Archive of the old official Mutants & Masterminds boards. See http://roninarmy.com/
dwellerofthedeep wrote:My impression is that he's got a lot of minion slaying potential with all those improved crits. Rules looks solid at a glance. Don't know if that's anything helpful or not.
JoshuaDunlow wrote:These notes are for Calden:
1. First off would be the power, Instead of Limited use Removable (rapier)
2. I'm judging his potential PL as 8? If that's correct?
3. Also I came up with a ruling for a sneak attack (as well as other fantasy elements) with thieves I thought you might find interesting. viewtopic.php?p=1045550#p1045550
JoshuaDunlow wrote:Well with the Rapier you have a +8 to hit and a damage of 6, which averages to PL 7 here.
Your dodge and parry are 8, and your toughness is 4. Which averages correctly to PL 6.
bi0philia wrote:bi0philia wrote:
Power Level: 8
Strength 2/3 , Stamina 3/5 , Agility 3/5 , Dexterity 1/2, Fighting 7/9 , Intellect 0 , Awareness 4 , Presence 1
Benefit: Jedi Ace( Use Awareness for Vehicle Skill ) • 1 point
Battle-mind: Array (9 points)
Battle Meditation: Burst Area Luck Control 2: Bestow Luck, Spend on Other, Advantages: Luck 3; Burst Area: 30 feet radius sphere, Selective; Check Required: DC 12 Expertise(Force), Increased Action 2: Move • 7 points
• • Force Evasion: Teleport 2: 10 feet in a move action; Reaction, Check Required: DC 11 Expertise(Force), Diminished Range 2, Quirk( Must be unencumbered) • 1 point
• • Force Flurry: Strength based Shapeable Area Damage 2: Shapeable Area: 30 feet, cubic, Selective, Subtle; Check Required: DC 11 Expertise(Force) • 1 point
Force Boost: Enhanced Strength 1; Enhanced Stamina 2; Enhanced Agility 2; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 3 (60 ft); Speed 1 (4 MPH) • 20 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Purple Lightsaber: Strength-Based Damage 4, Improved Critical, Penetrating 8; Check Required DC 13(Exp-The Force), Easily Removable (-4 points) • 6 points
The Force: Array (12 points)
Deflection: Deflect 10, Reflect, Reduced Range (Close), Quirk 2( Requires Lightsaber) • 8 points
• • Force Rebuke: Nullify 7 (The Force), Broad (All Force Powers) ; Reflect, Check Required DC 15( Expertise: The Force), Quirk 2( Requires Lightsaber), Reduced Range: Close • 1 point
• • Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Detect :Force, Radius: Vision, Check Required DC 12(Expertise: The Force)), Sustained • 1 point
• • Force Telepathy: Mental Communication 4: Anywhere on a Planet, Subtle, Check Required DC 15( Expertise: The Force), Distracting • 1 point
• • Telekinesis: Perception Ranged Move Object 5 (1,600 lbs), Check Required DC 15 (Expertise: The Force) • 1 point
Utility Belt: Ration Capsules, Comm-link, Holoprojector, Holomap, Aquata Breather • 5 points
Benefit(Jedi Knight)*, Defensive Roll 2, Equipment 1, Favored Foe(Sith), Force Sensitive, Languages 1( Binary) Power Attack, Quick Draw, Trance
Acrobatics 5/+10, Athletics 5/+8, Expertise(Tactics) 4/+4, (Awe)Expertise(The Force) 8/+12, Insight 3/+7, Investigation 3/+3, Perception 4/+8, Persuasion 3/+4, Stealth 3/+8, (Awe)Vehicles 6/+10
Lightsaber: +9 /DC 22
Flurry: 30 feet cubic area, selective/ DC 24
Dodge 9 , Parry 9
Toughness 5/7*, Fortitude 5 , Will 6
*with defensive roll
Abilities 42 + Powers 53 + Advantages 8 + Skills 10(40 ranks) + Defenses 6 = 120
Code of Conduct: The Jedi live in strict adherence to their Jedi Code.
Enemy: The Sith constantly hound the Jedi throughout the ages.
more to come here
Kyp Afuro was born on Coruscant and after testing confirmed his sensitivity to the force, he was taken to the Jedi Temple for training. He progressed quickly into an able Jedi Padawan as he came of age, excelling in lightsaber combat, but with unfavorable traits of pride and aggression. Despite this, Kyp remained stern and had an impressive hold on his emotions, allowing him to endow his combat abilities with a kind of peaceful rage. He came of age during the battles of the Great Galactic War, and once he was old enough, came to refine his lightsaber technigues on the front lines. He was a star pupil of the Jedi battle master Jun Seros, who trained hundreds of Jedi in the field of battle. The strategic genius and bold interventions of Master Seros left him undefeated on every front that he had led. Afuro was a quick learner and fierce combatant, and served as one of Jun Seros' most skilled right hand men during those turbulent years. Soon his master bestowed him with the rank of Jedi Knight, and gifted him with a Hurrikanian crystal which gave a unique violet color to his lightsaber blade. Afuro gained substancial notoriety as fierce warrior with his purple blade for a number of years. His time with Seros on the battlefield was cut short however, after the Treaty of Coruscant was signed much to his master's disdain.
Nevertheless, Kyp returned to Coruscant where he was well respected and did his best to honor the treaty, although he shared his old master's suspicions that the Sith would not uphold the deal. In the years after the
. Eventually he takes on a young padawan. His padawan is killed, possibly during the attack on Alderann or some other appropriate battle, and Afuro feels it's because his pride prevented him from retreating when overwhelmed.
The loss leads him to take a leave of absence from the order. But then a disturbance in the force which he tried futilely to ignore has brought him to "starting planet", where he continues his quest for atonement.
Took some inspiration from Mace Windu's techniques of blinding lightsaber speed and with help from the teleportation power profiles did my best to represent that
Force Flurry is essentially him whipping around the battlefield, a whirling purple blur that strikes from seemingly all sides in an overwhelming attack.
Force evasion is when he puts that blinding speed to work on a tactical/defensive side of things, effectively repositioning himself out of the way of oncoming attacks, at times putting himself in good position for a swift flank maneuver. He's still vulnerable to sufficiently large Area attacks, as he can only move 10 feet as a reaction to avoiding an attack.
Also, Battle Meditation!
what a long strange trip it's been.
STR 2 , STA 4 , AGL 1 , DEX -1 , FGT 1 , INT 2, AWE 3 , PRE 1
Advantages:Animal Empathy, Defensive Attack, Diehard, Great Endurance, Improved Critical 2(Improvised Melee Weapons), Improved Defense, Improvised Weapon 4(+3 Damage bonus), Power Attack, Equipment 1
Equipment: Binoculars, Cache of Addictive Substances,Flashlight, Multi-Tool, Toolkit(Basic)(Carpentry Tool Belt)
Skills:+3 Acrobatics,+4 Athletics,+4 Close Combat(Unarmed),+2 Deception , +4 Expertise(PRE)(Music),+5 Exp(Construction), +6 Insight, +1 Intimidation, +3 Investigation,+6 Perception, +3 Persuasion, +1 Ranged Combat(Pistols), +3 Stealth, +3, +3 Technology
OFFENSE:Medium Size, 200 lb Carrying Capacity, Init+1
Unarmed +4(DC 17)(Bludgeon,Crit 20)
Improvised Melee Weapon[i.e. Barstool, PoolCue, Liquor Bottle, Exc.]+4(DC 20/21)(Crit 18-20)
Pistol+1(If he finds one)
DODGE: AGL + 3 = 4
PARRY: FGT + 3 = 4
FORTI: STA + 1 = 5
TOUGH: STA + 0 = 4
WILL: AWE + 0 = 3
Addiction-Thompson has at least a tentative belief that the acid he did when the dead started walking saved his life. Not to mention he's a regular drinker and smokes like a freight train. These things are luxuries now in the world that are sometimes dangerous. Wayne will often take unnececary risks to get a fix of cigs or booze, and if the chance to grab exceedingly rare things like the bud of a peyote plant or some grass came up, he'd be hard pressed not to go after it.
Motivation:Doing Good-Despite his delinquent behaviors, Wayne has a heart of gold, and believes in the golden rule, and will not treat others unkind without good reason. Survival is his immediate goal but he figures that as long as he can prevent the biters from getting him,he can eventually use his construction skills to set up a dependable, self sustainable location
Quirk: Anti-Authority-He's never got along with authority and it hasn't gotten along with him. Not to say he can't be a team player, because he can be very friendly and sociable, he just is generally skeptical of people in positions of leadership/power. He's even more distrustful of cops/military, which could lead to some disputes.
Wayne is a small time musician who makes enough money to travel by doing carpentry/construction work when necessary . He has a bit of a drug problem, A regular user from things from caffeine and cigarettes to the Grass and Psychedelics, and his drinking problem has gotten him quite a bit of experience in bar room brawls. With all of this, it's no surprise he's never been a fan of authority figures. Never the less , he has a heart of gold and wants to do good in the world, even more so now that the world has gone to hell. Thompson found himself in Lake Las Vegas at the beginning of the new epidemic, traveling with a few friends who made up his touring band whose stop that night was a bar near the resort. Over the first week he saw his friends fall ill with the flu like symptoms as well as nearly all others around the village. Wayne was unaffected and tried to leave, but stationed National Guards turned back any and all who tried to leave the quarantine zone. In the meantime a club owner that Wayne had met a time or two allowed Wayne to stay at the bar. He didn't know how to react to the rumors of the dead walking the streets but he did his best to ignore it. His hosts and himself welcomed the apocalypse and dealt with their fear the best way they knew how: Submitting to days of drug and alcohol fueled partying, hoping it was all just a strange trip that would blow over. Then shit hit the fan, the bar was over run just as the acid was peaking, And Wayne's disillusioned mind went into the purest of survival modes. He ripped a steel pipe off of a sink and proceeded to defend himself from the surreal ghoulish demons before escaping out of the back in the night. He awoke a day or two later, having made his way to the resort and meeting up with a group of survivors, apparently vigorously and expertly helping in building barricades over windows before passing out. When he came to he was clenching the segment of pipe and doing his best to recall the past few days. Now he finds himself with an assortment of others as he tries to survive.
Kudzu - PL 10
Real Name: Seth Day
Legal Status: Citizen of the United States with a juvenile record
Place of Birth: Metroplis
Marital Status: Single
Living Relatives: None
Height: 6"5' ft.
Weight: 210 lbs.
Hair: Green/ Some Yellow Dreads( Naturally Blonde)
Strength 2, Stamina 3, Agility 3, Dexterity 2, Fighting 2, Intellect 4, Awareness 2, Presence 1
Favored Environment (Woodland), Move-by Action, Power Attack
Acrobatics 2 (+5), Athletics 3 (+5), Close Combat: Unarmed 8 (+10), Expertise: Herbalist 3 (+7), Insight 3 (+5), Investigation 2 (+6), Persuasion 2 (+3), Stealth 2 (+5), Treatment 5 (+9)
Green Thumb (Restores Plants): Feature 1
. . Internal Flora: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range 2: perception)
. . Plant Growth: Create 10 (Volume: 1000 cft., DC 20; Movable, Reversible; Permanent)
. . Tangle Vines: Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 20; Accurate 4: +8, Alternate Resistance (Dodge), Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Reversible; Limited Degree)
Plant Form (Activation 2: standard action)
. . Brachiation: Movement 3 (Swinging, Trackless: Visual 1, Wall-crawling 1: -1 speed rank; Limited: Trackless Natural Foliage [1 rank only])
. . Defensive Foliage: Enhanced Trait 11 (Traits: Dodge +7 (+10), Parry +4 (+10) )
. . Plant Body: Protection 7 (+7 Toughness)
. . Plant-like Physiology: Immunity 2 (Poison, Starvation & Thirst)
. . Running: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Super-Strength: Power-lifting 3 (+3 STR for lifting)
. . Thornskin: Strength-based Damage 8 (DC 25; Reaction 3: reaction [3 ranks only])
. . Vine-Like Appendages: Elongation 1 (Elongation: 15 feet)
Grab, +2 (DC Spec 12)
Internal Flora: Affliction 10 (DC Fort 20)
Tangle Vines: Affliction 10, +10 (DC Dog/Fort/Will 20)
Thornskin: Strength-based Damage 8, +10 (DC 25)
Throw, +2 (DC 17)
Unarmed, +10 (DC 17)
Motivation-Doing Good/Acceptance- Seth is an eternal optimist who tries to see the good in all people. He always tries to do what he thinks is best and will hurt the fewest. Additionally he's never really had a home and as such has a few issues in that regard. As he's been chosen by the Green, he wants to be Accepted as a hero and a compassionate member of the human race
Power Loss- As a chosen defender of The Green, he might lose his abilities if he does something to displease the mysterious force
Reputation-Outspoken advocates of eco-activism, protection of endangered plants/wild-life, and other key issues, can gain a reputation as strident opponents of progress and modern society. At the least, a plant hero known as a champion of the environment is likely to run into trouble with less scrupulous businesses and governments looking to ensure the character does not become a problem for them.
Responsibility- To "The Green"/"The Parliament of Trees"/ the natural world in general
Quirk- Off the grid Hippie Vegan
Dodge 10/3, Parry 10/6, Fortitude 8, Toughness 10, Will 8
Abilities 38 + Powers 79 + Advantages 3 + Skills 15 (30 ranks) + Defenses 15 = 150
Seth was given up for adoption as a child as his impoverished parents were unable to care for a child. He was bounced around a few different orphanages as well as a few less than perfect foster home situations. He responded by acting out, and running away repeatedly, an act that only served to accelerate his entry and exit of foster homes, as he was too much for many caretakers to handle. At fifteen he packed up and hopped a train, riding the rails back and forth between Metropolis and the other coast and bonding with hobos and a culture of other train hopping young adults. This time was the beginning of the formation of his perspective and outlooks. Between his 18th and 21st birthday he lived on a Hippie commune upstate and participated in plant and wild life activism. During his time here he proved to be a natural in a garden and learned much about the fundamentals of medicine and herbalism. Feeling it was time to move on he returned to Metroplis.he was able to score a job as a bouncer in a seedy bar in Southside Metroplis, due mostly to his physique. The job proved to be more challenging than he imagined, and served as more practice than he could have guessed. In time he grew to be quite the unarmed combatant, resorting to such when his attempts at kind persuasion failed. It was going well enough, until Seth caught word of a company planning to chop down an old tree in the central park, to put up another statue no doubt. Outraged and compelled, he chained himself to the old tree for 3 days in protest. On the 3rd night as Seth was feeling disoriented and hopeless, he was transported to the Parliament of the Trees. Perhaps the Green sensed potential in Seth, he still isn't sure of the answer, or the reason why he was chosen. But he was chosen, gifted with remarkable abilities, and the explanation of his responsibility to the natural world, as well as a warning to keep himself pure. In the months since, he has done his part to combat the crimes and threats of Metroplis, gaining a bit of notoriety and also being a thorn in the side of any who pollute the land. He lives in the park, where he is practically undetectable. He lives off the sun and fruits and vegetables that he can grow into full maturity in a few seconds, ever vigilant, he strives to prove his worth as a chosen of the Natural World.
Height: 7"8' ft.
Weight: 340 lbs.
Strength 6 , Stamina 5 , Agility 3, Dexterity 0, Fighting 6 , Intellect 2, Awareness 5 , Presence 2
Agile Feint, Assessment, Benefit:Ambidexterity, Defensive Attack, Equipment 1, Great Endurance, Improved Initiative 1, Improved Smash, Interpose, Power Attack, Trance, Weapon Break, Favorite environment- Mountains*, Fearless*, Improved Grab*, Improved Hold*Improved Initiative +2**
Close Combat 3/+9
Expertise- Philosophy 3/+5
Expertise- Survival 6/+8
Intimidation 0/ +3
Goliath Club:Str Based Damage 4, Feature: Requires Great Strength (5+)--5 EP
Goliath Racial Traits: Growth 2; Innate, Enhanced Traits 4: Str+ 2, Sta +2; Innate, [Thick hide: Protection 4/u], Impervious 2; Innate'; Advantages 4*
[u]Physical Conditioning: Immunity 2: Disease, Poison
Healing Focus Ranged Healing 8:Range:16/40/80 ft; Increased range: Ranged, Check Required( DC 12 Awareness), Diminished range 3, Distracting, Limited(5 uses)Noticeable: Swirling golden light
--Ki Movement: Leaping 3(60 ft)/ Speed 2(120 feet), Advantages: Improved Init 2**
--Stunning Palm: Affliction 8: 1st degree: Dazed, 2nd Degree: Stunned, 3rd Degree: Incapacitated, DC 18; Accurate, Affects Insubstantial 2, Alternate resistance(dodge), Incurable, Check Required (DC 15) Close Combat- Unarmed
--Tounge of the Sun and Moon: Comprehend 3: Languages: Read All, Speak All, Understand All,; Innate
Grab, +6 (DC Spec 15 )(bludgeon; Crit 20)(Improved Hold: opponents suffer -5 to their rolls when trying to escape Chumani's grip)
Great Club, +6 (DC 25 )(bludgeon; Crit 20)
Stunning Fist: Affliction 8 +8(DC 18 Dodge/Foritude) (bludgeon; Crit 20)
Unarmed, +9 (DC 20 )(bludgeon; Crit 20)
** Ki Movement
Quirk- Outcast- Chumani is a one in a thousand Goliath male with no bone ridges. As such, others of his race look down on him and he suffers a penalty to interaction skills when dealing with members of the Goliath Race
Quirk-Vow of Poverty
Quirk-Vow of Transience
Motivation-Enlightenment through good and/ or challenging deeds
Dodge 4, Parry 7, Fortitude7 , Toughness 9, Will 9
Carrying Capacity: 3200 Pounds
Abilities 42 + Powers 36 + Advantages 12 + Skills 20 ( 40 ranks) + Defenses 10 = 120
Chumani was born in a small mountainous village to the north. Here he led a rough early childhood, he was smaller than many of his peers, and combined with the fact that he was born with no bone ridges, he was a frequent target of bullying and often felt ostracized. His mother, fearing for the well being of her youngest child, took Chumani to a mountaintop monastery before he was 8 years old, and left him in the care of the monks. Here Chumani grew into a well rounded Monk, and trained his body to massive strength. Despite his abilities, he remained peaceful, and made an effort to be a defender, and not a terror. Upon reaching Adulthood Chumani decided to seek his enlightenment on the open road, and took a vow of poverty and transience, and sat off wandering. Chumani goes where the wind is at his back and does good where he can, and learns when he can. He engages in games of sport and friendly competition with great joy. He takes on quests and keeps only the bare minimum of rewards, giving the excess to good aligned temples/monasteries. He lives simply so that others may simply live.
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