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

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Re: JD's 3E: Marvel (Apocalypse ! THANOS!)

Postby JoshuaDunlow » Wed May 02, 2012 5:16 pm

Goldar wrote:Wow, very nice Thanos build, Joshua!

:?: My only question would be regarding his Str. I know Thanos once engaged both the Thing and Thor simultaneously in combat for a period of time and held his own. This was when the Thing was probably about 75-85 tons in str and Thor was, well at Thor levels. Besides his natural strength, Thanos has augmented it with sorcery, psionic and scientific means. Thanos is quantified by Marvel as lifting over 100 tons, but I think he goes beyond where most others are at that level.


I had considered giving him a true strength of 14, instead of 12 / with 2 ranks of power lifting. This I think either way puts him on par with either of them considerably. But I went off of the information given off the Marvel website and wiki sources. There's nothing to say we can't put his strength at 16 either. It just depends entirely on the toughness levels of said, people. Things at least a toughness 12, and Thor at least a 15 in my opinion.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Thu May 03, 2012 8:55 am

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"taller than some and fairer than most, [with] a cleft in his chin: perky chap with a bright eye."

Frodo Baggins - PL 5

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

Advantages
Benefit: Elf Friend, Defensive Roll, Equipment 1, Improved Critical 2: Beleriand Blade: Strength-based Damage 1+2, Innate Physiology, Languages 1, Luck

Skills
Acrobatics 2 (+4), Athletics 2 (+1), Close Combat: Sting 2 (+2), Expertise: History 2 (+4), Expertise: Riddles 2 (+4), Insight 2 (+3), Perception 3 (+4), Sleight of Hand 2 (+4), Stealth 4 (+10)

Powers
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Hobbit (Advantages: Innate Physiology)
. . Hafling: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent)
. . Hobbit Resilience: Feature 2
Mithril Shirt (Removable)
. . Protection: Protection 3 (+3 Toughness; Impervious [7 extra ranks])
Phial of Galadriel (Easily Removable)
. . Painful Light (attack/fear): Perception Area Affliction 5 (1st degree: Impaired, Entranced, 2nd degree: Disabled, Compelled, Resisted by: Will, DC 15; Perception Area, Extra Condition, Reaction 3: reaction; Limited: Only afflicts Evil that dwells in darkness, Limited: Only fear, Limited Degree)
. . . . Defeat Magic: Nullify 7 (Alternate; Counters: Evil Magics, DC 17; Broad)
. . The Light of Earendil: Environment 1 (Light, Radius: 30 feet)
Sting (Easily Removable)
. . Beleriand Blade: Strength-based Damage 1+2 ([Stacking ranks: +2], DC 17, Advantages: Improved Critical 2)
. . Goblin Bane: Damage 2 (DC 17; Penetrating 8, Stacks with: Beleriand Blade: Strength-based Damage 1+2; Limited: Only with Goblins)
. . Sense Orcs: Senses 3 (Detect: Orcs 1, Extended: Detect Orcs 1: x10, Radius: Detect Orcs; Noticeable: Glows Blue, Permanent)

Equipment
Pack 0, Pipe & Pipeweed 0, Walking Stick 1

Offense
Initiative +2
Beleriand Blade: Strength-based Damage 1+2, +0 (DC 17)
Defeat Magic: Nullify 7, +2 (DC Will 17)
Goblin Bane: Damage 2, +0 (DC 17)
Grab, +0 (DC Spec 9)
Painful Light (attack/fear): Perception Area Affliction 5 (DC Will 15)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
Enemy: Frodo is being hunted by the ring wraiths through the first part of the Fellowship.
Honor: Frodo believes in a fair fight, and that everyone deserves a second chance. This is brought home to him, in the end. But his heart is always in the right place.
Motivation: Responsibility: Frodo is driven by a desire to good, but more so because of the responsibility that he feels he must bear. Being able to resist the powers of the ring better than the others, he feels he has no choice if he wants to protect the shire.

Languages
Elf, Westron

Defense
Dodge 4, Parry 2, Fortitude 3, Toughness 5/4, Will 6

Power Points
Abilities 22 + Powers 42 + Advantages 5 + Skills 7 (21 ranks) + Defenses 7 = 83

Builders Notes:
I did some serious scrutiny as to the power levels of the main protagonist of our story. Frodo. Looking back over things, PL 7 seemed a bit much, for a young hobbit. So I really crunched with the numbers trying to decide and looking over scores, to make sure I got everything just right or at least , what i "hoped" felt right. Please as always give me some opinions. I am still working on the properties of the Phial . He is more effectively a PL 4, it's his willpower defense that makes him a PL 5 (as well as his mithril shirt and the phial )
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Original Cypher

Postby JoshuaDunlow » Thu May 03, 2012 1:12 pm

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Cypher (douglas ramsey) - PL 5

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

Skills
Expertise: Computers 8 (+15), Perception 4 (+6), Persuasion 4 (+4), Technology 4 (+11)

Powers
Omnilingual Translation: Comprehend 1 (Languages - Speak All; Check Required: DC 11 - Intellect Check)
Omnilingual Translation: Comprehend 4 (Languages - Read All, Languages - Understand All, Machines / Electronics)

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Languages
English

Defense
Dodge 3, Parry 3, Fortitude 4, Toughness 2, Will 6

Power Points
Abilities 30 + Powers 9 + Advantages 0 + Skills 7 (20 ranks) + Defenses 10 = 56

Builders Notes
Dough (cypher) Ramsey has always been a favorite character of mine, and here is my 3E version of him.
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Marvel Revised Basic: Dr. Strange

Postby JoshuaDunlow » Sat May 05, 2012 10:46 pm

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Dr. Strange (rv.basic ) - PL 14

Abilities
Strength 0, Stamina 6, Agility 4, Dexterity 5, Fighting 2, Intellect 3, Awareness 13, Presence 2

Advantages
Accurate Attack, All-out Attack, Artificer, Benefit, Wealth (well-off), Defensive Attack, Defensive Roll, Great Endurance, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Ritualist, Takedown, Trance

Skills
Expertise: Arcane 10 (+13), Treatment 10 (+13)

Powers
Cloak of Levitation (Removable)
. . Flight: Flight 16 (Speed: 125000 miles/hour, 250 miles/round)
. . . . Cloak of Levitation: Summon 8 (Alternate; Heroic)
Eye of Agamato (Easily Removable)
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Extraordinary Effort; Limited: Only with Mental based Spells/powers)
. . Induce Suspended Animation: Enhanced Trait 1 (Advantages: Trance; Affects Others Only; Limited: Target must already be asleep)
. . Movement: Movement 3 (Dimensional 3: any dimension, 50 lbs.)
. . Senses: Senses 7 (Counters All Concealment: Visual, Counters Illusion: Visual)
Magic Abilities
. . Alter Appearance: Morph 4 (+20 Deception checks to disguise; Any form, DC 24; Affects Others, Custom 10: Increase DC to resist, Feature: Changes Clothes too; Limited: Change is illusionary, Resistible: Will)
. . Astral Form : Remote Sensing 14 (Affects: 2 Types, inc. Visual - Visual and Hearing, Range: 60 miles; Subtle: DC 20+rank; Limited: physical body is useless)
. . Conjure: Teleport Attack 5 (Carry 50 lbs., DC 15; Accurate, Attack: Will, Easy, Extended: 30 miles in 2 move actions, Increased Range 2: perception; Limited to Extended)
. . Dimensional Portals: Movement Attack (+self) 14 (Dimensional 3: any dimension, 50 lbs., Extra Ranks 11, DC 24; Attack (+self): Will)
. . Eldritch Beam: Blast 10 (DC 25; Alternate Resistance: Will, Variable Descriptor 2: broad group - Magical )
. . Flight: Flight 16 (Speed: 125000 miles/hour, 250 miles/round)
. . Mists of Morpheus: Cloud Area Affliction 12 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 22; Cloud Area: 15 feet radius sphere)
. . Spell of Silence: Concealment Attack 9 (Extra Ranks 8, Sense - Hearing, DC 19; Attack: Will)
. . Telepathy: Mind Reading 14 (DC 24)
Mystic Shield: Force Field 7 (+7 Toughness; Impervious [7 extra ranks])
Orb of Agamato (Easily Removable)
. . Variable: Variable 2 (Limited: Only to replicate sensory powers of the magical descriptor, Slow)

Offense
Initiative +8
Conjure: Teleport Attack 5 (DC Will 15)
Dimensional Portals: Movement Attack (+self) 14, +2 (DC Will 24)
Eldritch Beam: Blast 10, +5 (DC Will 25)
Grab, +2 (DC Spec 10)
Mists of Morpheus: Cloud Area Affliction 12 (DC Will 22)
Spell of Silence: Concealment Attack 9, +2 (DC Will 19)
Telepathy: Mind Reading 14 (DC Will 24)
Throw, +5 (DC 15)
Unarmed, +2 (DC 15)

Languages
English

Defense
Dodge 7, Parry 5, Fortitude 9, Toughness 14/6, Will 16

Power Points
Abilities 70 + Powers 102 + Advantages 14 + Skills 7 (20 ranks) + Defenses 12 = 205


Builders Notes:
Inspired by a few who have been doing some magical characters, and of course Dr. Strange. I pulled out the revised basic stats for Dr. Strange and threw them through my conversion charts. I did make a few changes here and there. But I saw a lot of repetition in this build.
One of the things that really had me scratching my head, was how to simulate the Conjuration.. And though Teleport works nicely in a pinch it lacks the range.. So I am thinking maybe make Conjuration a Movement power.

I'll do my own version of Dr. STrange probably.
Last edited by JoshuaDunlow on Sun May 06, 2012 11:00 am, edited 4 times in total.
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Herald of Galactus Template

Postby JoshuaDunlow » Sun May 06, 2012 10:50 am

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"Go forth and seek for me life that i may devour. "

HERALD TEMPLATE (85pp)
Herald of Galactus (Advantages: Benefit, Status: Herald of Galactus, Ranged Attack 2)
. . Cosmic Awareness: Senses 3 (Awareness: Cosmic (Mental), Extended: Cosmic Awareness 1: x10, Radius: Cosmic Awareness)
. . Cosmic Power: Blast 10 (DC 25)
. . . . Cosmic Boost: Enhanced Ability 5 (Alternate; +5 STR; Custom 3: Broad Choice (any ability); Fades)
. . . . Create Matter: Create 6 (Alternate; Volume: 60 cft., DC 16; Movable, Subtle: look natural)
. . . . Limited Omniscience: Comprehend 2 (Alternate; Languages - Understand All, Languages - You're Understood)
. . . . Matter Manipulation: Transform 4 (Alternate; Affects: Broad > Broad - Matter to any other Matter, Transforms: 12 lbs., DC 14; Increased Range: ranged)
. . . . Movement: Movement 3 (Alternate; Space Travel 3: other galaxies)
. . Cosmic Resilience: Enhanced Trait 10 (Traits: Stamina +5 (+5))
. . Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Impervious Defense: Impervious Toughness 5
. . Power-lifting: Power-lifting 3 (+3 STR for lifting)
. . Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
. . Self Sustenance: Immunity 10 (Life Support)

Here is my Template from 2E converted into 3E, and I tried to keep it cheap enough so it could be attached onto a PL 10 Character with some points left over :). I also think I came up with a unique way of handling the Cosmic boost abilities.
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Conjuration Spell in 3E?

Postby JoshuaDunlow » Sun May 06, 2012 11:18 am

Conjuration
The Conjuration power allows you to bring matter from one place to another, be it an object or person. Each rank in the power determines just how far you can conjure an item from. The only limitation is you have to have some familiarity with the object or person (something of theirs) in question for this to work. When it comes to mass for objects, a hero can conjure 50 lbs worth of mass, or an extra 50 lbs if a person. At Rank 1, you can conjure an item or person that you can visually see. At Rank 2, you can conjure an item that is within the same region or city. At Rank 3 you can conjure an item that is within the same state. At Rank 4 you can conjure an item that is in the same country. And at Rank 5 you can conjure an item that is on the same planet.

Cost: 3pp/Rank (this is a perception ranged attack effect)
Extras or Flaws:
Accurate (+2/r). You don't have to be familiar with the item in question, just have a generalized idea about what you want. Though the GM may rule, that this cannot work on a living subject.
Increased DC (1 flat). Since this is essentially an attack power, you can increase the DC beyond the rank of the power by 1 for every point in his extra.
Increased Mass (1 flat). For each rank in this extra you can increase the mass conjured.

Thought's and Opinions?
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Marvel: Dr. Strange

Postby JoshuaDunlow » Sun May 06, 2012 1:40 pm

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Dr. Strange - PL 12

Abilities
Dr. Strange - PL 14

Strength 2, Stamina 4, Agility 3, Dexterity 5, Fighting 7, Intellect 5, Awareness 12, Presence 2

Advantages
Artificer, Assessment, Attractive, Benefit, Status: Sorcerer Surpreme, Benefit, Wealth 2 (indepently wealthy), Close Attack 2, Defensive Attack, Equipment 4, Extraordinary Effort, Improved Disarm, Improved Hold, Improved Initiative, Languages 1, Minion 6, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 5, Ritualist, Speed of Thought, Trance, Ultimate Effort: Arcane Expertise

Skills
Athletics 3 (+5), Deception 8 (+10), Expertise: Arcane 13 (+18), Insight 8 (+20), Investigation 8 (+13), Perception 8 (+20), Persuasion 6 (+8), Sleight of Hand 6 (+11), Stealth 5 (+8), Treatment 12 (+17)

Powers
Cloak of Levitation (Removable)
. . Enhanced Trait: Enhanced Trait 6 (Advantages: Minion 6)
Eye of Agamato (Removable)
. . Mind Shield: Impervious Will 14
. . The Gleaming Eye: Environment 2 (Light, Radius: 60 feet)
. . True Sight: Senses 7 (Counters All Concealment: Visual, Counters Illusion: Visual)
Magical Spells
. . Alter Form: Burst Area Morph 4 (+20 Deception checks to disguise; Any form; Affects Others, Burst Area: 30 feet radius sphere, Selective)
. . Bolt of Bedevilment: Blast 10 (DC 25; Alternate Resistance: Will)
. . Conjuration: Teleport Attack 5 (900 feet in a move action, carrying 50 lbs., DC 15; Attack: Will, Easy, Extended: 30 miles in 2 move actions, Increased Range 2: perception)
. . Dimensional Portals: Movement 2 (Dimensional: Any Mystical 2: group, 50 lbs.; Custom 2: Portal)
. . Eldritch Bolt: Blast 14 (DC 29; Variable Descriptor 2: broad group - Any Magical)
. . Mind Reading: Mind Reading 10 (DC 20; Sensory Link)
. . Mists of Morpheus: Cloud Area Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 20; Cloud Area: 15 feet radius sphere, Increased Range: ranged)
. . Scrying: Remote Sensing 12 (Affects: 4 Types - Visual, Hearing, Mental, Range: 16 miles; Subtle 2: looks normal; Limited: Body prone and useless [8 extra ranks])
. . Spell of Silence: Burst Area Affliction 14 (3rd degree: Mute, Resisted by: Willpower, DC 24; Burst Area: 30 feet radius sphere, Increased Range: ranged, Selective; Custom 2: Limited to 3rd Degree)
Mystic Shields: Force Field 10 (+10 Toughness; Impervious [4 extra ranks])
Sorcerer Supreme
. . Senses: Senses 3 (Acute: Detect Magic, Detect: Magic (Mental) 1, Radius: Detect Magic)
. . Spell Mastery: Enhanced Trait 8 (Advantages: Extraordinary Effort, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 5; Affects Insubstantial 2: full rank, Variable Descriptor 2: broad group - Magical Spells)

Equipment
Sanctum Sanctorium

Offense
Initiative +9
Bolt of Bedevilment: Blast 10, +10 (DC Will 25)
Conjuration: Teleport Attack 5 (DC Will 15)
Eldritch Bolt: Blast 14, +10 (DC 29)
Grab, +9 (DC Spec 12)
Mind Reading: Mind Reading 10 (DC Will 20)
Mists of Morpheus: Cloud Area Affliction 10 (DC Will 20)
Spell of Silence: Burst Area Affliction 14 (DC Fort 24)
Throw, +10 (DC 17)
Unarmed, +9 (DC 17)

Complications
Disability: Nerve Damage. : Suffers a +5 DC when attempting manipulation with his hands.
Power Loss: Spell Casting. Must chant and use complex gestures to cast spells
Reputation: Dr. Strange is the Sorcerer Supreme
Responsibility: To protect earth from mystical threats.

Languages
Chinese (Mandarin), English

Defense
Dodge 8, Parry 10, Fortitude 10, Toughness 14, Will 14

Power Points
Abilities 80 + Powers 102 + Advantages 21 + Skills 26 (77 ranks) + Defenses 16 = 245

Cloak of Levitation - PL 6

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

Advantages
Improved Grab

Skills
Perception 4 (+4), Stealth 4 (+6)

Powers
Animate Object: Immunity 35 (Damage Effect: Falling, Fortitude Effects)
Elongation: Elongation 1 (Elongation: 15 feet; Linked: Elongation: Extra Limbs 2)
Elongation: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Affects Others)
Protection: Protection 6 (+6 Toughness; Impervious)
Regeneration: Regeneration 10 (1 per round)

Offense
Initiative +2
Grab, +2 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +2 (DC 15)

Languages
NOne

Defense
Dodge 5, Parry 6, Fortitude Immune, Toughness 6, Will None

Power Points
Abilities -16 + Powers 75 + Advantages 0 + Skills 3 (8 ranks) + Defenses 7 = 69


Sanctum Sanctorium - PL 7

Toughness 14, Size Medium

Features:
Concealed 1, Dual Size: Large, Laboratory, Library, Living Space, Personnel, Sealed, Security System 2, Workshop

Powers
Book of Vishanti (Easily Removable)
. . Vast Lore: Quickness 4 (Perform routine tasks in -4 time ranks, Advantages: Vast Lore +5 bonus to investigation checks for arcane purposes; Limited to One Task: Arcane Expertise)
Orb of Agamato (Easily Removable)
. . Pierce the Veils: Variable 4 (Dimensional 2: group - Any mystical realm; Limited: Can only Mimic Supernatural Sensory Powers [4 extra ranks], Slow)

Power Points
Abilities 1 + Powers 2 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19


Builders Notes:
Here is the updated character, Dr. Strange, in my universe he is still the sorcerer supreme. As a mighty spell caster, he could handle moderate gods and cosmic powers. Though his hand to hand skills, make him a foe for even a highly skilled human. I tried to just simplify things. Though I came across some hiccups: 1. His trademark "Spell of Silence" I made an affliction, that requires successfully getting a third degree. So I put a limit on it, that it would only work on the third degree. Didn't know if this was a 1 pt/rank limitation, or 2pt/rank limitation. The next thing was his Conjuration spell, I wasn't sure if this could summon people to him. If not, I'll probably put a affects Objects only on the Attack Teleport. and 3. His cloak, I understand is Intelligent and can do things on it's own.. So i made it a Minion. I hope that's right.. Might need to give it some regeneration.
Last edited by JoshuaDunlow on Thu Jul 05, 2012 8:14 pm, edited 3 times in total.
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Myths & Legends (2nd draft)

Postby JoshuaDunlow » Tue May 08, 2012 1:25 pm

Myths & Legends (2nd Draft)
Image
My Myth's and Legends setting gets another face lift, for its 2nd Draft. And decided to go with a more generic design, Less Fluff, more stats.


The Basic God Template
Powers:
God like Physiology (27 pt. Multiple power, Innate): · 28 pts
· Self Sustenance: Immunity 11 (Aging, Life Support) · 11 pts
All gods can sustain themselves , and need not fear from “Mortal” concerns.
· Immortality: Immortal 2 (1 week, Limited (2pts, does not apply against weapons and powers with the cosmic descriptor))· 2pts
All gods can come back from death, save from weapons of their own design, and any power with the cosmic descriptor.
· Cosmic Awareness: Senses 2 (Cosmic Awareness, Radius) · 2pts
All gods can sense the power which drives and fuels them.
· Divine Providence: Enhanced Traits 12 (Stamina +2, Presence +2, Awareness +2) · 12 pts
All gods have greater levels of endurance, commanding presences, and have a greater awareness of things.

This template does not include every power a god might have, but it does provide the “essential” essence of the character.



New Advantages & Advantages Revisited
Adoration (Ranked, must have Inspire): A god's influence is so great he can now affect a large group of people, he can now inspire all his allies within a radius of 30'. Each time you add a rank to this advantage increases the distance up by one rank.

Benefit (Status): This determines not only just how powerful of a god the hero is, but it in turns indicates just how powerful some of his abilities are. So the GM is welcome to limit this as he see's fit, and can often be tied with the Power Level of the setting. The number of ranks, determines how many Aspects / Descriptors a God can apply to a Variable power, or an array of powers.
· Rank 1: Demi God (PL 10-11)
· Rank 2: Lesser God (PL 12 -13)
· Rank 3: Intermediate God (PL 14-16)
· Rank 4: Greater God (17-20)

Benefit (Stature, Ranked): A god gains a +2 bonus to Deception and Intimidation checks, with any of his followers. Another rank in this feat, increases the bonus to a +5.

Benefit (Omniscience, Ranked): Some gods have the ability to expand their conscious into the universe, granting them insight into the mysteries about us. This advantage duplicates the Inspiration effect of using hero points. These points can only be spent per campaign session. And then must be rejuvenated.



Common Godly Powers:
Impervious. Many gods have Impervious Defenses, the most common is Toughness.

Regeneration. Many gods can heal from the most deadliest wounds.

Awe. Many Gods exude an aura of majesty and power, which makes it hard for others to be around. 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)

The Power Cosmic. The god in question has the ability to dip into the energy of the universe itself, and bring about the effects of untold abilities. This can be either the variable power, or an array of powers as suits the character. But is limited by the hero's on Status, as is listed above. The hero chooses a number of aspects equal to his Status advantage, and these are what the hero can draw upon for inspiration when creating powers.

Cosmic Artifacts.
Is any device that has the cosmic descriptor added to it.
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Jon`Shu

Postby JoshuaDunlow » Wed May 09, 2012 11:12 am

Jon`shu - PL 10
Jon`shu is a blue skinned humanoid, with short white hair and bright blue-white eyes. He stands 6'5" tall, and has a lean but athletic build. The Shoogarian physique lends itself to a slightly elongated build. The Fingers are slightly longer than human ones, waist slightly longer, as well as the legs.

Abilities
Strength 2, Stamina 3, Agility 6, Dexterity 4, Fighting 5, Intellect 1, Awareness 2, Presence 2

Advantages
Agile Feint, Close Attack, Equipment 2, Improved Critical 2: Shoogarian Staff, Improved Initiative, Improved Trip, Languages 1, Luck, Ranged Attack 2

Skills
Acrobatics 7 (+13), Athletics 8 (+10), Close Combat: Shoogarian Staff 5 (+10), Deception 3 (+5), Perception 8 (+10), Persuasion 6 (+8), Ranged Combat: Kinetic Blast: Blast 7 6 (+10), Stealth 6 (+12), Technology 8 (+9)

Powers
Pole Vaulter: Feature 1 (skill, Gain a +5 bonus to Athletics when making running or high jumps)
Shoogarian Combat Armor (Removable)
. . Movement: Movement 2 (Sure-footed 1, Wall-crawling 1: -1 speed rank)
. . Protection: Protection 4 (+4 Toughness)
. . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Shoogarian Physiology
. . Dark Vision: Senses 2 (alien, Darkvision)
. . Enhanced Ability: Enhanced Agility 2 (alien, +2 AGL)
. . Light Sleeper: Feature 1 (alien)
. . Natural Teleporter: Teleport 4 (alien, 500 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Easy, Extended: 16 miles in 2 move actions, Turnabout)
. . . . Teleporting Feint: Concealment 4 (Alternate; All Visual Senses; Partial, Passive)
Telekinetic Push: Move Object 10 (kinetic, mutant, 25 tons, DC 20; Damaging [5 ranks only]; Limited Direction: Away From)
. . Kinetic Blast: Blast 7 (Alternate; kinetic, mutant, DC 22; Penetrating 7, Precise; Limited: Focus Staff)
. . Kinetic Burst: Burst Area Affliction 10 (Alternate; 1st degree: Hindered, 2nd degree: Prone, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere; Limited: Focus staff)

Equipment
Shoogarian Staff [Collapsable: Feature 2; Light Generation: Environment 1, Light, Radius: 30 feet; Shoogarian Staff Strike: Strength-based Damage 3, DC 20]

Offense
Initiative +10
Grab, +6 (DC Spec 12)
Kinetic Blast: Blast 7, +12 (DC 22)
Kinetic Burst: Burst Area Affliction 10 (DC Fort 20)
Shoogarian Staff Strike: Strength-based Damage 3, +11 (DC 20)
Telekinetic Push: Move Object 10, +6 (DC 20)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)

Complications
Enemy: Negrath. Jon`shu was in the wrong place , at the wrong time. And his notorious past, led him to interacting with the wrong people. And thus earned the disdain of an Interstellar crime lord named Negrath.
Motivation: Thrills. Jon`shu lives for the excitement and adventure, and being something of a rogue or rapscallion adds to his devil may care attitude and charm.

Languages
English, Shugarian

Defense
Dodge 13, Parry 9, Fortitude 7, Toughness 7, Will 6

Power Points
Abilities 46 + Powers 53 + Advantages 12 + Skills 20 (57 ranks) + Defenses 19 = 150
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Re: My version of Apocolypse

Postby JoshuaDunlow » Thu May 10, 2012 12:33 pm

Apocolypse gets reduced to PL 14 for my Redux setting. In the Redux setting, Pl 4, Super low powered, Pl 6 Low powered, PL 8 is standard, PL 10 elites, PL 12 Super Elites, PL 14 The World Shakers.

JoshuaDunlow wrote:Image

Apocolypse - PL 14

Abilities
Strength 4/12*, Stamina 6/14*, Agility 6, Dexterity 6, Fighting 10, Intellect 8, Awareness 5, Presence 3
*Stats as normal/then with growth

Advantages
Assessment, Benefit, Wealth 4 (multimillionare), Improved Grab, Improved Hold, Inventor, Languages 4, Leadership, Power Attack, Ranged Attack 4

Skills
Athletics 6 (+10/+18), Deception 10 (+13), Expertise: Biochemistry 12 (+20), Expertise: Engineering 12 (+20), Expertise: Genetics 12 (+20), Insight 5 (+10), Intimidation 12 (+20), Perception 5 (+10), Persuasion 5 (+8), Technology 12 (+20), Treatment 12 (+20)

Powers
7 Feet Tall: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Permanent)
Damage Resistance: Impervious Toughness 6
Immortality
. . Immunity: Immunity 5 (Aging, Disease, Starvation & Thirst, Suffocation (All))
Molecular Rearrangement: Variable 13
Regeneration: Regeneration 10 (Every 1 round; Feature: Can reform severed limbs , Persistent)
Telepathy
. . Communication: Mental Communication 2
. . Mind Reading: Mind Reading 10 (DC 20)

Offense
Initiative +6
Grab, +10 (DC Spec 14/22)
Mind Reading: Mind Reading 10 (DC Will 20)
Throw, +10 (DC 19/27)
Unarmed, +10 (DC 19/27)

Languages
Ancient Egyptian, Arabic, Chinese (Mandarin), English, Hebrew, Turkish

Defense
Dodge 10/6, Parry 9/5, Fortitude 6/14, Toughness 6/14, Will 14

Power Points
Abilities 88 + Powers 155 + Advantages 18 + Skills 35 (103 ranks) + Defenses 14 = 310


Builders Notes
Okay well here's my version of Apocolypse, for my Marvel Redux Setting. The double stats, are assuming he is at his full height (of 30'). I decided this character deserves a PL 16 , though he is effectively PL 14, in most cases. Its only his raw physical power that grants him this benefit (when his full height). I included his average configuration for his Molecular Rearrangement power.
Current Configuration:
. Elongation 3 (60')
. Growth 8 ( +8 str/sta, +4 Intimidate, -8 stealth, -4 active defense, +2 size , +1 speed)
. Morph 3 (Broad: Any male )
. Teleport 6 (Easy, Extended (60 miles), Portal, Limited to Extended)
. . AE: Energy Projection: Blast 14


Though he can do a lot more than this, he can shift points around , to include Absorption (energy), Flight, even the ability to heal others (though this is limited to those who are apart of his bloodline), or any number of powers that might be physical in nature. This is not my final draft either. I'm still fiddling with this build. But this is definetly one scary villain. I am trying my hardest to get him and keep him around PL 16 or so.
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Thor: Marvel Redux

Postby JoshuaDunlow » Thu May 10, 2012 1:33 pm

Image
"You DARE strike the son of Odin?!"

Thor (marvel redux) - PL 13

Abilities
Strength 11, Stamina 10, Agility 3, Dexterity 4, Fighting 10, Intellect 1, Awareness 2, Presence 1
* Strength 15 for lifting, 17 for lifting with armor

Advantages
Accurate Attack, All-out Attack, Attractive, Benefit, Status: God of Thunder , Close Attack 2, Great Endurance, Improved Critical 2: Mjolnir Strike, Improved Critical 2: Mjolnir Throw, Languages 2, Ranged Attack 8, Startle, Takedown

Skills
Athletics 4 (+15), Expertise (AWE): Survival 5 (+7), Expertise: Arcane 5 (+6), Expertise: History 5 (+6), Intimidation 11 (+12), Perception 7 (+9), Treatment 5 (+6)

Powers
Asgardian
. . Dense Flesh: Impervious Toughness 5 (Feature: Increased Mass)
. . God of Strength: Power-lifting 4 (+4 STR for lifting)
. . Self Sustenance: Immunity 10 (Aging, Disease, Fatigue Effects, Sleep, Suffocation (All))
Asgardian Armor (Removable)
. . Belt: Power-lifting 1 (+1 STR for lifting)
. . Gauntlets: Power-lifting 1 (+1 STR for lifting)
. . Protection: Protection 5 (+5 Toughness; Impervious)
God of Thunder
. . Crashing Thunder: Cone Area Dazzle 12 (Affects Sense: Hearing, Resisted by: Fortitude, DC 22; Cone Area: 60 feet cone)
. . Lightning Bolt: Blast 14 (DC 29; Indirect 2: any point away or fixed point in fixed direction)
. . Summon Weather: Environment 4 (Cold (Extreme), Heat (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 250 feet; Selective)
. . Travel the Bifrost: Movement 2 (Dimensional: Any Mythical Realm 2: group, 12 tons; Increased Mass 9)
Mjolnir(Easily Removable (indestructible))
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Mjolnir Throw: Strength-based Damage 3 (DC 29, Advantages: Improved Critical 2; Increased Range: ranged, Penetrating 10)
. . . . Mjolnir Strike: Strength-based Damage 3 (Alternate; DC 29, Advantages: Improved Critical 2; Penetrating 12)
. . Only the Worthy may Wield: Feature 1

Offense
Initiative +3
Crashing Thunder: Cone Area Dazzle 12 (DC Fort 22)
Grab, +12 (DC Spec 21)
Lightning Bolt: Blast 14, +12 (DC 29)
Mjolnir Strike: Strength-based Damage 3, +12 (DC 29)
Mjolnir Throw: Strength-based Damage 3, +12 (DC 29)
Throw, +12 (DC 26)
Unarmed, +12 (DC 26)

Complications
Identity: This is the Donald Blake version of Thor, and transforms into Thor when he has his hammer.
Motivation: Responsibility: Thor feels it is his duty to protect the mortals of midgard.
Quirk: Thor can be arrogant at times.

Languages
Asgard, English, Nordic

Defense
Dodge 10, Parry 10, Fortitude 14, Toughness 15, Will 12

Power Points
Abilities 84 + Powers 90 + Advantages 19 + Skills 14 (42 ranks) + Defenses 21 = 228


Builders Notes:
Here is my version of Thor for my Marvel Redux universe. Putting Thor in at PL 12. Why Armor? I have always been a stickler for details.. Why show Thor wearing armor, if no one ever accounts for it in the build? Well I did. God of Thunder? A lot put the god of thunders powers within the Hammer. I have never really liked this tactic myself. Considering he can't be thor without the hammer, this makes a good exchange.
Last edited by JoshuaDunlow on Mon May 14, 2012 10:09 am, edited 7 times in total.
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Dr. Strange (Marvel Redux)

Postby JoshuaDunlow » Thu May 10, 2012 2:23 pm

Image

Dr. Strange ( Redux) - PL 12

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

Advantages
Artificer, Attractive, Benefit, Status: Sorcerer Supreme, Benefit, Wealth 2 (indepently wealthy), Defensive Attack, Equipment 4, Improved Disarm, Improved Grab, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Languages 1, Ritualist, Takedown, Trance, Ultimate Effort: Arcane

Skills
Athletics 3 (+5), Close Combat: Unarmed 3 (+8), Deception 8 (+10), Expertise: Arcane 12 (+17), Insight 8 (+18), Perception 8 (+18), Persuasion 6 (+8), Ranged Combat: Magical Spells 8 (+12), Sleight of Hand 6 (+10), Stealth 4 (+6), Treatment 10 (+15)

Powers
Cloak of Levitation (Removable)
. . Can act on its own: Feature 1
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Stetching Cloak: Elongation 1 (Elongation: 15 feet; Limited: to Extra Limbs)
. . Stretching Cloak: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Eye of Agamatto (Removable)
. . Induce Trance: Feature 1 (Affects Others Only; Limited: Target must already be asleep)
. . The Gleaming Eye of Agamotto: Environment 2 (Light (Bright), Radius: 60 feet)
. . True Sight: Senses 7 (Counters All Concealment: Visual, Counters Illusion: Visual)
Magical Spells
. . Alter Form: Morph 4 (+20 Deception checks to disguise; Any form, DC 14; Affects Others, Custom 4: Increase DC to resist by +4; Resistible: Will)
. . Bolt of Bedevilment: Blast 8 (DC 23; Alternate Resistance: Will)
. . Dimensional Portal: Movement 2 (Dimensional: Mystical Dimensions 2: group, 50 lbs.; Custom 2: Portal)
. . Eldritch Bolt: Blast 12 (DC 27)
. . Mind Reading: Mind Reading 8 (DC 18; Sensory Link)
. . Mists of Morpheus: Cloud Area Affliction 8 ([0 active, 0/24 PP, 3/r], 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Cloud Area: 15 feet radius sphere, Increased Range: ranged)
. . Remote Sensing: Remote Sensing 11 (Affects: 2 Types, inc. Visual - Visual and Hearing, Range: 8 miles; Subtle 2: looks normal; Limited: Body is prone and useless)
. . Spell of Silence: Burst Area Nullify 8 (Counters: The ability to speak, DC 18; Burst Area: 30 feet radius sphere, Selective)
Mystic Shield: Force Field 12 (+12 Toughness; Impervious [10 ranks only])
Sorcerer Supreme
. . Extraordinary Effort: Feature 1 (Limited: to magic spells)
. . Magic Identification: Senses 4 (Accurate: Magical Awareness, Acute: Magical Awareness, Awareness: Magic (mental))
. . Spell Flinger: Enhanced Trait 0 (Affects Insubstantial 2: full rank, Variable Descriptor: close group - Magical Spells)

Equipment
Sanctum Satorium

Offense
Initiative +6
Bolt of Bedevilment: Blast 8, +12 (DC Will 23)
Eldritch Bolt: Blast 12, +12 (DC 27)
Grab, +5 (DC Spec 12)
Mind Reading: Mind Reading 8 (DC Will 18)
Mists of Morpheus: Cloud Area Affliction 8 (DC Will 18)
Spell of Silence: Burst Area Nullify 8 (DC Will 18)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Complications
Nerve Damaged hands: +5 to the DC when attempting fine manipulation skills.
Power Loss: Cannot cast spells if bound or gagged.
Reputation: He is the sorcerer supreme!
Responsibility: To protect earth from mystical threats.

Languages
Chinese (Mandarin), English

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 14, Will 14

Power Points
Abilities 64 + Powers 85 + Advantages 20 + Skills 26 (76 ranks) + Defenses 19 = 214


Builders Notes:
Here is my version of Dr. Strange for my Marvel Redux, The other two attempts were good practise for coming up with this one. I thought I'd put him on par with Thor, as far as effectiveness goes. And i just had to knock him down into the PL frame work, but as a player character goes, being Dr. Strange is costly. So its up to the GM to allow a person to play this character, or just keep him a NPC. Defensively, his Toughness is 14, allowing him to deal with some of the more powerful foes of the universe.
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Dazzler (Marvel redux)

Postby JoshuaDunlow » Thu May 10, 2012 2:59 pm

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Dazzler - PL 8

Abilities
Strength 1, Stamina 3, Agility 2, Dexterity 6, Fighting 6, Intellect 1, Awareness 3, Presence 3

Advantages
Accurate Attack, Attractive, Benefit, Wealth 2 (indepently wealthy), Contacts, Defensive Attack, Equipment 2, Ranged Attack 2

Skills
Deception 5 (+8), Expertise (AGL): Dance 4 (+6), Expertise (PRE): Acting 4 (+7), Expertise (PRE): Singing 7 (+10), Expertise: Business 4 (+5), Perception 4 (+7), Persuasion 5 (+8), Stealth 3 (+5), Technology 3 (+4)

Powers
Laser Blasts: Blast 8 (DC 23; Precise)
. . Cascade (equilibrium): Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Concentrated Photons: Blast 7 (Alternate; DC 22; Penetrating, Precise)
. . Holograms: Illusion 4 (Alternate; Affects: Three Sense Types - Visual & Hearing, Area: 30 cft., DC 14; Illusion Area)
. . Hypno Beam (paralyze): Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Increased Range: ranged; Sense-dependent: Visual)
. . Light Burst: Burst Area Dazzle 4 (Alternate; Affects Sense: Visual, Resisted by: Fortitude, DC 14; Burst Area 2: 60 feet radius sphere)
. . Light Generation: Environment 5 (Alternate; Light (Bright), Radius: 500 feet; Precise, Selective, Variable Descriptor: close group - All Light)
. . Microwave Burst: Burst Area Damage 8 (Alternate; DC 23; Burst Area: 30 feet radius sphere)
Light Immunity: Immunity 11 (Common Descriptor: Light, Environmental Condition: Sound)
Null Space: Concealment 1 (Sense - Hearing; Passive)

Equipment
Roller Blades 1, X-Men Outfit [Commlink: Feature 1; Insulated: Feature 1; Protection: Protection 2, +2 Toughness; Stores Sound: Feature 1]

Offense
Initiative +2
Cascade (equilibrium): Affliction 8, +8 (DC Fort 18)
Concentrated Photons: Blast 7, +8 (DC 22)
Grab, +6 (DC Spec 11)
Hypno Beam (paralyze): Affliction 8, +8 (DC Will 18)
Laser Blasts: Blast 8, +8 (DC 23)
Light Burst: Burst Area Dazzle 4 (DC Fort 14)
Microwave Burst: Burst Area Damage 8 (DC 23)
Throw, +8 (DC 16)
Unarmed, +6 (DC 16)

Complications
Power Loss: Sound Sources. In zones where there is no sound what so ever, Dazzler cannot call upon her light control powers. Being fueled by sonic energies.
Prejudice: Mutie Scum. Mutants still face fear and hatred from normals.
Quirk: Trouble with love. Dazzler has never been good at relationships, she dated her producer and that one ended her career. She flirts with any good looking man, giving her a bad reputation. And is overly too Naive to have a long lasting relationship.
Fame. As a singer and actress, who is trying to get back into the business. And the lack of a secret identity, she is often in the lime light for good or bad.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 5, Will 7

Power Points
Abilities 50 + Powers 36 + Advantages 10 + Skills 13 (39 ranks) + Defenses 11 = 120

Builders Notes:
Dazzler gets rebooted into my Marvel redux. As a back up team member, she is rather busy as one of the few mutants with a public ID, and famous at the same time. But this can make her a target at the same time.
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Re: Marvel Redux: Hank McCoy

Postby JoshuaDunlow » Thu May 10, 2012 3:13 pm

Hank gets an update in my Redux, moving him down one PL , so when he becomes the Beast, he will be PL 8.

Image

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.

Image
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.
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
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Psylocke (Retcon)

Postby JoshuaDunlow » Thu May 10, 2012 6:39 pm

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Psylocke (Marvel Retcon) - PL 8

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

Advantages
Attractive, Benefit, Wealth (well-off), Contacts, Equipment 1, Improved Defense, Improved Hold, Improved Initiative, Improved Trip, Redirect, Teamwork

Skills
Acrobatics 3 (+5), Expertise: Arcane 1 (+3), Expertise: Current Events 2 (+4), Expertise: History 1 (+3), Expertise: Psychology 2 (+4), Expertise: Streetwise 2 (+4), Investigation 5 (+7), Perception 4 (+10), Persuasion 3 (+6), Technology 2 (+4), Vehicles 2 (+5)

Powers
Bionic Eyes
. . Senses: Senses 2 (technological, Infravision, Ultravision)
Telepathic Array
. . ESP: Remote Sensing 12 (Affects: Visual Senses, Range: 16 miles; Noticeable: Butterfly Mask)
. . Illusion: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16; Limited to One Subject)
. . Mind Control: Mind Control 5 (DC 15; Subtle: subtle)
. . Mind Reading
. . . . Mind Reading: Mind Reading 8 (DC 18)
. . Psi Bolt: Blast 8 (psychic, DC 23; Penetrating 8)
. . Psycho Blast: Blast 8 (psychic, DC 23; Alternate Resistance: Will)
. . Stun: Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Telepathy: Mental Communication 5

Equipment
Light Weight Armor [Commlink, Insulated: Feature 2; Protection: Protection 3, +3 Toughness]

Offense
Initiative +6
Grab, +6 (DC Spec 12)
Mind Control: Mind Control 5 (DC Will 15)
Mind Reading: Mind Reading 8 (DC Will 18)
Psi Bolt: Blast 8, +3 (DC 23)
Psycho Blast: Blast 8, +3 (DC Will 23)
Stun: Affliction 8, +3 (DC Fort 18)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

Complications
Prejudice: Mutie Freak.
Secret: Her Identity, and Being an agent of MI5.

Languages
English

Defense
Dodge 7, Parry 8, Fortitude 5, Toughness 6, Will 11

Power Points
Abilities 54 + Powers 33 + Advantages 10 + Skills 9 (27 ranks) + Defenses 14 = 120

Builders Notes:
In my Retcon, this is before the Siege Perilous events. So this takes place just after she was kidnapped by Mojo and saved by the X-Men.
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