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Aerlwyn Characters 2e/3e

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Feb 24, 2012 2:36 pm

Image


Rysta Black

Powerslam - PL 12

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

Advantages
Attractive, Benefit, Wealth 3 (millionare), Connected, Contacts, Eidetic Memory, Equipment 3, Improvised Tools, Inventor, Skill Mastery: Expertise: Science, Skill Mastery: Technology, Speed of Thought, Ultimate Effort: Technology, Well-informed

Skills
Close Combat: Weapon Array 6 (+8), Deception 2 (+4), Expertise: AI Design 4 (+12), Expertise: Armor Design 12 (+20), Expertise: Robotics 8 (+16), Expertise: Science 12 (+20), Expertise: Weapons Design 12 (+20), Insight 8 (+10), Investigation 2 (+10), Perception 8 (+10), Persuasion 8 (+10), Technology 14 (+22), Vehicles 6 (+8)

Powers
Defensive Powers (Removable)
- Ability Amplifier: Enhanced Trait 34 (Traits: Dodge +8 (+10), Parry +8 (+10), Fortitude +12 (+14), Will +6 (+10))
- Armored Shell: Protection 12 (+12 Toughness; Impervious)
- Sealed Systems: Immunity 10 (Life Support)

Movement Powers (Removable)
- Gravity Drivers: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
AE Space Flight: Movement 2 (Alternate; Environmental Adaptation: Zero G, Space Travel 1: within solar system)

Utility Powers (Removable)
- Communication Systems: Radio Communication 2
- Sensors: Senses 2 (Extended: Vision 1: x10, Infravision)

Weapon Array (Removable)
- Plasma Bolts: Damage 8 (DC 23; Accurate 7: +14, Increased Range: ranged, Multiattack)
AE Electrified Shell: Damage 6 (DC 21; Reaction 3: reaction)
AE Electro-Stunner: Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Accurate 5: +10, Increased Range: ranged)
AE Micro Rockets: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, Increased Range: ranged)
AE Omni-Blaster: Cone Area Damage 12 (DC 27; Cone Area: 60 feet cone, Penetrating 4)
AE Plasma Blast: Damage 12 (DC 27; Accurate 5: +10, Increased Range: ranged)
AE Strength Booster: Enhanced Trait 30 (Traits: Strength +15 (+15))
AE Tractor/Presser Beam: Move Object 12 (100 tons; Accurate 5: +10)

Equipment
Mansion

Offense
Initiative +8
Electrified Shell: Damage 6, +8 (DC 21)
Electro-Stunner: Affliction 12, +12 (DC Fort 22)
Grab, +2 (DC Spec 10)
Micro Rockets: Burst Area Damage 10 (DC 25)
Omni-Blaster: Cone Area Damage 12 (DC 27)
Plasma Blast: Damage 12, +12 (DC 27)
Plasma Bolts: Damage 8, +16 (DC 23)
Throw, +2 (DC 15)
Tractor/Presser Beam: Move Object 12, +12 (DC 22)
Unarmed, +2 (DC 15)

Complications
Identity
Motivation: Responsibility

Languages
English

Defense
Dodge 10/2, Parry 10/2, Fortitude 14/2, Toughness 14, Will 10/4

Power Points
Abilities 40 + Powers 104 + Advantages 17 + Skills 51 (102 ranks) + Defenses 2 = 214



--------------------

Mansion - PL 12

Toughness 10, Size Large

Features:
Communications, Computer, Fire Prevention System, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Backstory
Rysta Black was born in 1986. Her father created Black Defense Industries before she was born, and since Rysta was his and his wife's only child, she wanted for nothing throughout her childhood; turning her in to a pampered and vain young woman. From a very young age she showed above average intellegence, causing her to be put several years ahead of her age group in school. She especially excelled at applied technologies, earning her a scholarship at M.I.T. when she was just 12 years old.

After graduating college at an age where most children would still not have completed high school, she began hanging around her Father's company, where she constantly made suggestions on how things should be done, becoming frustrated when everyone else had trouble following her leaps of logic and vision.

Thinking to teach her a few lessons about the way in which the company ran things, her Father put her in charge of a research division, but during the attempts she made to prove herself and make a mark, she cut corners, ignored warnings from the other staff, and decided to experiment with a few designs of her own. Thinking herself more knowledgeable than others before her, she ignored many of the safety protocals, which resulted in the armor she had designed for herself malfunctioning. Since she was wearing it at the time, having decided to test it herself, the result was that it exploded with her inside it. Her right leg and left arm were such a mess from the explosion that they had to be amputated. However, she was luckier than the six scientists who were in the vacinity, since they lost their lives. While she recovered in hospital, her father took alot of effort to hush it up with generous payments to all those who knew of the events, anouncing that his daughter would no longer have any involvement with the Company.

Once she had fully recovered, her Father took her aside and told her he was disgusted with her. The feelings of guilt she had felt on learning of the deaths of the scientists intensified as her father voiced his displeasure, becoming worse still when he reminded her of the families those scientists had left behind. Determined to make amends, she modified a set of powered armour to compensate for her missing limbs, and now acts as a hero to salve her feelings of guilt, and to make things right.
Last edited by Aerlwyn on Fri Aug 17, 2012 5:49 am, edited 27 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Feb 25, 2012 5:14 am

My first try at a weather witch on my own. Added a few bits from the Amazon (storm/wonder woman) build of Legend


Image

Myst PL 10/285 pp

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

Advantages
Attractive, Dodge Focus 3, Equipment 3, Favored Environment: Air, Languages 1, Ranged Attack 8

Skills
Athletics 5 (+6), Close Combat: Grab 4 (+6), Close Combat: Unarmed 4 (+6), Deception 1 (+5), Expertise: Floraculture 8 (+10), Investigation 2 (+4), Perception 2 (+4), Persuasion 1 (+5), Vehicles 3 (+5)

Powers
Costume
- Communication: Radio Communication 4 (Subtle: encrypted)
- Impervious Defense: Impervious Toughness 5
- Protection: Protection 5 (+5 Toughness, Impervious)

Minor Weather Effects: Feature 6
• No matter the weather conditions, you remain dry,
your hair and clothing never mussed by the wind.
• The weather dramatically reflects your emotions,
giving you a circumstance bonus for appropriate interaction
skill checks (like Intimidation).
• You can create small gusts of wind, roughly equal to
a –5 rank Move Object effect; able to scatter small,
light objects, ruffle hair or clothing, blow off hats, and
so forth.
• You can create tiny “micro-storms” focused enough
to water potted plants or to shower beneath.
• The air around you always smells as clean as after a
rainstorm, dispelling any strong odors.
• You can cause individual clouds in the sky to move, or
even break up, by focusing your attention on them.

Resistant to Weather: Immunity 10 (Common Descriptor: Weather Effects)
Resistant to Electrical: Immunity 10 (Common Descriptor: Electrical Effects)

Weather Control: Environment 10 (Cold (Extreme), Heat (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 2 miles; Selective)
AE Acid Cloud: Cylinder Area Damage 10 (Alternate; DC 25; Cylinder Area 6: 900 feet cylinder, Indirect 4: any point, any direction, Secondary Effect, Sustained)
AE Acid Rain: Cylinder Area Damage 10 (Alternate; DC 25; Cylinder Area 6: 900 feet cylinder, Indirect 3: any point in fixed direction or fixed point in any direction, Secondary Effect, Sustained)
AE Air Control: Element Control 12 (Alternate; Element: Air, 100 tons)
AE Arctic Freeze: Cumulative Affliction 10 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Overcome by Damage; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Ball Lightning: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, Increased Range: ranged)
AE Blinding Arc: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Overcome by Fortitude ; Cumulative, Increased Range: ranged; Limited: Vision)
AE Call Lightning: Damage 10 (Alternate; DC 25; Increased Range 2: perception, Indirect 3: any point in fixed direction or fixed point in any direction)
AE Calm Weather: Burst Area Nullify 10 (Alternate; Counters: Weather Effects, DC 20; Burst Area: 30 feet radius sphere, Effortless, Increased Range: perception, Simultaneous)
AE Chain Lightning: Damage 10 (Alternate; DC 25; Increased Range: ranged, Multiattack, Selective)
AE Control Currents: Element Control 6 (Alternate; Element: Water, 3200 lbs.; Limited: Ocean)
AE Cyclone: Concentration Burst Area Affliction 10 (Alternate; 1st degree: Hindered, Impaired, 2nd degree: Prone, Stunned, 3rd degree: Incapacitated, DC 20; Resisted by: Strength , Overcome by Strength; Burst Area: 30 feet radius sphere, Concentration, Extra Condition, Increased Range: ranged; Instant Recovery)
AE Electrolytic Field: Transform 1 (Alternate; Affects: 1 Thing > 1 Thing - Water to Hydrogen & Oxygen, Transforms: 1.5 lbs., DC 11)
AE Exposure: Affliction 10 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, DC 20; Resisted by: Fortitude, Overcome by Fortitude; Increased Range: ranged, Subtle: subtle)
AE Generate Fields: Burst Area Nullify 10 (Alternate; Counters: Electomagnetic Energy Effects, DC 20; Burst Area 3: 120 feet radius sphere, Broad, Effortless, Increased Range: perception, Simultaneous)
AE Hailstorm: Burst Area Damage 10 (Alternate; bludgeoning, DC 25; Burst Area 3: 120 feet radius sphere, Increased Range: ranged)
AE Heavy Fog: Cloud Area Concealment 4 (Alternate; All Visual Senses; Cloud Area 8: 1800 feet radius sphere, Selective)
AE Lightning Bolt: Blast 10 (Alternate; DC 25; Penetrating 10, Precise)
AE Lightning Bolts: Cone Area Damage 10 (Alternate; DC 25; Cone Area 3: 250 feet cone, Selective)
AE Perceive Fields: Senses 7 (Alternate; Accurate: Detect, Acute: Detect, Detect: Electromagnetic Energy 1, Extended: Detect 1: x10, Ranged: Dectect, Rapid: Detect 1)
AE Thunderclap: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited: Hearing)
AE Weather Prediction
- Enhanced Trait: Enhanced Trait 5 (Linked; Traits: Perception +10 (+14); Limited: Predicting Weather)
- Senses: Senses 10 (Linked; Extended: Precognition 4: x10k, Precognition, Radius: Precognition, Ranged: Precognition; Limited: Predicting Weather)
AE Wind Blast: Cone Area Move Object 10 (Alternate; 25 tons; Cone Area 2: 120 feet cone; Limited: Pushing Away, Reduced Range: close)
AE Wind Control: Deflect 10 (Alternate; Limited: Projectiles)
AE Wind Lifting: Burst Area Move Object 10 (Alternate; 25 tons; Burst Area: 30 feet radius sphere, Selective)

Weatherproofing: Movement 1 (Environmental Adaptation: Weather)

Wind Riding: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
AE Flight: Burst Area Flight 4 (Alternate; Speed: 30 miles/hour, 500 feet/round; Affects Others, Burst Area: 30 feet radius sphere; Distracting)

Equipment
Cell Phone (Smartphone), Lighthouse

Offense
Initiative +2
Acid Cloud: Cylinder Area Damage 10 (DC 25)
Acid Rain: Cylinder Area Damage 10 (DC 25)
Arctic Freeze: Cumulative Affliction 10, +10 (DC Dodge/Damage 20)
Ball Lightning: Burst Area Damage 10 (DC 25)
Blinding Arc: Cumulative Affliction 10, +10 (DC Dodge/Fortitude 20)
Call Lightning: Damage 10 (DC 25)
Calm Weather: Burst Area Nullify 10 (DC Will 20)
Chain Lightning: Damage 10, +10 (DC 25)
Cyclone: Concentration Burst Area Affliction 10 (DC Strength/Strength 20)
Electrolytic Field: Transform 1, +2 (DC Dog 11)
Exposure: Affliction 10, +10 (DC Fort 20)
Generate Fields: Burst Area Nullify 10 (DC Will 20)
Grab, +6 (DC Spec 11)
Hailstorm: Burst Area Damage 10 (DC 25)
Lightning Bolt: Blast 10, +10 (DC 25)
Lightning Bolts: Cone Area Damage 10 (DC 25)
Throw, +10 (DC 16)
Thunderclap: Cumulative Affliction 10, +10 (DC Dodge/Fortitude 20)
Unarmed, +6 (DC 16)
Wind Blast: Cone Area Move Object 10 (DC 20)
Wind Lifting: Burst Area Move Object 10 (DC 20)

Complications
Identity Secret
Prejudice Metahuman

Languages
English, Spanish

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

Power Points
Abilities 34 + Powers 175 + Advantages 17 + Skills 15 (30 ranks) + Defenses 32 = 273



--------------------

Lighthouse - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Fire Prevention System, Grounds, Gym, Library, Living Space, Power System, Security System 1

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 13
Last edited by Aerlwyn on Fri Mar 16, 2012 10:02 pm, edited 10 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Feb 27, 2012 3:25 pm

Lyche (Lucky)

Ayrn Tolliver - PL 10

Strength 4, Stamina 4, Agility 6, Dexterity 10, Fighting 10, Intellect 4, Awareness 4, Presence 4

Advantages
Attractive, Beginner's Luck, Benefit, Ambidexterity, Benefit, Wealth 2 (indepently wealthy), Equipment 5, Improved Aim, Improved Critical: Heavy Pistol, Improved Critical: Heavy Pistol, Improved Initiative, Jack-of-all-trades

Other Advantages
Defensive Roll, Evasion 2, Luck 5, Uncanny Dodge

Skills
Acrobatics 2 (+8), Athletics 3 (+7), Insight 1 (+5), Intimidation 1 (+5), Perception 3 (+7), Stealth 2 (+8)

Powers
Enhanced Luck: Enhanced Trait 9 (Advantages: Defensive Roll, Evasion 2, Luck 5, Uncanny Dodge)
Enhanced Luck: Luck Control 4 (Extra Ranks 2, Force a Re-roll, Negate Luck)

Equipment
Body Armor [Body Armor, Removable], Heavy Pistol, Heavy Pistol

Offense
Initiative +10
Grab, +10 (DC Spec 14)
Heavy Pistol, +10 (DC 19)
Heavy Pistol, +10 (DC 19)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Complications
Motivation: Acceptance
Motivation: Thrills

Languages
English

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

Power Points
Abilities 92 + Powers 21 + Advantages 15 + Skills 6 (12 ranks) + Defenses 16 = 150
Last edited by Aerlwyn on Sun Mar 18, 2012 3:29 pm, edited 2 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Thorpacolypse » Mon Feb 27, 2012 9:33 pm

Well crafted weather witch there, Aerlwyn. Those Features are a nice touch.
Shop J-Mart!

Service with a smilie! :)
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Re: Aerlwyn Characters 2e/3e

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

Thorpacolypse wrote:Well crafted weather witch there, Aerlwyn. Those Features are a nice touch.


I have to agree. two thumbs up.. cause I absolutely love weather control characters!
I have never seen a more creative use of a feature before!
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Feb 28, 2012 3:03 am

Thanks for the post some really good ideas on powers out there. Would think that you could do alot of minor effects with any power with Features. Looking forward to seeing some ideas.

Cant take all the credit there as i had rough ideas like the Weather PDF but they wrote them better than my ideas.
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Re: Aerlwyn Characters 2e/3e

Postby The Ilethryl Knight » Wed Feb 29, 2012 10:57 am

I like your Weather Witch, Myst. Interesting pic, too. Who's that girl, anyway?
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Feb 29, 2012 10:59 am

Not a clue i was looking through deviant art for a weather witch picture and that picture came up, i thought it worked well with the idea i had for the character and posted it up.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Mar 04, 2012 10:16 pm

Image

Pyre - PL 10

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

Advantages
All-out Attack, Extraordinary Effort, Great Endurance, Power Attack

Skills
Deception 7 (+10), Ranged Combat: Hell-Fire Control 5 (+8), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 4 (+4), Vehicles 4 (+7)


Powers
Hell-Fire Control
- Hell-Fire Blast: Damage 12 (DC 27; Increased Range: ranged)
AE Environment: Environment 12 (Heat, Visibility (-2), Radius: 8 miles)
AE Snare: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Telekinesis: Move Object 12 (100 tons)

Energy Aura: Damage 4 (DC 19; Reaction 3: reaction; Activation 2: standard action)
Energy Form: Insubstantial 3 (Energy; Activation: move action)
Energy Immunity: Immunity 5 (Damage Effect: Hell Fire)
Energy Sense: Senses 1 (Awareness: Hell-Fire)
Force Field: Protection 10 (+10 Toughness; Impervious, Sustained)
Quick Change: Feature 1


Offense
Initiative +3
Energy Aura: Damage 4, +3 (DC 19)
Grab, +3 (DC Spec 10)
Hell-Fire Blast: Damage 12, +8 (DC 27)
Snare: Cumulative Affliction 8, +8 (DC Dog/Fort/Will 18)
Telekinesis: Move Object 12, +8 (DC 22)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)


Complications
Motivation: Responsibility
Power Loss: Water

Languages
English

Defense
Dodge 7, Parry 4, Fortitude 8, Toughness 13, Will 8

Power Points
Abilities 34 + Powers 82 + Advantages 4 + Skills 14 (28 ranks) + Defenses 16 = 150

Backstory
Kaylee is a 17 year old with red hair, green eyes, and a slender figure. She's the only daughter of Hannah and David James, who own a book shop. Her constant involvement with the written word as she grew up has given her such a love for it that she dreams of becoming a writer when she finishes school, and spends most of her free time either in her parents' book shop, or in her favourite cafe where she can write with a constant flow of refreshments.

When the silver storm rampaged through the cafe Kaylee was struck by several of the blue-white lightning bolts.
Last edited by Aerlwyn on Sat Aug 18, 2012 5:53 am, edited 9 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Mar 05, 2012 3:27 pm

My version of Ms Sinister. Im still working on the aircraft she uses as i want to come up with a rough idea from the x-men cartoon of 1992.

Image

Ms Sinister - PL 13

Strength 6, Stamina 8, Agility 4, Dexterity 4, Fighting 6, Intellect 10, Awareness 6, Presence 6

Advantages
Assessment, Attractive, Benefit, Wealth 3 (millionare), Connected, Contacts, Daze (Deception), Eidetic Memory, Equipment 6, Improved Initiative, Inventor, Jack-of-all-trades, Languages 5, Speed of Thought, Uncanny Dodge, Well informed

Skills
Deception 10 (+16), Expertise: Genetics 13 (+23), Insight 4 (+10), Intimidation 6 (+12), Ranged Combat: Stolen mutant powers 9 (+13), Technology 10 (+20), Treatment 12 (+22), Vehicles 6 (+10)

Powers
Immortal Shapeshifter
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 3 (Aging, Critical Hits)
Morph: Morph 4 (+20 Deception checks to disguise; Any form)
Regeneration: Regeneration 5 (Every 2 rounds)

Psionic Powers
- Mind Alteration: Cumulative Affliction 13 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception)
AE Astral Projection: Remote Sensing 21 (Affects: 2 Types - Visual/Audio, Range: 8000 miles; Subtle: DC 20+rank; Limited: Physical body is helpless)
AE Mental Blast: Mental Blast 13 (DC 28)
AE Mind Control: Cumulative Affliction 13 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 23; Cumulative, Increased Range 2: perception)
AE Nullify: Nullify 13 (Counters: Mutant Powers, DC 23; Broad, Increased Duration 2: sustained, Simultaneous; Reduced Range: close)
AE Telepathy
- Communication: Mental Communication 3
- Mind Reading: Mind Reading 13 (DC 23)

Stolen Mutant Powers
- Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
- Force Field: Force Field 5 (+5 Toughness; Impervious)
- Power Blast: Damage 13 (DC 28; Increased Range: ranged)
- Telekinesis: Move Object 8 (6 tons)

Equipment
Island Lab

Offense
Initiative +14
Grab, +6 (DC Spec 16)
Mental Blast: Mental Blast 13 (DC Will 28)
Mind Alteration: Cumulative Affliction 13 (DC Will 23)
Mind Control: Cumulative Affliction 13 (DC Will 23)
Mind Reading: Mind Reading 13 (DC Will 23)
Nullify: Nullify 13, +6 (DC Will 23)
Power Blast: Damage 13, +13 (DC 28)
Telekinesis: Move Object 8, +13 (DC 18)
Throw, +4 (DC 21)
Unarmed, +6 (DC 21)

Complications
Obsession: Genetic manipulation and manipulation
Responsibility: Minions/pawns
Secret: Sinister Clone

Languages
Arabic, Chinese (Mandarin), English, French, German, Greek, Hebrew, Japanese, Korean, Latin, Persian, Portuguese, Romanian, Russian, Spanish, Turkish

Defense
Dodge 13, Parry 13, Fortitude 13, Toughness 13, Will 13

Power Points
Abilities 100 + Powers 155 + Advantages 26 + Skills 35 (70 ranks) + Defenses 28 = 344



--------------------

Island Lab - PL 13

Toughness 14, Size Huge

Features:
Combat Simulator, Communications, Computer, Deathtraps, Defense System, Dock, Grounds, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Secret 2, Security System 2, Self-repairing 2, Workshop

Powers
Cerbero type scanner: Senses 12 (Detect: Mutant 2: ranged, Extended: Detect 8: x100m, Radius: Detect, Ranged: Detect)

Power Points
Abilities 3 + Powers 1 + Advantages 0 + Features 22 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Mon Mar 05, 2012 5:04 pm, edited 1 time in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Mar 05, 2012 4:35 pm

Smallville Zatanna

Image

Zatanna 3E - PL 9

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

Advantages
Artificer, Benefit, Wealth 3 (millionare), Connected, Contacts, Eidetic Memory, Equipment 5, Languages 2, Ranged Attack 5, Ritualist, Trance, Well-informed

Skills
Acrobatics 2 (+6), Athletics 4 (+4), Deception 8 (+14), Expertise: Magic 13 (+19), Expertise: Stage Performer 8 (+14), Insight 2 (+10), Investigation 4 (+10), Perception 2 (+10), Persuasion 4 (+10), Sleight of Hand 12 (+16)

Powers
Force Field: Force Field 7 (+7 Toughness; Impervious)

Magic: Magic 9 (DC 24)
AE Blast: Blast 7 (Alternate; DC 22; Precise, Variable Descriptor 2: broad group - Magic)
AE Mind Control: Mind Control 4 (Alternate; DC 14)
AE Mind Reading: Mind Reading 9 (Alternate; DC 19)
AE Move Object: Move Object 6 (Alternate; 3200 lbs.; Precise)
AE Nullify: Nullify 9 (Alternate; Counters: Magic, DC 19)
AE Snare: Snare 6 (Alternate; DC 16)

Sense Magic: Senses 2 (Acute: Detect, Detect: Magic 1)

Equipment
Shadowcrest

Offense
Initiative +4
Blast: Blast 7, +9 (DC 22)
Grab, +0 (DC Spec 10)
Magic: Magic 9, +9 (DC 24)
Mind Control: Mind Control 4 (DC Will 14)
Mind Reading: Mind Reading 9 (DC Will 19)
Move Object: Move Object 6, +9 (DC 16)
Nullify: Nullify 9, +9 (DC Will 19)
Snare: Snare 6, +9 (DC Dog 16)
Throw, +9 (DC 15)
Unarmed, +0 (DC 15)

Complications
Fame
Power Loss

Languages
Backward Speech, English, Latin

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

Power Points
Abilities 60 + Powers 40 + Advantages 22 + Skills 30 (59 ranks) + Defenses 18 = 170



--------------------

Shadowcrest - PL 9

Toughness 16, Size Huge

Features:
Communications, Computer, Concealed 1, Defense System, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Mar 09, 2012 3:48 pm

Mecha pilot/techie i built with alot of base ideas from XeroKhan.



Alice Zane

Image

Power Level: 10; Power Points Spent:150

STR: +0 (10), DEX: +5 (20), CON: +0 (10), INT: +10 (30), WIS: +5 (20), CHA: +5 (20)

Tough: +0/+5, Fort: +7, Ref: +10, Will: +7
Defense: +3 (Flat-footed: +0), Knockback: -3

Attack Bonus: +0 (Ranged: +4, Melee: +2, Grapple: +2)
Attacks: Unarmed Attack, +2 (DC 15)

Skills: Bluff 2 (+7), Computers 8 (+18/+20), Craft (electronic) 8 (+18/+20), Craft (mechanical) 8 (+18/+20), Craft (weapon & armorsmithing) 10 (+20), Diplomacy 2 (+7), Disable Device 6 (+16), Drive 5 (+10), Gather Information 2 (+7), Intimidate 1 (+6), Knowledge (technology) 10 (+20), Navigate 2 (+12), Notice 5 (+10), Profession (Mechanic) 7 (+12), Repair 4 (+14)


Feats: Accurate Attack, Attack Focus (melee) 2, Attack Focus (ranged) 4, Attractive (+4), Defensive Roll 2, Dodge Focus 2, Equipment 40, Genius, Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Mecha Pilot Proficiency (Warhammer), Mecha Weapon Proficiency (Warhammer), Mechanical Genius (Computers), Online Research, Salvage, Skill Mastery (craft [both mechanical and electronics], repair, diplomacy), Task Focus (Computers), Task Focus (Craft (mechanical)), Well-Informed


Equipment: Armored Jumpsuit, Computer Kit:, Electronics' Kit, Laptop Computer, Multi-Tool, PDA, Repair Kit

Languages: English

Totals: Abilities 50 + Skills 20 (80 ranks) + Feats 66 + Powers 0 + Combat 0 + Saves 14 + Drawbacks 0 = 150

Complications
Rivalry - ex bf on the team
Ice Queen persona

--------------------
Warhammer (191 (-2)mp - 38 pp)

Image


Power Level: 10; Mecha Points Spent: 191

STR: +20 (50), DEX: +2 (14), Tough: +13, Will: +0

Feats: Attack Focus (ranged) 6

Base Features: Advanced Onboard Computer, Environmental Seal, Ground Speed, Target Tracking Interface (Large Pulse Lasers)

Complementary Features: Base Comms (Comp.) 10 (Radio, Area, Selective Subtle), Base Sensors (Comp.) 4 (Extended Radar, Radius(radar), Infravsion, Lowlight Vision), Ejector Seat, Electromagnetic Seal (Space), IFF Transponder, Improved Control Interface, Improved Limb Control, Improved System Processor (Drive ), Profile Database, Recording Equipment

Powers:
12.7mm Machinegun (Blast 4) (DC 19; Autofire (interval 2, max +5))
Armor (Protection 7) (+7 Toughness; Impervious; Ablative)
GunClusters (Array 10) (default power: 32mm AutoCannons)
- 32mm AutoCannons (Blast 6) (Default; DC 21; Autofire (interval 2, max +5); Accurate (+2))
AP 180mm Grenade Launcher (Blast 5) (Array; DC 20; Explosion Area (50 ft. explosion - General))
AP Flamethrower (Blast 6) (Array; DC 21; Line Area (5x150 ft. line - General))
AP Laser (Blast 5) (Array; DC 20; Accurate (+2), Precise)
Heavy Missile Pod (Blast 10) (DC 25; Explosion Area (100 ft. explosion - General))
Large Pulse Lasers (Blast 12) (DC 27; Accurate 2 (+4), Precise)
Missile Launcher Pods (Blast 9) (DC 24; Explosion Area (90 ft. explosion - General))

Attack Bonus: -2 (Ranged: +4, Melee: -2, Grapple: +32)

Attacks: 12.7mm Machinegun (Blast 4), +4 (DC 19), 180mm Grenade Launcher (Blast 5) (DC 20), 32mm AutoCannons (Blast 6), +6 (DC 21), Flamethrower (Blast 6) (DC 21), Heavy Missile Pod (Blast 10) (DC 25), Large Pulse Lasers (Blast 12), +8 (DC 27), Laser (Blast 5), +6 (DC 20), Missile Launcher Pods (Blast 9) (DC 24), Unarmed Attack, -2 (DC 35)

Defense: -2 (Flat-footed: +0), Size: Gargantuan, Knockback: -22

Initiative: +4

Drawbacks: Activation, common, minor, 5 minutes to initialize systems, Control Requirements, minor, Pilot requires Mecha Pilot Proficiency feat or suffer a -4 penalty to a, Disability, very common, moderate, No Hands

Totals: Abilities 20 + Skills 0 (0 ranks) + Feats 6 + Base Systems 4 + Complementary Systems 5 + Powers 126 + Combat 37 + Saves 0 - Drawbacks 7 = 191
Last edited by Aerlwyn on Tue Jan 22, 2013 5:27 pm, edited 2 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Mar 16, 2012 10:00 pm

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Myst - PL 9

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

Advantages
Attractive, Defensive Roll 5, Equipment 2, Favored Environment: Air

Skills
Acrobatics 2 (+4), Athletics 3 (+3), Close Combat: Unarmed 2 (+4), Expertise: Floraculture 8 (+8), Perception 5 (+7), Persuasion 2 (+4), Vehicles 2 (+4)

Powers
Nature Mastery
@Weather Control: Environment 5 (Cold (Extreme), Heat (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 500 feet; Selective)
AE Air Control: Element Control 9 (Element: Air, 12 tons; Precise)
AE Calm Weather: Burst Area Nullify 9 (Counters: Weather Effects, DC 19; Burst Area: 30 feet radius sphere, Effortless, Simultaneous)
AE Lightning Bolts: Cone Area Damage 9 (DC 24; Cone Area 2: 120 feet cone, Selective)

Resistance to Weather: Immunity 10 (Common Descriptor: Weather Effects)

Wind riding (Advantages: Defensive Roll 5)
- Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +4 (+9))
- Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Equipment
Costume [Costume: Protection 2, +2 Toughness; Impervious], Lighthouse

Offense
Initiative +2
Calm Weather: Burst Area Nullify 9 (DC Will 19)
Grab, +2 (DC Spec 10)
Lightning Bolts: Cone Area Damage 9 (DC 24)
Throw, +2 (DC 15)
Unarmed, +4 (DC 15)

Complications
Identity: Secret
Power Loss: In enclosed spaces (rooms with no doors or windows) Atmospherically sealed

Languages
English

Defense
Dodge 9/5, Parry 6, Fortitude 9, Toughness 9/2, Will 6

Power Points
Abilities 24 + Powers 77 + Advantages 4 + Skills 12 (24 ranks) + Defenses 18 = 135



--------------------

Lighthouse - PL 9

Toughness 10, Size Medium

Features:
Library, Living Space

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5


Backstory
Magaly Guerrero is a few weeks away from her 17th birthday, and was born in New York. When her powers first began to show themselves when she was a child, she had no control over them, and sometimes she would accidentally make it rain if she was sad, or cause a thunder storm if she was angry. Realizing she was the cause of these things, her family - and all those who she had considered friends - called her a "freak" and treated her like an outcast. Her parents tried locking her up and keeping her as down trodden as possible, hoping that doing so would stop her from being able to use her powers, but all it did was to make her miserable, and make her hate them. When she was about 14 she managed to escape the cellar she had been kept locked up in, and ran away from home. She started calling herself Myst, and cast off her old identity, wanting nothing to do with the life she had left behind, or the person she had once been. She began roaming the streets, stealing food and sleeping wherever she could.



A few weeks after she'd escaped from her cellar prison, she was caught in the act of stealing something from a street vendor, who called the police. In an attempt to evade capture, she tried to use her powers, though she still had very little control over them. She managed to do enough to get away, though it was more pure luck than skill. One of the staff who worked at the school witnessed it, and - realizing what she was - managed to catch her and bring her to the school. Finally finding herself in a place where she was accepted for who she was, Myst decided to stay, and - having nowhere else to go - once she had mastered some control of her powers, decided to make the school her permanent home, and to take it upon herself to act as the school's groundsperson.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Mar 17, 2012 3:05 pm

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Portal

Power Level: 11; Power Points Spent: 165/165

STR: +0 (10), DEX: +4 (18), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +10, Fort: +11, Ref: +11, Will: +11

Skills: Acrobatics 2 (+6), Bluff 2 (+2), Climb 2 (+2), Computers 10 (+10), Concentration 4 (+4), Disable Device 2 (+2), Drive 1 (+5), Gather Information 8 (+8), Investigate 8 (+8), Navigate 2 (+2), Notice 4 (+4), Pilot 1 (+5), Search 10 (+10), Stealth 8 (+12), Survival 4 (+4)

Feats: Acrobatic Bluff, Attack Focus (melee) 5, Attack Focus (ranged) 5, Dodge Focus 5, Fighting Style: Capoeira, Improved Grab, Improved Throw, Power Attack, Prone Fighting

Powers:
Protection 10 (+10 Toughness)

Space/Time Control (Array 10) (default power: spatial control)
@ Spatial Control 10 (Default; 1000 ft. as move action, 200000 miles as full action)
- Apportation (Teleport 6) (Array; 600 ft. as move action, 20 miles as full action, DC 16; Attack (Reflex), Range (ranged))
- Blast 10 (Array; DC 25)
- Duplication 10
- Time Stop 2 (Array; Radius: 10 ft., DC 12)

Telelocation 5 (DC 15)

Time Control 4 (+16 Initiative, Adds: Quickness 4, Speed 4)
..Quickness 4 (Perform routine tasks at 25x speed)
..Speed 4 (Speed: 100 mph, 880 ft./rnd)

Attack Bonus: +6 (Ranged: +11, Melee: +11, Grapple: +11)

Attacks: Apportation (Teleport 6), +11 (DC Harmless/Ref 16), Blast 10, +11 (DC 25), Time Stop 2 (DC Ref 12), Unarmed Attack, +11 (DC 15)

Defense: +11 (Flat-footed: +3), Knockback: -5

Initiative: +4/+20

Languages: English

Totals: Abilities 8 + Skills 17 (68 ranks) + Feats 20 + Powers 67 + Combat 24 + Saves 29 + Drawbacks 0 = 165
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Mar 17, 2012 3:41 pm

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Flame - PL 8

Strength 1(11) , Stamina 2, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 8

Advantages
Attractive 2, Connected, Contacts, Defensive Roll 2, Equipment 1, Fascinate (Persuasion), Improved Grab, Well-informed

Skills
Acrobatics 2 (+4), Athletics 3 (+4), Close Combat Unarmed 1 (+3), Deception 2 (+10), Insight 4 (+6), Investigation 8 (+10), Perception 6 (+8), Persuasion 2 (+10), Stealth 8 (+10), Technology 8 (+10), Vehicles 4 (+6)

Powers
Phermones: Burst Area Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere; Sense-dependent: Olfactory)

Prehensile hair
Elongation: Elongation 2 (Linked; Elongation: 30 feet)
Enhanced Ability: Enhanced Strength 10 (Linked; +10 STR; Limited: Extra limbs)
Extra Limbs: Extra Limbs 4 (Linked; 4 extra limbs, Advantages: Improved Grab; Sustained)

Prehensile Hair: Movement 1 (Swinging)

Equipment
Cell Phone (Smartphone), Mini-tracer, Undercover Shirt

Offense
Initiative +2
Grab, +2 (DC Spec 11)
Phermones: Burst Area Affliction 8 (DC Will 18)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Motivation: Patriotism: Adopted country
Motivation: Responsibility: To a dying friend

Languages
English

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 6/2, Will 7

Power Points
Abilities 42 + Powers 26 + Advantages 9 + Skills 24 (48 ranks) + Defenses 19 = 120
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