You are either not logged in or not registered with our community. Click here to register.
 
December 10, 2016, 10:12:33 PM

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Click here if you are having problems.
Default Wide Screen Beige Lilac Rainbow Black & Blue October Send us your theme!

Hark!  The Herald!
Holiday Issue 2016

Wiki Blogs Dicebot

Author Topic: [Mutants & Masterminds 2nd] Paragon - Dawn  (Read 5546 times)

0 Members and 1 Guest are viewing this topic.

Offline Ixy

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #25 on: September 01, 2011, 07:12:31 PM »
I was thinking about making a power suit character, but that doesn't really fit the 'mysterious powers emerge in humanity' concept.  I could go with speedster, but that's all I've ever tried before and I figure there's probably like 4 already submitted.  I really don't know, and I struggle with this system every time.  Incidentally, I DO have personalities in mind, too.

Offline MasterMischief

Dominic Sugar
« Reply #26 on: September 01, 2011, 07:32:41 PM »

(model Texas Olsson)

Dominic Sugar

Power Level: 8; Power Points Spent: 120/120

STR: +0 (10), DEX: +0 (10), CON: +2 (14), INT: +1 (12), WIS: +1 (12), CHA: +4 (18)

Tough: +2/+4, Fort: +4, Ref: +4, Will: +8

Skills: Bluff 8 (+12), Diplomacy 8 (+12), Gather Information 8 (+12), Intimidate 8 (+12), Knowledge (business) 4 (+5), Language 4 (+4), Notice 8 (+9), Search 4 (+5), Sense Motive 4 (+5), Stealth 4 (+4)

Feats: Attack Specialization 2 (Light Pistol), Attractive (+4), Beginner's Luck, Benefit (organizational ties) (Northrop Grumman), Benefit 8 (Wealth), Connected, Contacts, Defensive Roll 2, Dodge Focus 2, Equipment 2, Fascinate (Diplomacy), Inspire 5 (+5), Luck 4, Second Chance (Bluff), Second Chance (Diplomacy), Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive), Ultimate Effort (Bluff), Ultimate Effort (Diplomacy), Well-Informed

Powers:
Super Charisma (Emotion Control 8) (DC 18; Perception Area (General), Duration (continuous); Action (full), Limited to Emotion (Love), Sense-Dependent (Auditory); Subtle; Custom (Does not affect PCs or important NPCs))

Equipment: Cell Phone, Laptop Computer, Light Pistol

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +6)

Attacks: Light Pistol, +10 (DC 18), Super Charisma (Emotion Control 8) (DC Staged/Will 18), Unarmed Attack, +6 (DC 15)

Defense: +7  (Flat-footed: +3), Knockback: -2

Initiative: +0

Languages: Chinese (Mandarin), English (native), French, Russian, Spanish

Totals: Abilities 16 + Skills 15 (60 ranks) + Feats 37 + Powers 17 + Combat 22 + Saves 13 + Drawbacks 0 = 120

Background
Satan had a child and his name is Dominic Sugar.  At least that is what the liberal pundants will tell you.

Ronald Sugar, Dominic's father, was chairman of the board and chief executive office of Northrop Grumman Corporation.  You know, the corporation that sold defective fighter planes to the US Navy and overcharged the US government for space projects.  All of this happened under Ronald Sugar's watch, but he was somehow completely unaware of any of it.  Satan, right.

Despite these egregious blunders, Ronald Sugar still sits on the board of directors for Chevron Corporation and Apple, Inc.  Let us not even mention all of the close nit ties he maintains with defense industry contractors.  Dominic is following closely in dear ole dad's footsteps.  He is currently Vice President of Intelligence of Northrop Grumman.  His network of tendrils are just as extensive as his father's.  One of his closest friends is Sergey Brin and rumor has it, Dominic plays 18 holes with Wu Bangguo whenever the chairman is in town.

To say Dominic is wealthy and well connected is an understatement.  What is more is that Dominic has a charisma his father lacked.  He transitions easily from the factory floor to the boardroom and even to backrooms with top congressional leaders.  You would not need six degrees of separation with Dominic; more like three.

When 2012 hit, Dominic did not demonstrate any obvious paranormal abilities.  He was fascinated by these newfound super-men, but it appeared he was not one of them.  However, it gradually became apparent that he had been blessed.  He had always displayed a surprising charisma, but it became even more surprising after 2012.  It was if no one could say no to him.  Five minutes talking to him and people act as if they were childhood friends.

Using his assets at Northrop Grumman and his considerable connections, Dominic has begun collection information on every known paranormal.  He also tasked one of his divisions with identifying and reproducing the cause of these paranormal abilities.
« Last Edit: September 01, 2011, 07:35:50 PM by MasterMischief »

Offline MasterMischief

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #27 on: September 01, 2011, 07:34:38 PM »
I was thinking about making a power suit character, but that doesn't really fit the 'mysterious powers emerge in humanity' concept.  I could go with speedster, but that's all I've ever tried before and I figure there's probably like 4 already submitted.  I really don't know, and I struggle with this system every time.  Incidentally, I DO have personalities in mind, too.

Ixy, I had mentioned that my background makes an excellent connection to a battlesuit character.  He did not indicate that such a character would be out of place.  You might want to double check with him before making such an assumption.  And if they are allowed, I would be happy to connect our two back stories.

Offline meikle

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #28 on: September 01, 2011, 08:38:56 PM »
I don't think it's out of place to have a 'mysterious power' be 'I'm really smart at making battlesuits'.  That's basically Tony Stark in a nutshell...  Well, also alcoholism.

I'm going to sleep in a few minutes (tomorrow's the first day of class), but I'm planning to write up & submit a darkness-control character (iffy, though, because last time I played with that kind of power set, it just annoyed everyone else when I made everything dark :p ) or the opposite, a flashy light-control blaster sort (more likely.)  I dunno.


Offline Callie Del Noire

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #29 on: September 01, 2011, 08:48:00 PM »
I don't think it's out of place to have a 'mysterious power' be 'I'm really smart at making battlesuits'.  That's basically Tony Stark in a nutshell...  Well, also alcoholism.

I'm going to sleep in a few minutes (tomorrow's the first day of class), but I'm planning to write up & submit a darkness-control character (iffy, though, because last time I played with that kind of power set, it just annoyed everyone else when I made everything dark :p ) or the opposite, a flashy light-control blaster sort (more likely.)  I dunno.

That was his power in newuniversal. Till the guys in suits shot him

Offline Foxy Oni

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #30 on: September 01, 2011, 11:08:25 PM »
Here's my character...

ANIMA

Anima is the collective name for a dual entity that shares the same body albeit in different forms. One is a woman called Eva X and the other is a large male ape dubbed the Animal.



Vitals (Eva X)
Real Name: Carlota Hernandez
Occupation: Porn starlet and exotic dancer
Date of Birth: 1/3/1983 (Age 29 in 2012)
Legal Status: Colombian citizen with a US working visa
Height: 5'7"  Weight: 128 lbs.
Eyes: Brown  Hair: Brown (sometimes highlighted blonde)
Measurements: 34D-23-36

Vitals (The Animal)
Real Name: None, sometimes calls himself Jack
Occupation: Thug
Date of Birth: Not Applicable, first manifested in 2012
Legal Status: Unknown, currently believed to be an urban legend
Height: 6' 8"  Weight: 603 lbs.
Eyes: Black (red when enraged)  Hair: Black
Measurements: Eleven inches in length, three inches in diameter

Background
Eva X was a successful porn star originally from Colombia but now living and working in the LA area. While making a gonzo video at an actor/director's house, she had an orgasm and suddenly transformed  into a massive male gorilla. The director understandably panicked and grabbed a handgun from a drawer. Before he could take a shot, the ape mauled him to death. The huge beast then watched the video and masturbated, transforming back into Eva X after shooting his wad. Aware of what had just transpired, she quickly destroyed the tape and fled the house, removing any evidence of having been there.

That night Eva had an intense sexual dream and fingered herself while she slept. Soon she triggered another transformation and the gorilla was free to roam the streets of LA. Eventually Eva returned, finding herself naked in an alley near an unconscious crack whore the ape had just raped and beaten. Not exactly an overly virtuous person herself, Eva stole the whore's clothes and made her way home.

So far the police and media are stumped. Everyone has trouble believing the crack whore's story about a hairy monster but the legend of "The Animal of Los Angeles" has still sprung up. Eva has sworn off sex until she could figure out what has happened to her.  But her lifestyle requires a certain level of income and she doesn't have much in the way of marketable skills outside of porn. and she knows that she is only one frisky night away from releasing the Animal once again.

Anima (Eva X)

Power Level: 4; Power Points Spent: 60/60

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +2 (14), WIS: +2 (14), CHA: +3 (16)

Tough: +1/+2, Fort: +3, Ref: +4, Will: +4

Skills: Acrobatics 2 (+4), Bluff 4 (+7), Diplomacy 4 (+7), Drive 2 (+4), Gather Information 4 (+7), Knowledge (popular culture) 2 (+4), Knowledge (streetwise) 2 (+4), Language 2 (+2), Notice 4 (+6), Perform (acting) 2 (+5), Perform (dance) 2 (+5), Search 4 (+6), Sense Motive 2 (+4)

Feats: Attractive (+4), Benefit (Wealth), Connected, Defensive Roll, Distract (Bluff), Dodge Focus 2, Improved Initiative, Well-Informed

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

Attacks: Unarmed Attack, +4 (DC 15)

Defense: +6  (Flat-footed: +2), Knockback: -1

Initiative: +6

Languages: English, Portuguese, Spanish

Totals: Abilities 20 + Skills 9 (36 ranks) + Feats 9 + Powers 0 + Combat 16 + Saves 6 + Drawbacks 0 = 60



--------------------

Anima (The Animal)

Power Level: 8; Power Points Spent: 120/120

STR: +6 (23), DEX: +4 (18), CON: +6 (22), INT: +0 (10), WIS: +3 (16), CHA: +0 (10)

Tough: +6/+8, Fort: +10, Ref: +8, Will: +6

Skills: Acrobatics 8 (+12), Escape Artist 4 (+8), Intimidate 8 (+8), Knowledge (streetwise) 2 (+2), Notice 6 (+9), Search 8 (+8), Sense Motive 4 (+7), Stealth 4 (+8), Survival 8 (+11)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Chokehold, Defensive Roll 2, Diehard, Dodge Focus 4, Endurance (+4), Fast Overrun, Fearless, Fearsome Presence 2, Improved Grab, Improved Grapple, Improved Initiative, Improved Overrun, Improved Pin, Improved Throw, Improved Trip, Instant Up, Move-by Action, Power Attack, Rage (+1 Increased Duration x5 rounds), Stunning Attack, Takedown Attack

Powers:
Leaping 2 (Jumping distance: x5)
Protection 2 (+2 Toughness; Duration (sustained), Limited (Rage Only))
Regeneration 2 (recovery rate (bruised) 1 (recover 1 / round), recovery rate (injured) 1 (recover 1 / 20 mins); Source (Food))
Speed 2 (Speed: 25 mph, 220 ft./rnd)
Super-Movement 4 (slow fall, sure-footed 1 (25% penalty reduction), swinging, wall-crawling 1 (half speed))
Super-Senses 3 (low-light vision, scent, tracking: Choose Sense 1 (half speed))

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +14)

Attacks: Unarmed Attack, +8 (DC 21)

Defense: +8  (Flat-footed: +2), Knockback: -4

Initiative: +8

Drawbacks: Involuntary Transformation, common, moderate, irresistible, Normal Identity, very common, change triggered by orgasm, Noticeable, uncommon, minor

Languages: English

Totals: Abilities 39 + Skills 13 (52 ranks) + Feats 33 + Powers 17 + Combat 16 + Saves 11 - Drawbacks 9 = 120
« Last Edit: September 01, 2011, 11:55:20 PM by Foxy Oni »

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #31 on: September 02, 2011, 03:32:52 PM »
Thats...an interesting transformation trigger  :o

Offline WintercatTopic starter

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #32 on: September 02, 2011, 04:25:43 PM »
Indeed, indeed. We now have 3 people with ready characters from the looks of it, I believe, from what has been shown here and sent to me in questions and examples in private messages.

I believe that the 3 is more than enough to play with already, but think also that the game could use 1-3 other people. Normally I limit myself to 5 players at once, but given this game's style, I'm thinking that 6 might well work as well.

Offline Callie Del Noire

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #33 on: September 02, 2011, 04:29:24 PM »
Well (assuming you've approved mine) you got LOTS more than 3. :D

Offline WintercatTopic starter

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #34 on: September 02, 2011, 04:42:24 PM »
I included you in the 3 approved characters, yes.

I wait for filled out characters before I mark them 'approved'. I am hoping Muse gets his together, he's the one that I originally -spoke of this idea with- so I am hoping he has a chance to make a character, but I am still looking for those 2 others for this.

Any more players than those 6 though, and i'd need a Co-DM just to ensure this wouldn't fall apart.

Online TheVillain

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #35 on: September 02, 2011, 04:43:53 PM »
Scrapping my basic idea, just doesn't seem that exciting compared to what I've seen. Will try to come up with something full and send it to you. Soon as I can think of it. :P

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #36 on: September 02, 2011, 05:02:16 PM »
Just trying to think of a concept here...So many ideas!

Offline meikle

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #37 on: September 02, 2011, 05:26:04 PM »
I don't like feeling like I'm racing for a spot, so I'm probably not going to be presenting a sheet in fact!

Offline WintercatTopic starter

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #38 on: September 02, 2011, 05:42:12 PM »
I don't like feeling like I'm racing for a spot, so I'm probably not going to be presenting a sheet in fact!

Alright, I can understand and respect that. I apologise for giving the impression everyone has to be done in a hurry, I'd rather have nice, thought-out characters than the first ones ready, but I wasn't even sure if the game thread would have any nibbles so I didn't prepare any particular method of choosing.

If you are interested, I would be more than happy to run this game with you along, but if I have turned you away with my thoughts so far I apologise for this and hope you find a better, more experienced storyteller then.

EDIT:

Felt I should add a little more though. I wasn't expecting to get this much attention to the game, but it has grown quick. I am considering splitting the game to 2 parties and running the game for them separately, or keeping everyone in 1 bigger game, possibly asking someone's help to Co-DM it. Either way, this would mean the recruitment is -closed- for others now on, but everyone that has already posted will get to play if they want to, and feel they got a concept they would like to put to a try in the game.

I apologise once again for lack of preparation for the attention the game has gotten. I figured originally I might have 2-3 players, if I was lucky, or I might end up running this one-on-one to Muse.
« Last Edit: September 02, 2011, 05:47:11 PM by Wintercat »

Offline meikle

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #39 on: September 02, 2011, 05:51:50 PM »
I wasn't trying to be critical, I promise.  I was just trying to make sure nobody was going to be waiting for me. :)

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #40 on: September 02, 2011, 06:03:57 PM »
Screw it, using Thorn, my original character I made and used all these years, with the power to grow thorns and control them to some degree  :-)

Offline Callie Del Noire

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #41 on: September 02, 2011, 07:24:58 PM »
Vitals (Myriad)
Real Name: Valerie Anne Dobson
Occupation: Actress, Stand-in, Student, Exotic Dancer, Model, various part-time jobs (various forms)
Date of Birth:  9/21/1988 (24 in 2012)
Legal Status: US citizen
Height: 5'9"  Weight: 125 lbs.
Eyes: Brown  Hair: Brown (Various forms have different hair colors)
Measurements: 36C-27-36

Background:
An aspiring actress, Val went to UCLA on a scholarship and got a degree in drama and moved right into the stand by job of many actresses. Pretty much anything that paid her rent that week. She waited tables, walked dogs, washed cars and other jobs to keep her rent up.
One particularly trying week, she went through a series of set backs that pushed her to the brink of breakdown. Her room mates moved out, leaving her place bear of almost everything she had owned, her car broke down, she lost 2 of her part time jobs and had three 'MUST do' jobs come up at nearly the same time. With out all three, she would be out on her ear. Drunk the night before, she passed out wishing that she could cover all three of the temp jobs since that would make her rent for the month.
Waking up the next afternoon after a series of bizarre dreams where she seemed to be at all three acting jobs simultaneously, she was surprised to discover that she HAD gone to all three jobs at the same time. Her awareness grew as her 'forms', as she called her duplicate bodies, went through the actions needed to do the jobs. She had grown a form, which in turn formed two more and tucking her body in bed, gone out to do the jobs. She had found that while there was multiple bodies, her mind was a singular thing among them. She could grow a new 'form' from one body in a few hours and set it moving along easily.
These days, she has three to five forms in LA, and typically spreads the rest over the acting circuit as needed. She has three duplicates doing a magic act in Las Vegas, with one form playing the mentalist while the other two select items from the audience. Another trio are working in San Francisco as dancers. She has a pair in NYC looking for jobs and doing research on the side about meta-human events. A single form is hidden away at a farm her grandfather owns in North Carolina, watching over her grandparents and doing research online on the sly. She has had one form die in an accident, and would prefer to avoid it if she can.
Her agent, one of the few people 'in on it', has been wracking her brain on how to capitalize on this 'knack' of hers. One idea was to open a club solely hosted by her. Val has lost track of which form was 'the original' and tends to regard all her forms as being 'real'. Recently she realized that she could shift her form and heal faster. She can change her height/weight by as much as 35% but like creating a form, modifying one takes five hours of focusing and concentration. She thinks that her ability to heal faster, create forms and such are all tied to a metabolic process she hasn't quite mastered completely. The closest analog that she found in her research to date is the cancer tissues of Henrietta Lacks, which by this time quite out mass her original body. Needless to say she is considering, once she gets her funds above a certain level, creating a form to study biology and anatomy.

Valeria Anne Dobson (Myriad)

Spoiler: Click to Show/Hide
Power Level: 8; Power Points Spent: 120/120

STR: 12 (+1), DEX: 14 (+2), CON: 12 (+1), INT: 12 (+1), WIS: 12 (+1), CHA: 16 (+3)
Tough: +1, Fort: +4, Ref: +5, Will: +4

Skills: Acrobatics 4 (+6), Bluff 4 (+7), Climb 2 (+3), Computers 2 (+3), Diplomacy 2 (+5), Disguise 4 (+7/+27), Drive 1 (+3), Gather Information 2 (+5), Investigate 2 (+3), Knowledge (popular culture) 2 (+3), Knowledge (streetwise) 2 (+3), Language 2 (+2), Notice 2 (+3), Perform (acting) 6 (+9), Perform (comedy) 6 (+9), Perform (dance) 3 (+6), Perform (singing) 3 (+6), Profession (Writer) 4 (+5), Search 1 (+2), Sense Motive 2 (+3), Stealth 2 (+4), Swim 2 (+3)
Languages: English (Native), Japanese, Spanish

Feats: Attack Focus (melee) 2, Attractive 2 (+8), Eidetic Memory, Improved Trip, Set-Up, Teamwork 3

Powers:
Duplication 8 (Heroic, Survival; Permanent; Mental Link, Progression, # Duplicates 4 (25 duplicates); Action (Power Use, 5 hours) 7)
Immunity 1 (aging)
Immunity 10 (mental effects)
Morph 4 (morph: broad group - female humanoids only, +20 Disguise; Action (Power Use, 1 hour) 6)
Regeneration 5 (recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), recovery rate (unconscious) 1 (recover 1 / round))

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +7)
Attacks: Unarmed Attack, +6 (DC 16)
Defense: +6  (Flat-footed: +3), Knockback: +0
Initiative: +2

Totals: Abilities 18 + Skills 15 (60 ranks) + Feats 10 + Powers 48 + Combat 20 + Saves 9 + Drawbacks 0 = 120



Locations:
-Los Angeles: 5
-Las Vegas: 3
-New York City: 2
-North Carolina: 1
-San Francisco: 3
Total: 14/25
« Last Edit: September 04, 2011, 05:17:10 PM by Callie Del Noire »

Online TheVillain

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #42 on: September 02, 2011, 11:45:20 PM »


Vitals (Paradox)
Real Name: Unknown, claims it's J7
Occupation: Hacker/Activist
Date of Birth: Unknown, appears to be in his mid to late 20's. Claims his date of birth is January 1st, 2257.
Legal Status: None
Height: 6'1"
Weight: 140 pounds
Eyes: Blue
Hair: Brown

Background: Paradox is a complete mystery. In some ways, there is no evidence he existed before the power awakenings of 2012. And yet in other ways signs point to him being present at dozens of historical events. Picture above appears to be a thinly disguised Paradox present at the New York V-E Day Parade in 1945. Photographs and witness accounts also seem to put people that could be Paradox at Woodstock, the Sinking of the Titanic, the Hindenburg disaster, the 9/11 terrorist attacks, the fall of the Berlin Wall, there's even a suspicious looking image on a Frescoe at Pompeii.

Paradox claims this isn't a coincidence. He claims he was released from the cloning vats in the late 2250's, where the existence of superhuman abilities are pretty much the only break humanity will catch in the next 300 years of human history. Our time period will apparently be remembered as 'Ragnarok Highway' culminating in the 'Half Hour War' of 2074. By the 2280's the human race is all but extinct, and would be if it wasn't for cloning technology. The vast majority of the people alive in 2280 have super-powers, but an even greater majority are completely sterile. J7's power was seen as a godsend in it's own way. J7 has a superhuman resistance to atomic radiation and as a result was the only person in 2280 who could survive the physical demands of Time Travel.

And, according to him, that's what he's been doing. Attempting to create new time-lines where the war never happened and the human race was never pushed to the edge of extinction but in which Cloning Technology and a rough form of Time Travel were still both developed by the 2280's. But ultimately, he failed- returning to a timeline where a this time much less experienced technician accidently set off an explosion in the prototype time machine. He took his own machine back one more time, back before the War before the machine was deleted from the time-line entirely.

Something about the initial quantum surge of the Awakening had set up a sort of temporal speed trap. The Time Machine crash landed in 18:42 of December 23, 2012- between the ticks of a second. J7 himself "walked" from the crash, his connection to the normal flow of time now loose at best. But now that he isn't part of normal time anymore, he may be immune to temporal paradoxes- and now that he no longer has to worry about that, this could make his mission  to prevent the war success after all.

Abilities: 12 PP
STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 10 (+0)

Saves: 18 PP
Fort: +7 (6 PP)
Reflex: +9 (6 PP)
Will: +6 (6 PP)

Combat: 28 PP
Tough: +8, 7 Imp
Attack: +7 (14 PP)
Defense: +7 (14 PP)
Grapple:+7
Init: +17
Carrying Capacity: 10

Skills: 19 PP
Acrobatics 4 (+7)
Bluff 8 (+9)
Concentration 8 (+8)
Computers 8 (+9)
Craft (Electrical) 8 (+9)
Craft (Mechanical) 8 (+9)
Knowledge (History) 8 (+9)
Knowledge (Physical Science) 8 (+9)
Knowledge (Technology) 8 (+9)
Notice 8 (+8)
Search 8 (+8)

Feats: 6 PP
Evasion
Fast Overrun
Improvised Tools
Instant Up
Inventor
Move-by Action

Powers: 44 PP
Device (Hard to Lose) Rank 4
Effect: General
Range: Personal
Action: Reaction
Duration: Continuous
Cost: 16 PP [20 PP for Contruction]
J7's pilot suit for the time machine was built with the best smart clothing designs of the late 2280's. As such despite it's surprisingly unassuming appearance it actually protects J7 better then a 2012 bulletproof armor set, can change configuration to appear like other forms of clothing, can repair itself, and lets the wearer automatically interface with any sufficiently advanced computer that comes within 100 feet of it.
-Rank 2 Datalink (2 PP)
-Rank 4 Morph [Limited: Only the suit changes, Limited: It can only appear to be other articles of clothing.] (2 PP)
-Rank 1 Absorption [Limited: Stationary Inorganic Matter only, Healing] (2 PP)
-Rank 7 Protection [Impervious] 14 PP

Immunity Rank 3
Effect: Defense
Range: Personal
Action: Reaction
Duration: Permanent
-Aging, Atomic Radiation, Temporal Manipulation/Paradoxes

Time Control Rank 3
Effect: Movement
Range: Ranged
Action: Move
Duration: Sustained
Cost: 25
Paradox's running speed is about 100 miles per hour and can preform tasks at up to 10 times normal speed.
-Alternate Power: Rank 10 Paralyze (Slow and Ranged)
-Alternate Power: Rank 8 Super-Senses (Precognition, Postcognition)
-Alternate Power: Rank 10 Strike
-Power Feat: Wall-Run

Drawbacks: -3
Control - (Minor, Very Common; - 3 PP) - J7's connection to normal time is often tenuous at best. If he's not specifically concentrating on keeping a normal 1 to 1 ratio of his personal time to normal time he can fluctuate in either direction, moving with superhuman speed or slowness.

Total: 12 Abillities + 28 Combat + 18 Saves + 21 Skills + 44 Powers + 6 Feats - 3 Drawbacks = 120 PP

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #43 on: September 03, 2011, 01:32:55 PM »
Would it be alright if, as part of my character's story, a meteor hit and took out a city park? Maybe other supers came out of it too.

My character's mutation will be triggered by the event.

Online TheVillain

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #44 on: September 03, 2011, 01:40:12 PM »
I don't know about a whole city park or if mine is acceptable, but mine has a crashed Time Machine. Think that could work too?

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #45 on: September 03, 2011, 01:51:56 PM »
Nothing says bad luck like being hit by a crashed time machine

I'll think on it, it could work. Its just I want an event that put my character in danger (I sent the sheet in PM to the GM) that triggers her powers.

Offline MasterMischief

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #46 on: September 03, 2011, 05:17:19 PM »
If you still need help, Wintercat, I would consider Co-GMing with you.

Offline WintercatTopic starter

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #47 on: September 04, 2011, 04:38:22 PM »
The time machine-matter was already discussed with the player and the end result was the character recalls the crash but the thing vanished soon after, leaving no evidence besides the things the character is carrying close to skin.

The meteor event sounds like it might be thought to be the -source- of it all if not for the fact that at most, it happened after several others were already -confirmed-. Also, would require it to be so that while it did damage, it was no -devastated all of central park- size thing, a nasty hit but I'd prefer there was still a good bit of park.

While the meteor was there when the character changed, later on the park returned to -normal- in suspiciously fast time and the meteor was gone. Leaving perhaps some to wonder if it was real or not, or if someone is covering up things.

As said, I'm ok with things, just leave it so there's no definite evidence -at the very beginning- beyond what is part of a character's powers. I haven't seen any 500 feet long space-frigates serving as both headquarters and vehicles yet though, so I think people are going with the right spirit. ^^ Its Paragons ideas afterall. *Bows*

And MM, thanks for the offer, I will consider it seriously. No definite answer from here yet though, sorry need to clear my head a bit.

Online TheVillain

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #48 on: September 04, 2011, 04:47:16 PM »
Personally, I like the idea that the crash was in time as well as space. It crashed at 1823 on Dec 23rd, 2012- and stayed there while the rest of the time-stream went forward. My only point of disagreement is that this doesn't rule out the time machine being the mysterious meteor as long as every character that uses the meteor was in the same place at that time.

Offline Thorn14

Re: [Mutants & Masterminds 2nd] Paragon - Dawn
« Reply #49 on: September 04, 2011, 06:38:46 PM »
Well I wasn't expecting the meteor to be the SOURCE but just the trigger my character's changes needed.

And I'm cool with it being a small part of the park that was covered up.

Is that what you wanted to happen? If so I'm 100% cool with that.