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dweller's Depths - Torus Reloaded (Rys, Katar)

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Re: dweller's Depths-Alien Flesh/Return (Quanto)

Postby MorningKnight » Wed Feb 17, 2010 10:56 pm

I really like Theodore, but I hate to say that his Energy Lashes and Sigil Text break PL12, being perception or area attacks.

But, the Energy Lashes could drop 2 ranks and add more feats, like penetration or indirect.
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Re: dweller's Depths-Alien Flesh/Return (Quanto)

Postby dwellerofthedeep » Thu Feb 18, 2010 4:14 am

Ah, good catch. I just so in love with perception-range I am sometimes blinded to its limitations.
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Re: dweller's Depths-Alien Flesh/Return (Quanto)

Postby MorningKnight » Thu Feb 18, 2010 10:39 am

Hell, Theodore could just be an efficient PL12 built on 150 points. That'd work too. Simply brilliant!
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Re: dweller's Depths-Alien Flesh/Return (Quanto)

Postby dwellerofthedeep » Fri Feb 19, 2010 5:27 am

Possibly, and he is an NPC, so undercapping his attack bonus wouldn't bother me, especially with the perception-ranged powers.
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Re: dweller's Depths-Alien Flesh/Return (Quanto)

Postby dwellerofthedeep » Tue Feb 23, 2010 5:30 am

Name (s): Gorsheva the 71st Greater Demon (FA.Mythic)
Power level: 16 (370pp)
Concept: The ugliest and most destructive of all the greater demons. 71st of the blood
Quote: “Darkness is my vessel, blood and death my wine.”
Trade Off's: -4 attack, +4 damage, -4 defense, +4 toughness

Description: Gorsheva is a black and gray mountainous man-shape of shifting stony flesh that reaches into the heavens with his height. A great mouth crowns his head, wide and full of teeth. His true face is seen only by those who he plans to devour for he keeps it within that great maw.

Abilities (32pp):
Strength 10/50 (+20)
Dexterity 12 (+1)
Constitution 20/40 (+15)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 30 (+10)

Saves (16pp):
Toughness + 20 (15 Impervious)
Fortitude + 21
Reflex + 6/+21 (With Spell Wall)
Willpower + 5/+20 (With Mindshield or Spell Wall)

Combat (34pp):
Base Attack + 12 [+0 Size]
Base Defense + 12/+3 (Flatfooted) [+0/-9 Size]

Skills (16pp):
Notice 12/+12
Stealth 16/+17 [+5 Size]
Acrobatics 6/+7
Climb 10/+10
Intimidate 16/+26
Knowledge (Magic) 4/+4

Feats (32pp):
Takedown Attack 2
Power Attack
All-out Attack
Accurate-Attack
Startle
Withstand Damage
Fearsome Presence 16
Dodge Focus 7
Diehard
Last-Stand

Powers & Devices (240pp)

Greater Demon Power Suite (240pp)
Super Senses 16 (Detect Death 14, Darkvision)
Immunity 15 (Life Support, Aging, Interaction Skills)
Mind Shield +15
Spell-Wall +15 (Enhanced Saves 15 (Fortitude, Reflex and Will Saves), Flaw: Magic Only)
Protection 5
Impervious Toughness 12
Growth 20 (Continuous, Permanent, Innate)
Elongation 15
Leaping 15
Super Movement 3 (Dimensional 1 (Death Realm Only), Wall-Crawling 2)
Super Strength 30 (Dynamic, PF: Countering Punch)

-AP: Healing +20 (Self Only, Total, Regrowth) - Linked: Death Touch +16 (Area: Explosion, Progression 6 (Area x50), Incurable)
-DAP: Corrosion +16 (Incurable, Distracting, Area: Burst, Progression 12 (Area: x2500))
-AP: Paralyze +16 (Range: Perception, Split Attack 12, Flaw: Distracting) - Gazing Eyes
-Perhaps the most overtly powerful of all the greater demons, there is nary a chink in this great creature’s armor.

History and Background
Gorsheva is the 71st of the 77 greater demons, and one of the mere 7 that were active in the world after the demise of the Primes and the Hervs. Spawned from the blood of the sky like the others, he received three gifts. The All of these, were in the realm of Demortad, or death. He is able to gift his followers with the power over death (though this is not included in his abilities above). He has the power to destroy, and survives only by destroying.
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Re: dweller's Depths-Fantasy Myths (Gorsheva)

Postby dwellerofthedeep » Tue Feb 23, 2010 5:41 am

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Name (s): Hanasha (Demon) (Minion) (FA)
Power level: 8 (105pp)
Concept: A ferocious race of horned cat-demons
Quote: “Evening, prey.”
Trade Off's: None

Description: Standing just under six feet tall, the average Hanasha is built powerfully and covered in several layers of thick fur. They are some of the most common demons to meet in the human world as they can reproduce with both humans and animals, as well as their own kind.

Abilities (32pp):
Strength 20 (+5)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)

Saves (12pp):
Toughness + 8/+6 (Flatfooted)
Fortitude + 7
Reflex + 9
Willpower + 6

Combat (24pp):
Base Attack + 8/+4 (Ranged)
Base Defense + 8/+4 (Flatfooted)

Skills (6pp):
Notice 6/+8
Acrobatics 4/+9
Stealth 6/+11
Climb 4/+9
Survival 4/+6

Feats (10pp):
Attack Focus 4 (Melee)
Defensive Roll 2
Sneak Attack
Acrobatic Bluff
Equipment 1
Quick Draw

EQUIPMENT
Sword (Strike +3, Mighty, Improved Critical) (5ep)

Powers & Devices (20pp)

Device 1 (Hard to Lose) – Hanasha Armor (4pp)
Impervious Toughness 3
Enhanced Feats 2 (Improved Disarm, Weapon Bind)

-Hanasha wear partial armor that allows them to catch weapons easily on their guards.

Hanasha Demon Power Suite (17pp)
Immunity 2 (Aging, Disease)
Protection 3
Super Strength 1

-AP: Leaping 2
Speed 3
Super Senses 6 (See Invisible, Darkvision 2, Tracking Vision 3)

-Hanasha’s main strength is their speed. They can track prey at 5 times the speed a human can run, while carrying twice his load. They are not spectacular demons, but valued foot troops where available.

History and Background
Hanasha are a low-breed of demons, many of whom walk the Earth among mortals as mercenaries when they can get away with it. This is especially true of Hanasha royalty, those demons that have the favor of Mother Mercy, or at least a Knightly Order.
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Re: dweller's Depths-Fantasy Myths (Gorsheva), Hanasha Demons

Postby JoshuaDunlow » Tue Feb 23, 2010 8:23 am

Absolutely Wicked :twisted:
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Re: dweller's Depths-Fantasy Myths (Gorsheva), Hanasha Demons

Postby dwellerofthedeep » Wed Feb 24, 2010 7:19 am

Ah, thank you. 8)
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Re: dweller's Depths-Fantasy Myths (Gorsheva), Hanasha Demons

Postby dwellerofthedeep » Wed Feb 24, 2010 7:49 am

Image

Name (s): Magus Yade (Alien Flesh)
Power level: 12 (180pp)
Concept/Role In Universe: The Ascendant Master-Controller of Jyen-Space
Trade Off's: -2 attack, +2 damage, -2 defense,+2 toughness

Abilities (76pp):
Strength 26 (+8)
Dexterity 10 (+0)
Constitution 26 (+8)
Intelligence 20 (+5)
Wisdom 24 (+7)
Charisma 30 (+10)

Saves (10pp):
Toughness + 14/+8 (Without Forcefield)
Fortitude + 11
Reflex + 2
Willpower + 12

Combat (36pp):
Base Attack + 10
Base Defense + 10/+4 (Flatfooted)

Skills (16pp):
Knowledge (Nobility) 4/+9
Knowledge (Magic) 14/+19
Knowledge (Tactics) 7/+11
Diplomacy 5/+15
Bluff 10/+20
Intimidate 6/+16
Gather Information 8/+18
Notice 6/+13

Feats (10pp):
Power Attack
Ritualist
Status (Ascendant Master-Controller)
Well-informed
Diehard
Teamwork
Leadership
Luck
Dodge Focus 2

Powers & Devices (32pp)

Ascendant Magus Power Suite (32pp)
Immunity 1 (Aging)
Flight 2 - Stained Child’s Wings
Forcefield +6 - Stained Aura
Telekinesis +18 (Distracting) - Stained Child Arms

-AP: Strike +6 (Mighty, Improved Critical) Linked: Trip +5 (Knockback) - Stained Child Spike
-AP: ESP +9 (Visual, Hearing) - Stained Child Eyes
-AP: Mind Control +14 (Range: Touch, Improved Critical 2, Extended Reach 2) - Fingers of Dominance

Affiliations
Leader of the Dodd Nomads

Personality Notes
Magus Yade is a solemn, though far from morose individual. He is serious and ambitious, having grown confident in his powers over the past century of his long life.

General Notes
Capable of a few pretty impressive stunts, most notably his massive telekinesis and mind-control touch, Magus Yade is a pretty solid fighter. He can fly, but this isn’t too helpful for escaping fights should they turn against him because it’s too slow.

Background
Magus Yade and his followers have been moving closer to Circle City for generations. His group has become one of the most powerful nomadic forces out there, and he has his gaze set on Circle City. Yade’s intentions are unknown, but his powers are great, and his forces numerous and well-trained. His control over the powers of his Stained Child made him a natural leader for the Dodds at a young age, and his longevity gave him the staying power to rule indefinitely.

Description
Magus Yade is a big weather-beaten with white hair and a big white robe.
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Postby dwellerofthedeep » Wed Mar 03, 2010 5:06 am

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Name (s): Harmon Winters – Dream Soul Architect (winters@hub.net) (Rem’s Dream)
Power level: 11 (165pp)
Concept/Role In Universe: A full Delta Level male Dream Soul Magician, rare as anything
Trade Off's: -1 defense, +1 toughness

Abilities (40pp):
Strength 16 (+3)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 20 (+5)
Charisma 14 (+2)

Saves (13pp):
Toughness + 12/+4 (Without Division Field)
Fortitude + 8
Reflex + 7
Willpower + 10

Combat (36pp):
Base Attack + 11
Base Defense + 10/+4 (Flatfooted)

Skills (15pp):
Notice 8/+13
Acrobatics 6/+9
Knowledge (Dream Soul, Technology) 9/+12
Knowledge (Tactics) 6/+9
Sense Motive 10/+15
Computers 6/+9
Gather Information 6/+8

Feats (6pp):
Dodge Focus 3
Improved Disarm
Accurate Attack
Power Attack

Powers & Devices (55pp)

Cybernetic Enhancements Power Suite (8pp)
Forcefield +8 (Drawback: Vulnerable to EMP) – Stealth Division Field Prototype
Super Senses 1 (Infravision)

Dream Soul Magician Power Suite (20pp)
Invisibility 2 (Blending) – Magician’s Cloak
Super Senses 1 (Dimensional: Dream Dimension) – Magician’s Vision
Datalink +20 (Flaw: Human Computer Systems Only) – Cyber World Uplink

-AP: Telepathy 10 (Flaw: Distracting)
-AP: Mental Blast +10 (Mental Weapon, Flaw: Distracting)
-AP: Illusion +10 (Visual, Distracting)
-With his mastery of the Dream Soul arts, Harmon is one of the only magicians capable of creating an illusion in the minds of both humans and nonhumans.

Fire Soul Power Suite (27pp)
Immunity 1 (Hot Temperatures)
Create Object +5 (Progression 3, Damaging (+2)) – Solid Flame Wall

-AP: Strike +11 (Area: Shapeable, Incurable) – Fire Breath
-AP: Blast +11 (Incurable) – Fire Bolt

Complications (Hero) or Plot(s) (Villain)
Fame - Male Dream Soul Magician
Enemy - Denorai

Affiliations
Heron Combat Company (Former Commander)
Piranha Special Advisor Company (Operational Captain)

Personality Notes
Kind, but often gruff, Harmon knows how to talk to people. He weaves in and out of subjects, sometimes losing others as he moves too fast. This is how he is and has been for his whole life.

General Notes
Harmon is pretty impressive at fighting for a Dream Soul Magician, mainly due to his fire breath. He can sweep away lots of enemies with this attack, and his solid flame wall is also a powerful tool for clearing out opponents and breaking the fight down to one-on-ones where Harmon can use the deadly mental weapon from his Dream Soul array.

Background
Harmon grew up on Earth, well on a colony in the dream world adjoining Earth. He was a gifted Dream Soul magician from a young age, and he joined special training to improve his skills during high school. After he graduated he joined the military and fought with the Heron Combat Company for five years before the start of his promotions began. He finally became the unit’s commander fifteen years after joining it, and five years after that, he left to join the Piranha Special Advisors on an invitation from one of his form commanding officers. He has served with Piranha for four years now.

Description
Harmon is bearded and battle-scarred, medium height and with a stocky build.
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Re: dweller's Depths-Rem.Dream (Harmon Winters)

Postby dwellerofthedeep » Wed Mar 03, 2010 5:53 am

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Name (s): Genu Lottier (The Mediators/Rem’s Dream)
Power level: 11 (165pp)
Concept/Role In Universe: The head mediator of the Mizan Hub World
Trade Off's: -1 damage, +1 attack

Abilities (42pp):
Strength 20 (+5)
Dexterity 18 (+4)
Constitution 20 (+5)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 16 (+3)

Saves (15pp):
Toughness + 11/+9 (Flatfooted)/+5 (Flatfooted and without Shadow Field)
Fortitude + 9
Reflex + 9
Willpower + 8

Combat (46pp):
Base Attack + 12
Base Defense + 11/+6 (Flatfooted)

Skills (10pp):
Stealth 6/+10
Acrobatics 5/+9
Notice 8/+10
Intimidate 6/+9
Diplomacy 6/+9
Computers 3/+5
Sense Motive 6/+8

Feats (9pp):
Equipment
Accurate Attack
Defensive Attack
Improved Critical (Dream-Soul Blade)
Startle
Improved Initiative
Defensive Roll 2
Sneak Attack

Powers & Devices (43pp)

Device 3 (Easy to Lose, PF: Second Item) - Dream-Soul Blade (10pp)
Strike +3 (Mighty, Improved Critical) Linked: Mental Blast +5 (Mental Weapon)

Cybernetic Modifications Power Suite (24pp)
Forcefield +4 (Subtle 1, Disabled by EMP) - Shadow Field
Paralyze +10 - Shock Palm

Dream Soul Emulator Power Suite (9pp)
Telepathy +4

-AP: Concealment 8 (Visual)

Complications (Hero) or Plot(s) (Villain)
Plot 1: Communication
Mizan Hub World is threatened by Denorai movements in the region and Genu sends out his Mediators to request help from the Core Government. Whether he gets it or not, the Hub World is in for quite a fight, and the call goes out to mercenaries to slow down the advance of the Denorai.

Plot 2: Instigation
One of Genu’s scout teams reports a valuable vein of ore used in starship engines on a planet near Mizan, but affiliated with the Core Government. Genu sends a moderator and his team to claim it by driving the locals into conflict with each other while remaining in the shadows as the chaos builds.

Affiliations
Mizan Moderators (Head Mediator/Moderator)
Hub World - Chief of Defenses

Personality Notes
Genu can be reasonable, even compassionate, still, even after years of vicious struggle to reach and maintain his current position. He does anything he can to increase the stability of the hub world for his own good, and for the good of the people. He doesn’t care much about what happens to the Core Government, but also needs their help more often than he likes to admit when dealing with Denorai.

General Notes
Fight-wise, Genu prefers to stay out of combat despite his impressive skills with both his swords and his shock-palm. He is a mediator, but is well-used to violent confrontations. In addition, not represented here are his many minions, retainers and underlings, both human and Brenoss, who all add to the difficulty of dethroning him by force. He is the de-facto ruler of hub world, despite his titles not stating this explicitly.

Background
In spite of what many outsiders who hear about him are told, Genu did not come from an unusual home life. He was born on Core World within two jumps of earth, and left for the newly founded hub world when he was in his early twenties, joining the first mediators that became the government of the new nation that Mizan became. He rose through the ranks by both force and guile, and became the real leader of hub world over the Controller Council by the time he was thirty. He has retained and strengthened his position over the past five years.

Description
Dark-skinned and hugely muscular, Genu looks like a leader to the people of Mizan who respect strength and guts almost as much as they respect the barrel of the gun.
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Re: dweller's Depths-Rem.Dream (Harmon Winters, Genu Lottier)

Postby Woodclaw » Wed Mar 03, 2010 6:29 am

This is a very interesting build, I like the background very much.
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Re: dweller's Depths-Rem.Dream (Harmon Winters, Genu Lottier)

Postby dwellerofthedeep » Wed Mar 03, 2010 10:53 am

Thanks Woodclaw! I thought Rem's Dream could use some expanding because it felt a little too small.
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Re: dweller's Depths-Rem.Dream (Harmon Winters, Genu Lottier)

Postby Woodclaw » Wed Mar 03, 2010 10:57 am

dwellerofthedeep wrote:Thanks Woodclaw! I thought Rem's Dream could use some expanding because it felt a little too small.

Personally thinking small about your works is something that is very difficult to me. I mean you were able to put together builds for a zillion universes, I'm still struggling to finish my first two worlds primers.
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Re: dweller's Depths-Rem.Dream (Harmon Winters, Genu Lottier)

Postby dwellerofthedeep » Wed Mar 03, 2010 11:02 am

The devil's in the details, and so is the setting.

If you're familiar with D&D, I think Eberron did a pretty good job of making the little corners of the world interesting. My favorite example of that was the elf-ancestor creatures and how they were worshiped and served as counsel for the living. They just took the ancestor thing and extrapolated, and that was great.
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