Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

JD's 3E Thread: More fantasy NPCS ?

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Witch King of Angmar

Postby JoshuaDunlow » Tue Oct 02, 2012 12:14 pm

Image

"Old fool!" he said. "Old fool! This is my hour. Do you not know Death when you see it? Die now and curse in vain!" And with that he lifted high his sword and flames ran down the blade.
The Return of the King: "The Siege of Gondor," p. 103


The Witch King of Angmar - PL 9
The Witch King of Angmar - PL 9

Strength 4, Stamina -, Agility 2, Dexterity 7, Fighting 7, Intellect 3, Awareness 3, Presence 3

Advantages
All-out Attack, Artificer, Close Attack 2, Equipment 1, Improved Critical 2: Sword, Improved Critical: Nazgul Blade: Strength-based Damage 3, Improved Smash, Languages 3, Leadership, Ritualist, Startle, Weapon Break

Skills
Athletics 6 (+10), Deception 6 (+9), Expertise: Arcane 10 (+13), Expertise: Civics 9 (+12), Expertise: History 7 (+10), Expertise: Tactics 7 (+10), Intimidation 9 (+12), Perception 7 (+10), Persuasion 4 (+7), Stealth 6 (+8)

Powers
Fell Power
. . Bolster: Burst Area Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 19; Burst Area: 30 feet radius sphere; Limited: Only applies to Nazgul, removing their fears of sunlight and water)
. . Command: Mind Control 5 (DC 15)
. . Control the Flames: Element Control 6 (Element: Fire, 3200 lbs.)
. . Flaming Sword: Strength-based Damage 5 (fire/slashing; Secondary Effect 3 (fire), Removable, DC 24)
. . Fog: Environment 2 (Visibility (-2), Radius: 60 feet)
. . Possession: Concentration Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 16; Concentration, Increased Range: ranged)
. . Shatter: Weaken 9 (Affects: Toughness, Resisted by: Fortitude, DC 19; Affects Objects Only, Increased Range: ranged)
. . Telekinesis: Move Object 2 (200 lbs.)
Nazgul Blade (Easily Removable)
. . Corrupting Influence: Weaken 3 (Affects: Stamina, Resisted by: Fortitude, DC 13; Increased Duration 3: continuous, Insidious, Linked: Nazgul Blade: Strength-based Damage 3)
. . Nazgul Blade: Strength-based Damage 3 (DC 22, Advantages: Improved Critical; Linked: Corrupting Influence: Weaken 3, Penetrating 4)
One of the Nazgul (Multiple powers as one;' Innate)
. . Aura of Fear: Concentration Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 16; Perception Area, Concentration; Quirk: Once a save is made, the target is no longer afected for that encounter)
. . . . The Black Breath: Affliction 6 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Reach (melee) 2: 10 ft., Triggered: 2 uses - After 2 rounds of effect from the Aura of Fear)
. . Dreadful Mien: Feature 1 (+5 to Intimidate in shadows)
. . Insubstantial: Insubstantial 3 (Energy; Affects Corporeal 4; Permanent)
. . Neither living nor dead: Immunity 30 (Fortitude Effects)
. . Protection: Protection 3 (+3 Toughness)
. . Ring Wraith: Immortality 2 (Return after 1 week)
. . Ring Wraith: Invisibility 2 (Total concealment from normal vision; Permanent)
. . Ring Wraith: Senses 6 (Awareness: The Power of the Ring (mental), Darkvision, Extended: The Power of the Ring 1: x10, Radius: The power of the ring, Tracking: Scent 1: -1 speed rank)

Equipment
Sword, Chain mail

Offense
Initiative +2
Aura of Fear: Concentration Perception Area Affliction 6 (DC Will 16)
Bolster: Burst Area Affliction 9 (DC Will 19)
Command: Mind Control 5 (DC Will 15)
Corrupting Influence: Weaken 3, +9 (DC Fort 13)
Flaming Sword: Strength-based Damage 5, +9 (DC 24)
Grab, +9 (DC Spec 14)
Nazgul Blade: Strength-based Damage 3, +9 (DC 22)
Possession: Concentration Affliction 6, +7 (DC Will 16)
Shatter: Weaken 9, +7 (DC Fort 19)
Sword, +9 (DC 22)
Telekinesis: Move Object 2, +7 (DC 12)
The Black Breath: Affliction 6, +9 (DC Fort 16)
Throw, +7 (DC 19)
Unarmed, +9 (DC 19)

Complications
Disability: May only see in the Void: -5 to perception checks in day light, or beyond any barrier of water.
Hatred: The living, Sunlight, and Water.
Responsibility: Sauron
Weakness: : Light based powers, and fire, do one more degree of damage. Contact with running water, does 1 degree of damage to them for every round of contact.
Weakness: Sunlight. : Ring Wraiths recieve a -2 penalty doing anything in sunlight.
Weakness: The prophecy: No man may hinder me... though anything else can! He is not immune to physical damage from attacks by women, or races that are not human.

Languages
Black Speech, Numenorian, Orc, Westron

Defense
Dodge 6, Parry 7, Fortitude Immune, Toughness 6, Will 9

Power Points
Abilities 48 + Powers 126 + Advantages 15 + Skills 24 (71 ranks) + Defenses 10 = 223


Builder's Notes:
Bolster. The bolster effect is meant to deal with the complications about day light, and water. Which all nazgul fear; it removes this fear for an entire scene.
Corrupting Influence. As for the corrupting influence of the Nazgul blade, i had a perfect system worked out in 2E .. However in 3E it's not as correct. So it may need some work. Its treated mostly like a disease or poison, that works continuously over time; an example with frodo, he resisted the effects of the influence for nearly a week before being healed. So I used continuous to simulate this affect, but for the GM's sake it should work like this. The player makes his initial affliction effect after being struck, then after 1 day makes another roll. The affliction continues to affect the victim, forcing them to make another check after another day. The effect requires two consecutive saves to be rid of the effect for good. If the players stamina reaches -5, he dies and becomes a wraith himself. No longer a player character. I might consider making the DC greater , without affecting the intensity of the weaken power.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

LOTR: Spiders

Postby JoshuaDunlow » Tue Oct 02, 2012 5:15 pm

Image
“He scrambled up only to meet an old slow wicked fat-bodied spider who had been busy pinching them to see who was the juiciest to eat. “
--- The Hobbit


Lesser spiders - PL 4

Strength 1, Stamina 1, Agility 4, Dexterity 4, Fighting 3, Intellect -2, Awareness 1, Presence 0

Advantages
Defensive Roll, Grabbing Finesse, Languages 2

Skills
Athletics 4 (+5), Perception 3 (+4), Stealth 2 (+8)

Powers
Spider Physiology
. . Bulbous Eyes: Senses 1 (Low-light Vision)
. . Fangs: Feature 1 ( can do piercing damage instead of unarmed)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Shrinking: Shrinking 2 (-1 Intimidate, +2 Stealth, +1 active defenses; Permanent)
. . Web Senses: Senses 2 (Extended: Touch 1: x10, Radius: Touch; Limited: Medium: Webs)
Spider's Abilities
. . Spiders Venom
. . . . Spider's Venom: Weaken 3 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 13)
. . . . Spiders Venom : Affliction 3 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 13)
. . Web Spinning: Create 4 (Volume: 15 cft., DC 14; Increased Duration: continuous, Tether; Activation 2: standard action, Proportional, Reduced Range: close)
. . Web Spitting: Snare 4 (DC 14; Feature: Tether; Diminished Range)

Offense
Initiative +4
Grab, +3 (DC Spec 14)
Spider's Venom: Weaken 3, +3 (DC Fort 13)
Spiders Venom : Affliction 3, +3 (DC Fort 13)
Throw, +4 (DC 16)
Unarmed, +3 (DC 16)
Web Spitting: Snare 4, +4 (DC Dog 14)

Complications
Quirk: Prideful.
Weakness: Bright Light: Spiders suffer a -2 penalty to all checks in bright light

Languages
Sindarin, Spider, Westron

Defense
Dodge 5, Parry 4, Fortitude 3, Toughness 2/1, Will 3

Power Points
Abilities 24 + Powers 24 + Advantages 4 + Skills 3 (9 ranks) + Defenses 4 = 59

Great spiders - PL 5

Strength 2, Stamina 2, Agility 4, Dexterity 5, Fighting 4, Intellect 0, Awareness 1, Presence 0

Advantages
Defensive Roll, Grabbing Finesse, Languages 2

Skills
Athletics 5 (+7), Perception 4 (+5), Stealth 3 (+9)

Powers
Spider Physiology
. . Bulbous Eyes: Senses 1 (Low-light Vision)
. . Fangs: Feature 1 ( can do piercing damage instead of unarmed)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Shrinking: Shrinking 2 (-1 Intimidate, +2 Stealth, +1 active defenses; Permanent)
. . Web Senses: Senses 2 (Extended: Touch 1: x10, Radius: Touch; Limited: Medium: Webs)
[b]Spider's Abilities[/b]
. . Spiders Venom
. . . . Spider's Venom: Weaken 4 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 14)
. . . . Spiders Venom : Affliction 4 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 14)
. . Web Spinning: Create 5 (Volume: 30 cft., DC 15; Increased Duration: continuous, Tether; Activation 2: standard action, Proportional, Reduced Range: close)
. . Web Spitting: Snare 5 (DC 15; Feature: Tether; Diminished Range)

Offense
Initiative +4
Grab, +4 (DC Spec 15)
Spider's Venom: Weaken 4, +4 (DC Fort 14)
Spiders Venom : Affliction 4, +4 (DC Fort 14)
Throw, +5 (DC 17)
Unarmed, +4 (DC 17)
Web Spitting: Snare 5, +5 (DC Dog 15)

Complications
Quirk: Prideful.
Weakness: Bright Light: Spiders suffer a -2 penalty to all checks in bright light

Languages
Sindarin, Spider, Westron

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 3/2, Will 4

Power Points
Abilities 36 + Powers 27 + Advantages 4 + Skills 4 (12 ranks) + Defenses 6 = 77
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Lotr: Horses of Middle Earth

Postby JoshuaDunlow » Tue Oct 02, 2012 10:20 pm

Image

Regular Horse - PL 4

Strength 5, Stamina 4, Agility 1, Dexterity 0, Fighting 3, Intellect -4, Awareness 1, Presence -2

Skills
Perception 4 (+5)

Powers
Horse Physiology (innate multiple powers)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +1
Grab, +3 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +3 (DC 20)

Languages
Horse

Defense
Dodge 3, Parry 3, Fortitude 6, Toughness 4, Will 2

Power Points
Abilities 0 + Powers 16 + Advantages 0 + Skills 2 (4 ranks) + Defenses 9 = 27

A war horse has its fighting increased by 2 ranks, and wears barding ( armor fitted to horses)




Image

Nazgul Horse - PL 6

Strength 5, Stamina 4, Agility 1, Dexterity 0, Fighting 3, Intellect -4, Awareness 1, Presence -2

Advantages
All-out Attack, Move-by Action, Power Attack

Skills
Perception 4 (+5)

Powers
Can see through the eyes of the Horse : Feature 1 (Affects Others Only; Limited: only to a Nazgul rider)
Empathic Link with Nazgul Rider: Feature 1
Fell Frenzy: Enhanced Trait 5 (Traits: Will +3 (+5), Advantages: All-out Attack, Power Attack)
Horse Physiology (innate)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Resistant to Pain: Protection 1 (+1 Toughness)

Offense
Initiative +1
Grab, +3 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +3 (DC 20)

Complications
Frenzy: A Nazgul horse who has lost its Nazgul rider will enter a frenzy, and attack everything around it.

Languages
Horse

Defense
Dodge 3, Parry 3, Fortitude 6, Toughness 5, Will 5/2

Power Points
Abilities 0 + Powers 24 + Advantages 1 + Skills 2 (4 ranks) + Defenses 9 = 36



Image

The Mearas - PL 5
The Mearas are the greatest horses on Middle Earth, descended in long line of the horses of the Valar.

Strength 6, Stamina 5, Agility 2, Dexterity 0, Fighting 4, Intellect -1, Awareness 1, Presence 0

Advantages
Move-by Action

Skills
Perception 4 (+5)

Powers
Horse Physiology (innate multiple powers)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Ruler of Horses: Burst Area Enhanced Trait 1 (Traits: Will +1 (+3); Affects Others Only, Burst Area: 30 feet radius sphere; Limited: to horses)
Understands Rohiric: Feature 1

Offense
Initiative +2
Grab, +4 (DC Spec 16)
Throw, +0 (DC 21)
Unarmed, +4 (DC 21)

Languages
Horse

Defense
Dodge 4, Parry 4, Fortitude 7, Toughness 5, Will 3/2

Power Points
Abilities 16 + Powers 18 + Advantages 1 + Skills 2 (4 ranks) + Defenses 9 = 46



Image

Elven Horse - PL 6

Strength 6, Stamina 6, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 1

Advantages
Move-by Action

Skills
Perception 4 (+6)

Powers
Horse Physiology (innate)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Understands Quenya or Sindarin: Feature 1

Offense
Initiative +3
Grab, +4 (DC Spec 16)
Throw, +0 (DC 21)
Unarmed, +4 (DC 21)

Languages
Horse

Defense
Dodge 5, Parry 4, Fortitude 8, Toughness 6, Will 3

Power Points
Abilities 28 + Powers 17 + Advantages 1 + Skills 2 (4 ranks) + Defenses 9 = 57
Last edited by JoshuaDunlow on Wed Oct 03, 2012 6:51 pm, edited 1 time in total.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E: LOTR: All the Nazgul, Spiders, Horses

Postby Gazman » Wed Oct 03, 2012 10:44 am

Should have said it before now but this LotR run is epically awesome. The ringwraiths are especially scary. I would not want to be a PL 5 hobbit being hunted by one of those guys.
User avatar
Gazman
Hero
Hero
 
Posts: 1503
Joined: Sat Feb 05, 2011 11:55 pm
Location: Jersey

Re: JD's 3E: LOTR: All the Nazgul, Spiders, Horses

Postby JoshuaDunlow » Wed Oct 03, 2012 10:55 am

Gazman wrote:Should have said it before now but this LotR run is epically awesome. The ringwraiths are especially scary. I would not want to be a PL 5 hobbit being hunted by one of those guys.



Thanks Gaz.. most times when I'm doing fantasy, I always end up coming around to Lord of the Rings (the most). I'm getting close to have a lot of my 2E LOTR stuff converted over to 3E.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

LOTR: Hell Hawk

Postby JoshuaDunlow » Wed Oct 03, 2012 3:09 pm

Image

"[...] it was a winged creature: if bird, then greater than all other birds, and it was naked, and neither quill nor feather did it bear, and its vast pinions were as webs of hide between horned fingers; and it stank. A creature of an older world maybe it was [...]"
--In book V, chapter 6 "The Battle of the Pelennor Fields"

Hell hawk - PL 6

Strength 5, Stamina 5, Agility 2, Dexterity 0, Fighting 5, Intellect -4, Awareness -2, Presence -2

Advantages
Favored Environment: Air, Fearless, Great Endurance, Improved Grab, Improved Trip, Move-by Action

Skills
Close Combat: Grab 2 (+7), Perception 4 (+2)

Powers
Hell Hawk Physiology (Innate)
. . Bite: Strength-based Damage 1 (DC 21)
. . Fell Creature: Immunity 1 (Custom: To the fear of the Nazgul 1)
. . Foul Reek: Perception Area Affliction 4 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Perception Area)
. . Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks; Permanent)
. . Leathery Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Nazgul Screech: Cone Area Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cone Area 2: 120 feet cone)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Understands Dark speech: Feature 1
. . Leathery Hide: Protection 1

Offense
Initiative +2
Bite: Strength-based Damage 1, +5 (DC 21)
Foul Reek: Perception Area Affliction 4 (DC Fort 14)
Grab, +7 (DC Spec 15)
Nazgul Screech: Cone Area Affliction 5 (DC Will 15)
Throw, +0 (DC 20)
Unarmed, +5 (DC 20)

Defense
Dodge 4, Parry 3, Fortitude 5, Toughness 6, Will 0

Power Points
Abilities -14 + Powers 50 + Advantages 5 + Skills 2 (6 ranks) + Defenses 10 = 55
Last edited by JoshuaDunlow on Sat Nov 24, 2012 12:51 pm, edited 2 times in total.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E: LOTR: All the Nazgul, Spiders, Horses

Postby JoshuaDunlow » Wed Oct 03, 2012 6:54 pm

I added stats for a Nazgul horse, after doing more research.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E: Malware?

Postby JoshuaDunlow » Fri Oct 05, 2012 6:15 pm

I'm getting Malware warnings specifically on Arthur Elds and Thorps thread. I hope they didn't get hacked. :/
Starting to get them all over the place.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E: Malware?

Postby dwellerofthedeep » Sat Oct 06, 2012 5:52 am

yeah, me too. Fingers crossed.
Character Carnival!
My Blog
"If I have to give up a kidney I'll be okay because I'll still have Mutants and Masterminds."
User avatar
dwellerofthedeep
Zealot
Zealot
 
Posts: 1486
Joined: Sun Nov 26, 2006 11:34 am
Location: Minnesota

M1: The Chimera & Gryphon

Postby JoshuaDunlow » Mon Oct 08, 2012 12:00 pm

Image

Gryphon - PL 11
Real Name: Gryphon (secret)
Origin: Altered (Chimera)
Profession: Terrorist, Criminal
Affiliation: Leader of the Chimera
Height: 6'5", Weight: 325 lbs
Eyes: Orange, Hair: Russet Brown

Abilities
Strength 5, Stamina 7, Agility 6, Dexterity 10, Fighting 10, Intellect 4, Awareness 6, Presence 2

Advantages
Agile Feint, Defensive Roll 5, Favored Environment: Air, Improved Initiative, Instant Up, Languages 3, Leadership, Move-by Action, Startle, Taunt

Skills
Acrobatics 8 (+14), Deception 9 (+11), Expertise (AWE): Survival 6 (+12), Expertise: Handle Animals 8 (+12), Intimidation 7 (+9), Perception 10 (+13), Stealth 5 (+11)

Powers
Chimera Physiology (multiple powers; Innate)
Altered Physiology: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison)
Animal Communication: Comprehend 2 (Animals - Speak To, Animals - Understand)
Chimeric DNA: Feature 1
Chimeric Senses: Senses 5 (Awareness: Cosmic (mental), Communication Link: Psychic, Distance Sense, Extended: Vision 1: x10, Low-light Vision)
Eagles Wings: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Lions Strength: Power-lifting 3 (+3 STR for lifting)
Regeneration: Regeneration 5 (Every 2 rounds)
Speed of a great cat: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Chimeric Array (array)
Nauseating Scream: Cone Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone)
Petrifying Gaze: Affliction 10 (1st degree: Hindered, 2nd Degree: Immobile, 3rd Degree: Transformed; Resisted by Fortitude , DC 20; Affects Objects, Increased Duration: Concentration; Sense Dependent: Sight)
Sonic Screech: Blast 10 (DC 25)
Terrifying Roar: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area 2: 60 feet radius sphere, Selective; Instant Recovery, Limited Degree)

Offense
Initiative +10
Grab, +10 (DC Spec 15)
Nauseating Scream: Cone Area Affliction 10 (DC Fort 20)
Petrifying Gaze: Affliction 10, +10 (DC Fort 20)
Sonic Screech: Blast 10, +10 (DC 25)
Terrifying Roar: Burst Area Affliction 10 (DC Will 20)
Throw, +10 (DC 20)
Unarmed, +10 (DC 20)

Complications
Responsibility. Gryphon is loyal to his team of Chimera, and to the adverse. Especially his queen, Illysia, mother of the Adverse.
Reputation. Gryphon is a well known Terrorist, who targets mostly other meta humans. Specifically those, who have direct contact with the T`khan or the Verdani. HIs team also thwarts any attempts by humanity, that might interfere with the Adverse's plans.

Languages
Arabic, Egyptian, English, Meacian

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 12/7, Will 10

Power Points
Abilities 100 + Powers 66 + Advantages 13 + Skills 18 (53 ranks) + Defenses 14 = 211


Builders Notes
The Chimera are a group of Super Villains/Terrorists, that are secretly the creation of the Adverse. It is quite possible that they are the reasons for many of early man's myths about human/animal hybrids.

Gryphon is pretty much like his name sake, a blending of Eagle, Goat, and lion. He has a long feathery tail which helps him fly, and with great brown white wings behind him. His face is that of an Eagle, with the broad powerful body of a humanoid lion. And with the powerful legs of a goat. He is an incredibly old Chimera, dating back to ancient egyptian times.

He's a Unique creature that has the power to control sonic energy specifically from his voice, which he can use to sicken or damage others. His most powerful ability and surprising, is his ability to petrify his opponents with his gaze.

The Chimera Feature, is similar to a strange phenomena where a single person, can have multiple DNA strands of different people. Every chimera has such a physiology, which allows them to also use adverse technology keyed to them. The benefit, it's hard to pin them down to any crime due to genetic trace evidence.
Last edited by JoshuaDunlow on Thu Oct 11, 2012 1:02 pm, edited 1 time in total.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Freedom City: Sure Shot

Postby JoshuaDunlow » Tue Oct 09, 2012 12:25 pm

Image

Sure Shot - PL 7
Real Name: Thomas Underwood
Identity: Secret
Profession: Hotel Chain Owner
Affiliation: Allies of Freedom

Age: 89, Height: 5'10", Weight: 230 lbs
Eyes: Gray Blue, Hair: Light Brown

Abilities
Strength 0, Stamina 1, Agility -1, Dexterity 7, Fighting 3, Intellect 3, Awareness 7, Presence 2

Advantages
Benefit, Wealth 3 (millionare), Connected, Contacts, Equipment 2, Improved Critical 2: Sure Shot: Blast 6, Languages 1, Luck 3, Precise Attack (Ranged, Cover)

Skills
Close Combat: Custom Walking Stick 2 (+5), Deception 6 (+8), Expertise: Business 6 (+9), Expertise: Hotel Management 9 (+12), Intimidation 4 (+6), Perception 7 (+14), Persuasion 6 (+8), Ranged Combat: Concealed Gun: Blast 3 3 (+10)

Powers
Kinetic Manipulation
. . Ballistic Barrier: Force Field 6 (+6 Toughness; Impervious; Limited: against Ballistic Descriptor [6 extra ranks])
. . Sure Shot: Blast 6 (Removable, DC 21, Advantages: Improved Critical 2, Precise Attack (Ranged, Cover); Multiattack, Precise)
Luck Control: Luck Control 3 (Bestow Luck, Force a Re-roll, Spend on Other, Advantages: Luck 3)
The Lazarus Effect: Immunity 1 (Disease; Feature: Longevity)

Equipment
Walking Cane [Custom Walking Stick; Powerful Magnetic Tip: Feature 1]
Custom Walking Stick (array)
. . Concealed Gun: Blast 3 (DC 18)
. . Use it like a club: Strength-based Damage 2 (DC 17)
Powerful Magnetic Tip: Feature 1


Offense
Initiative -1
Concealed Gun: Blast 3, +10 (DC 18)
Grab, +3 (DC Spec 10)
Sure Shot: Blast 6, +7 (DC 21)
Throw, +7 (DC 15)
Unarmed, +3 (DC 15)
Use it like a club: Strength-based Damage 2, +5 (DC 17)

Complications
Disability: Weak Heart & Bum Knee.
Quirk: Alcoholic.
Relationship: Family: Thomas's family is the most important thing to him.
Responsibility: Business : Thomas runs a successful hotel chain, which takes much of his time.

Languages
English, German

Defense
Dodge 3, Parry 3, Fortitude 5, Toughness 1 (7 against ballistics), Will 7

Power Points
Abilities 44 + Powers 35 + Advantages 8 + Skills 15 (43 ranks) + Defenses 8 = 110


Background:
Thomas was born in 1923, to a moderately prominant family in Freedom City. However his parents decline in health and old age, he ended up becoming the soul heir of the modest estate of his family by the time he was sixteen. He didn't know what else to do, he had a year left of school to go. But considering his age, he became a ward of the state till he turned eighteen. His parents didn't have any other living relatives. But the road to power all started during world war II, the year was 1941 and Thomas Underwood signed up to be apart of an experimental program to create super heroes to help in the war. And Thomas Underwood succeeded in survivng the process, that few did.

He gained special powers from the process, and he had alot of success during the war. Working heavily with the Allies of Freedom, on many of their missions. When the war was over in 1945, he recieve several commodations. However the experiment weakened his heart, and the war caused a knee injury that never healed again. He went back to Freedom City, and married his childhood sweet heart Mary Patrick. Starting up a family, his wife gave birth to two beautiful daughters Elizabeth Shannon, and Olivia. For a time he continued to be a super hero, and even had a short stint with the Freedom League. However his own growing heart condition, forced him to leave and change his priorities. Especially once his children were born.

Taking the majority of his estate, he built and opened up the Underwood Hotel chain. Which has become very popular, not only in freedom city but in other cities too. The Underwood hotel is unfortunately a pricey place, so those of the middle class are unlikely to find it affordable (DC of 14-16 depending on the room desired). His wife died of a heart complication, in 1965 which left him devestated at her loss. And soon picked up alcoholism as a hobby, loosing himself in the mind numbing effects it provided him. His two daughters couldn't bare to see him like this, and they helped out with his hotel while trying to help get him to recover. It took two years of dedicated effort before thomas started to come out of his shell, once more but he has had to battle his alcoholism ever since. But with the love and dedication of Elizabeth, and Olivia he has stayed away from the drink.

By 1970 Elizabeth went on to help run the business, while Olivia fell in love with a Mathew Dunlow. Who would later give birth to Joshua Dunlow, who would later become known as Omega 2. Inhereting some of his grandfather's legacy of power. Today Thomas is considered one of the most eligible bachelors in Freedom City, and with the success of his business rather wealthy too. He lives a jet setting life style, visiting and exploring new destinations around the world. He is also quite the ladies man, a charming and distinguished gentlemen who always seems to have a pretty face or two at either arm. However he is not a promiscuous man, so he has resolved to wait. If he can find the right woman for him, in the mean time he enjoys showing his female companions a great time without sex. One of his more closest friends, is the enchanting singer Ravina Sovienik otherwise known as Muse . In reality though he knows about her powers, and her mysterious origin. And has helped her establish a new identity for herself in this world.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

M1: Shatter

Postby JoshuaDunlow » Sat Oct 13, 2012 12:45 pm

Image

SHATTER - PL 9/11
Real Name: Amy Orwen
Identity: Public
Profession: MHRA Agent
Area of Residence: Washington, DC

Age: 26, Height: 5'6", Weight: 133 lbs
Eyes: Magenta, Hair: Dark Brown

Abilities
Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 4, Intellect 3, Awareness 2, Presence 1

Advantages
Attractive, Benefit, Security Clearance: Choose Clearance, Benefit, Wealth (well-off), Connected, Eidetic Memory, Equipment 1, Languages 1, Leadership, Ranged Attack 2, Teamwork

Skills
Acrobatics 2 (+6), Deception 3 (+4), Expertise: Behavioral Science 3 (+6), Expertise: Current Events 2 (+5), Expertise: Popular Culture 2 (+5), Insight 4 (+6), Investigation 6 (+9), Perception 6 (+8), Persuasion 5 (+6), Stealth 4 (+8), Treatment 2 (+5), Vehicles 3 (+7)

Powers
Geometric Array
. . Geometric Attack: Blast 8 (bludgeoning, DC 23; Multiattack)
. . Geometric Kinesis: Move Object 12 (100 tons)
. . Geometric Strobe: Shapeable Area Dazzle 8 (Affects Sense: Visual, DC 18; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic)
. . Geometric Structures: Create 7 (Volume: 250 cft., DC 18; Movable, Subtle)
Geometric Field: Force Field 8 (+8 Toughness; Impervious)
Geometric Platform: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Platform)
Power Reserve: Variable 3 (Innate; Limited: To the Powers she already possesses; This allows her to boost herself to PL 11, by increasing her array, field by 2 ranks, and her platform by 4 ranks. )

Equipment
Commlink

Offense
Initiative +4
Geometric Attack: Blast 8, +6 (DC 23/25)
Geometric Kinesis: Move Object 12, +6 (DC 22/24)
Geometric Strobe: Shapeable Area Dazzle 8 (DC Dog/Fort/Will 18/20)
Grab, +4 (DC Spec 10)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Complications
Motivation: Patriotism
Power Loss: Must be within 10 feet of Power doll to utilize her power reserve
Relationship: Power Doll.
Responsibility: The MHRA Agency & The Country

Languages
English, French

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 10, Will 6

Power Points
Abilities 40 + Powers 65 + Advantages 11 + Skills 14 (42 ranks) + Defenses 12 = 142

Builders Notes
Shatter is originally a character created for the Paragons Setting, updated for my M1 Universe and 3E.

Amy's major power is the ability to create a multitude of small fields of Geometric Energy, that flicker in and out of existence. Making it look like dozens of small near transparent, and semi reflective surfaces. She can use these for a number of effects. Her power when used sounds like crystals tinkling, and glass shattering at the same time.

Background:
Amy never thought she would have super powers, let alone find herself attracted to another woman. But that is exactly what happened. Amy grew up in a large family actually, in middle class economics. It became obvious at an early age she was bright, and she found getting through school a breeze for her. She was very dedicated to her work, and also joined several activities and clubs during her schooling. When she turned eighteen, she wanted to get into college. So she went into the military to help get her a start with college intuition, and soon this lead to a desire to get into homeland security or the federal bureau of Investigations. She had finally made it into the Academy, and she was gaining honors at the top of her class. She had a promising career as an agent, until that fateful day. When she had a breakout during a training session that got out of control, however her powers came in quite handy to save her group. When she erected a Shatter field around her team, when a van came speeding at them and exploded during the impact. When the MHRA found out about her, and a few others like her. They recruited her into the group, to perform the main function of the Agency. To regulate the use of paranormal abilities in accordance with the laws of the United States Government, and to investigate any paranormal threats to the safety and security of the United States and its citizens. This became a full time job for her, which she takes rather seriously. Amy didn't even have time for dating, with such a dedicated life to wanting to serve her country. And she isn't even gay or bi, however when she met a fellow team mate named Powerdoll that changed everything. They both seem to share a strange paranormal resonance field, that enhances both of their powers when they are in close proximity. She is still battling with this new strange connection, and is finding it hard to adjust to this new set of events and the feelings that this Power Resonance is . However they are both part of the MRHA Agency's lead team that investigates metahuman events, with a very high success rate. They just seem to work very well together.
Last edited by JoshuaDunlow on Tue Oct 16, 2012 8:14 pm, edited 1 time in total.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

M1: T`Khan Template

Postby JoshuaDunlow » Sat Oct 13, 2012 1:23 pm

Average T`Khan - PL 8
Average Life Span: 350 years, though more powerful T`Khan can be several thousands of years old.
Average Height: 6'5" for Men, 6'0" for Women

Abilities
Strength 5/2, Stamina 5/2, Agility 2, Dexterity 2, Fighting 6, Intellect 5, Awareness 5, Presence 2

Advantages
Close Attack, Great Endurance, Improved Critical 2: T Hand Weapon: Strength-based Damage 4, Languages 2, Ranged Attack 4, Speed of Thought

Skills
Expertise: Choose one 5 (+10), Perception 5 (+10), Technology 5 (+10)

Powers
Cosmic Power Array
. . Psionic Tendrils: Move Object 7 (3 tons, DC 22; Damaging; Diminished Range 3)
. . Telepathy
. . . . Mind Reading: Mind Reading 6 (DC 16)
. . . . Thought Projection: Mental Communication 1
Gurond Armor (Removable)
. . Armor Plating: Protection 5 (+5 Toughness; Impervious [1 extra rank])
. . Gravity Propulsion: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Power-lifting: Power-lifting 3 (+3 STR for lifting)
. . Symbiotic Enhancement: Enhanced Trait 12 (Traits: Strength +3 (+5), Stamina +3 (+5))
T Weapons (Easily Removable)
. . Beam Pistol: Blast 6 (DC 21)
. . . . T Hand Weapon: Strength-based Damage 4 (Alternate; DC 24, Advantages: Improved Critical 2; Penetrating 6)
T`Khan Physiology
. . Enhanced Metabolism: Immunity 7 (Disease, Fatigue Effects, Poison; Limited - Half Effect; Feature: Longevity)
. . Innate Physiology: Feature 1
. . Regeneration: Regeneration 4 (Every 2.5 rounds)
. . Senses: Senses 1 (Awareness: Cosmic (Awareness))

Offense
Initiative +5
Beam Pistol: Blast 6, +6 (DC 21)
Grab, +7 (DC Spec 15)
Mind Reading: Mind Reading 6 (DC Will 16)
Psionic Tendrils: Move Object 7, +6 (DC 22)
T Hand Weapon: Strength-based Damage 4, +7 (DC 24)
Throw, +6 (DC 20)
Unarmed, +7 (DC 20)

Complications:
Responsibility: To thwart the plans and efforts of the Maecians.

Languages
English, One Ancient Earth Language, T`khan

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10, Will 8

Power Points
Abilities 52 + Powers 66 + Advantages 9 + Skills 5 (15 ranks) + Defenses 10 = 142


Builders Notes:
It's interesting that I never really sat down and did the stats of your average T`Khan for my M1 Universe. These are the Interstellar good guys, caught in a never ending war with the forces of the Adverse "The Maecians". Which often ends up coming to earth from time to time. Though they look human enough, their natural psionic abilities to manipulate cosmic energies makes them stand out. They normally work in secret, behind the scenes when ever possible. But the advent of the Meta Human, has allowed some to blend in as just another hero or vigilante. The statistics above are for your average T`khan warrior, and there is a lot of flexibility here, especially where psionic powers are possible.

The T`khan have been behind the scenes since ancient man, and are perhaps the sources of myths, such as the gods, the Anunaki, The Isle of Atlantis, the creators of the great pyramids, the teacher of wisdom to early man. I did a lot of self restraint on this build, and tried to stay on concept instead of getting too diverse with the template. Specific T`khan will be stated out in the future.

To Know more about them, read my M1: History.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's 3E: M1: Gryphon, Shatter, The T`khan

Postby JoshuaDunlow » Mon Oct 15, 2012 2:56 pm

Tweaks to the Hell Hawk and the Watcher.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Fantasy Document: Magic (Arcane)

Postby JoshuaDunlow » Tue Oct 16, 2012 2:41 pm

Image

The Power of Arcane
The power of the Arcane, or Magic, has always carried with it a love for the fantasy. Which is in it's essence apart of the fantasy Troupe. Arcane wielders generally come in two types, Wizards and Sorcerers. Wizards generally learned their magic through arduous study, and require books, formula, and gestures to use their spells. While the Sorcerer learns magic through a more Innate understanding of the flows of arcane that move through us all.


The Wizard Template (9pp)
Ability Requirements (4pp): Wrestling the powers of magic requires a great strength of mind, Requiring at least an Intellect of 2.
Defenses (2pp): Most wizards require a Willpower of 2. So they can handle the forces of the Arcane. Though their fortitude tends to lack.
Skills (1pp): Expertise (Arcane; Intellect) 6, Wizards require knowledge more than anything.
Advantages (2pp): Wizards learn several things to be a Wizard: Artificer & ritualist. The ability to use ritual magic, and the ability to create magical items such as potions and scrolls. Some mages may pick up a language, to learn an the Academic Language of Wizards (which is generally the language their magic is spoken in). Optional additions Include: Speed of Thought .

Powers
Note that even though the wizard requires books, scrolls, wands and staves. They have wrestled that power through study. They can be mind you be a source for power, but all the spells that a wizard knows are from memory. This build does not follow the traditional D&D formula, requiring the wizard to re-memorize spells once cast. I have never followed that line of thinking myself. Instead Books, Scrolls, wands and staves follow a focus quality. Granting bonuses to Expertise Checks. While all spells require a Expertise (Arcane/Magic) Check to cast properly.

Complications:
Power Loss. Generally Wizards have many complications towards spell casting, requiring a focus such as gesture, words, foci (such as books, wands and staves). If the GM does not want to let foci provide a bonus to Expertise Checks to cast spells, he can alternately penalize a caster with a +5 DC to casting spells without a wand or staff.


The Sorcerer Template (11pp)
Ability Requirements (8pp): Wrestling the powers of magic for a sorcerer, require Intuition and Presence. Much like the Cleric/priest. Awareness of 2, and a Presence of 2.
Defenses (2pp): Most sorcerers also require a strong will power, Willpower of 2.
Skills (1pp): Expertise (Sorcery; Awareness) 3,
Advantages (0pp): Sorcerer's generally do not possess any advantages for being what they are.

Powers:
Sorcerer's are intrinsically different , they never had to study to learn their spells. They gained that ability naturally, intuitively. Their magic is far more spontaneous, and in that regard far more dangerous. For failing a Spell casting check , may cause some un-forseen side effects .

Complications:
Power Loss. A sorcerer may still require gestures and chants to cast spells, but they are not required from the sorcerer. But they can still benefit from wands or staves, if using the optional Foci Rules. Alternately penalize a caster with a +5 DC to casting spells without a wand or staff.


Powers:
Arcane Magic [Array]
This is perhaps the most valid power in the entire book, to simulate the wizard and the sorcerer. The Arcane wielder requires a Expertise (Arcane) Check to cast their spells, and requires Concentration to make them work.. So these must be attached to every power a arcane wielder uses. The main difference is the ability score used, sorcerer's use Awareness while Wizards use Intellect.

• Arcane Blast: The most common offensive spell. The arcane blast, causes mystical damage instead of physical. Meaning you have to use a Will Save Ranged Damage Effect for the arcane blast. Sometimes this spell includes the Affect Insubstantial for more powerful versions of this spell.

• Arcane Bolt: Another common spell, though its affects are primarily physical instead of magical. This is simply a Blast power with a force and magical descriptor.

• Arcane Missile: Another common spell, that creates a bolt that unnervingly tracks onto a target to. This is the Blast power with a Homing Modifier.

• Arcane Shield: This spell's primary defense makes it work just like a shield. Enhancing the wielder's dodge & parry defense.

• Arcane Wall: This is essentially just a Forcefield power, and often has Affects Insubstantial added onto it.

• Charm Spell: This is your typical “mind control ' effect in fantasy. Its an Affliction with the following stages: Entranced, Compelled, and Controlled. More powerful versions have the Increased Duration modifier.

• Conjuration: This is your typical summon item spell. It is a Teleport Spell that affects objects only and Attack Modifiers added to it. More powerful versions of the spell may have an extended range, and accurate modifiers.

• Detect Magic: This spell is your general detect/analyze magic spell that is most common among both types. Senses: Magic Awareness (Visual; Acute; Sustained)

• Fire Ball: This spell is common in just about every fantasy scenario possible. Creating a Blast with a Explosion Area.

• Magic Resistance: This spell's primary defense makes a wielder more resistant to magical attacks. This may be a Enhanced Will Save or Impervious Will Save, or even both! This spell often includes the Affects Insubstantial.

Of course there are tons of permutations that can be conceived of. My job was to just handle the most common spell effects (at least right now)


Innate Magic
Sometimes having magic as an innate ability instead of part of an array, where you have to cast it for success. Naturally magically inclined races, or powers that have been permanent enchanted onto a person, are examples of this. Which may be the effects of a powerful potion, artifact, or tattoos.


Unique Items:
Arcane wielders can often be found using many magical items, ranging from potions and scrolls, to magical books, staves, and wands. All of these are considered Devices of course, with the appropriate removable effects.

Books/Scrolls. Books and Scrolls can often add a bonus to Expertise Checks with what ever it is they are talking about. And may even have spells within them for the wielder to use. Treat this as a feature, with an additional removable effect (requiring a Arcane array to use properly; making sure only those trained can use those spells.

Wands. Wands are often imbued with powers of their own, and may be considered a focus for casting spells. Improving their DC for Expertise (magic) checks by +2 (treat this as a feature).

Staves. Staves are more powerful versions of wands, not only are they weapons to inflict damage with. They may have power of their own, and allow the wielder to use powers they do not posses (doing the same thing as a book/scroll can do ). As a focus as staff Improves their Expertise Magic checks for casting spells by +5 (treat this as a 2 pt. feature)
Last edited by JoshuaDunlow on Tue May 28, 2013 2:30 pm, edited 7 times in total.
User avatar
JoshuaDunlow
Cosmic Entity
Cosmic Entity
 
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

PreviousNext

Return to Roll Call



Who is online

Users browsing this forum: Google [Bot] and 2 guests