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Post478

Postby JoshuaDunlow » Sat Nov 29, 2008 1:08 pm

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OMEGA (PL 8/120pp)
Real Name: Joshua Dunlow, Concept: Adventuring Hero, Profession: Auto Mechanic, Base of Operations: Spokane Valley, Washington, Age: 17, Height: 5’10”, Weight: 190 lbs, Eyes: Hazel, Hair: Dirty Blonde, Family: Thomas Underwood (grandfather, mothers side), Mathew Dunlow (father), Olivia Dunlow (mother), Ericka Dunlow (sister), Allegiances: Family, Moral (Good), Motivations: Thrills (becoming goodness), Goals: ?, Trade Off: +2 DC, -2 Attack, +3 Toughness, -3 Defense

Abilities [14pp]: Strength 13/17 (+1/+3), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 11 (+0), Wisdom 10 (+0), Charisma 12 (+1)
Saves [6pp]: Toughness +3/+11 with forcefield, Fortitude 2 (+5), Reflexes 1 (+2), Willpower 3 (+3)
Combat [4pp]: Base Attack +1/+5, Base Defense +1/+5 (+0/+2 flat), Initiative +1, Grapple +6, Knock Back -1, Hero Points 1
Attack (dc): Unarmed +1/+3, Omega Blast +11, Disintegrate +6
Skills [6pp]: Athletics 3 (+4), Bluff 1 (+2), Craft: Mechanic 5 (+5), Diplomacy 2 (+3), Drive 2 (+3), Gather Information 2 (+3), Perform: Guitar 1 (+2), Perform: Sing 1 (+2), Profession: Auto Mechanic 5 (+7), Search 2 (+2),
Feats [1pp]: Skill Focus (Prof. Auto Mechanic)
Powers [90pp]:
The Omega Force 18 [Container]
“Joshua can imbue himself with a power, he calls the Omega Force. Which fuels his body with incredible strength, resilience, and the ability to channel quantum forces. The Omega force appears as a bright blue white energy field, that appears on his chest as the Omega symbol.”
· Enhanced Feats 3 [Power Attack, Quick Change 2 (into costume)]
· Flight 7 [PF: Dynamic, 1 Dynamic AP, 1 AP]
-> DAP: Immovability [Extra: Unstoppable; 2pp/rank]
-> AP: Teleport 13 [PF: Easy, Flaws: Long Distance]
· Enhanced Combat 16 [+4 Base Attack, +4 Defense]
· Cosmic Energy Control 16 [PF: Dynamic, 4 Dynamic Powers]
-> Base: Blast (10) [Extra: Penetrating, 3pp/rank]
-> DAP: Force Field (8) [Extra: Impervious, 2pp/rank]
-> DAP: Telekinesis (10) [Extra: Perception, 3pp/rank]
-> DAP: Create Object (7) [Pf: Subtle, Innate, Progression 1; Extra: Duration, Movable, Independent; 4pp/rank +3]
-> DAP: Disintegrate (6) [5pp/rank]
· Immunity 7 [Space Worthy]
· Enhanced Strength 4
Drawbacks [1pp]: Poor (-4 Wealth, 1pp)
Equipment [Wealth Bonus +5]: As necessary
Complications: Secret Identity

Builders Notes:
It’s always nice to go back to basics, now of course everyone knows this is my own character. But now he gets a version for my Millennium Universe Setting. This is perhaps the lowest PL I would have put for Joshua here. I also decided to take a slightly different take on his powers, and now he is more like a “cosmic manipulator” such as Green Lantern.
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Postby dwellerofthedeep » Sun Nov 30, 2008 4:22 pm

Interesting rendition of your namesake JD. I hadn't noticed the spaceworthy immunity before. Shaving two points off life support could be very helpful to several builds of mine.
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Postby JoshuaDunlow » Sun Nov 30, 2008 4:27 pm

dwellerofthedeep wrote:Interesting rendition of your namesake JD. I hadn't noticed the spaceworthy immunity before. Shaving two points off life support could be very helpful to several builds of mine.


Thanks, i always like to see if i can come up with another variation on an original of mine. But yes, life support provides a few immunities that wouldn't be needed for a character who goes into space. And i borrowed the idea from someone else on the forums. I just can't remember who right now. But it came in handy for my Nova Corps templates.
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Post 479

Postby JoshuaDunlow » Thu Dec 04, 2008 6:46 pm

Smallville Build Season 4

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Clark Kent, Season 4 (PL 8/158pp)
Abilities [12pp]: Strength 12/26 (+1/+8), Dexterity 11/15 (+0/+2), Constitution 12/26 (+1/+8), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 13 (+1)
Saves [6pp]:
Toughness +1/+8, Fortitude 0 (+8), Reflexes 2 (+4/+10), Willpower 4 (+5)
Combat [8pp]: Base Attack +2/+5 (+7 Melee), Base Defense +2/+8 (+1 flat), Initiative +2/+22, Grapple +5/+12, Knock Back -4, Hero Points 1
Attack (dc): Unarmed +1/+8, Heat Vision (+7 blast)
Skills [7pp]: Athletics 4 (+5/+12), Bluff 3 (+4), Computer 2 (+2), Diplomacy 2 (+3), Drive 2 (+2), Investigation 2 (+2), Knowledge: Current Events 1 (+1), Languages 1 [English, Kryptonian (read only)], Notice 4 (+5), Profession: Farmer 3 (+4), Search 4 (+4)
Feats [9pp]: Attack Focus (Melee) 2, Attractive 1, Dodge Focus 1, Minion 3 (Einstien), Move by Action, Power Attack
Powers [131pp]:
Kryptonian Physiology 26 [PF: Innate]
· Concealment 2 [Visual; Flaws: Limited (Only While Running, -1), Partial (-1)] = 1pp
· Enhanced Constitution 14 [Extra: Impervious Toughness 8; Flaws: Limited (2 ranks less in darkness)] = 20pp
· Enhanced Strength 14 [Extra: Penetrating Strength 8; Flaws: Limited (2 ranks less in darkness)] = 20pp
· Enhanced Combat [+3 Base Attack] = 6pp
· Immovability 6 [PF: 1 Alternate Power] = 7pp
-> Ap: Leaping 6
· Immunity 13 [Meteor Induced Powers (Flaws: Limited (½ save)); Poison, Cold and Hot Temperatures] = 8pp
· Super Strength 8 [PF: 1 Alternate Power; Flaws: Limited (2 ranks less in darkness)] =15pp
-> Ap: Heat Vision [Blast 7 (Pf: Subtle)]
· Regeneration 15 [PF: Die Hard; Recovery Bonus +2, Bruised 6, Injured 2, Staggered 2, Disabled 3] = 16pp
· Super Senses 7 [Telescopic (X-ray vision), Hearing (Extended 2); X-Ray Vision (lead)] = 7pp
· Super Speed 5 [Base Array: Speed, 2 Alternate Power] = 27pp
-> AP: Enhanced Reflexes 6 + Enhanced Dexterity 4
-> AP: Enhanced Defense 5
Drawbacks [12pp]: Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp,
Green Kryptonite
· Power Loss [Green Kryptonite, Power loss while in contact or 5‘ range] 1pp,
· Weakness [Green Kryptonite, bruised damage, every action (with contact)] = 6pp
· Uncontrolled Side Effect (new) [Target is Nauseated within contact or 5' range; Nauseate 10(Extras: Continuous, Flaws: Uncontrolled, Personal)] = 1pp
Red Kryptonite
· Uncontrolled Side Effect (new) [Clark is under the affects of Mental Transformation 10 [Into evil person (4pp/rank); Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] 2pp
Black Kryptonite
Black Kryptonite has the ability to split Kryptonian personalities into their good and evil counterparts. This allows for one of the personalities to become dominate and take control over their physical form, make this a mental grapple test. (2pp)
When used on humans, it physically splits their forms. So that there are two beings, one good and one evil. Which sort of sounds like a Physical Transformation linked with a limited duplication power. (x-trait)

Complications: Red Kryptonite unleashes Clark’s Dark Nature.

Notes:
I added another rank of Extended Hearing to his build, increased his super strength by another rank. So it looks like I was premature in adding the Extended Hearing to the previous builds. I also increased Intelligence, Wisdom, and Charisma. And upped a few of his skill ranks slightly.

Also associated super speed effects are going to get changed. After noticing a few things, I decided that Clark’s Kryptonian Physiology also grants him a bonus to accuracy.


Sidekick
Einstein, aka Krypto, Golden Retriever (Minion 3/42pp)
Abilities [5pp]: Strength 15/20 (+2/+5), Dexterity 15 (+2), Constitution 15/20 (+2/+5), Intelligence 2 (-4), Wisdom 12 (+1), Charisma 6 (-2)
Saves [6pp]: Toughness +5, Fortitude 2 (+7), Reflexes 3 (+5), Willpower 0 (+1)
Combat [12pp]: Base Attack +3, Base Defense +3, Initiative +2, Grapple +5, Knock Back -1, Hero Points 1
Attack (dc): Bite +2
Skills [2pp]: Notice 4 (+5), Survival 0 (+1), Swim 2 (+4)
Feats []: ?
Powers [17pp]:
Meteor Induced Physiology
· Super Strength 5
· Enhanced Strength 5
· Enhanced Constitution 5
· Impervious Toughness 2
Drawbacks [8pp]: No Hands, Can’t Speak
Last edited by JoshuaDunlow on Sun Dec 07, 2008 9:46 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Dec 04, 2008 9:46 pm

I guess it speaks to my years of comic fanboy-dom and my Missouri whelping, but the one thing that I cannot suspend my disbelief about Smallville is not the whole super powered teen thing, or the meteor freaks but the fact that there could possibly be that many attractive people in a small in Kansas... :shock:

Lovin't those Clark builds, JD. Perhaps a Smallville Green Arrow might make a cameo at some point?
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Postby JoshuaDunlow » Thu Dec 04, 2008 9:53 pm

Thorpacolypse wrote:I guess it speaks to my years of comic fanboy-dom and my Missouri whelping, but the one thing that I cannot suspend my disbelief about Smallville is not the whole super powered teen thing, or the meteor freaks but the fact that there could possibly be that many attractive people in a small in Kansas... :shock:

Lovin't those Clark builds, JD. Perhaps a Smallville Green Arrow might make a cameo at some point?


I'm hoping to get to that. The more the seasons go on, the more complicated the Clark Build gets. Revising it, changing things, shifting points around. Its crazy. But you can be asured i shall do a smallville green arrow build when i get to it.
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Post 480

Postby JoshuaDunlow » Thu Dec 04, 2008 11:57 pm

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The Astronomer (PL 20/295pp)
Abilities [110pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 26 (+8), Intelligence 50 (+20), Wisdom 60 (+25), Charisma 10 (+0)
Saves [8pp]: Toughness +8, Fortitude 4 (+10), Reflexes 4 (+5), Willpower 0 (+25)
Combat [36pp]: Base Attack +9, Base Defense +19 (+4 flat), Initiative +1, Grapple +4, Knock Back -4, Hero Points 3
Attack (dc): Unarmed +1
Skills [18pp]: Concentration 24 (+49), Knowledge: Physical Sciences 24 (+44), Search 24 (+44)
Feats [18pp]: Benefit (Wealth) 4, Dodge Focus 10, Eidetic Memory, Luck 2, Ultimate Effort 1 (Search)
Powers [105pp]:
True Immortality 5 [Container; PF: Innate] = 26pp
· Immunity 9 [Life Support]
· Regeneration 14 [Recovery Bonus +4, Reincarnation 10; PF: Persistent, Regrowth]
Impervious Toughness 4 = 4pp
Telepathy 4 = 14pp
- Linked: Comprehend 1 (Languages)
- Linked: Telelocation
Cosmic Manipulation 30 [Power Feats: 1 Alternate Powers] = 61pp
- Base: Teleportation 30
- AP: ESP 30 [Sight] + Super Senses [Cosmic Awareness x 27 (radius, acute)]


Here’s a strange, but rather cool build. Part of the Elders of the Universe, this guy piqued my interest. So I thought I’d put him into stats. After playing around with the MSHRPG stats, this is what I came up with.
Last edited by JoshuaDunlow on Sun Dec 07, 2008 9:46 pm, edited 1 time in total.
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Postby JoshuaDunlow » Fri Dec 05, 2008 12:50 am

The Matrix Twins get an update.

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The Twins (PL 8 /163 pp)
Abilities [15pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+1)
Saves [19pp]: Toughness +5 (+1 flat), Fortitude 7 (+8), Reflexes 6 (+8), Willpower 6 (+8)
Combat [28pp]: Attack +6 [+8 Melee], Defense +8 [+4 flatfooted], Initiative +10, Grapple +5, Knock Back -2
Attack (dc): Unarmed +1, Sneak Attack (+2 bonus to appropriate attack), any weapons as necessary
Skills [8pp]: Drive 4 (+6), Intimidation 6 (+6), Knowledge (Streetwise) 4 (+5), Notice 6(+8), Stealth 12 (+14)
Feats [23pp]: All out Attack, Attack Focus (Melee) 2, Defensive Roll 4, Elusive Target, Equipment 4, Improved Initiative 2, Improved Grab, Improved Overrun, Quick Draw, Set up, Sneak Attack 2, Startle, Take down Attack, Track
Powers [70pp]:
Ghosting 5 [Container; PF: Innate]
· Insubstantial 3
· Flight 1
· Enhanced Feat (Fearsome Presence) 6
Healing 8 [PF: Persistent, Regrowth, Triggered 2 (when the twin becomes corporeal); Extra: Total, Energizing, Action (Free, +3); Flaws: Limited (Must become corporeal to use power), Range: Personal] = 44pp
Equipment: 20 ep's worth of weapons

Builders Notes:
Well here they are the albino matrix twins, a pair of very scary assassins who are immune to most physical. And have the ability to instantly heal just by ghosting. The reason why their powers are Innate, is because this program was unplugged from the matrix and still held its abilities.

In the updated version, regeneration gets knocked out and replaced with the healing power. And i added Triggered onto the power, cause i see it happening any time they ghost.

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Post 481

Postby JoshuaDunlow » Sun Dec 07, 2008 9:45 pm

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Lois: So are you an Army Brat?
AC: No , just a brat.


Arthur Curry - Season 5 (PL 8/93pp)
Trade off: -2 Attack, +2 DC,
Abilities [17pp]: Strength 14/18 (+2/+4), Dexterity 13 (+1), Constitution 16 (+3), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 10 /20 (+1/+5 with sea life)
Saves [7pp]: Toughness +3 (+8 underwater), Fortitude 2 (+5), Reflexes 3 (+4), Willpower 2 (+3)
Combat [16pp]: Base Attack +4 , Base Defense +4 (+2 flat), Initiative +1, Grapple +8/+10, Knock Back -1 (-4 underwater), Hero Points 1
Attack (dc): Unarmed +2/+4, Water Blast +10
Skills [10pp]: Athletics 5 (+7/+9), Bluff 3 (+4), Craft: Chemical 2 (+3), Craft: Electronics 2 (+3), Handle Animal 8 (+13 with sea life), Knowledge: Physical Sciences 2 (+3), Knowledge: Life Sciences 3 (+4), Medicine 2 (+4), Notice 2 (+3), Profession: Marine Biologist 4 (+5), Swim 7 (+9)
Feats [7pp]: Animal Empathy (marine life), Attractive, Environmental Adaption (Underwater), Favored Environment (underwater) 4,
Powers [45pp]:
Marine Empathy (7pp)
· Comprehend 2 [Animals (Flaws: Limited [Marine life])]
· Enhanced Charisma 10 [Flaws: limited (Applies to Marine Life)]
Underwater Physiology (28pp)
· Enhanced Strength 4
· Immunity 3 [Suffocation (Breathing Underwater), Pressure, Cold]
· Protection 5
· Super Strength 2
· Swimming 12
Water Control 10 [Flaws: Medium (water)] = 10
Base: Blast [Flaws: Limited (medium-water)]
Drawbacks [9pp]:
· Weakness [Dehydration (Moderate, Very Common), -1 accumulative drain on Constitution] = 4
· Power Loss [Dehydration (Looses Protection, Enhanced Strength, and Super strength, if Dehydrated)] = 3pp
· Vulnerable [Sonic Attack (Moderate +50%, Uncommon)] = 2pp
Complications: Responsibility (Cares about the Earth’s water)

Builders Notes:
There's not much to say about this build. Pretty straight forward i think. This guy is so cocky, you gotta love to hate him. I'm also thinking he might have some enhanced senses when underwater, not sure though.
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Post 482

Postby JoshuaDunlow » Sun Dec 07, 2008 11:20 pm

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Buffy Sanders, Sorority Vampire (PL 5/237pp)
Abilities [9pp]: Strength 10/16 (+3), Dexterity 12 (+1), Constitution 10/16 (+3), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 13 (+1)
Saves [8pp]: Toughness +3, Fortitude 3 (+6), Reflexes 3 (+4), Willpower 2 (+3)
Combat [6pp]: Base Attack +0 (+1 in melee, +3 with bite), Base Defense +3 (+1 flat), Initiative +1, Grapple +5, Knock Back -1
Attack (dc): Unarmed +3, Bite +3 Vampiric
Skills [4pp]: Bluff 4 (+5), Diplomacy 3 (+4), Drive 2 (+3), Intimidation 2 (+3), Knowledge: Pop Culture 3 (+3), Notice 2 (+3)
Feats [3pp]: Attack Focus (Melee) 1, Attack Specialist (Bite) 1, Improved Grab
Powers [208pp]:
Vampire’s Bite (14pp)
· Bite [+0 Strike, PF: Mighty, Extra: Vampiric (3); Drawback: Lethal Only (-1) ]
· Linked: Mimic 3 [All Powers Only; Extra: Stacking, Continuous (through continued feeding, ½ ), Flaws: Restricted (On a successful bite)] = 11pp
Vampiric Physiology (34pp)
· Enhanced Strength 6
· Enhanced Constitution 6
· Immunity 1 [Aging]
· Regeneration 18 [Recovery Bonus 9, Resurrection 9]
· Super Senses 1 [Scent]
· Super Strength 1
Vampiric Disease (160pp)
· Vampiric Transformation 5 [Human to Vampire (3); Extra: Continuous, Flaw: Range (touch), Restricted (target must drink blood)]
· Linked: Variable Power 25 [Multiple Powers (as listed above plus this one; 6); Extra: Affects Others Only (+0), Continuous (+1); Flaws: Uncontrolled (Powers cannot be changed)]
Drawbacks [4pp]:
· Vulnerable [Light Sensitive ( -1 to all checks, attack & defense; Moderate, Very Common)] = 4pp
Complications:
Thirst for Blood

Builders Notes:
Okay, I just had to do this one.. Lets face it… The name, the vampire motif, just smells of a really bad spoof of another famous TV show. And with James Marsden appearing in the fifth season, can their be any doubt. ! The Vampiric powers to be a challenge at first, but I think I got the gist of it. But talk about a kicker in cost. I had to make sure the Vampiric Transformation would give everyone else the same powers including the Variable structure.
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Postby Arthur Eld » Tue Dec 09, 2008 12:10 pm

I'm loveing your Smallville builds, JD, can't wait to see more!
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Postby JoshuaDunlow » Tue Dec 09, 2008 12:14 pm

Arthur Eld wrote:I'm loveing your Smallville builds, JD, can't wait to see more!


Thanks Arthur, i am slowing down on my Smallville Builds though. The clark build is getting out of control, and hard to handle. :lol: . I'm thinking its about time he gets bumped up another PL soon.
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Postby JoshuaDunlow » Tue Dec 09, 2008 2:44 pm

Alright i need some serious help here, im really stalled on the Lord Astral build because of his background. If anyone is willing to take a look at what i have written, and perhaps help me flesh it out a little it be appreciated.

Beginnings
Andrew Stadtworth was born in Providence, Rhode Island in 1656. It was a tumultuous time for the Stadtworth family, one of many few families within the region. The son of two English immigrants , however Andrew Senior’s wife died during the first winter there. But found himself falling in love with a Native American Woman named Adsilla, to help raise his family. Over run by superstition and fear, the Baptist church had an incredible hold over the region. And they feared anything they could not understand, and the witch hunts provided fuel for the fires for the Maecian influence upon Christianity.

Andrew grew up like any other child, a devout believer in god. However there was something different about him than some of the other children, he could see things others could not. Spirits, and Entities of all kinds, that his parents often attributed to an overactive imagination that might prove dangerous. And sometimes Bad luck often afflicted those he wished, and he often had good luck. Andrew himself had many friends among the Narraganset Indian Tribes native to the region, who knew exactly what he was. He could use magic, and his mother tutored him in what lore she knew and past it onto him.

Turning Points:
The Witch Hunts reached their peak when Andrew was only seventeen, and the Stadtworth name didn’t mean all that much anymore. Not with the rumors of witch craft abounding about him and his step mother. One night a riot of people stormed the home of the Stadtworths intent on sending the family to the fires. Andrew senior gave his son and his wife time to get away, however his sacrifice was in vain. Andrew and Adsilla rushed into the forest, hoping to get far enough away so they could hide in these caves that Andrew’s mother knew of. And then later find some of her tribe to take them in.

However Andrew’s mother was captured, in the flight. And just when he thought he himself would be taken by his pursuers, her tripped and fell to the ground. However the ground gave way underneath him, and he fell into the blackness of the earth. When Andrew woke up he found that he had survived the fall, and found himself in a small cavern that seemed to have no exit from save the roof above. In the center was a large crystalline shaft jutting from the earth, and it glowed vibrantly in many colors. A soft hum emanated from it, and when he touched the crystal he found it warm to the touch. But suddenly a bright surge of light flowed through him, and he lost all track of thought and time. It would seem to Andrew he had just fallen unconscious and dreamed about the American Indian myth’s and fables. He met spirits and other beings, and learned much about magic in this dream like state. But in the outside world, many centuries past while he was trapped in a form of suspended animation. Encased in a tomb of crystalline structure.

Millennium League:
When Andrew woke up again, it was the 20th century and the year was 1956. Excavations by a mining company had found the cave, and unearthed him from his prison. He was completely lost and out of time, a relic of a time long ago. However with his release, he had within him the knowledge and ability to use magic well beyond his limited capacities back in the 17th century
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Postby Libra » Thu Dec 11, 2008 11:20 am

Keep up the Jolly Good work Joshua. :D
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Postby JoshuaDunlow » Thu Dec 11, 2008 12:13 pm

Adeptus Astartes gets a rebuild.

Adeptus Astartes (PL 6/90pp),
Rank: Neophyte (scouts) , Order: Grey Knight, Ultramarines, and Dark Angels

Abilities [21pp]: Strength 17 (+3), Dexterity 13 (+1), Constitution 15/17(+3), Intelligence 12 (+1), Wisdom 14(+2), Charisma 10 (+0)
Saves [8pp]: Toughness +6 (+2 Impervious), Fortitude 3 (+6), Reflexes 2 (+3), Willpower 3 (+5)
Combat [14pp]: Base Attack +4 (+6 ranged), Base Defense +3 (+1 flatfooted), Initiative +1, Grapple +8, Knock back -3
Attack (dc): Unarmed +3, Heavy Bolter +4 (penetrating 2), Sniper Rifle +5 (19-20 critical), Missile Launcher (+6 explosive blast)
Skills [12pp]: Athletics 3(+4), Climb 5(+8), Computers 2 (+3), Craft: Chemical 2 (+3), Disable Device 3 (+4), Drive 4 (+5), Intimidate 5 (+5), Knowledge: Tactics 5 (+6), Medicine 2 (+3), Notice 4 (+6), Pilot 4 (+5), Search 4 (+5), Stealth 5 (+5)
Feats [15pp]: All out Attack, Attack Focus: Ranged (2), Die Hard, Equipment 5, Improved Initiative, Power Attack, Precise Shot, Suspended Animation, Takedown Attack
Powers [20pp]:
Gene Seed Implants Power Suite (20pp)
Not all chapters have every Implant, only the Grey Knights, Ultramarines, and Dark Angels still have these modifications. All space marines have the following three mods. Then grant them 15 more pp's to spend on implants.
- Haemastamen [Enhanced Constitution +2; Regeneration +1 (recovery bonus)] = 3pp
- Progenoid Glands [Feature: Gene Seed Cultivation] = 1pp
- The Black Carapace [Feature: Armor Proficiency (Powered armor)] = 1pp
Equipment [25ep]:
Comm Link
Scout Armor [+3 toughness; Subtle]
Missile Launcher [+6 Blast (Area: Explosion)]
-AP: Sniper Rifle [+5 damage, 19-20 critica]
-AP: Heavy Bolter [Blast 4 (Ballistic; Power feats: Accurate, Extra: Penetrating 2)]

Builders Notes:
Suspended Animation * [Simular to the trance feat, requires a DC 30 concentration check to willingly exit this state]

Additional Implants
-Secondary Heart [Immunity 1 (low exygen situations), Enhanced Constitution +2] = 3pp
-Ossmodula [Enhanced strength +2, Impervious Toughness 2] = 2pp
-Biscopea [Enhanced strength +2] = 2pp
-Larraman's Organ [Regeneration +4 (recovery bonus +1, Injured 1, staggered 1, disabled 1) ] = 4pp
-Catalepsean Node [Immunity 1 (sleep deprivation)] = 1pp
-Preomnor [Immunity 1 (poisons)] = 1pp
-Omophagea [Mental Duplication 1 (Extra: No save; Flaws: Limited [must consume flesh or blood])] =4pp
-Multi Lung [Immunity 1 (Toxic Environments)] = 1pp
-Occulobe [Super Senses (Low light vision, Extended Vision)] =2pp
-Lyman's Ear [Immunity 5 (Nauseate effects)] = 5pp
-Sus-an Membrane [Immunity 7(Aging, Disease, Poisons, Starvation and thirst, Cold temperatures, Hot temperatures, Low Oxygen environments; Flaws: Limited [must enter suspended animation])]= 4pp
-Melanochrome [Immunity 3 (High Temperatures, Low Temperatures, Radiation)] = 3pp
-Oolitic Kidney [Feature: +4 save against toxins] = 1pp
-Neuroglottis [Super Senses 3 (Analytic Taste, Acute Taste, Track [by taste])]= 3pp
-Mucranoid [Immunity 4(Hot Environments, Cold Environments, Vacuum, Pressure)] = 4pp
-Betchers's Gland [Acid 1 (Power Feats: Extended Reach; Extras: Penetrating, Poison)] = 4pp
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Harbinger of Doom
 
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Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

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