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Baixiwei's Builds - Mister Miracle (3rd Ed)

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Baixiwei's Builds - Mister Miracle (3rd Ed)

Postby baixiwei » Fri May 16, 2008 8:24 pm

I figured since I was making them, I might as well put them up. I'll limit myself to the ones I'm proud of (or at least not ashamed of). Comments are welcome. OK, well, to be honest, comments are craved.

Entry Level (under PL 10)

Arwyn of Beostun (PL 6 / 90 pp - W&W Arthurian age enchantress)
Geist (PL 7 / 110 pp - cop turned vigilante with occult powers)
The Ghoul (PL 9 / 135 pp - macabre street-level paragon)
James Walker (PL 6 / 90 pp - shapeshifter in colonial America)
Malaak, Angel of Peace (PL 8 / 120 pp - cedar-born guardian of Lebanon)
Michael O'Brien (PL 8 / 120 pp - mystic wanderer in a world of darkness)
Polymath - gadgeteer with two brains (3e PL8 130 pp) Alternate version (2e PL10 150 pp)
Schlock Mercenary (PL 6 / 90 pp - alien mercenary from the eponymous webcomic)
Sinnerman (PL 7 / 120 pp - blues-themed mobile brick)
Stanley Angell (3e / PL7 / 105 pp) psychic detective
Visionary (PL 8 / 120 pp - precognitive gadgeteer)

Middle Management (PL 10-11 characters)

Chrysalis (PL 10 / 150 pp - sleeping beauty / energy controller)
Dancer (PL 10 / 150 pp - acrobatic kung-fu babe)
Enigma (PL 10 / 150 pp - stage magician turned superhero)
Fade (PL 10 / 150 pp - remnant from an alternate reality)
Glissando (PL 10 / 150 pp - composer turned sound-controlling speedster)
Gun Girl (PL 10 / 150 pp - female version of Miyamoto Musashi with a gun)
Heavenly Dragon (3e / PL10 / 150 pp - mystical martial artist from ancient China
Legion (PL 10 / 150 pp - peak human / duplicator)
Mach (PL 10 / 150 pp - telekinetic blaster)
Masque (PL 10 / 150 pp - grimmer version of plastic man)
Mirage (PL 10 / 175 pp - teleporter / minor illusionist with mad skillz)
Mister Miracle (3e PL10 150 pp - master of arcane iPhone apps)
Morning Hawk (PL 10 / 150 pp - Christian-themed paragon
The Olympian (PL 10 / 150 pp - versatile paragon / Captain Marvel knock-off)
Phantasm (PL 10 / 150 pp - psychic espionage specialist)
Shift (PL 10 / 150 pp - teleporting battlesuit)
Templar (PL 10 / 150 pp - religious-themed battlesuit)
Wanderer (PL 10 / 180 pp - French version of young Doctor Strange
White Crane 2e (PL 10 / 150 pp - female Chinese battlesuit)
White Crane 3e (PL 11 / 180 pp)
Wrath (PL 10 / 150 pp - fire controller)

Senior Executives (over PL 11)

Ascendant (3e PL 11 180 pp) - Zen psychic
The Archetype (PL 16 / 240 pp - Lord of the Collective Unconscious)
Sun Wukong (PL 15 / 330 pp - the Monkey King from the Chinese novel Journey to the West)
The Demon Azazel (PL 12 / 230 pp - as seen in the movie Fallen)
Paradox (PL 15 / 284 pp - precognitive obsessed with avoiding death)

Original / Revised Archetypes

Beast Master (a PL 8 template for W&W)
Divine Wizard (a PL 8 template for W&W)
Costumed Adventurer: Monster Hunter

Five Mystics

A group of PL 8 magic-based characters that I envision composing a team in a mystic-type campaign. Which will probably never happen. The goal here was to create a group of characters who were all distinctively magic based, unlike those vanilla mystics whose powers are virtually indistinguishable from those of non-magical heroes (Magic 10: Blast 10, Snare 10, Dazzle 10, blah blah blah), and at the same time were distinct from each other, each one embodying an entirely different style of magic with correspondingly different effects.

Jean-Paul Devereaux: the social magician
Erin Feytouched: adept of concealment, glamor, and deception
Chen Ling, the Monk: master of esoteric disciplines of mind and body
Takacs Magdalena, the Seer: all-seeing, all-knowing, mistress of gypsy charms
Emmanuel Agyeman, the Saint: holy mage whose purity and faith is his weapon against evil
Last edited by baixiwei on Tue Sep 25, 2012 9:05 pm, edited 50 times in total.
Baixiwei's Character Builds and Conversions

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Postby baixiwei » Fri May 16, 2008 9:20 pm

Phantasm
Real Name: Classified Beyond Top Secret
PL 10, 150 pp


Image

Code Name: Phantasm. It's the only personal detail he remembers from the grueling program of training he underwent, to turn his mind into the ultimate tool for spying and covert warfare.

His memories of the escape are all a blur. He remembers panic, frying the mind of some poor security grunt who took a shot at him as he went over the fence ... then the crisp, cold air of a winter night, running barefoot through the snow, his lungs burning ... then waking up in a cheap hotel, wearing someone else's clothes, dried blood crusted on his head and on the bed ...

Who was training him, and for what purpose? Did he have a life, before? What is his real name? He cannot answer any of these questions. But he knows one thing: he's never going back.


ABILITIES: Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 10

COMBAT: Attack 0, Damage 0 unarmed, Defense 4 / 2 flatfooted, Initiative 0, Grapple 0, Knockback 0

SAVES: Toughness (0), Fortitude 5(5), Reflex 5(5), Will 11(15)

SKILLS: Bluff 4 (4), Concentration 8 (12), Notice 8 (12), Search 8 (10), Sense Motive 6 (10), Languages 2 (Base: English; Others: Russian, Chinese)

FEATS: Eidetic Memory, Skill Mastery (concentration, notice, search, sense motive)

"POWERS:

Astral Form 7 (selective)
AP: ESP 9 (all senses)
AP: Concealment 10 (total, all senses)

All of Phantasm's mental powers are usable at perception range. Combined with ESP or Astral Form, this allows him to spy or strike with near impunity. Concealment is for those rare situations when he needs to be on site.

Super-Senses 13 (Vision counters illusion and concealment; acute Spatial Awareness; accurate Mental Awareness)
AP: Mind Reading 10 (subtle 2)

As a psychic spy, Phantasm needs to have unhindered senses at all times. He is virtually impossible to hide from: his vision (including via ESP) can ignore illusion and invisibility; he can identify and target enemies despite visual obscure effects due to his acute Spatial awareness; accurate Mental Awareness allows him to target any other psychics spying on him. Mind Reading is treated as a kind of sense and is thus arrayed off his Super-Senses.

Illusion 10 (all senses, phantasms [-1], selective attack [+1], area progression 3)
AP: Mental Transform 10 (memories; perception range [+1], continuous duration [+1], subtle 2, incurable)
AP: Mind Control 10 (conscious [+1], effortless [+1], mental link, subtle 2)
AP: Mental Blast 10 (sedation, incurable)

Note that Mental Transform is Lasting and thus remains in effect even if he switches his array setting. "

COMPLICATIONS:

The government wants him back!

THE MATH: Abilities 12 + Combat 8 + Saving Throws 21 + Skills 9 + Feats 2 + Powers 98 = 150
Last edited by baixiwei on Tue Jun 24, 2008 3:11 am, edited 4 times in total.
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Postby baixiwei » Fri May 16, 2008 10:38 pm

Here is my character from "Heaven Shall Remember". (Exactly the same as the version posted under that name in the Roll Call.)

THE ARCHETYPE
Real Name Unknown
PL 16, 240 pp


A mysterious figure of whom the common man has never heard, and of whom even mages and mystics speak only in hushed whispers. Some say he witnessed the dawn of human consciousness, whispering into the ears of the first storytellers huddled around their meager fires - but the unblinking eyes watching them from the surrounding darkness were his eyes, as well. Some say he is an ordinary mortal of the modern age, who by intense meditation broke through the barrier to the realm of the collective unconscious where myths and legends live.

What is known is that he makes his home in the Immateria, from which spring alike the ravings of the mad and the dreaming of the sane. Gods and devils are his confidants, and he draws his power from that dark wellspring at the depths of every human heart. All the dreams and nightmares of mankind are his, and speak through him. In a very real way, he is the soul of mankind. And that soul will not go down without a fight.


Attributes - 8 pp
Str 10, Dex 10, Con 10, Int 10, Wis 18, Cha 10

Skills - 6 pp
Concentration 8(12), Sense Motive 8(12), Notice 8(12)

Feats - 10 pp
Dodge Focus 4, Attack Focus (Ranged) 4, Luck 2, Fearless

Powers - 175 pp

Archetype Form (Container for 158 pp)
AP: Trickster God Form (1 pp)
AP: Sky God Form (1 pp)
AP: Earth Mother Form (1 pp)
AP: Dragon of Darkness Form (1 pp)
AP: Shapeshift 22, limited to Mythic Figures @ 7/rank (1 pp)

Immateria Travel (Container for 10 pp)
AP: Dream Travel 10 (1 pp)
AP: Flight 5 (1 pp)

Immateria Travel includes the powers of Dimensional Movement to and from the Immateria (2 pp) and the power of Teleportation 8, Limited to within the Immateria [Flaw -1] (8 pp)

Combat (16 pp)
Attack 4 / 8 (ranged), Damage 0, Defense 4 (8 with dodge, 2 flat-footed), Initiative 0, Knockback 0

Saving Throws (24 pp)
Toughness 0, Fortitude 6, Reflex 6, Will 12(16)

Archetype Form Powers, 158 pp

I am the archetype of your dreams and the pattern of your nightmares. I am the paper on which all stories are written and the stage on which all dramas are played.

Insubstantial 4 (20 pp)
Concealment - total, all senses (20 pp)
Immunity - aging, life support (10 pp)
Emotion Control 16 - burst area (48 pp)
Summon Minion 10 - horde, fanatical, limited range +1 [mythic hosts - e.g. the Monkey King's monkeys, the warriors of Valhalla, the Heavenly Host of angels], progression 10 (60 pp)

Combat and saves are the same as in the base build

Trickster God Form Powers, 158 pp

I am Anansi the Spider, Hermes the clever, Loki the trickster, Sun Wukong who fell from heaven. I am the spark of wit, invention, deception and malice.

Enhanced Intelligence 6, Charisma 8, Dexterity 6 (20 pp)
Diminished Wisdom -8 (-8 pp) [hope this is allowable - it goes with the concept!]
Enhanced Feats: Evasion, Distract, Taunt, Jack of All Trades, Ultimate Effort: Bluff, Uncanny Dodge, Dodge Focus 12 (18 pp)
Enhanced Skill: Bluff 20 (24 with Cha bonus) (5 pp)
Protection 12 (12 pp)
Enhanced Save: Reflex 8 (8 pp)
Concealment - total, visual and auditory (12 pp)
Illusion 16 - all senses, sustained, area progression 8 (88 pp)
AP: Confuse 16 - burst area, selective attack, progression 10 (1 pp)
AP: Transform 13 - anything into anything, weight progression 10 (1 pp)
AP: Variable Power 11 @ 8 per rank (1 pp)

In Trickster God Form, the Archetype's combat and saves are:
Attack 4 / 8 (ranged), Damage 0, Defense 4 (20 with dodge, 2 flat-footed), Initiative 3, Knockback -6
Toughness 12, Fortitude 6, Reflex 17, Will 12

Sky God Form Powers, 158 pp

I am Zeus of the Thunder and Ra of the Sun. I am the light that chases away the darkness and the power of the eternal sky.

Thunderbolt: Blast 18 (electric, autofire 2, accurate 3, improved critical 4, penetrating 2) (81 pp)
AP: Celestial Radiance: Damage 16 (divine and heat, touch range burst area = 32 pp) linked to Visual Dazzle (divine light, touch range burst area = 48 pp) (1 pp)

Immunity to Weather Effects (10 pp) change to Immunity to Electrical Damage (5 pp) = -5 pp
Enhanced Strength 14 change to Enhanced Strength 13 = -1 pp
Protection 6 change to Protection 12 = +6 pp

Immunity to Electrical Damage (5 pp)
Flight +4, total=9 (8 pp)
Enhanced feats: Power Attack, Accurate Attack, All-out Attack (3 pp)
Enhanced strength 13 (13 pp)
Enhanced constitution 16 (16 pp)
Shield 4 (4 pp)
Impervious Protection 12 (24 pp)
Impervious Toughness 3 (3 pp)

In Sky God Form, the Archetype's combat and saves are:
Attack 4 / 8 (ranged) / 14 (thunderbolt), Damage 6 (melee) / 18 (thunderbolt) / 16 (celestial radiance), Defense 4 (12 with dodge and shield, 2 flat-footed), Initiative 0, Knockback -10
Toughness 20 (15 impervious), Fortitude 14, Reflex 6, Will 16

Earth Mother Form Powers, 158 pp

I am Gaia, I am the Goddess, I am the pregnant darkness of the womb. I am birth and growth and the dream of life.

Healing 16 - perception range, stabilize, persistent, regrowth (67 pp)
AP: Healing 16 - touch range, restoration, resurrection, stabilize, persistent, regrowth (1 pp)
AP: Plant Control 16, selective attack, area progression 10 (1 pp)
AP: Animal Control 16, burst area, communication link, area progression 10 (1 pp)
AP: Plant Growth 18, burst area, area progression 10 (1 pp)
AP: Emotion Control 16 - limited to love, burst area, selective attack, area progression 10 (1 pp)

Eternal Vitality (80 pp)
Enhanced Constitution 28
Protection 7
Regeneration 44 (total regeneration including ability damage)
Enhanced Feat: Diehard (1 pp)

Enhanced Defense 3 (6 pp)

In Earth Mother Form, the Archetype's combat and saves are:
Attack 4 / 8 (ranged), Damage 0, Defense 7 (11 with dodge, 3 flat-footed), Initiative 0, Knockback -10
Toughness 21, Fortitude 20, Reflex 6, Will 16

Shadow Dragon Form Powers, 158 pp

I am Tiamat, the dragon of chaos. I am the writhing shadow at the beginning and end of time, the darkness that waits in the forests and between the stars, the swallower of light, the devourer of worlds.

Growth 16, continuous, permanent (48 pp)
Growth effects: +32 str (total = 42), +16 con (total = 26), colossal size
Size effects: -8 attack & defense, +16 grapple, +8 intimidation

Enhanced Feats: Power Attack, Accurate Attack, Move-by Action, Improved Grab, Startle (5 pp)
Enhanced Skill: Intimidate 16 (21 with size bonus due to PL cap) (4 pp)

Fear Aura - Enhanced Feat: Fearsome Presence 21 (21 pp)
AP: Darkness Aura - Visual Obscure 10 (1 pp)
Super-Vision: Counters Darkness, Counters Concealment (4 pp)

Attack focus (melee) 16 (16 pp)
Claws (strike 4, mighty) (5 pp)
Death Touch 20 linked to Claws (20 pp)

Impervious Protection 13 (26 pp)
Impervious Toughness 3 (3 pp)
Immunity: Suffocation, Poison (4 pp)
Regeneration (Bruised) - no action (3 pp)

Drawbacks: Flight Power Loss if wings are immobilized, uncommon, minor (-1 pp)

In Shadow Dragon Form, the Archetype's combat and saves are:
Attack -4 / 0 (ranged) / 12 (melee), Damage 20 (melee), Defense -4 (0 with dodge, -6 flat-footed), Initiative 0, Knockback -10, Grapple +44
Toughness 21, Fortitude 14, Reflex 6, Will 16
Last edited by baixiwei on Thu Jun 12, 2008 4:43 pm, edited 2 times in total.
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Postby Dreaming Psion » Sat May 17, 2008 11:36 am

I looked over the first two characters, and they seem pretty neat and seem to be mechanically sound. You might do a little bit to develop their personalities a bit more beyond the archetypes they represent. Jason's complications seem interesting, you might put a bit more about them in his background, also, what motivates him to identify with his Greek ancestorland over the U.S.?

Phantasm, if he is a PC, would be difficult to gm for, I would guess, because he has a bit of the "Bathroom Psychic" phemonena going on, in that he can sit anywhere and just blast the bad guys from the comfort of home.
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Postby baixiwei » Sun May 18, 2008 8:46 pm

Dreaming Psion wrote:I looked over the first two characters, and they seem pretty neat and seem to be mechanically sound. You might do a little bit to develop their personalities a bit more beyond the archetypes they represent. Jason's complications seem interesting, you might put a bit more about them in his background, also, what motivates him to identify with his Greek ancestorland over the U.S.?

Phantasm, if he is a PC, would be difficult to gm for, I would guess, because he has a bit of the "Bathroom Psychic" phemonena going on, in that he can sit anywhere and just blast the bad guys from the comfort of home.


Thanks for your comments! Yeah, you're right about the lack of personality, I tend to think about characters more in terms of *what* they can do than *why*. It's something I need to work on.

Re. Phantasm, yeah, I can see that. Maybe better as a supporting character or villain (although he's still vulnerable to other psychics & sensory powers, and can't do anything against constructs).

[edit: the previous post refers to Phantasm and the Olympian, the latter of whom is now on page 2.]
Last edited by baixiwei on Tue Jun 10, 2008 10:35 pm, edited 1 time in total.
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Postby baixiwei » Mon May 19, 2008 10:13 am

Here is my character for "War for Independence 1776", a PL 6 campaign set in America during the Revolutionary War.

James Walker
PL 6, 90 pp


Image

James' father was a mountain man, who lived by trapping and sale of beaver furs in the Rockies. His mother (an Indian) died when James was 13, leaving father and son to their lonely existence in the frontier wilderness. James was raised in the rough, independent style of frontier life, and learned the skills of his father's trade.

But one day, something happened to change James' life. Walking through the forest, he came upon a great grizzly bear that had wedged its leg between sharp rocks and become stuck. As James approached, the bear spoke to him: "Help me, and I'll make it worth your while." It was like a fairy tale, and indeed James thought he was dreaming, so he did what anyone in a dream would have done: he freed the bear. Towering over James, the beast lowered one great paw to its injured leg and dipped it in the blood pooling there, then held it out to James. "Taste," it said, and so James did. Then it shambled away, dragging its leg behind it. And if it seemed to diminish as it vanished in the forest - if its fur seemed to be shedding off it with unusual speed, and its four-legged lope seemed to be changing to a two-legged stride - James paid it no mind, for it was a dream. But two nights later, James found himself lying naked beside the creek in the woods, bear tracks in the mud all around him, and none of his own. He heard the words of the birdsong in the trees, and understood the whispering of every tiny animal in the brush. And he knew it had been more than a dream.

Not long after, James' father died of a sudden illness. James mourned as was proper, but not too long, for his father had been a harsh man and they had not been close. He longed to see more of the world than beavers, a few Indians, and the rather pitiful excitement of the occasional trading post visit. And he could hardly be a trapper any longer, when he could understand the pleas for mercy of every animal he caught! So James began to make his meandering way slowly east. As he travelled, he mastered the strange gift the bear had given him - the power to take the form, not only of a bear, but of any animal, or even of other humans. This latter talent allowed him to slough off his rough mountain man exterior and fit in easily with townsfolk.

With his experience of Indians and mastery of their languages (he'd learned Algonquian growing up with his mother, and even spent some time living among them, having changed his appearance suitably), and also his disarming and friendly (if quiet and introverted) personality, he made a good impression on everyone he met, and soon became valued as a facilitator of relations between Indians and settlers (note: a role historically often played by mountain men). That role suited him just fine, for it made him feel important and let him continue to live as he pleased.

James always kept his abilities secret, for he knew that ostracism was the very least he could expect if they became known. But despite his care, questions and rumors grew up anywhere he stayed. Who was this strange youth, usually so friendly, but given to sullen brooding when in his cups? What was he doing when he vanished into the forest at night and did not return until the morning? Many there were who would welcome him to negotiate a disagreement, true: but few there were who would welcome him to share a fire, and none indeed who would welcome him to share a bed. And so, lonely and in the grip of wanderlust, he stayed nowhere long.

Then one day, he heard that there would be war with the British. On the very day he heard it, James packed what little he owned and set off to enlist. A grown man like yourself, he said, should have some sense of responsibility. What use was freedom if bold, free men like himself would not fight for it? And what kind of country would those preening city folk from the coast build, without some good honest men among them? But truth be told, it was as much to flee loneliness and find adventure - perhaps even that most elusive adventure, love - that James headed off to enlist.

He was sure that someone with his unique talents could be useful in the war. He was right indeed, as he found out soon enough ...


Abilities - 12 pp

Str 12
Dex 10
Con 12
Int 10
Wis 14
Cha 14

Skills - 12 pp - 48 ranks

Survival 8(10)
Diplomacy 7(9)
Bluff 6(8)
Sense Motive 6(8)
Notice 6(8)
Climb 4(5)
Swim 4(5)
Ride 4(4)
Languages (Algonquian, Iroquois, Sign Language) 3

Feats - 4 pp

Track, Dodge Focus 3

Combat - 12 pp

Attack 4, Damage 1 (melee), Defense 2 (5 with dodge, 1 flat-footed), Initiative 0, Grapple 6, Knockback 0

Saving Throws - 11 pp

Toughness 1, Fortitude 4(5), Reflex 4(4), Will 3(5)

Powers - 42 pp

Comprehend 2 (speak and understand animals) - 4 pp

Shapeshift Array - 35 pp + 3 pp for APs = 38 pp

Base Power: Bear Form (Alternate Form 7, see below)
AP: Werewolf Form (Alternate Form 7, see below)
AP: Shapeshift 5 [limited to animals -1]
AP: Morph 17 [limited: humanoid forms only -1]

Bear Form (32 pp) - 35 pp

Enhanced strength 6 - 6 pp
Enhanced constitution 2 - 2 pp
Protection 4 - 4 pp
Super-Senses 2 (low-light vision, acute sense of smell) - 2 pp

Enhanced feat: fearsome presence 6, attack focus (melee), stunning attack - 8 pp
Enhanced skill: Intimidate 4(8) - 1 pp
Growth 4 (continuous, permanent) - 12 pp
(Growth effects: -1 atk/def, +4 grapple, +2 intimidate, +8 str, +4 con)

Attack 4 (inc. -1 for size), Damage 8, Defense 4 with dodge (inc. -1 for size), Grapple 16
Toughness 8, Fortitude 8, Reflex 4, Will 5

Were-Wolf Form - 35 pp

Enhanced strength 4 - 4 pp
Enhanced constitution 4 - 4 pp
Protection 3 - 3 pp
Super-Senses 2 (low-light vision, acute sense of smell) - 2 pp

Enhanced feats: dodge focus, attack specialization (strike) - 2 pp
Regeneration 8 (bruised / injured standard action, disabled 5 hours) - 8 pp
Speed 2 - 2 pp
Strike 3 (mighty) - 4 pp
Summon Wolves 2, [progression 2 - 5 wolves] - 6 pp
(Core Wolves @ 20 pp + Mighty Strike 3, Improved Crit (Strike), Attack +2, Teamwork @ 10 pp)

Attack 4 / 6 with strike, Damage 6 with strike, Defense 6 with dodge, Grapple 9
Toughness 6, Fortitude 7, Reflex 4, Will 5

Drawbacks -3 pp

Illiterate (-1)
Vulnerable to silver - uncommon, moderate (-2)

Complications

Loneliness, desire to get hitched

Ally: William Gale, prominent citizen of one of the small towns James passed through while wandering eastward, before setting off to enlist. James negotiated the peaceful resolution of a potentially violent disagreement with a group of Indians which had threatened William's son-in-law (and, incidentally, his business venture).

Enemy: Malcolm Jackson, a self-styled witch hunter who became suspicious of James after one of his lengthier stays in one town, and has been following him for some time in hopes of catching him in the act, or at least finding a sympathetic ear to his accusations. James is a hard man to follow, though, and gave Malcolm the slip several months ago ... or so he thinks.
Last edited by baixiwei on Tue Jun 17, 2008 11:07 am, edited 2 times in total.
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Schlock!

Postby baixiwei » Wed May 21, 2008 11:06 pm

A character built for Men in Black: Police of Earth, a PL 6 campaign.

Imitation is the sincerest form of flattery, so I don't need to apologize to Howard Tayler for submitting ...

Schlock
PL 6, 90 pp


Background

A walking pile of cr*p? No: a carbosilicate amorph. Do you know more now or not?

Stranded on Earth when his mercenary company's ship had to hot-foot it out of here fast after a mission gone sour, Schlock quickly found a job with the US government doing what he loves best: blasting stuff with his plasma cannon. As a carbosilicate amorph, one of the universe's most durable species originally genetically engineered as a slave race, Schlock has a number of assets making him invaluable for bodyguarding, extraction, black ops, and the like:

* Most weapons don't do much to a pile of cr*p! His body is completely undifferentiated, except for his eyeballs. Cutting parts off of him just makes him angry. And his amorphous form allows him to flow through most apertures.

* Anything is food to Schlock, and given the undifferentiated body structure, he can regenerate from almost total destruction if even a drop of him remains ... it just eats stuff around it until it regains former size. His entire memory is contained in every part of his body.

* He has the strength of ten men, although he usually doesn't need it, when he has his trusty plasma cannon. The plasma cannon has been known to function as a makeshift jetpack: point it one way and fire, and you go the other way pretty fast.

Of course, Schlock is nothing but a blunt instrument ... but never has a blunt instrument been so mushy! Huh? What? What was I talking about?

Ability Scores - 22 pp

Str 22, Dex 10, Con 22, Int 10, Wis 10, Cha 8

Skills - 4 pp, 16 ranks

Notice 4
Sense Motive 4
Intimidate 7(6)
Language: Galactic Standard

Feats - 5 pp

Fearless
Luck
Accurate Attack
Power Attack
Improved Grab

Powers - 49 pp

Immunity 6 (disease, poison, all suffocation, critical hits) - 6 pp

Insubstantial 1 (liquid form) - 5 pp
AP: Elongation 5 - 1 pp

Protection 6 - 6 pp

Regeneration 17 (bruised / staggered - no action; injured / disabled - 5 minutes; resurrection - 1 day; power feats: diehard, regrowth) - 19 pp

{Schlock must eat stuff to regrow limbs and to resurrect if his body is destroyed, but since anything is food to him, it's not even worth a flaw.}

Plasma Cannon: Device 4 (Easy to Lose) - 12 pp
Plasma Blast (Blast 8) - 16 pp
AP: Wide-angle Plasma Blast (Blast 8, touch range [-1], cone area [+1]) - 1 pp
AP: Jetpack Mode (Flight 4 linked to Blast 4, touch range [-1], trail area [+1]) - 1 pp
AP: Ominous Hummm (Enhanced Feat: Fearsome Presence 6) - 1 pp
Enhanced Skill: Intimidate 4 - 1 pp

Combat - 8 pp

Attack 4, Damage 6 (melee) / 8 (plasma cannon), Defense 0, Initiative 0, Grapple 10, Knockback -6

Saving Throws - 4 pp
Toughness 12 (5 con, 7 protection), Fortitude 0 (+6=6), Reflex 0, Will 4

Drawbacks: -2 pp

Looks like a pile of cr*p!

Complications

Likes blasting things more often than is allowed
Mild addiction to Ovalquik

The Math: Abilities 22 + Skills 4 + Feats 5 + Powers 49 + Combat 8 + Saving Throws 4 - Drawbacks 2 = 90 pp
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Postby baixiwei » Mon May 26, 2008 11:03 am

Polymath
Real name: Matthew Polanczyk
PL 10, 150 pp


Image

Origin

Matthew was a child prodigy who grew up to become a brilliant biochemist. He worked at a major biotech firm, designing a silicon-based, self-replicating artificial neuron which could be used to repair brain damage. It proved difficult to gain approval for human trials, due to concerns about safety. Running out of patience, to prove that the neurons were safe, Matthew injected them into his own brain. They quickly spread through his cranium, creating an entire secondary brain system.

Not only was Matthew's intelligence enhanced to superhuman levels, but he found that he could store huge quantities of information in the secondary brain, uploading them into working memory when needed: he could become an expert in virtually anything at will, à la Keanu "I know kung fu" Reeves. He also gained the ability to interface directly with computers and electronics via a wireless signal. A secondary and unexpected complication of his secondary brain was its development of a fully autonomous personality. Matthew named this personality "Athena", the Greek goddess who grew up inside the head of Zeus. "She" is able to meet Matthew face-to-face in virtual reality when he enters a computer network, and they have a quasi-romantic relationship going.

Soon after this breakthrough, working late at night in his lab, he happened to eavesdrop on a secret discussion. He learned that his company was secretly owned by a shadowy criminal syndicate which had taken an interest in his research. They planned to use it for the instant creation of totally expendable assassins: the artificial neurons could be injected into a healthy brain, then take it over completely, replacing the original personality with one dedicated to the mission. All necessary expertise could be downloaded into the brain in a matter of moments. There would be no more need for extensively-trained undercover agents who spent years building their cover identities: anyone could become agent, after a day's work.

Unwilling to see his research used for such a purpose, Matthew destroyed all physical samples of his research, erased all records from the company networks, and escaped. The agents of his former company and their criminal masters pursued him, of course, and Matthew could not go to the police, for on the surface it was he who had broken the law. Using the expert knowledge of a dozen scientists stored in his secondary brain, he invented various combat devices to protect himself; then with the skills of an expert spy and hacker, he finally found enough dirt on the company to bring down their entire operation, and delivered it anonymously to the police.

But despite having escaped at last from his erstwhile bosses, Matthew could never go back to the biotech industry, and found that he had become accustomed to the life of action he had led, up to now, out of necessity. Thus was born a new costumed hero: Polymath. Polymath takes a particular interest in corporate wrongdoing of any kind: his primary mission is to bring down companies who, believing themselves above the law, use their wealth and influence for evil. He has a special grudge against any weapons manufacturers or other military contractors, even if legal. Despite these specialized interests, he's not averse to everyday superhero work either.


Abilities:
Strength 10, Dexterity 10, Constitution 14, Intelligence 20 (30), Wisdom 12, Charisma 10

Combat:
Attack 5 (8 ranged / 12 multi-blaster), Damage 0, Defense 5 / 8 with dodge / 3 flatfooted, Initiative 10, Grapple 5, Knockback 6

Saving Throws:
Toughness 12, Fortitude 4 (6), Reflex 8 (8), Will 8 (9)

Skills:
Swim 2 (2), Craft: chemical 8 (18), Knowledge: life sciences 8 (18), Knowledge: technology 8 (18), Concentration 8 (9), Notice 6 (7), Sense Motive 4 (5)

Feats:
Eidetic Memory, Improvised Tools, Inventor, Master Plan, Speed of Thought (use Int bonus for Initiative), Attack Focus (ranged) 3, Attack Specialization (multi-blaster) 2, Defensive Attack, Dodge Focus 3, Move-by Action, Power Attack

Powers:

Enhanced Traits 10 (Intelligence)
Quickness 8 (x500, limited: mental [-1])
Immunity 10 (mental effects, limited: half effect [-1])

Variable Competence Resource (VCR): Variable Power 2 (multiple skills of the "mental" descriptor @ 6/rank, move action [+1])

"Mental descriptor:" excludes skills depending primarily on physical conditioning (acrobatics, climb, some perform / profession, ride, swim); limited to 8 ranks for skills with significant physical conditioning elements (drive, escape artist, some perform / profession, pilot, sleight of hand, stealth). For all other skills, can grant up to 15 ranks (the PL limit). The default setting is Notice +5, Sense Motive +7, Diplomacy +12, Bluff +12, Languages 4 (French, German, Chinese, Arabic)

Datalink 4 (PF: cyberspace)
AP: Mind Reading 10 (surface thoughts only [-1])

Personal Field Generator: Device 3 (hard to lose)
Flight 3 (drawback: medium load -1)
Force Field 10

Headset: Device 1 (hard to lose)
Super-Senses 5 (acute radar)

Multi-Blaster: Device 4 (easy to lose)
Blast 8 (PFs: variable descriptor - any electromagnetic, precise shot 1, improved critical 2)

Complications:

Mad scientist complex
Romantic relationship with his own brain
Agents of the syndicate behind his old company may still be after him
The police also may still be after him for stealing the results of his own research

The Math:
Abilities 16 + Skills 11 + Feats 16 + Combat 20 + Saving Throws 20 + Powers 67 = 150
Last edited by baixiwei on Sun Apr 12, 2009 6:25 am, edited 7 times in total.
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Postby baixiwei » Thu May 29, 2008 10:49 pm

Here's my attempt at a dexterity-based combat type. Kind of a tribute to those kung-fu babes we know and love (had Li Sung from Top Ten in particular in mind. The picture is Milla Jovovich from Ultraviolet). Not sure how much variation is possible in such a build, but anyway ...

[Edit: complete rebuild from scratch here, although a lot of it ended up being about the same as the original.]

Dancer
Real Name: Shelley Clements
Concept: Acrobatic Kung-fu Babe
PL 10, 150 pp

Image

Abilities: Strength 14, Dexterity 30, Constitution 14, Intelligence 10, Wisdom 10, Charisma 12

Combat: Attack 8 (12 melee), Damage 2 (8 with combat baton), Defense 9 / 15 with dodge / 5 flatfooted, Initiative 14, Grapple 22, Knockback 2

Saving Throws: Toughness 5, Fortitude 7 (9), Reflex 4 (14), Will 6 (6)

Skills: Climb 5 (7), Swim 3 (5), Acrobatics 13 (23), Escape Artist 4 (14), Sleight of Hand 4 (14), Stealth 8 (18), Search 2 (2), Concentration 4 (4), Notice 6 (6), Sense Motive 4 (4), Bluff 4 (5), Diplomacy 4 (5), Perform: dance 11 (12)

Feats: Attack Focus (melee) 4, Defensive Attack, Defensive Roll 3, Dodge Focus 6, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical (combat baton), Improved Defense 2, Move-by Action, Power Attack, Prone Fighting, Redirect, Set-up, Stunning Attack, Uncanny Dodge (auditory), Luck, Ultimate Effort (acrobatics), Acrobatic Bluff, Attractive, Distract (acrobatics), Fascinate (dance), Canny Fighter (+8 to sense motive, limited to resisting combat interactions), Ultimate Defense (HP to force reroll of successful attack vs. self)

Powers:

Super-Speed 1 (PF: rapid attack)

Body Suit: Device 1 (hard to lose)
Super-Movement 1 (wall-crawling)
Concealment 2 (normal vision, limited: blending [-1])
Enhanced Feat 1 (hide in plain sight)

Combat Baton: Device 2 (easy to lose)
Strike 6 (PFs: mighty, extended reach)
Enhanced Feat 1 (quick draw, i.e. instant collapse / extension)
Leaping 1 (via pole vault)

The Math: Abilities 30 + Skills 18 + Feats 36 + Combat 34 + Saving Throws 17 + Powers 15 = 150

OOC wrote:Here's the original post for reference.

Dancer
Real Name: Shelley Clements
PL 10, 150 pp


Image

ABILITIES: Str 14, Dex 18(36), Con 14, Int 10, Wis 10, Cha 10

COMBAT: Attack 8 / 12 baton, Damage 2 unarmed / 8 baton, Defense 15 / 2 flatfooted, Initiative 17, Grapple 21, Knockback -2

SAVES: Toughness (5), Fortitude 7(9), Reflex 2(15), Will 10(10)

SKILLS: Acrobatics 15(28), Bluff 6(6), Drive 1(14), Escape Artist 1(14), Notice 6(6), Perform (dance) 12(12), Sense Motive 6(6), Stealth 1(14)

FEATS: Accurate Attack, All-out Attack, Attack Specialization (baton) 2, Defensive Attack, Defensive Roll 3, Dodge Focus 10, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical (baton) 2, Improved Defense 2, Improved Throw, Improved Trip, Move-by Action, Power Attack, Prone Fighting, Redirect, Stunning Attack, Uncanny Dodge (visual) 1, Luck 1, Ultimate Effort (acrobatics), Equipment 3, Acrobatic Bluff, Attractive 1, Distract (acrobatics), Fascinate (dance)

Equipment: Motorcycle (9 ep), Smoke grenades (4 ep), Night vision goggles (1 ep), Rebreather (1 ep)

POWERS:

Enhanced dexterity 18

Super-speed 1 (rapid attack)

Leaping 1

Device 1 (costume, hard to lose)
- Blending 1 (normal vision)
- Super-Movement 1 (wall-crawling)
- Immunity 1 (heat environment)

Device 2 (combat baton, easy to lose)
- Strike 6 (bludgeoning, mighty, extended reach, thrown)
- Enhanced Feat 1 (quick draw - instant deploy / retract)

THE MATH: Abilities 16 + Combat 26 + Saving Throws 19 + Skills 12 + Feats 43 + Powers 34 = 150
Last edited by baixiwei on Fri Feb 20, 2009 9:01 am, edited 13 times in total.
Baixiwei's Character Builds and Conversions

If only you could see what I've seen with your eyes.
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Postby JoshuaDunlow » Thu May 29, 2008 11:55 pm

Nice to see a fresh new face, and some very interesting builds. Keep up the good work.
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Postby baixiwei » Fri May 30, 2008 12:08 am

Thanks a lot for the encouragement! :D
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Enigma

Postby baixiwei » Tue Jun 10, 2008 4:54 pm

My attempt at a somewhat stereotypical stage-magician turned magic-based superhero, in the tradition of Zatanna. The build is pretty normal, but some of the spells are (I hope) interesting.

I'll get around to a backstory one of these days. The general concept is a guy who was a successful stage magician with latent magical talents. He is not educated at all in magic - hence, no knowledge (arcane), ritualist, artificer, etc. - and all of his spells represent stage magic tricks which, through his talent, he has perfected to a supernatural level. The cloak is something he found, not made ... that would be part of the yet-to-be completed backstory.

[edit: got rid of some of the combat feats, which didn't really fit the character although they would have been quite useful; put some points into skills; traded escape artist for disguise, as more in keeping with the concept; improved mystic senses a bit; added the Mirror Trick spell; changed mind shield to straight will save.]

Enigma
Real Name: Christopher Mancini
PL 10, 150 pp


Image

ABILITIES: Str 10, Dex 14, Con 10, Int 10, Wis 16, Cha 16

COMBAT: Attack 6 / 10 with Poltergeist and Mirror Trick / 12 with Hat Trick / 14 with Transmutation, Damage 0 unarmed / 10 with Poltergeist, Defense 8 / 3 flatfooted, Initiative 2, Grapple 12, Knockback -3

SAVES: Toughness (6), Fortitude 5(5), Reflex 7(9), Will 9(12)

SKILLS: Bluff 9(12), Concentration 9(12), Diplomacy 6(9), Disguise 6(9), Notice 6(9), Perform (magic) 9(12), Sense Motive 7(10), Sleight of Hand 8(10)

FEATS: Accurate Attack, Attack Focus (ranged) 4, Dodge Focus 2, Power Attack, Luck 1, Distract (bluff), Fascinate (magic)

POWERS:

Super-Senses 9 (Vision Counters Illusion - 2 pp; Acute Spatial Awareness - 5 pp; Acute Magic Awareness - 2 pp)

Magic 16

BP: Hat Trick - Into the Hat (Dimensional Pocket 6; continuous duration [+3], accurate 3, drawback: requires hat [-1])

AP: Hat Trick - Out of the Hat (Summon Minion 5; fanatical [+1], horde [+1], broad type - animals [+2]; mental link, progression 2; drawbacks: requires hat [-1])

AP: Disappearing Act (Teleport 10, accurate [+1], weight progression 2, turnabout; drawback: requires a medium - door, window, mirror, water, obscured or concealed space [-1])

AP: Mirror Trick (Mimic 6 @ 4/rank, accurate 2, extended reach 2, linked to Morph 5 @ 3/rank, flaws: standard action [-2], drawbacks: can only take the form of the Mimic target (-1))

AP: Hypnotism (Illusion 10 - all senses, limited: one subject [-1], phantasms [-1] with area progression 2 linked to Emotion Control, duration: concentration [-1])

AP: Transmutation 6 (accurate 2)

AP: Poltergeist (Move Object 10, extras: damaging [+1], affects insubstantial 2)

Device 4 (magic cloak, hard to lose)
Flight 3
Concealment 6 (total visual and auditory)
AP: Force Field 12
AP: Force Field 12 (impervious [+1], limited: energy [-1])

THE MATH: Abilities 16 + Combat 24 + Saving Throws 21 + Skills 15 + Feats 11 + Powers 63 = 150
Last edited by baixiwei on Tue Jun 24, 2008 9:38 am, edited 6 times in total.
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Postby MorningKnight » Tue Jun 10, 2008 7:57 pm

I like Enigma. Very interesting little build.
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Postby baixiwei » Tue Jun 10, 2008 8:52 pm

Thanks very much!
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Postby Lone Star » Tue Jun 10, 2008 9:07 pm

Nice work so far! I like how much effort you put into each character's story.
"It's alright to be afraid, David, because this part won't be like a comic book. Real life doesn't fit into little boxes that were drawn for it."
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