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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Genesis Q&A
Parent thread: Prometheans: Genesis (The Reboot)
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Eol Fefalas
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Genesis Q&A

This is the Q&A thread for the rebooted Prometheans: Genesis game.

Our list of Players
  • Project Prometheus Assets

    • SilentOne - Playing Penumbra; Recovery Team Asset

    • Bromern Sal - Playing Overwatch; Tech and Admin Asset

    • TannTalas - Playing Syphon; Recovery Team Asset

  • Project Prometheus Subjects/Detainees

    • Hammer - Playing Disturbance; a Project Prometheus Subject

    • Chessicfayth - Playing Phobos; a Project Prometheus Subject

    • Altaira - Playing Lightning; a Project Prometheus Subject

    • Grugg - Playing Boomer; a Project Prometheus Subject

  • Still awaiting concepts
    • Nomad

Posted on 2017-06-28 at 10:14:14.
Edited on 2017-07-03 at 09:11:16 by Eol Fefalas

Eol Fefalas
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7913 Posts

The Agents

  • Overwatch
    File #: 00031

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Elemental

    Real name: Pembrook, Afton

    Current occupation: CEO/Owner of PemTech International, Inc. in London, England; Consultant and Tech Engineer at Project Prometheus' MARSH facility.

    Age: 45

    Height: 6'0"

    Weight: 200 lbs

    Hair: Silver

    Eyes: Blue

    Background: Afton is a law and order loving tech genius who developed the Hunter software that is designed to hunt down blackhat programmers, identify them for law enforcement, and track their digital biology so that whenever they log into the Internet, their habitual method of typing, their unique way of writing code, their preferred technology, etc. is all tracked and the Hunter software can learn, updating its database along the way. He sold licenses to governments around the world making him one of the wealthiest men in the world, the demand of which caused the necessity of the actual company PemTech International, Inc. which employs a few thousand people worldwide and is still privately owned. Unmarried, Afton Pembrook is a recluse who avoids media attention and humbly refuses his public reputation of a genius. He developed the Hunter software in response to a hacker destroying his father's company by raiding its bank accounts. The losses and the stresses encured caused his father's suicide. From what the paparazi have been able to determine, his constant companion is a great dane named Tank. Afton has also been seen in or leaving various martial arts studios and rumor has it that he is also an adept survivalist and prepper with multiple safehouses and stashes/caches throughout the world that include everything from vehicles and fuel to weapons, cash, gold, silver, food, clothes, etc.

    • Irradiated (Radiation Control): Burst Area(15ft radius), Permanent, Uncontrolled
      • Note: Power is contained/nullified by a special harness developed by Project Prometheus in conjunction with Mr Pembrook. This harness has been upgraded with the capacity to utilize the radiation Pembrook generates to power the D.A.D.D.E power-suit.
    • D.A.D.D.E.: Dynamic Ability Dampening and Dispersal Engine
      • Absorption (Radiation)
      • Integrated Communications (radio/satellite)
      • Immunity (Life Support)
        • Human Waste Filtration System - Creates drinkable water from urine generated within the suit.
      • Protection (Impervious)
      • Enhanced Strength
      • Flight (500 mph, 4400 ft/rd)
      • Super-senses
        • Blindsight (radio/satellite extended radius)
        • Darkvision
        • Direction Sense
        • Distance Sense
        • X-Ray Vision
        • Time Sense
      • Super Strength (Lift/Carry capacity, Heavy load= 33.3 tons)
      • Force Beams (Range 100 ft)
      • Grenade Launcher
        • Flashbangs x4
        • Sleep Gas x4
        • Smoke x4
        • Tear Gas x4
        • Bolo x4
      • Stun Gun
      • Multi-tool
      • Flash/spot light
      • Medium Composite Shield (collapsible)

    • Upon expression of his metahuman abilities, Mr Pembrook voluntarily contacted Project Prometheus in hopes of removing or nullifying his powers. As no reliably permanent reversal was readily available, Mr Pembrook contributed resources and assets to the Project's Tech Division.

    • Currently serves as a consultant and ah-hoc Chef of Technical Research and Development at the MARSH facility.

    • Has constructed a "power-suit" for himself which can either repress his meta human abilities or utilize them to power the suits other capabilities.


    Played by: Bromern Sal

  • Syphon
    File #: 00002

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Narcissist/Metamorph

    Real name: Glau, River

    Current occupation: Metahuman Asset; Project Prometheus Recovery Team Alpha Echo 6; (Former Thief)

    Age: 26

    Height: 5'6"

    Weight: 125 lbs

    Hair: Brown (naturally)

    Eyes: Brown (naturally)

    Background: ((Coming soon))

    • Power Pilfer
      • Mimic - Copy/Absorb all powers from a target (Range - Touch; Duration 3)
      • Nullify - Nullify all powers from a target (Range 40ft)*
    • Morph (Limited)
      • Minor cosmetic changes only. Eye color, Hair color/style/length

    • Second meta ever discovered/recruited by the Project
    • Completed in-processing, orientation, and preliminary training at the MARSH complex.
    • Asset assigned to Recovery Team Alpha Echo 6


    Played by: TannTalas

  • Penumbra
    File #: 00027

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Elemental/Kinetic

    Real name: Synklar, Alyeria ('Aly')

    Current Occupation: Metahuman Asset; Project Prometheus Recovery Team Delta Sigma 3

    Age: 18

    Height: 5'7"

    Weight: 120 lbs

    Hair: Black

    Eyes: Blue

    Background: [Currently Classified]

    • Alternate Form - Shadow
      • Chilling Touch (fatigue)
      • Concealment (sight, hearing)
      • Insubstantial (incorporeal in shadow form)
      • Super-movement (slithering, wall-crawling... requires presence of shadows)
    • Darkness Control (Range: 60 ft Radius: 250 ft)
    • Sonic Scream (Range: 40 ft, Radius: 20 ft, Trail area effect: 100 ft trail)
      • Blast (cold/darkness; range: 40 ft)

    • Asset recruited at a bus station in Wetaskiwin, Alberta, Canada.
    • Completed in-processing, orientation, and preliminary training at the MARSH complex.
    • Asset assigned to Recovery Team Delta Sigma 3

    Played by: Silent One

  • Nomad (Pending)

Posted on 2017-06-28 at 10:14:46.
Edited on 2017-07-02 at 12:21:55 by Eol Fefalas

Eol Fefalas
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7913 Posts

The Ain't Havin' Its

  • Disturbance
    File#: 14346

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Herculean/Dynamo

    Real name: Smith, Preston (presumed to be an alias)

    Current Occupation: Preacher (presumed to be a cover)

    Age: 35

    Height: 6'4"

    Weight: 230

    Hair: Black

    Eyes: green (r), blue (l)

    Background: [Currently Classified]

    • Super-strength: lift/carry capacity, heavy-load=179.2 tons
      • Groundstrike (radius 100 ft)
      • Shockwave (Cone; 100ft)
    • Enhanced Strength
    • Enhanced Constitution
    • Leaping (Jumping distance x1000)
    • Immunity (ballistic, electrical)
    • Impervious Toughness
    • Electro-Magnetic Pulse(uncontrolled) (range 40ft, instant)

    • Subject acquired in Paraguay, South America
    • Subject exhibits signs/symptoms of Dissociative Identity Disorder

    Played by: Hammer

  • Phobos
    File #: 15943

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Psionic

    Real name: Blake, Jason

    Current occupation: Fast Food Cook

    Age: 25

    Height: 6'6"

    Weight: 258 lbs

    Hair: Brown

    Eyes: Dark blue


    • I Know Your Fear
      • Fear Sense (Mind Reading; Limited to target's fears only)
      • Fears Come to Life (Illusion - creates full spectrum sensory Illusions based on the fears Phobos senses from his targets)
      • Playing on Fear (Emotion Control - fear only; allows Phobos to increase/amp up a fear sensed from his target)
    • Teleporation - Linited; line of sight. Ghost trail after effect

    • Subject acquired in Franklin, Tennessee, USA
    • Exhibits signs of paranoia. Extremely cautious and wary in interactions with staff and/or other subjects

    Played by: Chessicfayth

  • Lightning
    File #: 18056

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set: Herculean/Kinetic

    Real name: Williams, Brea

    Current occupation: Student/Waitress

    Age: 19

    Height: 5'3"

    Weight: 119 lbs

    Hair: Red

    Eyes: Cinnamon

    Background: Brea Williams is a 19 yr old college student at the University of Michigan in Ann Arbor Michigan. She is in her Sophomore year on the track for a Mechanical Engineering Degree. Mechanical Engineering was considered a man's field, and she had to work twice as hard to show that she was worthy of being there. She was receiving financial aid to help pay for her schooling, but she had to work part time to have any spare money on which to live. What little free time she managed to find, she spent indulging her fearless streak with white water kayaking, base jumping, and any other daredevil sport she could try, legal or not. She is an accomplished dancer, having started at the age of 9, and is skilled in Ballet and Jazz.

    Brea is daring and fearless in regards to physical activities, that does not extend to her diet or body fitness. She is a Vegan and adheres to a strict workout regime every day before classes. She is considered attractive by some, but she wears a minimum of makeup and therefore others have thought her a little plain. She has a natural energy to her that makes her rather outgoing and extroverted; she is often very talkative in groups or parties, even with strangers. She always has a smile on her face, and enjoys life to the fullest.

    Brea is an only child of Brandon and Felicia Williams of Northampton, MA., where she was raised and graduated Summa Cum Laude from Northampton High School. She was accepted to the University of Michigan, College of Science and Engineering in the Mechanical Engineering Program.

    • Super-speed
      • Quickness: perform routine tasks at 2500x speed
      • Speed: 10,000 mph, 88000 ft/rd)
      • Improved Initiative
      • Rapid Attack (Radius 50ft)
      • Rapid Fire
      • Running Punch
      • Wall Run
    • Light Control: (Std - Ranged; 20ft - Sustained)
      • Dazzle (Affects visual senses; 20ft - Instant)
      • Light Dart (Blast)

    • Subject acquired in Ann Arbor, Michigan, USA


    Played by: Altaira

  • Boomer
    File #: 00018

    Akizuki Scale Rating: A3 (potent)

    Hiedelburg-Mann Set:
    Real name: Brady, Nathaniel "Nate"

    Current occupation: Legal Intern

    Age: 27

    Height: 6'2"

    Weight: 215 lbs

    Hair: Blonde

    Eyes: Blue

    Background: Nate Brady has led a privileged life. The son of a name partner in a powerful LA law firm, Nate was fast tracked into Stanford as a "legacy" largely due to his father's reputation in (and subsequent donations to) the school's law program. His last name played a significant part in his graduating, as his carefree attitude and unfocused mind led to him skipping lectures for all day surf sessions as well as requiring multiple attempts at the passing the bar.

    Though a pleasant person liked for his easy going attitude and judgement free observations, accusations of succeeding purely through nepotism have soured some people's opinions of him. For his part Nate is largely unaware of the criticism, his father's influence largely blinding him to how difficult his path would normally be. Nate has little personal interest in the law, his life so far being set before him by his family with no negotiations.

    His optimism combined with relative ignorance means Nate rarely takes situations seriously, assuming a solution will present itself as it always has. Even his current career is just a "distraction" for Nate, who grew up idolizing Joe Montana, Bo Jackson and Kelly Slater, and envisions himself one day as a professional athlete, though he has no firm plans and seems to change his view of the future almost daily.

    • Kinetic Boost
      • Blast (Object only: Range 70 ft; Explosive; Autofire; Delay; Charge - every half action spent charging adds +1 damage)
      • Strike - Inflicts explosive damage in melee combat
    • Enhanced Reflexes
    • Enhanced Strength
    • Enhanced Speed (25 mph; 220 ft/rd)

    • Subject Acquired in Los Angeles, California, USA


    Played by: Grugg

Posted on 2017-06-28 at 10:15:08.
Edited on 2017-07-03 at 08:41:16 by Eol Fefalas

Eol Fefalas
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Karma: 454/28
7913 Posts

Project Prometheus and The M.A.R.S.H.

Project Prometheus

((Information about the Prometheus Project will appear here as it becomes available.))

  • NPCs of Note
    • Benton Ashcroft - The Director of Project Prometheus

    • 'Victoria' - Ashcroft's aide (and a powerful Psionic - The Project's very first and most formidable 'Tether')

Metahuman Analysis Research Suppression and Holding
  • aka The MARSH
  • Occasionally referred to as "The Mountain"
  • Located on an island somewhere NE of Baffin Bay in the Arctic Ocean
  • The MARSH is an incarceration and research facility for super-powered individuals. From the exterior, The MARSH looks like your typical mountain. A four lane road winds its way up the slope, finally, along a shallow incline, hitting a small, unnamed town built by the Project to support construction of the facility and, now, to provide housing to the staff. The road continues up, however, where the already cold temperatures dip by more than a few degrees and a perpetual, icy mist hangs in the air. Past the bunkered checkpoints at the three perimeter fences, the road eventually reaches a mile-long ledge sheared into the mountain face. Beyond the landing pads and armed sentry bunkers is a rectangular tunnel-mouth, the size of a football field, carved into the cliff side. It's meant to look imposing.

    The mountain's height and warmer air trapped on the opposite side of the mountains keep temperatures between five to ten degrees colder than at it's base. The air has a constant dampness, amplified when the rains hit, and winter weather starts earlier and lasts longer by several months.

    The mountain peak is nearly bald with exposed granite. Further down, however, fir, pine, and cedar trees appear in isolated clusters that grown and join the green waterfall that cascades down the mountain's skirt. The tree line begins well above the entrance to the MARSH, quickly covering all but the road, the ledge, and scattered sheer cliffs. The evergreen trees and soaring mountain against a cold blue sky are the last snapshots of wilderness beauty before entering the long tunnel (called a sally port) to the facility's vault door.

((Information about the MARSH will appear here as it becomes available.))

Posted on 2017-06-28 at 10:15:30.
Edited on 2017-07-03 at 12:10:20 by Eol Fefalas

Eol Fefalas
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7913 Posts

Recovery/Extraction Teams

Recovery Teams are deployed on VTOL craft known as Carnivals.

The Carnival is the only air freighter of its kind, retrofitted to handle metahuman transport. She has six power plants (four for the engines and two for the containment units), rear ramp access and VTOL capabilities. She also holds ten containment units for prisoners as well as seating for five people (i.e. a recovery team) behind secured bulkheads. All interior components are double-protected against electronic countermeasures and control.

Carnivals may be supported in recovery efforts by Kiowa Warrior helicopters and/or Humvees.

Recovery Teams, as mentioned above, typically consist of five people. Most often a Metahuman Asset and four "normal" humans. (There is a faint possibility that one or more of them will be powered beyond the capabilities of their armor/weapons.)

Standard Issue Recovery Team Gear
  • Armored Jumpsuit/Uniform
  • Commlink
  • Heavy Pistol/SMG/Shotgun/Sniper Rifle
  • Combat Knife
  • "Subduer" (Basically a glorified grenade launcher/stunner)
    • Snare Grenades
    • Sleep Gas Grenades
    • Tear Gas Grenades
    • Smoke Grenades
    • Stun Gun

More Details To come re: Gear

Delta Sigma 3
  • Aly Synklar (Penumbra)
  • Nasib "Alexander" Arissen
  • Wendell Christianson
  • Daniel Henson
  • Elodie Elder

DS3's Carnival currently has three metas in Containment Pods on board.

Alpha Echo 6
  • River Glau (Syphon)
  • Salome "Sally" Leblanc
  • Lennon "Lenny" Horne
  • Stewart Hardwick
  • Sonny Ramiro

AE6's Carnival currently has four metas in Containment pods on board.

Posted on 2017-06-28 at 10:15:54.
Edited on 2017-07-26 at 13:10:43 by Eol Fefalas

Eol Fefalas
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More info to come

Posted on 2017-06-28 at 10:16:15.
Edited on 2017-07-01 at 14:51:52 by Eol Fefalas

Eol Fefalas
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7913 Posts


More info to come

Posted on 2017-06-28 at 10:16:37.
Edited on 2017-07-01 at 14:56:05 by Eol Fefalas

Eol Fefalas
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Karma: 454/28
7913 Posts


More info to come

Posted on 2017-06-28 at 10:17:00.
Edited on 2017-07-01 at 14:56:37 by Eol Fefalas

Eol Fefalas
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7913 Posts


More info to come

Posted on 2017-06-28 at 10:17:23.
Edited on 2017-07-01 at 14:57:22 by Eol Fefalas

Eol Fefalas
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Karma: 454/28
7913 Posts

Metahuman Classification

From the very beginning, metahumans have defied classification. However, several partially successful attempts at accessing and cataloguing the vast array of metahuman powers have been made. The two prevailing systems for grading and classifying metahumans are the Hiedelburg-Mann Sets, which classify metahumans into gategories, and the Akizuki Scale, which grades the relative power of abilities.

The Akizuki Scale
Shinichiro Akizuki was the director of Saint Francis Hospital in Nagasaki, Japan, and was one of the first doctors ever to deal with radiation related injuries and sickness in the field. He later became involved in medical research of the metahuman phenomenon, and was the first scientist to present evidence against the myth that exposure to radioactive particles was the key factor in mutations.
During his early metahuman studies, Akizuki developed the Akizuki Scale, commonly called A-Rating. The Akizuki scale is a broad scale of the range and power of an individual metahuman. While not terribly accurate, A-ratings are commonly used to quickly describe the power level of any one metahuman's gifts.
A1 - Minimal. The least potent of all metahumans, and some of the most common, are A1s. A1s have very minor abilities, have little or no advantage over humans, and their biology only varies slightly from normal humans if at all.
Emilia Vance, an A1 metahuman, is an ad director in New York City who has no visible features of being a metahuman. However, she can produce a minor static charge at will on her skin.
A2 - Limited. A2s are metahumans with useful abilities or aberrant physiologies, but do not have the scope, extent and power of many other metahumans. They are often hampered by limitations, have their abilities stunted compared to others of their type.
Jonathan Hayden is a 15-year-old A2 metahuman attending high school in Ontario, Canada. He has the ability to transmit messages back and forth telepathically, but only if he is in physical contact with his target. He has shown no signs of manifesting further psychic ability.
A3 - Potent. A3s have abilities that are certainly supernatural, potent and useful. An A3 has respectable force behind his mutation, but nothing earth-shattering. A3s usually have the ability to affect anything they can see with their powers, or surmount obstacles nigh impossible for any normal human. A3s often have areas of weakness however - a ice-controlling mutation might be useless in unusually dry or extremely hot environment.
Fernando Ruiz has the ability to produce coherent blasts of energy from his hands. With his powers, he can reduce a brick wall to rubble in less than a minute. However, he cannot effect crystalline substances such as glass and certain types of metals.
A4 - Impressive. A4s have abilities that other metahumans find impressive and imposing. While an A3 pyrokinetic might be able to set a room on fire, an A4 might be able to set an entire house alight - or an entire skyscraper. Telepaths and psychics whose abilities cover entire cities; telekinetics who can lift more than a ton; and energy casters who abilities rival high grade military weaponry find themselves in the ranks of the A4s.
Wanted Ex Humanitas operative code named Firestorm is an A4 fire elemental. In 2002, his actions resulted in the deaths of over 80 people, including 24 police officers, when he caused a ten story skyscraper to violently explode around him rather than be captured. Firestorm (real name unknown) is still at large.
A5 - Extraordinary. A5s are the most powerful mutations on record. There have been extremely few ever recorded. Most have been in the realm of mental and perceptual powers, able to peer across decades of time and hundreds of miles of space, or read minds from a continent away. No energy-based mutations have been recorded at A5 level, but such a metahuman would be level city block at a time with his powers.
Trinity member Natasha Stanislov was one of the most potent telepaths recorded, and was one of the first metahumans labeled A5 posthumously. She was able to touch the minds of anyone she had ever met, even across the world, and communicate freely with them. This mixed gift gave her immense psychological strain. She committed suicide in 2015.
The Theoretical A6 - The existence of a further classification beyond A5 was first proposed in The Prometheus Projects metagenetics research journals in 2016. To date, no subject worthy of the rating A6 has ever presented itself, and thus the A6 rating is not on the official scale used by the Project. A6 would cover truly cosmic abilities, something the metahuman phenomenon has not shown itself capable of. An A6 telepath would be able to contact every mind in the world at once, while an A6 elemental could bathe entire cities in ice or flame.

The Hiedelburg-Mann Sets
The Hiedelburg-Mann sets were the first codification of the metahuman abilities in the world. When the metahuman phenomenon first appeared, no central theme seemed to exist that encompassed all powers and abilities.
The World Health Organization launched the first official medical study of metahumans in 2013. Geneticist Josef Hiedelburg and Biologist Robert Mann were assigned to head the project. The study was far from conclusive and created more questions than it ever solved, but the HM Designations below are still the standard for labeling metahumans.
Remember, the HM sets are not inclusive or exclusive of one another. Many mutants are mixtures of the various categories, and often which designation a mutant fits into has more to do with the opinion of the designator than any hard standards.
  • Anthromorphs appear to be products of 'alternative evolution'. Some display the traits, appearance or anatomy of other species. They can exhibit cosmetic features (fur, scales, pointed ears, forked tongues); functional organs (poisonous fangs, wings, retractable claws); or be as extreme to be little more than a bipedal intelligent version of another animal.
    Anthromorphs often exhibit innate characteristics related to the animal they are akin to. Feline anthromorphs might have excellent balance and dexterity, while snake anthromorphs might have extremely quick reflexes but also be cold blooded. Anthromorphs of multiple species at once or extinct species are extremely rare, but not unheard of.

  • Biotic metahumans are those who have extraordinary abilities over their own health or bodies, or over the bodies of others. Many are healers of one sorts or another. Some exhibit an extraordinary healing rate, while others can heal others of injury or disease. Others show immunity to biological or chemical attacks, and a rare few can pass that immunity on to others. Those who can alter the bodies of others are also considered biotics, as well as those who can communicate with and manipulate the growth, activity and form of plants and animals.
    Not all Biotic mutations are positive, however. Vampiric metahumans who feed on life energy, as well as disease inflicting powers, are also considered Biotic in nature.

  • Dynamic metahumans (Dynamos) have the ability to affect, manipulate, destroy or create a basic kind of force in the universe, such as magnetism, heat, radiation, light or gravity. Some dynamos are limited to simply affecting their force of choice, such as redirecting or shielding from radiation or heat, or focusing ambient light into a powerful beam. Others have the ability to spontaneous create or cancel out the force - superheating a rock to its melting point, bending metal by creating strong magnetic fields, or reversing one's personal gravity in order to fly.
    The level of control varies greatly from dynamo to dynamo, and the extent of their ability to manipulate these fundamental forces varies as well. Some light-focused dynamic metahumans are able to create elaborate illusions out of light, but little else, while others have nowhere near that detailed control but can produce blinding bursts of burning sunlight.

  • Elementals are metahumans that control a particular type of substance, chemical reaction or class of energy. While Dynamic mutations are focused on the basic forces of the universe, Elementals have unprecedented control over the effects of those forces. While a dynamo might control heat, an elemental metahuman would control fire or ice.
    Elementals also can create, control or disintegrate certain types of substances. An stone-focused elemental could form stone as she saw fit, cause pillars or fists of rock to attack from the ground, or disintegrate stone walls with a touch. Meanwhile, a water-focused elemental could walk on water, summon waves or send powerful jets of water through the air.

  • Herculean metahumans do not have exotic physics-breaking powers, but have their inherent abilities enhanced to such great heights they can no longer be considered normal. Named after the greatest of heroes, Herculean mutations include megastrength, ultraspeed, hyperintelligence and other abilities that humans possess but are magnified to heroic or impossible proportions.
    There are two exceptions to the classification of Herculean - while ultrahearing or ultrasight might be considered simple enhancements of existing abilities, these are considered Perceptual mutations, as are magnifications of the other senses. And unusual abilities regarding singular skills are the domain of the elusive Prodigies.

  • Kinetic metahumans are a broad class of mutant that can manipulate a pure energy that refuses to be classified by science. Many mutations call upon a pure sourceless physical force or powerful energy. Metahumans who can summon force fields, blasts of energy or explosive powers that have no clear source in the realm of physics are labeled Kinetics.
    Kinetics have the advantage of not having any restraints of their gifts, like Dynamos have, but they also tend to be very limited in nature. Blasters, as the many metahumans who can spontaneously create bursts of destructive energy are called, can be quite impressive, but their attacks are the limits of the ability, while a decent heat-focused dynamo can find many other uses for his unique powers.

  • Metamorphs can change the fundamental structure of their own bodies in some way. Many think of metamorphs as being limited to the myriad of shapeshifting mutations, but also includes powers that change the fundamental chemical or physical make-up of one's own body.

    Metamorphs include versatile doppelgangers who can mimic anyone, to shapeshifter with only a few alternative forms. Some metamorphs only have the ability to change their bodies but not their appearance, such as turning their skin into living and nigh-indestructible stone or metal. A few rare metamorphs can change their body into pure energy states, such as becoming pure electricity and being able to transport almost instantly through conductive surfaces.

  • Narcissists are metahumans whose powers affect the powers of other metahumans. Narcissist abilities are varied, and focus around manipulating or eliminating the unique energies surrounding metahuman powers. Some can sense metahumans or their abilities, while others can steal, enhance or cripple metahuman powers.
    Of all mutations, Narcissist ones are the least understood, mainly because they dwell on the source of the metahuman phenomenon, which is hardly understood in the first place. There have been rumors of Narcissists who can cripple or remove metahuman abilities permanently but these are chalked up to fearful rumors.

  • Perceptual metahumans have senses that defy the normal limits of human perception. Whether they ignore the limitations of distance, space or time, their senses go far beyond what any normal mortals.
    Perceptual mutations cover such diverse ground as ultrasensitive senses, such as eagle-like sight or discriminatory smell, but also covers the far more esoteric powers of clairvoyance, presentience and other oracular abilities. Perceptual metahumans are the only mutations that are able to pierce the barrier of time. However, the visions and imprints sensed by Perceptuals are often confusing and imprecise, limiting their usefulness. And a clear view of the future through the fog of probability remains impossible.

  • Prodigies are metahumans who have inherent knacks or skills that are far beyond anything a normal human would have. They excel in all vestiges of any field, and have talents so deep and wide-ranging they are mutations in their own right.
    Of all the mutations, Prodigies are the most stealthy and the hardest to sniff out. Whether someone is simply talented, or their talents stem from a mutation is hard to determine without a full genetic workup to identify any wild card genes in effect.

  • Psionic metahumans (Psychics) possess all the traditional powers of the mind over other minds. Ranging from basic empathy to the ability to possess and utterly warp the minds of others, the psionic metahumans find it easy to hide in plain sight, and are the most feared of all sets of metahumans.
    Psionic mutations govern solely over manipulating, controlling or affecting the minds of other people or things. Some psychics can only affect the minds of animals or certain creatures, while most can manipulate the thoughts in any mind. Some powers traditionally labeled as psionics - pyrokinesis, telekinesis - are covered under the HM Sets of Elementals and Kinetics rather than here.

  • Shifters exist to give physicists headaches. Shifters possess the ability to "shift" space, to teleport matter from one place to another without going through the intermediate points. Shifters are subject to a wide variety of limitations. Some are only able to teleport themselves, others can only use their powers on inanimate objects or can only go to places they have 'tuned' themselves to.
    Research in the Shifter mutation invariably leads to disturbing forays into highly theoretical multidimensional physics. Too much interest is rumored just to invite insanity, since Shifters not only rip the existing laws of about conservation of matter, energy and force to shreds, but use leftovers for kindling. Rumors about temporal shifters, mutations capable of transporting through time as well as space, have never been substantiated.

Posted on 2017-06-28 at 13:54:10.
Edited on 2017-06-28 at 13:54:40 by Eol Fefalas

Eol Fefalas
Keeper of the Kazari
RDI Staff
Karma: 454/28
7913 Posts


...based on the concepts I've received so far it looks like this game might very well have a lot of PvP interaction, at least, at first.

I've updated the first post of this thread with an active players list... If your entry specifies you as an "Asset," you are, at game start, working for or with the Project Prometheus. If you're listed as a "Subject," you're essentially going to start the game in a cell as you had no desire to "join" the project in the first place... These circumstances, of course, are going to place you on "opposite sides of the fence," so to speak. However; don't think I won't throw in plenty of opportunity for you to re-evaluate your positions and/or jump the fence to the other side.

I look for this to be a high-drama/high-RP type of adventure. There will be lots of action but there will also be lots of room for each of you to explore and develop your characters. Keep that in mind, too, as it will determine which side you truly end up on and where this adventure may lead if it turns into a campaign.

Creative uses of powers and/or abilities will culminate in expanded or enhanced power-sets, gear upgrades, etc. The way you decide to team up may just affect the way you choose to develop your characters. Imagination and insight are key!

Questions? Comments? Let me have 'em! Let's call this Q&A Thread "officially open!"

Posted on 2017-06-28 at 18:17:05.

Bromern Sal
A Shadow
RDI Staff
Karma: 145/11
3999 Posts

Big Brother...

Can't wait.

Posted on 2017-06-28 at 21:12:55.

RDI Poet - 1.5 Innma
Karma: 37/5
781 Posts


Penumbra is ready to cause all sorts of chaos and havoc.

Posted on 2017-06-28 at 23:52:22.

Extreme Exclaimator!
Karma: 90/24
4114 Posts


My Name is Called 'Disturbance' is Ready to Interact with the Characters and I am Eagerly Anticipating Gaming with this Outstanding Group of Players!

Posted on 2017-06-29 at 07:53:02.

Eol Fefalas
Keeper of the Kazari
RDI Staff
Karma: 454/28
7913 Posts


Okay... so, I've updated the character entries above per your concepts and added in my ideas as to power-sets (more detailed power sets forthcoming once I get those details worked out)...

Also, I'm still waffling on a codename for Mr Pembrook... I had thought "Overwatch" originally but, given Brom's "Big Brother" subject line, above, I kinda went "Hmmmmm... you know? I don't hate that..."

Posted on 2017-06-29 at 10:05:28.

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