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

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5th Element: Korbin Dallas

Postby JoshuaDunlow » Thu Oct 20, 2011 7:32 pm

Image
"Uh.. well its like Die Hard but in space. "

Major Korben Dallas - PL 6

Strength 3, Stamina 4, Agility 1, Dexterity 5, Fighting 5, Intellect 1, Awareness 2, Presence 1

Advantages
Accurate Attack, Assessment, Connected, Defensive Roll, Diehard, Equipment 7, Improved Critical: Heavy Pistol, Luck, Precise Attack (Ranged, Cover), Ranged Attack 2, Seize Initiative, Taunt, Ultimate Effort: Toughness

Skills
Acrobatics 5 (+6), Athletics 7 (+10), Close Combat: Unarmed 2 (+7), Deception 3 (+4), Expertise: Tactics 6 (+7), Intimidation 5 (+6), Perception 8 (+10), Stealth 2 (+3), Vehicles 8 (+13)

Equipment
Heavy Pistol, Hover Taxi, Undercover Shirt

Offense
Initiative +1
Grab, +5 (DC Spec 13)
Heavy Pistol, +7 (DC 19)
Throw, +7 (DC 18)
Unarmed, +7 (DC 18)

Complications
Quirk: Bad at Love: Korben has always been bad at romance. He falls in love way to easily. And this always get him in to trouble.
Relationship: A nagging mother: Korben's bane of existance, the whinning of his mother in his ear. She constantly nags on him, for attention.

Languages
English

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

Power Points
Abilities 44 + Powers 0 + Advantages 20 + Skills 16 (46 ranks) + Defenses 10 = 90


Hover Taxi - PL 6

Strength 11, Defense -2, Toughness 10, Size Large

Powers
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 8 + Powers 10 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21


Builders Notes:
Keeping in line with the more classical versions of what you might call "Cyber punk" I bring you a fifth element build. What can you say about Korben Dallas? He's a newyork cab driver, that used to be a Major in the Federated Armies as an elite forces special unit. And gets drug into a plot to save the entire universe from Darkness. Along the way, he meets and gets the girl. And gets into a number of crazy fight scenes, that earns him the "Die hard" Feat.
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Re: JD's 3E Thread: lots of 2e to 3e conversions

Postby JoshuaDunlow » Thu Oct 27, 2011 9:52 am

If you got any requests send them my way :) Conversions of what i have done, or what not.
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Re: JD's 3E Thread: lots of 2e to 3e conversions

Postby JoshuaDunlow » Thu Oct 27, 2011 11:07 am

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Oracle (PL 12/ 180 pp)
Real Name: Joseph Langrum, Identity: Public, Profession: Leader of the Millennium League, Base of Operations: Millennium City, Marital Status: Single, Family: Thomas Langrum (Deceased, father), Ava Lang rum (mother, deceased), Christopher (brother, deceased), extended family; Age: 111, Height: 5‘11“, Weight: 190 lbs , Eyes: Blue (often sparkling or glowing at inconsistent intervals, or when using powers), Hair: Black/Slightly gray, Allegiances: Millennium League, Project Lazarus, Ethics (good), Motivations: Responsibility, Goals: Protect the last vestiges of his own family.

Strength 2, Stamina 3, Agility 7, Dexterity 6, Fighting 9, Intellect 3, Awareness 8, Presence 4

Advantages
Benefit, Security Clearance: Choose Clearance, Close Attack 3, Defensive Roll 5, Evasion, Improved Critical: Blaster Gloves: Blast 6, Improved Initiative, Inspire, Instant Up, Precise Attack (Ranged, Cover), Ranged Attack 7, Uncanny Dodge

Skills
Acrobatics 5 (+12), Athletics 5 (+7), Close Combat: Power Fist: Strength-based Damage 4 3 (+12), Expertise: Art 2 (+5), Expertise: History 2 (+5), Expertise: Tactics 7 (+10), Investigation 4 (+7), Perception 7 (+15), Persuasion 6 (+10), Ranged Combat: Blaster Gloves: Blast 6 3 (+9), Technology 5 (+8), Vehicles 6 (+12)

Powers
Battle Suit (Removable)
. . Blaster Gloves: Blast 6 (DC 21, Advantages: Improved Critical)
. . Insultation, Commlink: Feature 2
. . Power Fist: Strength-based Damage 4 (DC 21)
. . Protection: Protection 4 (+4 Toughness)
. . Sensory Shield: Immunity 5 (Sensory Affliction Effects; Limited: Visual, Limited - Half Effect)
Portal Generation: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Easy, Extended: 8 miles in 2 move actions, Portal)
Precognitive Combat Intuition
. . Enhanced Trait: Enhanced Trait 18 (Traits: Dodge +5 (+12), Ranged Attack 7 +3 (+7), Advantages: Close Attack 3, Defensive Roll 5, Improved Initiative, Uncanny Dodge)
. . . . Senses: Senses 8 (Alternate; Accurate: Precognition, Acute: Precognition, Analytical: Precognition, Precognition; Uncontrolled)
The Lazarus Effect
. . Immunity: Immunity 1 (Disease)
. . Longevity: Feature 1 (his projected lifespan is anywhere from 140-180 years)

Offense
Initiative +11
Blaster Gloves: Blast 6, +16 (DC 21)
Grab, +12 (DC Spec 12)
Power Fist: Strength-based Damage 4, +15 (DC 21)
Throw, +13 (DC 17)
Unarmed, +12 (DC 17)

Languages
English

Defense
Dodge 12/7, Parry 9, Fortitude 8, Toughness 12/7, Will 12

Power Points
Abilities 84 + Powers 59 + Advantages 9 + Skills 19 (55 ranks) + Defenses 9 = 180

Complications
Secret: Identity.
Responsibility: Jessica Langrum
Fame: He is a famous meta-human Icon.

Background:
Origins
Joseph was born in 1897 in Chicago, Illinois apart of the wealthy and prominent Langrum Family. Joseph would be born with a legacy, even he would not be able to ignore. Joseph found he had the uncanny ability to sense danger right before it happened, and that he could teleport great distances but not extreme ones. Patriotic to his country, he went to war during world war I in 1914 at the young age of 17. Volunteering for a program called Project Lazarus, a now defunct program in the twenty first century. Project Lazarus, was a program started by the Government during the years before the first world war. Trying to tap into the humans potential for power, and unlocked his latent mutant (i.e. T`Khan) genetic code. And it worked, his precognitive abilities were boosted by the program. As well as granting him immunity to aging, and disease. An apt side affect for the name of the project. Scientists are still studying Joseph even to this day, because they believe his body holds the key to wiping out cancer and disease.

The Great Depression
It was during WW 1 that he met, Mistress Psyche. And it was with their efforts, which helped the Allies. After the war grief struck his family, leading to the eventual decline of the family’s wealth during the depression of the 1930's. Most of his family didn’t make it through that dark period in United States History. His parents died, in the influenza epidemic. His only brother died just before world war II, Leaving him to help raise his brother‘s family. But even he began to sink into depression himself, which lead him to take greater and bigger risks when he got involved in the war. However he has never stopped looking over his family. Jessica Langrum, is his great great grand daughter. And his only living heir, so to this day he keeps tabs on her, to make sure her life is going well. Though she knows nothing of him, or that he has secretly been her benefactor all these years.

The Birth of the Millennium League
But after world war II in 1945, he and several others helped build the "Millennium League" under the direction of the United States Government. The team consisted of himself , Mistress Psyche, the original Guardian, and a few others. This made it the first governmental sanctioned "meta human " program to battle the increasing crime rate, and the super powered villains that followed the Meta Human Explosion.
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Setting: Myths & Legends (take 1)

Postby JoshuaDunlow » Thu Nov 03, 2011 3:05 pm

Campaign Setting: Myths & Legends
Once again my Godlike Rules have been updated (now to 3E), to include a bunch of new ideas and thoughts (these are just my thoughts for the first 3E draft). And to expand the function of the possibilities with this setting. As always the function of this setting, is for the “Heroes” to take the roles of Myth while trying to keep them within the confines of the game system. Because of Mythic proportions of the setting, players will be built on 20 pp per PL. For the sake of this setting, I will refer to the players and others as either Mythics or Legends. You will notice a few changes from my original documents, I think I have added quite a few new options that will add flavor to the setting.


Power level Suggestions:
Minor Myths (10-11): Minor Myths have risen into the ranks of pantheon either from being Epic Heroes, or from being the children of lesser Myth. And are over-all accepted as having an influence in the cosmic scale of things. Demi Myth can usually command one aspect of the Universe. 

Lesser Myth (12-14): Lesser Myths are usually of cosmic origin, and are the bottom rung of the Myth like ladder. However even an Epic could rise this high, but rarely higher. Lesser Myth can usually command at least two aspects of the Universe. 

Intermediate Myth (15-17): Intermediate Myth, are powerful beings, with the ability to command several areas of influence. Intermediate Myth can usually control at the very least three aspects. 

Greater Myth (18-20): Greater Myths are at the top of the cosmic ladder, and are usually in the ones who have started the Pantheon. The can control at the very least four aspects of the universe. 

Epic Heroes (8-9): Are built anywhere from power level 8 to 9. These are the hero’s of myth who have risen to great heights. Epic Heroes have not learned to manipulate cosmic forces, to manipulate reality. But they have many tricks, powers, and devices at their disposal. Though not "Myth" like what is suggested here, they can be used in such a campaign. And can achieve many of the abilities that Myth do have. So they have been included as possible characters (but rules for such characters, should use the normal rules found in Warriors & Warlocks).



Descriptors:
Quintessence: Quintessence is not only a measure of a Legends energy; it represents the devotion of his or her worshippers. The greater the Quintessence, the more likely they have a large number of followers. This also works in reverse, should a Myth ever loose followers. They can also loose power because of a loss in faith. Quintessence over all is simply a moot point as a mechanic in Mutants & masterminds, and simply becomes a descriptor. However it can give the GM many opportunities to fluctuate a Legends powers and abilities, dependant on the strength of his followers, or on areas that are particularly strong in Quintessence. Or even from artifacts of great power. Maybe later I may include more detailed rules for this, but for now its function as a descriptor should do well enough. 

Fallen or Forsaken: Fallen or Forsaken beings are Mythic or Legendary beings who have taken a darker and evil path. Their powers are “Demonic” or “Necromantic”, or the like. They are the counter part to the Celestial Myths. The Fallen Descriptor takes on the role of the “Infernal” Descriptor. 

Celestial: Celestial or Arisen beings are Mythic or Legendary beings which represent the good things in live. Even if they are not fair. Most things happen for a reason. This descriptor takes on the role of the “Divine” descriptor. 


The Basic "God" Template:
Abilities [12pp]: All Mythic beings have a far higher endurance level than mortals, as well as a commanding presence, and the wisdom to use their power. Stamina 2, Awareness 2, Presence 2 (this does not apply to the Epic Hero).

Advantages [1pp]: All Mythic beings have the quintessential essence, to manipulate the world and to some degree the reality around them. For everyone but the Epic Hero, the player will be required to take a certain number of Ranks in the Legends Advantage. All mythic beings should have spent at least 1 point in the Spirit Advantage. 

Powers [9/15pp]:
Immortality 6 [Immunity 4 (Aging, Disease, Cold, Hot Temperatures) + Immortality 2] 
- All Mythic are immune to mundane necessities; they never age, and cannot die from disease, or temperature extremes. They also have a chance of coming back from the dead, should they die. However they can be killed by "Legendary" weapons, which have been infused with power (aka Quintessence). 

Senses 3 [Cosmic Awareness (radius, extended)] 
- All Legends can sense the energy that is used from most Mythic like beings. For the sake of this document, we call this energy Quintessence. 

Cosmic Mastery 1 [This is the divine essence of the Myth, which is often channeled into a particular aspect which they control. The number of aspects a Myth can manipulate is based on the number of ranks in his Spirit Power feat, so an Intermediate Myth can have 3 aspects/descriptors which he can assign to his Quintessence Powers. 

Complications:
Quintessence Shifting: Many Mythic beings have a weakness, and in Myths & Legends this is no different. Quintessence is not always a constant thing, like the oceans themselves the ebb and swell. At any time the GM may decide to reduce ALL the players powers by one rank, due to an ebb in the flow of Quintessential energy. 



New Advantages:
Adoration [Ranked; Requirements: At least 1 rank in the Inspire Advantage] The Mythic's influence, is even greater than many who can inspire such devotion and greatness in others. Now the Mythic can affect a larger number of people. Taking this advantage allows the Mythic to inspire any one of his allies within a range of his Presence score x (10x the rank in this advantage) in feet.

Omniscience [Ranked]: Some Mythic's have the ability to expand their consciousness into the very universe around them. Granting them insight into the mysteries of Reality. This allows the Myth, access to the Inspiration effect from using Hero points.

Spirit [Ranked]: A Legends spirit is a well of stored energy for a Myth, which in terms determines his power and status among other Legends Creatures (but only in part). The GM decides how far a player can purchase in this Feat, depending on what level of Myth he is allowing the players to play (which determines the players Power Level) 
Minor Myths = 1 rank
Lesser Myths = 2 ranks 
Intermediate Myths = 3 ranks
Greater Myth = 4 ranks

Stature [Ranked]: This advantage provides a +2 bonus to bluff, diplomacy, and Intimidation checks with the Legends followers and minions; Taking this advantage twice raises the bonus to +5. Against those who are not his worshipers, the modifier is one half the normal bonuses. For double the cost per rank, this feat also inspires dedication in any minions within perception range of their Myth, gaining a +2/rank to any checks, that might sway his faith in his Myth. 

Quintessence [Ranked]: This is basically the Luck advantage, Mythic Beings don’t require luck to perform the spectacular things. Just pure will and drive. They are forces of the universe. 

Quintessential Ritualist: This is very similar to the Ritualist advantage, but is more specific towards the use of Quintessence. And should follow the same rules. 

Quintessential Artificer: The Mythic can use his or her Quintessence to create items of great power. By making Expertise (Magic) and Craft checks. 


Mythic Powers
There is some staple Myth like powers, which some Myth might want to take. Not every Myth possesses these abilities. But these are common. 

Mythic Invulnerability
Mythic Halo
Mythic Presence
Mythic Mask
Mythic Wings
Quintessence Node
Quintessence Mastery
Quintessence Well


Mythic Invulnerability [1/rank]: Many Mythic beings have a grace about them, which makes them extremely hard to kill. And closes their mind to outside influence especially from mortal beings. 

This power is essentially, Impervious Toughness Save + Impervious Will Save linked together. With the limited flaw (against mortals only). 

Mythic Halo [varies]: The Halo a Mythic being has, is a physical manifestation of that persons personality and their powers. The Halo is a legendary device, that can only be used by those worthy enough to take on the Mythics aspects. Most celestial legends have a bright Halo, while the fallen have a Dark halo. 

The halo is an array with the Environmental (light) or Obscure (visual) as its base. Most halo’s have the subtle power feat, allowing them to hide their halo. The Halo can be a source of many powers in and of itself. 

Mythic Presence [Awe; 4/rank]: Many Mythic exude a majestic aura, which makes it hard for mortals to be around. This is the Affliction power with the following:
Affliction: Cumulative Perception Area Affliction 1 (1st degree: Entranced, Dazed, 2nd degree: Compelled, Prone, Resisted by: Will, DC 11; Perception Area, Cumulative, Extra Condition, Increased Duration: concentration; Limited Degree)


Mythic Mask: Many Mythic beings are shaped by the thoughts and wills of their followers. While their true forms are quite different. The Divine Mask is often an alternate power of the Divine Presence. It represents their ability to appear exactly as what their followers believe them to look like. And in a way this offers a way to explain Mythic beings which are similar between different cultures. 

This is the Morph Power 3 [Broad group (any humanoid); Increased Duration, Uncontrolled (shaped by the will of others). = 18pp

Mythic Wings: Many mythic beings, but not all may have wings. These can vary quite widely in appearance. From ethereal feathers, to bat like vestiges, or even tentacles (which is more common among fallen beings). 

In every case those Mythic Wings provides the Flight power, and may or may not have the drawback “wings” applied to them. 

Mythic Tails: This is usually a trait only found among the fallen, and can often have more than one. In all cases, tails can be simply vestigial in nature, or can be actual appendages. 

Treat this as the Extra Limbs power. In addition, sometimes these tails may have powers of their own!

Quintessence Node: Many mythics can forge a well or pool of Quintessence energy and focus it into a physical node of pure energy. This forge allows the Mythic to tap into untold levels of power when necessary. This can be a “Feature” of a Headquarters, or a “Legendary Artifact” . 

The Quintessence Mode simulates the Variable Power 1 , which can only be used to increase powers the Mythic already has.

The Quintessence Mastery: The Quintessence Mastery Power is essentially the Variable Power. These aspects indicate the kind of descriptors the power can have. If the power the Myth wishes to use doesn't fit with his areas of influence, he cannot use the Quintessence power. GM's, who don't want to use this, can simply go with the Quintessence Array. 
Quintessence Array: If you don’t want to use the Quintessence Power listed above. The Quintessence Array is basically a Dynamic Array. This can be a collection of mortal powers and Myth like abilities melded into one. Unlike the magic array, the Quintessence Array can usually fore-go the usual drawbacks of gesture and incantation that most spell casters have. While some Mythics can have both the Quintessence Power and the Quintessence Array, especially if the Quintessence Power is a lower rank.


Quintessence Well: Sometimes Quintessence naturally gathers in the mortal world, such places are always areas of incredible wonder and beauty. However if they have been claimed by a Fallen Mythic, they can be places of foul and dark matter. When a Mythic finds such a place , he can bond with this place. However only one Mythic can bond with such an area at a time. It must be forcibly taken and a new bond created before it can be used again. This can be a feature of a Headquarters, or as a “power” that can be taken away.

The Quintessence Mode simulates the Variable Power 1 , which can only be used to increase powers the Mythic already has., and has the Duration Extra attached to it, as well as the slow flaw.


Legendary Artifacts 
Most Myths are associated with Artifacts of great power, and almost certainly possess one or more. There are no fast or comprehensive rules in this regard but if a GM wishes he can limit the number of Artifacts a player may have, by limiting it to the number of ranks he or she has in their Spirit Feat. 

I have broken mortal magical items into three categories, Minor, Major, and Greater. Minor Magical Items usually have powers ranging anywhere from 1 to 3 ranks in them, major Magical Items can have anywhere from 4 to 6 ranks worth of powers in them. While Greater Magical items, which I consider the most powerful possible by mortal hands can have powers ranging from rank 7 to 8 in them. The Major difference between Legendary Artifacts and other Magical Items (that mortals wield), is they can have power ranks above Rank 9. 

A truly devious GM can make it difficult for Mortals (those without the Immortal Power suite) to wield such devices. Where as Celestial objects may require willpower checks to force it to work, while Fallen objects may cause Taint or Corruption. Both kinds of objects are difficult to handle, and could also add Complications or Drawbacks to the hapless Epic hero or Epic villain. 


Creating Mythical Creatures
I thought I would include a few rules for making Legends or Mythical Creatures using similar rules that have followed on this thread. The easiest way of doing so, is taking any of the base animal templates from the main book and adding the following adjustments with the Mythical Template listed below. 
Mythical Creature Template (30+pp to base animal): 
Abilities [12pp]: All mythical creatures are smarter, cunning, charismatic, and in general physically more potent than their mundane varieties. Add a +2 to any three abilities (one of these should be a mental ability).
Advantages: Die Hard (mythic creatures are generally harder to kill)
Skills [3pp]: Many mythical creatures are persuasive creatures granting them 2 ranks in Persuasion. 2 Additional ranks in Perception, and 2 ranks in Intimidate. Alternately many mythical creatures might know magic, and if they do give them 4 ranks of Expertise (arcane) . Many mythical creatures might have special knowledge as well, so grant them something specific as necessary. 

Powers [9+pp]: 
Mythical Physiology 6 [Immunity 4 (Aging, Disease, Cold, Hot Temperatures) + Regeneration 2  
- All mythical creatures can resist the affects of time, disease, and temperature extremes. And have legendary powers of Regeneration. 

Senses 3 [Quintessence Awareness (radius, extended)] 
- All mythical creatures can sense others of their kind, as well as god like beings. It is also very common for them to have acute, accurate, and extended senses. 

Enhanced Trait (specific Movement Mode)
- All mythics have their nature mode of movement enhanced by 1 rank.

Mythical Power- All mythical creatures are known for either one kind of power or ability, or several abilities. Grant them a number of additional powers as necessary, as either part of an array of magical abilities or as a container. Such powers include Growth for larger sized creatures, magical abilities, invisibility, regeneration, etc.


.
Last edited by JoshuaDunlow on Tue May 08, 2012 11:52 am, edited 1 time in total.
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Marvel Original: Shiva

Postby JoshuaDunlow » Sat Nov 05, 2011 1:10 am

Shiva (ericka essex) - PL 10
Origin: Mutant, Profession: Head of Essex Cryogenic Applications, Base of Operations: New York City, Marital Status: Single, Age: 27, Height: 5'7", Weight: 120 lbs, Eyes: Ice Blue, Hair: Crystallic Silver, Skin: Light Blue

Strength 0, Stamina 3, Agility 1, Dexterity 4, Fighting 4, Intellect 5, Awareness 3, Presence 4

Advantages
Attractive 2, Benefit, Status: Noble family: Lady Essex, Benefit, Wealth 4 (multimillionare), Connected, Fascinate (Deception), Favored Environment: Cold Environments, Innate, Inventor, Ranged Attack 4, Taunt

Skills
Athletics 4 (+4), Deception 7 (+11), Expertise: Art 2 (+7), Expertise: Cryotechnics 12 (+17), Expertise: Current Events 2 (+7), Insight 5 (+8), Perception 7 (+10), Persuasion 7 (+11), Technology 7 (+12), Treatment 6 (+11)

Powers
Cold Emission: Energy Control 10 (DC 25)
. . Ice Bonds: Concentration Snare 6 (Alternate; DC 16; Concentration; Reduced Range: close)
. . Ice: Create 6 (Alternate; Volume: 60 cft., DC 16; Movable)
. . Radiate Cold & Ice: Environment 10 (Alternate; Cold, Impede Movement (1 rank), Radius: 2 miles)
. . Snow Storm: Cumulative Cloud Area Affliction 10 (Alternate; 1st degree: Hindered, 2nd degree: Disabled, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, Cumulative; Limited Degree)
. . Super Freeze: Concentration Weaken 9 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 19; Affects Objects Only, Concentration, Precise)
Cold Physiology (Advantages: Innate)
. . Impervious to Cold: Immunity 6 (Damage Effect: Cold, Environmental Condition: Cold)
. . Protection: Protection 6 (+6 Toughness)
. . Super Cold & Sharp Skin: Damage 2 (DC 17; Reaction 3: reaction)
Life Support Suit (Removable)
. . Enhanced Trait: Enhanced Trait 3 (Traits: Fortitude +3 (+10))
. . Immunity: Immunity 1 (Custom: Own Powers 1)
. . Quick Change: Feature 1

Offense
Initiative +1
Cold Emission: Energy Control 10, +8 (DC 25)
Grab, +4 (DC Spec 10)
Ice Bonds: Concentration Snare 6, +4 (DC Dog 16)
Snow Storm: Cumulative Cloud Area Affliction 10 (DC Fort 20)
Super Cold & Sharp Skin: Damage 2, +4 (DC 17)
Super Freeze: Concentration Weaken 9, +4 (DC Fort 19)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
1. Fame: Public Identity: Not only is she the head of Essex Cryogenic Research Corp (ECRC), but she is publically a mutant.
2. Motivation: Recognition: Ericka Thrives for attention
3. Prejudice: Mutie Scum: Being a mutant, is not always a good thing.
4. Responsibility: Company: Being the head of ECRC, means alot of time is taken up.
5. Uncontrolled Cold: Without her life support suit, her cold emission would be uncontrollable. And damage the environment around her.
6. Weakness: Ericka is prone to heat extremes and fire damage. Increasing the degree of intensity by 1.

Languages
English

Defense
Dodge 6, Parry 4, Fortitude 10/7, Toughness 9, Will 10

Power Points
Abilities 48 + Powers 50 + Advantages 16 + Skills 20 (59 ranks) + Defenses 16 = 150

Background:
Lady Shiva, or otherwise known as Erika Essex. Is a descendant of the infamous Mr. Sinister. And she was born a mutant, her powers at first were just an annoyance to her family. Which by the way was high society and rather rich in Europe, so she grew up rather spoiled being the only child. She constantly emitted an aura of cold around her, that made it hard for people to touch her. Though she learned to control this fortunately by the time she was six, and entering her first years of eduction. And life seemed good, she could control her powers. However by the time she was thirteen she contracted an disesase, that made it impossible for her to control her bodies internal temperature. And she was doomed to die, if it was not for the fact that Mr. Sinister kept a close eye on erika. Being his families "Doctor" he gave her a syrum that did save her life. However the disease ravaged her mutagenic structure, she could no longer control her cold emission power.

Her skin turned blue, and ice cold. Not only was she cold to the touch, razor sharp ice crystals coated her skin. Making it rather dangerous for people to touch her. And her hair turned a white silvery blue, making it look like her hair was like frozen water. Mr. Sinister however gave her a life support suit, made out of unstable molecules that she could transform into what ever clothes she desired.

As time went on , Erika went into college. Her powers had reached their prime, and she seemed to possess not only extraordinary personal charm and intelligence. She could control cold based energies, allowing her to shoot ice at her opponents. Or control the temperature of the air around her, to solidify barriers or objects as she needed. Her cold skin grants her a toughened resistance to damage, and the ability to damage opponents on skin contact alone. By litterally cold burning anything she touches. Of course her sharpened skin, makes that even more deadly. She got a degree in business, and with the fortune she had from her parents estate, she created a company that researches applications for Cryogenics, and other Cryo technologies to benefit society. (but actually her pocket book).

Surprisingly Erika did not become a cold caloused and bitter woman of her condition, in fact she is enthralled by it. She has completely accepted it, and she is still able to influece men. Because she is still rather attractive, and loves to use her skill to manipulate a better arrangement or deal for herself.

Builders Notes:
Here is an old Villain of mine, originally created for the MSHRPG by TSR. Updated into 3E.
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Re: JD's 3E Thread: Myths & Legends 3e, Shiva (marvel)

Postby Severance » Sun Nov 06, 2011 4:29 pm

Really enjoying your Myths and Legends ideas. You always put so much great detail into your stuff. Also, Shiva's a pretty cool (no pun intended) character. Can't wait to see more!
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Re: JD's 3E Thread: Myths & Legends 3e, Shiva (marvel)

Postby JoshuaDunlow » Sun Nov 06, 2011 9:26 pm

Severance wrote:Really enjoying your Myths and Legends ideas. You always put so much great detail into your stuff. Also, Shiva's a pretty cool (no pun intended) character. Can't wait to see more!


Yeah this time i was finally able to get the M&L setting work for 3E.. If you ahve any conversion requests from an old thread, let me know.
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Professor X (PL 10. Marvel 3E redux)

Postby JoshuaDunlow » Tue Nov 08, 2011 4:22 pm

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Professor X - PL 10

Abilities
Strength -1, Stamina 1, Agility -5, Dexterity 1, Fighting 3, Intellect 7, Awareness 10, Presence 2

Advantages
Benefit, Wealth 3 (millionare), Connected, Equipment 9, Inspire, Leadership, Skill Mastery: Expertise: Genetics, Speed of Thought, Teamwork

Skills
Athletics 1 (+0), Deception 4 (+6), Expertise: Genetics 10 (+17), Expertise: Psychology 10 (+17), Insight 5 (+15), Perception 6 (+16), Persuasion 6 (+8), Technology 5 (+12), Treatment 4 (+11)

Powers
Astral Projection: Remote Sensing 5 (Affects: 4 Types - Visual, Auditory, Mental, Range: 900 feet; Custom: Body Defenseless while Astral form is away, Dimensional: dimension - Astral, Subtle 2: looks normal)
. . Alt: Psychic Invisibility: Concealment 10 (Alternate; All Senses; Affects Others, Selective; Blending, Passive)
Master Telepath: Mind Reading 10 (DC 20; Sensory Link)
. . Alt: Alter Memories: Affliction 7 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 17; Increased Duration 3: continuous, Increased Range 2: perception; Distracting, Tiring)
. . Alt: Communication: Mental Area Communication 5 (Alternate; Area, Subtle: encrypted)
. . Alt: Illusion: Illusion 5 (Alternate; Affects: All Sense Types, Area: 60 cft., DC 15; Illusion Area)
. . Alt: Mind Control: Concentration Mind Control 6 (Alternate; DC 16; Concentration, Increased Duration: concentration; Distracting)
. . Alt: Paralysis: Concentration Affliction 10 (Alternate; 1st degree: Entranced, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Concentration, Increased Range 2: perception; Distracting)
. . Alt: Psi Blast: Mental Blast 7 (Alternate; DC 22)
. . Alt: Psychic Comprehension: Burst Area Comprehend 2 (Alternate; Languages - Understand All, Languages - You're Understood; Affects Others, Burst Area: 30 feet radius sphere, Selective)
Psychic Senses: Senses 3 (Awareness: Astral (mental), Awareness: Mutant (mental), Danger Sense: mental)

Equipment
Commlink, Hover Chair, Xavier Manor

Offense
Initiative +7
Alter Memories: Affliction 7 (DC Will 17)
Grab, +3 (DC Spec 9)
Master Telepath: Mind Reading 10 (DC Will 20)
Mind Control: Concentration Mind Control 6 (DC Will 16)
Paralysis: Concentration Affliction 10 (DC Will 20)
Psi Blast: Mental Blast 7 (DC Will 22)
Throw, +1 (DC 14)
Unarmed, +3 (DC 14)

Complications
Disability: Parapalegic. Professor X has lost the use of his legs.
Enemy: Professor X has many enemies, perhaps too many to count. These Include, Juggernaut, Magneto, The Shadow King, and the Hellfire Club.
Motivation: Acceptance: Professor X is looking for Acceptance of himself and others of his kind in human society, where they fear mutants.
Prejudice: Mutant

Languages
English

Defense
Dodge -5, Parry 4, Fortitude 5, Toughness 1, Will 15

Power Points
Abilities 36 + Powers 69 + Advantages 18 + Skills 17 (51 ranks) + Defenses 10 = 150


Builder's Notes
Here is the first part of my X-Men redux for 3E. I want to take the characters back to their routes. His first year students will be made up of the original team. Cyclops, beast, Marvel Girl, Angel, and Iceman. Decisions I have come to about this Marvel variation, is that Mutant prejudice is a fine line. Especially when you got all these different origins to draw upon. I think that super hero's in general , will be pretty much be a minority compared to normals. And are feared for the most part, Mutation should be the primary source of origins for powers. Hi-Tech, Induced Mutation, Aliens, and such, much rarer. And many will be considered a mutant, unless it can be proved otherwise. Professor X , challenges this , and is trying to create a bridge of understanding in a world that is spiraling slowly towards war. He makes one of the few characters that i will stat at PL 10, because PL 8 becomes the norm now . Which I think is a refreshing change, in trying to bring characters back to their roots and concepts. Professor X though the leader of his X-Men, doesn't always go out on the field . But sometimes he might, when a more potent Telepath is required or a more powerful mutant threatens them. Otherwise he leaves the leadership to Cyclops. I haven't decided much more just yet, or what about his background elements I might stick with. But here you go. !

Hover Chair - PL 10

Strength 5, Defense 8, Toughness 8, Size Medium

Powers
Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)

Power Points
Abilities 5 + Powers 2 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 11 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18


Xavier Manor - PL 10

Toughness 10, Size Huge

Features:
Combat Simulator, Communications, Computer, Concealed 1, Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Powers
Cerebro (Removable)
. . Mutant Awarness: Senses 13 (Accurate: Mutant Awareness, Analytical: Mutant Awareness, Awareness: Mutants (mutants), Extended: Mutant Awareness 8: x100m, Radius: Mutant Awareness; Limited: Must be a Telepath)

Power Points
Abilities 3 + Powers 1 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 23
Last edited by JoshuaDunlow on Thu May 17, 2012 11:21 am, edited 2 times in total.
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Re: JD's 3E Thread: PL 10 Prof. X (marvel redux)

Postby Thorpacolypse » Tue Nov 08, 2011 7:37 pm

Very nice PC Prof X, JD. I'm looking forward to the REAL First Class at PL8.

Even though the movie was far better than I expected, the geek in me had a hard time really seeing Havok as part of the "First Class". :wink:
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Re: JD's 3E Thread: PL 10 Prof. X (marvel redux)

Postby JoshuaDunlow » Tue Nov 08, 2011 8:32 pm

Thorpacolypse wrote:Very nice PC Prof X, JD. I'm looking forward to the REAL First Class at PL8.

Even though the movie was far better than I expected, the geek in me had a hard time really seeing Havok as part of the "First Class". :wink:


Well I really wasn't talking about the movie either. Though I had to admit. It was the best out of all the X-men movies, 'sides Origins: Wolverine , thus far. I'm gonna do the original first class from the comics. Cyclops, Marvel Girl, Angel, Iceman, and Beast. This is something I have wanted to do for a while.
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Cyclops

Postby JoshuaDunlow » Wed Nov 09, 2011 4:05 pm

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Cyclops - PL 8

Cyclops - PL 8

Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 5, Intellect 3, Awareness 4, Presence 2

Advantages
Accurate Attack, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Improved Critical 2: Optic Blasts* , Improved Grab, Improved Trip, Languages 2, Leadership, Natural Born Pilot, Power Attack*, Quick Task: Mathematics, Ranged Attack 4, Skill Mastery: Vehicles, Speed of Thought, Teamwork, Uncanny Dodge
* advantages provided by visor

Skills
Athletics 5 (+7), Expertise: Tactics 5 (+8), Perception 6 (+10), Persuasion 5 (+7), Vehicles 8 (+10)

Powers
Optic Blasts: Blast 10 (DC 25)
. . Pressor Beam: Move Object 8 (Alternate; 6 tons, DC 19; Damaging [4 ranks only]; Limited Direction: Away From)
. . Spatial Geometry: Shapeable Area Damage 8 (Alternate; DC 23; Shapeable Area: 30 feet, cubic, Increased Range: ranged; Custom: Requires Visor to use, Limited: Requires Reflective Suraces)
The Summers Gene: Immunity 2 (Custom: Own Powers 1, Custom: Havocs Powers 1)
Visor (Easily Removable)
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Power Attack; Penetrating 6, Subtle: subtle; Limited: Only with optic Blast)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Improved Critical 2)

Equipment
X-Men Outfit [Comlink: Feature 1; Insulation: Feature 1; Protection: Protection 2, +2 Toughness; Quick Change: Feature 1]

Offense
Initiative +3
Grab, +5 (DC Spec 12)
Optic Blasts: Blast 10, +6 (DC 25)
Pressor Beam: Move Object 8, +6 (DC 19)
Spatial Geometry: Shapeable Area Damage 8 (DC 23)
Throw, +6 (DC 17)
Unarmed, +5 (DC 17)

Languages
English, Japanese, Russian

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

Power Points
Abilities 48 + Powers 30 + Advantages 21 + Skills 10 (29 ranks) + Defenses 11 = 120

Complications:
· Visor: Without his visor, Scott's optic blasts would be uncontrollable and always on.
· Self Confidence: Scott has a lack of self confidence in his personal affairs.
· Secret Identity: To the world at large, no one knows how Cyclops really is.
· Reputation (You’re a mutie) : In the Marvel verse, being a mutant has complications of its own. Some people hate, and don’t trust you.

Builders Notes:
Here is a remake of Scott summers going strictly not only by core + up, but simplified and brought back to basics. The one of many new builds I hope to do given time. Its nice being able to do something like this, and put characters back into their place. Creating a solid niche for what it is they can do. What’s even better is when you can come in under costs, once you have fleshed out the character. And like I said with this build. Back to basics. No fancy device power just so I could pay off a set of flaws that don’t come into play all that often. So by core rules, this is simply a complication.

Scott is a fine combatant, he’s great in melee or at ranged. He practices the fine art of Aikido as his combat style (it seemed appropriate). And his optic blasts are devastating as they should be. Scott has the ability to visual perfectly Spatial Geometry, allowing him to use his Optic Blasts on any number of foes as long as he has reflective surfaces to bounce it off of. To simulate this I thought a limited shapeable area was the way to go.

Benefit (Natural Born Pilot): Everyone needs something they can be good at, and Cyclops is no exception. I think people under rate this ability in Scott. This Benefit allows Scott to attempt to fly just about anything. Including spaceships, he just seems to have a knack for it.
Last edited by JoshuaDunlow on Thu Nov 10, 2011 2:06 pm, edited 2 times in total.
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3E Marvel Redux: Marvel Girl

Postby JoshuaDunlow » Thu Nov 10, 2011 1:49 pm

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Marvel Girl - PL 8

Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 4, Intellect 2, Awareness 6, Presence 3

Advantages
Attractive, Defensive Attack, Equipment 1, Evasion, Improved Trip, Ranged Attack 6, Second Chance: Mind Control

Skills
Deception 4 (+7), Expertise: Behavioral Sciences 3 (+5), Expertise: Life Sciences 3 (+5), Expertise: Modeling 5 (+7), Insight 5 (+11), Perception 4 (+10), Treatment 2 (+4)

Powers
Telekinesis: Move Object 8 (6 tons)
. . Telekinetic Force: Blast 8 (Alternate; DC 23)
Telekinetic Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Telekinetic Forcefield: Force Field 6 (+6 Toughness)
Telepathy
. Communication: Mental Communication 2 + Mind Reading: Mind Reading 5 (DC 15)
. . Alt: Mental Blast: Mental Blast 4 (Alternate; DC 19)

Equipment
X-Men outfit [Comlink: Feature 1; Insulation: Feature 1; Protection: Protection 2, +2 Toughness; Quick Change: Feature 1]

Offense
Initiative +2
Grab, +4 (DC Spec 10)
Mental Blast: Mental Blast 4 (DC Will 19)
Mind Reading: Mind Reading 5 (DC Will 15)
Telekinesis: Move Object 8, +6 (DC 18)
Telekinetic Force: Blast 8, +6 (DC 23)
Throw, +6 (DC 15)
Unarmed, +4 (DC 15)

Languages
English

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

Power Points
Abilities 38 + Powers 48 + Advantages 12 + Skills 9 (26 ranks) + Defenses 13 = 120


Complications:
· Secret Identity: To the world at large, no one knows her true identity.
· Reputation (You’re a Mutie!): In the Marvel verse, being a mutant has complications of its own. People hate , and don’t trust you.
· Relationship: Dating Angel.

Builders Notes:
Here is a remake of Jean Grey, pre-phoenix. Brought her back to basics, and beefed her up a little so she could be a match against others her Power Level. Its been stated that she isn’t a very powerful mutant, but very flexible. Of course these stats are before her change into the phoenix. I wanted to stay as true to the original concept as possible, which means i concentrated more on her Telekinetic abilities then her telepathic abilities, which are weak in comparison. She isn't much in physical combat, but she can hold her own against most mooks. And she only ever reaches her caps with her Telekinetic Abilities. Which I have left slightly under developed.

In my marvel universe, we go back to the beginnings of the X-Men. And start all over again. Jean is a confident young woman, with her whole life ahead of her. As much as she tries to live a normal life, her secret about being a mutant could ruin all of that. Despite all this, she is the emotional rock of the team. And centers them all.
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Re: JD's 3E Thread: Marvel Redux (Prof.X, Cyclops, Marvel Girl)

Postby Goldar » Fri Nov 11, 2011 8:55 am

Very nice PL8 Jean Grey Marvel Girl, JD!

Would you say that this is at the beginning of the time when Jean first began wearing the green mini-dress and not from the time immediately pre-Phoenix (Krakoa, New X-Men)? That's what it seems to me.

I think by the time of the New X-Men, Jean was a bit better with her telepathic powers including mental bolts that I thought were near the professor's levels. Her TK was indeed strong at that point, enabling flight (while fighting Krakoa) as well as strong enough to not only topple Sentinels, but blast holes through them.
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Re: JD's 3E Thread: Marvel Redux (Prof.X, Cyclops, Marvel Girl)

Postby JoshuaDunlow » Fri Nov 11, 2011 9:26 am

Goldar wrote:Very nice PL8 Jean Grey Marvel Girl, JD!

Would you say that this is at the beginning of the time when Jean first began wearing the green mini-dress and not from the time immediately pre-Phoenix (Krakoa, New X-Men)? That's what it seems to me.

I think by the time of the New X-Men, Jean was a bit better with her telepathic powers including mental bolts that I thought were near the professor's levels. Her TK was indeed strong at that point, enabling flight (while fighting Krakoa) as well as strong enough to not only topple Sentinels, but blast holes through them.


Yes, this is way before the Pre-phoenix. I did some research. Originally Marvel Girl, was strictly a Telekinetic. Her Telepathy only grew , as a mutant power much later on. In my Redux, I propose , and will maintain that Jean will always be a stronger Telekinetic than a Telepath. And I may end up down playing the Phoenix Force later on, while trying to keep it vast and powerful at the same time. I may borrow a drawback from Hero High for this tactic.
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Marvel Redux: Hank McCoy

Postby JoshuaDunlow » Mon Nov 14, 2011 1:43 pm

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Dr. Henry McCoy - PL 7

Abilities
Strength 4, Stamina 4, Agility 5, Dexterity 4, Fighting 7, Intellect 5, Awareness 2, Presence 0

Advantages
Accurate Attack, Defensive Attack, Equipment 1, Improved Disarm, Improved Trip

Skills
Acrobatics 7 (+12), Athletics 5 (+9), Expertise: Bio Chemistry 7 (+12), Expertise: Electronics 7 (+12), Expertise: Genetics 7 (+12), Perception 5 (+7), Persuasion 3 (+3), Sleight of Hand 3 (+7), Technology 7 (+12)

Powers
Lightning Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Podextrous Feet: Feature 1 (can use dexterity normally with feet)
Prehensile Feat: Feature 1 (can use strength normally with feet)
Simian Physique: Movement 3 (Sure-footed 1, Swinging, Wall-crawling 1: -1 speed rank)

Equipment
X-Men Outfit [Commlink, Insulated: Feature 2; Protection: Protection 2, +2 Toughness]

Offense
Initiative +5
Grab, +7 (DC Spec 14)
Throw, +4 (DC 19)
Unarmed, +7 (DC 19)

Complications
Motivation: Acceptance: Hank just wants to fit in, and his big feet makes that difficult.
Prejudice: Being a Mutant.
Quirk: Hank is Self Conscious about himself, despite his fun loving and jovial nature. Hiding the shy , socially inept person that he is.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities 62 + Powers 13 + Advantages 5 + Skills 17 (51 ranks) + Defenses 8 = 105


Builder's Notes:
I like to play up Hank, as a jovial and good natured individual, who still doesn't have a lot of confidence with his own appearance. It affects him more so then the rest of the team, and in turn finds himself reluctant and hesitant with the fairer sex. His charm , wit , and intellect always seems him through with some people.

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Dr. Henry McCoy (beast version) - PL 8

Abilities
Strength 5, Stamina 5, Agility 6, Dexterity 4, Fighting 7, Intellect 5, Awareness 2, Presence 0

Advantages
Accurate Attack, Close Attack, Defensive Attack, Equipment 1, Improved Disarm, Improved Trip

Skills
Acrobatics 8 (+14), Athletics 5 (+10), Expertise: Bio Chemistry 8 (+13), Expertise: Electronics 8 (+13), Expertise: Genetics 8 (+13), Perception 5 (+7), Persuasion 3 (+3), Sleight of Hand 3 (+7), Technology 8 (+13)

Powers
Beastly Physique: Movement 4 (Safe Fall, Sure-footed 1, Swinging, Wall-crawling 1: -1 speed rank)
Lightning Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Bank Shot Attack
. . . . Damage: Strength-based Damage 1 (DC 21; Ricochet 2: 2 bounces)
. . . . Enhanced Trait: Enhanced Trait 1 (Traits: Dodge +1 (+8))
. . . . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour; Acrobatics Check Required)
Podextrous Feet: Feature 1 (can use full dexterity with feet)
Prehensile Feat: Feature 1 (can use full strength with feet)


Equipment
X-Men Outfit [Commlink, Insulated: Feature 2; Protection: Protection 2, +2 Toughness]

Offense
Initiative +6
Damage: Strength-based Damage 1, +8 (DC 21)
Grab, +8 (DC Spec 15)
Throw, +4 (DC 20)
Unarmed, +8 (DC 20)

Complications
Motivation: Acceptance: Hank just wants to fit in, and his big feet makes that difficult.
Prejudice: Being a Mutant.
Quirk: Hank is Self Conscious about himself, despite his fun loving and jovial nature. Hiding the shy , socially inept person that he is.

Languages
Native Language

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

Power Points
Abilities 68 + Powers 17 + Advantages 6 + Skills 19 (56 ranks) + Defenses 10 = 120
Last edited by JoshuaDunlow on Thu May 10, 2012 3:29 pm, edited 5 times in total.
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