Aerlwyn Characters 2e/3e

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.

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Aerlwyn
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Re: Aerlwyn Character ideas 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:24 pm

Snowflake
Image

Abilities 50 points
Strength 8/0, Stamina 8, Agility 4, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 2

Powers 54 points
Permafrost (Immunity 10 (ice/cold effects) 10pp
Ice Born (Sure footed 2 (ice and snow only) 2pp
Infrared vision (super senses 1) 1pp
Glaical Armor Enhanced Trait 4 (Dodge 2, Parry 2) 4pp
Chilling Embrace (Affliction 4 (Hindered,Immobile, resisted by fortitude) (Reaction; Limited Degree(melee attacks) 12pp

Ice Melee 21pp
@Frozen Fists Enhanced Strength 8, Strength-based Damage 2 18pp
AE: Ice Slick (Environment 8 [Impede movement -2]) 1pp
AE: Frozen Touch (Affliction 8 (Resisted by Fortitude, Hindered/Impaired, Immobile/Stunned)(Culmulative, Extra condition; Limited Degree) 1pp
AE: Ice Javelin (Blast 8, accurate 2) 1pp

Ice Slide (Flight 4 (Platform) 4pp


Skills 6 points
Athletics 2(+2/+10)
Close combat unarmed 1 (+6)
Expertise (pop culture) 2 (+4)
Insight 3 (+5)
Intimidate 1(+3)
Perception 2(+4)
Ranged combat ice javelin 2(+4)

Advantages 3 points
Attractive 1, language 1 (English, Russian), power attack


Defenses 10 points
Dodge 8-2 points
Parry 8-1 point
Fortitude 8
Toughness 8
Will 8-2 points

Offenses
Initiative +4
Unarmed Attack +6, Damage 0/+10
Frozen touch +6 Affliction 8
Chilling embrace +6 Affliction 4
Ice Javelin +8 blast 8

Complications
Motivitation patriotism (russian national)
Identity (secret)
Relationship (grandfather and father)
Responsibility - legacy

Abilities 50 + Powers 54 + Skills 6 + Advantages 3+ Defenses 10 = Total 123 points



Snezhinka; Kiska Tiomkin

Background
Kiska Tiomkin is the only daughter of Dimitri Tiomkin (aka Goriy). She has proven to have superhuman powers as well. Her abilities take after her grandfather's (cold control) as well as her father's (Superhuman Strength and toughness). Kiska parents live and work in the USSR as superhero agents.

Does she go to school in Summit City? Yes im thinking she attends a school for super powered teens as a foreign exchange student.

How does she support herself? Her father has set up an account for her that pays for her schooling, books and a small stipitend for clothes and other essencial

Powers
With command over Ice and Cold. Her strength and brawling skills are a nasty surprise to those who think getting the Snowflake in their clutches gives them a victory. She is also the team's most divergantly trained warrior.

Appearance
A tall russian beauty with platinum blonde hair and clear "ice blue" eyes. She wears a white body suit with dark blue accessories (belt, bodice, boots) and over this she wears a white jacket with a fur lined neck. On the back of her jacket and on the top of her gloves and shins of her boots are blue snowflake designs (unlike real snowflakes, these designs are identical). Kiska has a sturdy, yet curvaceous figure and when not acting as a heroine wears modern western fashions.

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Re: Aerlwyn Character ideas 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:37 pm

Toox grew up having to hide her nature in various humanoid shapes as her true form only lead her into alot of trouble as Changelings were thought as thieves and bandits. Her family was driven out of several town before they came to a abdonded castle most of it was lost to the ages but some areas were clean and dry. So the - family set up home there, they found that a elven community was near by and they could trade for some food they could not trap or hunt for. Toox was taken with the elven nature and started to learn their language and form. The villiage druid took a liking to Toox and taught her the ways of a druid, which Toox really took to heart and found her druid shape.

Toox - PL 5

Abilities: 16 points
Humanoid
Strength 0, Stamina 0 , Agility 2, Dexterity 2
Fighting 0, Intellect 0, Awareness 4, Presence 0

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



Advantages: 6 points
Animal Empathy, Equipment 1, Evasion, Favored Environment: Woodlands, Languages 1, Uncanny Dodge

Skills: 11 points
Acrobatics 2 (+4), Athletics 2 (+2 - 5), Close Combat: Unarmed 4 (+4 - 6), Expertise: Life Science 4 (+4), Insight 2 (+6), Perception 2 (+6), Stealth 4 (+6 - 3), Treatment 2 (+2)

Powers: 37 points
• Changling Disguise • 15 points total
- Morph: 3, Any Humanoid • 15 points

• Spider Form: Activation [Move Action, -1], Quirk [No Equipment, -1] • 22 points total
- Claws And Fangs [Damage]: 1, Strength-based • 1 point
- Enhanced Ability: 6, Dexterity 4, Fighting +2 • 12 points
- Growth: 3, Strength +3, Stamina +3, Intimidation +1, Mass Rank +3, Dodge -2, Parry -2, Stealth -3 • 6 points
- Protection: 5 • 5 points

Equipment:
Leather Armor(toughness 1), Spear(str+3)

Defense: 5 points
Humanoid
Dodge 4, Parry 2, Fortitude 1, Toughness 1, Will 4

Spider
Dodge 3 ,Parry 3, Fortitude 4, Toughness 8, Will 4

Offense:
Initiative: +2
Unarmed: H+4, S+6 [DC 15 - 18]
Claws And Fangs: +6 [DC 19]
Grab, H+0, S+2 (DC Spec 10 - 13)
Spear, +0 (DC 18)
Throw, H+2, S+6 (DC 15 - 18)

Complications:
Identity: Racial secret
Motivation: Responsibility: To the woodlands

Languages:
Common, Elven

Power Points:
Abilities 16 + Powers 37 + Advantages 6 + Skills 11 (22 ranks) + Defenses 5 = 75 points

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Re: Aerlwyn Character ideas 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:38 pm

Image

Goliath
Rachel Amber Toliver

Backstory
Goliath was created on the day of an accident, she was a brilliant computer designer working for a research arm of the Oracle corporation. That day a corporate compediator raided the company. In the resluting gun battle and explosions caused by stray bullets from both sides Rachel Toliver was caught in the explosion of her computer lab, she was injured when the Co2 used to cool the super computer exploded near her.

When it was all over she awoke to being carried to one of Oracles medical facalities for care. She found out what happened and what her injuries were, they said she might never feel anything in her hands or her face. The doctors tried an expermental regenerative nano technology Over time to the amazement of the doctors her face and hands started to regenerate the damaged tissue and nerves. The doctors seeing this ran further test to see if her genetic structure had been altered.

It seemed that the nanites had changes her allowing her to expand her size, the doctors thought that the regeneration was part of it so her body needed it with the increased in height. Being transfered to a metahuman wing and training center to learn to master her developing powers. In the mean time the Oracle company was sorting out a new place for her to live and work for them as part of thier metahuman staff, being on call for any emergencies that might require her special nature. After several months of training she was released and given some perks for working with the Oracle corporation.


Power Level: 10; Power Points Spent: 155/155

STR: +12 (10/34), DEX: +1 (12), CON: +11 (10/32), INT: +3 (16), WIS: +1 (12), CHA: +1 (12)

Tough: +13, Fort: +13, Ref: +6, Will: +8

Skills: Computers 8 (+11), Craft (electronic) 8 (+11), Drive 2 (+3), Intimidate 3 (+12), Knowledge (business) 3 (+6), Knowledge (technology) 7 (+10), Notice 7 (+8), Pilot 5 (+6), Profession (Computer Programmer) 9 (+10), Search 3 (+6), Sense Motive 5 (+6)

Feats: Attack Focus (melee) 2, Attack Specialization 2 (Giant Punches), Attractive (+4), Benefit (Wealth), Equipment 4, Evasion, Improved Grapple, Improved Initiative, Improved Pin, Inventor, Power Attack, Startle

Powers:
Growth 16 (Linked; +24 STR, +12 CON, +4 size categories (Attack/Defense –8, Grapple +16, Stealth –16, Intimidate +8, Height 64 ft., 250K lbs, Space 30 ft., Reach 15 ft.) (Flaws: limited Growth above 12 does not add Strength and Con) -1) 44pp

Enhanced Constitution 10 (LImited : growth 9 [20 feet] -1) 5pp

Immunity 10 (Linked; damage type: Cold, damage type: Fire; Limited - Half Effect, limited Growth 9 [20 feet] -1) 3pp

Protection 2 and Impervious Toughness 11 (Limited Growth 9 [20 feet] -1) 7pp

Super Strength 6 (Flaw: Limited growth 9 [20 feet]-1); ground strike (100' radius, dc20), shockwave (+10, cone:100 feet, dc 20)) 8pp

Giant Stride (Speed 2 (flaws: Limited [30+ feet height] -1) 1pp

Equipment: HQ: Skyscraper (5 floors), cellphone, sports car

Attack Bonus: +8/+0 Full Size, Ranged: +8/+0 Full Sized, Melee: +12/+8 Full Sized, Grapple: +40)

Attacks: Unarmed Attack, +0 (DC 27)

Defense: +0 (Flat-footed: +0), Size: Medium/Colossal, Knockback: -30

Initiative: +5

Languages: English, Spanish, French, Japanese, Korean

Totals: Abilities 12 + Skills 15 (60 ranks) + Feats 17 + Powers 68 + Combat 32 + Saves 14 + Drawbacks 0 = 159

Complications
Responsibility - Oracle (on call to them)
Lesbian
Responsibility - Freya Computer Technologies (Corporate CEO)

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

HQ: Skyscraper (5 floors)

Power Level: 10; Equipment Points Spent: 20

Toughness: +10

Features: Communications, Computer, Cover Facility, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Think-Tank, Workshop

Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 16 + Powers 0 + Combat 3 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
Last edited by Aerlwyn on Thu Sep 06, 2012 1:08 pm, edited 14 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:40 pm

Reaper
Emma Louise Portman


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

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

Tough: +4/+7, Fort: +8, Ref: +8, Will: +7

Skills: Acrobatics 4 (+8), Bluff 3 (+4), Climb 2 (+6), Concentration 6 (+6), Disable Device 6 (+6), Disguise 3 (+4), Drive 2 (+6), Escape Artist 4 (+8), Handle Animal 3 (+4), Intimidate 5 (+6), Knowledge (tactics) 8 (+8), Language 2 (+2), Medicine 4 (+4), Navigate 4 (+4), Notice 6 (+6), Pilot 2 (+6), Ride 2 (+6), Sense Motive 6 (+6), Stealth 4 (+8), Survival 6 (+6), Swim 2 (+6)

Feats: All-Out Attack, Ambidexterity, Combat Awareness, Defensive Attack, Diehard, Elusive Target, Equipment 8, Evasion 2, Fearless, Improved Block, Improved Critical (Katana), Improved Initiative 2, Move-by Action, Power Attack, Quick Draw, Twin Weapon Strike, Uncanny Dodge (Hearing)

Equipment: Armored Jumpsuit, Blaster Pistol, Cell Phone, Commlink, Katana, Katana, PDA, Shuriken
8ep put aside for a base


Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +12)

Attacks: Blaster Pistol, +8 (DC 20), Katana, +8 (DC 22), Katana, +8 (DC 22), Shurikens, +8 (DC 20), Unarmed Attack, +8 (DC 19)

Defense: +8 (Flat-footed: +4), Knockback: -3

Initiative: +12

Languages: English, Japanese, Korean

Totals: Abilities 26 + Skills 21 (84 ranks) + Feats 26 + Powers 0 + Combat 32 + Saves 15 + Drawbacks 0 = 120

Complications
Code of Conduct
Sense of Duty
Sense of Loyality

THE BIRTH OF THE REAPER
Emma was just one more latchkey kid from a broken home in Gotham City, running the streets with her friends after school. Crime was not something she saw on the six o'clock news. It was right there in front of her everyday. She was not even out of elemetary school before losing the first of her friends to the violence on the streets.

She heard stories about Batman, heard about how he fought the gangs and the mob. She even saw him one night, when she and her friends accidently wandered into a gang battle, and Batman arrived to stop the violence. As bad as things were in Gotham, without Batman they would have been so much worse.

Then one day, he was gone. There was no Dark Knight leaping from the shadows to defeat the bad guys and protect their victims. There was no Batman to foil the insane plots of Joker and Two-Face. Criminals began to take over the city. Emma managed to escape the city, leaving for college, just before the very worst of the chaos began.

It was a first year American History class that changed her life. Her professor liked to use the growing problems of Gotham as an example to prove his various points and theories on the effects of masked crimefighters and metahumans on American culture. He argued that Batman had made himself the force that criminals feared, meaning that they had no fear or respect for actual law enforcement, causing the escalation in violence and crime when the Batman was no longer there.

Though the professor meant this as a condemnation of Batman, Emma saw it differently. If the criminals of Gotham needed a masked crimefighter to be scared of, then a masked crimefighter would have to be provided.

Emma sought out a local dojo that had a reputation for teaching real effective combat skills, and made a deal to trade secretarial and maintenance work for lessons in both hand-to-hand and armed combat. When Sensei Ito saw how focused and devoted she was, he bagan to work with her extensively, even calling in favors from other martial arts instructors to teach her specific skills. He even went so far as to convince his nephew Jason, a talented sneak thief and the family's black sheep, to teach her about stealth, security systems, and other underhanded skills.

For five years Emma worked and trained with incredible intensity. On the night of her college graduation, Sensei Ito gave her a pair of Katana, telling her to bear them into battle with honor. Jason gave her an advanced blaster pistol, telling her not to get killed. The next day, she returned to Gotham, determined to uphold the Batman's legacy, and return justice to her poor city.
Last edited by Aerlwyn on Mon Feb 27, 2012 1:36 pm, edited 2 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:48 pm

Image


MindsFyre - PL 12

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

Advantages
Attractive, Eidetic Memory, Luck 1,Uncanny Dodge, Ultimate Effort: Will Defense

Skills
Acrobatics 2 (+4), Deception 2 (+4/6), Expertise: Humanities 6 (+7), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6/8), Technology 2 (+3)



Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round) 12pp)
. . Group Flight: Burst Area Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Burst Area: 30 feet radius sphere, Selective) 1pp)

Force Field: Force Field 5 (+5 Toughness; Impervious [5 extra ranks]) 14pp)

Mental Awareness: Senses 5 (Accurate: Mental, Acute: Mental, Detect: Mental 2: ranged) 5pp)

Mental Wall (22pp)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Will +10 (+12))
. . Impervious Defense: Impervious Will 12

Telekinesis: Move Object 12 (dc 22 (100 tons(perception area) 36pp)
. . Mental Blast: Mental Blast 7 (Alternate; DC 22; Homing 2, accurate 4) 1pp)
. . Telekinetic Blast: Blast 12 (Alternate; DC 27; Increased Range: perception) 1pp)
. . Telepathic Illusions: Illusion 7 (Alternate; Affects: All Sense Types, Area: 60 cft., DC 17) 1pp)
. . Telepathy: Mind Reading 12 (Alternate; DC 22; Sensory Link) 1pp)

Telepathic Communication: Mental Area Communication 2 (Area) 10pp)



Offense
Initiative +2
Grab, +1 (DC Spec 20)
Throw, +2 (DC 20)
Unarmed, +1 (DC 20)

Complications
Secret ID
Responcibility - Vanguard
Enemy Mindbender
Ice Queen - profession demeanor

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 10, Will 12/2

Power Points
Abilities 38 + Powers 104 + Advantages 5 + Skills 12 (24 ranks) + Defenses 21 = 180


Backstory
Alexis always was a different child to the rest of her family. She would spend hours in a book and spent little time with the rest of her brothers and sisters. Life was normal enough in the Steiner home til the day that a battle broke out between a super team and a villian that they were there to capture. Somewhere during the battle a blast from one of the superpowered beings misses and smashed into Anya's room she was hit with the blast but it had little effect on the child it was as if the accident caused her abilities to finally manifest themselves. She lashed out at the villian with her mental powers throwing him threw a home he was standing in front of.

The UN team of heroes seeing this child floor one of their powerful foes, took the child for the safety of her family as they would not be able to deal with bloosming superhuman abilities. She grew up in the care of the UN team of which she is a member of now.

Being taken from her home was bad enough. Being taken from her home because she'd become too dangerous for her family was terrifying. The Vanguard agents taught her to control her new powers, and they mean well, but they're half soldier and half superhero. They're always busy, always on the move, and not all of them are cut out to help take care of a young, powerful psychic, you know? There probably weren't a lot of people her age she could talk to growing up, either. She probably either got left behind in Vanguard's base, or got dragged along into super-dangerous situations. Both really kind of suck for someone who's just a kid.

She cares about the team as more than just teammates. They're substitute parents, brothers, sisters to her. At the same time, they're always going off to some far-off place to fight the evil guy of the week, so just getting to sit down and talk with someone is rare. She has a secret identity, so she has to be careful, make sure she doesn't give herself away, kind of has to to put on an act with most normal people. She's very experienced and sophisticated, and she can read minds, she knows the ways of the world. She knows what people want, how to act in different situations. She's really good at interacting with people, but she wants someone she can open up to on a deeper level.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 12:55 pm

Image

Isabella Rayne
Isabella Rayne is a geniune enigma. Surrounded in a veil of secrecy , her motivations, her goals and even her background are hidden even from her closest companions. She favours dark clothes and only speaks when necessary; her words are often cryptic and vague, suggestion Isabella knows more than she choose to reveal.
No one is why Isabella behaves as she does. Perhaps it is due to an oath to an ancestor, or perhaps it is a neurotic compulsion. Whatever the reason Isabella is clearly determined to operate on her own terms.


Isabella Rayne

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

STR: +0 (10), DEX: +0 (10), CON: +2 (14), INT: +3 (16), WIS: +4 (18), CHA: +4 (18)

Tough: +2/+8, Fort: +5, Ref: +5, Will: +7

Skills: Bluff 6 (+10/14), Concentration 6 (+10), Diplomacy 6 (+10/14), Disguise 6 (+10), Gather Information 6 (+10), Intimidate 2 (+6), Investigate 7 (+10), Knowledge (current events) 7 (+10), Knowledge (streetwise) 7 (+10), Notice 6 (+10), Search 7 (+10), Sense Motive 6 (+10), Stealth 12 (+12)

Feats: Attack Specialization 2 (Mystical Training (Array 7)), Attractive (+4), Benefit (enigma), Connected, Contacts, Dedication (House Dimir), Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Equipment 1, Improved Initiative 2, Jack-of-All-Trades, Low Profile, Luck, Oathbound, Quick Study, Truth Sense, Well-Informed

Powers:
Protection 4 (+4 Toughness)

Concealment 6 (all visual senses, other sense: Magic, other sense: Mental; Phantasm)

Mystical Training (Array 7) (default power: drain; Power Loss (unable to speak))
- Confuse 8 (Array; DC 18)
- Drain 8 (Default; drains: single trait - will, DC 18)
- Illusion 7 (Array; affects: visual senses, DC 17)
- Mental Blast 3 (Array; DC 18)
- Mind Control 7 (Array; DC 17)
- Paralyze 7 (Array; DC 17)
- Telepathy 7 (Array; DC 17, Adds: Communication 7, Mind Reading 7)
Communication 7 (sense type: mental)
Mind Reading 7 (DC 17)

Super-Senses 3 (awareness: Mental, detect magic)

Equipment: Armor [Protection 4, +4 Toughness]

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

Attacks: Confuse 8, +8 (DC Will 18), Drain 8, +8 (DC Fort/Staged 18), Mental Blast 3 (DC Will 18), Mind Control 7 (DC Will 17), Mind Reading 7 (DC Will 17), Paralyze 7, +8 (DC Staged/Will 17), Telepathy 7 (DC Will 17), Unarmed Attack, +4 (DC 15)

Defense: +6 (Flat-footed: +0), Knockback: -4

Initiative: +8

Languages: English

Totals: Abilities 26 + Skills 21 (84 ranks) + Feats 26 + Powers 28 + Combat 8 + Saves 11 + Drawbacks 0 = 120


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Fri Dec 09, 2011 12:54 am, edited 1 time in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 1:05 pm

NAME: Catwoman.
Real Name: Myrideth Leigh.

PL 11/170

Strength 4, Stamina 4, Agility 8, Dexterity 6, Fighting 12, Intellect 4, Awareness 4, Presence 4

Advantages
Attractive, Benefit: Wealth, Connected, Contacts, Eidetic Memory, Equipment 11, Fearless, Improved Initiative, Inventor, Skill Mastery: Investigation, Skill Mastery: Stealth, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+14), Athletics 6 (+10), Close Combat: Unarmed 2 (+14), Deception 6 (+10), Expertise: History 4 (+8), Insight 6 (+10), Intimidation 8 (+12), Investigation 8 (+12), Perception 6 (+10), Ranged Combat: Batarang: Strength-based Damage 2 6 (+12), Sleight of Hand 4 (+10), Stealth 8 (+16), Technology 5 (+9), Vehicles 3 (+9)

Powers
Movement: Movement 1 (Swinging)

Protection: Protection 5 (+5 Toughness; Subtle: subtle)

Tear Gas Pellets: Cloud Area Affliction 4 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged)

Black Cat: Strength-based Damage 2 (Alternate; DC 21; Homing: 1 extra attempt, Increased Range: ranged, Indirect: fixed point, directed away, Ricochet 2: 2 bounces)

Bolos: Affliction 5 (Alternate; 1st degree: Hindered, Impaired, Vulnerable, 2nd degree: Defenseless, Disabled, Immobile, DC 15; Alternate Resistance (Dodge), Extra Condition 2, Increased Range: ranged; Limited Degree)

Cutting Torch
Damage: Damage 5 (DC 20; Precise)
Weaken: Weaken 10 (Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects, Linked: Damage: Damage 5; Distracting)

Explosives: Burst Area Damage 7 (Alternate; DC 22; Burst Area: 30 feet radius sphere, Feature: Remote Detonator, Triggered: 2 uses - When detonator is used)

Flash Bang: Burst Area Affliction 5 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 15; Burst Area: 30 feet radius sphere, Extra Condition, Increased Range: ranged, Indirect: fixed point, directed away; Limited Degree)

Pepper Spray: Affliction 6 (Alternate; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 16; Extra Condition)

Power Knuckles: Enhanced Strength 4 (Alternate; +4 STR; Limited: Only to punching damage)

Sleep Gas Pellets: Cloud Area Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cloud Area: 15 feet radius sphere, Increased Range: ranged, Insidious)

Smoke Bomb: Create 15 (Alternate; Volume: 32000 cft., DC 25; Innate, Subtle: look natural; Custom: Permeable, Permanent, Quirk: can be dissipated by wind)

Equipment
Cell Phone (Smartphone), Commlink, Grapnel Gun [Movement: Movement 1, Swinging], Lock Release Gun, Multi-tool, Night Vision Goggles, Police Scanner 1, SuperKelvex Bodysuit [Protection: Protection 5, +5 Toughness; Subtle: subtle], Urban Brownstone, Utility Belt [Tear Gas Pellets: Cloud Area Affliction 4, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged]

Offense
Initiative +12
Black Cat: Strength-based Damage 2, +12 (DC 21)
Bolos: Affliction 5, +6 (DC Dog/Fort/Will 15)
Damage: Damage 5, +12 (DC 20)
Explosives: Burst Area Damage 7 (DC 22)
Flash Bang: Burst Area Affliction 5 (DC Fort 15)
Grab, +12 (DC Spec 14)
Pepper Spray: Affliction 6, +12 (DC Fort 16)
Sleep Gas Pellets: Cloud Area Affliction 5 (DC Fort 15)
Tear Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Throw, +6 (DC 19)
Unarmed, +14 (DC 19)
Weaken: Weaken 10, +12 (DC Fort 20)

Complications
Identity: Secret
Motivation: Justice
Motivation: Responsibility

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 9, Will 10

Power Points
Abilities 92 + Powers 0 + Advantages 23 + Skills 39 (78 ranks) + Defenses 16 = 170


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

Urban Brownstone - PL 11

Toughness 10, Size Huge

Features:
Communications, Computer, Defense System, Gym, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Fri Aug 17, 2012 1:01 pm, edited 12 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 1:17 pm

Image


ANDREA MILNER, ARTEMIS REBORN
Power Level 8/ 210 points

Concept: teenage girl dealing with unexpected powers and heritage
Description: thin and wiry but still cute teenage girl in hunting gear
Age: 18 Sex: Female Height: 5'4" Weight: 118 lbs Hair: Brown Eyes: Brown

Abilities: 55 points
Strength: 15 (+2)
Dexterity: 22 (+6)
Constitution: 22 (+6)
Intelligence: 14 (+2)
Wisdom: 30 (+10)
Charisma: 12 (+1)

Combat: 30 points
Attack: +7
Defense: +8

Saves: 17 points
Toughness: --/8
Fortitude: 7/13
Reflex: 7/13
Will: 3/13

Advantages: 30 points
All-Out Attack, Animal Empathy, Attack Specialization (Archery, +11 total) 2, Defensive Roll 2, Endurance, Equipment 3, Hide In Plain Sight, Improved Aim, Improved Critical (Archery, 16-20) 4, Improved Initiative, Jack-Of-All-Trades, Move-By Action, Power Attack, Precise Shot 2, Skill Mastery (Notice, Search, Stealth, Survival), Track, Ultimate Effort (Aim, Toughness, Fortitude, Reflex, Will) 5, Uncanny Dodge (Hearing)

Skills: 19 points
Acrobatics 4/10, Climb 5/7, Diplomacy 2/3, Handle Animal 14/15, Intimidate 4/5, Knowledge earth science 2/4, Knowledge earth science 2/4, Languages 4, Notice 6/16, Search 12/14, Stealth 10/16, Survival 6/16, Swim 5/7

Powers: 59 points
~Godly Senses: 11 points
~~Super Senses: 11, vision (detect concealment, detect illusion, darkvision, extended vision,tracking), hearing (danger sense), direction sense, distance sense, time sense

~Godly Constitution: 8 points
~~Immunity: 3, aging, disease, poison
~~Regeneration: 3, persistent, regrowth, Recovery Bonus +3 (+9 total)

~Godly Prowess: 9 points
~~Leaping: 2, x5 distance, running long jump 60', standing long jump 30', high jump 15'
~~Super Movement: 4, Safe Fall(Limited- Near a Surface), Sure-Footed. Trackless, Wall-Crawling
~~Speed: 2, 25 mph/ 250' per round (approxiamate)
~~Alternate Power- Swimming: 2, 5 mph/ 50' per round (approxiamate)

~Goddess of the Wild: 8 points
~~Comprehend: 4, understand/speak to animals, understand/speak to animals

~Mistress of the Bow: 23 points
~~Add To Archery Attacks: 23, affects insubstantial 2, improved range, Autofire 3 (5 ranks), penetrating (5 ranks)

Equipment: 15 ep
Hunting Bow: 3, ranged, adds Strength bonus
Hunting Knife: 2, improved critical (19-20), mighty
Cellphone
Forest Camo Clothing: +5 Stealth in the Forest

Languages: 5 total
English, French, Spanish, Ancient Greek, Modern Greek

Offense:
Initiative: +10
Unarmed: 2, +7 attack
Hunting Knife: 4, +7 attack, improved critical (19-20)
Hunting Bow: 5, +11 attack, improved critical (16-20), affects incorporeal 2, improved range (100' increment), autofire 3, penetrating

Abilities 55 + Combat 30 + Saves 17 + Feats 30 + Skills 19 + Powers 59 = 210 points

Complications:
>Motivation- Acceptance, Andrea felt like an outsider when she was just the girl that set four state records in track and field, and always brought down the biggest buck during hunting season. The feeling has just gotten worse since she started having conversations with her dad's old hunting dog and seeing visions of Ancient Greece.
>Flashbacks- Andrea sometimes sees glimpses of her previous life as Artemis. These glimpses have included what she thinks is her death, and she thinks Ares was the one that did it.
>Eternal Virgin- Andrea feels no attraction to men, and usually reacts violently when a man approaches her or even just expresses a sexual interest in her.
>Protective of Young Women and Children- Andrea can not seem to resist being helpful and protective to children, young women, or expectant mothers.
>Vengeful- Andrea has a short fuse, and a tendency to take things way too far when she is angry.
>Tom Boy- Andrea's mother died in childbirth and she was raised solely by her father. She is ignorrant of many of the skills and customs of women.
>Relationship- Mitchell Milner is her father. He is a retired Green Beret and sniper that taught Andrea how about survival, hunting and shooting.
>Quirk- Andrea tends to mutter truly vile curses in Ancient Greek when she is angry or frustrated. This could become a problem when she recovers enough of her old power that those curses start coming true.


Andrea Milner came from a small town in southern Ohio, the kind of town where thay shut down the schools on the first day of deer season every fall. Not that Andrea minded that. Hunting was her favorite thing in the world, and the forest always felt like home.
Andrea was always an outsider. Although she was a superb athlete and a decent student, she never seemed to know what to say to her fellow students. Her lack of interest in boys, hair and fashion turned the girls away, and her athleticism, hunting skill, and tendency to groin kick anyone who came on to her kept the boys far away. The only place she felt comfortable was in the woods back behind her house.
She was 16 when the weird dreams started. The dreams where she was running through the woods, hunting wolves and stags, as well as far strenger creatures, then was in some huge building made of white marble, talking to people who called her Artemis. The dreams plagued her for weeks, until one night, she ran off into the woods, seeking comfort and peace.
Standing there admist the trees, moonlight filtering down between the branches and the scent of the plants and animals filling her lungs, Andrea immediatley felt better. She was calming down, when she heard voices behind her. She looked, but there was nothing in the clearing with her but a pair of squirrels up on a tree limb. It took her a minute to realize that the squirrels were actually talking to her, and that they were calling her the "Lady of the Wild."
It took a couple of months for her to remember enough of her previous life to understand what was going on, and who she really was. She spent even more time in the woods after that, mastering her new skills and abilities. After graduation, she left town to track down the rest of her old family. After all, if she has returned, they must have as well.
Last edited by Aerlwyn on Fri Aug 17, 2012 6:25 pm, edited 1 time in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 1:36 pm

Image


Realname: Meredith Renfield
Codename: Zephyr
Occupation: University Student
Age: 19

PL: 8/ 120 points

Str 10 Dex 14 (+2) Con 22 (+6) Int 12 (+1) Wis 12 (+1) Cha 14 (+2)

Skills: Acrobatics 4 (+6), Bluff 4 (+6/10), Climb 3 (+3),Computers 6(+7), Concentration 6 (+7), Diplomacy 6 (+8/12), Disable Device 6 (+7), Escape Artist 4 (+6), Knowledge Civics 3(+4), Knowledge Current Events 3(+4),Knowledge Earth Sciences 6 (+7), Knowledge History 2(+3), Notice 4 (+5), Search 2 (+3), Sense Motive 5 (+6), Sleight of Hand 4 (+6), Stealth 6 (+8), Swim 4 (+4)

Feats: Accurate Attack, Attack Focus Ranged 3, Attractive 1, Benefit wealth 1, Defensive Roll 2, Dodge Focus 4, Improved Initiative, Precise Shot, Uncanny Dodge [Visual]

Powers:
Water Cyclone (Flight 3, 440'/round, 50mph (platform) 3pp

Weather Control 5 [Hamper Movement {wet surfaces-1/4 speed}] - 10 points
-Alt. Power: howling winds (Obscure 5 (audio) 1pp
-Alt. Power: mist (Obscure 5 (visual) 1pp
-Alt. Power: snowstorm (Environment Control 5 (Visibility and Intense Cold) 1pp
-Alt. Power: rainstorm (Environment Control 5 (Distraction DC 10) 1pp

Air Control 8 (Precise) - 17 points
-Alt. Power: lightning (Blast 8 (Indirect) 1pp
-Alt. Power: thunder (Dazzle 8 (audio, Indirect, Area Burst Targeted) 1pp
-Alt. Power: lightning flash (Dazzle 8 (Visual, Indirect) 1pp
-Alt. Power: hurricane winds (Trip 8 (Improved Trip, Knockback) 1pp
-Alt. Power: cyclonic debris (Blast 8 (Area burst, Indirect, flaw ranged) 1pp


Saves: Toughness +10
Fort +8
Ref +8
Will +7


Attack +2 (+5 Ranged)
Damage +0
Defense +2 (+6 with Dodge Focus)
Initiative +6


Complications
responsibility to her studies
sense of family
loyality to teammates
sense of duty with great power comes great responsibility


Costs: Attributes 24+ Skills 20+ Feats 15+ Powers 39+ Saves 14+ Combat 8= 120 pts

A human with odd "weather" based powers. Meredith is amused to find herself the most normal member of this team. She was raised in Liverpool, England and when her powers emerged she began using them to fight crime.
She met the other members of The Committee (UN agents) when the five displaced heroes were battling Twisted Fists (Joker terrorists). She was instrumental in their escaping alive and was offered a spot on the team. She took it. She enjoys being a part of the team, but it has had a side effect of making her appreciate her own family so much more as none of the others have families here. She has taken it upon herself to make the others integrate themselves in society, not just protect it.

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Re: Aerlwyn Characters 2e/3e

Postby Claire Redfield » Mon Dec 05, 2011 2:32 pm

Hey, Aerlwyn, I really like your characters here! I like the reimagining of existing characters, and your original work. Keep up the good work. ^_^
Claire Redfield • Onyx Path Freelancer
Demon: The Descent, Blood & Smoke, Book of the Wyrm and Umbra 20

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 2:46 pm

Thanks i had alot of help getting the builds right from all my friends. A big thanks to Ursine, Ripleycat, Cinder, Bladewind, Kenseido, Lord Bayushi, Catsi563, Bombaatu, Shock, Severance and Gilliam
Last edited by Aerlwyn on Tue Dec 06, 2011 9:19 pm, edited 2 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 2:51 pm

Genius - PL 8

Strength 1, Stamina 1, Agility 1, Dexterity 3, Fighting 4, Intellect 10, Awareness 4, Presence 2

Advantages
Attractive, Benefit, Wealth (well-off), Defensive Roll, Eidetic Memory, Equipment 20, Improved Initiative, Improvised Tools, Inventor, Jack-of-all-trades, Second Chance: Technology, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Technology

Skills
Athletics 3 (+4), Close Combat: Unarmed 2 (+6), Perception 2 (+6), Persuasion 4 (+6), Ranged Combat: Batarang: Strength-based Damage 2 7 (+10), Technology 2 (+12), Vehicles 4 (+7)

Powers
Movement: Movement 1 (Swinging)

Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental Tasks)

Protection: Protection 5 (+5 Toughness; Subtle: subtle)

Tear Gas Pellets: Cloud Area Affliction 4 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged)

Batarang: Strength-based Damage 2 (Alternate; DC 18; Homing: 1 extra attempt, Increased Range: ranged, Indirect: fixed point, directed away, Ricochet 2: 2 bounces)

Bolos: Affliction 5 (Alternate; 1st degree: Hindered, Impaired, Vulnerable, 2nd degree: Defenseless, Disabled, Immobile, DC 15; Alternate Resistance (Dodge), Extra Condition 2, Increased Range: ranged; Limited Degree)

Cutting Torch
Cutting torch: Damage 5 (Linked; DC 20; Precise)
Cutting torch: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects; Distracting)

Explosive batarang: Burst Area Damage 4 (Alternate; DC 19; Burst Area: 30 feet radius sphere, Increased Range: ranged)

Explosives: Burst Area Damage 7 (Alternate; DC 22; Burst Area: 30 feet radius sphere, Feature: Remote Detonator, Triggered: 2 uses - When detonator is used)

Flash Bang: Burst Area Affliction 5 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 15; Burst Area: 30 feet radius sphere, Extra Condition, Increased Range: ranged, Indirect: fixed point, directed away; Limited Degree)

Pepper Spray: Affliction 6 (Alternate; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Fortitude, DC 16; Extra Condition)

Power Knuckles: Enhanced Strength 4 (Alternate; +4 STR; Limited: Only adds to punching damage)

Sleep Gas Pellets: Cloud Area Affliction 5 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cloud Area: 15 feet radius sphere, Increased Range: ranged, Insidious)

Smoke Bomb: Create 15 (Alternate; Volume: 32000 cft., DC 25; Innate, Subtle: look natural; Custom: Permeable, Permanent, Quirk: can be dissipated by wind)

Equipment
Cell Phone (Smartphone), Commlink, Devilray Apc, Fifth Column Seabase, Grapnel Gun [Movement: Movement 1, Swinging], Laptop computer 1, Lock Release Gun, Multi-tool, Night Vision Goggles, Piranha, Police Scanner 1, SuperKelvex Bodysuit [Protection: Protection 5, +5 Toughness; Subtle: subtle], Toolkit (Basic), Utility Belt [Tear Gas Pellets: Cloud Area Affliction 4, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged]

Offense
Initiative +14
Batarang: Strength-based Damage 2, +10 (DC 18)
Bolos: Affliction 5, +3 (DC Dog/Fort/Will 15)
Cutting torch: Damage 5, +4 (DC 20)
Cutting torch: Weaken 10, +4 (DC Fort 20)
Explosive batarang: Burst Area Damage 4 (DC 19)
Explosives: Burst Area Damage 7 (DC 22)
Flash Bang: Burst Area Affliction 5 (DC Fort 15)
Grab, +4 (DC Spec 11)
Pepper Spray: Affliction 6, +4 (DC Fort 16)
Sleep Gas Pellets: Cloud Area Affliction 5 (DC Fort 15)
Tear Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Throw, +3 (DC 16)
Unarmed, +6 (DC 16)

Complications
Fangirl: Jennifer loves Batman(has every movie and comic book for batman she can lay her hands on to make gadgets from the books/movies ideas)

Motivation: Thrills
Relationship: Molly Alstead(her little sister)

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 7/1, Will 8

Power Points
Abilities 52 + Powers 2 + Advantages 32 + Skills 12 (24 ranks) + Defenses 22 = 120



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

Devilray Apc - PL 8

Strength 16, Defense 6, Toughness 13, Size Colossal

Features:
Alarm 1, Communication 1, Computer 1, Laboratory 1, Living Space 1, Navigation System 1, Remote Control, Workshop 1

Powers
Concealment: Concealment 7 (All Visual Senses, Other Sense: Radar, Other Sense Type: Auditory; Blending)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Aquatic)
Telemental Interface: Enhanced Trait 1 (Advantages: Benefit: Use intelligence for vehicle checkst)

Power Points
Abilities 4 + Powers 23 + Advantages 0 + Features 8 + Skills 0 (0 ranks) + Defenses 14 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 49



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

Fifth Column Seabase - PL 8

Toughness 8, Size Medium

Features:
Dock, Isolated, Living Space, Power System, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7



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

Piranha - PL 8

(Alternate of Devilray Apc)

Strength 4, Defense 10, Toughness 10, Size Medium

Features:
Navigation System 1, Remote Control

Powers
Autoguns: Damage 2 (DC 17; Increased Range: ranged)
Burst Cannon: Blast 4 (DC 19)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Telemental Interface: Enhanced Trait 1 (Advantages: Benefit: Use intelligence for vehicle checks)

Offense
Autoguns: Damage 2, +3 (DC 17)
Burst Cannon: Blast 4, +3 (DC 19)

Power Points
Abilities 4 + Powers 27 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 15 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 48



Backstory
Jennifer had never been given a real name. Like all her sisters, she'd picked a name that sounded good based on the information that was streamed across the video screens they watched all day. They were all girls, all alike, and all different ages. She knew that this meant they were clones of the same woman, presumably selected for having high intelligence. Then their brains were stimulated with various chemicals and gene-therapy, and the occasional telepathic jolt, to become even smarter.

Not for their own benefit, or course. Talon merely wanted them to provide as much of an information boost as he could get when he decided to harvest a girl by consuming her brain, adding the data she'd been force-fed to his already impressive store of knowledge.

The current crop had been running low- she had only one remaining sister- when the complex which had housed her all her life was destroyed. She never found out what had happened. All she knew was that she managed to free herself and her sister when the security systems gave out and escape before the building was destroyed by the biggest explosion of all.

They found themselves alone on the streets of a dark and dangerous city. Using the few things she'd thought to grab while escaping, Jennifer constructed a few tools and learned to steal, taking money to support the two of them and parts for more gadgets. She learned the basics of survival in Boston.

But she never thought to question why the building they'd taken shelter in was empty, despite having a roof that didn't leak and no broken windows. Why the gangs and homeless kept away. Not until the night that Nightmare, newly escaped from Rikers Island, returned to one of his occasional haunts.

They were asleep when he came, and both were grabbed before Jennifer could find one of her weapons, assuming they would even work against this monster. But before Nightmare could do more than scare them, a dark-cloaked figure dropped through the skylight Nightmare had dropped them when sharp throwing-blades struck his arm.

When the dark figure shouted at them to run, the girls did so, not even looking back. She lost some of her tools and gadgets that night, but as she found a new hideaway and rebuilt her things over the next few weeks, Jennifer found herself thinking about the man in the black cloak, the man who went and fought the monsters.

Currently working from a sub base near Lonely Man Island with her sister, current project restoring the sub base to where she can use to combat crime from.
Last edited by Aerlwyn on Fri Aug 17, 2012 1:00 pm, edited 5 times in total.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 3:40 pm

Gwion Silverdell

Power Level: 11; Power Points Spent: 165/165

STR: +0 (10), DEX: +6 (22), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +5 (20)

Tough: +0/+4, Fort: +6, Ref: +10, Will: +7

Skills: Acrobatics 6 (+12), Bluff 7 (+12), Climb 10 (+10/+12), Concentration 6 (+6), Diplomacy 5 (+10), Disable Device 5 (+10), Disguise 3 (+8), Escape Artist 6 (+12), Gather Information 5 (+10), Handle Animal 1 (+6), Intimidate 1 (+6), Investigate 5 (+10), Knowledge (arcane Lore) 7 (+12), Knowledge (streetwise) 7 (+12), Language 2 (+2), Navigate 1 (+6), Notice 8 (+8), Ride 2 (+8), Search 7 (+12), Sense Motive 6 (+6), Sleight of Hand 6 (+12), Stealth 6 (+12), Survival 4 (+4), Swim 4 (+4)

Feats: Acrobatic Bluff, Ambidexterity, Artificer, Attack Focus (melee) 4, Attack Focus (ranged) 4, Attractive (+4), Contacts, Distract (Bluff), Dodge Focus 5, Equipment 3, Fascinate (Bluff), Improved Initiative 2, Light Sleeper, Monkey Climber, Ritualist, Sneak Attack (+2), Takedown Attack, Trance, Trap Sense 2

Powers:
Eagle Eyes (Super-Senses 2) (extended: Vision 1 (-1 per 100 ft), low-light vision)
Elven Chainmail (Device 1) (Hard to lose)
Protection 4 (+4 Toughness)
Fleet of foot (Super-Movement 2) (sure-footed 1 (25% penalty reduction), trackless)
Longevity (Immunity 1) (aging)
Magical Mastery 5
Power Setting (Powers: Blending 2, Blur, Confuse 4, Dazzle 4, Illusion 4, Move Object 2)
Blending 2 (Total concealment from all visual senses)
Blur (Partial concealment from all visual senses)
Confuse 4 (DC 14)
Dazzle 4 (affects: 1 sense type - visual, DC 14)
Illusion 4 (affects: 1 sense type - visual, DC 14)
Move Object 2 (Strength: 10, Carry: 33 / 66 / 100 / 200)
Mystical Awareness (Super-Senses 2) (detect magic)

Power Settings:
Power Setting (Powers: Blending 2, Blur, Confuse 4, Dazzle 4, Illusion 4, Move Object 2)

Equipment: Bow, Short, Burglar's Kit, Camo Clothing, Climber's Kit, Saber

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

Attacks: Bow, Short, +8 (DC 17), Confuse 4, +8 (DC Will 14), Dazzle 4, +8 (DC Fort/Ref 14), Saber, +8 (DC 17), Unarmed Attack, +8 (DC 15)

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

Initiative: +14

Languages: Common, Draconic, Elven

Totals: Abilities 32 + Skills 30 (120 ranks) + Feats 33 + Powers 39 + Combat 14 + Saves 17 + Drawbacks 0 = 165


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 05, 2011 11:15 pm

Ryan Edward Morgan

Power Level: 6; Power Points Spent: 90/90

STR: -1 (8), DEX: -1 (8), CON: -1 (8), INT: +3 (16), WIS: +0 (10), CHA: +1 (12)

Tough: -1/+5, Fort: +4, Ref: +4, Will: +4

Skills: Climb 1 (+0), Computers 3 (+6), Craft (electronic) 3 (+6), Craft (mechanical) 3 (+6), Disable Device 1 (+4), Knowledge (Chemistry) 1 (+4), Knowledge (Chemistry) 1 (+4), Knowledge (current events) 1 (+4), Knowledge (history) 1 (+4), Knowledge (Mathematics) 1 (+4), Knowledge (Physics) 1 (+4), Knowledge (popular culture) 1 (+4), Knowledge (technology) 3 (+6), Language 3 (+3), Navigate 1 (+4), Notice 2 (+2), Search 1 (+4), Sense Motive 2 (+2), Survival 1 (+1), Swim 1 (+0)

Feats: Benefit (Wealth - well off), Eidetic Memory, Equipment 1, Interface (Computers), Inventor, Mechanical Genius (Computers), Quick Study, Untapped Potential

Powers:
Flight 4 (Speed: 100 mph, 880 ft./rnd; Platform)

Force Field 6 (+6 Toughness)

Magnetic Control 8 (Telekinetic; Action (full))
AP Attract/Repel (Move Object 8 ) (Alternate; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Burst Area (40 ft. radius - Targeted); Range (touch))
AP Deflect 6 (Alternate; deflects: fast + slow)
AP Electromagnetic Shockwave (Blast 8 ) (Alternate; DC 23; Line Area (5x200 ft. line - Targeted); Tiring)
AP EMP (Nullify 8 ) (Alternate; counters: all powers of (type) - electromagnetic, DC 18)
AP Gauss Blast (Damage 12) (Alternate; DC 21; Range (ranged); Tiring; Accurate (+2), Knockback, Precise)
AP Machine Animation 8
AP Metallic Debris Field (Environmental Control 5) (Alternate; distraction (dc15), Radius: 100 ft.)
AP Obscure 10 (Alternate; affects: 1 sense type - radio senses, Radius: 5000 ft.)
AP Rapid Gauss Blast (Damage 8 ) (Alternate; DC 23; Autofire (interval 2, max +5), Range (ranged); Tiring)
AP Shape Metal (Shape Matter 5) (Alternate; Transforms: 25 lbs.; Restorative)
AP Snare 6 (Alternate; DC 16)

Super-Senses 5 (detect: Magnetism 1, direction sense, radar)

Equipment: Cell Phone, Laptop Computer, 3 ep free

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +3)

Attacks: Electromagnetic shockwave (Blast 8 ), +4 (DC 23), EMP (Nullify 8 ), +4 (DC Will 18), Gauss Blast (Damage 12), +6 (DC Staged/Tou ), Rapid Gauss Blast (Damage 8 ), +4 (DC Staged/Tou ), Snare 6, +4 (DC Ref/Staged 16), Unarmed Attack, +4 (DC 14)

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

Initiative: -1

Languages: English, French, Hebrew, Spanish

Totals: Abilities 2 + Skills 8 (32 ranks) + Feats 8 + Powers 42 + Combat 16 + Saves 14 + Drawbacks 0 = 90


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Fri Dec 09, 2011 12:59 am, edited 1 time in total.


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