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DINE Moonshine (including: MHR- Agents of ARMOR)


DarkisNotEvil

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Greetings, {ARMOR AGENT}.

REMINDER

In accordance with your NDA, the names and identities of these individuals are considered private until otherwise specified. Either as citizens of the United States or residents thereof due to being present in the continental US area, they are still granted personal privacy protection IAW existing guidance. Using this information, except in due legal process and the proper procedures approved by the chain of command, is considered a breach of privacy rights and may result in the revocation of your clearance or restriction from further access.Don't read unless you want setting spoilers, but remember that I have the ability to change things up. This is mostly for fun, though, and to christen the homebrew area.

 

>Search: Kris Walker
>Lightning Lad

 

Lightning Lad
Affiliations: Solo D10 Buddy D8 Team D6
       
Distinctions:   Too Fast to Handle  
D8 or D4+1 PP   Lightning Wit  
    Adapt and Overcome  
       
Power Sets: Electro-Shifter    
  Electric Blast D8 Electric Mastery D10 Intangibility D10
  Godlike Speed D12 Superhuman Reflexes D10  
   SFX: Area Attack.Against multiple targets, for every additional target add a d6 and keep an additional effect die. SFX: Immunity.Spend 1 PP to ignore stress or trauma from vacuum, hunger, thirst, or fatigue. SFX: Live Wire.On a successful reaction against a physical attack, inflict physical stress with your effect die at no PP cost. Spend 1 PP to step it up.
  SFX: Multipower.Add more than one Electro-Shifter powers to your dice pool. Step for back each Electro-Shifter die in your pool once for each die beyond the first. Limit: Faraday Cage.Shut down Electro-Shifter and gain 1 PP versus grounding or electricity-dampening attacks. Recover by activating an opportunity or during a Transition Scene. Limit: Just a Child.Step up emotional stress caused by doubt, guilt, or self-worth to gain 1 PP.
       
Specialties: Combat Expert D8 Science Expert D8 Tech Expert D8
       
Milestones: Growing Pains    
  1XP - No Big DealWhen someone mentions your unusual upbringing or lifestyle, but you treat it as if it were normal. 3XP - Harmful to MinorsWhen you are prevented from going on a mission due to it being 'unsuitable for children'. 10 XP- Not Just a PhaseWhen you either give up heroism in order to grow up 'normally', or you become a legal adult hero full-time.
  You Can Choose Your Friends...    
  1 XP - Better ForgottenWhen a situation or statement reminds you of your abusive parents. 3 XP - I Don't Know You AnymoreWhen you take or inflict Trauma onto Vermillion Viper. 10 XP - Choose Your FamilyWhen you either give up on Vermillion Viper forever, or you manage to convince him to return to his identity as Lloyd Walker.

 

  • History: Born into a poor inner-city home, Kris was too young to understand what was going on as Lloyd took care of him and his his mother wasted away, until she was finally ordered to release custody of the boys to her ex-husband. Mr. Walker wasn't much better, as while he did properly feed and house the boys, any time not spent on homework or sleep was spent on self-sufficiency and athletic training. Because of this and other factors, Lloyd ran away from home, causing Kris to move once more when the government realized what had happened and took away custody rights from Mr. Walker. His mother was dead by that point, and he ended up being shuffled from family to family until his powers were revealed during an athletic event at school. Having put off the feelings of loneliness in pursuit of athletic excellence, Kris revealed his electro-magnetic powers when he was trying to catch up in a sprint before practically teleporting to the end of the race. Soon, he was moved again, because his completely normal adoptive parents simply couldn't handle him. At that point, ARMOR stepped in, and did their best to try and give the boy an ordinary childhood. ARMOR wasn't well-equipped for superhuman homeschooling, though, and even once they caught up in anticipation of future super-powered children, Kris was practically uncontrollable. Being able to turn into electromagnetic power meant there weren't a lot of ways to keep him in one place, especially when he was interested in performing super-heroic acts.  Only after a lot of convincing did they manage to get him to focus on his schoolwork.
  • Personality: Kris Walker is overenthusiastic, extremely powerful, and, despite issues in his upbringing, very idealistic. Somewhat competitive, he has a tendency to bite off more than he can chew on purpose, in order to discover a way out. However, being reminded that he's expected to behave like a child can put him in a dark mood, as he's often bitterly reminded of how he's nothing like most other children and doesn't have any close friends his age.
  • Abilities and Resources: Kris's abilities are myriad, most powerful among them a nearly unstoppable speed that he is able to employ without injuring himself. Able to 'ride wires' and phase through most substances, he is able to take down far more experienced foes simply by virtue of them simply not being able to stop anything he does, nor hurt him in any way. He can also 'hack machines', though for the most part he's limited to simple scrambling or push-button mechanics, such as breaking a vending machine to make it constantly vend. With the support of ARMOR, who is still hesitant to let him out, he can arrange aid to solve problems that are beyond his skillset or means. He is also the only brother of Lloyd Walker, better known as Vermillion Viper.
Edited by DarkisNotEvil (see edit history)
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  • 1 month later...

>Search: Mask
>Mask, The

 

The Mask
Affiliations: Solo D10 Buddy D6 Team D8
       
Distinctions:   Immortal, Not Invincible  
D8 or D4+1 PP   Century of Heartbreak  
    Always in Trouble  
       
Power Sets: American Mutant    
  Superhuman Durability D10 Superhuman Stamina D10 Superhuman Strength D10
 

  SFX: Fight DirtyYou can step up the smallest die in the Doom Pool to add Menace Master to an attack pool that already includes a Specialty.

  SFX: Lay LowDuring a Transition Scene, you can add Covert Expert to your pool when helping others to recover Stress. 

  SFX: They're All Gone...When opposing either a Large-Scale Threat or an opponent with at least 2 D12 powers, you can keep an additional effect die or total die at no cost.

  SFX: ...While I'm Still Here!Before you make an action with an American Mutant power, you may move your physical stress to the Doom Pool and step up the American Mutant power by +1 for this action. You may pay 1 PP to move your Physical Trauma to the Doom Pool instead.

 Limit: Issues with AuthorityEarn 1 PP when you step up Stress or Complications inflicted by government employees or celebrities by +1.

 Limit: MutantEarn 1 PP when affected by mutant-specific Milestones or tech.

  Crimson Mask    
  Enhanced Senses D8 Tech Sense D6 Mystic Sense D6
  Limit: GearShutdown Crimson Mask and gain 1 PP. Take an action versus the Doom Pool to recover.    
       
Specialties: Acrobatics Expert D8 Combat Master D10 Covert Expert D8
  Crime Master D10 Menace Master D10 Vehicle Expert D8
       
Milestones: An Eternity of Battle    
 

 1XP - It's Reflex by NowThe first time in a scene you inflict physical stress.

 3XP - I Barely Feel It AnymoreWhen your ...While I'm Still Here! SFX clears D10 or more stress at once.

 10 XP- What's Best in LifeWhen you defeat an enemy with violence as the last hero standing, or you're taken out first and the enemy is defeated by non-violent means.

  Many Mistakes    
  1 XP - Regret, Regret, RegretWhen an enemy inflicts Stress or a Complication on you using your history as leverage. 3 XP - Bitter RevengeWhen someone you opposed in the past or their successor inflicts Trauma onto you. 10 XP - Beneath The MaskWhen you either choose a successor to become The Mask, or defeat a challenger to the title.

Pointbuy: Powers 8D8 + SFX 4D8 + Specialties 9D8 - Limits 3D8 = 18D8 

  • History: A Florida native, Jake Ramamalathan has heard it all, especially jokes about his name. It was indeed made up, when his Irish father crossed into Ellis Island, trying to leave his old name behind. While Jake would have been perfectly fine to remain a dishwasher in the Roaring Twenties, his mutant powers were first revealed when he sold moonshine with his family. Originally portrayed as an awful stereotype of the Emerald Isle, his portrayal became more generous as more people came to like his take-no-dirt attitude during a time period when authority was being questioned. For every paper dragging his name in the mud, there was an under-the-counter account of the moonshiner which portrayed him as a hero against corrupt cops and gangsters alike. This attention, and the fact that he was not aging normally, would earn him the attention but not affection of Lady Liberty, a fellow immigrant-child and redhead who he ended up seeing as an older sister despite the fact that he was technically older than her. Her unbreakable resolve lead to him gaining additional leanings toward justice, something that would be sorely tested in the future. Serving in both World Wars, he joined Lady Liberty on the European front, but had his sister figure taken from him in a cataclysmic event- the body was never found, despite his best efforts. In the Pacific, he endured a grappling match with a poor fellow mutant who had his powers activated by the Hiroshima bombing, leading to a return to his more cynical character after the war. Starting a romance with a short-lived alien woman named Miss Sapphire, he watched her age to death in front of him, doing his best to keep her comfortable during her final months. This and the horrors of war would haunt him for the rest of his life, giving him a definitively anti-totalitarian bent. He would make ideological enemies with almost every political alignment during the Cold War, further embittering him and leaving him unsure of what to do. By this point, he chooses his own battles to fight, not caring whether anyone agrees with who he chooses to help or why.
  • Personality: Jacob is a relentless cynic, a shell of his former heroic self, and someone whose first choice of approach is almost always violence, due to how good he is at it. He's a master of combat and expert in acrobatics not through training but sheer experience with fighting and movement within all kinds of terrain. Secretly, he hopes someone with awaken the hiding sense of justice within him, but he's not going to admit it. He's never had a lover or a wife after his singular love affair with the alien woman Miss Sapphire.
  • Abilities and Resources: The Mask has approximately a century of almost constant battle experience, whether at home or abroad, and has performed infiltration, criminal activity, law enforcement, combat driving, and lots and lots of hand-to-hand brawling. His worldwide experience has given him friends and enemies everywhere in the world, from politicians to drug dealers to shamans. Ramamalathan has been given a specially augmented Crimson Mask by those he's helped throughout the years, and it's been added to, modified, and reconstructed several times. One thing remains the same: It always covers his eyes, which are black.
Edited by DarkisNotEvil (see edit history)
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>Search: Wertz
>Titanium Woman

 

Titanium Woman
Affiliations: Solo D8 Buddy D6 Team D10
       
Distinctions:   Face of Armor  
D8 or D4+1 PP   Image Issues  
    Overeager Genius  
       
Power Sets: Cyborg Frame    
  Cyber Senses D8 Superhuman Durability D10 Superhuman Strength D10
 

Superhuman Reflexes D10

 

 

   SFX: Reroute PowerPay 1PP and step down any Cyborg Frame power by -1 to step up another Cyborg Frame power by +1 for one action or reaction. Recover power by activating an opportunity or during a transition Scene.

SFX: ImmunityPay 1 PP to ignore Stress, Trauma, or Complications caused by vacuum, hunger, thirst, disease, poison, or fatigue. Limit: DrainedStep back all Cyborg Frame powers by -1 and gain 1PP. Recover powers by activating an opportunity or during a Transition Scene.
  Hard Light Array    
  Laser Blast D8 Light Control D8 Subsonic Flight D8
 

  SFX: Area AttackTarget multiple opponents. For each additional target, add D6 to your pool and keep +1 effect die.

   SFX: Hologram MakerAdd D6 and step up your effect die by +1 when using Light Control to make light or hologram-related assets.

  Limit: Lights OutShutdown Hard Light Array and gain 1 PP. Take an action versus the doom pool to recover.

       
Specialties: Acrobatics Expert D8 Business Expert D8 Science Master D10
  Tech Master D10    
       
Milestones: We're Needed, ARMOR!    
 

 1XP - Here's the PlanThe first time in a scene you give orders.

 3XP - Butting HeadsWhenever you come into conflict with another hero while advocating ARMOR's responsibilities or reputation.

 10 XP- Fully ARMORedWhen you either disband your current team in favor of a new one or convince at least half of the other members to join ARMOR permanently.

  Woman or Weapon?    
  1 XP - I'm Not HungryWhen you are in a situation where you are expected to perform a task you no longer can, such as eating or drinking. 3 XP - Steel Doesn't FeelWhen your advice is rejected on the grounds that your augmentations have limited your perspective. 10 XP - System UpdateWhen you either transfer your consciousness into an entirely technological form or find a way to regain your biological functions.

Pointbuy: Powers 10D8 + SFX 4D8 + Specialties 6D8 - Limits 2D8 = 18D8 

  • History: The spitting image of a glamorous New Yorker, Miss Abigail Anat is strong-headed, lovely, courageous, and also cybernetic. Her permanently perfect appearance is a result of a late night in the laboratory where she was stabbed several dozen times by a corporate espionage agent, who stole her newly perfected 'hard hologram' technology. Despite the grievous wounds, she played dead and managed to stay alive through force of will, later recovered by of one of her future allies, First Responder. After being told that she would never have proper use of any of her limbs or lungs again, the cutting-edge cyberneticist took a huge gamble and constructed a cyborg frame to replace her destroyed body. While she had no medical experience, she was assisted by a glory-seeking compatriot, Helen Dimitriou, who thought that this would be her big break. However, while Anat became an augmented heroine, she remained a 'mere' celebrated surgeon, and Abigail's friend, until the gap in their reputation grew too great, and Helen sabotaged Anat's body. The Titanium Woman didn't realize what had happened until she went half-blind in the middle of battle and had a different trusted ally run some diagnostics. When Helen's changes were detected, Dimitriou was arrested for attempted murder and became a fierce enemy of ARMOR, whom Titanium Woman had become the poster woman for due to her heroic activity and glamorous appearance.
  • Personality: Both a workaholic and a smooth-talker, Anat is extraordinarily intelligent and skilled in her fields of expertise. At home in front of a camera, computer desk, or workbench, she is hyper-focused on getting tasks done, appearances kept up, and the day saved. People's feelings come second, in her opinion, to task completion and their survival. Opinionated by virtue of her education and experienced in the art of spin, she is willing to say one thing on camera and another to her coworkers or subordinates, accepting this as the nature of politics. Always open to a new opportunity, Abigail tends to bite off more than her allies can chew, but she's dedicated enough to cover for the difference herself more often than not. Despite apparently having it all, Abigail is all-too-aware of how perilous her position actually is due to how close she can cut things, and dreads the possibility of causing a disaster and being routed out of ARMOR despite all she's accomplished. She is also reminded constantly that the world is built for humans, not for cyborgs, and she is regretful of her tendency to offend people.
  • Abilities and Resources: Capable of handling the academics and athletics alike, Abigail is an expert engineer and physicist who knows many fellow physicists, pushing the limits of the known with her hardlight developments and reviewing or writing papers on mathematics, electronics, and optics. By virtue of becoming the spokeswoman of ARMOR, she has national and international connections, from Senators to royalty. Unfortunately, this does not extend so strongly to law enforcement or criminal contacts, which she usually leaves to her more experienced lawyer friends. Her acrobatic skills have been developed as a result of testing the limits of her frame's agility and mobility, working in concert with the hard-light's ability to produce flight-like effects through the same functions that make the light act as a material.
Edited by DarkisNotEvil (see edit history)
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>Search: First Responder
>First Responder

 

First Responder
Affiliations: Solo D6 Buddy D8 Team D10
       
Distinctions:   Giant Heart  
D8 or D4+1 PP   Hillbilly Hero  
    Simple, Not Stupid  
       
Power Sets: Anti-Disaster    
  Godlike Durability D12 Godlike Strength D12 Heat Vision D8
 

Ice Breath D8

Superhuman Senses D10

Superhuman Stamina D10

 

Supersonic Flight D10

   
  SFX: Area AttackTarget multiple opponents. For each additional target, add D6 to your pool and keep +1 effect die.

   SFX: Adrenaline RushConvert Physical stress to Mental stress at no cost, or pay 1 PP to step the converted stress back by -1.

  SFX: Fire FightingSpend 1 PP to reroll when opposing the Doom Pool.

 

   SFX: Fireman's ShieldPay 1 PP to take physical stress intended for a nearby friend or protectorate.

   SFX: ImmunityPay 1 PP to ignore Stress, Trauma, or Complications caused by vacuum, disease, poison, toxicity, or fatigue.

   Limit: Death and DespairStep up emotional stress caused by guilt or the suffering of those you have sworn to protect to gain 1 PP.

     
Specialties: Medical Expert D8 Psyche Expert D8  
       
Milestones: Preventative Education    
 

 1XP - Substitute TeacherWhenever you speak to children or parents about what needs to be done to keep their community safe from disaster.

 3XP - Doctor of Disaster?When your lack of education is used to call your expertise into question.

 10 XP- Heroism Studies 101When you either gain a higher education in order to better serve the public cause or put your studies in jeopardy to save someone in immediate danger.

  Cancel the Apocalypse    
  1 XP - Help the HelplessThe first time in a scene you reduce the Doom Pool through rescuing civilians or shoring up structures. 3 XP - TriageWhen you are either forced to choose who to help in a scene, or you are forced to ignore a cry for help to fight a threat and prevent it from becoming more dangerous. 10 XP - Eye of the StormWhen you either reduce the Doom Pool by 3D12 in one Scene or end an Action Scene with all three kinds of Trauma.

Pointbuy: Powers 16D8 + SFX 5D8 + Specialties 2D8 - Limits 1D8 = 22D8 

  • History: Marcus Philips probably isn't who you would expect to turn up when people talk about who 'the strongest man in the world' is. Formerly a volunteer firefighter from Kentucky, Marcus accepted a new position within ARMOR in order to get worldwide access to as-it-happened emergency feeds. Ever since, he's always first on the scene when it comes to removing people from danger or performing emergency first aid, participating in fighting fires, evacuating hurricanes, and rescuing trapped individuals from earthquakes.
  • Personality: Despite standing two meters tall outside boots, Marcus is a very mild individual at heart, and hates to see people hurt or punished, even if they're being criticized for entirely correct reasons. His default reaction to being attacked is to patiently wait for the attacker to finish, relying on his natural durability to see him through unharmed. He is entirely aware of how much power he carries in his body, and his greatest fear is killing someone by accident. He's faced major criticism within ARMOR for putting others ahead of himself to a fault, either by encouraging rudeness in letting people walk over him, or choosing constant rescue work over educating himself so he can help people more effectively. His commoner personality and favoritism towards the simple solution is exemplified through his favorite meal: Three dozen chicken wings, a pound of carrots, five sticks of celery and ranch to taste, with a side of French fries and a beer.
  • Abilities and Resources: What the emergency fighter lacks in skill, he more than makes up for with sheer versatility and creativity. Even heat vision, a traditionally destructive power, serves the common good by cutting power lines from afar, cleanly cutting where fists fail, or creating carefully contained burns. His meek nature and tendency to help others has made him a famously effective tool for child education videos, as most children love the soft-hearted rescue hero.
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>Search: Wertz, Lauren
>Venusian, The

 

The Venusian
Affiliations: Solo D8 Buddy D10 Team D6
       
Distinctions:   Otherworldly  
D8 or D4+1 PP   Unassuming Powerhouse  
    Super Scientist  
       
Power Sets: Psychokinetic Hybrid    
  Force Blast D10 Superhuman Durability D10 Superhuman Senses D10
 

Supersonic Flight D10

Telekinetic Supremacy D12

Telepathy D10

 

 SFX: Area AttackTarget multiple opponents. For each additional target, add D6 to your pool and keep +1 effect die.

   SFX: ImmunitySpend 1 PP to ignore telepathy or mind control.

   SFX: MeditationYou may add Telepathy to your pool when helping others recover Stress. Spend 1 PP to recover your or another's Emotional Stress or step back your or another Emotional Trauma by -1.

 

  SFX: VersatileSplit Telekinetic Supremacy into 2D10 or 3D8.

    Limit: Conscious ActivationWhen stressed out, asleep, or unconscious, shut down Psychokinetic Hybrid. Recover Psychokinetic Hybrid when you recover that stress or wake up. If you take Mental Trauma, shut down Psychokinetic Hybrid until you recover that trauma.

 

       
Specialties: Cosmic Expert D8 Psyche Master D10 Science Master D10
       
Milestones: Dimensional Differences    
 

 1XP - Not in my History!When you reference an event that never happened in the Venusian timeline or misunderstand a reference common to Earthlings.

 3XP - Home Sweet Home?When you are greeted by one of your relatives from Earth.

 10 XP- Mother's DaughterWhen you either choose to become an Earth-focused heroine, or you find a way to return to your home dimension out of homesickness.

  Mind Games    
  1 XP - Penny for your ThoughtsWhenever you ask someone's permission to use Telepathy. 3 XP - Psychic Health AwarenessWhen you use your Meditation SFX to step back another hero's trauma. 10 XP - A Terrible Thing to ReadWhen you inflict D10 or more mental Trauma on someone using Telepathy, or you're taken out by Mental Trauma inflicted by someone you used Telepathy on without permission.

Pointbuy: Powers 14D8 + SFX 4D8 + Specialties 5D8 - Limits 1D8 = 22D8 

  • History: Ms. Wertz's parents met by virtue of teleporter testing incident- which would have been odd enough, had they not been from different dimensions entirely. The planet Earth knows as Venus was known as Earth in another world, and was life-bearing due to some slightly adjusted variables that allowed the famously hostile planet to instead be humanity's fertile home. Getting along well, the unexpected dimensional students had a child, whose inter-dimensional origins served to provide her unusual powers. Genetically identical to a human from either dimension, it was her strange connection to both worlds that granted her overwhelming telekinetic powers she learned to control at an early age. Despite being raised by loving parents, the shadows of envy ran over Lauren's life from the earliest years. One of her father's co-workers from the alternate Venus took up an obsession with the origin of her powers, which he carefully concealed in order to prevent detection. Correctly determining that the genetics themselves had nothing to do with her powers and that their difference in origin was the source, he studied the teleporter that was used using himself as a test subject. The massive power expenditure exposed him after years of careful concealment, and rather than allow himself to be taken captive, he fired in impossible coordinates and overrode safeguards to do so. This would throw Lauren across time and space, arriving in her mother's world with no way home, and possibly being chased by a power-obsessed maniac.
  • Personality: Unlike the stereotype of the callous professor, Lauren is extremely diplomatic due to her intimate understanding of the human psyche. While many people who have telepathic powers learn to hate the minds of humanity due to the things they hide from each other, Wertz's position on the matter is that they more often than not hide their darker impulses because they know the harm that indulging that evil would do. While she is regretful that as a child she studied the minds of others without permission, the self-restraint she has observed so many individuals use out of concern for others has been a source of great strength and comfort for her. She also enjoys learning new things, especially about other people.
  • Abilities and Resources: Far from home, Lauren often needs to rely on her abilities and common knowledge in order to get by. It can be somewhat amusing when she references Venus's gravitational constant by reflex or greets someone who has never met her, but she does her best to catch up, and certainly has the mind to do it.
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3 hours ago, Excior said:

my bad when I said post I was trying to say include the table generator option like MW use to have way back in the day. lol I loved that option.

 

I think you'll need to elaborate, since "way back in the day" means "before Eric joined in 2008" 😄 Tables of/for what?

 

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