause 1 additional HP lose each round until death.


Archetypes: Technician or Scoundrel, +1 bonus to either Scientific or Acquiring.
Abilities: Interions can all Scream as the Psionic power, but do not have to spend points to use it. The damage of their screams is always L.
Psionics: Interions can become Espers with Scream being the most common power, but any are possible. 


Archetypes: Technician or Scoundrel, +1 bonus to either Scientific or Repair.
Abilities: Kalish can shift their center of gravity allowing them to walk on walls or ceilings like other species walk on the ground. If a limb is severed, the limb can be reattached and will be functional within a couple days.
Psionics: No Espers are known among the Kalish, but it is unknown if they are totally devoid of the ability.
Weakness: When making Fighting tests against the effects of radiation, Kalish characters suffer a -2 penalty due to their species heightened susceptibility.


Archetypes: Technician or Scoundrel, +1 bonus to Acquiring or Scientific.
Abilities: Nebari come from a fairly dimly lit planet and can therefore see perfectly in near darkness, but not total darkness.
Psionics: Nebari Espers typically have either the Cloaking or Suggestion powers.


Archetypes: Fighter or Technician, +1 bonus to either Fighting or Scientific.
Abilities: Sebaceans are all given military training and are hardy people, this grants them a +1 bonus hit point to whatever total is rolled for their archetype.
Psionics: None.
Weakness: Sebaceans cannot stand hot temperatures. When in temperatures of 80 degrees or more, they must make a Fighting test against TN 7 (TN increases by 2 for every 10 degrees above 80). If they fail, they begin to suffer from heat delirium. A failed test applies a -1 penalty to all tests including further tests against heat delirium. Another failed test means the character is unable to do anything other than walk, and a third failed test means the Sebacean is now in the clutches of the Living Death. Essentially, those suffering from the Living Death are death as all higher brain functions have ceased, even though the body continues to live. The effects of heat delirium can be combated with cooling suits or simply getting the Sebacean into cooler environs.


Archetypes: Fighter only, +1 bonus to Fighting or Empathy.
Abilities: Vorcarians make an Acquiring roll to track prey. Circumstances can change the target number (heavy rain or among other strong scents can increase the TN, while being downwind or tracking particularly odoriferous prey can lower the TN), but it typically starts at TN 9.
Psionics: Vorcarian Espers are rare, but Sniffer is the most common power. 

Thursday, June 12, 2014

Homebrew Supers: Crackdown

M&M Stats
PL: 10 (150 pp)

ABILITIES: STR: 22 (+6) DEX: 20 (+5) CON: 20 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+13), Bluff (+2), Climb 12 (+18 ), Concentration (+2), Diplomacy (+2), Disguise (+2), Drive 12 (+17), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate 12 (+14), Civics 12 (+14), Streetwise 12 (+14), Notice 12 (+14), Search 12 (+14), Sense Motive 8 (+10), Stealth (+5), Survival (+2), Swim (+6)

FEATS: Attack Focus (Ranged) (1), Improved Aim, Equipment (1), Evasion (1), Improved Initiative (1), Power Attack, Precise Shot (1), Quick Draw (1), Startle, Uncanny Dodge

POWERS: *Leaping [4], *Immunity (Disease, Poison, Heat) [1], *Device {(Enforcer Handgun, easy to lose) [4], Restricted (DNA scan, only to you) [2]}, Blast [7] (Accurate (auto-targeting), Ricochet); Alternate Powers: Blast [5] (Accurate, Penetrating) Blast [5] {Accurate, Area (explosion)} Blast [7] (Accurate, Subtle) Stun [5] {Accurate, Ranged (ranged)}

EQUIPMENT: Tactical Vest (Protection 4 [4])

COMBAT: Attack +10, +11 Ranged [Unarmed +6 (Bruise), Ranged +5 to +7] Defense 20 (15 flat-footed) Init 9

SAVES: Toughness 9 (9 flat-footed) Fortitude 10 Reflex 8 Will 6

Abilities 44 + Skills 25 (100 ranks) + Feats 10 + Powers 19 + Combat 40 + Saves 12 – Drawbacks 0 = 150 / 150

Real Name: John “Jack” Morgan
Age: 30, but since he is a clone of the original John Henry Morgan, his actual age is only 2 years old in his current body.
Height: 6’3”
Weight: 250 lbs
Hair: Black
Eyes: Brown
Nationality: American citizen from the future, no legal records in today’s time.
Ethnicity: African

Jack Morgan comes from a future where American is governed by a fascist police state where personal freedoms are few and retribution for even minor crimes is swift and harsh. It is a future he unwittingly helped create.

Jack Morgan comes from the year 2020. During the 5 years leading up to the time that he escaped to our time, the world was gripped in strife. Terrorism, gang violence, and drug use was rampant. Small international conflicts kept the world in a constant state of war. The level of crime in the United States had gotten to such a fevered pitch that the government had little choice than to pull all military forces out of other nations to try and quell the violence at home. The resulting military actions only served to anger the law-abiding citizens further. In a last ditch effort to help fight crime and restore the populace’s faith in the government, the Department of Homeland Defense was tasked with creating a new police force, thus, The Agency was born.

The Agency was made up of primarily regular law enforcement and military police personnel. It unified all of the nation’s law enforcement under a single banner and set of laws devised by going with laws that were primarily used by most states. The Agency also started and Agent program that used gene therapies and experimental armor to augment the best and brightest of The Agency’s ranks to create a sort of “Special Forces” to deal with more difficult and dangerous assignments.

Jack was one of the first to sign up for the Agent program. He went through a rigorous gauntlet of tests, surgeries, and training exercises. By the end of the initiation program, Jack was quicker, stronger, and more agile than any normal man. He was pretty much super-human. He was also given a suit of experimental armor that was self-repairing and linked to his brain to give him information and HUD’s piped directly to him from Agency HQ.

After a time, Jack grew to distrust The Agency. More and more of his assignments seemed to have the affect of destabilizing the government while at the same time strengthening The Agency’s power base. Through a turncoat technician in The Agency, he discovered The Agency was planning a systematic takeover of the government that would essentially turn the nation into a fascist state. Knowing that The Agency was already too powerful and well armed for any one-man to take down and that they already had enough of the public’s trust to eliminate any chance of using the press to take them down, Jack had to find a different way to take them down.

He started small, by letting targets get away with scraps of information he hoped would lead them on the path to discover what The Agency was really up to. More times than not, while the target (typically Senators and Representatives with concocted warrants for their arrests created by The Agency) would get away from him, some other Agent would end up taking them out before they could do anything about The Agency.

After a while, The Agency caught onto Jack’s traitorous actions. They set him up by sending him to a research facility that was supposedly turning their backs on the government and were going to start selling their experimental weapons to other nations. Jack went in, only to be ambushed by a squad of loyal Agents. One of the experiments in the facility was a Space Time Disruptor. The machine was activated and during the chaos of battle, Jack was sucked into a warp and sent to the current time.

When Jack came to, he was disoriented. He didn't know where he was, but it looked like old photos he’d seen of New York City. After helping the hero, Protector, foil a kidnapping, he learned that he had been transported back in time 13 years to 2007. However, Jack had never heard of real super-humans other than the Agents. There were comic books in his time, but no real superheroes and villains, so he surmised that he had somehow been planted on a variant past timeline, or he is in a coma and this is all some elaborate dream.

Since Jack’s appearance in the here and now he has taken on the name, Crackdown, and has joined up with the Guardians. He is only a junior member, but has shown that he has what it takes to be a hero, even if he is at odds with some other heroes, such as Protector, over his use of firearms. He has also adopted another mission: trying to find a way back to his timeline and find a way to shut down The Agency.

Not long ago, Crackdown was attacked by a villain that appeared to be another Agent and knew a lot about him. This left doubt in Crackdown’s mind that he may actually be in the past of his timeline, but it only strengthened his resolve to get back home and put an end to The Agency.

Crackdown is a solidly built African-American. His armor is blueish-gray in color and leaves only his head and arms uncovered. His hair is cut into the pattern of a lightning bolt on the top of his head (he says it’s a common style in his time). His powers include being able to lift over 2 tons, leap over 80 feet, as well as being highly resistant to diseases, toxins, and extreme temperatures. He commonly carries a 9mm Glock in a hip holster as well as at least one other large caliber automatic weapon into battle.

Just in case someone doesn't recognize the character, this idea is directly ripped off from the very fun Xbox 360 game, Crackdown. I enjoyed the game enough that I wanted to add him to my setting.

Post 200 is up next. I'm thinking of stepping away from superheroes and getting back to my sci-fi roots...

Monday, June 09, 2014

Homebrew Supers: Crix Cylocron

Crix Cylocron 
M&M Stats
PL: 15 (225 pp)

ABILITIES: STR: 38 (+14/0) DEX: 20 (+5) CON: 26 (+8/+4) INT: 20 (+5) WIS: 20 (+5) CHA: 16 (+3)

SKILLS: Bluff (+3), Concentration (+5), Diplomacy (+3), Disguise 20 (+23), Escape Artist (+5), Gather Info (+3), Handle Animal (+3), Intimidate 16 (+19), Arcane Lore 12 (+17), Notice (+5), Search (+5), Sense Motive 12 (+17), Stealth 20 (+25), Survival (+5)

FEATS: Dodge Focus (3), Evasion (2), Improved Grab, Defensive Roll (4), Sneak Attack (2), Uncanny Dodge, Fearless, Fearsome Presence (5), Minions (10)

POWERS: *Elasticity (Chokehold feat) [15], *Morph (Any Humanoid Form) [2], *Growth (Innate feat) [8], *Flight [5], *Density [6], *Immunity (Disease, Poison, Ciritcal Hits, and Entrapment) [9]

COMBAT: Attack 13 [Unarmed +14 (Bruise)] Defense 21 (13 flat-footed) Init 5

SAVES: Toughness 15 (11 flat-footed) Fortitude 8 Reflex 5 Will 5

Abilities 44 + Skills 20 (80 ranks) + Feats 29 + Powers 82 + Combat 50 + Saves 0 – Drawbacks 0 = 225 / 225

MSH Stats
Health: 180        Karma: 90
Resources: AM   Popularity: -100

Plasticity: AM
Shapeshifting: AM
Growth: RM
Flight: GD
Immunities: Crix is immune to diseases and poisons.
Telekinesis: IN
Telepathy: IN
Mental Probe: RM
Mind Blast: RM
Plasma Generation: AM
Stealth: UN

Talents: Intimidation, Psychology, Detective/Espionage, Disguise, Occult Lore

Contacts: Lords of Change, connected to nearly every mutant terrorist organization.  

Real Name: Unknown
Age: Unknown
Height: Variable, but is commonly around 6’8”
Weight: Variable, but appears to commonly be around 195 lbs.
Hair: Variable, but commonly none.
Eyes: Variable, but commonly blue or stark black.
Nationality: Unknown
Ethnicity: Unknown, but he commonly appears as an albino of Eastern European descent.

Evil comes in many forms, and the Chaos Master can assume all of them.

The “man” called Crix Cylocron is the leader of the mutant terror cell known as The Lords of Change. He is wanted the world over for various acts of terrorism from detonating mutagenic bombs in Moscow’s Red Square to the theft of ancient antiquities. He is known to have ties with various anarchist, mutant, and terrorist groups all over the world. The CIA, MI6, and the UN Security Council all consider him to be the greatest threat to global stability.

Crix Cylocron has only been seen by those outside of The Lords of Change’s inner circle by a handful of people, at least in his commonly assumed form and very little is known about him. What is known is that he is a metamorph and a shape-shifter. It is assumed that his powers stem from mutation due to his group’s membership is made up of primarily mutants that fight for the cause of global mutant domination, but there are theories that he may derive his powers from practicing various forms of dark magic. Crix is also known to be extremely powerful as was displayed in the only battle he has taken part in against the super-group The Guardians where he trounced much of the team single-handedly.

Among terror groups and criminals in general, Crix Cylocron is viewed with a mixture of fear and admiration. There a many tales that make up the legend of Crix. Some say that he is a demon, others say that he is an alien. Some groups despise him for his goals since it cuts into their own nefarious ends. The only constant across each of the tales is that he is cold, calculating, and more often than not murderous to those that cross his path.

Crix’s typical form is that of a tall, gaunt, almost ghoulish looking albino standing nearly 7 feet tall. His white skin appears to undulate under the surface as if there are other things living inside his flesh. His eyes are either steely blue or totally black, and there is no trace of body hair over the whole of his body. He wears, or appears to wear, a skin-tight leather jacket adorned with buckles, straps, studs, and spikes that flows directly into a flowing leather cloak that is buckled down the front to the ground. His gait is such that it almost appears that he is floating rather than walking. Even to his Inner Circle his appearance and body motions can easily disturb them. When away from his Inner Circle, he will take on a form that will be pleasing to whoever he is meeting with, but will revert to his typical form if he feels that it will give him the upper hand. Crix’s voice is dry and wispy as if it were uncomfortable for him to talk.

Saturday, June 07, 2014

Homebrew Supers: Bio

M&M Stats
PL: 11 (165 pp)

ABILITIES: STR: 16 (+3/0) DEX: 10 (0) CON: 16 (+3/0) INT: 20 (+5) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 8 (+11), Computers 4 (+9), Concentration (+1), Disguise 4 (+4), Escape Artist 4 (+4), Intimidate 12 (+12), Life Sciences 16 (+21), Physical Sciences 16 (+21), Medicine 12 (+13), Notice (+1), Search (+5), Sense Motive (+1), Stealth 16 (+16), Survival (+1), Swim (+3)

FEATS: Dodge Focus (4), Fearsome Presence (1)

POWERS: *Enhanced Strength [6], *Enhanced Constitution [6], *Elasticity (Chokehold feat, right arm only) [4], *Strike (Mighty, Tentacle arm and Claws) [10], *Super-Movement (Slithering) [1], *Protection (Impervious) [10], *Electrical Control [13], Mutation (Incurable feat, Ranged [inflicts mutation instead of damage with an electrical blast]) [3]

COMBAT: Attack 9 [Unarmed +3 (Bruise)] Defense 19 (13 flat-footed) Init 0

SAVES: Toughness 13 (13 flat-footed) Fortitude 13 Reflex 5 Will 6

Abilities 12 + Skills 23 (92 ranks) + Feats 5 + Powers 77 + Combat 28 + Saves 20 – Drawbacks 0 = 165 / 165

MSH Stats
Health: 64         Karma: 66
Resources: RM   Popularity: -50

Body Armor: AM protection from Physical and Energy damage.
Elongation: GD (right arm only)
Claws: IN edge damage (left arm only)
Electrical Generation: This AM rank power allows Bio to generate blasts of bio-electricity.  Bio can use this power in a number of ways other than just blasting foes with electricity.  When he is wrapped around a foe or is otherwise able to get in close, he can use the following power stunts:
·          Biophysical Control: TY; Bio can use this power to heal, age, disrupt, or decay his target. 
·          Induce Mutation: This EX rank power allows Bio to induce mutations in others.  The mutation is randomly determined by the Judge, and typically changes the victim’s appearance in some ghastly way.  However, if Bio is trying to induce a specific mutation, if requires a Red FEAT result with this power.  This power only works on warm-blooded lifeforms.
·          Shapechange-Others: This EX rank power allows Bio to morph others so that their grotesque appearance is removed, or it is used to make victims grotesque (typically the case). This power is often used in conjunction with his ability to induce mutations. 
Serpent Body: Bio’s legs have fused together and lengthened into that of a serpent.  This grants him the following powers:
·          Hyper-Speed: Gd
·          Wall-crawling: TY (the surface cannot be sheer)
·          Bio can wrap around a foe and hold them tight, granting him a +2 CS bonus when Grappling. 
Life Detection: GD
Darkvision: GD

Grotesque Appearance: Bio is a mutated monster.  His body is covered in fine scales and hard plates.  His face has a melted look, with the right side drooping terribly, and his right eye bulged out of the socket.  His legs have transformed into that of a serpent.  His right arm is a rubbery tentacle, and his left arm is covered in bulging veins and is clawed. 
Mutation: Whenever Bio uses his Electrical Generation power, he must make an Endurance FEAT roll.  On a white result, his body morphs further away from human.  No additional powers are added (unless the Judge decides his Endurance FEAT failed miserably enough or deems it appropriate to the story). 

Talents: Biochemistry, Chemistry, Genetics, Biology

Contacts: Lords of Change

Real Name: Arthur Medville
Age: 47
Height: 6’ 8” from head to tip of tail, but usually “stands” around 5' 10”
Weight: 450 lbs.
Hair: None
Eyes: One red, one blue
Nationality: British
Ethnicity: Caucasian mutant

Arthur Medville was once a brilliant biologist who was once one of the foremost experts on mutations. He became involved in the subject around the age of 13, when his own mutant abilities manifested. From the first time that he realized that his body could produce bio-electric energy utilizable in a variety of ways, he wanted to know more about the causes and limitations of mutations.

Arthur holds doctorates in Biological Science, Biochemistry, Chemistry, and Physiology. Most of his life has been spent doing research and his dissertations are widely regarded to being some of the most amazing papers ever produced. When he wasn’t in the lab, he was often speaking before various government on the issue of mutant rights. Universities the world over offered him professorships, but he finally took a position teaching Biochemistry at John Hopkins, which allowed him a chance to continue his research with only a few distractions.

Arthur was in dire need to be in the lab as long as he could. The more that he used his powers in his research over the years, the more his body changed. By age 21, his left arm had become covered in scales and veins bulged. He was also losing his hair at an alarming rate. By the time that he took the position with John Hopkins, much of his body was covered in scales and it was difficult to cover up.

Arthur had long ago discovered that he could use his abilities to induce mutations in other warm-blooded creatures. The more he worked on the talent, the more he began to understand about how mutations form and he became able to able to direct the changes exactly how he saw fit in willing or unconscious subjects. Those that tried to fight off the process were either left unchanged or were horribly disfigured. The side effect being that use of his ability was slowly mutating him as well. There was nothing that could be done to combat the side effect except to induce a mutation in a person so that they could change the appearance of others permanently. Since much of his research was very secret as the scientific community would frown upon his methods that bordered on the torture of countless lab animals, Arthur began kidnapping homeless people and experimenting on them. It was abhorrent to him, but Arthur saw no other way to further his research and eliminate the side mutations in his own body.

Arthur was certain that he was on the verge of a breakthrough. He thought he knew the precise way to induce the much needed mutation in his current subject, a teenage boy he found passed out high in an alleyway. Little did Arthur know the boy was a mutant with a faint, but in this case extremely potent power. As Arthur lowered his hand over the boy’s face and let his bioelectricity flow into his captive. Immediately, the flow backed into Arthur. For what seemed like an eternity, Arthur tried to shut off his power to no avail; his powers only shut down when he passed out.

When Arthur came to the boy was awake and banging on the reinforced and locked basement door of his house, with no physical change. Arthur rose up to go after the child and that’s when he noticed that something truly horrible had happened. His legs had fused together and were covered in gray scales. His left arm was now clawed and covered in rough scales. His right arm now ended in grotesque tentacle. Horrified, he lashed out at the boy. His right arm extended out and wrapped around the boy’s neck. With a quick jerk his neck snapped easily. Arthur slithered over to a mirror and looked up on the melted flesh of his face and knew that all that he worked for was over.

Arthur set fire to his house and fled the sound of police sirens getting closer. He was now what he feared he would become, a monster.

Arthur discovered that his skin was extremely tough. Hard enough to stop bullets (He learned this the hard way). His eyes could see further distances and in the dark with his right eye and his left eye, which had dropped lower than the right and bulged out of the socket terribly, could see into the infrared spectrum of light. His strength had great increased as well. Plus, he still had control of his original bioelectrical abilities. However, all that he wanted was to be human again.

Over the following years, Arthur, who now calls himself Bio, has become a very dangerous villain. He tried in vain over the years to create a mutant with the ability to change his form back to what it was before. Always certain that he was at the cusp of the breakthrough that he sought, his plans always seemed to be hindered by some hero or group of heroes. He turned his attention to ridding these nuisances to his research, but other than disfiguring an occasional hero or two he was never able to rid himself of unwanted “heroic” interruptions.

A couple years ago, he was approached by a man that said he could help in exchange for use of his talents. The man, who Bio now calls Master, is Crix Cylocron, the leader of the mutant terror organization, the Lords of Change. He twisted Bio’s desire to be human again to turning the world into a place where chaos reigns supreme; a place where the only people alive are those with abilities or disfigurements; a place where the “monsters” rule over the terrified and huddling masses.

Bio is now the second in command to Master Cylocron. He sees to recruitment and is allowed to perform his perverted research to his heart’s desire. While there is still a little bit of the good man that Arthur claimed to be long ago, he has given himself over to the corrupting influence of his master and his goals.

Bio is a horrible conglomeration of a “man.” The only parts of him that have the appearance of being humanoid are his left arm, torso, and head. Blue and red veins bulge across his arms and scalp. He is serpent from the waist down. Much of his body is covered in thick, rough, gray scales except for his head and right arm. His right arm is a sickly gray, rubbery tentacle that can stretch up to 50 feet. The skin on Bio’s face has a look as if it were made of wax and held to close to a flame. The skin sags in spots, more on the left side where his eye hangs down and bulges from the socket.

Friday, June 06, 2014

Homebrew Supers: Backslash

The first of three villains from The Lords of Change!

M&M Stats
PL: 10 (150 pp)

ABILITIES: STR: 30 (+10/+5) DEX: 16 (+3) CON: 23 (+6/+4) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb 12 (+17), Concentration (+2), Escape Artist (+3), Intimidate 12 (+12), Notice 12 (+14), Search (+1), Sense Motive (+2), Stealth 8 (+11), Survival 12 (+14), Swim (+5)

FEATS: Defensive Roll (4), Dodge Focus (2), Improved Critical: Claws (1), Power Attack, Sneak Attack (2), Diehard, Takedown Attack (2), Startle, Fearsome Presence (2), Improved Initiative (2)

POWERS: *Growth [5], *Strike (Mighty) [2], *Super-Senses (Danger Sense, Darkvision, Scent, Ultra-Hearing) [5], *Leaping [3], *Regeneration [8]

COMBAT: Attack 8 [Claws (Mighty Strike) 12 (Lethal)] Defense 20 (14 flat-footed) Init 11

SAVES: Toughness 10 (6 flat-footed) Fortitude 10 Reflex 10 Will 8

Abilities 30 + Skills 15 (60 ranks) + Feats 18 + Powers 34 + Combat 36 + Saves 17 – Drawbacks 0 = 150 / 150

MSH Stats

Health: 120        Karma: 46
Resources: TY    Popularity: -30

Claws: Backslash’s claws do EX edged damage. 
Heightened Senses: Backslah’s hearing, sight, and sense of smell are all at GD levels. 
Darkvision: GD intensity
Danger Sense: GD
Regeneration: RM
Growth: FB (permanent)
Resistance to Cold: EX
Stealth: RM

Talents: Martial Arts B and E, Intimidation

Contacts: Lords of Change

Real Name: Unknown
Age: Unknown
Height: 9’ 7”
Weight: 675 lbs.
Hair: White
Eyes: Black
Nationality: None, but was likely born in Romania
Ethnicity: Unknown, but is thought to be a mutant of Slavic descent

The being that now goes by the name Backslash was discovered as a babe covered in a thin layer of white fur left for dead in the mountains of Romania. The gypsies that found him took him in and raised him; however, they were anything but kind. They sought to make the young monster into a sideshow act for their traveling performances. When Backslash refused to perform properly or misbehaved, he was savagely beaten. His was a very sad and painful childhood.

As Backslash grew, it soon became clear to the gypsies that they were going to have to be rid of their monster. At 9 years of age, he was already as big as most men and was as strong as five. His near-human features were growing into a more wolf-like visage with protruding canines and tough claws for fingernails. The gypsies constantly had to acquire more chains and reinforcements for his cage, due to him constantly bending the bars in hopes of breaking out of his cage. On night after Backslash attacked a careless handler and broke three of his ribs with a single punch, the gypsies decided to rid themselves of their monster.

Under the light of a full moon, the gypsies took Backslash’s wagon to the top of a curvy, steep, winding mountain path and unhooked it from the horses. The gypsies watched as wagon careened over the side of cliff to fall into the treetops below. Their task done, they left to rejoin the rest of their clan.

Backslash didn’t die however. He lay battered and bloodied amid the wreckage of his cage on the ground. Pain wracked his body. Just when he thought that he was about to die a stranger slithered out of the shadows. The man, if he could be called that, offered Backslash a chance for vengeance, all he had to do was swear his life, his very soul, to the service of the Lord, the Lord of Chaos. Backslash agreed and passed out.

Once Backslash awoke, he was amazed that his pain was nearly gone. He looked down at a gash in his arm, a gash that nearly severed the arm, healing before his eyes! He turned to the man with the serpentine body and asked what he did to him? The serpent man told Backslash that he had improved him, and that he wouldn't have to worry about such wounds anymore. Backslash stood up, one of the few times in his life he could stand at his full height and sniffed at the air, noting that he could still smell his former masters. The serpent man told him to go and take his revenge, and that he would find him after.

Backslash tracked the gypsies to their camp, which had hurriedly packed up and moved on after disposing of Backslash. Silently he kept up on the troupe and then attacked. The slaughter was obscene. All the rage and fury that had built up in the young mutant was released on the closest thing that he ever knew as a family.

Romanian authorities investigating the scene of the murders didn't know what to think of the crime scene. While none of them really believed the report, the investigators decided to blame the attack on a pack of wolves. None of them could shake the fear inside themselves at the sight of the clawed footprints that said otherwise.

Since that night, Backslash has worked as a loyal member of the Lords of Change, a group of mutant terrorists bent on ushering in a new era for mutant-kind. There are times when he thinks that all the violence and death are wrong, but then he thinks of his life before. He is now educated. He receives praise and support from his peers and master. Most importantly, he has never been caged again. A little bloodletting is nothing compared to freedom.

Backslash is a mountain of a man. He stands nearly 10 feet tall and is extremely muscular. His body is covered in thick white fur, like that of a dog or wolf. His eyes are black and allow him to see in the dark. Long claws line Backslash’s fingers and toes and his teeth are much like those of a wolf. His face is the only characteristic that keeps Backslash from looking like a very large overt Canine Moreau. His face is still very human-like. His ears are small, but slightly pointed. His nose is somewhat upturned, but otherwise like any other person. No fur grows on his forehead, nose and upper cheeks. Typically, all that Backslash wears is a pair of tough combat pants, but when a mission calls for more of an ability to hide easily in the shadows, he wears and full combat suit to cover his white fur.

Thursday, June 05, 2014

Homebrew Supers: Anubis

M&M Stats
PL: 15 (225 pp)

ABILITIES: STR: 26 (+8/+4) DEX: 14 (+2) CON: 22 (+6/+4) INT: 20 (+5) WIS: 24 (+7) CHA: 16 (+3)

SKILLS: Bluff (+3), Climb (+4), Concentration 20 (+27), Diplomacy (+3), Disguise 16 (+19), Escape Artist (+2), Gather Info (+3), Handle Animal (+3), Intimidate 8 (+11), Arcane Lore 20 (+25), History 16 (+21), Theology and Philosophy 20 (+25), Notice (+7), Search (+5), Sense Motive (+7), Sleight of Hand 8 (+10), Stealth (+2), Survival (+7), Swim (+4)

FEATS: Fearless, Fearsome Presence (2), Ritualist

POWERS: *Immortality [1], *Immunity (Life Support) [9], *Super-Senses (Danger Sense, Mystic Awareness) [2], *Protection (Impervious extra) [13], *Growth [4], *Magic [19], Mystic Blast [19], Summon Minion (Zombies) [19], Mind Control (Area, Effortless) [9], Morph (any humanoid shape) [1], Nullify (All effects) [6], Teleport (Accurate) [6], Petrification (Continuous) [4], Death Touch [19], Insubstantial [3]

COMBAT: Attack 11 [Unarmed +8 (Bruise), Mystic Blast 19 ()] Defense 17 (13 flat-footed) Init 2

SAVES: Toughness 19 (19 flat-footed) Fortitude 6 Reflex 2 Will 10

Abilities 50 + Skills 27 (108 ranks) + Feats 4 + Powers 101 + Combat 40 + Saves 3 – Drawbacks 0 = 225 / 225

Real Name: Anubis
Age: Unknown
Height: Variable (usually around 6’)
Weight: Variable (usually around 190 lbs)
Hair: Variable (usually brown)
Eyes: Variable (usually black)
Nationality: Egyptian Pantheon
Ethnicity: Egyptian God

The stories behind Anubis are wide, varied, and commonly contradictory. The former lord of the Underworld prefers things this way. Too often have mortals attempted to best him only to have their false knowledge lead to their downfall. What is known is that Anubis is one of the few ancient Egyptian gods still active in the mortal world today, and he is one of the greatest threats to mankind.

No one truly knows when it was that Anubis turned on mankind. There was a time when he graciously ushered in those that died into the Underworld after being judged worthy of the honor. At least it appeared so at least. When the god, Seth, slew his brother, Osiris, the “dead” god took over the rule of the Underworld and Anubis became the watcher of the gate alongside the voracious Ammit. This is where many guess that Anubis first started to walk the path of darkness, for it seems that he was not content to be the gatekeeper for mighty Osiris.

Anubis hatched a plan that would sow discord in the land of the living and keep souls from every reaching Osiris’ kingdom. He tempted and lured in worshipers strong in the magical arts to him. He taught them forbidden rituals and spells that would bind souls to the mortal plane, keeping them from the Underworld. To the greatest of his worshipers, a necromancer of great power named, Amon, he gave even greater power and promised more if he could topple the kingdom of the Pharaohs and plunge all of Egypt into darkness.

Amon’s campaign against the Pharaoh, Djoser nearly succeeded. The armies of the dead were perched upon the very edge of victory, but were defeated in the 11th hour by Djoser’s high priest, Imhotep. Amon was hunted and buried alive, and the gods banished Anubis from their realms to wander among mortals forever.

For many years, Anubis wandered the Earth, bereft of power save for his godborn immortality. In time, however, he regained some of his former power by learning various mystic arts from humans, vowing to gain enough power to topple the other gods and make himself the one true God. However, by the time that he had gained enough power to make him feel confident enough to take on the other gods, they had withdrawn from the mortal world to their places beyond the reach of any who they did not wish to be among them. Angered by his inability to strike back at his brethren, Anubis turned his malice on mankind.

Anubis has worked with some of the most terrible villains and organizations on Earth. He gave knowledge to Rasputin in his quest for power and immortality, a quest that nearly doomed Russia. He was instrumental to the Nazi plans to discover ancient artifacts of power during WWII. He has also instructed Zelashin, the Dark Druid, in his horrific practices. He has become the dark shadow behind many of the most infamous and evil beings in human history, and he will not rest until he has plunged the world into darkness.

Anubis has met defeat many times however. Heroes have foiled and thwarted every scheme he has put into motion. He sees the various super-heroes of the world as the only true threat to his goals of domination. Although, his old puppet, Amon is now active in the world again, and carries hatred for Anubis as well for letting him rot in a tomb for thousands of years. Although the two share common goals, Anubis knows that Amon’s hatred for him is too great to make him an ally once again. Plus, Amon’s own power rivals that of the dark god’s. It seems that the reemergence of his former pupil has changed some of Anubis’ plans. Even though he thinks that he’ll have to deal with the undead mage soon enough, there may yet be a way to twist him into to furthering his own plans…

Anubis’ natural form is that of a jackal-headed human. However, he commonly transforms himself to blend in with whatever society he happens to be traveling through. He has established numerous aliases and various businesses, making him one of the most-wealthy beings on the planet. His magical prowess is considerable. In battle, he’ll revert to his natural form and grow in size to intimidate and induce fear.

Wednesday, June 04, 2014

Homebrew Supers: Arkangel

M&M Stats
PL: 10 (150 pp)

ABILITIES: STR: 30 (+10/+3) DEX: 14 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+10), Concentration 8 (+10), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 8 (+9), Current Event 8 (+9), Theology and Philosophy 12 (+13), Notice 8 (+10), Search (+1), Sense Motive 8 (+10), Stealth 4 (+6), Survival (+2), Swim (+10)

FEATS: Accurate Attack, Power Attack

POWERS: *Device (Archangel Armor, hard to lose) [19], Restricted (Only Michael can use), , *Blast [12], (Alternate Power: Enhanced Strength [14]), *Super-Senses (Blindsight, Direction Sense, Distance Sense, Radio, Time Sense, Tracking (Infrared), Infrared) [10], *Flight [5], *Immunity (life support) [9], *Protection [9], Impervious [1], *Super-Strength [5]

COMBAT: Attack 8 [Unarmed +10 (Bruise), Blast 12 (Lethal)] Defense 18 (14 flat-footed) Init 2

SAVES: Toughness 12 (12 flat-footed) Fortitude 3 Reflex 2 Will 2

Abilities 25 + Skills 14 (56 ranks) + Feats 2 + Powers 77 + Combat 32 + Saves 0 – Drawbacks 0 = 150 / 150

Real Name: Michael Weathers
Age: 28
Height: 5’9” (without armor), 6’5” (in armor)
Weight: 195 lbs
Hair: Blonde
Eyes: Blue
Nationality: American
Ethnicity: Caucasian

Michael Weathers grew up in a strict Catholic home. To say that his parents were devout would be a massive understatement. That's not to say that they weren't good parents, they were, it’s just that Michael didn't have nearly as many freedoms other kids in the neighborhood had. His days were spent as Catholic school, working in his father’s butcher shop, and then home to do homework and a mandatory half-hour studying the Bible with his parents before he had time to himself. There were times that he resented his parents, but overall he understood that they were doing what they felt was best.

Michael’s father was killed by a mugger a week before Michael’s 14th birthday. Michael wondered why God allowed this to happen to one of his most devout followers? Wasn't his father's sacrifice day after day good enough to offer him some measure of protection from the forces of evil? These thoughts tore Michael apart. He went to his priest and asked him these questions. The priest told Michael that God doesn't offer protection that way. What happens on Earth is up to us, it’s the promise of life everlasting that is God's true protection. It is up to us to see that our neighborhoods and loved ones are safe.

The priest’s words made a profound impact on young Michael. He left the church no longer angry at God for allowing his father to die, but angry at mankind for allowing the wicked to prey on the good. Michael swore then and there that he wouldn't be just another good man that turns a blind eye on evil all around him.

Michael quickly got the reputation for being a goody-goody. It got him into a lot of trouble as well. He routinely got sent home for fighting with bullies, so much so that the school was considering expulsion. His mother was at her wit’s end. She sent him to live with her brother, a devout Catholic as well; hoping that all Michael needed was a firm hand to set him back on the right path.

Michael’s uncle, Sam, was a very rigid and stern man. However, when he learned of why Michael was getting into trouble, he was proud that his nephew was showing the moral fortitude to do what was right and not allow evil to flourish uncontested. He introduced the boy to the Order of Angels-Arch, a secret order of men and women devoted to fighting evil head-on. Their goal is not to kill, but to force repentance upon their foes. Lethal force is only allowed against the vilest of sinners. Michael found his true calling that night.

During his time with his uncle, Michael learned not only how to fight, but when to fight. After all, no member of the order would last long just blindly fighting any evil they came across. He received training in weapons and stealth as well. Michael would go out at night and stalk the schoolyard bullies, under the watchful eye of his uncle, and put the fear of God into them. Before long, he graduated to small-time hoods and minor drug dealers. When it was time for him to go home, Michael was tougher than most people twice his age.

The Order kept in contact with Michael. He would go out on assignments for the Order late a night, when his mother assumed that his was up in his room asleep. It was during one assignment when Michael was 18 that he came face to face with true, inhuman evil.

What was supposed to be an assignment to take retribution on a group of local punks that defaced a local church put Michael in the midst of a cult devoted to the worship of some ancient demon. Michael called in for backup from the Order, but was discovered and was offered up to the demon himself. The demon, who called himself Malzinzaz, tossed young Michael about and beat him savagely. Just before the demon was about to finish Michael off, a blinding light appeared. Michael passed out shortly after seeing the light. When he came to he was back in the Order’s headquarters, looking up at a man whose head was surrounded in a halo of light. The man introduced himself as the archangel, Michael. For his bravery, he would become his instrument on Earth. Michael was given a suit of golden, winged armor. Michael was told that a war is looming that that he would have to stay vigilant, for Malzinzaz was only the beginning. That said, the angel told Michael that the Order would no longer know him as a member, but would be able to contact him when needed. This was necessary to keep him and his family safe. With another flash of light Michael was back home in his room and the angel was gone.

Since that night, Michael has fought the forces of evil as the hero, Arkangel. During the day, he works as an editor for a small, conservative newspaper with a religious slant to the news. At night, he battles evil alongside the Guardians.

Michael outside of his armor is a handsome, athletic man with wavy blonde hair and blue eyes. He dresses conservatively in a buttoned-up shirt and slacks commonly. He wears and pair of round, light-weight glasses and a gold wristwatch that activates his armor with a touch. The Arkangel armor is golden in color, except for black under-armor. His faceplate is that of a haloed angel (a stylized image of the Archangel Michael). The wings fold neatly into the back of the armor and unfurl quickly when needed. The wristguards and shoulderplates of the armor mold into whatever style of weapon mentally called upon by Michael, from swords to laser cannons. The faceplate allows Michael a wide array of super-senses.

Tuesday, June 03, 2014

Homebrew Supers: Amon the Mummy

Amon the Mummy 
M&M Stats
PL: 14 (210 pp)

ABILITIES: STR: 16 (+3) DEX: 10 (0) CON: 10 (0) INT: 18 (+4) WIS: 24 (+7) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+3), Concentration 8 (+15), Diplomacy (+2), Disguise 4 (+6), Gather Info (+2), Handle Animal (+2), Intimidate 9 (+11), Arcane Lore 17 (+21), History 12 (+16), Theology and Philosophy 12 (+16), Notice (+7), Search (+4), Sense Motive (+7), Sleight of Hand 2 (+2), Survival (+7), Swim (+3)

FEATS: Quick Change (2), Ritualist

POWERS: *Force Field [18] (Impervious [8]), *Flight [2], *Super-Senses (Danger Sense, Mystic Awareness) [2], *Immunity (Life Support) [9], *Magic [18], (Alternate Power) Mystic Blast [18], (Alternate Power) Mystic (Alternate Power) Binding [18], (Alternate Power) Death Touch (Disease Extra) [9], (Alternate Power) Invisibility (Total Concealment) [2], (Alternate Power) Pain [3], (Alternate Power) Possession [6], (Alternate Power) Paralyze [9], (Alternate Power) Summon Minion (Zombies) [9], (Alternate Power) Teleport (Accurate Extra) [9], (Alternate Power) Nullify (All effects at once) [6], *Immortality [1], *Immutable [1]

COMBAT: Attack 10 [Mystic Blast 18] Defense 20 (15 flat-footed) Init 0

SAVES: Toughness 18 (18 flat-footed) Fortitude 8 Reflex 8 Will 15

Abilities 32 + Skills 16 (64 ranks) + Feats 3 + Powers 95 + Combat 40 + Saves 24 – Drawbacks 0 = 210 / 210

Real Name: Amon
Age: Approximately 4600 years old
Height: 5’8”
Weight: 110 lbs.
Hair: Black
Eyes: Red
Nationality: None, he died during the rule of Djoser during the 3rd Egyptian Dynasty.
Ethnicity: Egyptian

Amon was a necromancer that threatened to plunge all of Egypt into darkness during the rule of the Pharaoh, Djoser. His fearsome army of fanatic cultists and undead were repelled by Djoser’s army as well as the magic of Imhotep in the 11th hour. After his defeat, Amon was hunted down and sealed alive in a sarcophagus and buried deep within a cave the mouth of which was then covered to keep Amon's followers from ever finding him. Imhotep cast wards on the sarcophagus expecting them to hold Amon for eternity. For as brilliant as Imhotep was, he was terribly wrong in this case.

Amon was a follower of Anubis. It was Anubis that gave Amon the spells needed to raise his army of the dead. It would be Anubis that would allow Amon to “live” past his death. As Amon took in his last, stale, breath Anubis granted him everlasting life as one of the undead. Amon lie in wait for thousands of years to be freed, allowing his hatred to seethe until his already black heart became even more vile and putrid.

It wasn't until the fall of 2003 that Amon would once again walk the Earth. An archaeological team stumbled upon the cave and Amon's resting place. As the poor souls opened the sarcophagus, they broke the mystic wards that had held for over 4600 years. Amon burst forth from his prison and slew everyone save one man, who he coerced into telling him all that he knew of the world.

Amon immediately went in search of his spellbooks, which he discovered were being held in the Luxor Museum. Many innocent people died that day, but Amon was repelled by a young White Mage.

Over the years Amon has fought many of the Earth’s mightiest super-heroes and has narrowly escaped total destruction too many times than he cares to admit. He has regained much of his former magical might, and is now content to bide his time and gather his forces until he can properly strike. Oh yes, the world will know the wrath of Amon, especially Imhotep’s little whelp of a mage…

Amon's natural form is that of a desiccated corpse wrapped in funerary bandages. He wears black robes trimmed with red symbols of dark import. His magic allows him to change his appearance to that of a handsome, well-dressed Egyptian man of about 35 – 40, however, which is how he travels among the living most times. His magic may change his appearance, but it cannot mask the feeling of cold and fear that most people fear when being around him.