Jab's Builds: Fear Lords, Dark Man, DC's Thriller, The S-Men

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Murkglow » Thu Oct 27, 2011 2:53 am

I mean it's a partial modifier using the area extra. The example they use for partial modifiers even uses the area extra (page 136 of M&M3e, page 124 of DCA). Basically you just add less then full ranks of the Area modifier to the power. Then when you attack with the power you roll to hit your target with the full effect and you do the area to the people around the main target.

Also I'm not sure what you mean when you say you're doing it like the missiles in the book... The book does not do anything with linked on either the fighter missiles or the tank gun. Both are done as partial area attacks (the Tank gun is Damage 10, Burst Area 6). Making your attack strength based or whatnot would not change this.

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 3:03 am

OK, I guess "Linked" isn't the right word, then. I just figured that's what they were doing, since the effects seemed to go off at the same time. I skipped over that rule on pg. 136 I suppose. The overall effect I was going for is the same, just the wording (ie. which rule to actually use) is different.

So it looks like this, is that right?:
"Axe of the Minotaurs" (Flaws: Easily Removable) [14]
Strength-Damage +3 (Feats: Reach, Penetrating 5) (Extras: 9 Ranks Each- Area- 15ft. Burst +1/2, Selective +1/2) (18)
"Batter Down the Ramparts!" Weaken Toughness 8 (Flaws: Limited to Buildings) (4)
-- (22 points)

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby catsi563 » Thu Oct 27, 2011 2:32 pm

If jabs going for what i think hes going for its similar in effect to a couple of City fo heroes powers.

in effect the main attack hits the main target for the fulle ffect. Then a lesser secondary effect goes off hitting any other targets within its area.

the main target is only ever effected by the main attack not by the secondary effect.

the other targtets if any are never hit by the main attack only the lesser secondary effect.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 8:52 pm

Yeah, pretty much. I took for granted how obvious it would be :).

So now I'm done posting up sentient races and monsters (put down that party hat and noise-maker, Woodclaw!), and I figure I'll stat up some of the various other Heroes & Villains of the campaign world. Once that's done, I'll put the Fantasy/Castellia builds to rest and start up my old favourite and yours... CRAPPY MARVEL JOBBERS!!!

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 9:15 pm

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AK'SHAZZERA
Role:
Big Bad, Evil Seductress
PL 10 (271)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 5 PRESENCE 5

Skills:
Acrobatics 2 (+6)
Close Combat (Blades) 2 (+8)
Deception 6 (+11, +16 Attractive)
Expertise (Magical Lore) 10 (+14)
Expertise (Dark Elves) 4 (+8)
Insight 5 (+10)
Intimidation 2 (+7)
Perception 5 (+10)
Persuasion 6 (+11, +16 Attractive)
Ranged Combat (Magic Spells) 2 (+10)
Stealth 4 (+8)

Advantages:
Artificer, Attractive 2, Beginner's Luck, Benefit (Rank) 3, Daze (Persuasion), Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Fearless, Jack-of-All-Trades, Languages (Most Powerful Sentients) 2, Luck, Power Attack, Ranged Attack 6, Ritualist, Well-Informed

Powers:
"Dark Elf Senses" Senses 2 (Darkvision) [2]
Speed 1 (4 mph) [1]

"Bodily Perfection"
Immunity 4 (Aging, Disease, Poison, Sleep Effects) [4]

"Gold Magic- The Art of Alchemy"
"Shapechange" Morph 3 (Humanoids) (Feats: Metamorph) (Extras: Continuous) [19]
"Sense Magic" Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

"Polymorph" Affliction 10 (Fort; Dazed/Restrained/Transformed Form) (Extras: Ranged, Cumulative, Continuous +3) (60) -- [61]
    AE: "Flesh to Stone" Affliction 10 (Fort; Dazed & Impaired Vision/Restrained & Disabled Vision/Transformed Form & Unaware Vision) (Extras: Ranged, Extra Condition, Cumulative, Continuous +3) (Flaws: Limited to Vision-Based) (60)
"Object Alchemy" Transform 7 (Anything to Anything Else) (35) -- [43]
    AE: "Internal Strife" Blast 10 (Extras: Penetrating 10, Fortitude Damage +0) (30)
    AE: "Wide-Range Pheromones" Affliction 10 (Fort; Entranced/Compelled/Controlled Emotions) (Extras: Area- Scent Perception, Cumulative) (30)
    AE: "Emotion Control" Affliction 11 (Fort; Entranced/Compelled/Controlled Emotions) (Extras: Cumulative) (22)
    AE: "Change Powers" Variable (Altered Forms) 5 (35)
"Violet Magic- The Art of Telepathy"
    AE: Mind Control 8 (32)
    AE: Mind-Reading 10 (Feats: Subtle) (21)
    AE: "Mental Stun" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (30)
    AE: "Area Stun" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst, Cumulative) (30)
Equipment:
"Elite Crossbow" Blast 5 (Feats: Penetrating 5) (15)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Altered Forms +6 (+1-6 Damage, DC 16-21)
Pheromone Touch +6 (+11 Affliction, DC 21)
Crossbow +8 (+5 Ranged Damage, DC 20)
Polymorph/Mental Stun +10 (+10 Ranged Affliction, DC 20)
Pheromones/Area Stun +10 Area (+10 Affliction, DC 20)
Internal Strife +10 (+10 Ranged Fortitude Damage, DC 25)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2, Fortitude +5, Will +11

Complications:
Motivation (Power)- Ak'shazzera merely wants power, if only for it's own sake. A world with many powerful beings, horrible threats, and mighty armies requires a woman to do some exceptional planning to maintain her power.

Total: Abilities: 58 / Skills: 48--24 / Advantages: 33 / Powers: 134 / Defenses: 22 (271)

-Ak'shazzera is a mostly-unknown political figure throughout much of the world, and this suits her just fine. Possibly the most powerful Alchemist in the entire world (save the mightiest Dragons), she has spent centuries perfecting her craft, and is now able to alter nearly her entire body down to it's core elements- she is one of the very few to have mastered the concept of "Miniscule Particles" (the term given to the smallest-known portion of an object), enough to allow her to alter her appearance at will, change the forms of others (sometimes with horrific results), and even permanently halt her own aging process. Nobody quite knows how old she is (she herself lost count centuries ago), but she is unquestionably far older than even Elves dare get.

-Ak'shazzera's past is mostly-hidden, but it consists of various alliances, assassinations, the changing of forms, and replacing of others via metamorphosis. A favoured tactic is to murder an important figure's wife or lover, replace them, and breed a new generation of politically-powerful Half-Elf children that will be loyal to her. Seduction is a favoured tactic at times, but it's much easier to take advantage of someone "already seduced". Most of her victims are permanently unaware- someone who is immortal has all the time in the world. Her goals are simple- power through alliance and family. With many powerful individuals owing her their life, and continued power (she instills a healthy sense of fear in most of her progeny), she is the great unknown hand that stirs many pots on Castellia. Her alliances run deep, and so few even know of her that building an army to oppose her is almost impossible.

Jab's Notes: It's something of an Omnipresent Trope that every Fantasy world & author must make use of at least one Evil Seductress (or fifty of them). Apparently nerds have a fetish for evil, scantily-clad, controlling women who throw themselves at the heroes? WHO WOULD HAVE EVER GUESSED IT? So Ak'shazzera (named for my Night Elf character from my one fateful attempt at playing "World of Warcraft"... MMORPGs are NOT my thing) is my own personal variant on the concept. She's partially-based off of a concept I read in some woman's guide on how to create "original villains"- hers was an old matron who married into power and attained power through her children- I merely "married" the concept to the Evil Seductress (with Telepathic powers), and then combined THAT with my concepts for "Gold Magic" (ie. Alchemy), which also allows for some fairly unique types of Magical attack (the Baleful Polymorph stuff, permanent Transformations and the like- expensive because Continuous effects need to sit outside the main Array, but I put both Transformations as Alt-Effects because really, it's the same basic power, just with a different "final form"). This essentially creates the age-old "Hidden Hand" plotline of a manipulator behind the scenes, which has many storytelling capabilities. No "Evil Empire" here- this chick is powerful because she controls PEOPLE, not ARMIES.

-I also tried to avoid some of the Seductress cliches by making sure she didn't just try to bang the heroes right away- she's more likely to disguise herself as someone they already love, or control them mentally so that they'd fall in love with one of her forms. Similarly, some of her forms were of standard old women who still controlled old kings (anyone who's even seen "I, Claudius" knows the evil capabilities of Livia, who was an ELDERLY WOMAN that had all the mightiest men of Rome quaking in fear because of the power she exerted as Augustus' wife). Because while Men hold all the power over men and nations, it is WOMEN that hold the power over men.

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 9:37 pm

THE LIGHT BRIGADE:

-The Light Brigade is the name given to the makeshift band of heroes that came to defend first Marsellia (in it's war against Gallea), and then all of Castellia, from darker forces than a mere Human army. The story began at the castle home of the Marsellian King- a young Squire named Mathias (a boy from a once-powerful noble family fallen on harder times after the disappearance of his father) was in training with the Captain of the Centaurian Lancers, when the armies of Gallea made a surprise attack- a Red Dragon the size of an Elephant led an invasion force, attempting to slay the King and wipe out the most powerful members of the royal family and the army. The Lancer Captain was killed saving the King's life, and the Dragon driven off, but the Crown Jewels and many Marsellian treasures were captured by the opposing side. With the Marsellian Army's focus still at the borders, the King was forced to rapidly-assemble a team of heroes to go after the villains, recapture the Treasures, and hopefully allow Marsellia to end the war against Gallea.

The Light Brigade is a "rag-tag band" of sorts, made up of various races, and whoever happened to be alive after the Gallean Invasion. Mathias was given command (as the only noble left), but the Captain's daughter Megara was the experienced military commander. A pair of Mercenaries were hired- a Dwarf and an Elf, who were the best of friends. A pair of Rangers were hired for wilderness travel (an older mentor who later betrayed the team, and his young ward, an ex-slave named Gregory). A Court Mage (a trainee, as most of the elders were killed or away) was added for magical power. The Princess (a Half-Elf) herself joined the party (against their own wills, and that of the King- the little stowaway forced herself on the group). Even a Half-Frost Giant Barbarian Princess was added to the team, since one of the stolen artifacts belonged to her tribe. Quickly they made alliances and enemies (Obsidiaris the Troll Necromancer joined, then betrayed the party), went traipsing around the countryside, gained experience, and even helped lead the Marsellian Army against Gallea in the Great War- the Marsellians with their allies, and the Galleans with theirs.

Jab's Notes: My overall "story" is one of those generic "they stold our stuff and killed our d00ds, so it's time to get some payback" stories that eventually builds to include a LOT of potential Big Bads, one-off bad guys, etc. The Gallea thing is sort of like having "The Empire" as your foes, though I work to avert the cliches by making sure that Marsellia would be no kinder to it's enemies, and that Gallea itself isn't a "Nation of Evil"- it's King, the Kaiser Elric, is no nice guy to be sure, but he's your standard Conquering Hero- the type of guy who the winners would later lionize and make into a hero (think Alexander the Great or Genghis Khan- both are heroes to their descendants, but not so much for the nations that got beat down). Both nations make deals with the Devils (sometimes literally), both play dirty, both use assassinations and guile, and both will commit atrocities if they have to. Just like in real life.

I didn't wrote a whole novel on it or anything- just laid out the framework. Most of the heroes will be built at their "Peak" of sorts- some guys peak early, and others peak later. I'll probably do 7 to 10 guys in all. And yes, I stole the "Light Brigade" name by altering "Shining Force"- even the basic origin story is similar :).


Family Crests: I did one of those weird "Wiki Walk" things where you zip around on Wikipedia for like 4 hours and end up having 20 Tabs open at once about every subject possible (xkcd did a comic about it once), and somehow ended up reading about Family Crests and all the junk that goes into Coats of Arms and stuff. I figured it'd be cool to throw it on some of the characters. If anything, it can provide backstory.
Last edited by Jabroniville on Thu Oct 27, 2011 10:30 pm, edited 1 time in total.

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Re: Jab's Builds: Dragons, Linnorms, Groudon, Kyogre, Vampires

Postby Jabroniville » Thu Oct 27, 2011 9:56 pm

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Image

MATHIAS (Human Knight/Paladin)
Role:
The Hero, The Wannabe Hero
Family Crests: Horse/Lion/Pegasus/Dragon (VERY old Noble family)
PL 10 (197), PL 12 (197) to Dragons
STRENGTH
3/4 STAMINA 4/5 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Athletics 4 (+8)
Athletics 4 (+12) -- Flaws: Limited to Riding
Close Combat (Sword) 3 (+12)
Expertise (Knight) 12 (+13)
Expertise (Quester) 8 (+9)
Expertise (Dragons) 6 (+7)
Insight 2 (+5)
Intimidation 4 (+8)
Perception 3 (+6)
Persuasion 2 (+6, +8 Attractive)
Ranged Combat (Sword Blast) 4 (+9)
Stealth 2 (+5)

Advantages:
Accurate Attack, Attractive, Benefit 2 (Nobility of Marsellia), Defensive Attack, Defensive Strike, Diehard, Equipment 3, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Sword) 3, Improved Smash, Inspire, Interpose, Last Stand, Leadership, Power Attack, Ranged Attack 4, Set-Up, Takedown 2, Teamwork, Ultimate Knight Skill

Powers:
"Paladin Abilities"
Immunity 10 (Black Magic Effects) (Flaws: Limited to Half-Effect) [5]
"Lay on Hands" Healing 7 (Extras: Restorative) (Flaws: 3/day) (14) -- [16]
    AE: "Turn Undead" Blast 8 (Flaws: Limited to Undead & Daemons) Linked to Weaken Toughness 3 (Extras: Ranged) (Flaws: Limited) (14)
    AE: "Turn Undead II" Damage 8 (Extras: Area- 60ft. Cone) (Flaws: Limited to Undead & Daemons) Linked to Weaken Toughness 3 (Extras: Area) (Flaws: Limited) (14)
"Dragonbane Blade" (Flaws: Easily Removable) [10]
Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 7) (12) -- (14)
    AE: "Dragon's Bolt" Blast 10 (Flaws: Unreliable- 5/day) (10)
    AE: "Dragon's Breath" Damage 8 (Extras: Area- 60ft. Cone) (Flaws: Unreliable- 5/day) (8)
    Strength-Damage +4 (Flaws: Limited to Dragons) (2)
-- (16 points)

"Dragonscale Armour" (Flaws: Removable) [15]
Protection 4 (Extras: Impervious 5) (9)
Protection 2 (Extras: Impervious 6) (Flaws: Limited to Draconic Attacks) (4)
Immunity 10 (Dragon Breath) (Flaws: Limited to Half-Effect) (5)
-- (18 points)

"Dragon's Ring" (Flaws: Removable) [5]
Enhanced Strength 1 (2)
Enhanced Stamina 1 (2)
Enhanced Skills 4: Intimidation 8 (+16) (Flaws: Limited to Dragons) (2)
-- (6 points)

"Reflective Shield" (Flaws: Easily Removable) [15]
Enhanced Dodge & Parry 2 (4)
Energy Absorption 10 (20)
-- (24 points)

Equipment:
"Lance" Strength-Damage +3 (Feats: Reach 2, Penetrating 2) (Inaccurate) (6)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Dragon's Ring +9 (+4 Damage, DC 19)
Dragonbane Blade +12 (+8 Damage, DC 23)
(vs) Dragons +12 (+12 Damage, DC 27)
Turn Undead +6 (+8 Ranged Damage & +3 Weaken, DC 23 & 13)
Turn Undead 2 +8 Area (+8 Damage & +3 Weaken, DC 23 & 13)
Initiative +3

Defenses:
Dodge +9 (+11 Shield, DC 21), Parry +9 (+11 Shield, DC 21), Toughness +4 (+5 Ring, +9 Armour, +11 vs. Dragons), Fortitude +6 (+7), Will +11

Complications:
Responsibility (Father's Memory)- Mathias has been driven from a young age by the memory of his father, a descendent of the Eight Great Heroes.
Relationship (Mathias)- Megara was forced to train the young, brash Knight on the Light Brigade's first missions, and she detested it- he was childish, foolish and naiive in his quests. Eventually, they came to cherish their friendship, and many saw the sparks, though both kept each other at an arm's length emotionally, preferring to keep things "professional" and "friend-like". The species differences may have had something to do with it.

Total: Abilities: 58 / Skills: 52--26 / Advantages: 31 / Powers: 66 / Defenses: 16 (197)

-Mathias is a noble Knight of Marsellia, descended from a line that goes all the way back to the Eight Great Heroes of old, who slew the mighty Hellfire Wyrm and saved all of Castellia from destruction. Despite this link to the Royal Family, his family has fallen on much harder times after the death of his father, a brave Paladin who disappeared under unknown circumstances a decade ago, while searching for some missing Royal Treasures of Marsellia (including one of the Eight Great Heroes' Weapons- the Lance of Marsellia). Some chose to believe that he had vanished with the riches himself, starting life anew elsewhere, and though not all believed this, it was enough to disrupt the close bonds between Mathias' clan and that of the Royalty.

-Despite this, Mathias was still trained as a Squire of the kingdom, under Markus, the former leader of the Centaurian Lancers. When Markus (and the rest of Mathias' class) were exterminated by the Gallean-allied Fire Dragon (in search of the Royal Crown), Mathias swore revenge, and was entrusted (as one of the last able fighters left in the capital) with the return of the Crown to it's proper place. A noble, brave soul, Mathias was nonetheless naiive, believing the world a simple place of good and evil, and his inexperience led to many hard times as leader of his Light Brigade. His innate hatred and fear of Giants cost the team a valuable ally more than once, and left him with a difficult time coming to terms with the fact that not all Dragons were born Always Chaotic Evil. When his beloved steed Northrider was slain in battle against Obsidiaris the Troll Necromancer (Northrider was later risen as Obsidiaris' own mount- a true insult), Mathias prayed to his Goddess, Athena, and was given the Pegasus Lightbringer, leading it into the Great War as General of the Marsellian Forces. To this end, he was trained by the Pegasus Knights as the sole male member, something that took some getting used to.

Jab's Notes: I think every campaign world needs a naiive hero at it's core- someone who can grow, gain ability, and be the centre of "learning" in the storyline- all of his incorrect ideas about the world can be corrected, and other, more experience types can lecture him about stuff, for the exposition needs of the audience. And who better for a wide-eyed young hero than a powerful Knight-in-training? I figure him for your typical Paladin, and much more skilled at defeating evil Dragons than is normal- his Power Level jumps up by two with every Draconic foe he faces- he's among the few who could match their overall PL.

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Re: Jab's Builds: Dragons, Pokemon, Vampires, Characters

Postby Jabroniville » Fri Oct 28, 2011 2:10 pm

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MEGARA (Centaurian Lancer)
Role:
Bitchy Leader
Family Crests: None
PL 9 (136)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 4 PRESENCE 1

Skills:
Athletics 6 (+11)
Expertise (Soldier/General) 9 (+12)
Expertise (Religion) 1 (+4)
Insight 3 (+7)
Intimidation 7 (+8)
Perception 4 (+8)
Ranged Combat (Javelins) 6 (+11)
Stealth 2 (+1 Size)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit (Leader of the Centaurian Lancers), Daze (Intimidation), Defensive Attack, Diehard, Equipment 4, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Sword), Improved Critical (Lance) 2, Improved Trip, Inspire, Interpose, Last Stand, Leadership, Move-By Action, Power Attack, Ranged Attack 5, Startle, Takedown 2, Teamwork

Powers:
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Senses 2 (Extended Vision, Low-Light Vision) [2]
Speed 3 (16 mph) [3]

"Silver Lance" (Flaws: Easily Removable) [8]
Strength-Damage +4 (Feats: Improved Critical 2, Reach 2, Penetrating 4) (Inaccurate) (11)
Features 1: All Attacks Count as Holy (1)
-- (12 points)

Equipment:
"Javelins" Strength-Damage +0 (Extras: Ranged 6) (Diminished Range -1) (5) -- (6)
AE: "Short Sword" Strength-Damage +1 (Feats: Improved Critical) (2)
"Full Plate Armour" Protection 2 (Extras: Impervious 5) (7)
"Shield" Enhanced Dodge 2 & Parry 1 (3)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Short Sword +11 (+6 Damage, DC 21)
Silver Lance +9 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +9 (+11 Shield, DC 21), Parry +10 (+11 Shield, DC 21), Toughness +5 (+7 Plate Armour), Fortitude +8, Will +8

Complications:
Rivalry (Wild Centaurs)- The Wild & Civilized Centaur sub-races are in great opposition to each other, though war has not broken out in generations. The Wild Centaurs view Megara's people as decadent and race-traitors, while Megara thinks Wild Centaurs are hedonistic, backwards and uncivilized. Both distrust each other on sight.
Relationship (Mathias)- Megara was forced to train the young, brash Knight on the Light Brigade's first missions, and she detested it- he was childish, foolish and naiive in his quests. Eventually, they came to cherish their friendship, and many saw the sparks, though both kept each other at an arm's length emotionally, preferring to keep things "professional" and "friend-like". The species differences may have had something to do with it.
Relationship (Pent)- Similarly, Megara was forced to train Pent as well. Trading naiivete for a timid, frightened nature, Meg was cruel to him at first, while Pent near-openly worshipped her like a goddess. Eventually, Pent was able to win her over once he learned a few things about being a man.
Enemy (Elric & The Red Dragon)- Megara's father (Markus, leader of the Centaurian Lancers) was slain by the Red Dragon on the first wave of the Gallean Invasion, and she swore revenge in his name. When she finally slew the Dragon, she felt her obsessions die down, and she had to work hard to re-discover the purpose behind the war.

Total: Abilities: 50 / Skills: 38--14 / Advantages: 34 / Powers: 20 / Defenses: 18 (136)

-Megara is the daughter of Markus, the former leader of the Centaurian Lancers, a highly-respected position, and was high up the rankings herself. When her father was murdered by the Red (Fire) Dragon of Gallea, she herself was badly burned. Rescued by Mathias, she was entrusted, along with him, to the Light Brigade to win back the Royal Crown. Proud and lordly, she often openly disrespected the untrained Squire, disliking being held Second-in-Command simply because of her Centaurian lineage. Despite this, the two have grown to a mutual understanding, and even a potential romance, though their separate species have proven difficult. Eventually, she grew closer to Jett, the rogueish Centaur.

Jab's Notes: She takes a bit from Mae, the Centaur in the first "Shining Force" game- the daughter of the Captain of the Guard who became a major early member of the party. I usually turned her into one of the group's heavy hitters. I made her a lot more grouchy in my campaign-world, because I find that amusing :).

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Fri Oct 28, 2011 9:34 pm

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PENT (Centaurian Lancer)
Role:
The Timid One
Family Crests: Horse/Lion/Pegasus/Dragon
PL 8 (117)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 2 (+6)
Athletics 4 (+8)
Deception 5 (+6)
Expertise (Soldier) 7 (+8)
Insight 5 (+8)
Intimidation 3 (+5 Size)
Investigation 6 (+9)
Perception 6 (+9)
Persuasion 4 (+5)
Ranged Combat (Javelin) 6 (+11)
Stealth 2 (+5 Size)

Advantages:
Accurate Attack, Close Attack, Equipment 4, Evasion, Defensive Attack, Great Endurance, Improved Critical (Sword), Improved Critical (Lance), Improved Critical (Javelins), Improved Defense, Improved Trip, Interpose, Last Stand, Move-By Action, Power Attack, Set-Up, Ranged Attack 6, Takedown, Teamwork

Powers:
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Senses 2 (Extended Vision, Low-Light Vision) [2]
"Horse's Lower Body" Features 1: +2 to Resist Trip Attempts [1]
Speed 3 (16 mph) [3]

Equipment:
"Lance" Strength-Damage +3 (Feats: Reach 2, Penetrating 2) (Inaccurate) (6) -- (8)
    AE: "Javelins" Strength-Damage +0 (Extras: Ranged 6) (Diminished Range -1) (5)
    AE: "Short Sword" Strength-Damage +1 (Feats: Improved Critical) (2)
"Full Plate Armour" Protection 2 (Extras: Impervious 5) (7)
"Shield" Enhanced Dodge 2 & Parry 1 (3)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Short Sword +10 (+5 Damage, DC 20)
Javelin +11 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (+10 Shield, DC 20), Parry +9 (+10 Shield, DC 20), Toughness +4 (+6 Plate Armour), Fortitude +7, Will +6

Complications:
Relationship (Megara)- Megara was forced to train a young Pent. Trading naiivete for a timid, frightened nature, Meg was cruel to him at first, while Pent near-openly worshipped her like a goddess. Eventually, Pent was able to win her over once he learned a few things about being a man.
Relationship (Mathias)- Mathias & Pent are old friends, being trained from a very young age by the leader of the Centaurian Lancers (Megara's father).
Rivalry (Wild Centaurs)- The Wild & Civilized Centaur sub-races are in great opposition to each other, though war has not broken out in generations. The Wild Centaurs view Pent's people as decadent and race-traitors, while most think Wild Centaurs are hedonistic, backwards and uncivilized. Both distrust each other on sight.

Total: Abilities: 40 / Skills: 50--25 / Advantages: 27 / Powers: 13 / Defenses: 12 (117)

Jab's Notes: Pent is just another Centaur on the team, and a more positive example of the race (he's sort of the timid, shy one- usually being dragged along by the over-eager Mathias)- he's lower-level than Megara, and has no Magic Weapons, but is still a solid fighter.
Last edited by Jabroniville on Fri Oct 28, 2011 9:40 pm, edited 1 time in total.

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Fri Oct 28, 2011 9:39 pm

Image

LEARIC (Elf Quester)
Role:
Experienced & Cynical Fighter, The Charmer
Family Crests: Horse/Lion/Pegasus/Dragon
PL 7 (125)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Athletics 6 (+8)
Deception 4 (+8, +10 Attractive)
Expertise (Quester) 6 (+8)
Insight 4 (+6)
Investigation 4 (+6)
Perception 5 (+7)
Persuasion 3 (+7, +9 Attractive)
Stealth 2 (+6)

Advantages:
Accurate Attack, Attractive, Beginner's Luck, Daze (Deception), Defensive Attack, Equipment 4, Evasion, Fascinate (Persuasion), Improved Aim, Improved Critical (Crossbow) 2, Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Initiative, Jack-of-All-Trades, Languages (Many Castellian), Move-By Action, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 6, Second Chance (Tripping Traps), Set-Up, Takedown, Teamwork, Tracking, Uncanny Dodge

Powers:
"Elf Physiology"
Immunity 1 (Aging) [1]
Senses 1 (Low-Light Vision) [1]

Equipment:
"Crossbow" Blast 5 (10) -- (11)
    AE: "Longsword" Strength-Damage +3 (Feats: Improved Critical) (4)
"Heavy Armour" Protection 3 (3)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Longsword +9 (+5 Damage, DC 20)
Crossbow +9 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+5 Armour), Fortitude +5, Will +7

Complications:
Relationship (Jarrel)- The two are best friends and allies, and are extremely loyal to each other. BUT THAT'S THE END OF IT, THANK YOU VERY MUCH.
Motivation (Questing Stereotypes)- Like most Questers, Jarrel & Learic are in it for money, fame and ladies. It isn't until much later, after facing down some truly evil foes, and getting to know their teammates, that the pair become devout members of The Light Brigade.
Power Loss (Crossbow)- Crossbow's require a significant amount of time & skill to operate- they can only fire once per round if one's hands are free. They are also prone to jamming and bolt-shortages. No simple Bow & Arrow, even getting dirty could affect it negatively.

Total: Abilities: 56 / Skills: 38--19 / Advantages: 35 / Powers: 2 / Defenses: 13 (125)

Image

JARREL (Dwarf Quester)
Role:
Experienced Fighter, The Bawdy Guy
Family Crests: Hammer & Shield
PL 7 (118)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 2 (+4)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+8)
Close Combat (Sword) 1 (+8)
Deception 5 (+7)
Expertise (Quester) 7 (+8)
Insight 4 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 4 (+6)
Stealth 4 (+6)

Advantages:
Accurate Attack, Assessment, Beginner's Luck, Contacts, Daze (Persuasion), Defensive Attack, Diehard, Equipment 3, Improved Critical (Axe), Improved Critical (Sword) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Interpose, Jack-of-All-Trades, Languages (Many Castellian), Luck, Power Attack, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 7, Set-Up, Takedown 2, Teamwork, Tracking, Well-Informed, Withstand Damage

Powers:
"Immovable" Enhanced Strength 2 (Flaws: Limited to Resisting Movement) [2]
"Subterranean Features" Senses 1 (Low-Light Vision) [1]

Equipment:
"Axe" Strength-Damage +4 (Feats: Penetrating 5) (9) -- (11)
    AE: "Sword" Strength-Damage +3 (Feats: Split, Penetrating 4) (8)
    AE: "Bow & Arrow" Blast 4 (8)
"Heavy Armour" Protection 3 (3)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Sword +8 (+6 Damage, DC 21)
Axe +7 (+7 Damage, DC 22)
Bow & Arrow +6 (+4 Ranged Damage, DC 19)
Initiative +8

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+7 Armour), Fortitude +7, Will +7

Complications:
Relationship (Learic)- The two are best friends and allies, and are extremely loyal to each other. BUT THAT'S THE END OF IT, THANK YOU VERY MUCH.
Motivation (Questing Stereotypes)- Like most Questers, Jarrel & Learic are in it for money, fame and ladies. It isn't until much later, after facing down some truly evil foes, and getting to know their teammates, that the pair become devout members of The Light Brigade.

Total: Abilities: 44 / Skills: 42--21 / Advantages: 38 / Powers: 3 / Defenses: 12 (118)

Jab's Notes: Learic & Jarrel sort of represent the "Han Solo" archetype in the overall story- standard greedy Mercenaries, they act as comic relief in their own way, as well as representing the more experienced, worldly hands when compared to the naiive kids (Pent, Leland & Mathias), crazy people (Tessera), or orderly military types (Megara). Chances are, if somebody has some piece of information about a wild character, a type of monster, or a Kingdom, it'll be these two. I also use the pair to "deflate" the old Fantasy stereotypes, as Jarrel is a beardless Dwarf you uses numerous weapons (Axe AND Sword), and is best friends with a happy-go-lucky, bearded Elf who uses a Crossbow and wears Heavy Armour.

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Fri Oct 28, 2011 9:56 pm

Image

GREGORY GIANTBANE (Human Ranger)
Role:
Deadpan Snarker, Butt-Monkey
Family Crests: Giant Eagle
PL 9 (158), PL 11 (158) to Giants
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 5 (+10)
Athletics 8 (+10)
Athletics 4 (+14) -- Flaws: Limited to Riding
Close Combat (Swords) 4 (+12)
Deception 2 (+3)
Expertise (Ranger) 12 (+13)
Expertise (Slave) 2 (+3)
Insight 2 (+5)
Intimidation 4 (+5)
Perception 7 (+10)
Persuasion 3 (+4)
Ranged Combat (Archery) 5 (+14)
Stealth 4 (+9)
Treatment 3 (+4)

Advantages:
Accurate Attack, Defensive Attack, Diehard, Equipment 2 (Ranger's Gear), Evasion, Favoured Environment (Woods/Jungles), Favoured Foe (Giant-Kin), Favoured Foe (Animals), Great Endurance, Improved Aim, Improved Critical (Sword), Improved Critical (Archery) 3, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Precise Attack (Range/Cover), Quick Draw, Ranged Attack 6, Second Chance (Falling), Teamwork, Ultimate Aim, Uncanny Dodge

Powers:
"Elite Ranger"
Movement 1 (Environmental Adaptation- Wilderness) [2]
Senses 2 (Tracking 2- Sight-Based) [2]

"Armour of the Leaves" (Flaws: Removable) [8]
Protection 2 (2)
Enhanced Skills 8: Stealth (+17) (Flaws: Limited to Wilderness) (2)
Leaping 1 (15 feet) (Flaws: Limited to Wilderness) (0.5)
Speed 1 (4 mph) (Flaws: Limited to Wilderness) (0.5)
Immunity 5 (Arrow Damage) (5)
-- (10 points)

"Magical Bow-Sword" (Flaws: Easily Removable) [14]
"Giant-Bane Arrows" Blast 8 (Extras: Multiattack) (Flaws: Limited to Giant-Kin) (16) -- (23 points)
    AE: "Standard Arrows" Blast 4 (Extras: Multiattack) (12)
    AE: "Magical Arrows" Blast 4 (Feats: Variable Descriptor 2) (10)
    AE: "Grappling Arrows" Movement 1 (Swinging) (2)
    AE: "Explosive Arrows" Blast 6 (Extras: Area- 15ft. Burst +1/2) (Inaccurate) (14)
    AE: "Acid Arrows" Blast 4 (Extras: Secondary Effect) (Flaws: Limited Supply) Linked to Weaken Toughness 4 (Extras: Ranged, Affects Objects) (Same Flaw) (16)
    AE: "Sword Strike" Strength-Damage +2 (Feats: Improved Critical) (3)
    AE: "Arrow of Daylight" Dazzle Visuals 8 (Extras: Area- 30ft. Burst) (24)
    AE: "Longseeker Arrows" Blast 7 (Extras: Perception Range) (Flaws: Limited Supply) (14)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Bow-Sword +12 (+4 Damage, DC 19)
Arrows +14 (+4 Ranged Damage, DC 19)
Explosive Arrow +12 (+6 Ranged Damage & +6 Area Damage, DC 21)
Giant-Bane Arrow +14 (+8 Ranged Damage, DC 23)
Longseeker Arrow +7 Perception (+7 Perception Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3 (+5 Leaf Armour), Fortitude +6, Will +8

Complications:
None

Total: Abilities: 52 / Skills: 62--31 / Advantages: 31 / Powers: 26 / Defenses: 18 (158)

-Gregory grew up a poor peasant in Lacae, son to a failed farming family now reduced to slavery to the cruel local Lord to survive. Gregory burned under such control, and resented his parents, Lacae, the forest creatures that led to their crops failing, and most of all, nobility of all kinds. As a teenager, he made constant attempts to escape his Lord's house, and was viciously beaten for it many times. Eventually, he was captured by a local Ranger for the small pittance offered, and the curious older man offered to train the escape-artist as his own protege, buying his life from the Lord, who was happy to be rid of him. Gregory was a slow learner at times, and usually impetuous, but he eventually got the hang of things, just in time for his mentor to betray the Light Brigade soon after joining it. Burning under yet another failed mentor, Gregory rejected the party and ended up in the Dark Forests of Lacae, and nearly met his death, until he rescued an injured Black Eagle from a tribe of vicious Hill Giants attempting to break it as a Slave Beast.

-This act endeared him to both the Eagle he named Blackwing, and the Forest Giants watching, who offered to complete his training. Eventually gaining a tremendous amount of skill as a Ranger, Gregory met the party once again as a new man, using Blackwing as his mount. He was given the nickname "Giantbane" for his abilities in hunting down evil Giants (he was slightly irked, given that he'd befriended the Forest Giants, but it was mostly forgiven), and eventually was able to free his parents from a lifetime of servitude, insulting his former owner on the way out. Said owner attempted revenge with paid Vampire mercenaries, but when they were beaten back by the Light Brigade, his own life was taken.

Jab's Notes: Gregory is the name I was going to use for my starter Ranger in a game that never quite got off the ground- I liked the idea of just a plain Human with a basic Skill-class, despite my love of D&D's over-arching theme of Dire Half-Dragon everythings and weird Prestige Classes. You can tell he's the kind of character I'd play because he hangs around with Giants and gets to ride the coolest type of mount ever :). I work hard to avoid the typical Mary Sue trappings, so I always have to try and not make him sleep with all the sexy green-skinned ladies you find in fantasy worlds- when I was in College, I imagined him hooking up with a Forest Giant, then a Nymph- well, most of the party got to hook up all Captain Kirk-style, too, so it wasn't just him.

In any case, Gregory's partially the team Skillmonkey, and partially the snarky guy who always has to openly as "how in the hell did something that big end up living here with all these other big creatures?" and the like- essentially, he gets to hang all the Lampshades on how weird all the Fantasy Tropes are. And he's also a bit of a butt-monkey- most characters I play end up having horrible things happen to them pretty frequently. Note also how an elite D&D-style Archer more or less resembles Hawkeye or Green Arrow with all the Gimmicked Magical Arrows. I also like how M&M makes it easier to make a Ranger an actual Archer- in 3.5e D&D at least, you could easily make a better Archer using a Fighter.


Image

BLACKWING
Role:
Awesome Aerial Mount
PL 8 (90)- Minion Rank 6, Sidekick Rank 18
Normal Version:
PL 6-7
STRENGTH 6 STAMINA 6 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 6 (+10)
Athletics 2 (+8)
Close Combat (Natural Weapons) 4 (+8)
Expertise (Survival) 8 (+8)
Insight 4 (+4)
Intimidation 10 (+9)
Perception 11 (+11)
Stealth 7 (+8)

Advantages:
Fast Grab, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Power Attack, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +2 (Feats: Reach) (Extras: Penetrating 5) [8]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Protection 1 [1]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Natural Weapons +8 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.

Total: Abilities: 14 / Skills: 52--26 / Advantages: 7 / Powers: 24 / Defenses: 19 (90)

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Woodclaw » Sat Oct 29, 2011 12:53 am

A fine team Jab, keep it coming.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Sat Oct 29, 2011 11:22 pm

Image

ZAKK (Human Red Wizard/Fighter)
Role:
Team Nerd, Glass Cannon, Studious Wimp
Family Crests: Sphinx & Wildcat
PL 9 (141)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat (Daggers) 2 (+8)
Deception 2 (+2)
Expertise (Magic) 8 (+13)
Insight 2 (+6)
Intimidation 4 (+4)
Investigation 2 (+6)
Perception 4 (+8)
Ranged Combat (Magic) 2 (+8)
Stealth 4 (+6)

Advantages:
Accurate Attack, Artificer, Beginner's Luck, Benefit 2 (Status- Master Mage), Defensive Attack, Defensive Roll 2, Equipment, Improved Aim, Improved Critical (Magic) 2, Power Attack, Ranged Attack 2, Ritualist, Teamwork, Trance, Well-Informed

Powers:
"Magical Might"
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

"Red Magic"
"Meteor Storm" Blast 10 (Feats: Indirect) (Extras: Area- 30ft. Burst +9) (30) -- [38]
    AE: "Eldritch Field" Force Field 6 (6)
    AE: "Eldritch Bolt" Blast 10 (Feats: Penetrating 5, Split, Ricochet, Homing, Variable 3- Fire, Magic or Lightning) (29)
    AE: "Eldritch Spray" Blast 8 (Extras: Multiattack) (24)
    AE: "Eldritch Fire" Damage 9 (Feats: Penetrating 4) (Extras: Area- 60ft. Cone) (22)
    AE: "Lightning Bolt" Damage 9 (Feats: Penetrating 4) (Extras: Area- 60ft. Line +2) (27)
    AE: "Lightning Sphere" Damage 9 (Feats: Penetrating 5) (Extras: Area- 30ft. Burst) (23)
    AE: "Lightning Crashes" Dazzle Visuals 9 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (27)
    AE: "Ruby Hand of Ensarement" Snare 9 (27)
Equipment:
"Ruby Staff"
"Paired Daggers" Strength-Damage +2 (Feats: Improved Critical, Split) (4)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Paired Daggers +8 (+3 Damage, DC 18)
Blasts +8 (+8-10 Ranged Damage, DC 23-25)
Area Effects +9 (+9 Damage, DC 24)
Ruby Hand +8 (+9 Ranged Affliction, DC 19)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +1 (+3 D.Roll, +9 Force Field), Fortitude +4, Will +9

Complications:
Power Loss (Magic)- Zakk must be able to gesture and speak to cast spells. He also requires a Ruby Staff to cast spells without being forced to roll on the Miscast Table if he gets a "1".
Relationship (Tessera)- They bicker, as couples are wont to do. She's also much stronger physically than his is, and demands strength, which becomes an issue.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 19 / Powers: 42 / Defenses: 17 (141)

-Zakk is a Court Magician, trained since childhood (where he showed some latent magical tendencies, such as manipulating fire or heat) under the typical Marsellian systems for the Schools of Magic. In dealing with the distrust and isolation Mages typically acquire, he grew very distant and studious in his ways, avoiding much contact with the outside world. This left him very intelligent, but a bit clueless socially. He developed a rivalry with Isabella, the King's daughter, and a hero-worship of the Chairmaster of the Schools, who drove him mercilessly in his learnings. Eventually, upon the Gallean invasion, Zakk was to begin his 'final stage' of training- field applications. With most of the other Mages busy, he was given the dangerous mission of allying with the Light Brigade's search for the Royal Crown.

-Zakk underwent many problems initially. Frail and weak physically, and needing time to cast his spells, he was very limited in combat, and had to be protected by his comrades, which disgusted Tessera, a strong barbarian obsessed with might. Lacking courage and self-esteem, Leland was a liability at first, but eventually developed much greater levels of power. Eventually, he and Tessera found love, though still she taunted him.

Jab's Notes: There's some rule that says all Mages need to be wussies, unless you make them quasi-Gods or Bladesingers or whatever. I figure Zakk here would start off as a weakling, but thanks to his super-huge girlfriend, he'd gain in talent so that he was at least a half-assed Warrior. He also takes a role as the team's key Blaster (along with Gregory the Ranger). He can also use a Force Field, but only as an Alternate Effect- he's REALLY below his defensive caps if he's Blasting away, as all good Mages should be. My own personal way of avoiding "Mary Sue Self-Insert Syndrome" is to make the guy I would least-likely play (I don't play a lot of Mages- my comic book reading has left me with some nasty tricks to play based off of obscure powers, and my friends don't want me to get any ideas, either) get the hottest chick in the party :).
Last edited by Jabroniville on Sat Oct 29, 2011 11:43 pm, edited 1 time in total.

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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Sat Oct 29, 2011 11:34 pm

Image
Image

Either picture works- I like the mischievousness in the first one, but the second one matches her face exactly- the outfit's a tad slutty, so make it look more Princess-y in your heads :)

PRINCESS ISABELLA (Human/Elf Blue Mage)
Role:
The Brat, Miss High-and-Mighty
Family Crests: Unicorn & Pegasus
PL 9 (174), PL 10 (174) to Undead & Daemons
STRENGTH
0 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 2 (+5)
Athletics 4 (+4)
Close Combat (Unarmed) 1 (+6)
Deception 1 (+5, +7 Attractive)
Expertise (Magic) 8 (+11)
Expertise (Royalty) 5 (+8)
Insight 3 (+7)
Perception 2 (+6)
Persuasion 2 (+6, +8 Attractive)
Ranged Combat (Magic) 5 (+9)
Stealth 2 (+5)
Treatment 3 (+6)

Advantages:
Artificer, Attractive, Daze (Persuasion), Defensive Attack, Equipment, Improved Critical (Magical Bolts), Inspire, Leadership, Power Attack, Ritualist, Taunt, Teamwork, Well-Informed

Powers:
"Half-Elf Physiology"
Immunity 1 (Aging) [1]
Senses 1 (Low-Light Vision) [1]

"Magical Might"
"White Magic"
"Shield of Good" Force Field 5 [5]
"Lay on Hands" Healing 10 (Feats: Persistent, Stabilize) (Extras: Energizing 5, Restorative 5) (32) -- [49]
    AE: "Healing Beam" Healing 10 (Extras: Ranged) (30)
    AE: "Healing Burst" Healing 8 (Extras: Ranged, Area- 15ft. Burst +1/2, Selective +1/2) (Diminished Range -2) (30)
    AE: "Turn Undead" Blast 11 (Feats: Penetrating 4) (Flaws: Limited to Undead & Daemons) Linked to Weaken Toughness 9 (Extras: Ranged) (Flaws: Limited) (25)
    AE: "Turn Undead II" Damage 10 (Extras: Area- 60ft. Cone) (Flaws: Limited to Undead & Daemons) Linked to Weaken Toughness 9 (Extras: Area) (Flaws: Limited) (20)
    AE: "Detect Evil" Senses 3 (Evil Awareness- Ranged & Acute) (3)
"Blue Magic"
    AE: "Water Bolt" Damage 9 (Extras: Area- 30ft. Line) (18)
    AE: "Water Wave" Damage 9 (Extras: Area- 60ft. Cone) (18)
    AE: "Wind Storm" Blast 9 (Extras: Area- 30ft. Burst) (27)
    AE: "Weather Alteration" Environment 3 (120 feet) (Hamper Movement, Cold 2, Visibility) (Extras: Selective) (12)
    AE: "Cold Wave" Blast 9 (Extras: Fortitude Damage) (27)
    AE: "Freeze Blast" Blast 9 (Feats: Split, Penetrating 4) (23)
    AE: "Freeze Blast II" Blast 9 (Extras: Area- 30ft. Burst) (27)
    AE: "Ice Wave" Snare 9 (Feats: Reversible) (28)
    AE: "Icicle Storm" Blast 8 (Extras: Multiattack) (24)
    AE: "Chill Wind" Affliction 9 (Strength; Hindered & Vulnerable/Disabled & Prone) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree) (18)
    AE: "Chill Wind II" Affliction 9 (Strength; Hindered & Vulnerable/Disabled & Prone) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Limited Degree) (18)
    AE: "Ice Objects" Create 9 (Feats: Innate) (Extras: Continuous) (28)
"Ice Bridge" Flight 3 (16 mph) (Flaws: Platform) [3]

"Summon Ice Elementals" Summon 4 (Extras: Active, Controlled, Variable- Any Ice Elemental) (Flaws: Limited Uses) [16]

Equipment:
"Pearl Staff"

Offense:
Unarmed +6 (+0 Damage, DC 15)
Blasts +9 (+9 Ranged Damage, DC 24)
Area Effects +9 (+9 Damage, DC 24)
Blue Area Effects +9 (+9 Affliction, DC 19)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +1 (+6 Shield), Fortitude +4, Will +9

Complications:
Power Loss (Magic)- Isabella must be able to gesture and speak to cast spells. He also requires a Ruby Staff to cast spells without being forced to roll on the Miscast Table if he gets a "1".
Weakness (The Miscast Table)- Like all Mages, if Isellia rolls a 1 for any spell, and she is not carrying a focus object, she will have to roll on the Miscast Table.
Relationship (Mathias)- It seems to be the natural course of the world that all women will marry the men they bicker with the most. Mathias, the ostensible "leader" of the Light Brigade, is often forced to try and contain the relentless bossiness of Her Lordship.

Total: Abilities: 48 / Skills: 38--19 / Advantages: 13 / Powers: 75 / Defenses: 19 (174)

-The moody, contentious, and adventurous daughter of the King of Marsellia, Isabella is the result of a short-lived marriage between the King and a High Elf princess, meant to entreaty Marsellia to the High Elven kingdoms. Tragically for both young lovers, the treaty was not long for the world, and aggressions over trade routes again broke out, and the new Queen was taken back against her will by the High Elf Samurai, leaving a young Isabella motherless. Though she wanted for nothing as far as possessions, games or playmates went, Isabella never fully got over the loss of her mother, becoming an arrogant young woman who detested most authority (especially Elven authority), and became obsessed with the Magical might so known to the Elves.

-The Princess gained power famously quickly, and her bossiness grew. Her father, seeing much of his beloved wife in the young girl's eyes, gave the Princess everything she wanted, much to the chagrin of the Knights charged with protecting her. When the Gallean Army attacked, Isabella was forbidden by her protective father to get involved -- she ignored him happily, and went off on a "marvelous adventure" with the poor, poor individuals who were stuck with her.

Jab's Notes: SPOILERS-- Isabella's mother is an Elf alright- but a Dark Elf named Ak'shazzera, merely presenting herself as a High Elf and using careful manipulation to turn the Elf & Marsellian lands to war. Part of her plan involved marriages and daughters to multiple Kings throughout the land, and many of these will come to threaten the heroes. When she pulls the "*I* am your mother!" bit, who knows what will happen? Isabella is an idea I always get a kick out of- a bratty, lordly woman who criticizes everyone and gets into trouble. I scaled back the brattiness a bit, because some games go WAY too far (Serra in the "Fire Emblem" series always ticked me off- she's bratty like a five-year old- Isabella is bratty like an 18-year old daddy's girl). She also represents another kind of Mage- the double-dipping type with two different schools of attack. I always hated HAVING to take weak-ass Healers in RPGs, as they could never really do any damage- thus I made sure the "Cleric", instead of being a melee fighter, was also another Magic Damage-dealer. She takes a bit from Anri, the King's Daughter in "Shining Force", though in that case, the King was killed, and she was an ultra-serious Princess out for vengeance.
Last edited by Jabroniville on Sat Oct 29, 2011 11:50 pm, edited 1 time in total.

Jabroniville
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Re: Jab's Builds: Dragons, Vampires, The Light Brigade

Postby Jabroniville » Sat Oct 29, 2011 11:42 pm

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TESSERA (Human/Frost Giant Barbarian)
Role:
Hot Amazon, The Angry One, The Berserker
Family Crests: Frost Dragon & Winter Wolf
PL 9 (151)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 5 (+11)
Expertise (Arctic Survival) 9 (+9)
Insight 2 (+2)
Intimidation 12 (+12)
Perception 5 (+5)
Ranged Combat (Spear) 4 (+8)
Stealth 2 (+4)

Advantages:
All-Out Attack, Attractive, Benefit (Frost Giant Jarl's Daughter), Chokehold, Daze (Intimidation), Diehard, Equipment 2, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Axe), Improved Critical (Spear), Improved Grab, Improved Initiative, Improved Smash, Improvised Weapon, Languages (Giant & Humanoid), Power Attack, Ranged Attack 4, Startle, Takedown 2, Tracking, Withstand Damage

Powers:
"Frost Giant Traits"
"Giant Senses" Senses 2 (Low-Light & Extended Vision) [2]
Movement 1 (Environmental Adaptation- Arctic Terrain) [2]
"Norseman" Enhanced Skills 4: Stealth 4 (+8) (Flaws: Limited to Arctic Terrain) [1]
"Used to the White" Immunity 2 (Visual Dazzles) [2]
Immunity 6 (Cold, Cold Damage) [6]

"Frost Axe & Spear" (Flaws: Easily Removable) [18]
Strength-Damage +2 (Feats: Improved Critical, Reach 2, Split, Variable- Cold & Slashing Damage, Penetrating 4) (11)
Linked to
Affliction 6 (Fort; Impaired & Fatigued/Disabled & Restrained/Paralyzed) (Feats: Split) (Extras: Cumulative) (19)
-- (30 points)

Equipment:
"Thrown Spear" Strength-Damage +1 (Extras: Ranged 7) (Diminished Range -1) (7)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Frost Weapons +10 (+8 Damage, DC 23)
Thrown Spear +8 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +10, Will +8

Complications:
Motivation (Frost Giant Treasures)- Some items from her family's treasury were brought along as a dowry of sorts when she was to be married- when they were stolen during the Gallean attack, Tessera was forced by law to attempt to return them. She also much avenge her fiancee, even though she didn't like him.
Responsibility (Temper)- A true Nordic Barbarian, Tessera is prone to intense bouts of Rage, and finds it very difficult to stop hitting things once she really gets going. This can be dangerous to her allies, or for those who wish for stealth or subtlety.
Weakness (Frost Giant)- Like all Frost Giants, Tessera is weaker against Fire & Heat Effects than other attacks.
Relationship (Leland)- The bookish and odd young Wizard annoyed and disgusted the powerful Tessera at first, but they eventually grew closer

Total: Abilities: 50 / Skills: 38--19 / Advantages: 31 / Powers: 31 / Defenses: 20 (151)

-Tessera is one of the many children of Stomrvald, the King of the Grimmsvell Frost Giants. A full-blooded royal, her mother was the Princess of a Human tribe under the Giants' dominion, and was made to be one of Stomrvald's harem as part of an alliance. Her mother (who could be transformed via Alchemy into a Frost Giant-sized woman) died years ago, but it appeared that she was not an unfavourable woman to her husband- she was one of his favourite wives. Even so, her Human blood ensured that Tessera would never attain full power in the Frost Giant hierarchy. In fact, her small size (a mere 7'4") all but guaranteed her a position as a woman-pawn to be married off to another Human Kingdom as yet another alliance measure. Tessera worshipped her father, and was mortified beyond belief that she was sent from her beloved homeland, and forced to marry some young Prince from Marsellia, to forge an alliance in case of a Gallean attack (Gallea is between Marsellia and the Grimmsvell, but can be reached by sea).

-It was in Marsellia that she met this wispy, frail boy, and she was immediately disgusted. But still, she had to obey her father, and brought along a few Frost Giant treasures as part of a dowry. However, the night before their wedding, the Gallean Army made it's attack, and the Prince was killed, and the dowry stolen. Out of honour and Frost Giant Law, Tessera was now forced to attempt vengeance, and to get the treasures back. To do this, she allied with The Light Brigade, though her arrogance and temper often made her the least-liked party member. She bickered with Leland (the Mage reminded her of the Prince, and the weakness of Human Men in general), and was usually the first to foolishly attack, but the rest of the gang got used to her.

Jab's Notes: Every party needs a "Leeroy Jenkins", and every part needs a super-hot chick from another race (extra points for a different type of skin colouration than humans get- I made Tessera blue/white, because dark blue skin almost seems TOO "out there"). Combine the two and you get a unique character, especially if she's Half-Giant (I figure most half-breeds would be around the size of the mother, not merely a mix of both parents, so she merely looks like an Amazon, and isn't 11 feet tall or anything). Also, bickering potential lovebirds between nerdy men and giant, angry woman are great. Any fetishistic things that can be made from this aren't my problem :).


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