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Postby Libra » Sat Jan 12, 2008 4:21 am

Ah! :D

Sorry about my little senior moment there, I was simply unsure if I had the right game in mind.
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Postby JoshuaDunlow » Sat Jan 12, 2008 1:45 pm

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Druid [PL 6/88pp]
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.

Abilities [14pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 16 (+3), Charisma 12 (+1)
Saves [8pp]: Toughness +3, Fortitude 3 (+5), Reflexes 3 (+4), Willpower 2 (+4)
Combat [14pp]: Attack Bonus +4 (+6 with druid magic), Defense Bonus +4 (+1 flatfooted), Initiative +5, Grapple +4, Knockback -1
Attack (dc): Unarmed +0, Druidic Magic (see below), Club +2
Skills [8pp]: Concentration 4 (+7)Handle Animal 6 (+7), Knowledge: Earth Sciences 4 (+4), Notice 4 (+7), Perform: Oratory 4 (+5), Survival 6 (+9), Swim 4 (+4)
Feats [10pp]: Animal Empathy, Attack Specialist (Druid Magic) 1, Direction Sense, Dodge Focus 1, Equipment 1, Favored Enviroment 2, Fascinate (Perform: Oratory), Improved Initiative, Track
Powers [37pp]:
Druidic Training (2pp)
-Immune 1 [Cold Environment]
-Super Senses 1 [Detect (Magic)]
Druidic Magic 5 [Variable Power (Multiple powers)] (35pp)
- FireStorm 4 [Blast "Molten Earth" (Extra: Area [Shapeable])]
- Molten Bolder 4[Blast (Extra: Area [Targeted-Line])]
- Arctic Blast 4 [Blast (Extra: Area [Cone])]
- Fissure 3 [Blast (Power Feat: Area Progression, Ground Strike; Extra: Area [Burst])]
- Cyclone Armor [Immunity 15 (Fire, Cold, Electricity; Flaws: Half Save)]
- Werebear Form 2 [Container: Growth 2 + Strike 1 (PF: Mighty) + Protection 2]
- Summon 3 [Raven (use hawk stats; Power Feats: Progression 4, Extra: Horde)]
- Poison Creeper [Strike 1 (PF: Subtle, Extra: Linked, Perception) + Drain 4 (con; Extra: Poison) ]
- Oak Sage [Healing 3 (Extras: Area (burst), Affects Others +1)]
- Summon Wolf [Summon 3 (Power Feats:Progression 2; Extra: Horde)]
- Carrion Vine [Healing 4 (Extras: Area [burst], Affects Others +1; Flaws: Requires Corpses)]
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others. Shape Shifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some Shape-shifting skills are available only to a single animal form, while others are common to both wolf and bear forms. Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.
Drawbacks [-3]: Powerloss [Cannot cast spells if bound or gagged]
Equipment [4ep]: Wolf Head Druid Pelt [+1 toughness], Club [+2 damage, mighty]
Last edited by JoshuaDunlow on Wed Jan 16, 2008 8:32 pm, edited 1 time in total.
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Re: NeoPet Templates (SCKnight Request)!

Postby SCKnight » Sun Jan 13, 2008 6:58 pm

JoshuaDunlow wrote:NeoPets Templates:

ACARA:
Acaras are amphibious and can breathe underwater, and it is sometimes hinted that the "tentacles" somehow give the Acara the ability to echolocate when submerged in water. The tentacles may imply that the Acara was based on Capricorn. In general, they tend to be very playful and enjoy exploring, racing, and looking for hidden treasure under the sea.
As their huge eyes might suggest, Acaras are known for being highly inquisitive and curious creatures. They take a great joy in coming upon secrets and hidden things, and quite a few have distinguished themselves as very talented treasure-seekers. Some condemn Acaras for being nosey, and it is true that they tend to ask a few too many questions -- but there is no ill will behind those questions, just a genuine desire to learn.
Since they are equally at home on land or underwater, Acaras prefer to live along the coast.

Abilities [2pp]: +2 Dexterity, +2 Intelligence
Skills [1pp]: Search 4
Powers [6pp]:
Immunity 1 [Suffocation (Breathing under water)]
Swimming 1
Super Senses 4 [Radar (flaw: limited-Underwater)]
Elemental Control (water) 1

Many Acara have the magical ability to Control the Element of Water with varying degree's of success. As well as the ability to increase their affinity with water. To swim or adapt better.
And many of their protective gear, provides protection against Water damage (Limited Protection)
Amethyst seems to be their magical element, and it boosts their magical powers.
Most Acara can use Swords and Bows as weapons.


IXI:
Ixi are one of many different species that exist in Neopia. They originally come from Meridell, although you may find Ixi all over Neopia.
The Ixi are hardy forest and wood creatures that are renowned for their cunning and intelligence. Their speed is also something to be marveled at as watching them leap and bound through the forest is a sight to see. Initially, they may appear shy, but they are always willing to lend a hand should anything wrong occur around them. However, if you enter their habitat with bad intentions, be wary as you are forewarned that they are the masters of the wood, and will not tolerate such ill intentions.

Abilities [2pp]: +2 Constitution, +2 Intelligence, -2 Charisma
Skills [1pp]: Survival 4
Powers [4pp]:
Speed 1 [Power Feats: AP (Leaping)]
Elemental Control (Earth) 1
Drawbacks [1pp]: IXI 's saves versus fire damage, are +1 DC higher.

Ixi magic, is often used to control the Earth. But it also increases their movement rate, and the ability to damage with a charge attack. Ixi's like to use wands in battle, their element is the Tree (for amulets that help boost magic). And often use swords, or weapons to improve the damage of their hooves.


KYRII:
The Kyrii are a ferret like Neopet. Right at the appearance of the Kyrii, they began to make friends due to their friendly and easy going nature. Always on the lookout for new places to explore, Kyrii like to travel together in packs, but get along with other Neopets as well. They take pride in the condition of their hair, and if it gets dirty a Kyrii will get very upset. Kyrii also have an allergy to any food with the word "apple" in it, and come down with Itchy Scratchies if they eat any.
In the official description of the Kyrii, it's said the "Kyrii apeared in Neopia one day without any notice." This is not the case however, as it was noticed by the many owners of Fuzio. This has been left in the description as either a joke from The Neopets Team or to simplify the Neopet description for users new to Neopets.

Abilities [4pp]: Dexterity +2, Wisdom +2
Skills [1pp]: Bluff or Diplomacy 4
Powers []:
A kyrii seems to be able to use a number of elemental abilities, earth, fire, and air. As well as enhance their ability to tackle foes, or increase the feirceness of their growl. Create Earth shields, wind cyclones, or a burst of fire to dazzle their foes.
Drawbacks [1pp]: Allergic to any food with the word Apple. [Minor Weakness]

They can use blunt, slings, and short ranged projectile weapons. They are fond of using Rocket boots for flight, and shocker gloves to surprise their foes!



LUPE:
The Lupe is a wolf or dog-like Neopet, released on January 13, 2000, as a selection from a "create-a-pet" compitition. Brave and loyal, though sometimes a little over confident, Lupes enjoy adventuring to new territories with their friends.
Lupes are common characters in Neopian Games and Plots, having one of the largest impacts on the world of Neopets.
Abilities [6pp]: +2 Strength, +2 Constitution, +2 Charisma
Skills [1]: Notice 4
Powers [3pp]:
Super Senses 2 [Acute Smell, Track]
Feature: Couragous [+4 bonus to saves vs. Fear effects]

The lupe seem to be able to use Air and Fire in the Magical attacks; Some are said to be able to use the moon, to boost their strength and courage. ; And commonly use Wands, Staffs, and blunt based weapons, or sharp weapons made of bone. But are not against using whips, or explosive bombs.


GELERT:
The Gelert is a distant cousin to the Lupe and are the embodiment of all that is fun and goofy.
They are joyous creatures, with a love of anyone and everything. If you are suffering from a long day at work, there is nothing better than coming home to a Gelert, who will do anything possible to make your day a happier day.
Legend and myth have been written about the brave deeds of Gelerts and such stories have made Gelerts a household name. If anything, their love of children make them excellent baby sitters. However, don't let their fun-loving nature fool you; like their Lupe cousins they're fiercely protective of their friends and family.
Abilities [4pp]: +2 Constitution, +2 Charisma, -2 Intelligence
Skills [2pp]: Bluff 4, Notice 4
Feats [1pp]: Distract (Bluff)
Powers [5pp]:
Super Senses 2 [Acute Smell, Track]
Emotion Control 3 [Flaw: Hope Only]

A gelert's favorite elements are Earth and Air, and can use interesting abilities with their bark or a lick. They have a fondness for swords, boots, and claw weapons for attacks. Or those fun filled Flying discs as weapons.


Joshua, I noticed something that I didn't realize until now. When I was looking at some of the Neopets you did, I noticed something about that website that showed their abilities. On Lupe page (http://idb.finalhit.org/?searchtype=specie&specie=lupe), Lupes have the ability to use not only Fire and Air in their magical attacks, but also Light and Darkness. The Kyrii page (http://idb.finalhit.org/?searchtype=specie&specie=kyrii) states that kyrii are able to use magical abilities consisting of fire, light, earth, darkness, and air elements.
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Postby JoshuaDunlow » Mon Jan 14, 2008 6:47 am

Could be the information got updated, who knows.
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Postby SCKnight » Mon Jan 14, 2008 5:20 pm

That reminds me, did you ever get around to doing the characters from Neopets?
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Postby JoshuaDunlow » Mon Jan 14, 2008 8:53 pm

SCKnight wrote:That reminds me, did you ever get around to doing the characters from Neopets?


No and i doubt i will.
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Postby SCKnight » Mon Jan 14, 2008 8:56 pm

They were that difficult?
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Postby JoshuaDunlow » Mon Jan 14, 2008 9:01 pm

SCKnight wrote:They were that difficult?

Well there are several reasons for not wanting.
1. There is Insufficent Information, despite the web sources for me to make any characters. 2. I have no personal experience with the Genre what so ever, so this in turn leans to reason number 3. My own lack of desire to do so, because i am not into the Neo Pets.

So i am sorry that i wont be doing any Neo Pet character builds for you. Thus why i just did some basic templates. Which lack as far as i am concerned.
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Postby SCKnight » Mon Jan 14, 2008 9:04 pm

To tell you the truth, I wasn't really interested in Neopets until some friends told me about it. I thought it was some copy of Pokemon (it took me five months to learn that I was wrong).

BTW, great work on the druid and barbarian.
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Postby JoshuaDunlow » Mon Jan 14, 2008 9:07 pm

SCKnight wrote:To tell you the truth, I wasn't really interested in Neopets until some friends told me about it. I thought it was some copy of Pokemon (it took me five months to learn that I was wrong).

BTW, great work on the druid and barbarian.


Thank you, i need to know if i should do anymore Diablo II builds. If so let me know what you are looking for.
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Postby SCKnight » Mon Jan 14, 2008 9:13 pm

The Paladin, Sorceress, and Necromancer are my three favorite characters in the game :D
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Postby JoshuaDunlow » Tue Jan 15, 2008 1:41 am

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Diablo Sorceress PL 6/88pp
A rebellious woman who has wrested the secrets of magic use from the male dominated Mage-Clans of the East, the Sorceress is an expert in mystical creation ex nihilo. Though somewhat lacking in the skills of hand-to-hand combat, she compensates for this weakness with fierce combative magic for both offense and defense. Solitary and reclusive, the Sorceress acts based on motives and ethics inscrutable to most, and sometimes seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle.

Abilities [12pp]: Strength 8 (-1), Dexterity 14 (+2), Constitution 8 (-1), Intelligence 16 (+3), Wisdom 16 (+3), Charisma 10 (+0)
Saves [5pp]: Toughness 0/+4 with Frozen Armor, Fortitude 1 (+0), Reflexes 1 (+3), Willpower 3 (+6)
Combat [8pp]: Base Attack +1 (+5 with magic and +3 with staff), Base Defense +3 (+1 flatfooted), Initiative +6, Grapple +0, Knockback +1
Attack (dc): Unarmed -1, Sorcery (See below), Staff +1 (+0/+0 split attack)
Skills [7pp]: Bluff 5 (+5), Concentration 4 (+7), Knowledge: Arcane 7 (+10), Notice 4 (+7), Search 4 (+7), Sense Motive 4 (+7)
Feats [6pp]: Attack Specialist (Staff) 1, Attack Specialist 2 (Magic), Defensive Roll 1, Improved Initiative, Ritualist
Powers [31pp]:
Magic Training Power Suite (5pp):
-Super Senses 2 [Detect (magic, radius)]
-Warmth [Enhanced Constitution 6 (Flaws: Only for Fatigue Recovery Tests)]
Magic 5 [Variable power (Multiple Powers)]
- Frozen Armor [Forcefield 4 (extra: linked) + Paralyze 4 (Extra: Aura; Flaw: Personal range) ]
- Ice Bolt [Blast 3 (cold; extra: linked) + Fatigue 3 (Extra: Ranged)]
- Frost Nova [Blast 2 (cold; Extra: linked , Area [burst]) + Paralyze 2 (Extra: Ranged, Area [burst], linked; Flaws: Slow Only)]
- Icy Blast 6 [Transform (Flesh to Ice); Flaw: Tiring]
- Charged Bolt [Blast 5 (Lightning; Power Feats: Split Attack, Homing)]
- Telekinesis 3 [Extra: Damaging, Perception]
- Static Field [Blast 3 (Extra: Area [Burst], Alternate Save)]
- Lightning [Blast 4 (Extra: Area [Line])]
- Nova [Blast 4(Electricity; Extra: Area [Burst])
- Fire Bolt [Blast 4 (Extra: secondary effect)]
- Inferno [Blast 4 (Extra: area [line])]
- Blaze [Blast 4 (Extra: Area [Shapeable])]
- Fireball [Blast 5 (Extra: Targeted Explosion; Flaws: Progression 4 (20' radius)]
The sorceress makes up for her lack of combat ability, with some power spell like powers. Which allows her create spells using the elements of Cold, Lightning, and Fire.
Devices [9pp]:
Sorceress Staff 3 [Easy to Remove]
-Strike +2 [PF: Mighty, Extended Reach, Split Attack] = 5pp
-Boost 3 [Fire Descriptor; Extra: Total Fade] = 9pp
Drawbacks [3pp]: Powerloss [Cannot cast spells if bound or gagged]
Last edited by JoshuaDunlow on Wed Jan 16, 2008 8:37 pm, edited 1 time in total.
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Postby JoshuaDunlow » Tue Jan 15, 2008 9:19 am

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Diablo Necromancer PL 6/75pp
From the steamy recesses of the southern swamps comes a figure cloaked in mystery. The Necromancer, as his name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various creatures for his purposes. Though his goals are often aligned with those of the forces of Light, some do not think that these ends can justify his foul means. Long hours of study in dank mausolea have made his skin pale and corpselike, his figure, skeletal. Most people shun him for his peculiar looks and ways, but none doubt the power of the Necromancer, for it is the stuff of nightmares.

Abilities [15pp]: Strength 10 (+0), Dexterity 14 (+2), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 16 (+3), Charisma 9 (-1)
Saves [8pp]: Toughness +2 (+6 with Bone Armor or Iron Maiden), Fortitude 2 (+2), Reflexes 2 (+4), Willpower 4 (+7)
Combat [10pp]: Base Attack +2 (+6 with Magic) , Base Defense +4 (+1 flatfooted; +4 defense), Initiative +6, Grapple +2, Knockback 0 (-3)
Attack (dc): Unarmed +0, Necromantic Magic (see below), Dagger +1
Skills [9pp]: Concentration 6 (+9), Craft: Chemical (poisons) 5 (+8), Intimidate 4 (+3), Knowledge: Arcane 7 (+10), Notice 4 (+7), Search 6 (+9), Stealth 4 (+6)
Feats [6pp]: Attack Specialist 2 (Magic), Dodge Focus 1, Equipment 1, Fearsome Presence 1, Improved Initiative, Ritualist
Powers [25pp]:
Necromancer Training (3pp):
-Immunity 1 [Disease]
-Super Senses 2 [Detect (Magic)]
Necromantic Magic 6 [Array; Power Feats: 10 Alternate Powers]
Base: Summon Skeleton 5 [Power Feats: Progression 2 (5 skeletons); Extra: Horde; Flaws: Requires Fresh Corpse]
-AP: Summon ClayGolem 6
-AP: Teeth of the Dragon Trang`Oul [Blast 4 (Extra: Autofire)]
-AP: Bone Armor [Forcefield 6 (Extra: Continuous, Flaw: Physical Only, Ablative)]
-AP: Corpse Explosion [Blast 4 (Extra: Perception, Explosion; Flaws: Requires a Corpse)]
-AP: Bone Wall [Creat Object 4 (Extra: Continuous)]]
-AP: Amplify Damage [Boost 3 (Weapon Damage; Extra: Continuous, Affects Others, Area (Burst); Flaws: Requires weapon)]
-AP: Dim Vision [Dazzle 3 (sight & Hearing; Power Feat: Selective; Extra: Area (Burst)]
-AP: Weaken [Drain 6 (Strength; Extra: Ranged range)]
-AP: Iron Maiden [Protection 6 (Extra: Reflective [melee])]
-AP: Terror [Emotion Control 5 (Power Feat: Selective; Extra: Area (Burst);Flaw: Fear Only)]
Devices [3pp]:
Venom Dagger 1 [Easy to Remove]
-Strike 1 [Pf: Mighty, Thrown, Extra: Linked to drain]
-Drain 2 [Constitution; Extra: Poisonous, linked to Strike]
Equipment [5ep]: Shruken Head [+1 toughness,+1 block, +1 defense] , Bone Chestplate [+2 toughness]
Drawbacks [3pp]: Powerloss (Cannot cast magic, if bound or gagged)
Last edited by JoshuaDunlow on Tue Jan 15, 2008 6:21 pm, edited 1 time in total.
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Postby SCKnight » Tue Jan 15, 2008 10:42 am

Wow! I'm speechless!
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Postby JoshuaDunlow » Tue Jan 15, 2008 10:57 am

SCKnight wrote:Wow! I'm speechless!


:shock:
Then that's a good thing?
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