JD's 3E Thread: More fantasy NPCS ?

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JoshuaDunlow
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JD's 3E Thread: More fantasy NPCS ?

Postby JoshuaDunlow » Mon Aug 16, 2010 3:33 pm



Design Notes
Skill Ranks in 3E
Revised Mass Chart
Converting MSHRPG to 3E
Heavy Ordinance Weapons
New Power: Conjuration
Sturdy Parry
PL Benchmarks
Marvel Comics vs. Super Strength
Substance Toughness & Devices
Variant: Holding your Breath
Skill Focus/Niche Protection

================================

Super Hero Index
Requests (3E conversions)
Crusader (SCKnight)


The Atomik League
- Thorpacolypse
- Randal
- Woodclaw
- Prodigy Duck
- Psistrike
- Arthur Eld
- Super Nova

Silly Builds
The Pudding Man
The Gingerbread Man

The Feline Avengers
The Iron Cat
The Green Hulk


================================

Freedom City
Heroes
- Action Jack
- Aura
- Die Guang
- Digital Man
- Dryad
- Jon`Shu
- Muse
- Witchfire
- The Omega Kid
- Sure Shot

Freedom League
- Daedalus

Villians
- Maximum Force

================================

Millennium Universe
- Power Classification Codes
- Universe Chart for Millennium
- New Advantages
- Event Timeline in the M1 Universe
- Origin of Powers

Templates
- The T`khan
- The Korzan

Miscellaneous Heroes
- Avatar
- Impervia
- Maestro
- Phaedra
- Stargazer
- Tanis Lor
- The Patriot
- Saraswati
- Savrael
- Mistress Psyche

The New Olympians
- Anteus

Consortium of Meta's
- Mister Superior

MHRA
- Dr. Mathew Stack
- Shatter

The Millennium League
- Oracle
- Lord Astral
- Guardian II

Villains
- Dharma
- Illysia, Mother of Mutation
- M
- Nega Lord
- Rasputin


The Chimera
- Gryphon



================================

Marvel Comics
Templates
- Asgardian Template
- Brood Templates
- Cosmic Herald Template
- Eternal Template
- Herald of Galactus
- Olympians Template
- Phoenix Force Template
- Standard Shield Agent
- Super Soldier Serium
- Titan (olympian template)
- Weapons X Template




Heroes
- Angel
- Banshee
- Beast
- Black Widow
- BoomBoom
- Cannonball
- Captain America
- Collosus
- Cyclops
- Dazzler
- Death's Head
- Dr Strange
- Forge
- Gambit
- Gaea
- Hawkeye
- Hercules
- Hulk
- Human Torch II
- Iceman
- Invisible Woman
- Iron Man
- Ghost Rider
- Marvel Girl (jean grey)
- Moon Knight
- Professor X
- Odin
- Pheonix (jean grey)
- Prometheus , Titan of Forethought
- Psylocke
- Rocket Racoon
- Rogue
- Sage
- She-Hulk
- Spider Man
- SpiderWoman
- Strong Guy
- Thing
- Thor
- Valkyrie
- Wolverine
- Zeus, The all Father

Villains
- Apocolypse
- Original: Arik Lokison
- Cronus, Titan of Time & Harvest
- DeathBird
- Enchantress
- Juggernaut
- Magneto
- Thanos
- The Black Queen
- White Queen

Others
- Death
- Maestro (Future Hulk)

Dark Reign
- Iron Patriot
- Hawkeye
-Ms. Marvel
- Dakon
- Spiderman

Originals
- Lady Shiva(Villain)
- Bone
- Sinew

================================

Generic
Heroes
- Axe Man
- Mistress Psyche
- Monsoon
- The Patriot

Villains
- Black Widow
- DJ

Amalgams
- WAR (Juggy/rogue)
- Vigilance
- NCIS Project
-- NCIS Agent Template

================================

DCU
Heroes
- Raze
- The Omega Kid
- Iconic Wonderwoman

Villains
- Lace

================================

Aberrant Setting
Teragen
Ruby
Count Orzaiz
Elites
Totentaz


Miscellaneous Builds
- Calvin & Hobbes
- Sportacus (Lazytown TV show)
- Robbie Rotten (Lazytown TV show)
- Stellar Cop

================================

MSHRPG Originals
- Spectrum
- Warp

The MSHRPG to 3E Project
- The Adversary
- Aguila
- Alchemy
- Alpha, The Ultimate Mutant
- Angel
- Animator
- Annalee (morlocks)
- Ape (Morlocks)
- Apocolypse
- Collosus
- Dr. Strange
- Gaea
- Zeus
Originals


================================

TELEVISION PORTRAYALS
- ARROW (CW version of Green Arrow)
- Clark Kent (S1 Smallville)


NCIS TV SHOW
- Director Leon Vance, Director
- Leroy Jethro Gibbs, Team Leader
- Anthony Dinozzo Jr., Special Agent
- Abbigail Sciuto, Forensics Specialist
- Dr. Donald "Ducky" Mallard, ME
- Jimmy Palmer, ME Assistant
- Timothy McGee, Computer Specialist & Field Agent
- Ziva David, Field Agent


[size=15=20]MOVIE PORTRAYALS[/size]
Harry Potter
- Harry Potter, 1st year
- Det. Del Spooner (I Robot)
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Fantasy Conversions

Postby JoshuaDunlow » Mon Aug 16, 2010 3:34 pm

Wrath of the Dragon God
The Heroes
- Dorian, Cleric of Obadhai
- Sir Berek
- Lux, The Barbarian
- Melora, High Wizard/Cleric of Obadhai
- Nim the Rogue
- Ormaline the Wizard
The Villains
- Damodar


The Dorkness Rising
The Heroes
Joanna the Fighter
Lust the Wild Mage

================================

Lord of the Rings
Setting Material
- Customized Advantages
- The Languages of Middle Earth
- The Races of Man
- Dwarves
- Hobbits
- Elves

Unique Items to Middle Earth
- Weapons & Armor
- Athelas
- Ent Draught
- Mithril

Original Characters
- Halagrid Faircrow

The Hobbit
- Bard The Guard
- Bilbo Baggins
- Beorn
- Gandalf
- Thorin Oakenshield

The Fellowship
- Aragorn
- Boromir, Captain of Gondor
- Frodo Baggins
- Gandalf the Grey
- Gimli
- Legolas
- Meriadoc Brandybuck
- Peregrin Took
- Samwise Gamgee

Allies
- Arwen Undomiel
- Bilbo Baggins
- Barliman Butterbur
- Denethor
- Elrond
- Eowyn
- Eomer
- Faramir
- Galadriel
- Glorfindel
- Radagast the Brown
- Theoden

The Foes
- Golum

Beastiary
- Balrogs
- Barrow Wights
- Ents
- Hell Hawk
- Horses of Middle Earth
- Giant Eagles
- Nazgul, The Six (lesser)
- Nazgul, The Two Black Numenorians
- Nazgul, The Witch King of Angmar
- Shadowfax
- Spiders
- Watcher of the Deep

================================

D&D Characters
- Elminster

Miscellaneous Fantasy
- Shyrri the Faun
- Selina DiSanti

================================

Literary Characters
Elric of Melnibone
Moiraine & Lan : Wheel of Time


Design Diaries
- Setting PP and PL for Fantasy
- PL vs D&D Levels
- Combat Mastery Options
- Myths & Legends
- Myths & Legends (Draft 2)

================================

Myths & Legends
Karmyth Pantheon
- Horlia (PL18), Goddess of the Red Moon (PL 14)
- Allandria (PL18), the All Mother


================================

Originals
- Techne, Goddess of Technology

================================

Generic Fantasy
- The Watchman
- Armor in Fantasy
- Weapons in Fantasy

Malcubi Demon RP
- Sensuali Amoris, Demon of Bliss

================================


================================

Realms of Magnor
- Gherim, The Builder
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JD's Fantasy Documents

Postby JoshuaDunlow » Mon Aug 16, 2010 3:34 pm

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SCI-FI INDEX

Postby JoshuaDunlow » Mon Aug 16, 2010 3:46 pm

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 3:57 pm

Image
"I give new meaning to Heavenly bodies. "


Phaedra (Pl 15/225pp)
Real Name: Sarah Donovan, Origin: Meta Human, Profession: Astronomer for the Goddard Institute (Costumed adventurer), Marital Status: Single (not looking), Place of Birth: Fort Pierce, Florida, Place of Residence: New York City, NY, Family: Jason Donovan (father, 51), Donna Donovan (mother, 50), Greg Donovan (27), Age: 29, Height: 5’8 (6’3 as Phaedra), Weight: 132 (167), Eyes: Green (violet), Hair: Blonde (White)

Abilities [90pp]: Strength 13, Stamina 12, Agility 0, Dexterity 2, Fighting 8, Intellect 4, Awareness 4, Presence 2

Defenses [19pp]: Dodge +8, Fortitude +12, Parry +10, Toughness +15, Will +15

Offenses: Initiative +8/+0, Unarmed +14 (dc28), Cosmic Blast +14 (dc 30), Cosmic String +14 (dc 25)

Skills [18pp]: Acrobatics 5 (+9), Close Combat: Unarmed 4 (+12), Expertise: Astronomy 4 (+8), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Cosmic Control 10 (+12), Technology 2 (+6)

Advantages [12pp]: All out Attack, Attractive 2, Benefit 3 (Security clearance, Wealthy 2), Close Combat 2, Power Attack, Range Combat 2

Powers [86pp]:
Hyper Flight: Flight 7 + Movement (Space Travel 1)
- AE: Quickness 7 + Speed 7 + Improved Initiative 2
Impervious: Impervious Toughness 12 + Protect 3
Space Worthy: Immunity 15 (life support, gravity)
Super Senses 5 [Dark Vision (extended), Cosmic Awareness (radius, extended)]
Cosmic Energy Control [30 pt Array, +4 AE’s ]
Base: Cosmic Blast 15 (Blast)
· AE: Cosmic String 10 (Blast , Penetrating)
· AE: Gravity Blanket 15(Move Object [Extras: Area (burst), Selective; Flaws: Range (touch, -1), limited (to and from the ground)])
· AE: Gravitic Beam 15(Move Object [Extra: Perception, Flaws: Limited (Only to or away from her)])
· AE: Enhanced Hyper Flight [Flight 7 + Movement (Space travel) 2]

Complications:
· Identity: Two Forms. Phaedra and Sarah are different people , well at least physically. And Sarah has none of the powers of her Alter Ego.
· Fame: As Phaedra she is an American Icon in my Millennium Verse.
· Secret: Phaedra’s secret identity is , Sarah Donovan.
· Responsibility: Sarah has a responsibility to not only NASA, but the U.S. Government. Since they fund her lifestyle. She works in their Stargazer program.
· Motivation: Doing Good. Sarah loves to do good when ever she can.

Background:
Meet Phaedra aka Sarah Donovan , this is a character idea of mine from way back. A shy antisocial astronomer , who dreamed and peered up at the stars. Seeking something more than a boring humdrum life. The daughter of Naval Recruiter, and Elementary school teacher. She showed an immediate interest in the Night sky.

What Sarah didn’t know was that she was a meta-human, and that day dreaming finally culminated in her ability to travel to the stars. She's become one of the most popular hero's in her time, because of her work with NASA and the Government. She has full security clearance, and an alternate identity to keep her cover a complete secret. It helps that Sarah can change her appearance, when she turns into Phaedra.

Phaedra has the power cosmic, and she can do quite a lot with it. Including manipulating things from a distance. With her powers she has the ability to visit other galaxies given time, and can even use extra effort to visit alternate dimensions & realities. Which she has done by complete accident and sent her on a wild adventure of her own. As a member of the Stargazer project, she works closely with other scientists trying to prove the existance of other planets. Which is where she comes into the picture, sometimes working closely with another Meta Human who goes by the name Stargazer.


Builder’s Notes:
Wow, it took me a while to get things where I wanted them. And a lot of things ended up getting dropped from this build. There were certain aspects of the character which I had wished would have stayed the same. But certain things didn’t exist in the game anymore, so I was left to try and figure out to either replace them with a different mechanic, or just remove it entirely from the build. Since Phaedra is a big leaguer I decided to put her up on the same scales as some of the other DC people. This also makes my first Official DC character conversion, because I wanted to see how she would look in the DCU. I liked how simplified space travel, strength, & morph became, it made things a lot easier. The big thing that changed were the Defense scores, and I had to down grade quite a few things. As you can see Phaedra is more useful in space adventures. As I made up my new 3E thread, I decided to revisit this build. And just made things a lot more simpler. And used the Identity complication instead of creating a Empowered form. And decided to lower a few things here and there, to make her stand out a bit more. Since she was my first build, I’ve learned a lot so far.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:11 pm

Image

Lace (PL 9/135pp)
Real Name: Rhonda Black, Origin: Magical Endowment, and Training, Profession: Exotic Dancer/ Minor Pick pocket, Residence: Gotham City, Family: None to speak of, Age: 20, Height: 5’8”, Weight: 140 lbs, Eyes: Blue, Hair: Black

Abilities [28pp]: Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 2, Intellect 1, Awareness 2, Presence 2

Defenses [12pp]: Dodge 5, Parry 5, Fortitude 4, Willpower 10, Toughness 10/1

Offensives: Initiative +3, Unarmed +4 (dc 15), Eldritch Bolt +9 (dc 25), Mystic Binding +9 (dc 20 affliction), Nullify +8 (dc 20)

Skills [25pp]: Acrobatics 3 (+6), Close Combat: Magic 4 (+7), Deception 3 (+5), Expertise: Arcane 6 (+7), Expertise: Dancing 5 (+6), Expertise: Streetwise 4 (+5), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Magic 6 (+9), Sleight of Hand 7 (+10), Stealth 7 (+10)

Feats [7pp]: Attractive, Close Combat 2, Contacts, Fascinate (Deception), Ritualist, Taunt

Powers [61pp]:
Magical Awareness: Senses (Magical Awareness [radius]) · 2pp
Magical Costume (removable, -6 ) · 24pp
· Glamour: Enhanced Feat (Attractive), Feature: Quick Change 2
· Forcefield: Protection 9 (Impervious, Sustained)
· Poison Resistance: Immunity 1 (Poison)
· Mind Shield: Enhanced Willpower 4
· Mystic Flight: Flight 2
Magical Powers (30pp. array) · 35pp
· BE: Eldritch Bolt: Damage 10 (ranged, alternate save [will], penetrating)
· AE: Mystic Passage: Teleport 7 (Portal, Mass Progression 2)
· AE: Mystic Bindings: Ranged Affliction 10 (hindered and vulnerable, defenseless and immobilized ; Extra Condition, Limited Degree)
· AE: Clairvoyance: Remote Sensing 9 (visual, No Conduit, Subtle 2)
· AE: Seal it with a kiss: Nullify 10 (Broad [Meta Human], Sustained, close ranged)
· AE: Demon Bat Summoning *: Summon 7 (Heroic, Multiple Minions 1)

Complications:
· Motivation: Thrills. Rhonda loves the thrill of using her powers, for good or ill.
· Powerloss. Rhonda cannot cast her spells if she is bound or gagged.
· Addiction: Drugs. Despite Rhonda’s efforts she is still addicted to drugs, and has to do her very best to stay off of it. But you never know when she might relapse.
· Secret: Identity. Like every superhero , Rhonda hides her identity behind a costume & mask.
· Reputation: Vigilante. Rhonda along with all the other members of the Sewer Rats are considered vigilantes.

Background:
Rhonda was Tech-Rat's first recruit, he saved her life from a gang rape. And she was grateful to the man so she joined the group. He has tried to help her curl her drug addiction, but he hasn't had much luck. Its going to take some willpower on her own to kick her habit. She grew up on the streets, and by the age of fourteen she ran away from an abusive foster home. So she hooked up with the wrong crowd, and started turning tricks to survive. She has moved on though, and has upgraded to an exotic dancer and part time thief. Her magical abilities and nullifying powers, make her an interesting choice. And her flirtatious manner, makes her a liability from time to time. In fact she will flirt with the most handsome man/or woman of a hero team (yes she‘s bi). She knows that DJ has a crush on her, and she is more than willing to wrap him around her finger, for her own aims. It’s hard for her to truly trust someone in the process, and its taken her this long to learn to trust and be trusted among her own Team Mates.

Builder’s Notes:
A long time ago, I had whipped up this character for Freedom City. And Kryptons girl, thought this character would make an interesting character for a Gotham City campaign. So here she is. I was able to get her back down to a Power Level 9 , where I thought she fit the best. Over all she makes a very formidable character on her own, however she is mostly support for the rest of the team. Using her magic, to help turn the field of battle to their benefit. Generally her default costume is very similar to that of the Selene, The Black Queen from marvel. Though Lace is just as likely to use any form of lingerie, thigh high boots, and a flowing black cloak. But she makes sure her face is covered by an intricate black lace mask. Her best tactic is to snare her opponents, then make them powerless when she uses her Nullifying Kiss on them.

The Demon Bats:
Demon Bat - PL 7

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

Skills
Perception 5 (+8), Stealth 8 (+11)

Powers
Auditory Blind Slight: Senses 1 (Radius: Auditory)
Aura of Fear: Perception Area Affliction 7 (1st degree: Impaired, 2nd degree: Compelled, Resisted by: Will, DC 17; Perception Area; Limited Degree)
Bat Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
Demonic Hide: Protection 4 (+4 Toughness)
Immunity: Immunity 18 (Aging, Damage Effect: Acid, Damage Effect: Electricity, Damage Effect: Fire, Disease, Environmental Condition: Cold)
Shadow Blending: Concealment 2 (Sense - Sight; Blending, Limited: Shadows/Darkness)
Talons: Strength-based Damage 2 (DC 22)

Offense
Initiative +3
Aura of Fear: Perception Area Affliction 7 (DC Will 17)
Grab, +5 (DC Spec 15)
Talons: Strength-based Damage 2, +5 (DC 22)
Throw, +5 (DC 20)
Unarmed, +5 (DC 20)

Languages
Native Language

Defense
Dodge 7, Parry 5, Fortitude 5, Toughness 7, Will 5

Power Points
Abilities 40 + Powers 37 + Advantages 0 + Skills 7 (13 ranks) + Defenses 8 = 92


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Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:11 pm

Monsoon - PL 12
Real Name: Bryan Storm (though originally it was Brian Roth)
Identity: Public
Origin: Mutation
Profession: Musician
Affliations: None; But has been affiliated with the X-Men in the past.
Base of Operations: Spokane, WA
Age: 33, Height: 6'2", Weight: 215 lbs
Eyes: Blues (though they glow like lightning, when using his powers), Hair: Dark Brown

Abilities
Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 6, Intellect 1, Awareness 2, Presence 5

Advantages
Accurate Attack, All-out Attack, Attractive, Benefit, Wealth 3 (millionare), Precise Attack (Ranged, Cover), Ranged Attack 6

Skills
Acrobatics 5 (+9), Deception 5 (+10), Expertise (PRE): Performer 8 (+13), Insight 4 (+6), Perception 6 (+8), Persuasion 7 (+12)

Powers
Immunity to Weather: Immunity 10 (Common Descriptor: Weather)
Lighting Field: Force Field 6 (+6 Toughness; Impervious [10 extra ranks])
Quick Change into Costume: Feature 1
Weather Control
Blinding Arc (sight): Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
Gale Force Winds: Move Object 12 (100 tons; Increased Range: perception; Limited Direction: away)
Heat Wave: Affliction 14 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Increased Range: ranged)
Lightning Bolt: Blast 14 (DC 29; Indirect 4: any point, any direction)
Monsoon: Environment 8 (Cold, Impede Movement (1 rank), Visibility (-2), Radius: 0.5 miles; Selective)
Thunder Clap (hearing): Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
Weather Lord
No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind.: Feature 1
The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks (like Intimidation).: Feature 1
You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them.: Feature 1
Weather Proof: Movement 1 (Environmental Adaptation: Weather)
Weather Sense: Senses 5 (Acute: Weather Awareness, Awareness: Weather (Mental), Extended: Weather Awareness 2: x100, Radius: Weather Awareness)
Wind Rider: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Offense
Initiative +4
Blinding Arc (sight): Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Gale Force Winds: Move Object 12 (DC 22)
Grab, +6 (DC Spec 18)
Heat Wave: Affliction 14, +10 (DC Fort 24)
Lightning Bolt: Blast 14, +10 (DC 29)
Throw, +10 (DC 23)
Thunder Clap (hearing): Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Unarmed, +6 (DC 23)

Complications
Fame: Bryan aka Monsoon is a public figure, and has no secret identity. So trying to have a normal life, is pretty much out of the question for him. And of course this attracts all the wrong attention, especially by villains.
Motivation: Recognition: At first Bryan did it for the thrills, now its all for the recognition and fame that comes with being a Musician and a Super Hero.
Quirk: Bryan does suffer from depression, and this can have an adverse effect on the weather around him if he is not conscious about it. Extreme moods can cause the weather to change dramatically if he means it to or not.
Relationship: Bryan is married to a Tracy Storm, and she is important to him. As well as the rest of his family, even if he has lost touch with them because of his busy schedule.

Languages
English

Defense
Dodge 10, Parry 8, Fortitude 11, Toughness 14, Will 8

Power Points
Abilities 76 + Powers 94 + Advantages 13 + Skills 12 (35 ranks) + Defenses 17 = 212


Background:
Bryan Storm grew up in Tucson, Arizona as a young child. Growing up in a middle class family, and living what some would call a comfortable if dull life. As a teenager he got into role playing games, this is when his first powers began to develop. During a monsoon storm, which Bryan always loves to be out in. He was struck by lightning, but was surprised when he stood there feeling a tingling sensation coursing through his body. His clothes were worse for wear, but he was unharmed. After that he became very sensitive to the weather environment. And found out not only could he control the weather, he could fly. His mastery with weather control is very extensive, as can be seen. It was at this time, he secretly took on the name of monsoon. And began to use his powers to fight crime. During his senior year in high school, not only was he in choir in school but had his own band. He was spotted by a scout, and his life changed for ever. He was noticed, and his dream of being a rock star became true. He signed up with a record deal, and began to make his first album. During a concert, and an attempt on his life his identity as monsoon was made public when he had to use his powers to save everyone. Sure now his life is really hectic, but his popularity grew even more. He has been a performer ever since.

Builders Notes:
Bryan is one of my own namesake characters, originally from my years of MSHRPG. I’ve made plenty of versions of him before, and this one is no exception. I thought it would be easier to take the Element Controller Template, and modify that till I got it the way his 2E build is.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:19 pm

RAZE (PL 10/150 pp)
Real Name: Seamus Mac Doggan
Origin: Training & Endowment
Appearance: Seamus is an 30 year old man of Irish Descent, standing 6’3” in height, and weighing 215 lbs. He has a muscular build, and possesses strawberry blonde hair and green eyes.
Personality: Seamus has trained for this opportunity all his life actually, to be able to use the weapons and armor of his fore bearers. That Mac Doggan’s have all been hero’s in the past, using the ancestral devices they once used. Seamus is a fun loving individual, with an equally strong love for drink and women.

ABILITIES [80pp]:
Strength 7, Stamina 7, Agility 4, Dexterity 7
Fighting 10, Intellect 0, Awareness 2, Persuasion 3

DEFENSES [14pp]:
Dodge 6 (10), Parry 10, Fortitude 3 (10), Toughness (7), Willpower 5 (7)
* +3 to Dodge and Parry using a shield

INITIATIVE +4/+8 while wielding the sword

OFFENSIVE:
Unarmed +10 (dc 22)
Shield Bash (dc 25)
Shield Trip (dc 16)
Magic Sword +10 (dc 25)

SKILLS [12pp]: Athletics 3 (10), Expertise: Bartending 5 (5), Intimidate 10 (12), Perception 6 (8)

ADVANTAGES [8pp]: All out Attack, Equipment 2, Improved Defense, Luck, Power Attack, Weapon Bind, Weapon Break

POWERS [36pp]:
Magic Sword “Razor“ (Removable, -6) = 10
Raze wields a magic sword, which makes him incredibly deadly in combat. As well as making him appear more imposing than her normally is.
· Damage 3 (Improved Critical 2, Penetrating, Penetrating Strength) = 15
· Enhanced Trait: Improved Initiative
· Feature: Imposing Figure (+2 bonus to Intimidation while brandishing)

Magic Battle Armor (Removable, -2)
Raze wears a magical suit of armor that makes him almost impervious to small fire-arms, allows him to regenerate, and gives him incredible strength.
· Impervious Toughness 7
· Regeneration 3 (-1 penalty every 3 rounds)
· Super Strength 3 (Limited to carry capacity; 25 tons)

Magic Shield “Breagen”(Removable, -4)
Raze possesses a magical shield with an intelligence all it’s own. It’s major ability allows Raze to throw the shield so it can actively defend other people or to bash a group of opponents with a ranged attack. Breagen is not the easiest intelligence to get along with, he’s a wise cracking smart-alecky Irishman. Who always has an opinion.
· Feature: Intelligent (1pp)
· Enhanced Defenses: +3 to Parry & Dodge (Area Effect, Selective)
· AE: Shield Throw 3 (Damage, Area, Selective, Penetrating)
· AE: Shield Trip 6 (Affliction; Impaired, Prone; Area, Selective, Limited Degree)

Equipment [10ep]: Motorcycle

COMPLICATIONS:
· Motive: Thrills. Honestly Seamus finds the idea about being a super hero, one big joy ride. And he enjoys being able to beat of villains, and saving the day.
· Enemy: Black Arrow. Seamus has run a-foul of many villains in his time, especially the black arrow.
· Secret: Identity. Seamus of course like many hero’s tries to keep his hero life and real life completely separate. In his real life, Seamus is a bartender at a local pub, in the windy city of Chicago.
· Relationship. Seamus is in a relationship, with one Kerrie Velten. This complicates his life, between his job, being a hero, and her things are difficult enough!


Builder’s Notes:
I wanted to test out 3E with a combat monster build. Which is not something I usually do. The most fun was putting his shield together.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:20 pm

The Omega Kid (PL 10/150pp)
Real Name: Joshua Dunlow, Identity: Secret, Place of Birth: Spokane, Washington, Family: Thomas Underwood Sr. (Grand father). Thomas Underwood Jr. (father). Olivia Dunlow (mother); Age: 17, Height: 5’10”, Weight: 190 lbs, Eyes: Hazel, Hair: Dirty Blonde

Abilities [32pp]: Strength 8/3, Stamina 3, Agility 2, Dexterity 2, Fighting 2, Intellect 1, Awareness 2, Presence 1

Defenses [18pp]: Toughness 12/3, Dodge 7, Fortitude 7, Parry 8, Will 6, Initiative 2

Offenses: Unarmed +8 (dc 18), Omega Blast +8 (dc 27), Nullify Kinetic Motion +8 (dc 18 affliction)

Skills [9pp]: Athletics 3 (13/10), Close Combat: Unarmed 2 (4), Expertise: Mechanics 4 (5), Perception 3 (5), Ranged Combat: Omega Blast Array 2 (4), Technology 3 (4), Vehicles 3 (5)

Advantages [11pp]: All out Attack, Close Attack 4, Interpose, Power Attack, Ranged Attack 4

Powers [79pp]:
Omega Blast 12 (Damage [Ranged, Penetrating]) = 38
· AE: Affliction 8 (Nullify Kinetic Motion [Hindered, Immobile]; Alternate Resistance [Dodge], Ranged, Sustained, Limited Degree [1 less])
· AE: Move Object 8 (Perception, Sustained, Limited [repulsion])

The Omega Field (Alternate Form) = 41pp
· Enhanced Trait: Strength 5
· Penetrating Strength 8
· Protection 9 (sustained, impervious)
· Impervious Toughness 3
· Flight 8 (500 mph)

Complications:
· Motivation: Joshua’s motivation for being a hero, is for the Recognition and Attention that comes from fighting crime. JD is still a kid, so he pretty much has the enthusiasm that goes with it.
· Secret: Joshua Dunlow, over course keeps a secret identity. To protect his family and friends.
· Quirk: Likes music and always takes the opportunity to practice, and live in the lime light.
· Relationship: Josh has a girl friend, which causes problems of its own. Jessica chase is his high school sweet heart, who has more brains, and perhaps a nerd in her own way. But boy is she hot!
· Responsibility: Josh has a part time job as a mechanic at his dad’s car station.

Background:
Joshua was born in 1997, the son of a mechanic, and grand son of a notable Mystery man named Sure Shot. So Joshua inherited his Meta Human abilities from his grand father, who fought in world war II. He recently gained his powers after foot ball practice , his grand father knew the day might come when JD would gain powers. So took him under his wing to teach him how to be a hero. Even supplying him with a costume, with his grand father knowing his secret, he found a great way of keeping his parents from finding out about his extra-curricular activities.

Costume:
Omega wears a blue and white body suit, with matching boots, a jacket, and aviation glasses to cover his face. A belt hangs loosely around his waist.

Builders Notes:
I am definitely having a hard time trying to fit my characters into the 3E, and even a concept as simple as my own name sake is still difficult to pull off. Combat skills and offenses are still very difficult to work out right.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:22 pm

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Mistress Psyche - PL 11
Real Name: Sheila Jacobs
Origin: Hybrid Mutatation
Profession: Business Woman & Socialite
Base of Operations: Millennium City
Affiliation: Independant, ex Millennium League
Height: 5'4", Weight: 120 lbs
Eyes: Blue, Hair: Dk. Brown

Abilities:
Strength 0, Stamina 3, Agility 2, Dexterity 4, Fighting 6, Intellect 6, Awareness 12, Presence 6

Advantages
Attractive, Benefit, Wealth 4 (multimillionare), Connected, Defensive Attack, Eidetic Memory, Equipment 5, Fascinate (Persuasion), Inspire, Languages 4, Ritualist, Speed of Thought, Trance, Well-informed

Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 6 (+12), Expertise: Arcane 4 (+10), Expertise: Business 5 (+11), Expertise: History 8 (+14), Insight 8 (+20), Perception 8 (+20), Stealth 2 (+4), Treatment 3 (+9), Vehicles 2 (+6)

Powers
Half T`khan
. . Healing Factor: Regeneration 5 (Every 2 rounds)
. . Long Lived: Immunity 2 (Aging, Disease; Limited - Half Effect)
. . T`khan Genetics: Feature 1
Remote Sensing: Remote Sensing 10 (Affects: 4 Types - Visual, Hearing, Mental, Range: 4 miles)
. . Multiple Effects
. . . . Force Field: Force Field 10 (+10 Toughness; Affects Insubstantial 2: full rank, Impervious [3 extra ranks])
. . . . Telekinetic flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Telekinesis: Move Object 13 (200 tons)
. . Telekinetic Blast: Blast 13 (Alternate; DC 28)
. . Telekinetic Shapes: Create 12 (Alternate; Volume: 4000 cft., DC 22; Movable, Tether; Proportional)
Telepathy
. . Communication: Mental Communication 3
. . Illusion: Illusion 6 (Alternate; Affects: All Sense Types, Area: 125 cft., DC 16; Illusion Area; Limited to One Subject)
. . Mental Blast: Blast 11 (Alternate; DC 26; Alternate Resistance: Will)
. . Mind Reading: Mind Reading 11 (DC 21)
. . MInd Stun: Affliction 11 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 21; Increased Range 2: perception)

Equipment
Cell Phone, Limousine, Skyscraper (5 floors)

Offense
Initiative +6
Grab, +6 (DC Spec 10)
Mental Blast: Blast 11, +4 (DC Will 26)
Mind Reading: Mind Reading 11 (DC Will 21)
MInd Stun: Affliction 11 (DC Will 21)
Telekinesis: Move Object 13, +4 (DC 23)
Telekinetic Blast: Blast 13, +4 (DC 28)
Throw, +4 (DC 15)
Unarmed, +6 (DC 15)

Complications
Enemy: Gregory Rasputin and other Maecian Enemies
Fame: Mistress Psyche is a well known meta human. And quite openly Bi-sexual to the press, putting her in the spot light.
Honor: Mistress Psyche wont kill an opponent no matter what, and will always play fairly
Motivation: Responsibility. Responsibility ( to protect earth from all Maecian Threats)

Languages
English, Greek, Minoan, Persian, Russian, Sanskri, Syrian

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 13, Will 13

Power Points
Abilities 78 + Powers 113 + Advantages 23 + Skills 17 (50 ranks) + Defenses 13 = 244


Background Details:
Sheila Jacobs appears to most as a discrete socialite. If an event is important enough, she's there. Indeed, she is a brand into herself, marking any event in which she makes an appearance with an extra layer of pride to the host. No one's quite sure how long she's been around or what she does for a living. Paparazzi never seem to get a hold of her and none of the other members of society's creme-de-la-creme dare ask.

Truth is, Sheila Jacobs has been around for a long, long time. She was born 3681 years ago on the island of Crete, in the ancient city of Knossos during the height of the Minoan culture. Amphissa was the daughter of a Merchant King, and a beautiful Atlantian woman named Sybilla . She lived the good life of a merchant king's daughter but the appearance of her incredible powers in early adolescence singled her out for great things.

Endowed with virtual immortality and immense Psionic powers, it took little effort to expand her father’s business into a success, within Egypt, Crete, Syria, Greece, Anatolia, and Mesopotamia. She eventually took over the operations of her father’s business after his untimely demise. Exporting copper, tin, and other valuable commodities through out the ancient world. She quickly became revered as the Goddess of Commerce in Crete.

However, time is not kind. Civilizations rise and fall and even a powerful mutant like herself saw the world around her collapse. Egypt, and the fall of her own country of Crete as well. She was in her forties, when her beloved Crete was destroyed in what would become a famous volcanic explosion. She traveled the world, getting to know just how grand and expansive her world really was. She dined in Rome and rode across the Russia’s, camped in Persian sands and feasted in Indian temples.

Always looking for signs of her kind, other’s special just like her. She spent a great amount of time in Russia and Europe during her travels, but eventually settled in Greece. She battled the likes of great men during the ages, included the machinations of Grigory Rasputin (A servant of the Adverse, and yes he‘s very much still alive) as Sophia Turla. She saw the silk empire and the land of the setting sun, and she passed the calumet amid native American tribes, all before renaissance was even upon clumsy Europe. She was there when the world was known to be round and she was there when gravity was found. She was also there when the Mayflower reached the shores of the Americas.

Long-lived and patient, Sheila Jacobs has had a thousand names and a thousand crafts and now she lives in the city of the Future, Millennium. Silently sitting upon her wealth and presence, silently guiding humanity. And subverting the agendas of the Adverse. Many don’t know the Truth, the secret battle that wages on the prime material plane. Should evil win, the adverse may be able to enter this realm once more. And be able to create and control a force, that could wipe out the Verdani once and for all. She mingles with super hero’s of all kinds, and most people know she is a powerful Meta-human. They just don’t know the extent of her influence, or the long past that she has.

Sheila Jacobs has her fingers in business everywhere, she even has her own perfume company. She often visits Club M, keeping an appearance there. Just so the meta human community knows where she is, and is still around. It’s a place where even the normal, can mingle and mix with those that have powers. Meanwhile she has been searching for an ancient Verdant artifact that may be on earth, or somewhere in the solar system known as the Verdant Shard. A large crystalline sphere, that can channel the cosmic power of the Verdani. Should it fall into the wrong hands, it could spell earth’s doom. What history she has given away, is that she is the second to hold her heroic title. But little do they know that she was also the first, as Sophia Turla.
Last edited by JoshuaDunlow on Fri Jul 13, 2012 11:10 am, edited 2 times in total.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:24 pm

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“Welcome to the Network, I am your eyes and ears to the Galaxy”

Abigail Ind, Network Communicator (PL 5/75pp)
Name: Abigail Ind, Profession: Network Communicator, Birth Place: Irestas 5, Breed: Psi-com Communicator, Age: 19, Height: 5’8”, Weight: 140 lbs, Eyes: Black, Hair: Black

ABILITIES [20pp]:
Strength -1, Stamina 1, Agility 0, Dexterity 2
Fighting 0, Intellect 3, Awareness 5, Presence 0

DEFENSES [8pp]:
Dodge 2, Parry 2, Fortitude 2, Willpower 8, Toughness 1

OFFENSIVE:
Initiative +0
Unarmed +0 (dc 14)
Stunner +2 (Dc 15 affliction)

SKILLS [11pp]:
Expertise: Communications 6 (9), Insight 4 (9), Investigation 3 (6), Persuasion 4 (4), Technology 5 (8)

ADVANTAGES [6pp]:
Eidetic Memory, Equipment 2, Skill Mastery (Expertise: Communications), Trance, Well Informed.

POWERS [30pp]:
Natural Communicator (5pp)
Abigail is a latent , but limited telepath. All she could do is broadcast her thoughts. This made her a perfect candidate for the Communicator Program.
· Communication 1 [Area]

Communicator Breeding Program (25pp)
A communicator is engineered in their breeding program, to understand all languages with a built in language translator chip. Their neural processing is also increased so they can handle vast amounts of information. They may also directly tie into the Network, so they can communicate with other Communicators, and most importantly their Communication power is enhanced so it will work on a galactic scale.
· Comprehend 2 [Speak/Understand all Languages]
· Quickness 8 [Flaws: Mental tasks only]
· Feature: Can communicate with other Communicators tied into the Network.
· Enhanced Trait [Communication +4 (Flaws: While tied into the Network)]

Equipment [10ep]: Personal Stunner (same as Taser)

COMPLICATIONS:
· Motivation (Acceptance): Abigail is a very responsible person, and takes her job very seriously. However she feels detached from the real world, because of her job.
· Powerloss: Abigail cannot use her breeding program abilities outside of her Network Pod.
· Quirk: Abigail is a compulsive Neat Freak. She has to clean, and everything needs to be in its place.

BUILDER’s NOTES:
When man began to explore the stars, communication was difficult at best. There were constant delays, as one transmission was sent. Then another long wait, for a transmission to be received. Psionic Talent also began to emerge in a select few , and with the birth of Tachyon transmitters they were able to combine the two into a communications system that would link the Universe. Now the Network has become the soul source of communication, ranging from personal calls, to the television programs you watch at night. Each Tachyon relay station is situated in a particular star system, and is thus linked to the Entire network. Which is held together by a bank of sensory pods, which allow the Telepaths to join with the growing communications hub.

Meet Abigail Ind, born with the ability to Communicate. Transmit thoughts over a distance. By the time she was six, she was breed and trained to be a communicator. So when she reached eighteen she would be a productive member of Galactic society. Abigail spends 10 hour shifts inside a Network pod, and when she isn’t doing her job, she spends her time at home. Usually bored. It takes her a while to wind down after being linked into the Network, since her mind is still trying to process information. She is also somewhat of a recluse, and doesn’t have many people skills.

Here is a 3E version of one of my characters for Lost Sol. Overall its a vast improvement.

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LOTR: Aragorn

Postby JoshuaDunlow » Mon Aug 16, 2010 6:28 pm

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"I am Aragorn son of Arathorn and am called Elessar, the Elfstone, Dunadan, the heir of Isildur Elendil's son of Gondor. Here is the Sword that was Broken and is forged again! Will you aid me or thwart me? Choose swiftly!"
The Two Towers: "The Riders of Rohan," p. 36


Aragorn - PL 7

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

Advantages
Animal Empathy, Benefit, Status: Chief of the Dunadan, Benefit, Status: Heir of Gondor, Benefit: Elf Friend, Close Attack 2, Courage, Defensive Roll 3, Equipment 3, Favored Foe: Orcs, Fearless, Great Endurance, Improved Critical 3: The Blade that was broken: Strength-based Damage 4, Languages 4, Leadership, Ranged Attack 3

Skills
Athletics 4 (+7), Deception 4 (+9), Expertise: Herbs & Plants 4 (+7), Expertise: Rangers 4 (+7), Expertise: Survival 8 (+11), Insight 4 (+9), Perception 8 (+13), Persuasion 2 (+7), Stealth 5 (+8), Treatment 5 (+8)

Powers
Anduril Flame of the West (Easily Removable)
. . The Blade that was broken: Strength-based Damage 5 (DC 22, Advantages: Improved Critical 3; Affects Insubstantial 2: full rank, Penetrating* (Full, 5 ranks))
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
One of the Dunedain
. . Grace of Numenor: Feature 1
. . Men of the West: Feature 1
Rune Inscribed Sword Scabbard (Removable)
. . Feature 2: Improved Critical Advantaged, and Incurable Extra (Variable (to any sword sheathed)

Equipment
Bow, Elf Stone Brooch 1, Knife, Leather Armor, Sword, The Ring of Barahir 1

Offense
Initiative +3
Bow, +7 (DC 21)
Grab, +7 (DC Spec 13)
Knife, +7 (DC 19)
Sword, +7 (DC 21)
The Blade that was broken: Strength-based Damage 4, +7 (DC 22)
Throw, +7 (DC 18)
Unarmed, +7 (DC 18)

Complications
Enemy: Aragorn is actively sought out by the Servants of the Shadow, so he cannot fulfill his legacy.
Honor: Doing what is right and Just, never taking advantage of a foe in combat. Always shoe mercy.
Motivation: At first Aragorn’s Motivation is “Doing Good”, but this changes to “Responsibility” by the time he leaves Rivendel after the Council Meeting.
Quirk: Aragorn’s Quirk before the Council Meeting, is a fear of his own Responsibility to be King. Any time after this, the Quirk disappears.
Relationship: Arwen is the most important person in his life, she inspires him and gives him the strength to keep on going during those times he looses hope.
Responsibility: Aragorn is a ranger, and it is his duty to fight the Servants of the Shadow; For all the Free People of Middle Earth.

Languages
Adunaic, Black Speech, Elvish, Orcish, Rohirim, Westron

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 7/3, Will 7

Power Points
Abilities 60 + Powers 18 + Advantages 24 + Skills 24 (48 ranks) + Defenses 12 = 136

Builders Notes:
Elven Cloak: Aragorn doesn’t have this cloak till after the fellowship leaves Lothlorien.
Rune Inscribed Scabbard: Don’t include this unless the company has left lothlorien, this is the gift that Galadriel gives him.
The elf stone brooch, is a beryl stone placed in a brooch. It allows elves to recognize him as a friend.
The ring of barahir.In the books Aragorn gives this to Arwen when they are in Rivendel, as an engagement ring. So if you play him after the Council Meeting he wont have this. This ring would also identify him to anyone that he was the Heir of Gondor. This ring adds or grants 1 rank of the Majestic Advantage.
Last edited by JoshuaDunlow on Sun May 27, 2012 10:50 am, edited 12 times in total.

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LOTR: Gandalf

Postby JoshuaDunlow » Mon Aug 16, 2010 6:30 pm

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"Saruman," Gandalf said, standing away from him, "only one hand at a time can wield the One, and you know that well, so do not trouble to say we!"

Gandalf the Grey - PL 8

Strength 0, Stamina 3, Agility 1, Dexterity 3, Fighting 3, Intellect 5, Awareness 7, Presence 2

Advantages
Artificer, Benefit, Status: Wizard, Fearless, Great Endurance, Improved Critical: Glamdring Blade: Strength-based Damage 3, Inspire 2, Jack-of-all-trades, Languages 3, Leadership, Luck, Luck 2, Ritualist, Sidekick: Shadowfax 15, Skill Mastery: Expertise: Magic, Speed of Thought, Well-informed

Skills
Athletics 2 (+2), Expertise: Fireworks 4 (+9), Expertise: History 5 (+10), Expertise: Magic 8 (+13), Insight 6 (+13), Intimidation 3 (+5), Investigation 6 (+11), Perception 6 (+13), Persuasion 4 (+6), Sleight of Hand 5 (+8), Treatment 2 (+7), Vehicles 2 (+5)

Powers
Glamdring "Foe hammer" (Easily Removable)
. . Detect Orcs: Senses 3 (Detect: Orcs 1, Extended: Detect Orcs 1: x10, Radius: Detect Orcs; Noticeable: Glows)
. . Glamdring Blade: Strength-based Damage 3 (DC 18, Advantages: Improved Critical; Accurate: +2, Penetrating 8, Secondary Effect; Quirk 2: Secondary Effect Only applies to Orcs)
Magic of the Maiar
. . Ball of Fire: Burst Area Blast 4 (DC 19; Burst Area: 30 feet radius sphere, Secondary Effect)
. . Dazzling Display: Environment 9 (Light, Visibility (-2), Radius: 1 mile)
. . Healing: Healing 6 (Restorative)
. . LIght of the Valar (Fear): Concentration Cylinder Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Cylinder Area: 30 feet cylinder, Concentration, Increased Range: ranged; Limited: supernatural creatures, Limited Degree)
. . Lightning: Blast 7 (DC 22; Indirect 3: any point in fixed direction or fixed point in any direction)
. . Sunder: Weaken 6 (Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Increased Range 2: perception)
. . Unseen Passage
. . . . Concealment: Concealment 4 (All Visual Senses; Limited: Only while Moving)
. . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Valar's Burning Light: Blast 9 (DC 24; Penetrating 9; Limited: Supernatural Creatures)
. . Valiant Defense: Force Field 7 (+7 Toughness; Impervious [4 extra ranks])
Magical Awareness: Senses 4 (Acute: Detect Magic, Detect: magic (mental) 1, Extended: Detect Magic 1: x10, Radius: Detect Magic)
Narya "Ring of Fire" (Removable)
. . Boost: Broad Simultaneous Weaken 4 (Resisted by: Will, DC 14; Broad: Magical array, Simultaneous)
. . Hope: Enhanced Trait 2 (Advantages: Inspire 2)
. . Preservation: Immunity 6 (Aging, Damage Effect: Fire; Limited - Half Effect)
One of the Maiar
. . Does not age: Immunity 1 (Aging)
. . Grace of the Valar: Immunity 3 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Advantages: Fearless, Great Endurance, Jack-of-all-trades, Luck 2; Limited - Half Effect)
. . Majestic: Feature 2
Wizards Staff (Easily Removable)
. . Glowing Light: Environment 1 (Light, Light (Bright), Radius: 30 feet)
. . Staff Strike: Strength-based Damage 2 (DC 17; Accurate: +2, Penetrating 6)

Equipment
Cloak 0, Pipe 0, Tobacco 0

Offense
Initiative +5
Ball of Fire: Burst Area Blast 4 (DC 19)
Boost: Broad Simultaneous Weaken 4, +3 (DC Will 14)
Glamdring Blade: Strength-based Damage 3, +5 (DC 18)
Grab, +3 (DC Spec 10)
LIght of the Valar (Fear): Concentration Cylinder Area Affliction 8 (DC Will 18)
Lightning: Blast 7, +3 (DC 22)
Staff Strike: Strength-based Damage 2, +5 (DC 17)
Sunder: Weaken 6 (DC Fort 16)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)
Valar's Burning Light: Blast 9, +3 (DC 24)

Complications
Enemy: Gandalf is an Enemy of all Supernatural minions of Sauron.
Fame: Gandalf is known by many names in different lands. This Fame is not always a good thing though.
Honor: Gandalf does not believe in killing, if he can help it. Everyone deserves a second chance. Such as the compassion that he shows Gollum, or any of his friends when things look grim. He will show Mercy, and take no unfair advantage in combat.
Motivation: Doing Good: Gandalf does good because he is compelled to, all Maiar help all good people of Middle Earth to the best of their ability. Defending the weak, and foiling the plans of Sauron or his minions.
Motivation: Responsibility: It is the Responsibility of all Maiar to help educate others, give advice and wisdom when available.

Languages
Black Speech, Dwarf, Elf: Sindarin, Elf:Quenya, Westron

Defense
Dodge 5, Parry 5, Fortitude 6, Toughness 3, Will 10

Power Points
Abilities 48 + Powers 72 + Advantages 26 + Skills 18 (53 ranks) + Defenses 12 = 176


Builders Notes:
Well I took on the challenge of converting Gandalf, and that was a tall order indeed. I had to do a lot of wrangling and wriggling with every aspect I could find to get him just right. There is nothing you could do to simulate all of what Gandalf is capable of. But I have done my best.
Last edited by JoshuaDunlow on Sun Oct 21, 2012 11:07 pm, edited 8 times in total.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:31 pm

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“As graceful as the wind, but as deadly as the Storm.”

Jeneya, Psi Dancer (PL 6/90pp)
Race: Human, Profession: Fisherman/Psi Dancer, Age: 20, Height: 5'8", Weight: 128 lbs, Eyes: Violet, Hair: Black

Abilities [32pp]: Strength 0, Stamina 1, Agility 4, Dexterity 2, Fighting 2, Intellect 2, Awareness 4, Presence 1

Defenses [17pp]: Dodge 4 (+8), Parry 6 (+8), Fortitude 3 (+4), Toughness +4/+1 flat, Willpower 4 (+8)

Initiative +4

Offenses: Unarmed +2 (dc 15), Psi Blade +6 (dc 21), Psi Bolt +8 (dc 19)

Skills [19pp]: Acrobatics 6 (+10), Athletics 4 (+4), Close combat: Psi Blade 4 (+6), Expertise: Seamstress 2 (4), Expertise: Fishing 3 (+5), Perception 5 (+9), Persuasion 4 (+5), Ranged Combat: Psi Bolt 6 (+8)

Feats [8pp]: Agile Feint, All out Attack, Defensive Roll 3, Improved Defense, Trance, Uncanny Dodge (psychic)

Powers [14pp]:
Psi Blade (Damage 6, Alternate Save: Will; 12 pp array)
· AE: Psi Bolt 4 (Damage , Ranged, Alternate Save: Will)

Psi Dancer (leaping 1)

Complications:
· Motivation: Doing Good. Jeneya has a desire to use her gifts, to help others. Since she has grown up in humble backgrounds, she knows what it is like to be treated as the underdog. She enjoys doing good things.
· Relationship: Family. Jeneya did return back to her family after her training, and reconnected her ties with them. And did take the skills which they taught her to heart. Her mother and father, are very important to her.
· Quirk: Always in Motion. Jeneya is a decent dancer for someone who has had little training in it, she will twirl around or perform some graceful feat to express herself whether she realizes it or not. She always has to be in some kind of motion, and can never stand still.


Background:
Jeneya came from humble beginners, and grew up in a small village just outside a major town near the coast. She began to learn her mothers trade as a seamstress, and a fisherman just like her father. Her psychic prowess became evident as she turned 11, and began to develop it. Even without instruction she learned to channel her will into a graceful display of agility and prowess. Once she turned 16 she began her life as an adventurer, despite the protests of her parents. But her goal is to find others like her, who she might be able to train from and expand her abilities. Once she had made it to civilization she began to explore the world around her, and found that there was an order of Psionicists just like herself, known as the Order of the Mind. Finding her way to the Monastery where they lived, she was immediately taken under the wing of Master Tamis. Who taught her to expand on the natural talents she had already taught herself. It had been a long , strenuous road for our Psi Dancer, but she proved to all those in the order she had what it took to be a Psionicist. Four years had past before she had mastered her gifts, and was allowed to enter the world once more as a Psi-Dancer and an Adventurer.

Builders Notes:
There are pictures that just inspire a person , that make a concept leap out at you. This is one of those pictures. So I created Jeneya, a Psi dancer. A psionicist who has focused their psychic powers into a defensive fighting style with a powerful offensive ability. But she definitely has potential as far as I am concerned, and really interesting even though i have never been very fond of Psionics in a fantasy setting.

Builders Notes Part 2:
Well I got a request by Xarathos to put Jeneya into 3E, and I was really disappointed at the way this build came out. I had instinctively dropped several scores, to make up for the changes in the system. I trimmed skills, condensed Feats as much as possible. And I Was still over cost. Suffice to say, this really annoyed me. I wanted a playable character at PL 6, just like I could do in 2E. So I dropped more skills, and advantages, till I had what I thought was a character still in line, with the vision I had. The major differences, is more of her Psi Dancer training is where it should be instead of as a container under powers. This I hope will be the start of a long run of 3E variations of Fantasy based characters, which will fill my established worlds. Mainly Karmyth, and Magnor. Or maybe i'll just make a new world to house this new stuff into.

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JoshuaDunlow
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:35 pm

Image
"taller than some and fairer than most, [with] a cleft in his chin: perky chap with a bright eye."

Frodo Baggins - PL 5

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

Advantages
Benefit: Elf Friend, Defensive Roll, Equipment 1, Improved Critical 2: Beleriand Blade: Strength-based Damage 1+2, Innate Physiology, Languages 1, Luck

Skills
Acrobatics 2 (+4), Athletics 2 (+1), Close Combat: Sting 2 (+2), Expertise: History 2 (+4), Expertise: Riddles 2 (+4), Insight 2 (+3), Perception 3 (+4), Sleight of Hand 2 (+4), Stealth 4 (+10)

Powers
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Hobbit (Advantages: Innate Physiology)
. . Hafling: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)
. . Hobbit Resilience: Feature 2
Mithril Shirt (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious [7 extra ranks])
Phial of Galadriel (Easily Removable)
. . Painful Light (attack/fear): Perception Area Affliction 5 (1st degree: Impaired, Entranced, 2nd degree: Disabled, Compelled, Resisted by: Will, DC 15; Perception Area, Extra Condition, Reaction 3: reaction; Limited: Only afflicts Evil that dwells in darkness, Limited: Only fear, Limited Degree)
. . . . Defeat Magic: Nullify 7 (Alternate; Counters: Evil Magics, DC 17; Broad)
. . The Light of Earendil: Environment 1 (Light, Radius: 30 feet)
Sting (Easily Removable)
. . Beleriand Blade: Strength-based Damage 1+2 ([Stacking ranks: +2], DC 17, Advantages: Improved Critical 2)
. . Goblin Bane: Damage 2 (DC 17; Penetrating 8, Stacks with: Beleriand Blade: Strength-based Damage 1+2; Limited: Only with Goblins)
. . Sense Orcs: Senses 3 (Detect: Orcs 1, Extended: Detect Orcs 1: x10, Radius: Detect Orcs; Noticeable: Glows Blue, Permanent)

Equipment
Pack 0, Pipe & Pipeweed 0, Walking Stick 1

Offense
Initiative +2
Beleriand Blade: Strength-based Damage 1+2, +0 (DC 17)
Defeat Magic: Nullify 7, +2 (DC Will 17)
Goblin Bane: Damage 2, +0 (DC 17)
Grab, +0 (DC Spec 9)
Painful Light (attack/fear): Perception Area Affliction 5 (DC Will 15)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
Enemy: Frodo is being hunted by the ring wraiths through the first part of the Fellowship.
Honor: Frodo believes in a fair fight, and that everyone deserves a second chance. This is brought home to him, in the end. But his heart is always in the right place.
Motivation: Responsibility: Frodo is driven by a desire to good, but more so because of the responsibility that he feels he must bear. Being able to resist the powers of the ring better than the others, he feels he has no choice if he wants to protect the shire.

Languages
Elf, Westron

Defense
Dodge 4, Parry 2, Fortitude 3, Toughness 5/4, Will 6

Power Points
Abilities 22 + Powers 42 + Advantages 5 + Skills 7 (21 ranks) + Defenses 7 = 83

Builders Notes:
I did some serious scrutiny as to the power levels of the main protagonist of our story. Frodo. Looking back over things, PL 7 seemed a bit much, for a young hobbit. So I really crunched with the numbers trying to decide and looking over scores, to make sure I got everything just right or at least , what i "hoped" felt right. Please as always give me some opinions. I am still working on the properties of the Phial .
Last edited by JoshuaDunlow on Thu May 03, 2012 10:55 am, edited 12 times in total.


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