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LOTR: Galadriel

Postby JoshuaDunlow » Wed Apr 04, 2012 7:28 pm

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"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
Last edited by JoshuaDunlow on Tue Aug 28, 2012 11:21 pm, edited 2 times in total.
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LOTR: Glorfindel

Postby JoshuaDunlow » Fri Apr 06, 2012 7:20 pm

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"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.
Last edited by JoshuaDunlow on Mon Aug 27, 2012 10:03 pm, edited 1 time in total.
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LOTR Beastary: Barrow Wight

Postby JoshuaDunlow » Mon Apr 09, 2012 11:04 am

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“There were two eyes, very cold through lit with a pale light that seemed to come from some remote distance. Then a grip stronger and colder than iron seized him. “

Barrow Wight - PL 7

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

Advantages
Chokehold, Close Attack, Equipment 1

Skills
Intimidation 7 (+10), Perception 5 (+8), Stealth 5 (+8)

Powers
Barrow Wight (Advantages: Innate)
. . Immunity: Immunity 30 (Fortitude Effects)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
. . Protection: Protection 3 (+3 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Senses: Senses 2 (Darkvision)
Fell Power
. . Barow Fog: Shapeable Area Concealment Attack 3 (Sense - Hearing, Sense - Sight, DC 13; Shapeable Area: 30 feet, cubic, Attack: Dodge)
. . Barrow Light: Environment 1 (Light, Radius: 30 feet)
. . Fearsome Presence: Perception Area Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 15; Perception Area; Limited Degree)
. . Icy Touch: Broad Weaken 3 (Resisted by: Fortitude, DC 13; Broad: Physical Ability Scores)
. . Shatter: Weaken 8 (Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only)

Equipment
Sword

Offense
Initiative +3
Barow Fog: Shapeable Area Concealment Attack 3 (DC Dog 13)
Fearsome Presence: Perception Area Affliction 5 (DC Will 15)
Grab, +5 (DC Spec 14)
Icy Touch: Broad Weaken 3, +5 (DC Fort 13)
Shatter: Weaken 8, +5 (DC Fort 18)
Sword, +5 (DC 22)
Throw, +2 (DC 19)
Unarmed, +5 (DC 19)

Complications
Weakness: Sunlight: Takes 1 lethal damage every round of exposure, treat as incurable damage

Languages
Westron

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

Power Points
Abilities 30 + Powers 55 + Advantages 3 + Skills 6 (17 ranks) + Defenses 4 = 98


Background/Builders Notes:
Next in my LOTR beastiary, is the Barrow Wight. Barrow Wights infest the mummified remains of Ancient nobility from the Men of the North. They remain clothed in the burial shrouds or the ceremonial armor in which they were laid. The evil spirits animating these corpses cause their eyes to shine a faint, cold light. Barrow wights reside in the burial mounds of the Barrow-downs. They rarely venture more than a few hundred yards from the tombs they inhabit. Similar evil spirits may also have been dispatched to infest the earthly remains of the long-dead leaders of Men elsewhere in Middle earth. Barrow wights tend to be solitary creatures, who avoid one another and instead focus on the living creatures that venture to close to their lairs.

Barrow Wight, Greater - PL 9

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

Advantages
Chokehold, Close Attack, Equipment 1, Improved Critical: Sword, Innate, Leadership

Skills
Close Combat: Sword 2 (+7), Intimidation 10 (+14), Perception 7 (+11), Stealth 5 (+8)

Powers
Barrow Wight (Advantages: Innate)
. . Immunity: Immunity 30 (Fortitude Effects)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
. . Protection: Protection 5 (+5 Toughness; Impervious)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Senses: Senses 2 (Darkvision)
Fell Power
. . Barow Fog: Shapeable Area Concealment Attack 3 (Sense - Hearing, Sense - Sight, DC 13; Shapeable Area: 30 feet, cubic, Attack: Dodge)
. . Barrow Light: Environment 1 (Light, Radius: 30 feet)
. . Fearsome Presence: Perception Area Affliction 5 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 15; Perception Area; Limited Degree)
. . Icy Touch: Broad Weaken 3 (Resisted by: Fortitude, DC 13; Broad: Physical Ability Scores)
. . Magical Force: Blast 4 (DC 19; Alternate Resistance: Will)
. . Misdirection: Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Range: ranged)
. . Shatter: Weaken 8 (Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only)
. . Sleep: Affliction 6 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 16; Increased Range: ranged)

Equipment
Sword

Offense
Initiative +3
Barow Fog: Shapeable Area Concealment Attack 3 (DC Dog 13)
Fearsome Presence: Perception Area Affliction 5 (DC Will 15)
Grab, +6 (DC Spec 15)
Icy Touch: Broad Weaken 3, +6 (DC Fort 13)
Magical Force: Blast 4, +2 (DC Will 19)
Misdirection: Affliction 6, +2 (DC Will 16)
Shatter: Weaken 8, +6 (DC Fort 18)
Sleep: Affliction 6, +2 (DC Fort 16)
Sword, +8 (DC 23)
Throw, +2 (DC 20)
Unarmed, +6 (DC 20)

Complications
Weakness: Sunlight: Takes 1 lethal damage every round of exposure, treat as incurable damage

Languages
Westron

Defense
Dodge 4, Parry 7, Fortitude Immune, Toughness 5, Will 9

Power Points
Abilities 40 + Powers 68 + Advantages 5 + Skills 8 (24 ranks) + Defenses 8 = 129
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Freedom City Villain: Maximum Force

Postby JoshuaDunlow » Thu Apr 12, 2012 12:44 pm

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"I'm gonna stomp you heroes!"

Maximum Force - PL 14

Abilities
Strength 14, Stamina 4, Agility 1, Dexterity 1, Fighting 8, Intellect 0, Awareness 0, Presence 2

Advantages
All-out Attack, Benefit, Wealth 2 (indepently wealthy), Benefit: Use Strength for Intimidation checks, Chokehold, Close Attack 2, Equipment 4, Great Endurance, Improved Critical 2: Unarmed, Improved Grab, Improved Hold, Power Attack, Sidekick 9, Takedown

Skills
Athletics 6 (+20), Close Combat: Grab 4 (+12), Close Combat: Unarmed 4 (+12), Deception 3 (+5), Expertise: Cybernetics 5 (+5), Expertise: Wrestler 8 (+8), Intimidation 11 (+15), Perception 5 (+5), Technology 5 (+5), Vehicles 4 (+5)

Powers
Cybernetic Strength: Enhanced Strength 10 (technological, +10 STR; Penetrating 14)
Cybernetic Strength: Ground Strike: Burst Area Affliction 14 (1st degree: Hindered, 2nd degree: Prone, DC 24; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere; Limited Degree)
. . Immovable: Enhanced Trait 12 (Alternate; Traits: Strength +6 (+20); Limited: Only to resisting trips with Athletics)
. . Leaping: Leaping 14 (Alternate; Leap 16 miles at 250 miles/hour in 4 minutes)
Cybernetic Strength: Power-lifting 1 (technological, +1 STR for lifting)
Cyborg Body: Immunity 8 (technological, Damage Effect: Cold, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure)
Huge Size: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Reinforced Skeleton: Protection 10 (technological, +10 Toughness; Impervious [4 extra ranks])
Super Human Endurance: Immunity 6 (technological, Fatigue Effects, Sleep; Limited - Half Effect)

Equipment
Abandoned Warehouse, Truck

Offense
Initiative +1
Grab, +14 (DC Spec 24)
Ground Strike: Burst Area Affliction 14 (DC Dog/Fort/Will 24)
Throw, +1 (DC 29)
Unarmed, +14 (DC 29)

Languages
English

Defense
Dodge 4, Parry 10, Fortitude 10, Toughness 14, Will 6

Power Points
Abilities 24 + Powers 94 + Advantages 27 + Skills 19 (55 ranks) + Defenses 21 = 185


Builders Notes
Well MAX was the first villain I really created for M&M, and put him into my freedom city campaign. Maxwell was a brute, even as a kid. He loved to terrorize and bully, naturally his father was an alcoholic and abused his mother. And well Maxwell didn't care one bit, he stole, did petty theft, what ever it took. It didn't matter to him who he hurt. By the time he hit high school, he found a new love. Wrestling! And he soon excelled to better than anyone on his own team. But that just wasn't enough for him, he wanted to be stronger. He was soon moving into professional wrestling, and thats when he heard about the illegal and underground Extreme Fighting Association. For super powered individuals. A mad scientist approached max, eddie stacks. With the promise to make him more powerful then he ever dreamed, if he submitted to some cybernetic experiments. And that he did, and he became more powerful than even he could dream. He has kept himself at the top for over 7 years nows on the EFA. Maxwell always seems to be able to escape from prison, everytime he commits a crime. His scientist gets a cut, to fund research for more upgrades. But still max has hidden quiet a stash in his secret headquarters which he shares with his buddy, Eddie.
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Witchfire

Postby JoshuaDunlow » Sat Apr 14, 2012 9:49 am

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"Every little thing she does is Magic."

Witchfire - PL 10
Profession: Novelist, Place of Residence: Freedom City, New England, Marital Status: Dating, Family: John Mason (father, prison), Donna Cain Mason (Mother, deceased), Jason Mason (Brother), Meagan Cain (Aunt, deceased); Age: 27, Height: 5'8", Weight: 120 lbs, Eyes: Green, Hair: Dark Brown; Allegiances: Girlfriend (Amy), Career, Goals: To finish writing the three books in her trilogy.

Abilities
Strength 0, Stamina 0, Agility 1, Dexterity 3, Fighting 2, Intellect 3, Awareness 4, Presence 2

Advantages
Artificer, Benefit, Wealth (well-off), Equipment 3, Improved Critical: Witchfire: Blast 12, Improved Initiative, Languages 3, Luck, Ritualist, Sidekick 9

Skills
Deception 3 (+5), Expertise: Arcane 8 (+11), Expertise: Business 5 (+8), Expertise: History 7 (+10), Expertise: Potions 7 (+10), Expertise: Writing 8 (+11), Insight 10 (+14), Perception 7 (+11), Persuasion 5 (+7), Ranged Combat: Magic 5 (+8)

Powers
Familiar: Senses 1 (magical, Communication Link: Choose Medium)
Magic
. . Fog of Forgetfulness: Cloud Area Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cloud Area: 15 feet radius sphere, Selective)
. . Light of Truth: Senses 7 (Counters All Concealment: Visual, Counters Illusion: Visual)
. . Witches Cauldron: Burst Area Damage 9 (fire, magical, DC 24; Burst Area 2: 60 feet radius sphere, Penetrating)
. . Witches Curse: Perception Area Damage 9 (fire, magical, DC 24; Alternate Resistance: Will, Perception Area)
. . Witches Draught: Healing 6 (magical; Energizing, Restorative, Stabilize)
. . Witchfire: Blast 12 (fire, magical, DC 27, Advantages: Improved Critical; Homing: 1 extra attempt, Split: 2 targets)
Mason Book of Magic (Removable)
. . Gain advice from the book: Feature 1 (magical)
. . Mason Lore: Enhanced Trait 3 (magical, Expertise +3 (+14), Expertise +3 (+13), Expertise +3 (+13); Limited: Only when using the book)
Witchfire Aura
. . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . Immunity to own powers: Feature 1
. . Quick change: Feature 1
. . Witches Shield: Enhanced Trait 10 (Traits: Dodge +5 (+8), Parry +5 (+7))
. . Witches Shield: Force Field 12 (+12 Toughness; Affects Insubstantial 2: full rank)

Equipment
Car, Cell Phone (Smartphone), Manson House

Offense
Initiative +5
Fog of Forgetfulness: Cloud Area Affliction 9 (DC Will 19)
Grab, +2 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +2 (DC 15)
Witches Cauldron: Burst Area Damage 9 (DC 24)
Witches Curse: Perception Area Damage 9 (DC Will 24)
Witchfire: Blast 12, +8 (DC 27)

Complications
Enemy: Her brother Jason Black
Motivation: Doing Good: Feels she has a responsibility to do good, and protect people from supernatural threats.
Prejudice: Lesbian (up to the GM if this applies)
Secret: Being not only a witch, but a super hero.

Languages
Ancient Summerian, English, Hebrew, Indonesian, Sanskrit

Defense
Dodge 8/3, Parry 7/2, Fortitude 5, Toughness 12, Will 9

Power Points
Abilities 30 + Powers 66 + Advantages 20 + Skills 22 (65 ranks) + Defenses 12 = 150

Salem - PL 10

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

Advantages
Improved Initiative, Luck

Powers
Invisibility: Invisibility 2 (Total concealment from normal vision)
Jinx: Perception Area Affliction 4 (1st degree: Hindered, 2nd degree: Defenseless, 3rd degree: Transformed, Resisted by: Will, DC 14; Perception Area)
Protection: Protection 2 (+2 Toughness)
Senses: Senses 1 (Communication Link: Jenna)
Senses: Senses 2 (Awareness: Magic, Low-light Vision)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Permanent)

Offense
Initiative +7
Grab, +0 (DC Spec 8)
Jinx: Perception Area Affliction 4 (DC Will 14)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)

Languages
Native Language

Defense
Dodge 7, Parry 4, Fortitude 3, Toughness 2, Will 4

Power Points
Abilities 4 + Powers 33 + Advantages 2 + Skills 0 (0 ranks) + Defenses 6 = 45


Background:
Jenna grew up in Salem, Massachussettes. Who had her share of troubles while growing up in an abusive family. Her mother had died in her birth, leaving her father and brother resentful towards her. By the time jenna had reached ten, her father started emotionally abusing her. And her brother jason had started to physically abuse her, by the time she was seven. Her brother Jason, really hated jenna. For not only being the cause of his mothers death, but because jason was one hell of a trouble maker. Jenna's only solace was her aunt, which she began to go see quite often. Her aunt megan lived in a small suburb of Freedom City, New England in one of the more older and respected districts.

Where most of the homes were still in good condition, and have stories all their own. It was there that she learned about her "Witch" heritage from her aunt, and Meagan sued for custody of jenna after hearing about the sexual and physical abuse she recieved from her father and brother. Thanks to this, her father was sent to jail. And jason was sent to juvenile for a few years, before he was adopted into a new home. But this would prove to be a mistake, as jason began to learn about the dark crafts from his new family.

Now Jason had always resented his sisters talent for magic, he knew about along time ago. Studying under a Warlock, and a dark coven of demon worshipers. His goal was to kill his sister, and aunt. And then take his aunts book of shadows. Jenna after the court hearings were final, started to live with her aunt megan from the age of 13. She loved living with her aunt, and helped her run the eclectic book / new age store that she did. It was a year later, that jenna had met her first girlfriend Amy Winter. At the age of 14 she was introduced to her lesbian lifestyle she would never move from.

When jenna turned nineteen, was her brother's first attempted to kill her and her aunt. Jason partially succeeded, he did kill his aunt, but jenna had fought him off succussfully, and drove him from Salem for a short period of time. After her Aunt's death, she took over running the the book store and earned her inheritance, and gained her aunts house in the process as well as the book of shadows. The house is a two story house, that has been around for almost two centuries. A year later jenna ended up selling the shop, as it slowly went down in business. With the money, she decided to attend college and start learning what she could there.

The Mason Book of Shadows. A powerful spell book, containing all the knowledge of lore of the women of Mason family. But jenna is constantly worried, that her brother may return and with help. To kill her, and steal the book. She knows her brother consorts with demons and vampires of the worst kind, and its pretty much what she fears the most. During her time at college , she took courses in ancient langauges and occult lore. And in her free time, she started taking writing courses too so she could learn how to write. Jenna started writing a novel by the time she was 23, and after a year she had actually got it published. It was a fantasy novel called the Nekhran Chronicles, about a gay sorceress living in a world full of magic and danger. And coming to terms with her growing power, and sexuality. Soon after the publication of her first book, she graduated from college at the age of 24. Its been two years and she is in the process of completing her second book in her Nekhran series, and in that time she has moved to Freedom City to continue her career. And to explore a life as a super hero. Its also interesting to note, that Jenna and Amy are still together even after twelve years. As a happy couple.

After finishing her 2nd book, she took a break from writing and went on a vacation with Amy to the British Isles, where her love of magic was renewed. So upon their return to freedom city, she was able to to gain some practical training and knowledge in the Arcane arts and expanded her magical knowledge and abilities.

Builders Notes:
Here is an oldie but good, updated to 3E. This character has always had a special place in my heart, one of the few female characters I ever put much depth and detail into. Besides its been awhile since I have contributed to the Mart.

Salem: Jokingly salem is refered as the only man in her life. Salem of course is her cat, but he is more than just that. He is her familiar. And even he has powers of his own, so he is no ordinary dark brown long hair. Protective of his owner, he keeps an eye for supernatural threats. "
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M1 Universe: Savrael

Postby JoshuaDunlow » Sun Apr 15, 2012 12:19 pm

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Savrael - PL 15
Assumed Identity: James Van`Dragen, Real Name: Savrael Lor, Identity: Secret, Race/Origin: T`khan, Profession: Errant Knight/Technology Consultant, Rank: Lord Marshal of the 3rd Phalanx, Marital Status: Widower, Family: Emiir Lor (father, deceased), Lysia Lor(Mother, unknown? ), Janwel Lor (sister, unknown?), Maiya (Wife, deceased), Age: 10,378, Height: 6’8”, Weight: 298 lbs, Eyes: Blue, Hair: Black

Abilities
Strength 7, Stamina 7/5, Agility 5, Dexterity 7, Fighting 11, Intellect 6, Awareness 7/5, Presence 6

Advantages
All-out Attack, Attractive, Benefit, Alternate Identity: Choose Identity, Benefit, Security Clearance: Choose Clearance, Benefit, Wealth 5 (billionare), Contacts, Defensive Attack, Equipment 26, Improved Critical 2: T`khan Fighting Pike, Improved Disarm, Improved Initiative, Inspire, Inventor, Languages 3, Leadership, Power Attack, Quick Change, Second Chance: Mind Control, Sidekick 31, Takedown, Taunt, Weapon Bind, Well-informed

Skills
Acrobatics 8 (+13), Athletics 9 (+16), Deception 9 (+15), Expertise: Engineering 14 (+20), Expertise: History 12 (+18), Expertise: Tactics 14 (+20), Intimidation 10 (+16), Perception 13 (+20), Persuasion 12 (+18), Technology 14 (+20), Treatment 8 (+14), Vehicles 8 (+15)

Powers
Cosmic Manipulation
. . Comprehend: Comprehend 3 (cosmic, psionic, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Cosmic Tendrils: Deflect 13 (cosmic, psionic)
. . Quantum Fury: Blast 15 (cosmic, psionic, DC 30)
. . Quantum Tendrils: Affliction 13 (cosmic, psionic, 1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 23; Alternate Resistance (Dodge), Increased Range: ranged)
. . Quantum Tendrils: Extra Limbs 4 (cosmic, psionic, 4 extra limbs, Advantages: Improved Grab; Increased Range: ranged, Projection; Diminished Range 3)
. . Quantum Tendrils: Move Object 13 (cosmic, darkness, 200 tons)
Nuru Power Armor (Removable)
. . Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . . . zero g boosters: Flight 16 (Alternate; Speed: 125000 miles/hour, 250 miles/round; Limited: Only in space)
. . Holographic Disguise: Morph 2 (+20 Deception checks to disguise; Narrow group, Advantages: Quick Change; Custom 2: Can store only 5 different looks (male))
. . Immunity: Immunity 10 (Life Support)
. . Power-lifting: Power-lifting 8 (+8 STR for lifting)
. . Protection: Protection 7 (+7 Toughness; Impervious)
Senses: Senses 1 (Communication Link: Sareal)
T`khan Fighting Pike (Easily Removable)
. . Pike Strike: Strength-based Damage 7 (DC 29, Advantages: Improved Critical 2; Penetrating 14)
. . Restricted to T`khan Physiology: Feature 1
. . Subtle (Collapsable): Feature 1
T`khan Physiology (Advantages: Innate)
. . Cosmic Awareness: Senses 1 (Awareness: Cosmic)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Awareness +2 (+7), Stamina +2 (+7); Permanent)
. . Immunity: Immunity 1 (Disease)
. . Immunity: Immunity 2 (Aging, Poison; Limited - Half Effect)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Equipment
HQ & Vehicles 100, IO Base

Offense
Initiative +9
Grab, +11 (DC Spec 17)
Pike Strike: Strength-based Damage 7, +11 (DC 29)
Quantum Fury: Blast 15, +7 (DC 30)
Quantum Tendrils: Affliction 13, +7 (DC Dog/Fort/Will 23)
Quantum Tendrils: Move Object 13, +7 (DC 23)
Throw, +7 (DC 22)
Unarmed, +11 (DC 22)

Complications
Enemy: Maecians
Fame: As James Van`Dragen
Responsibility: To protect mankind
Secret: Identity

Languages
English, French, German, Japanese, T`Khan

Defense
Dodge 11, Parry 13, Fortitude 15, Toughness 14, Will 14

Power Points
Abilities 104 + Powers 114 + Advantages 82 + Skills 44 (131 ranks) + Defenses 23 = 367

Background:
When the war reached its peak, and the island nations were destroyed. It was the 3rd Phalanx of the Errant Knights, that covered the fleets escape. His wife died, when they backed up to IO where their last outpost was built. In the last and final wave of the assault Savrael, Lord Marshal ordered the final retreat however he would stay behind to make sure the enemy could not follow. His final plan worked, but it damaged the base. He crawled into a life support pod, and he was sent into suspended animation. Over time the base’s AI began to self repair itself, and it began to take on a life of its own thanks to the Verdant Shard which it protected deep within a vault. Part of Savrael’s mind pattern, was fused with the artificial intelligence of the Main Computer frame. The AI renamed itself as “Sareal”.

The computer ingrained with Savrael’s own personality, and goals. It began to search the stars for clues to where his kind fled without success. However it had detected, that there is still some activity on Mars. Which leads “Sareal” to believe the Maecian’s have retaken their base, and may have plans with earth once again. The AI took it upon itself to awaken the only T`khan it could, when a Earth Satellite known as “Galileo” began to explore IO’s surface back in the 1990’s. Savrael’s interest was peaked to see how Earth had grown. It was surprising to see that humans had developed Powers. There was a chance that other T`khan might be left on earth, as well as Maecian’s hiding among some of the other super-human community. He has just been biding his time, to make his presence known among some of these Earther’s and find some of his kind.

He doesn’t wish to warn the Maecian’s of his presence just yet, till he can find support for his cause among the humans and any T`khan’s which may still be alive. So he has secretly taken an identity as an Eccentric Business Man, known as James Van`Dragen, specializing in New Technologies. To cover the kind of Technology he brings into play, to help bolster support against the Maecian threat. In the 18 years he has been on earth, he has made contacts in high places and has security clearance in the government.

Sidekick - PL 15

Strength -, Stamina -, Agility -, Dexterity 8, Fighting 8, Intellect 10, Awareness 6, Presence 3

Advantages
Eidetic Memory, Jack-of-all-trades, Languages 2, Speed of Thought, Well-informed

Skills
Expertise: Electronics 12 (+22), Expertise: Engineering 12 (+22), Expertise: Mechanics 12 (+22), Perception 16 (+22), Technology 12 (+22)

Powers
Computer Bank: Immunity 40 (Common Descriptor: Psionic, Fortitude Effects)
Computer Bank: Protection 12 (+12 Toughness; Impervious)
Senses: Senses 1 (Communication Link: Savrael)
Sensors: Senses 11 (Acute: Detect Maecian Energies, Detect: Maecian Energies 1, Extended: Detect Maecian Energies 9: x1bn)

Offense
Initiative +10
Grab, +8 (DC Spec 10)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)

Languages
English, Maecian, T`Khan

Defense
Dodge None, Parry 8, Fortitude Immune, Toughness 12, Will 15

Power Points
Abilities 40 + Powers 76 + Advantages 6 + Skills 22 (64 ranks) + Defenses 9 = 153


IO Base - PL 10

Toughness 20, Size Awesome

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

Power Points
Abilities 6 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 28
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Re: JD's 3E Thread: MAXIMUM FORCE, Witch Fire, Savrael

Postby JoshuaDunlow » Tue Apr 17, 2012 2:47 pm

Well someone wanted to see some more magical stuff, so I'm gonna convert a few more magical characters of mine.
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More Magical Characters: Dream Weaver

Postby JoshuaDunlow » Tue Apr 17, 2012 3:50 pm

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Dream Weaver - PL 8

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

Advantages
Attractive, Improved Initiative, Ranged Attack 4, Ritualist

Skills
Deception 3 (+4), Expertise: Arcane 4 (+6), Insight 4 (+7), Perception 4 (+7), Persuasion 3 (+4), Ranged Combat: Magical Powers 2 (+4), Stealth 3 (+4)

Powers
Dream Form: Morph 1 (+20 Deception checks to disguise; Single form; Increased Duration: continuous, Metamorph)
Dream Necklace (Easily Removable)
. . Boost Illusion power: Feature 8 (Fades)
. . Change Clothes in an instant: Feature 1
. . Force Field: Force Field 6 (+6 Toughness; Impervious)
. . Mirage
. . . . Blurred Form: Concealment 2 (Sense - Sight; Partial, Passive)
. . . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+10), Parry +2 (+4))
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Magical Powers
. . Dream Bolt: Blast 8 (DC 23; Affects Insubstantial 2: full rank, Alternate Resistance: Will)
. . Dream Form: Remote Sensing 8 (Affects: 3 Types, inc. Visual - Sight and Sound, Mental, Range: 1 mile; Subtle: DC 20+rank; Limited: Physical body is defenseless)
. . Dream Stepping: Movement 1 (Dimensional: Dream Dimension 1: one dimension, 50 lbs.)
. . Dreams made Real: Illusion 6 (Affects: Three Sense Types - Sight , Sound, Area: 125 cft., DC 16; Illusion Area)
. . Healing: Healing 12 (Persistent, Stabilize)
. . Rainstorm: Environment 13 (Impede Movement (1 rank), Visibility (-2), Radius: 16 miles)
Percieve Magic: Senses 4 (Counters Illusion: Visual, Detect: Magic 1, Radius: Detect Magic)

Offense
Initiative +5
Dream Bolt: Blast 8, +8 (DC Will 23)
Grab, +2 (DC Spec 9)
Throw, +6 (DC 14)
Unarmed, +2 (DC 14)

Complications
Motivation: Doing Good: Patricia does things for the right reason and for the good of all.
Power Loss: Cannot cast spells if bound or gagged
Secret: Her identity

Languages
English

Defense
Dodge 10/8, Parry 4/2, Fortitude 2, Toughness 6, Will 10

Power Points
Abilities 20 + Powers 66 + Advantages 7 + Skills 8 (23 ranks) + Defenses 16 = 117

Dream Self - PL 8

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

Advantages
Attractive, Diehard, Improved Initiative, Ritualist

Skills
Athletics 3 (+5), Close Combat: Dream Blade: Strength-based Damage 5 4 (+8), Deception 3 (+4), Expertise: Arcane 4 (+6), Perception 4 (+7), Persuasion 3 (+4), Stealth 3 (+5)

Powers
Dream Armor
. . Impervious Defense: Impervious Will 8 (Affects Insubstantial 2: full rank)
. . Protection: Protection 6 (+6 Toughness; Affects Insubstantial 2: full rank, Impervious)
Dream Blade: Strength-based Damage 5 (DC 22; Affects Insubstantial 2: full rank, Alternate Resistance: Will, Custom: Use Awareness for damage bonus)
. . Power-lifting: Power-lifting 13 (Alternate; +13 STR for lifting)
Dream Necklace (Easily Removable)
. . Mirage
. . . . Concealment: Concealment 2 (Sense - Sight; Partial, Passive)
. . . . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+8), Parry +2 (+6))
Dream Shifting: Movement 1 (Dimensional: Dream Dimension 1: one dimension, 50 lbs.)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Regeneration: Regeneration 5 (Every 2 rounds)

Offense
Initiative +6
Dream Blade: Strength-based Damage 5, +8 (DC Will 22)
Grab, +4 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)

Languages
English

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

Power Points
Abilities 36 + Powers 58 + Advantages 4 + Skills 8 (24 ranks) + Defenses 14 = 120


Builders Notes:
This character original went by Glamour on my old 2E Archive, but decided to give her the 3E polish since a friend wants to see more ideas on spells and magic , that might be possible. As you can see I left 3 points unspent. Note: I used Feature to mimic a limited boost (for 1 power). Then just added Fade onto it. Basically gives the rank number in power points to upgrade the power in question.
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Re: JD's 3E Thread: More Magical Characters (Dream Weaver)

Postby cbwjm » Tue Apr 17, 2012 6:48 pm

Went to have a look at Dream Weaver and ran into Savrael, cool character concept and cool background. Is he an idle build or is he part of a previous or ongoing campaign?
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Re: JD's 3E Thread: More Magical Characters (Dream Weaver)

Postby JoshuaDunlow » Tue Apr 17, 2012 8:44 pm

cbwjm wrote:Went to have a look at Dream Weaver and ran into Savrael, cool character concept and cool background. Is he an idle build or is he part of a previous or ongoing campaign?


Savrael is part of my M1 Universe (millennium universe setting) which is what i started this thread off with. Eventually gonna finish converting all the 2E characters i created for the m1 universe, into 3E.
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Re: JD's 3E Thread: More Magical Characters (Dream Weaver)

Postby cbwjm » Wed Apr 18, 2012 3:05 pm

Oh yeah, I could have figured that out from looking at your first post. I'm so used to clicking the "jump to first unread post" button that I often don't think of checking the first post with the thread contents.
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Re: JD's 3E Thread: More Magical Characters (Dream Weaver)

Postby JoshuaDunlow » Wed Apr 18, 2012 9:26 pm

cbwjm wrote:Oh yeah, I could have figured that out from looking at your first post. I'm so used to clicking the "jump to first unread post" button that I often don't think of checking the first post with the thread contents.


One of the few settings, I have actually put some thought into. lol
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M1 Universe: Lord Astral

Postby JoshuaDunlow » Fri Apr 20, 2012 10:24 am

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Lord Astral - PL 14
Real Name: Andrew Stadtworth, Identity: Secret, Profession: Sorcerer Supreme, Residence: Millennium City, Marital Status: Single, Family: Andrew Stadtworth Senior (Father, deceased) , Bella Stadtworth (Mother, deceased), Adsilla Stadtworth (Step Mother, deceased), Age: 352, Height: 6’1” , Weight: 200 lbs, Eyes: Black, Hair: Black

Abilities
Strength 1, Stamina 2, Agility 2, Dexterity 6, Fighting 6, Intellect 5, Awareness 9, Presence 2

Advantages
Artificer, Benefit, Wealth 2 (indepently wealthy), Close Attack 2, Connected, Contacts, Equipment 5, Improved Initiative 2, Languages 4, Luck 2, Ranged Attack 8, Ritualist

Skills
Athletics 4 (+5), Deception 8 (+10), Expertise: Arcane 15 (+20), Expertise: Chemistry 6 (+11), Expertise: Drawing 6 (+11), Expertise: History 12 (+17), Expertise: Theology 6 (+11), Insight 5 (+14), Perception 11 (+20), Persuasion 8 (+10), Sleight of Hand 4 (+10)

Powers
Astral Lord
. . Astral Portal: Movement 1 (Dimensional: Astral Realm 1: one dimension, 50 lbs.; Custom 2: Portal, Custom 2: Mass Progression)
. . Astral Shield: Force Field 14 (+14 Toughness; Affects Insubstantial 2: full rank, Impervious)
. . Comprehend: Comprehend 2 (Spirits - Communicate, Spirits - Medium)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Immunity: Immunity 10 (Life Support)
Magical Attunement: Senses 11 (Acute: Magical Awareness, Awareness: Magical Awareness, Counters Concealment: Invisibility, Counters Concealment: Visual-Xray vision, Counters Illusion: Visual, Counters Illusion: Aural, Radius: Magical Awareness)
Sorcerer Supreme
. . Animal Mastery
. . . . Animal Control: Mind Control 14 (DC 24; Limited: Animals only)
. . . . Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand)
. . Astral Blast: Blast 14 (DC 29; Affects Insubstantial 2: full rank, Alternate Resistance: Will)
. . Astral Sight: Remote Sensing 14 (Affects: 3 Types - Vision & Hearing, Range: 60 miles; Dimensional: dimension - Spirit/Astral Realm)
. . Astral Summoning: Summon 11 (Type (Broad): Astral Creatures)
. . Dimensional Pockets: Movement Attack 14 (Dimensional: Pocket Spirit Realm 1: one dimension, 50 lbs., Extra Ranks 13, DC 24; Attack: Dodge)
. . Elemental Fury: Blast 14 (DC 29; Penetrating, Variable Descriptor 2: broad group - Elemental)
. . Elemental Mastery: Perception Area Move Object 14 (400 tons; Perception Area, Variable Descriptor: close group - Elemental)
. . Master Illusionist: Illusion 7 (Affects: All Sense Types, Area: 250 cft., DC 17; Illusion Area)
. . Plant Growth: Shapeable Area Affliction 11 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 21; Alternate Resistance (Dodge), Shapeable Area: 30 feet, cubic, Increased Range 2: perception)
. . Probabilty Manipulation: Concentration Burst Area Affliction 14 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 24; Burst Area: 30 feet radius sphere, Concentration, Selective, Variable Descriptor 2: broad group - Probability; Limited Degree)

Equipment
The Astral Tower

Offense
Initiative +10
Animal Control: Mind Control 14 (DC Will 24)
Astral Blast: Blast 14, +14 (DC Will 29)
Dimensional Pockets: Movement Attack 14, +8 (DC Dog 24)
Elemental Fury: Blast 14, +14 (DC 29)
Elemental Mastery: Perception Area Move Object 14 (DC 24)
Grab, +8 (DC Spec 11)
Plant Growth: Shapeable Area Affliction 11 (DC Dog/Fort/Will 21)
Probabilty Manipulation: Concentration Burst Area Affliction 14 (DC Will 24)
Throw, +14 (DC 16)
Unarmed, +8 (DC 16)

Complications
Power Loss: Lord Astral requires gestures and incantations to cast his spells correctly.

Languages
African, Arabic, Dutch, Egyptian, English, Greek, Latin, Persian

Defense
Dodge 12, Parry 6, Fortitude 10, Toughness 16, Will 18

Power Points
Abilities 66 + Powers 126 + Advantages 29 + Skills 29 (85 ranks) + Defenses 27 = 277


The Astral Tower - PL 7

Toughness 14, Size Large

Features:
Communications, Concealed 1, Dual Size: Gargantuan, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Sealed, Security System 1, Self-repairing 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 21


Background Notes:
Lord Astral, is my version of Doctor Strange in my universe. A master of the astral (spirit) realms. Continuing on my Magical theme's at the moment, I thought he would be an excellent choice, since I have so many that need the 3E update.

Beginnings
Andrew Stadtworth was born in Providence, Rhode Island in 1656. It was a tumultuous time for the Stadtworth family, one of many few families within the region. The son of two English immigrants , however Andrew Senior’s wife died during the first winter there. But found himself falling in love with a Native American Woman named Adsilla, to help raise his family. Over run by superstition and fear, the Baptist church had an incredible hold over the region. And they feared anything they could not understand, and the witch hunts provided fuel for the fires for the Maecian influence upon Christianity.

Andrew grew up like any other child, a devout believer in god. However there was something different about him than some of the other children, he could see things others could not. Spirits, and Entities of all kinds, that his parents often attributed to an overactive imagination that might prove dangerous. And sometimes Bad luck often afflicted those he wished, and he often had good luck. Andrew himself had many friends among the Narraganset Indian Tribes native to the region, who knew exactly what he was. He could use magic, and his mother tutored him in what lore she knew and past it onto him.


Turning Points:
The Witch Hunts reached their peak when Andrew was only seventeen, and the Stadtworth name didn’t mean all that much anymore. Not with the rumors of witch craft abounding about him and his step mother. One night a riot of people stormed the home of the Stadtworths intent on sending the family to the fires. Andrew senior gave his son and his wife time to get away, however his sacrifice was in vain. Andrew and Adsilla rushed into the forest, hoping to get far enough away so they could hide in these caves that Andrew’s mother knew of. And then later find some of her tribe to take them in.

However Andrew’s mother was captured, in the flight. And just when he thought he himself would be taken by his pursuers, her tripped and fell to the ground. However the ground gave way underneath him, and he fell into the blackness of the earth. When Andrew woke up he found that he had survived the fall, and found himself in a small cavern that seemed to have no exit from save the roof above. In the center was a large crystalline shaft jutting from the earth, and it glowed vibrantly in many colors. A soft hum emanated from it, and when he touched the crystal he found it warm to the touch. But suddenly a bright surge of light flowed through him, and he lost all track of thought and time. It would seem to Andrew he had just fallen unconscious and dreamed about the American Indian myth’s and fables. He met spirits and other beings, and learned much about magic in this dream like state. But in the outside world, many centuries past while he was trapped in a form of suspended animation. Encased in a tomb of crystalline structure.


A time for Enemies:
When Andrew woke up again, it was the 19h century and the year was 1896. Excavations by a mining company had found the cave, and unearthed him from his prison. He was completely lost and out of time, a relic of a time long ago. However with his release, he had within him the knowledge and ability to use magic well beyond his limited capacities back in the 17th century. Over the next few years he made a place for himself as an Eccentric but learned scholar at a the local college, and he began to study with some interest the lore of Native American Mythology. And what they knew about the spiritual realms beyond, and there his fascination with the Astral Plane grew.

It was his earlier explorations of that realm which lead him to face the terror known as Sheiwan, a being of immense and terrible power who wished only to put Earth under its web of power. For Sheiwan could only be described as a monstrously obese spider, that has one thousand eyes over its head and back. Andrew couldn’t defeat the creature, but he could make sure it couldn’t find a way of coming back to earth. However because of that very act, Sheiwan has named Andrew Stadtworth its most hated enemy.


Millennium League:
It was during world war one, when lady psyche brought a select group of people together to help fight the Reich. He was one of those few people, along with Oracle and the Original Guardian that fought the German occupation in England. After the war was over the first steps had been taking to create the Millennium League back in Millennium City, which he joined. He still though has his own Headquarters called the Astral Tower, which lies out of phase from the rest of the world. Right between the Astral and Prime Material Plane. He took over for Lady Psyche, as the teams Magical Expert.
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Wrath of the Dragon God: Dorian

Postby JoshuaDunlow » Sun Apr 22, 2012 9:10 pm

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"Blessed are the works in nature, that provide for those in need."


Dorian, Cleric of Obadhai - PL 8

Abilities
Strength 3, Stamina 2, Agility -1, Dexterity 5, Fighting 5, Intellect 0, Awareness 7, Presence 1

Advantages
Close Attack 3, Favored Foe: Undead, Lion Heart, Improved Defense, Improved Initiative, Interpose, Power Attack, Teamwork

Skills
Athletics 5 (+8), Expertise (AWE): Survival 4 (+11), Expertise: Arcane 10 (+10), Expertise: Botany 10 (+10), Expertise: Theology 10 (+10), Perception 6 (+13), Persuasion 7 (+8), Treatment 6 (+6)

Powers
+1 Half Plate Armor (Removable)
. . Protection: Protection 5 (+5 Toughness)
+1 Heavy Shield (Removable)
. . Enhanced Trait: Enhanced Trait 6 (Traits: Dodge +3 (+8), Parry +3 (+9))
Cloak of Resistance (Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Fortitude +1 (+8), Will +1 (+8), Dodge +1 (+8), Parry +1 (+9))
Gaunts of Ogre Power (Removable)
. . Enhanced Ability: Enhanced Strength 1 (+1 STR)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
Periapt of Wisdom (Easily Removable)
. . Enhanced Ability: Enhanced Awareness 2 (+2 AWE)
Theurgy
. . Banish: Burst Area Nullify 8 (Counters: Summoned Creatures, DC 18; Burst Area: 30 feet radius sphere; Quirk 2: Holy symbol Required)
. . Bless: Variable 1 (Affects Others Only; Fades, Limited: Only boosts defenses)
. . Calm Animal: Mind Control 8 (DC 18; Limited: Only Animals, Limited: To Calm )
. . Detect Evil: Senses 3 (Detect: Evil 1, Extended: Detect Evil 1: x10, Radius: Detect Evil)
. . Healing: Healing 5 (Energizing, Persistent, Stabilize)
. . Hold Person: Affliction 5 (1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 15; Increased Duration: concentration, Increased Range 2: perception)
. . Neutralize Poison: Nullify 8 (Counters: Poison Descriptor, DC 18; Simultaneous)
. . Sanctuary: Affliction 4 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 15; Increased Duration 2: sustained, Area (Burst), Selective; Limited: Stay Away)
. . Searing Light: Blast 8 (DC 23)
. . Sound Burst: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Turn Undead
. . . . Affliction: Perception Area Affliction 5 (Linked; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 15; Perception Area, Increased Duration: concentration; Limited: Undead)
. . . . Damage: Perception Area Damage 5 (Linked; DC 20; Perception Area; Limited: Undead Only)
. . Wall of Fire: Create 8 (Volume: 250 cft., DC 18)
. . Weather Manipulation: Environment 3 (Cold, Heat, Impede Movement (1 rank), Light, Visibility (-2), Radius: 120 feet; Selective)
Thunder Mace (Removable)
. . Mace of Thunder: Strength-based Damage 4 (DC 22; Linked: Thundering: Affliction 4, Penetrating 6)
. . Thundering: Affliction 4 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, Resisted by: Fortitude, DC 14; Extra Condition, Linked: Mace of Thunder: Strength-based Damage 4, Triggered: 2 uses - Successful Hit with Mace; Limited Degree)

Offense
Initiative +3
Affliction: Perception Area Affliction 5 (DC Will 15)
Banish: Burst Area Nullify 8 (DC Will 18)
Calm Animal: Mind Control 8 (DC Will 18)
Damage: Perception Area Damage 5 (DC 20)
Grab, +8 (DC Spec 13)
Hold Person: Affliction 5 (DC Will 15)
Mace of Thunder: Strength-based Damage 4, +8 (DC 22)
Neutralize Poison: Nullify 8, +5 (DC Will 18)
Sanctuary: Affliction 5, +8 (DC Will 15)
Searing Light: Blast 8, +5 (DC 23)
Sound Burst: Affliction 8, +5 (DC Fort 18)
Throw, +5 (DC 18)
Thundering: Affliction 4, +8 (DC Fort 14)
Unarmed, +8 (DC 18)

Complications
Motivation: Doing Good
Power Loss: Must chant his spells, and requires a holy symbol to cast his spells.
Responsibility: Religious Tenants

Languages
Common

Defense
Dodge 8/4, Parry 9/5, Fortitude 8/7, Toughness 7, Will 8/7

Power Points
Abilities 38 + Powers 60 + Advantages 11 + Skills 20 (58 ranks) + Defenses 10 = 139

Builders Notes:
In my opinion Dorian was perhaps one of the most powerful members (and my favorite) of the group in Wrath of the Dragon God. IMHO, the best version of the D&D movies. If he had been there when they had stormed Damodar's castle, things might have been a lot different.

I use my alternate mass chart to alternate strength from a cap of 3/4 to 7.
Last edited by JoshuaDunlow on Mon Apr 23, 2012 3:27 pm, edited 2 times in total.
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Wrath of the Dragon God: Sir Berek

Postby JoshuaDunlow » Mon Apr 23, 2012 9:30 am

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"You parry when you should be rushing forward boy!"

Sir Berek - PL 8

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

Advantages
Agile Feint, Benefit, Status: Minor Lord, Benefit, Wealth (well-off), Equipment 2, Leadership, Lion Heart*, Luck 2, Minion 2, Power Attack, Takedown, Weapon Break

Skills
Acrobatics 4 (+7), Athletics 6 (+10), Close Combat: +1 Vorpal Sword 2 (+8), Expertise: Civics 4 (+6), Expertise: Current Events 2 (+4), Expertise: Tactics 3 (+5), Insight 2 (+4), Intimidation 9 (+12), Perception 8 (+10), Persuasion 5 (+8)

Powers
+1 Vorpal Sword (Easily Removable)
. . Linked Effects
. . . . Vorpal Effect: Weaken 5 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 15; Quirk: Does not affect someone with Immunity (Critical hits))
. . . . Vorpal Sword: Strength-based Damage 4 (Linked; DC 23, Advantages: Improved Critical 4; Incurable, Penetrating 7)
+3 Breastplate (Removable)
. . Protection: Protection 6 (+6 Toughness)
Gauntlets of Ogre Power (Removable)
. . Enhanced Ability: Enhanced Strength 1 (+1 STR)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
Ring of Protection +2 (Removable)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Fortitude +2 (+9), Dodge +2 (+8), Parry +2 (+8), Will +2 (+7))

Equipment
Bow

Offense
Initiative +3
Bow, +6 (DC 22)
Grab, +6 (DC Spec 14)
Throw, +6 (DC 19)
Unarmed, +6 (DC 19)
Vorpal Effect: Weaken 5, +8 (DC Fort 15)
Vorpal Sword: Strength-based Damage 4, +8 (DC 23)

Complications
Quirk: Despite his great prowess, Berek is Impetuous. Prefering to rush forward into battle, thinking little at the time. But when he does he can come up and formulate great plans.
Relationship: Melora
Responsibility: Duty to Ishmir

Languages
Common

Defense
Dodge 8/6, Parry 8/6, Fortitude 9/7, Toughness 8, Will 7/5

Power Points
Abilities 54 + Powers 25 + Advantages 14 + Skills 15 (45 ranks) + Defenses 11 = 119

Builders Notes:
Sir Berek, used to be the captain of the kings guard. But when he married Melora, his positions changed, and became a lord in the house of Ministers. He still longs for the old days of Adventuring, as he struggles with his duties as a Minister.

Lion Heart. +5 save vs. Fear.
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