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LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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LEMURE (PL 3)

Postby legend » Mon Jul 02, 2012 11:50 am

Image
STR 0, STA 0, AGL 0, DEX 0, FGT 2, INT -, AWE 0, PRE -3
Power:
Claws: Strength-based Damage 2 • 2 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to silver weapons or effects with the Good descriptor) • 20 points
Fast Healing: Regeneration 5 • 5 points
Immunities: Immunity 33 (Acid Effects, Cold Effects, Fire Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold) • 23 points
Natural Armor: Protection 3 • 3 points
See in Darkness: Senses 4 (Darkvision, Vision Counters Darkness Effects) • 4 points
Skills: Athletics 2 (+2), Close Combat: Unarmed 2 (+4)
Offenses:
Initiative +0
Unarmed +4, Close, Damage 2
Defenses: Dodge 3, Parry 3, Will -, Fortitude 3, Toughness 3
Power Points: Abilities -16 + Powers 52 + Advantages 0 + Skills 2 + Defenses 7 = 45
Descriptors: Devil, Extraplanar, Evil (including natural and wielded weapons), Lawful (including natural and wielded weapons), Outsider

A lemure is a hideous creature, appearing as nothing more than a lump of man-sized blobs of molten stinking flesh, that oozes across the ground as it moves. Lemures are among the weakest devils. Lemures are the shock troops and laborers of the devils.
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PIT FIEND (PL 15)

Postby legend » Mon Jul 02, 2012 11:50 am

Image
STR 7, STA 5, AGL 5, DEX 3, FGT 9, INT 5, AWE 5, PRE 5
Powers:
Constrict: Enhanced Strength 9, Limited to Grab • 9 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to silver weapons or effects with the Good descriptor) • 20 points
Fast Healing: Regeneration 5, Limited (cannot remove penalties from silver weapons or effects with the Good descriptor) • 3 points
Fear Aura: Burst Area Affliction 12 (Fear; Resisted by Will; Impaired, Compelled (flee), Controlled (flee)), Reaction, Limited (cannot be affected by that same horned devil’s fear for 24 hours) • 48 points
Fly: Flight 1, Wings • 1 point
Immunities: Immunity 33 (Acid Effects, Cold Effects, Fire Effects, Need to Sleep, Poison, Starvation & Thirst), Half Effect (Acid, Cold) • 23 points
Natural Armor: Protection 11 • 11 points
Natural Attacks: Array (38 points) • 40 points
• Bite: Strength-based Piercing Damage 6 Linked to Affliction 16 (Poison; Resisted by Fortitude; Stamina Impaired, Stamina Disabled, Incapacitated) Linked to Weaken Strength 16 (Disease; Resisted by Fortitude) • 38 points
• Claws: Strength-based Slashing Damage 5 • 1 point
• Tail: Strength-based Bludgeoning Damage 5, Reach 2 • 1 point
See in Darkness: Senses 4 (Darkvision, Vision Counters Darkness Effects) • 4 points
Size: Growth 3, Permanent, Innate • 7 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Telepathy: Mental Communication 1 Linked to Tongues: Comprehend 2 (Speak & Understand Languages) • 8 points
Spell-Like Abilities: Array (90 points) • 104 points
• Summon Devil: Summon 15, Active, Broad Type (devil), Mental Link, Responsive • 91 points
• Blasphemy: Perception Ranged Affliction 15 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Evil descriptor • 1 point
• Create Undead: Ranged Summon 15, Broad (Undead), Controlled, Limited to nightime • 1 point
• Dispel Magic, Greater: Perception Ranged Nullify Magic 15, Broad, Effortless, Simultaneous, Precise • 1 point
• Fireball: Ranged Burst Area Fire Damage 15 • 1 point
• Hold Person, Mass: Perception Ranged Burst Area Affliction 15 (Resisted by Will; Hindered; Immobile; Paralyzed), Cumulative, Selective, Limited to creatures with the Humanoid descriptor • 1 point
• Invisibility: Visual Concealment 4, Affects Others, Passive • 1 point
• Magic Circle Against Good: Burst Area Affliction 15 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Good descriptor entering burst area, Limited degree • 1 point
• Meteor Swarm: Ranged Burst Area Fire Damage 15, Secondary Effect 3 • 1 point
• Persistent Image: Illusion 15 (All Senses), Independent • 1 point
• Power Word Stun: Perception Ranged Affliction 15 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Progressive • 1 point
• Summon Lemure: Summon 3, Controlled, Horde, Mental Link, Multiple Minions 12, Sacrifice • 1 point
• Teleport, Greater: Teleport 21, Change Direction, Increased Action • 1 point
• Unholy Aura: Enhanced Defenses 12 (Dodge 3, Parry 3, Will 3, Fortitude 3) Linked to Immunity 30 (Control Effects, Magic), Sustained, Half Effect (Magic), Limited (Magic - spells or spells cast by creatures with the Good descriptor); Affects Others Only, Burst Area, Selective • 1 point
Equipment:
Infernal Mace: Strength-bases Damage 5, Improved Critical, Improved Smash • 7 points
Advantages: Equipment 2, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Languages 3 (Celestial, Draconic, Infernal), Power Attack, Takedown 2
Skills: Acrobatics 9 (+14), Athletics 11 (+18), Close Combat: Mace 10 (+18), Close Combat: Unarmed 6 (+14), Deception 9 (+14), Expertise: Magic 9 (+14), Expertise: Nature 1 (+6), Expertise: Religion 8 (+13), Expertise: The Planes 8 (+13), Intimidation 7 (+14), Investigation 8 (+13), Perception 8 (+13), Persuasion 1 (+6), Stealth 11 (+13)
Offenses:
Initiative +5
Constrict (Grab) +14, Close, Damage 16
Bite +14, Close, Damage 13 Linked to Affliction 16 Linked to Weaken 16
Claws +14, Close, Damage 12
Tail +14, Close (Reach 2), Damage 12
Spell-Like Abilities, Varies, Varies
Infernal Mace +18, Close, Damage 12 (Crit 19-20)
Defenses: Dodge 9, Parry 14, Will 16, Fortitude 14, Toughness 16
Power Points: Abilities 70 + Powers 288 + Advantages 12 + Skills 53 + Defenses 33 = 456
Descriptors: Devil, Extraplanar, Evil, Lawful, Outsider

Pit fiends are the generals of baatezu armies, the orchestrators of mass corruption and the bullies of their lesser devils. They appear as bestial, scaled humanoids twice the height of any human being with a pair of wings that it can wrap around its body.
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MUMMY (PL 6)

Postby legend » Sat Jul 28, 2012 7:40 am

Image
STR 4, STA -, AGL 0, DEX 0, FGT 3, INT -2, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect • 30 points
Darkvision: Senses 2 (Darkvision) • 2 points
Despair: Perception Area Affliction 6 (Resisted by Will; Impaired, Disabled, Paralyzed), Reaction, Limited (cannot be affected again by the same mummy’s despair for 24 hours) • 24 points
Natural Armor: Protection 6 • 6 points
Unarmed Strike: Strength-based Damage 2 Linked to Weaken Stamina & Presence 6 (Disease; Resisted by Fortitude), Broad, Progressive, Simultaneous, Incurable • 33 points
Undead: Immunity 54 (Critical Hits, Fortitude Effects, Mental Effects, Paralysis, Sleep Effects, Stun) • 54 points
Advantages: Second Chance (Surprise)
Skills: Athletics 2 (+6), Close Combat 3 (+6), Perception 3 (+5), Stealth 4 (+4)
Offenses:
Initiative +0
Unarmed +6, Close, Damage 6 Linked to Weaken 6
Defenses: Dodge 2, Parry 6, Will 6, Fortitude Immune, Toughness 6
Power Points: Abilities 8 + Powers 149 + Advantages 1 + Skills 6 + Defenses 6 = 170
Descriptors: Undead
Complications: Vulnerability to fire

A mummy is an undead creature created from a preserved corpse that have been animated by the gods. These creatures are often marked with symbols of thegods they serve. While other undead often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.

Mummies cause fear in the living on sight, and any creature they touch is affected by a rotting curse called mummy rot. Inhabiting great tombs or temple complexes they maintain a timeless vigil and destroying would-be grave robbers.

Mummies are the undead guardians of tombs and vaults of honored dead (such as kings or nobility of the ancient world). They patrol their homes with dedication, remaining alert for signs of tomb robbers or others who would desecrate their assigned lair.
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MUMMY, ADVANCED (PL 10)

Postby legend » Sat Jul 28, 2012 7:41 am

STR 6, STA -, AGL -1, DEX -1, FGT 5, INT -2, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect • 30 points
Darkvision: Senses 2 (Darkvision) • 2 points
Despair: Perception Area Affliction 10 (Resisted by Will; Impaired, Disabled, Paralyzed), Reaction, Limited (cannot be affected again by the same mummy’s despair for 24 hours) • 40 points
Natural Armor: Protection 10 • 10 points
Size: Growth 2, Permanent, Innate • 5 points
Unarmed Strike: Strength-based Damage 3 Linked to Weaken Stamina & Presence 10 (Disease; Resisted by Fortitude), Broad, Progressive, Simultaneous, Incurable • 54 points
Undead: Immunity 54 (Critical Hits, Fortitude Effects, Mental Effects, Paralysis, Sleep Effects, Stun) • 54 points
Advantages: Precise Attack (Close Concealment), Power Attack, Second Chance (Surprise)
Skills: Skills: Athletics 5 (+11), Close Combat 5 (+10), Perception 3 (+5), Stealth 7 (+4)
Offenses:
Initiative -1
Unarmed +10, Close, Damage 9 Linked to Weaken 10
Defenses: Dodge 4, Parry 7, Will 10, Fortitude Immune, Toughness 12
Power Points: Abilities 18 + Powers 195 + Advantages 3 + Skills 10 + Defenses 17 = 243
Descriptors: Undead
Complications: Vulnerability to fire
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MUMMY LORD (PL 11)

Postby legend » Sat Jul 28, 2012 7:42 am

Image
STR 5, STA -, AGL 1, DEX 0, FGT 6, INT -1, AWE 4, PRE 3
Powers:
Cleric Spells: Variable 16 for array of spells, Slow • 80 points
• Slay Living: Affliction 11 (Resisted by Fortitude; Impaired; Disabled), Progressive, Limited degree, Limited to Toughness, Linked to Damage 11, Linked to Weaken Toughness 11 (Resisted by Fortitude), Progressive • 55 points
• Air Walk: Flight 1, Limited (max upward or downward angle is 45 degrees) • 1 point
• Animate Dead: Summon 2, General Type (Skeletons & Zombies), Controlled, Horde, Multiple Minions 4 • 1 point
• Bane: Burst Area Affliction 11 (Resisted by Will; Impaired), Selective, Limited degree 2, Limited to attacks and fear resistance checks • 1 point
• Command: Perception Ranged Affliction 11 (Resisted by Will; Dazed, Compelled, Controlled), Instant Recovery, Limited to single word commands, Subtle • 1 point
• Deathwatch: Senses 6 (Detect Damage (Toughness penalties including Dazed & Staggered), Accurate, Acute, Analytical, Ranged) • 1 point
• Deeper Darkness: Burst Area 2 Concealment Attack 4, Continuous • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Dismissal: Perception Ranged Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 8, Selective, Limited to extraplanar creatures • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 11, Broad, Simultaneous, Precise • 1 point
• Doom: Perception Ranged Affliction 11 (Resisted by Will; Impaired), Limited degree 2 • 1 point
• Giant Vermin: Summon 9, General (centipedes, spiders, or scorpions at least size rank -2), Horde, Mental Link, Multiple Minions 1 • 6X+1 points
• Hold Person: Perception Ranged Affliction 11 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive, Limited to creatures with the Humanoid descriptor • 1 point
• Insect Plague: Perception Ranged Damage 6, Sustained Linked to Perception Ranged Affliction 6 (Resisted by Fortitude; Dazed), Sustained, Limited Degree 2 • 1 point
• Invisibility Purge: Burst Area Nullify Invisibility 11, Simultaneous, Close • 1 point
• Read Magic: Comprehend 1 (Read), Limited to magical inscriptions • 1 point
• Resist Energy: Immunity 20 (Energy), Affects Others, Half Effect, Limited to one type, Variable Descriptor 2 (Energy) • 1 point
• Resistance: Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others Only • 1 point
• Sanctuary: Affliction 11 (Resisted by Will; Dazed, Stunned), Affects Others, Reaction to creature attacking subject, Limited degree • 1 point
• Searing Light: Ranged Damage 11 • 1 point
• Shield of Faith: Enhanced Defenses 4 (Dodge 2, Parry 2), Affects Others • 1 point
• Silence: Perception Ranged Burst Area Nullify Sound 7, Effortless, Simultaneous, Sustained • 1 point
• Spell Immunity: Immunity 20 (Magic), Continuous, Unreliable (4 specific spells of rank less than PL) • 1 point
• Spell Resistance: Immunity 20 (Magic), Half Effect • 1 point
• Symbol of Pain: Burst Area 2 Affliction 11 (Resisted by Fortitude; Impaired, Disabled), Limited Degree, Triggered • 1 point
• Virtue: Healing 10, Affects Others Only, Temporary • 1 point
Command Undead: Perception Area Affliction 11 (Resisted by Will or Toughness; Dazed, Compelled, Controlled), Limited to Undead • 11 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect • 30 points
Darkvision: Senses 2 (Darkvision) • 2 points
Despair: Perception Area Affliction 11 (Resisted by Will; Impaired, Disabled, Paralyzed), Reaction, Limited (cannot be affected again by the same mummy’s despair for 24 hours) • 44 points
Natural Armor: Protection 6 • 6 points
Unarmed Strike: Strength-based Damage 2 Linked to Weaken Stamina & Presence 12 (Disease; Resisted by Fortitude), Broad, Progressive, Simultaneous, Incurable • 63 points
Undead: Immunity 54 (Critical Hits, Fortitude Effects, Mental Effects, Paralysis, Sleep Effects, Stun) • 54 points
Equipment:
Brooch of Shielding: Immunity 2 (Magic Missiles), Unreliable (5 uses) • 1 point
Cloak of Resistance: Enhanced Defenses 4 (Dodge 2, Will 2) • 4 points
Magic Half-Plate Armor: Protection 6 • 6 points
Magic Morningstar: Strength-based Bludgeoning Damage 5, Improved Critical, Variable Descriptor (Bludgeoning, Piercing) • 7 points
Ring of Fire Resistance: Immunity 10 (Fire Effects), Half Effect • 5 points
Advantages: Close Attack 4, Equipment 5, Improved Critical (Unarmed), Improved Initiative, Second Chance (Surprise)
Skills: Athletics 4 (+9), Close Combat: Morningstar 2 (+12), Expertise: Religion 4 (+3), Perception 5 (+9), Stealth 3 (+4)
Offenses:
Initiative +5
Cleric Spells, Varies, Varies
Unarmed +10, Close, Damage 7 (Crit 19-20) Linked to Weaken 12
Magic Morningstar +12, Close, Damage 10 (Crit 19-20)
Defenses: Dodge 5, Parry 10, Will 13, Fortitude Immune, Toughness 12
Power Points: Abilities 26 + Powers 306 + Advantages 12 + Skills 10 + Defenses 13 = 367
Descriptors: Undead
Complications: Vulnerability to fire

Unusually powerful individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life.

Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
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BODAK (Undead Gray Alien) (PL 6)

Postby legend » Thu Oct 18, 2012 4:04 pm

Image
STR 3, STA -, AGL 2, DEX 0, FGT 5, INT -2, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (no effect against cold iron or magic) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Death Gaze: Perception Ranged Affliction 6 (Resisted by Fortitude; Fatigued, Exhausted, Incapacitated), Progressive, Permanent, Sense-Dependent (vision) • 36 points
Natural Armor: Protection 5 • 5 points
Resistances: Immunity 30 (Acid Effects, Electrical Effects, Fire Effects), Half Effect (Acid, Fire) • 20 points
Strike: Strength-based Damage 3 • 3 points
Undead: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Advantages: Defensive Roll, Improved Initiative, Languages (Grey), Second Chance (Surprise)
Skills: Athletics 2 (+5), Perception 4 (+6), Stealth 4 (+6)
Offenses:
Initiative +6
Death Gaze -, Perception Ranged, Progressive Affliction 6
Strike +5, Close, Damage 6
Defenses: Dodge 4, Parry 6, Will 6, Fortitude Immune, Toughness 6/5
Power Points: Abilities 14 + Powers 128 + Advantages 4 + Skills 5 + Defenses 7 = 158
Complications:
Flashbacks: Occasionally, a bodak sees something that reminds it of its past life. When such a flashback occurs, the bodak takes no actions for 1 round. Thereafter, it has a -2 circumstance penalty on all attack rolls when in the presence of whatever triggered the memory.
Sunlight Vulnerability: The merest touch of sunlight sears a bodak’s tainted alien flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature
Descriptors: Alien, Undead

A bodak looks like a gnarled version of a gray alien, with its face twisted into a fixed expression of horror mingled with madness. Its formerly large, dark eyes have turned milkywhite, and its skin has turned from pale gray to a darker, more ashen shade.

Bodaks pursue agendas that seem to mirror those of the grays in some dark way. Bodaks lurk in dark places, often near human settlements. At night, they emerge from their hiding places and attempt to carry off humans in some diabolical parody of the abductions they carried out in life. The major difference is that humans generally don’t survive the crude experiments to which the bodaks subject them. Fortunately for humankind, bodaks are far more common among the gray than they are on Earth. Few of these creatures actually manage to move from the gray ships to Earth; most of the bodaks found on the planet came into being when grays died at the hands of evil creatures while on missions for their people. In fact, encounters with bodaks are often followed by lights in the sky and visitations by grays in search of their lost companions.

Bodaks fight with their fists and their gaze attacks. They never speak, but they can understand gray.
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Re: LEGEND'S 13 Halloween Builds: 1. BODAK (Undead Gray Alien)

Postby dwellerofthedeep » Fri Oct 19, 2012 7:12 am

That's a really neat Bodak--Alien undead rock so hard I have trouble even thinking directly about them, like looking at the sun. An evil, blackened undead sun.
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BOGEYMAN (PL 6)

Postby legend » Fri Oct 19, 2012 2:19 pm

Image
STR 3, STA 5, AGL 2, DEX 2, FGT 5, INT 1, AWE 2, PRE 2
Powers:
Fast Healing: Regeneration 10 • 10 points
Immunities: Immunity 49 (Disease, Necromantic Effects, Paralysis, Poison, Sleep Effects, Will Effects) • 49 points
Natural Armor: Impervious Protection 2 • 4 points
Equipment:
Knife: Strength-based Damage 1, Improved Critical • 2 points
Advantages: Close Attack 1, Diehard, Equipment, Great Endurance, Improved Smash, Power Attack, Precise Attack (Close Concealment), Ranged Attack 2
Skills: Athletics 2 (+5), Close Combat: Knife 2 (+8), Intimidation 5 (+7), Perception 3 (+5), Stealth 2 (+4)
Offenses:
Initiative +2
Knife +8, Close, Damage 4 (Crit 19-20)
Unarmed +6, Close, Damage 3
Defenses: Dodge 3, Parry 5, Will 5, Fortitude 7, Toughness 7
Power Points: Abilities 44 + Powers 63 + Advantages 9 + Skills 7 + Defenses 6 = 129

Examples: Jason Voorhees, Michael Myers

Tales of blade-wielding bogeymen who stalk and slaughter isolated youths have been part of the world’s culture for hundreds of years. From urban legends about “the hook on the door handle” to the lunatics of countless slasher films, these tales reflect humankind’s subconscious fear of supernatural retribution for youthful indiscretions.

Despite the fanciful nature of such tales, the bogeyman is decidedly real. A grim, purposeful figure bent on punishing the wicked, this creature haunts the dark woods and back alleys where people gather to pursue illicit activities. When they have completed their lascivious and immoral acts, the bogeyman emerges from hiding to slaughter them, one by one, in a gruesome and horrible fashion. The creature usually leaves the lifeless bodies of its victims grotesquely displayed to warn others that a similar fate awaits them. Most terrifying is the fact that a bogeyman is extremely difficult to kill. Such creatures have been known to survive explosions, electrocution, immersion in freezing water, and even baths in hydrochloric acid.

A bogeyman begins life as a humanoid that feels a certain moral superiority over others. At some point, it becomes consumed with a kind of diabolical might that enables it to exact righteous vengeance according to its own twisted agenda. A bogeyman most often seeks out underage drinkers, recreational drug users, or people who engage in premarital sex for victims.

A bogeyman looks the same as it did when it was a normal humanoid, except for a maniacal gleam in its eyes. Some bogeymen affect unusual clothing, masks, or other accoutrements in keeping with their combat style and need for anonymity.

A bogeyman attacks with slashing weapons and is fearless in combat. No threat to its life holds it back from its self-appointed, grisly tasks.
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CALLER IN THE DARKNESS (PL 8)

Postby legend » Sat Oct 20, 2012 4:02 pm

Image
STR -, STA -, AGL 3, DEX 0, FGT 3, INT 2, AWE 2, PRE 2
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Incorporeal: Flight 1, Continuous, Subtle; Insubstantial 4 (affected by magic), Permanent, Innate • 25 points
Natural Armor: Protection 6 • 6 points
Psionics: Array (33 points) • 40 points
• Mind Thrust: Perception Ranged Damage 7, Alternate Resistance (Will), Subtle • 33 points
• Clairvoyant Sense: Visual Remote Sensing 16, Subtle • 1 point
• Co-Opt Concentration: Perception Ranged Affliction 8 (Resisted by Will; Impaired & Vulnerable, Defenseless & Disabled, Unaware), Extra Condition, Unreliable (5 uses), Insidious, Subtle • 1 point
• Concussion Blast: Perception Ranged Damage 8, Split • 1 point
• Detect Psionics: Senses 6 (Detect Psionics, Accurate, Acute, Analytical, Ranged) • 6 points
• Ego Whip: Perception Ranged Weaken Presence 8 (Resisted by Will), Subtle • 1 point
• Psychic Crush: Perception Ranged Affliction 8 (Resisted by Will; Toughness Impaired, Toughness Disabled, Incapacitated), Subtle • 1 point
• Suggestion: Perception Ranged Affliction 8 (Resisted by Will; Controlled); Sustained, Limited to third degree, Limited to carrying out one suggested course of action, Insidious, Subtle, Triggered (optional) • 1 point
Size: Growth 4, Permanent, Innate • 9 points
Steal Essence: Affliction 8 (Resisted by Will; Dazed, Stunned, Incapacitated), Cumulative, Sustained; Regeneration 10, Source (while target suffers Affliction) • 37 points
Undead: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Unnatural Aura: Perception Area Affliction 8 (Resisted by Will; Impaired), Reaction to approaching within 30 feet, Limited Degree 2, Limited to Animals, Subtle • 17 points
Advantages: Improved Initiative, Precise Attack (Close Concealment)
Skills: Close Combat: Steal Essence 5 (+8), Expertise: Psionics 5 (+7), Insight 5 (+7), Intimidation 1 (+4), Investigation 5 (+7), Perception 5 (+7), Stealth 6 (+5)
Offenses:
Initiative +7
Mind Thrust -, Perception Ranged, Damage 7 (Resisted by Will)
Co-Opt Concentration -, Perception Ranged, Affliction 8
Concussion Blast -, Perception Ranged, Damage 8 (Split 1)
Ego Whip -, Perception Ranged, Weaken Presence 8
Psychic Crush -, Perception Ranged, Affliction 8
Suggestion -, Perception Ranged, Affliction 8
Steal Essence +8, Close, Cumulative Affliction 8
Defenses: Dodge 5, Parry 3, Will 5, Fortitude Immune, Toughness 10
Power Points: Abilities 4 + Powers 178 + Advantages 2 + Skills 16 + Defenses 9 = 209
Descriptors: Incorporeal, Psionic, Undead

A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence.
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DEMONIC CAR (PL 7)

Postby legend » Sun Oct 21, 2012 1:16 pm

Image
STR 6, STA -, AGL 1, DEX -5, FGT 6, INT 0, AWE 0, PRE -2
Powers:
Construct: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects), Protection 5 • 47 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (no effect against magic) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Drive: Speed 6 • 6 points
Size: Growth 4, Permanent, Innate • 9 points
Advantages: Close Attack 2, Move-By Action
Skills: Deception 10 (+8), Insight 9 (+9), Perception 9 (+9), Persuasion, Stealth 6 (+3), Technology 5 (+5), Vehicles 15 (+10)
Offenses:
Initiative +1
Unarmed +8, Close, Damage 6
Defenses: Dodge 4, Parry 4, Will 4, Fortitude Immune, Toughness 9
Power Points: Abilities 2 + Powers 84 + Advantages 3 + Skills 27 + Defenses 9 = 125
Complications:
No Limbs: The demonic car has no limbs and cannot make Grab attacks or manipulate objects. However, it can open and close its car doors, hood, or trunk rapidly to make close attacks.
Descriptors: Construct, Outsider

At first glance, the demonic car looks like and mundane vehicle. Whether possessed by fiendish spirits or a tangible demon assuming the shape of a car, the demonic car prowls the highways without a driver, forcing other motorists off the road and running down pedestrians. It prefers to hound other vehicles. It will sideswipe and harry a car and its driver, giving chase until the other vehicle is destroyed in a fiery crash.

The demonic auto does not speak.
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GARGOYLE (Playable PL 5)

Postby legend » Mon Oct 22, 2012 4:22 pm

Image
STR 3, STA 3, AGL 2, DEX 0, FGT 4, INT -2, AWE 1, PRE -2
Powers:
Camoflague: Visual Concealment 4, Blending, Limited (requires stone background) • 2 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (no effect against magic) • 20 points
Darkvision: Senses 2 (Darkvision) • 2 points
Freeze: Morph 1 (statue) • 5 points
Natural Armor: Protection 3 • 3 points
Natural Attacks; Array (6 points) • 7 points
• Claws: Strength-based Damage 1, Multiattack 4, Improved Critical • 6 points
• Bite: Strength-based Damage 2 • 1 point
Self-Sustenance: Immunity 3 (Starvation & Thirst, Suffocation Effects) • 3 points
Wings: Flight, Wings • 1 point
Advantages: Close Attack, Diehard, Languages (Terran)
Skills: Athletics 2 (+4), Perception 2 (+3), Stealth 2 (+4)
Offenses:
Initiative +2
Claws +5, Close, Multiattack Damage 4 (Crit 19-20)
Bite +5, Close, Damage 5
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 6, Toughness 6
Power Points: Abilities 18 + Powers 43 + Advantages 3 + Skills 3 + Defenses 8 = 74
Descriptors: Earth, Magic (Natural Attacks)

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.
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GHOST (PL 6)

Postby legend » Tue Oct 23, 2012 3:18 pm

Image
STR -, STA -, AGL 2, DEX 2, FGT 3, INT 0, AWE 2, PRE 3
Powers:
Corrupting Gaze: Burst Area Damage 4, Alternate Resistance (Fortitude), Sense-Dependent (Vision) Linked to Burst Area Weaken Presence 2 (Resisted by Fortitude), Sense-Dependent (Vision) • 10 points
Darkvision: Senses 2 (Darkvision) • 2 points
Frightful Moan: Burst Area Affliction 6 (Resisted by Will; Impaired, Compelled - flee, Controlled - flee), Sense-Dependent (Hearing) • 6 points
Ghost Touch: Array (19 points) • 21 points
• Possession: Affliction 6 (Resisted by Will; Dazed, Compelled, Controlled), Extra (merge with subject), Progressive, Limited (subjects who resist are immune for 24 hours), Subtle • 19 points
• Corrupting Touch: Damage 3 • 1 point
• Draining Touch: Weaken Abilities 6 (Resisted by Fortitude), Broad; Regeneration 10, Source (abilities drained) • 1 point
Horrific Appearance: Burst Area 2 Weaken Physical Abilities 2, Broad, Simultaneous, Reaction (viewing ghost), Limited (subjects who resist are immune for 24 hours) • 14 points
Incorporeal: Visual Concealment 4, Continuous; Flight 1, Subtle 2; Insubstantial 4 (affected by magic), Innate, Permanent; Protection 8 • 45 points
Rejuvenation: Immortality 3 • 6 points
Telekinesis: Perception Ranged Move Object 3, Unreliable (5 uses), Subtle • 7 points
Undead: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Advantages: Close Attack 3, Improved Initiative, Second Chance (Turn Undead)
Skills: Investigation 5 (+5), Perception 4 (+6), Stealth 3 (+5)
Offenses:
Initiative +6
Corrupting Gaze -, Burst Area, Damage 4 Linked to Weaken Presence 2
Frightful Moan -, Burst Area, Affliction 6
Possession +6, Close, Progressive Affliction 6
Corrupting Touch +6, Close, Damage 3 • 1 point
Draining Touch +6, Close, Weaken Abilities 6
Horrific Appearance -, Burst Area 2, Weaken Physical Abilities 2
Telekinesis -, Perception Ranged, Move Object 3
Defenses: Dodge 2, Parry 3, Will 4, Fortitude Immune, Toughness 8
Power Points: Abilities 4 + Powers 153 + Advantages 5 + Skills 6 + Defenses 2 = 0
Descriptors: Incorporeal, Undead

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.

A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.
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GRENDALSPAWN HUNTER (PL 7)

Postby legend » Wed Oct 24, 2012 2:45 pm

Image
STR 3/6, STA 3/6, AGL 2, DEX 0, FGT 5, INT -3, AWE 1, PRE 0
Powers:
Acid Spit: Ranged Damage 4, Secondary Effect, Unreliable (5 uses) • 8 points
Climb: Movement 1 (Wall-Crawling) • 2 points
Keen Sight: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Natural Attacks; Array (9 points) • 10 points
• Claws: Strength-based Damage 1, Multiattack 7, Improved Critical • 9 points
• Bite: Strength-based Damage 2 • 1 point
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Rage: Enhanced Strength 3, Limited to while damaged; Enhanced Stamina 3, Limited to while damaged; Reduced Defenses (Dodge -2, Parry -2) • 2 points
Advantages: Close Attack 1
Skills: Athletics 4 (+7/10), Investigation 6 (+3), Perception 4 (+5), Ranged Combat: Acid Spit 6 (+6)
Offenses:
Initiative +2
Acid Spit +6, Ranged, Damage 4
Claws +6, Close, Multiattack Damage 4/7 (Crit 19-20)
Bite +6, Close, Damage 5/8
Defenses: Dodge 5/3, Parry 5/3, Will 3, Fortitude 5/8, Toughness 7/10
Power Points: Abilities 22 + Powers 30 + Advantages 1 + Skills 10 + Defenses 7 = 70

The product of eldritch experimentation, grendelspawn are fierce predators that make effective, if dangerous, guardians or trackers. Relentless hunters, they possess keen senses, razor-sharp teeth and claws, and the ability to spit acid. Two types of grendelspawn, hunters and queens, are currently known. In time, further magic research may yield other subspecies of grendelspawn.

Grendelspawn hunters, the most common kind, are vaguely reptilian quadrupeds the size of a human. They constantly salivate through their bared fangs. Grendelspawn queens are as large as an elephant. They have tentacles in addition to claws and teeth, but their bulk makes them much slower than the hunters.Grendelspawn queens are always female. Impregnated magically, they give birth to dozens of sexless hunters that grow to full maturity in six months. The sexless hunters instinctively protect the queen and, by extension, anything else around the queen’s location. They can be trained as easily as dogs can, but no amount of training will override their imperative to protect the queen.

Grendelspawn hiss and growl but seem to have no language of their own


Note: To make the Grendalspawn more like the Aliens which inspired them, make the following changes:

Remove
Acid Spit: Ranged Damage 4, Secondary Effect, Unreliable (5 uses) • 8 points
Keen Sight: Senses 2 (Darkvision) • 2 points

Add
Acidic Blood: Damage 4, Reaction (piercing or slashing damage), Secondary Effect • 20 points
Blindsight: Senses 2 (Acute, Ranged Touch) • 2 points
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GRENDALSPAWN QUEEN (PL 11)

Postby legend » Wed Oct 24, 2012 2:48 pm

STR 5/8, STA 5/8, AGL 0, DEX 0, FGT 7, INT 2, AWE 2, PRE 2
Powers:
Acid Spit: Ranged Damage 4, Secondary Effect • 12 points
Keen Sight: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 8 • 8 points
Natural Attacks; Array (11 points) • 13 points
• Claws: Strength-based Damage 2, Multiattack 8, Improved Critical • 11 points
• Bite: Strength-based Damage 3 • 1 point
• Tentacle: Enhanced Advantages 2 (Fast Grab, Improved Hold), Extra Limbs 1, Reach 2 • 1 point
Rage: Enhanced Strength 3, Limited to while damaged; Enhanced Stamina 3, Limited to while damaged; Reduced Defenses (Dodge -2, Parry -2) • 2 points
Scent: Senses 2 (Acute Smell, Tracking) • 2 points
Size: Growth 5, Permanent, Innate • 11 points
Advantages: Close Attack 3, Power Attack, Precise Attack (Close Concealment)
Skills: Athletics 9 (+14), Intimidation 4 (+8), Perception 6 (+8), Ranged Combat: Acid Spit 7 (+7), Stealth 0 (-5)
Offenses:
Initiative +0
Acid Spit +7, Ranged, Damage 4
Claws +10, Close, Multiattack Damage 7/10 (Crit 19-20)
Bite +10, Close, Damage 8/11
Tentacle +10, Close (Reach 2), Damage 5/8 (Fast Grab)
Defenses: Dodge 5/3, Parry 7/5, Will 9, Fortitude 7/10, Toughness 13/16
Power Points: Abilities 46 + Powers 50 + Advantages 5 + Skills 13 + Defenses 20 = 134

The product of eldritch experimentation, grendelspawn are fierce predators that make effective, if dangerous, guardians or trackers. Relentless hunters, they possess keen senses, razor-sharp teeth and claws, and the ability to spit acid. Two types of grendelspawn, hunters and queens, are currently known. In time, further magic research may yield other subspecies of grendelspawn.

Grendelspawn hunters, the most common kind, are vaguely reptilian quadrupeds the size of a human. They constantly salivate through their bared fangs. Grendelspawn queens are as large as an elephant. They have tentacles in addition to claws and teeth, but their bulk makes them much slower than the hunters.Grendelspawn queens are always female. Impregnated magically, they give birth to dozens of sexless hunters that grow to full maturity in six months. The sexless hunters instinctively protect the queen and, by extension, anything else around the queen’s location. They can be trained as easily as dogs can, but no amount of training will override their imperative to protect the queen.

Grendelspawn hiss and growl but seem to have no language of their own
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Re: LEGEND's 13 Halloween Builds: 7. GRENDALSPAWN (ALIENS)

Postby Thorpacolypse » Wed Oct 24, 2012 5:28 pm

Loving the Halloween builds, Legend. Christine is a great example, of course, but the best demonic car is the Werecar from Futurama that turned Bender into one and Fry and Leela had to battle them. Classic.
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