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

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Re: dweller's Depths-Fantasy (Cyrus, Isabel Remastered)

Postby MorningKnight » Thu Apr 01, 2010 12:09 pm

Once more, your magic users stun me and rock me like few others' builds. Throw in that gorgeous picture of Isabel, and Cyrus' awesome Sacra Lion form, and I'm on the floor.

I am SO stealing your power suites.
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Re: dweller's Depths-Fantasy (Cyrus, Isabel Remastered)

Postby dwellerofthedeep » Fri Apr 02, 2010 6:22 am

Image

Saapren Fleet Ships - Combat Floaters (#44 Dragon)
Saapren Combat Floaters are tugged between planets by teams of Masaskons. They are otherwise fully system-capable, simply lacking the faster-than-light speed of the Masaskons. Each ship is usually heavily equipped for support. These two types (Left: The Lancer; and Right: The Bombardier) are both heavily used in planetary defense missions, especially against revilers.

Saapren Bombardier
Colossal Vehicle (Spaceship)
Strength: 85
Toughness: 14 (6 impervious)
Defense: 2
Speed: 7 (Flight)/14 (Flight: Space Only)
Weapons: Bombard Launchers (Blast +16 (Homing 3, Area: Burst, Progression 9 (Area: x1000))
Features: Search Lights, Living Space 2 (For 5), Navigation 2 (+10 INS)
Powers: Immunity 7 (Space Worthy), Super Senses 18 (Radius 2 Radar 8, Accurate 3, Radio Sense 1 Extended 4), Communication 10 (Laser Radio 10)
Cost: 135ep (Equipment: 27 Ranks)
Vitals
Crew: 5 (1 Captain, 2 Pilots, 1 Gunner, 1 Engineer)
Passengers: 10
Description: The Bombardier is used for long range defensive combat, primarily for clashing with Reviler ships around planets. Its Bombard Launchers cover a sphere of 80,000 feet, fully capable of tearing enemy ships to pieces with that. Very fragile, these ships are easily destroyed by equivalent enemy vessels when unsupported.

Saapren Lancer
Colossal Vehicle (Spaceship)
Strength: 85
Toughness: 14 (6 impervious)
Defense: 2
Speed: 8 (Flight)/16 (Flight: Space Only)
Weapons: Beam Lance (Blast +15, Area: Line, Progression 8 (Area: x500) (2500 Wide; 187,500 Long)
Features: Search Lights, Living Space 2 (For 5), Navigation 2 (+10 INS)
Powers: Immunity 7 (Space Worthy), Super Senses 18 (Radius 2 Radar 8, Accurate 3, Radio Sense 1 Extended 4), Communication 10 (Laser Radio 10)
Cost: 130ep (Equipment: 26 Ranks)
Vitals
Crew: 5 (1 Captain, 2 Pilots, 1 Gunner, 1 Engineer)
Passengers: 5
Description: A sniper ship for space battles, the Lancer is a somewhat faster gunship useful for striking opponents at a great distance. Like all floaters, the Lancer is not too durable for the weapons used in ship-to-ship combat, but it packs a punch.
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Re: dweller's Depths-Fantasy (Cyrus, Isabel Remastered)

Postby dwellerofthedeep » Fri Apr 02, 2010 6:24 am

Name (s): Fleet Cosolkon (Archetype) (#44 Dragon)
Power level: 13 (180pp)
Concept/Role In Universe: The Geology-based Cousins of the Masaskons
Trade Off's: -5 attack, +5 damage, -3 defense, +3 toughness

Abilities (-2pp):
Strength 10/42 (+16)
Dexterity 12 (+1)
Constitution 14/30 (+10)
Intelligence 4 (-3)
Wisdom 12 (+1)
Charisma 6 (-2)

Saves (10pp):
Toughness + 16 (6 Impervious)
Fortitude + 14
Reflex + 4
Willpower + 4

Combat (32pp):
Base Attack + 8/+0 [Size]
Base Defense + 8/+4 [+0/-4 Size]

Skills (5pp):
Notice 8/+9
Survival 4/+5
Swim 4/+4
Pilot 4/+5

Feats (1pp):
Power Attack

Powers & Devices (142pp)

Cosolkon Biologics Power Suite (51pp)
Growth 16 (Innate, Continuous, Permanent)
Super Senses 2 (Dark Vision 2)

Cosolkon Cybernetics Power Suite (50pp)
Protection 6 (Impervious)
Features 2 (Internal Compartments 2) (2 Passengers)
Immunity 9 (Life Support) - Life Support System
Super Senses 9 (Radius 2 Vibration Sense 7, Acute 2, Accurate 4)
Flight 8

-AP: Flight 16 (Space Only)
-AP: Burrowing 8 (Penetrating)

Cosolkon Geology and Heart Controller Power Suite (41pp)
Features 2 (Computer System, Living Space for 2) - Internal Setup
Blast +18 (Pilot Weapon) - Cosolkon Heart-Driver Weapon

-AP: Earth Control +18 (Perception, Pilot Weapon) - Geo-Driver Tool
-AP: Blast +12 (Medium: Rock, Area: Shapeable, Range: Perception, Pilot Weapon) - Geo-Driver Weapon

DRAWBACKS
No Hands, Mute (8pp)

Affiliations
Saapren Fleet (Defender Unit or Marine Squadron)

General Notes
Cosolkons are the meaner, slower cousins of the Masaskons. Usually they operate close to a planet’s surface to make the best use of their powerful Geo-Drivers and to cover themselves from attack. Because of the easy way in which they burrow they are also popular for use in assaulting strong points on planets. A Cosolkon Generally carries one pilot and one engineer, lacking a navigator because of its lack of ability to high-speed travel along entrolines.

Background
Cosolkons were discovered along with the original Masaskons on the planet that would become Choyin-Earth, or so the theory goes. Records do not describe first contact with either creature. Some scholars theorize that the Cosolkons are the defensive element of the Masaskons, having far more strength than the space-farers.

Description
Cosolkons look much like their Masaskon kindred, but lack the great eye that allows them to see entrolines, and the double helical tail that allows the Masaskon to grip the entrolines. Proportionately they tend to be about the same size, though Cosolkons tend to be more solidly built.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby JoshuaDunlow » Fri Apr 02, 2010 7:12 am

Man Dweller, your on a roll of pure awesomeness.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Fri Apr 02, 2010 9:28 am

And it only gets better, JD!
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Fri Apr 02, 2010 9:30 am

Name (s): (Medium) Captain Aem Tokao (DECEASED) (#44 Dragon)
Power level: 7 (105pp)
Concept/Role In Universe: An adept of Saapres skills and Ghost Mysticism
Trade Off's: None

Abilities (24pp):
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 18 (+4)

Saves (7pp):
Toughness + 7/+5 (Flatfooted) [+4/+2 without armor]
Fortitude + 5
Reflex + 3
Willpower + 6

Combat (22pp):
Base Attack + 7/+4 (Melee)
Base Defense + 7/+4 (Flatfooted)

Skills (12pp):
Concentration 8/+11
Diplomacy 5/+9
Stealth 4/+5
Notice 6/+9
Knowledge (Magic, Technology, Biology) 5/+8
Sense Motive 6/+9
Computers 4/+6

Feats (8pp):
Defensive Attack
Improved Critical (Coil Inducer)
Attack Focus 3 (Ranged)
Defensive Roll 2
Equipment 1
Ritualist

EQUIPMENT
Armored Jumpsuit (Protection 3) (3ep)
Com Link (1ep)
Séance Gear (1ep)

Powers & Devices (32pp)

Matured Saapres Bio-Adept Power Suite (6pp)
Boost +4 (Any Physical Ability Score, Flaw: Full-round Action, Total Fade, Slow Fade 1 (Lasts for 8 rounds)) - Saapren Metabolism

-AP: Alternate Form 1 (Full-round Action, Subtle 1) - Rabbit Heart Driver
-Contains:
-Speed 1
-Leaping 1
-Super Senses 3 (Ultrahearing, Extended Hearing 2)

Coil Inducer Arm (15pp)
Blast +7

-AP: Strike +7 (Area: Line)

Soul-Eye (11pp)
Illusion +7 (Phantasms, All Senses, Distracting, Flaw: Requires Eye Contact)
Super Senses 4 (Darkvision, Counters Illusion, Distance Sense)

Complications (Hero) or Plot(s) (Villain)

Responsibility - #44 Dragon and Crew Safety, Ghost-Gazer Oath

Affiliations
Saapren Fleet (Ghost-Gazer Corps)

Personality Notes
Aem is a peaceable man with a lot of stress on his table, as he has to protect his friends and family with all the powers he has to simply keep his head above water when Revilers are involved. It’s all this responsibility that he accepts that kills him in the end.

General Notes
Aem is a good example of a senior officer with a lot of techniques, who is nonetheless not powerful enough to be much more than human. Despite all the Bio-Arcana he possesses to boost his body and the heart-driver that allows him to partially transform his own body, he relies most on the Soul-Eye and Coil-Inducer grafts to get him through battles. That said, he is a medium, and thus is not a front-line fighter, or wouldn’t be if his crew was on his level also.

Background
Aem Tokao has a long history of forcing himself into things for the greater good. He joined the junior ghost-gazers at a young age to commune with his dead grandfather, but kept at it for life, eventually assuming the role of a Masaskon’s navigator-medium. In addition, he worked to cultivate his Saapres, reintroducing his particular strain of rabbit to the living world successfully before his death.

Description
Saapren Containment: Rabbit Cells
Species: Human
World of Birth (Environment): Choyin-Earth (Urban)
Height: 5’10”
Weight: 170lbs.
Age: 46 (Deceased)
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby MorningKnight » Fri Apr 02, 2010 9:34 am

I love your living spaceships and the way you have the "science" of their hyperspace jumps.

I also want to pilot a Cosolkon to a planet with a super heavily defended fortress, drill under its walls and ring of guns, then burst up in the middle and yell "TIME FOR PIE!"

(If you're a Hectic Planet fan, you'll get the reference.)
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby MorningKnight » Fri Apr 02, 2010 9:36 am

Aem will be missed. What a great character.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Fri Apr 02, 2010 9:40 am

And then you blow the place up right? Yeah, never read any Hectic Planet, but a quick google has gotten me interested already.

BTW - I felt silly making a character that was recently dead at the beginning of the main timeline, but Aem shows how far some of the younger characters could go if they survive the younger days.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby MorningKnight » Fri Apr 02, 2010 9:48 am

dwellerofthedeep wrote:And then you blow the place up right? Yeah, never read any Hectic Planet, but a quick google has gotten me interested already.


The captain of the main characters' ship was re-enlisted back into the Jersey Devil's hockey team for some kind of reunion game. Of course, he had a rival on the other team who was quite insane, and huge.

Long story short, things got weird, and as the captain is sitting in the locker room, exhausted and thanking his lobster-people gods that he survived, said crazy hockey monster bursts through the wall, lockers flying everywhere and he bellows "TIME FOR PIE!"

It became my official favorite comic book entrance before Thor uttered "Ultron, I wouldst have words with thee."

Then it became a tie.

As for Aem, we won't know where we're going if we don't know where we've been. Plus, I could file off the serial numbers, keep the attitude and characterization, and make him a kick-booty urban hero.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby Woodclaw » Fri Apr 02, 2010 10:05 am

dwellerofthedeep wrote:BTW - I felt silly making a character that was recently dead at the beginning of the main timeline, but Aem shows how far some of the younger characters could go if they survive the younger days.


Why? I once stated a group of characters, including their mecha (it was for a Mekton Z campaign) that I knew I'll blow-up at the end of their first appearence. I don't think that statting a character is ever a waste as long as it has a significant role in the plot.

By the way I love you spaceships.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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From another dark corner of my mind (my Deviantart page)
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Sat Apr 03, 2010 8:20 am

MorningKnight wrote: "TIME FOR PIE!"


Ha ha, cool, I like it.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Sat Apr 03, 2010 8:23 am

Woodclaw wrote:Why? I once stated a group of characters, including their mecha (it was for a Mekton Z campaign) that I knew I'll blow-up at the end of their first appearence. I don't think that statting a character is ever a waste as long as it has a significant role in the plot.

By the way I love you spaceships.


Ah, shucks Woodclaw, ol' dweller really appreciates your perspective as it makes him feel less silly. To make up for the decreased level of silliness he wrote that last sentence as a sort-of pastiche of Seth from The Authority.

Designing spaceships is sort of tricky, but its always rewarding.
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Re: dweller's Depths-#44 Dragon (Saapren Fleet!)

Postby dwellerofthedeep » Sun Apr 11, 2010 11:59 am

Name (s): Cosir Ko Fae (Torus I)
Power level: 9 (195pp) Cluster: 15 Developments in 2 Domains
Concept/Role In Universe: Queen of the Agerel Forest
Trade Off's: -1 damage, +1 attack, -1 toughness, +1 defense

Abilities (26pp):
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 12 (+1)

Saves (11pp):
Toughness + 8/+2 (Flatfooted)
Fortitude + 5
Reflex + 6
Willpower + 7

Combat (30pp):
Base Attack + 10
Base Defense + 10/+3 (Flatfooted)

Skills (14pp):
Stealth 8/+10
Bluff 4/+5
Survival 6/+9
Concentration 10/+13
Notice 8/+11
Ride 4/+6
Computers 4/+7
Craft (Mechanical, Electronic) 6/+9

Feats (22pp):
Dodge Focus 5
Defensive Roll 6
Uncanny Dodge 2 (Hearing, Telelocation)
Improved Aim
Ultimate Aim
Defensive Attack
Accurate Attack
Quick Draw
Equipment 2
Sneak Attack
Attractive

EQUIPMENT
Cold Weather Kit (1ep)
Dual Halecto 810s (Blast +4, Split Attack) (9ep)

Powers & Devices (90pp)

Device 3 (Hard to Lose) - Angel Puppet (12pp)
Enhanced Feats +14 (Minions 14, Heroic)

-AP: Alternate Form +3 (Action: Full Round Action) - Wearing Angel
-Flight 3
-Concealment 4 (Partial, Visual)
-Super Senses 7 (Extended Vision 3, Acute Hearing)
-Alternate Device 3 (Hard to Lose) - Garrote Puppet (1pp)
Enhanced Feats +14 (Minions 14, Heroic)
-AP: Alternate Form +3 (Action: Full Round Action) - Wearing Garrote
-Strike +6 (Split attack, Improved Critical)
-AP: Suffocate +8 (Flaw: Requires Grapple)
-Leaping 2
-Super Movement 2 (Wall Crawling 2)

Device 4 (Hard to Lose) - Dragon-Bone Bird Puppet (16pp)
Enhanced Feats +20 (Minion 20, Heroic))

Cosir Guardian Power Suite (18pp)
Telepathy 8

-AP: Possession +8 (Flaws: Body Remains Behind, Mental World Invasion Only)
-AP: Telelocation 8

Queen of the Agerel Forest Power Suite (43pp)
Snare +8 (Tether, Split Attack 3) - Vine Lashes
Super Senses 8 (Darkvision 2, Extended 3, Tracking 3)
Super Movement 2 (Wall Crawling 2)
Leaping 1
Summon Minion +7 (Distracting, Progression 2) - Agerel Wood-Weird

-AP: Summon Minion 9 (Heroic, Distracting, Attitude: -1) - Hellion Wind-Weird

Affiliations
None

Personality Notes
Cosir Ko Fae likes her solitude, or rather, she dislikes living humans. She prefers to spend her time within her domain conversing with her retainers, the creatures of Agerel Forest. She is quiet and easily annoyed in conversation with other humans, but has patience like nothing else for the wood-weirds of the forest, and positively adores Hellion.

Domains
Agerel Forest (Earth, Water, Air/Mind, Spirit)
Level 1: Crimson Glade
Level 2: Shield Copse
Level 3: Hellion’s Roost
Level 4: -
Level 5: -
Level 6: Weirding Palace

Stream of Words (Water/Mind)
Level 1: Riverside Path
Level 2: Ferry House Temple

Background
Cosir Ko Fae became a criminal at the age of seventeen when she found the Dragon-Bone puppet and refused to let it go to through channels to be purified and then destroyed as an ancient Druid relic. Eight years later and she is still on the run, but now working with Enot Zai Boken and Malu Domru Sarem on accessing the Torus independent of Nightmount and Daybrink, using a tool known as a Sky-Ladder.

Description
Cosir Ko Fae is a yellow-haired young woman with some muscle and a pretty face usually concealed in battle by one of the puppet masks she wears.

#
Name (s): Angel Puppet (Heroic Minion)
Power level: 9 (135pp) Cluster: 0 Developments in 0 Domains
Concept/Role In Universe: One of Cosir Ko Fae’s forbidden Conspriralda possession-puppets
Trade Off's: None

Abilities (12pp):
Strength 22 (+6)
Dexterity 18 (+4)
Constitution -
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 4 (-3)

Saves (7pp):
Toughness + 9/+6 (Flatfooted) (6 Impervious)
Fortitude + 0 (Immune)
Reflex + 8
Willpower + 7

Combat (28pp):
Base Attack + 9
Base Defense + 9/+3 (Flatfooted)

Skills (8pp):
Notice 8/+12
Concentration 8/+12
Stealth 8/+12
Acrobatics 8/+12

Feats (21pp):
Dodge Focus 4
Defensive Roll 3
Sneak Attack
Equipment 4
Throwing Mastery
Improved Initiative 2
Evasion
Teamwork
Improved Critical (Scythe)
Improved Critical (Dagger)
Quick Draw 2

EQUIPMENT
Scythe (Strike +3, Mighty, Enhanced Feat: Takedown Attack) (5ep)
Daggers (Strike +2, Mighty, Thrown, Split Attack, Improved Critical) (6ep)
Smoke Bombs (Obscure +8 (Visual)) (8ep)
-AP: Grenade (Blast +2 (Area: Explosion, Penetrating)) (1ep)

Powers & Devices (59pp)

Angel Puppet Power Suite (59pp)
Flight 4
Concealment 4 (Partial Visual)
Super Senses 7 (Extended Vision 3, Acute Hearing)
Protection 6 (Impervious)
Immunity 30 (Fortitude Saves)

Description

The Angel Puppet is a spindly but excessively strong humanoid construct with large white wings made almost entirely of metal. It has a birdlike face with 4 eye-slits in its head.

#
Name (s): Garrote Puppet (Heroic Minion)
Power level: 9 (135pp) Cluster: 0 Developments in 0 Domains
Concept/Role In Universe: Cosir Ko Fae’s warrior puppet
Trade Off's: None

Abilities (0pp):
Strength 24 (+7)
Dexterity 12 (+1)
Constitution -
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 4 (-3)

Saves (7pp):
Toughness + 9 (6 Impervious)
Fortitude + 0 (Immune)
Reflex + 5
Willpower + 3

Combat (20pp):
Base Attack + 9/+5 (Ranged)
Base Defense + 9/+3 (Flatfooted)

Skills (5pp):
Stealth 8/+9
Acrobatics 8/+9
Notice 4/+4

Feats (15pp):
Attack Focus 4 (Melee)
Dodge Focus 4
Improved Grapple
Improved Grab
Improved Pin
Chokehold
Power Attack
All-out Attack
Teamwork
Sneak Attack
Takedown Attack

Powers & Devices (86pp)

Garrote Puppet Power Suite (86pp)
Leaping 3
Super Movement 2 (Wall-Crawling 2)
Immunity 30 (Fortitude Saves)
Protection 9 (6 Impervious)
Strike +2 (Mighty, Split Attack, Improved Critical) - Arm Razors
Snare +9 (Engulf) Linked: Suffocate 9 (Requires Grapple)
Super Senses 2 (Darkvision 2)

Description
The Garrote is a strong puppet, humanoid but bloated, made from black steel. It’s arms are covered in Razor-sharp threads and its belly is fully of fibers to hold the enemies it traps within.

#
Name (s): Dragon-Bone Bird Puppet (Heroic Minion)
Power level: 9 (150pp) Cluster: 0 Developments in 0 Domains
Concept/Role In Universe: The mighty prize of Cosir Ko Fae’s puppet collection
Trade Off's: -1 defense, +1 toughness, -1 attack, +1 damage

Abilities (0pp):
Strength 14/28 (+9)
Dexterity 12 (+1)
Constitution -
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)

Saves (9pp):
Toughness + 10 (+6 Impervious, +4 Size)
Fortitude + 0 (Immune)
Reflex + 5
Willpower + 7

Combat (22pp):
Base Attack + 8 [+6 Size]
Base Defense + 8/+2 (Flatfooted) [+6/+0 Size]

Skills (4pp):
Intimidate 4/+4
Notice 8/+10
Acrobatics 4/+5

Feats (12pp):
Dodge Focus 5
Power Attack
Move-By-Action
Takedown Attack
Fearsome Presence 4

Powers & Devices (107pp)

Bird Puppet Power Suite (82pp)
Immunity 30 (Fortitude Saves)
Protection 6 (Impervious)
Flight 3
Growth 8 (Permanent, Continuous, Innate)
Additional Limbs 1 (1 Tail)
Super Strength 4
Super Senses 1 (Extended Vision 1)

Dragon Bone Weapons Power Suite (25pp)
Strike +1 (Mighty, Improved Critical, Elongation 4 (Limited to Tail Only))
Strike +9 (Area: Line, Incurable) - Acidic Breath

-AP: Blast +6 (Autofire, Split Attack) - Shuriken Ports

DRAWBACKS
No Hands (4pp)

Description
The Dragon-Bone Bird is a massive puppet, armored with red and white scales of metal. It's jaws are massive and along its shoulders holes can open to release waves of shurikens.
#
Name (s): Agerel Wood-Weird (Minion)
Power level: 7 (105pp) Cluster: 0 Developments in 0 Domains
Concept/Role In Universe: The deadly guardians of the Agerel Forest
Trade Off's: None

Abilities (22pp):
Strength 18 (+4)
Dexterity 18 (+4)
Constitution 18 (+4)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 8 (-1)

Saves (9pp):
Toughness + 7
Fortitude + 7
Reflex + 7
Willpower + 4

Combat (20pp):
Base Attack + 7
Base Defense + 7/+2 (Flatfooted)

Skills (6pp):
Stealth 8/+12
Notice 8/+9
Climb 4/+8
Acrobatics 4/+8

Feats (6pp):
Dodge Focus 4
Teamwork
Improved Disarm

Powers & Devices (32pp)

Wood-Weird Power Suite (32pp)
Protection 3
Strike +3 (Mighty) - Wood Lance
Elongation 5 - Limbs
Additional Limbs 4 (2 Additional Arms, 2 additional legs, 1 prehensile head)
Super Movement 2 (Permeating 2, Not through lead)
Immunity 6 (Suffocation, Cold Temperatures)
Super Senses 2 (Dark Vision 2)
Leaping 3
Speed 1

Personality Notes

Wood-Weirds are loyal and simple retainers, showing their skill in battle as a way to please their queen, but also cooperating with each other to fight intelligently.

Description
Wood-Weirds are bizarre creatures, appearing as if two humans were fused together after being carved from wood. In addition, their arms and legs can stretch and twist, growing with each additional application of energy.
#
Name (s): Hellion Wind-Weird (Heroic Minion)
Power level: 9 (135pp) Cluster: 0 Developments in 0 Domains
Concept/Role In Universe: The belligerent sky-beast of the Agerel Forest
Trade Off's: None

Abilities (34pp):
Strength 20 (+5)
Dexterity 20 (+5)
Constitution 20 (+5)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 12 (+1)

Saves (12pp):
Toughness + 9/+5 (Flatfooted)
Fortitude + 8
Reflex + 9
Willpower + 5

Combat (28pp):
Base Attack + 9
Base Defense + 9/+3 (Flatfooted)

Skills (8pp):
Notice 8/+9
Bluff 8/+9
Acrobatics 8/+13
Survival 8/+9

Feats (6pp):
Power Attack
Defensive Attack
Distract (Bluff)
Redirect
Accurate Attack
Move-by-Action

Powers & Devices (47pp)

Hellion Wind-Weird Power Suite (47pp)
Flight 6 (Subtle 1)
Strike +4 (Mighty, Split Attack, Improved Critical) - Wind Blades

-AP: Trip +7 (Area: Line, Flaw: Distracting)
Insubstantial 4 (Not through lead)
Immunity 6 (Suffocation, Cold Temperatures)


Personality Notes
The Hellion is a trickster, vicious but charming. He is an old being, but doesn’t show it in his manners, often seeming childish and occasionally even whiny in his simpleness.

Description
The Hellion looks like a bald human with skin white as snow, and stands about 5 and half feet tall. His hands are sharpened with an edge of wind, but otherwise he appears inconspicuous except for the loin-cloth being his only garb even on the tundra.
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dwellerofthedeep
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Re: dweller's Depths - Puppet Mage (Torus Setting)

Postby Arthur Eld » Mon Apr 12, 2010 4:00 pm

Doesn't Heroic double the cost of Minions, and thus shouldn't the cost for Fae's Devices be higher?
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