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JD's 3E: Cosmic Herald Template, Weapon X Template

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Re: JD's 3E: Harry Potter, 1st year; The Black Queen

Postby Arthur Eld » Thu Aug 23, 2012 1:06 pm

HustlerOne wrote:I like your harry potter build since you didn't have to resort to a Variable power. Though I guess the other spells are best left as power stunts. It would be nice to see a Death Eater just to see the three unforgivable curses.

Your black queen is also nice. It's strange that the White Queen (aka Emma Frost) stood out more than the other hellfire members. The Black queen herself had a fairly interesting background and power.


The unforgivable curses are probably just Mind Control (for Imperius), Blast and Weaken Stamina (for Avada Kedavra), and some sort of Affliction and Blast for Cruciatus (it seemed to paralyze people with pain)
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Re: Movie: Harry Potter, 1st year

Postby JoshuaDunlow » Thu Aug 23, 2012 2:39 pm

Here' is my solution to Harry's natural talents. And I only included those spells, a 1st year student would know. And I haven't decided if a Variable power is prudent or not for this build. I cannot console the fact that Magic in harry potter, and magic in M&M don't necessarily mesh well, and requires a certain level of flexibility, that may require the use of the variable power. And a deeper understanding of the magic in the world of harry potter.

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Harry Potter, First year - PL 2

Abilities:
Strength -2, Stamina -2, Agility -1, Dexterity -1, Fighting -2, Intellect 1, Awareness 1, Presence 0

Advantages
Benefit, Wealth (well-off), Luck, Ritualist, Talented: Auror, Talented: Seeker

Skills
Deception 2 (+2), Expertise: Astronomy 1 (+2), Expertise: Herbology 1 (+2), Expertise: Magic 1 (+2), Expertise: Potions 1 (+2), Insight 2 (+3), Perception 3 (+4), Stealth 2 (+4), Vehicles 2 (+1)

Powers
11 year old: Shrinking 3 (-1 Intimidate, +3 Stealth, +1 active defenses; Innate; Permanent)
A mother's love: Immunity 2 (Custom: Imperious Curse 2)
Cloak of Invisibility: Invisibility 2 (Easily Removable, Total concealment from normal vision)
Magic
. . Alohomora: Transform 2 (Affects: 1 Thing > 1 Thing - Locked to Unlocked, Transforms: 3 lbs., DC 12; Affects Objects; Check Required: DC 11 - Arcane)
. . Transfiguration: Transform 1 (Affects: Anything, Transforms: 1.5 lbs., DC 11; Check Required: DC 11 - Arcane)
. . Wingardium Leviosa: Move Object 3 (400 lbs.; Check Required: DC 11 - Arcane)
Nimbus 2000: Flight 3 (Easily Removable, Speed: 16 miles/hour, 250 feet/round; Platform)
Parsel Mouth: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Snakes)
Wizards Wand: Feature 1 (Easily Removable; +2 bonus to Expertise: Magic for defensive spells)

Offense
Initiative -1
Alohomora: Transform 2, -2 (DC Dog 12)
Grab, -2 (DC Spec 8)
Throw, -1 (DC 13)
Transfiguration: Transform 1, -2 (DC Dog 11)
Unarmed, -2 (DC 13)
Wingardium Leviosa: Move Object 3, -1 (DC 13)

Complications
Fame: The boy who lived
Power Loss: Being a beginning wizard, casting spells require words of invocation and a wand.
Prejudice: Muggle Born.
Rivalry: Draco, and pretty much anyone in House Slitherin.

Languages
English

Defense
Dodge 0, Parry -1, Fortitude 0, Toughness -2, Will 4

Power Points
Abilities -12 + Powers 21 + Advantages 5 + Skills 5 (15 ranks) + Defenses 5 = 24

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Magic in the world of Harry Potter

Postby JoshuaDunlow » Thu Aug 23, 2012 3:04 pm

This is what I pulled together from different sources.

Studies by Year:
A first year is a student at Hogwarts School of Witchcraft and Wizardry who is new to Hogwarts and in their first year of magical education. There are usually ten first-years per house (five boys, five girls), leaving a total of forty students per year. First years are typically eleven to twelve years of age. First years arrive at the castle by crossing the lake with the Keeper of the Keys in boats separate from the older students. They are not allowed on their broomsticks unless they are attendingFlying class. First year classes consist of Potions, Herbology, Defence Against the Dark Arts, Transfiguration, History of Magic, Astronomy, Charms, and Flying.

A second year is a student at Hogwarts School of Witchcraft and Wizardry who is in their second year of magical education. Second years are typically twelve to thirteen years of age, unless a student had to repeat the second form. The second year is the first year in which students are allowed, when arriving, to go with the rest of the school in the school carriages pulled by Thestrals up to the castle. Second year classes consist of Potions, Herbology, Defence Against the Dark Arts, Transfiguration, History of Magic, Astronomy and Charms. Unlike first years’, the second-years’ timetable does not include Flying, although they are allowed to bring their own broomsticks.

A third year is a student at Hogwarts School of Witchcraft and Wizardry who is in their third year of magical education. Third years are typically thirteen to fourteen years of age. The third year is an important one for students, as it is the first year that they are permitted to sit elective courses. Third year classes consist of Potions, Herbology, Defence Against the Dark Arts, Transfiguration, History of Magic, Astronomy, Charms, and the two or more electives the student chose the previous year. Third years are permitted to go to Hogsmeade during certain weekends if they have a signed permission form from their parent/guardian.

A fourth year is a student at Hogwarts School of Witchcraft and Wizardry who is in their fourth year of magical education. Fourth years are typically fourteen to fifteen years of age. The fourth form is almost identical in its structure to the third; students sit two or more elective courses in addition to the core classes, and are allowed in Hogsmeade during selected weekends. Fourth year classes consist of Potions, Herbology, Defence Against the Dark Arts, Transfiguration, History of Magic, Astronomy, Charms, and two or more electives. Although, fourth years typically get more work than third years, to prepare for their O.W.L.s.

A fifth year is a student at Hogwarts School of Witchcraft and Wizardry who is in their fifth year of magical education. Fifth years are typically fifteen to sixteen years of age. The fifth year is enormously important for students, due to the fact that it is the year in which they must sit their O.W.L. exams, which will determine what N.E.W.T. courses they will be permitted to take later on in their education. O.W.L.s determine what jobs they can apply for in their future careers. The fifth year is also the year in which students receive career counseling from their Heads of House. It is during this meeting that they will be advised as to what N.E.W.T.-level classes they should take in order to qualify for their desired career. Fifth year classes consist of Potions, Herbology, Defence Against the Dark Arts, Transfiguration, History of Magic, Astronomy, Charms, and two or more electives. Before the beginning of the year, one boy and one girl are selected by the Headmaster from each House to become prefects.

A sixth year is a student who is in his or her sixth year of magical education at Hogwarts School of Witchcraft and Wizardry. Sixth years are typically sixteen to seventeen years of age, although some may be older, if they have had to repeat a year like Marcus Flint did.
The sixth year is the first year in which students sit N.E.W.T.-level classes. Based on their O.W.L. scores, and depending on the minimum requirements of the professor teaching the subject at that time, students are allowed to sit any number of classes as long as they meet said requirements. If the student doesn’t meet those requirements, they cannot attend the N.E.W.T.-level classes, having to repeat the O.W.L.-level classes and the fifth-year exams. While students do have the opportunity to choose whether they wish to continue in particular subjects, those who begin studying N.E.W.T.-level subjects in their sixth year are expected to carry on with the subject into the seventh year, and sit the N.E.W.T. exam in that subject. Sixth year students are initially excited to have more free time, but this extra time is intended to help them study and do homework, as many, if not all, teachers assign more homework and give more difficult lessons in their N.E.W.T.-level classes. Sixth years may also elect to take part in Apparition lessons for a fee of twelve Galleons.

A seventh year is a student at Hogwarts School of Witchcraft and Wizardry who is in their seventh and final year of formal magical education. Seventh years are typically seventeen to eighteen years of age, although some may be older if they have had to repeat a year. The seventh year contains the most important exams given at Hogwarts - the N.E.W.T.s. Students conclude their N.E.W.T.-level studies in the seventh year, at the end of which they sit the N.E.W.T. exam pertaining to each of their subjects. A student in the seventh year would have the same schedule he or she had in the sixth year, and would sit only those classes in which they received O.W.L.s meeting the minimum requirement of the professor for that subject. However, not all students take N.E.W.T.s, as some occupations require only O.W.L.s.
Every year, a male and female seventh year are appointed Head Boy and Head Girl. In most cases the Headmaster selects the Head students from the seventh year prefects. However students that have never been prefects, for example James Potter, can still be selected.

Studies at Hogwarts
Transfiguration
Transfiguration is essentially the art of changing the properties of an object. Transfiguration is a theory-based subject, including topics such as "Switching Spells" (altering only a part of some object, such as giving a human rabbit's ears); Vanishing Spells (causing an object to completely disappear); and Conjuring Spells (creating objects out of thin air). It is possible to change inanimate objects into animate ones and vice versa – Minerva McGonagall, the class's teacher, transfigures her desk into a pig and back in Philosopher's Stone.

Defence Against the Dark Arts
Defence Against the Dark Arts, commonly shortened to D.A.D.A., is the class that teaches students defensive techniques to defend against the Dark Arts, and to be protected from Dark creatures.
The subject has an extraordinarily high turnover of staff members – throughout the series no Defence Against the Dark Arts teacher has retained the post for more than one school year. During the period the story takes place, the class is taught by Quirinus Quirrell (book one), Gilderoy Lockhart (book two), Remus Lupin (book three), Bartemius Crouch Jr impersonating Alastor "Mad-eye" Moody (book four), Dolores Umbridge (book five), Severus Snape (book six), and Amycus Carrow (book seven). Hagrid suggests in Harry Potter and the Chamber of Secrets that "They're startin' ter think the job's jinxed. No one's lasted long for a while now." In Half-Blood Prince, Dumbledore suggests that Voldemort cursed the position because his application for it was rejected. The existence of the jinx was eventually confirmed by Rowling. The position had also been coveted by Snape, but he was denied the position as well. Snape was finally appointed D.A.D.A. professor in Half-Blood Prince. Rowling announced in an interview that once Voldemort had died, the jinx he placed on the office was lifted and a permanent professor had been teaching the subject between the end of Deathly Hallows and the epilogue, set nineteen years afterwards. Furthermore, she imagines that Harry Potter occasionally comes to the class to give lectures on the subject.

Charms
Charms is the class that teaches how to develop incantations for the uses of bewitchment. Rowling has described Charms as a type of magic spell concerned with giving an object new and unexpected properties. Charms classes are described as notoriously noisy and chaotic, as the lessons are largely practical. Many of the exposition sequences in the books are set in Charms classes, which are on the second floor of Hogwarts. The class is taught by Professor Flitwick.

Potions
Potions is described as the art of creating mixtures with magical effects. It requires the correct mixing and stirring of ingredients at the right times and temperatures. As to the question of whether a Muggle could brew a potion, given the correct magical ingredients, Rowling has said, "Potions seems, on the face of it, to be the most Muggle-friendly subject. But there does come a point in which you need to do more than stir."[30] Snape's lessons are depicted as unhappy, oppressing times set in a gloomy dungeon in the basement of the castle, whilst Slughorn's, who replaces Snape as Potions Master, are shown as more cheerful and even fun at times.

Astronomy
Astronomy classes take place in the Astronomy Tower, the tallest tower in Hogwarts, and are taught by Professor Aurora Sinistra. Lessons involve observations of the night skies with telescopes. No astronomy lessons are shown in the books, but they are frequently referenced. Rowling describes one of Harry's Astronomy exams in Harry Potter and the Order of the Phoenix. Also, bits of the Astronomy Tower are seen throughout the film series, such as HP2 and HP3, and featured in The Half-Blood Prince, as the place where Dumbledore died, and seen in The Deathly Hallows. Known student homework activities include learning the names of stars, constellations and planets, and their location, movements, and environments.

History of Magic
History of Magic is the study of magical history. Cuthbert Binns' lessons are depicted as some of the most boring at Hogwarts. They are only lectures, given without pause, about significant events in wizarding history. Topics have included goblin rebellions, giant wars, and the origins of wizarding secrecy. This is the only class at Hogwarts that is taught by a ghost, as the professor never noticed he had died and simply continued teaching as if nothing had changed.

Herbology
Herbology is the study of magical plants and how to take care of, utilise and combat them. There are at least three greenhouses described in the books, holding a variety of magical plants of varying degrees of lethality. Herbology is also the only subject Neville excels in. The epilogue to Deathly Hallows explains that he later replaces Professor Sprout as the Herbology teacher.

Arithmancy
Arithmancy is a branch of magic concerned with the magical properties of numbers. As neither Harry nor Ron take this class, almost nothing is known about it. It is, however, a favourite subject of Hermione. Arithmancy is reportedly difficult, as it requires memorising or working with many charts. The subject is taught by Professor Septima Vector.

Study of Ancient Runes
Study of Ancient Runes, more commonly known as Ancient Runes, is a generally theoretical subject that studies the ancient runic scripts. Because only Hermione studies it, little else is known about this subject. It is taught by Professor Bathsheda Babbling.[31]

Divination
Divination is the art of predicting the future. Various methods are described, including tea leaves, fire omens, crystal balls, palmistry, cartomancy (including the reading of conventional playing cards and the tarot), astrology, and dream interpretations. Divination is described by Professor McGonagall as "one of the most imprecise branches of magic". Supporters of the subject claim that it is an inexact science that requires innate gifts like the "Inner Eye". Those opposed claim that the subject is irrelevant and fraudulent. Harry is first taught Divination by Professor Trelawney, and then later by Firenze after Trelawney is sacked by Dolores Umbridge in Harry's fifth year. In the sixth (and presumably seventh) year, Firenze and Professor Trelawney teach Divination.

Care of Magical Creatures
Care of Magical Creatures is the class which instructs students on how to care for magical beasts. Classes are held outside the castle. In Harry's first two years, the class is taken by Professor Silvanus Kettleburn who then retires "in order to enjoy more time with his remaining limbs". Dumbledore then recruits the gamekeeper Rubeus Hagrid to accept a teaching position along with his gamekeeping duties. Although Hagrid is obviously very experienced and knowledgeable, he doesn't "have a normal person's view of what's dangerous", and so consistently misjudges the risk that the animals he uses in his lessons pose to his students, which sometimes results in chaos. When Hagrid is absent, his lessons are taken over by Professor Grubbly-Plank, a witch and an acquaintance of Dumbledore's.

Muggle Studies
Muggle Studies is a class taught by Charity Burbage which involves the study of the Muggle (non-magical) culture "from a wizarding point of view." The only need for witches and wizards to learn about Muggle ways and means, is to ensure they can blend in with Muggles while needing to do so (for example, at the 1994 Quidditch World Cup). As the class is only mentioned as being taken by Hermione, and for just one year, little is known about its curriculum.
In the opening chapter of the final book, Voldemort murders Professor Charity Burbage because she portrays Muggles in a positive light and is opposed to limiting wizardry to only people of pure-blood origins. For the rest of the academic year covered by Deathly Hallows, the Death Eater Alecto Carrow teaches Muggle Studies. However, her lessons (which are made compulsory) mainly describe Muggles and Muggle-borns as subhuman and worthy of persecution.

Alchemy
Alchemy classes are not mentioned in the Harry Potter series; however, Rowling has used Alchemy as an example of a 'specialised' subject offered when there is sufficient demand. Alchemy is a philosophical tradition searching for the philosopher's stone, which is said to have the power to turn base metals into gold and to contain the elixir of life, which makes or keeps the drinker young and immortal. As mentioned in Harry Potter and the Philosopher's Stone, Nicholas Flamel created a Philosopher's Stone, but it was destroyed at the end of Harry's first year.

Flying
Flying is the class that teaches the use of broomsticks made for the use of flying and is taught only to Hogwarts first years by Rolanda Hooch. The subject is the only one that requires physicality. The only flying lesson depicted in the Harry Potter series is in Harry Potter and the Philosopher's Stone.

Apparition
Apparition is the magical form of teleportation in the Harry Potter series. Apparition is an optional class for those in the sixth and seventh years. The lessons are taught by Wilkie Twycross, a Ministry of Magic Apparition Instructor, in Harry's sixth year at Hogwarts. In the wizarding world, performing Apparition requires a license and may only be legally performed by people over seventeen years of age. The described reason for the restriction is that Apparition is dangerous if done improperly: insufficient concentration may lead to body parts being left behind in an unfortunate side-effect known as splinching; Twycross explains this as happening when a witch or wizard is insufficiently determined. Because of the dangers of Apparition, most witches and wizards don't bother with it; they prefer the slower but safer methods, such as broomsticks.
In Harry Potter and the Deathly Hallows, it is mentioned that Voldemort needed to fly close enough to Hogwarts to Apparate to the grounds, therefore one can assume Apparition requires a certain distance between the witch or wizard Apparating and the desired destination.
Underage witches and wizards can Apparate with a witch or wizard that is licensed in Apparition. This is called Side-Along Apparition and is used by Harry in Half-Blood Prince. Those Apparating can also be steered by another witch or wizard. Both of these require holding on to the other witch or wizard, though Side-Along Apparition requires a firmer grip.
Magical enchantments on Hogwarts castle and grounds prevent Apparition and Disapparition inside the castle; however it is explained in Half-Blood Prince that these protections are temporarily relaxed within the Great Hall for short periods to permit students to practice. Students are warned, though, that they will not be able to Apparate outside of the Great Hall and that it would be unwise to try.
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Re: LOTR: Elrond

Postby JoshuaDunlow » Fri Aug 24, 2012 6:48 pm

Elrond update

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"If I understand aright all that I have heard,' he said 'I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will. This is the hour of the shire-folk, when they arise from their quiet fields to shake the towers and counsels of the Great. "

Elrond - PL 9

Abilities
Strength 2, Stamina 4, Agility 5, Dexterity 7, Fighting 5, Intellect 8/6, Awareness 9, Presence 5

Advantages
Animal Empathy, Attractive, Benefit 3: Lord of Imladris, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Eidetic Memory, Equipment 5, Extraordinary Effort, Improved Critical: Spear, Improved Defense, Improved Initiative, Inspire 1/2 Languages 2, Leadership, Luck 1/2 , Seize Initiative, The Art

Skills
Athletics 5 (+7), Close Combat: Spear 2 (+7), Expertise (AWE): Artistic 8 (+17), Expertise (AWE): Survival 7 (+16), Expertise (PRE): Harp 6 (+11), Expertise (PRE): Oratory 8 (+13), Expertise: Arcane 8 (+16), Expertise: Civics 8 (+16), Perception 8 (+17), Persuasion 10 (+15), Treatment 6 (+14)

Powers
Beleriand Armor: Protection 4 (Removable, +4 Toughness; Impervious [2 extra ranks])
Elven Magic
. . Animal Communication
. . . . Communication: Mental Area Communication 1 (Linked; Area; Limited: Animals)
. . . . Comprehend: Comprehend 2 (Linked; Animals - Speak To, Animals - Understand)
. . Animate Water: Create 7 (Volume: 125 cft., DC 17)
. . Element Control: Shapeable Area Element Control 7 (Element: Water, 3 tons; Shapeable Area: 30 feet, cubic)
. . Elvish healing: Healing 4 (Action: move, Energizing, Restorative, Stabilize)
. . Foresight: Senses 4 (Precognition; Custom: +5 bonus to Precognitive checks)
. . Illusions *: Illusion 7 (Affects: Three Sense Types - Visual & Hearing, Area: 125 cft., DC 17)
. . Mending: Transform 5 (Affects: 1 Thing > 1 Thing - Broken to Unbroken, Transforms: 25 lbs., DC 15; Affects Objects Only)
. . Sway Emotions: Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception)
. . Telepathy *
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 5 (Linked; DC 15)
Sindarin Elf
. . Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep)
. . Elven Senses: Senses 3 (Awareness: Magic (mental), Awareness: Evil Creatures (mental), Extended: Vision 1: x10)
. . Light Footed: Movement 2 (Sure-footed 1, Trackless: Vision 1)
Vilya, Ring of Air (Removable)
. . Boost: Broad Simultaneous Weaken 4 (Affects: Magic, Resisted by: Will, DC 14; Broad: Air Magics, Simultaneous)
. . Second WInd: Immunity 5 (Fatigue Effects; Limited - Half Effect)
. . Thoughtful Inspiration: Enhanced Trait 6 (Traits: Intellect +2 (+8), Advantages: Inspire, Luck)

Equipment
Spear, The last homely House

Offense
Initiative +9
Boost: Broad Simultaneous Weaken 4, +5 (DC Will 14)
Grab, +5 (DC Spec 12)
Mending: Transform 5, +5 (DC Dog 15)
Mind Reading: Mind Reading 5 (DC Will 15)
Spear, +7 (DC 20)
Sway Emotions: Affliction 7 (DC Will 17)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)

Complications
Fame: Elrond is counted among the very wisest of men upon Middle Earth.
Relationship: Elrond bore two twin sons (Elladan and Elrohir); and a daughter (Arwen).

Languages
Adunic, Elvish, Westron

Defense
Dodge 7, Parry 5, Fortitude 7, Toughness 8, Will 11

Power Points
Abilities 86 + Powers 67 + Advantages 28 + Skills 26 (76 ranks) + Defenses 7 = 214
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Re: JD's 3E: Elrond update

Postby Woodclaw » Sat Aug 25, 2012 1:30 am

Nice work on both the HP franchise and your revised Elrond.
"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: JD's 3E: Elrond update

Postby JoshuaDunlow » Sun Aug 26, 2012 7:13 pm

Thanks, though I am not entirely happy with the Boost . And I forgot to Include the Benefits of having Rivendale as a Sanctum. Basically boost, is just the reverse version of Weaken. Applying the same extras, and such.
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Re: JD's 3E: Elrond update

Postby JoshuaDunlow » Sun Aug 26, 2012 7:37 pm

A sanctum, in middle earth, is a connection between a person and a particular space around them. While in their sanctum , their magical abilities are for more potent and reaching. I was trying to find a way of simulating this without using a boost. Perhaps like Extraordinary effort or something. Have a sensitivity to the land around them, etc..
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Re: LOTR: Eowyn

Postby JoshuaDunlow » Mon Aug 27, 2012 2:11 pm

Update!

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"But no living man am I! You look upon a woman. Éowyn I am, Éomund’s daughter. You stand between me and my lord and king. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him."

Eowyn - PL 5
Éowyn is described to be very beautiful; she was tall, slim, pale, and graceful, with long golden hair and grey eyes

Eowyn - PL 5

Strength 1, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 2, Awareness 2, Presence 0

Advantages
Attractive, Benefit, Status 2: Heir to Rohan, Close Attack 2, Defensive Roll, Equipment 3, Horse Empathy, Horse Master, Improved Critical: Sword, Improved Disarm, Languages 1, Minion 2, Taunt

Skills
Athletics 5 (+6), Deception 3 (+3), Expertise (AWE): Survival 4 (+6), Expertise: Civics 4 (+6), Expertise: Nobility 3 (+5), Expertise: Rohan 2 (+4), Insight 2 (+4), Intimidation 4 (+4), Perception 3 (+5), Persuasion 4 (+4)

Equipment
Chain-mail, Medium Wooden Shield, Sword

Offense
Initiative +3
Grab, +5 (DC Spec 11)
Sword, +5 (DC 19)
Throw, +3 (DC 16)
Unarmed, +5 (DC 16)

Languages
Elven, Westron

Defense
Dodge 5, Parry 5, Fortitude 2, Toughness 5/1, Will 4

Power Points
Abilities 30 + Powers 0 + Advantages 17 + Skills 12 (34 ranks) + Defenses 3 = 62
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Re: LOTR: Eomer

Postby JoshuaDunlow » Mon Aug 27, 2012 2:17 pm

Updated

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“Without a word or cry, suddenly, the Riders halted. A thicket of spears were pointed towards the strangers; and some of the horsemen had bows in hand, and their arrows were already fitted to the string. Then one rode forward, a tall man, taller than all the rest; from his helm as a crest a white horsetail flowed. He advanced until the point of his spear was within a foot of Aragorn’s breast. Aragorn did not stir. “
-- The Two Towers, Chapter II, Page 421


Eomer - PL 7

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 3, Presence 2

Advantages
Attractive, Benefit, Status 2: Third Marshal, Close Attack 2, Defensive Roll, Equipment 3, Favored Environment: Horseback, Fearless, Horse Empathy, Horse Master, Improved Critical 2: Spear, Improved Critical 2: Sword, Improved Disarm, Minion 2, Power Attack, Ranged Attack 2, Seize Initiative, Startle, Takedown, Taunt

Skills
Athletics 5 (+7), Deception 3 (+5), Expertise (AWE): Survival 6 (+9), Expertise: Civics 2 (+4), Expertise: Nobility 2 (+4), Expertise: Rohan 5 (+7), Insight 2 (+5), Intimidation 4 (+6), Perception 3 (+6), Persuasion 4 (+6)

Equipment
Chain-mail, Medium Wooden Shield, Spear, Sword

Offense
Initiative +3
Grab, +7 (DC Spec 12)
Spear, +7 (DC 20)
Sword, +7 (DC 20)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Complications
Motivation: Responsibility: Oath to Rohan
Relationship: Sister: Eowyn

Languages
Westron

Defense
Dodge 5, Parry 7, Fortitude 4, Toughness 7/3, Will 5

Power Points
Abilities 46 + Powers 0 + Advantages 27 + Skills 13 (36 ranks) + Defenses 3 = 89
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Re: LOTR: Faramir

Postby JoshuaDunlow » Mon Aug 27, 2012 2:26 pm

Updated Faramir, still gotta do Galadriel, and Glorfindel.

JoshuaDunlow wrote:Image
“But fear no more! I would not take this thing, if it lay by the highway. Not were Minas Tirith falling in ruin and I alone could save her, so, using the weapon of the Dark Lord for her good and my glory. No, I do not wish for such triumphs, Frodo son of Drogo. “ --- Faramir, The Two Towers

Faramir - PL 6

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 4, Fighting 6, Intellect 2, Awareness 4, Presence 3

Advantages
Benefit, Status 2: The Line of Stewards, Blood of Westernesse, Equipment 3, Favored Foe: Orcs, Fearless, Improved Critical: Bow, Improved Critical: Sword, Leadership, Luck

Skills
Athletics 6 (+8), Deception 3 (+6), Expertise (AWE): Survival 4 (+8), Expertise: Civics 4 (+6), Expertise: Gondor 6 (+8), Expertise: History 4 (+6), Expertise: Law 4 (+6), Expertise: Magic 2 (+4), Intimidation 5 (+8), Perception 6 (+10), Persuasion 3 (+6), Ranged Combat: Bow 2 (+6), Stealth 4 (+7)

Equipment
Bow, Leather Armor, Sword

Offense
Initiative +3
Bow, +6 (DC 20)
Grab, +6 (DC Spec 12)
Sword, +6 (DC 20)
Throw, +4 (DC 17)
Unarmed, +6 (DC 17)

Complications
Motivation: Patriotism: Gondor
Relationship: Boromir is his brother, and Faramir is estranged from his father, Denethor.

Languages
Westron

Defense
Dodge 5, Parry 6, Fortitude 4, Toughness 3, Will 5

Power Points
Abilities 52 + Powers 0 + Advantages 12 + Skills 18 (53 ranks) + Defenses 5 = 87
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Re: LOTR: Glorfindel

Postby JoshuaDunlow » Mon Aug 27, 2012 10:04 pm

Glorfindel Updated! NExt is Galadriel.. She's probably gonna come in at PL 10 or 11..

JoshuaDunlow wrote:Image
"Glorfindel was tall and straight; his hair was of shining gold, his face fair and young and fearless and full of joy; his eyes were bright and keen, and his voice like music; on his brow sat wisdom, and in his hand was strength."


Glorfindel - PL 9

Abilities
Strength 3, Stamina 6, Agility 7, Dexterity 7, Fighting 7, Intellect 5, Awareness 5, Presence 3

Advantages
Accurate Attack, All-out Attack, Attractive 2, Benefit, Status 2: Elf Lord, Benefit, Wealth 3 (millionare), Close Attack 2, Connected, Defensive Attack, Improved Critical 2: Bow of the Galadrim: Strength-based Damage 4, Improved Critical 2: Mithril Sword: Strength-based Damage 4, Improved Initiative, Languages 1, Majestic, Power Attack, Ranged Attack 2, Sidekick 14, Takedown, Tracking

Powers
Beleriand Armor: Protection 4 (Removable, +4 Toughness; Impervious [2 extra ranks])
Bow of the Galadrim: Strength-based Damage 4 (Easily Removable, DC 22, Advantages: Improved Critical 2; Increased Range: ranged)
Elven Cloak: Concealment 2 (Easily Removable, Sense - Sight; Blending)
Elven magic (array)
Bane against the Dead (Affects Insubstantial 2: full rank, Secondary Effect)
Nullify: Burst Area Nullify 7 (Counters: Dark Magic, DC 17; Burst Area: 30 feet radius sphere, Broad, Simultaneous)
Ward against the Dead: Perception Area Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Perception Area, Increased Duration: concentration; Limited: Only against the dead)
Mithril Sword: Strength-based Damage 4 (Easily Removable, DC 22, Advantages: Improved Critical 2; Penetrating 6)
Noldor Elf (multiple powers)
Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep; Limited - Half Effect)
Elven Senses: Senses 3 (Awareness: Evil (Mental), Awareness: Magic (Mental), Extended: Vision 1: x10)
Light Footed: Movement 2 (Sure-footed 1, Trackless: Choose Sense 1)

Offense
Initiative +11
Bow of the Galadrim: Strength-based Damage 4, +9 (DC 22)
Grab, +9 (DC Spec 13)
Mithril Sword: Strength-based Damage 4, +9 (DC 22)
Nullify: Burst Area Nullify 7 (DC Will 17)
Throw, +9 (DC 18)
Unarmed, +9 (DC 18)
Ward against the Dead: Perception Area Affliction 7 (DC Will 17)

Languages
Evlish, Westron

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 10, Will 9

Power Points
Abilities 86 + Powers 64 + Advantages 35 + Skills 0 (0 ranks) + Defenses 8 = 193

Asfaloth - PL 9

Strength 4, Stamina 8, Agility 4, Dexterity 0, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Majestic

Skills
Athletics 4 (+8), Perception 4 (+6)

Powers
Maeras
. . Easy to Ride: Feature 1
. . Equine Body: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Understands Elvish: Feature 1

Offense
Initiative +4
Grab, +6 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +6 (DC 19)

Languages
Native Language

Defense
Dodge 5, Parry 4, Fortitude 10, Toughness 8, Will 7

Power Points
Abilities 40 + Powers 16 + Advantages 1 + Skills 3 (8 ranks) + Defenses 10 = 70


Builders Notes:
Glorfindel is an interesting character, and is supposed to be the most powerful elven warrior in all of middle earth. So why oh why, has he been ripped out of every movie based version of the books? Lets see Animated "Fellowship" replaced with legolas... check.. Replaced by arwen in the big block buster? Check. According to what I could dredge up there is some debate between the two different Glorfindel’s, and what I have discovered is that Glorfindel was allowed to return to middle earth to help in the worlds direst need when the one ring was found once again. This guy was able to go toe-to-toe with a Balrog and kill it, but not without taking his own life in process.
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Re: LOTR: Elrond

Postby JoshuaDunlow » Tue Aug 28, 2012 9:14 am

Elrond has been updated again, after I sat down to refigure the Sanctum power.

JoshuaDunlow wrote:Image
"If I understand aright all that I have heard,' he said 'I think that this task is appointed for you, Frodo; and that if you do not find a way, no one will. This is the hour of the shire-folk, when they arise from their quiet fields to shake the towers and counsels of the Great. "

Elrond Half-Elven - PL 9

Abilities
Strength 2, Stamina 4, Agility 5, Dexterity 7, Fighting 5, Intellect 8/6, Awareness 9, Presence 5

Advantages
Animal Empathy, Attractive, Benefit 3: Lord of Imladris, Benefit, Wealth 4 (multimillionare), Connected, Contacts, Eidetic Memory, Equipment 5, Extraordinary Effort, Improved Critical: Spear, Improved Defense, Improved Initiative, Inspire, Inspire, Languages 2, Leadership, Luck, Luck, Seize Initiative, The Art

Skills
Athletics 5 (+7), Close Combat: Spear 2 (+7), Expertise (AWE): Artistic 8 (+17), Expertise (AWE): Survival 7 (+16), Expertise (PRE): Harp 6 (+11), Expertise (PRE): Oratory 8 (+13), Expertise: Arcane 8 (+16), Expertise: Civics 8 (+16), Perception 8 (+17), Persuasion 10 (+15), Treatment 6 (+14)

Powers
Beleriand Armor: Protection 4 (Removable, +4 Toughness; Impervious [2 extra ranks])
Elven Magic
Animal Communication: Communication: Mental Area Communication 1 (Linked; Area; Limited: Animals) + Comprehend: Comprehend 2 (Linked; Animals - Speak To, Animals - Understand)
Animate Water: Create 7 (Volume: 125 cft., DC 17)
Element Control: Shapeable Area Element Control 7 (Element: Water, 3 tons; Shapeable Area: 30 feet, cubic)
Elvish healing: Healing 4 (Action: move, Energizing, Restorative, Stabilize)
Foresight: Senses 4 (Precognition; Custom: +5 bonus to Precognitive checks)
Illusions *: Illusion 7 (Affects: Three Sense Types - Visual & Hearing, Area: 125 cft., DC 17)
Mending: Transform 5 (Affects: 1 Thing > 1 Thing - Broken to Unbroken, Transforms: 25 lbs., DC 15; Affects Objects Only)
Sway Emotions: Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Increased Range 2: perception)
Telepathy: * Communication: Mental Communication 3 + Mind Reading: Mind Reading 5 (Linked; DC 15)
Sanctum: Rivendelll: Variable 5 (Check Required 5: DC 15 - Expertise: Magic, Limited: to the confines of Rivendell; Quirk: DC is 20 if your trying to duplicate damaging effects)
Sindarin Elf
Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep)
Elven Senses: Senses 3 (Awareness: Magic (mental), Awareness: Evil Creatures (mental), Extended: Vision 1: x10)
Light Footed: Movement 2 (Sure-footed 1, Trackless: Vision 1)
Vilya, Ring of Air (Removable)
Boost: Broad Simultaneous Weaken 4 (Affects: Magic, Resisted by: Will, DC 14; Broad: Air Magics, Simultaneous)
Second WInd: Immunity 5 (Fatigue Effects; Limited - Half Effect)
Thoughtful Inspiration: Enhanced Trait 6 (Traits: Intellect +2 (+8), Advantages: Inspire, Luck)

Equipment
Spear, The last homely House

Offense
Initiative +9
Boost: Broad Simultaneous Weaken 4, +5 (DC Will 14)
Grab, +5 (DC Spec 12)
Mending: Transform 5, +5 (DC Dog 15)
Mind Reading: Mind Reading 5 (DC Will 15)
Spear, +7 (DC 20)
Sway Emotions: Affliction 7 (DC Will 17)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)

Complications
Fame: Elrond is counted among the very wisest of men upon Middle Earth.
Relationship: Elrond bore two twin sons (Elladan and Elrohir); and a daughter (Arwen).

Languages
Adunic, Elvish, Westron

Defense
Dodge 7, Parry 5, Fortitude 7, Toughness 8, Will 11

Power Points
Abilities 86 + Powers 81 + Advantages 28 + Skills 26 (76 ranks) + Defenses 7 = 238

Builders Notes:
Sanctum: Rivendell. This ability allows a person who has tuned themselves in, with a particular place. Has the ability to subtly manipulate the area around them with the Magic of Middle earth. Though a difficult process at best, save for the most strong. This power can manipulate "Environmental/Nature" effects with a Magic Descriptor. Attempting to use it to damage others, can never be "Direct" and is much more difficult to pull off. Examples include:
• Raise/Disperse a fog.
• Control/Strengthen/Diminish Wind.
• Make undergrowth inhibit movement.
• Raise/lower water.
• Cause Flood.
• Improve/Worsen Weather.

Powers marked with a * are Air Magic.
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Re: LOTR: Galadriel

Postby JoshuaDunlow » Tue Aug 28, 2012 11:21 pm

Galadriel has been updated.

JoshuaDunlow wrote:Image
"Even among the Eldar she was accounted beautiful, and her hair is held a marvel unmatched. It is golden like the hair of her father and of her foremother Indis, but richer and more radiant, for its gold is touched by some memory of the starlike silver of her mother; and the Eldar say that the light of the Two Trees, Laurelin and Telperion, has been snared in her tresses."

Galadriel - PL 11

Abilities
Strength 1, Stamina 4, Agility 7, Dexterity 7, Fighting 7, Intellect 8, Awareness 10, Presence 7

Advantages
Accurate Attack, Animal Empathy, Artificer, Attractive 2, Benefit, Status 4: Queen of Lothlorien, Benefit, Wealth 4 (multimillionare), Connected, Defensive Roll 2, Eidetic Memory, Fascinate (Persuasion), Favored Environment: Woodlands, Improved Initiative, Inner light, Inspire, Languages 1, Leadership, Majestic 2, Precise Attack (All) 4, Quick Draw, Ranged Attack 2, Ritualist, The Art

Skills
Acrobatics 3 (+10), Athletics 5 (+6), Deception 7 (+14), Expertise (AWE): Survival 10 (+20), Expertise: History 12 (+20), Expertise: Magic 12 (+20), Insight 10 (+20), Intimidation 7 (+14), Perception 10 (+20), Persuasion 9 (+16), Sleight of Hand 5 (+12), Stealth 10 (+17), Treatment 9 (+17)

Powers
Elven Cloak: Concealment 2 (Removable, Sense - Sight; Blending)
Elven Magic
Air Control: Shapeable Area Element Control 11 (Element: Air, 50 tons; Shapeable Area: 30 feet, cubic)
Command others: Mind Control 8 (DC 18)
Dreamless Sleep: Affliction 11 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 21; Increased Range 2: perception)
Healing Waters: Healing 8 (Energizing, Persistent, Restorative, Stabilize)
. . Light of the Valar: Perception Area Affliction 11 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 21; Perception Area, Increased Duration: concentration, Increased Range 2: perception; Limited: servants of darkness, Limited Degree)
Mental Blast: Mental Blast 8 (DC 23)
Telepathy
. . . . Communication: Mental Communication 3
. . . . Mind Reading: Mind Reading 11 (Linked; DC 21)
Understand All: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Speak All, Languages - Understand All, Languages - You're Understood, Plants)
Water Blast: Blast 11 (DC 26; Penetrating 11)
Water Control: Shapeable Area Element Control 11 (Element: Water, 50 tons; Shapeable Area: 30 feet, cubic)
Woodland Call: Summon 3 (Heroic, Horde, Multiple Minions: 2 minions, Type (Broad): Woodland Animals)
Nenya, Ring of Adamant (Removable)
Imposing Presence: Feature 1
Resilence: Impervious Toughness 4
Revitalize: Immunity 6 (Aging, Fatigue Effects; Limited - Half Effect)
Noldar Elf
Elven Grace: Immunity 5 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Sleep; Limited - Half Effect)
Elven Senses: Senses 3 (Awareness: Magic (mental), Awareness: Evil (mental), Extended: Vision 1: x10)
Light Footed: Movement 2 (Sure-footed 1, Trackless: Choose Sense 1)
Sanctum: Lothlorien: Variable 5 (Check Required 5: DC 15 - Willpower, Limited: to the bounds of the Golden Wood; Quirk- Damaging Effects require a DC 20)
The Mirror of Galadriel (Removable)
Far off visions: Remote Sensing 23 (Affects: 4 Types - Visual, hearing, Mental, Range: 32000 miles; Medium: Water)
The past and present: Senses 8 (Postcognition, Precognition; Linked: Far off visions: Remote Sensing 23; Uncontrolled)

Offense
Initiative +11
Command others: Mind Control 8 (DC Will 18)
Dreamless Sleep: Affliction 11 (DC Will 21)
Grab, +7 (DC Spec 11)
Light of the Valar: Perception Area Affliction 11 (DC Will 21)
Mental Blast: Mental Blast 8 (DC Will 23)
Mind Reading: Mind Reading 11 (DC Will 21)
Throw, +9 (DC 16)
Unarmed, +7 (DC 16)
Water Blast: Blast 11, +9 (DC 26)

Complications
Enemy: Being an Elf, and the lady of the wood. She has many enemies. All servants of Mordor, and the Dark Lord himself, who would like nothing more than to gain dominance over the rings of the elves.
Relationship: Celborn is her husband, and Arwen is her grand daughter

Languages
Elvish, Westron

Defense
Dodge 9, Parry 8, Fortitude 8, Toughness 6/4, Will 13

Power Points
Abilities 102 + Powers 144 + Advantages 35 + Skills 37 (109 ranks) + Defenses 10 = 328
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M1: Avatar

Postby JoshuaDunlow » Wed Aug 29, 2012 12:49 pm

Image
“It’s a sad, sad world we live in, Mister President. Valuing wealth and power over freedom, and what’s right and just. I just hope that in time, mankind will wakeup and take a step towards something better. “

Avatar - PL 13
Real Name: Jeremiah Prophet
Origin: Transcendance
Profession: handy man/ bastion of all that is good
Affiliations: None
Base of Operations: Antartica

Age: 63, Height: 5'9", Weight: 160 lbs
Eyes: Black, Hair: Black

Abilities
Strength 0, Stamina 0, Agility 5, Dexterity 8, Fighting 8, Intellect 10, Awareness 13, Presence 3

Advantages
Connected, Eidetic Memory, Fascinate (Persuasion), Inspire, Jack-of-all-trades, Luck 4

Skills
Insight 6 (+19), Persuasion 12 (+15), Technology 8 (+18)

Powers
Hyper Transcendance (Activation: Standard Action)
Blast: Blast 13 (DC 28; Penetrating 13)
. . . . Move Object: Move Object 13 (Alternate; 200 tons; Increased Range: perception)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Force Field: Force Field 11 (+11 Toughness; Impervious)
Immunity: Immunity 30 (Fortitude Effects)
Incorporeal: Insubstantial 4 (Incorporeal; Affects Insubstantial 2: full rank)
Tactile Burst: Strike 7 (DC 22)
Teleport: Teleport 0 (30 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 1 mile in 2 move actions)
Matter Manipulation: Transform 13 (Affects: Broad > Broad - inorganic to inorganic, Transforms: 3 tons, DC 23; Increased Duration: continuous)
Transcendant State
Immunity: Immunity 3 (Aging, Disease, Poison)
Regeneration: Regeneration 15 (1.5 per round)
Senses: Senses 9 (Awareness: Cosmic (visual), Postcognition, Precognition)

Offense
Initiative +5
Blast: Blast 13, +8 (DC 28)
Grab, +8 (DC Spec 10)
Matter Manipulation: Transform 13, +8 (DC Dog 23)
Move Object: Move Object 13 (DC 23)
Tactile Burst: Strike 7, +8 (DC 22)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)

Complications
Enemy: Adverse, Maecian's, and Nega-lord.
Fame: Avatar is a very famous hero from the 1970's.
Motivation: Responsibility: Jeremiah has the weight of responsibility on his shoulders. He feels a need to use his powers for the good of all, often protecting the planet from events most never become aware of.
Relationship: His daughter janet

Languages
English

Defense
Dodge 5, Parry 8, Fortitude Immune, Toughness 11, Will 13

Power Points
Abilities 94 + Powers 231 + Advantages 9 + Skills 9 (26 ranks) + Defenses 0 = 343

Background Notes:
Jeremiah Prophet, is born and raised Charleston, South Carolina in 1945. He grew up in a heavily Christian family, with strong moral values. Early on every one knew that Jeremiah was destined for great things, they just didn’t know how so. Jeremiah was good at a lot of things, he worked with his dad. And did a little bit of everything, helping with Electronics, Mechanics, and yes even Gardening. He was a simple man, who enjoyed his life. That is until the Vietnam war, where he was drafted in 1964.

In 1969 is when his powers first occurred, was during Nixon’s famous “Operation Menu”. Launching secret attacks into Cambodia, during a rather heavy firefight around his unit. He Transcended in the middle of the battle field, and with a burst of his power he transmuted the enemies guns and weapons into dust. Which turned the tide of the war, soon after his rank was increased to Captain. And he was sent on missions, to help the American’s win the war. However he had become disgusted by the combat, so a tired and weary Jeremiah declined any further killings on his part. And he wouldn’t become a part of the War Machine. He was honorably dismissed in 1971 from the war, and it wasn’t like the Pentagon could stop him either. He was the most powerful man to that date, they had seen.

Returning home, he married his childhood sweet heart Emily, and she bore a child who they named Janet in 1972. Janet inherited some of her fathers abilities, and can transmute matter. Since then he has done his best to try and turn his abilities to helping everyone, including the world around him. He has many contacts in the United Nations. And is considered a world figure, and a Icon for many to look up to. However Jeremiah became more and more distant, as he saw the world around him grow more war torn with strife and conflict. His wife died in 1984, due to natural causes. So he was left to help raise his daughter.

In Early 2003, Jeremiah attempted to halt the attack of the Terrorist known as Nega Lord. He nearly died in the attempt, to stop the Gamma Radiation Burst he emitted. This had been the final straw for him, and he withdrew from the world. He Left his home, and turned to living in Antarctica where no one could bother him again with thoughts of war. Using his powers he created a paradise, and home for himself there. Janet has become the new Avatar, as Avatar II. Janet is the only one who knows where her father has gone to, otherwise the world is led to believe that NegaLord killed him in the battle.
Last edited by JoshuaDunlow on Wed Aug 29, 2012 1:41 pm, edited 1 time in total.
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M1: Mister Superior

Postby JoshuaDunlow » Wed Aug 29, 2012 1:36 pm

Image
"Prepare to meet the Consortium"

Mister Superior - PL 12
Real Name: Karlos Von Kanteroff (public)
Origin: Mutation
Affiliation: The Consortium of Meta's
Base of Operations: Moscow, Russia

Age: 22, Height: 6'2", Weight: 229 lbs
Eyes: Blue, Hair: Brown

Abilities
Strength 12, Stamina 12, Agility 2, Dexterity 5, Fighting 10, Intellect 4, Awareness 2, Presence 2

Advantages
Attractive, Languages 1, Luck, Move-by Action, Power Attack

Skills
Athletics 5 (+17), Close Combat: Unarmed 2 (+12), Expertise: Astrophysics 6 (+10), Expertise: Popular Culture 5 (+9), Intimidation 5 (+7), Perception 9 (+11), Persuasion 5 (+7), Technology 5 (+9)

Powers
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
Impervious: Impervious Toughness 12
Penetrating Strength (Penetrating)
Self Sustenance: Immunity 10 (Life Support)
Solar Regeneration: Regeneration 10 (Every 1 round; Persistent; Source: Direct Sunlight)
Space Travel: Movement 2 (Environmental Adaptation: Zero G, Space Travel 1: within solar system)
Stalwart: Immunity 2 (Custom: Trips and Prone afflictions of Physical force 2)
Super Senses: Senses 8 (Extended: Vision 3: x1k, Extended: Hearing 1: x10, Penetrates Concealment: Visual (X-ray))
Super Strength: Power-lifting 8 (+8 STR for lifting)
Variable Eye Beams
Cold Beams: Blast 9 (DC 24)
Heat beams: Blast 9 (DC 24)

Offense
Initiative +2
Cold Beams: Blast 9, +5 (DC 24)
Grab, +10 (DC Spec 22)
Heat beams: Blast 9, +5 (DC 24)
Throw, +5 (DC 27)
Unarmed, +12 (DC 27)

Complications
Fame: The face of Russian Metahumans.
Motivation: Patriotism: Russia
Quirk: Superior Attitude and Egocentric.
Weakness: Darkness. In complete darkness, where he is cut off from sunlight. He weakens dramatically, loosing 1 rank of stamina and strength each round till free of the area of effect/source.

Languages
English, Russian

Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 12, Will 8

Power Points
Abilities 98 + Powers 92 + Advantages 5 + Skills 14 (42 ranks) + Defenses 17 = 226

Builders Notes:
Karlos Von Kanteroff, was found by Russian Nationalist Baron Josef Kenteroff and Baroness Margarita Kenteroff. Minor nobility in the region of Moskva, near the border of Belerus. He is the poster boy for the Russian meta human society, and the most publicly acclaimed of his nation. And heads up the Russian's version of the Millennium League, the Consortium of Meta's (or COM). He is also an expert in Astrophysics, getting his degree at the University of London. He is handsome, and full of himself. And tends to be a little egocentric. He is your typical Paragon with a slight twist.
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