Mister B's Thread: Magic in Legaria

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Re: Mister B's Thread: CopyCat

Postby ursinethemadbear » Mon Nov 19, 2012 1:34 pm

Copycat is definitely a character I would enjoy having in a game, good concept that you did not veer away from, solid mechanics on the build and some interesting RP possibilities. All around good job. I can't wait to see what else you have.
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I use DCA, unless I state otherwise, all my posts are for DCA. I assume that 3ed is the same, but might be wrong in specific areas.

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Re: Mister B's Thread: CopyCat

Postby Mister B » Mon Nov 19, 2012 3:47 pm

Thanks, I'm working on seraphina right now :)
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Seraphina Sophia

Postby Mister B » Mon Nov 19, 2012 7:36 pm

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"The Threat of war, haunts us all. But it's humanity that will pay the price. "
- Seraphina quoted as she speaks to her fellow Guardians.

Seraphina - PL 14

Strength 11, Stamina 7, Agility 6, Dexterity 4, Fighting 10, Intellect 3, Awareness 5, Presence 2

Advantages
All-out Attack, Assessment, Attractive, Improved Critical 2: Seraphim Dual swords: Strength-based Damage 3, Languages 1, Power Attack, Ranged Attack 3

Skills
Acrobatics 8 (+14), Athletics 8 (+19), Close Combat: Seraphim Dual Swords 4 (+14), Perception 5 (+10), Ranged Combat: Cosmic Blast: Blast 14 3 (+7)

Powers
Cosmic Beam: Line Area Blast 7 (DC 22; Line Area: 5 feet wide by 30 feet long, Indirect 2: any point away or fixed point in fixed direction)
. . Cosmic Blast: Blast 14 (Alternate; Removable-Requires Sword, DC 29)
. . Cosmic Strike: Feature 14 (Alternate; Removable- Requires Sword)
One of the Seraphim
. . Cosmic Awarness: Senses 1 (Awareness: Cosmic , Visual )
. . Innate Physiology: Feature 1
. . Minor Immortality: Immunity 3 (Aging, Disease, Poison)
Seraphim Armor (Removable)
. . Cosmic Strength: Power-lifting 2 (+2 STR for lifting)
. . Life Support: Immunity 10 (Life Support)
. . Protection: Protection 7 (+7 Toughness; Impervious)
. . Seraphim Wings: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Seraphim Dual swords: Strength-based Damage 3 (Easily Removable, DC 29, Advantages: Improved Critical 2; Split: 2 targets)

Offense
Initiative +6
Cosmic Beam: Line Area Blast 7 (DC 22)
Cosmic Blast: Blast 14, +10 (DC 29)
Grab, +10 (DC Spec 21)
Seraphim Dual swords: Strength-based Damage 3, +10 (DC 29)
Throw, +7 (DC 26)
Unarmed, +10 (DC 26)

Complications
Enemy: Niphilim: The Seraphim are natural enemies with the niphilim, who use Earth as their battle ground every few thousand years. . This is what spawned the thought of Angels and demons on earth.
Motivation: Acceptance: Seraphina is one of the might Seraphim, an ancient race of warrior beings simular to humans that have incredible technology and powers. Being here on Earth, she see's it as her duty to help guide humanity.
Prejudice: Alien: Being a publicly known alien, has its own drawbacks.
Quirk: Personality. : Seraphina lives by a warrior's code, which means fighting fairly and not taking advantage of her opponents no matter what. But at the same time she has a love for physical past times.

Languages
English, Seraphim

Defense
Dodge 14, Parry 14, Fortitude 14, Toughness 14, Will 14

Power Points
Abilities 96 + Powers 68 + Advantages 8 + Skills 10 (28 ranks) + Defenses 28 = 210


Character notes:
Name: Seraphina Sophia
Identity: Public
Affiliations: Guardians
Age: At least 4000
Height: 6'7"
Weight: 205 lbs.
Eyes: Glowing White
Hair: Blonde

Seraphina Sophia is one of the mighty seraphim, a race of beings who have helped guide man for the past few Millenia. She has come back to eath, with the advent of the super hero. To steer mankind in the right direction, she is one of the founding members of the Guardians. And I put her on par with say, Marvels Thor. I wanted to try and keep things on a playable level, so I'm going by the book point wise. Which may make things tough, but fun. Scouts for both the Seraphim and the Niphilim are on earth, waging their own secret battles as the time draws near for the war to continue back on earth. Its seraphina's job to find out just how ready the humans are, and prepare them for the inevitable conflict which has been waged ever since man has evolved.

The cosmic blast and strike are depending on her swords, which she uses as a focus for her powers. Otherwise she cannot use them. This character gets it's inspiration from a cool computer/console game I used to play. Sacred 2: fallen angel. Where honestly the best classes were female characters. lol
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Re: Mister B's Thread: Seraphina Sophia

Postby Mister B » Wed Mar 27, 2013 11:26 am

Just giving my thread a bump
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Indigo Children ( a setting idea )

Postby Mister B » Sat Apr 20, 2013 4:53 pm

~ Post Deleted ~
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Fracture Update

Postby Mister B » Mon Jul 01, 2013 3:37 pm

Character update


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FRACTURE – PL 10
Name: Ryan Phillips (Secret)
Affiliation: The Guardians, junior member
Alignment : Good
Base of Operations: Arcadia City, Washington
Citizenship: American
Family: Scott Phillips (father), Diane Phillips (mother), Ana Phillips (sister)
Origin: Mutation
Place of Birth: Arcadia City, WA
Universe: Earth 1
Created: MisterB

Description:
Gender: Male
Age: 17
Height: 6'1"
Weight: 190 lbs.
Eyes: Blue. Eyes give off particles of black energy when using his powers, and or often accompanied by a dark halo effect.
Hair: Brown.

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

Advantages
All-out Attack, Equipment 2, Extraordinary Effort, Great Endurance, Improved Initiative, Ranged Attack 6

Skills
Athletics 4 (+6), Expertise: Astronomy 2 (+6), Expertise: Popular Culture 4 (+8), Intimidation 2 (+2), Investigation 4 (+8), Perception 8 (+10)

Powers
Can instantly change into costume: Feature 1
Spatial Fractures: Teleport 6 (1800 feet in a move action, carrying 50 lbs.; Easy, Extended: 60 miles in 2 move actions)
. . Spatial Evasion: Enhanced Trait 9 (Alternate; Traits: Parry +4 (+12), Dodge +4 (+12), Advantages: Improved Initiative)
Spatial Manipulation
. . Spatial Dislocation: Teleport Attack 8 (1 mile in a move action, carrying 3200 lbs., DC 18; Affects Objects, Attack: Dodge, Increased Mass 6, Increased Range: ranged)
. . Spatial Disruption
. . . . Damage: Damage 7 (Linked; DC 22; Increased Range: ranged, Incurable)
. . . . Weaken: Weaken 7 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects, Increased Range: ranged, Incurable)
. . Spatial Separation: Blast 10 (DC 25; Incurable, Multiattack, Penetrating 8)
Spatial Warping: Flight 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment
Costume [Guardian Badge & Commlink: Feature 2; Insulation (1/2 save vs. cold, heat, and electricity): Feature 1; Protection: Protection 4, +4 Toughness]

Offense
Initiative +6
Damage: Damage 7, +10 (DC 22)
Grab, +4 (DC Spec 12)
Spatial Dislocation: Teleport Attack 8, +10 (DC Dog 18)
Spatial Separation: Blast 10, +10 (DC 25)
Throw, +10 (DC 17)
Unarmed, +4 (DC 17)
Weaken: Weaken 7, +10 (DC Fort 17)

Complications
Motivation: Responsibility. Fracture feels he has to be responsible for his powers, and never uses them in a lethal manner.
Quirk: Personality Traits. Ryan is shy, quiet, and something of a loner. Though he is trying to come out of his shell. His time with the Guardians has improved this.
Responsibility: Family. Ryan remains close with his family, his father Scott, his mother Diane, and his sister Ana.
Secret: Identity. Ryan keeps his identity a secret.

Languages
English

Defense
Dodge 12*/8, Parry 12*/8, Fortitude 6, Toughness 8, Will 8
*Spatial Evasion

Power Points
Abilities 44 + Powers 73 + Advantages 11 + Skills 8 (24 ranks) + Defenses 18 = 154

Biography:
Ryan is a very powerful Evolutionary, with the ability to manipulate spatial mass & energy. As a young boy, his powers manifested mostly as the ability to walk through walls by teleporting through spatial portals. But as he grew up , his powers became more deadly and out of control. His parents didn't know what to do anymore, it became apparent, it would be harder to contain them. So they reached out to the Guardians.

Now Ryan had always been a quiet , and shy person in school. And was often picked on, but when he attempted to defend himself one Wednesday afternoon. Ryan's powers exploded, from his body. Space was ripped open, and many of his opponents found themselves not only damaged, but several miles away.

Ryan was quickly picked up by the Guardians, and began to teach him how to use his powers. And thus his story as a super hero is born. More to come as the universe is expanded upon.
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Re: Mister B's Thread: The Evolutionary Universe!

Postby Mister B » Tue Sep 03, 2013 12:15 pm

Bumping my thread.. trying to get some new ideas .
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Troll

Postby Mister B » Fri Dec 20, 2013 12:13 pm

Troll - PL 12 (155 pp)
Occuption: Bio Terrorist.
Name: Michael West
Identity: Secret, not known to the general public
Affiliation: Himself
Base of Operations: Unknown

Appearance
Age: 33
Height: 5'10"
Weight: 209 lbs
Eyes: Green
Hair: Black

History
Michael West was a brilliant bio chemist, who was studying the Evolutionary gene. The serum he created could quite possibly create super soldiers, though it back fired on him, and turned him into the monstrous troll. As the troll he is a monstrous 10 feet tall, dark green skin, yellow eyes, and short dark hair. His hands end in small sharp talons, and small tusks jut from his lower jaw. He dresses meticulously, and lives in a posh lifestyle. The Michael West identity is all but consumed by the new personality of the Troll.


Abilities:
Strength 14, Stamina 10, Agility 0, Dexterity 0, Fighting 9, Intellect 7, Awareness 2, Presence -2

Advantages:
Benefit, Wealth 3 (millionare), Eidetic Memory, Fearless, Inventor, Power Attack, Well-informed

Skills:
Expertise: Chemistry 13 (+20), Intimidation 6 (+5), Perception 4 (+6), Technology 13 (+20)

Powers
10 feet tall: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses; Permanent)
Enhanced Senses: Senses 5 (Darkvision, Infravision, Tracking: scent 1: -1 speed rank, Ultra-hearing)
Immunity: Immunity 7 (Disease, Fatigue Effects, Suffocation: Holding Breath)
Regeneration: Regeneration 10 (Every 1 round)
Tough Hide: Protection 6 (+6 Toughness; Impervious)

Library of Inventions
High Explosives: Burst Area Damage 12 (triggered: set time) • 20 pp cost
Super Virus: Progressive Cloud Area Affliction 8 (Dazed/Hindered, Stunned/Immobile, Incapacitated; Progressive, Cloud Area 2, Triggered: Set time) + Cloud Area Progressive Weaken 5 (Stamina; Progressive, Cloud Area 2, Triggered: Set time) • 70 pt cost

Offense
Initiative +0
Grab, +9 (DC Spec 24)
Throw, +0 (DC 29)
Unarmed, +9 (DC 29)

Complications
• Enemy: The Troll is a bio terrorist, that sells his chemical based weapons on the black market. He is wanted by the FBI, and other countries for his activities.
• Motivation: Greed: The Troll is in it for the money.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 14, Toughness 16, Will 10

Power Points
Abilities 68 + Powers 40 + Advantages 8 + Skills 18 (36 ranks) + Defenses 21 = 155
Last edited by Mister B on Fri Dec 27, 2013 1:11 pm, edited 1 time in total.
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TAR

Postby Mister B » Fri Dec 27, 2013 9:55 am

TAR – PL 11 (142pp)
Occuption: Common Thug for Hire
Name: Burt Ronalds
Identity: Secret, not known to the general public
Affiliation: To the highest bidder
Base of Operations: Capitol City

Appearance
Age: 25
Height: 6'3"
Weight: 240 lbs
Eyes: Brown
Hair: Black

History
Burt Ronalds was a small time thug, who used his intimidation to get what he wanted. He's always had something of a short fuse, and problem with authority. His run in with a local street gang, left him for dead on a construction site. Throwing his body in a ditch, chemicals from a nearby drum, seeped into his body, and he was transformed into a body completely made of Tar. Since then he has made a vicious name for himself, as a hired thug and killer. TAR is no slouch, and he knows his weaknesses well. He will not put himself in a situation with a hero that will take advantage of them, unless he can help it. He'd rather just flee if possible by slipping into the sewers where he can go unnoticed.


Abilities
Strength 13/8, Stamina 10/6, Agility 0, Dexterity 1, Fighting 6, Intellect 0, Awareness 1, Presence 0
* scores indicate fully grown.

Advantages
Improved Grab, Startle, Takedown

Skills
Athletics 2 (+15/+10), Close Combat: Grab 3 (+9), Close Combat: Unarmed 3 (+9), Expertise: Streetwise 4 (+4), Intimidation 5 (+7/+5), Perception 3 (+4), Ranged Combat: Thrown 4 (+5), Vehicles 4 (+5)
* scores indicate fully grown.

Powers
Tar Form (Activation: Move Action)
· Concealment: Concealment 3 (Sense - Hearing, Sense - Sight; Limited: to shadows)
· Elongation: Elongation 2 (Elongation: 60 feet)
· Enhanced Trait: Enhanced Trait 10 (Traits: Strength +5)
· Healing: Healing 4 (Feature: Each use absorbs 1 rank of volumn; Limited: to sources of tar or asphalt )
· Alternate: Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Limited: Sources of tar or asphalt)
· Immunity: Immunity 13 (Damage Effect: bludgeon, Entrapment, Enviromental Condition (Pressure), Enviromental Condition (Radiation), Suffocation: Holding Breath)
· Insubstantial: Insubstantial 1 (Fluid)
· Movement: Movement 2 (Slithering*, Wall-crawling 1: -1 speed rank)
· Protection: Protection 4 (+4 Toughness; Impervious)
· Suffocation: Suffocation 8 (DC 18; Grab-based)
· Swimming: Swimming 1 (Speed: 1 mile/hour, 15 feet/round)

Offense
Initiative +0
Grab, +9 (DC Spec 23)
Suffocation: Suffocation 8, +1 (DC Fort 18)
Throw, +5 (DC 28)
Unarmed, +9 (DC 28)

Complications
Enemy: Tar aka Burt Reynolds was a small time thief and thug, but is still wanted by the police with a rather large rap sheet.
Enemy: Has made enemies with the local street gang, the "Death" posse.
Weakness: Heat & Cold: Extreme Heat or Heat has a tendency to make his body more like liquid, and has trouble keeping his form. Each round he is Hindered, Immobile, then Transformed (returning him to normal human). He is allowed a Will save against the Heat, against the intensity of the fire. Extreme Cold or Cold makes Tar brittle, reducing his toughness by -2 the first round, -5 the second round. Against the Cold, he is allowed a Fort save against the Intensity of the cold.

Languages
English

Defense
Dodge 5/3, Parry 6/4, Fortitude 14/10, Toughness 14/10, Will 6
*Scores when fully grown

Power Points
Abilities 36 + Powers 75 + Advantages 3 + Skills 14 (28 ranks) + Defenses 14 = 142
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Legarian Knight

Postby Mister B » Mon Jan 06, 2014 12:53 pm

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Artwork by Deviant Artist: Mineworker

LEGARIAN KNIGHT
Power Level: 7
Power Points: 39

ABILITIES
STR 2 • STA 2 • AGL 0 • DEX 0 • FGT 3 • INT 0 • AWE 1 • PRE 1

COMBAT
Grab +3 • Damage 2
Lance +5 • Damage 5
Sword +4 • Damage 5
Throw +0 • Damage 2
Unarmed +3 • Damage 2
Initiative +0
* Attacks on horseback can gain a +2 bonus.

DEFENSES
Dodge 2 • Parry 5 • Toughness 7
Fortitude 5 • Will 3
* Active Defenses on hoseback can gain +2 bonus.

SKILLS
Athletics 3 (+5), Close Combat: Lance 2 (+5), Close Combat 1 (+4), Expertise: Law 2 (+2), Expertise: Nobility 1 (+1), Intimidation 2 (+3)

ADVANTAGES
Benefit: Status (Knight), Benefit: Wealth, Equipment 4, Favored Environment: Horseback

POWERS & EQUIPMENT
FEATURE: Shield Bash (turn your active defense into a strength based damage effect) • 1 points
SKILLED RIDER: Movement 1 (Surefooted, Limited: Only on Horseback) • 1 points
FEATURE: Turned Blade (Inflict Bludgeon instead of slashing damage with a sword) • 1 points
EQUIPMENT: Lance (Damage 3, Reach (Melee) 2, Improved Critical 2), Sword, Platemail• 4 points
THE SONS OF VALAR: Those knights who go into the Church are taught to use their faith and virtue to call upon the magical powers of their god. Some powers are:
• Valar's Wrath: Adds Penetrating onto a Melee Attack. This is an enhanced Attack, with a 1 pt variable (any Melee attack).


DEFENSES
ABILITIES 18 + SKILLS 6 + ADVANTAGES 8 + DEFENSES 5 + POWERS 3 = TOTAL: 40

COMPLICATIONS
• Honor. The Legarian Knight lives to uphold the laws of the country , and fairness in combat.
• Responsibility. To King, God, & Country.

HISTORY
The Legarian Knights are a proud and honorable profession, usually only available to the upper class. All young men dream of becoming a Knight, upholding the values of honor, and virtue. But the truth is not always made of dreams, while there are some Knights who try and uphold these values. Many of them use their position of power to their advantage, and sometimes nothing more than bullies against the common folk. They were Created during the height of Legarian culture, some 300 years ago, to defend against all enemies. And to be a shinning example that men should learn to live up to. The Order of Legarian Knights is linked to the Church of Valar, God of Justice and Righteousness.

PERSONALITY
See above.

ABILITIES & RESOURCES
The Legarian Knight is a skilled combatant , usually meant for close combat.

GMNOTES
Legaria is a fantasy world that I have been working on, which I wanted to introduce into Mutants & Masterminds.
Last edited by Mister B on Tue Jan 07, 2014 9:50 pm, edited 1 time in total.
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Magic In Legaria

Postby Mister B » Tue Jan 07, 2014 12:40 pm

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MAGIC IN LEGARIA
Spells are broken up into 4 circles of power. Each Circle is a new tier of power, often based on the Power Level of the Magic wielder. All wielders can use 1st circle spells by default. To gain access to the next circle, the wielder must buy access to them and meet the minimum requirements. I made this list to show where certain powers might fall , and how difficult they might be to use. This list is also still within its infancy, but I'll add to as I can.

Casting Spells: I'm also thinking that spells should require an Expertise Roll to active. The difficulty being 10 +5 for each circle of the spell. So a 1st circle spell has a DC of 15. Then I'll let people use focus's that add bonuses to this. I'm trying to keep it mostly a 50/50 chance without a focus, and before exceeding Arcane Expertise Ranks.


First Circle Spells
Requirements: Benefit: Circle Spells 1, Expertise: Arcane 5 +
Frost Burn. This spell causes intense cold to inflict the target by touching them. Damage Effect (Cold descriptor). · 1pp/rank
Healing Hands. This spell heals the target touched. Healing Effect. (2pp/rank)
Magic Light. This creates a light centered on an object the wielder holds, or by creating a ball of light. Spell casters often choose what color the light is , and it stays that way . Environment (light) 1. At higher ranks you can create a flash of light as another effect: Affliction Effect (Vision Impaired, Vision Disabled, Blind; Area (burst), Sense dependent (visual)) · 1pp/rank + 1pp for the Alt. Effect
Sense Magic. This caster can sense magic in a radius. Senses (Detect Magic, Radius (Detect Magic); Sustained) · 2pp
Telekinesis. The caster can remotely move objects with their mind. Move Object Effect. 2pp/rank


Second Circle Spells
Requirements: Benefit: Circle Spells 2, Expertise: Arcane 9 ranks.
Create Food or Water. The caster can create a “mass” of food to satisfy the effects of those who eat it. With food, the spell creates “Mass” instead of volume. Your typical well fed person eats roughly 1 pound of food. Create “Food & Water” (continuous, Innate) · 3pp's/rank +1
Healing Light. The caster creates a light that will heal a target at a range, instead of touch. Healing Effect (Ranged Range) · 3pp/rank
Identify. The caster to identify the magical properties of an item. Senses Effect (Detect Magic, Acute) · 2pp
Levitation. The caster may slowly float up or down. Flight Effect (Limited: Direction) · 1pp
Lightning Bolt. The cast may create a bolt of lightning. Blast Effect (Lighting Descriptor) · 2pp
Magic Armor. The caster creates a bubble of energy around them to absorb damage. Forcefield Effect · 2pp's/rank
Rain Storm. The caster can create rain to fall in a small area, with which to help water plants. Causing visibility to be reduced, and sometimes impeding movement. Environment (Visibility 1) · 1pp's/rank (2pp's rank if you can Impede Movement also)


Third Circle Spells
Requirements: Benefit: Circle Spells 3, Expertise: Arcane 13 ranks
Chain lighting. The caster may create a bolt of lighting that can attack multiple enemies. Blast Effect (lightning descriptor; split attack 3) · 2pp/rank +3
Air Walk. The caster can walk on air as if it were ground. This is the Flight Effect with the Platform Flaw.
Fire Bolt. The cast can shoot a bolt of fire that explodes on impact. This is the Blast Effect with the Area: Burst Modifier. · 3pp's/rank
Enchant Weapon. The player can touch a weapon and temporarily enchant it. Linked Enhanced Trait 1 (Close or Ranged Combat Skill; Affects others Only ) + linked Damage 1 (Stacks*, Sustained; Variable 2: Any Melee or ranged weapon). · 5pp
Stasis. Touch attack that puts target into stasis. For the target time stands still; the target cannot move, or attack. Affliction Effect (Hindered, Immobile, Paralyzed; Concentration ) · 2pp's/rank


Fourth Circle Spells
Requirements: Benefit: Circle Spells 4, Expertise: Arcane 17 ranks
Summon Earth Elemental. The caster can call upon the elements of earth itself to come to his beck and call. Creating a being of pure Earth which will carry out his commands. Summoning Effect (Earth Elemental; Controlled, Mental Link) · 3pp's/Rank +1
Magic Step. The caster can teleport short distances in any direction. But the caster, must be able to have a clear image of the place in his mind. Teleport Effect (Easy) · 2pp's/rank +1
Use Moongate. The caster can open moongates at special locations, that allow long distance travel. Teleport (Extended, Portal; Extended Only; Limited: Requires a moongate to active) · 1pp/rank
Return Life. The caster can revive a fallen ally as long as the body is intact and still warm. Healing (Resurrection; Flaws: Can only Resurrect, Quirk: Body must be whole) · 1pp/ rank -1.
Phantom Steed. The caster can summon a phantom steed which can act as a mount. Summon (Phantom Steed; Controlled, Mind Link) · 3pp's/Rank +1


New Modifiers:
Stacks: This Modifier allows an effect to stack onto an existing effect, as long as the power level is not exceeded. This is a straight +1 cost modifier. For another point, the player can exceed power level by 2 ranks only.
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Re: Mister B's Thread: The Kingdom of Legaria

Postby Claire Redfield » Thu Jan 09, 2014 4:47 am

The Legarian stuff is pretty cool! I look forward to more of what you come up with.

Despite cosmic stuff being my favorite, most of my supers characters (at least in City of Heroes and Champions Online) had a magic origin. Go figure. :P
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Re: Mister B's Thread: The Kingdom of Legaria

Postby Mister B » Thu Jan 09, 2014 11:02 am

Thank you. It's a work in progress. Cosmic is always fun 8)
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Re: Mister B's Thread: The Kingdom of Legaria

Postby Mister B » Wed Jan 15, 2014 10:36 am

I personally would like to do Magic in a different way, then i have seen most traditional fantasy settings. My idea was, having three types. Wizardy, Thuergy, and Mysticism. Wizardy for Magic, Thuergy for Divine, and Mysticism for Psionics. Just trying to iron out some unique details about the whole thing.
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The Order of Stars

Postby Mister B » Wed Jan 15, 2014 12:55 pm

The Order of Stars

The order of stars is a small monastic order of mystics, dedicated to seeking the truth in the stars. They specialize in Astronomy and Astrology, and the powers those influences can have on others. They are the order that created the Legarian calendar system. The Mystics of the Order of Stars, are often consulted by many before a major undertaking is to happen. Making them rather skilled in the arts of diplomacy.
Starting Abilities (8pp): Intellect 2 & Awareness 2.
Starting Skills (4pp): Expertise: Philosophy 2, Expertise: Astronomy 2, Persuasion 2, Perception 2
Starting Advantages (1pp): Ritualist

Suggested Powers:
Visions: Many of the order may possess some incredible abilities, that have to deal with seeing or predicting the past and future. Granting them either the Precognition or Postcognition sensory effects. The GM may make these uncontrolled however. Since these are technically rule breaking. · 2 pp
Astral Projection: Some develop the ability to project themselves, and see and hear far distances away. Remote Senses (Sight, Sound; User is prone) 2pp/rank
Luck Control: Other powers include, the ability to change the future though the manipulation of luck or destiny. · 3 pp/rank , see book for more info .
Light of the Stars: They also have the power to illuminate an area with star light. Environmental Control 1 (light 1) · 1 pp

Status Rank Titles
1 : Ordained
2 : Prelate
3 : Abbot
4 : Bishop
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