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Aerlwyn Characters 2e/3e

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Re: Aerlwyn Characters 2e/3e

Postby Brianide » Sun Mar 18, 2012 3:51 pm

Pretty cool. I like the use of extra limbs for her hair. Do we get a backstory as well?
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Mar 18, 2012 3:54 pm

Will sort the idea of what i have for her into something more as i only have a few rough threads on it so i need to string them all together into something meaningful.
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Re: Aerlwyn Characters 2e/3e

Postby Brianide » Mon Mar 19, 2012 11:22 am

I've had plenty of those.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Mar 19, 2012 8:14 pm

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Shockwave - PL 10

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

Advantages
Attractive 2, Beginner's Luck, Benefit, Diplomatic Immunity, Benefit, Wealth (well-off), Jack-of-all-trades, Languages 3

Skills
Expertise: Attilan History 3 (+9), Expertise: Life Science 8 (+14), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat: Electromagnetic Energy Manipulation 6 (+8), Treatment 7 (+13)

Powers
Electro-magnetic Energy Manipulation
- Magnetic Binding: Cumulative Affliction 10 (electricity, magnetic, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Accurate: +2, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Ball Lightning: Damage 12 (electricity, magnetic, DC 27; Increased Range: ranged)
AE Blackout: Burst Area Nullify 10 (electricity, magnetic, Counters: Electronics, DC 20; Burst Area: 30 feet radius sphere, Broad, Simultaneous; Concentration)
AE Ferrokinesis: Move Object 10 (electricity, magnetic, 12 ktons, DC 25; Accurate: +2, Damaging, Increased Mass 9, Precise; Limited Material: Ferrous Metals)
AE Metal Shaping: Transform 5 (electricity, magnetic, Affects: Broad > 1 Thing - Ferrous metal from one shape to another, Transforms: 3 tons, DC 15; Accurate 3: +6, Increased Mass 8, Increased Range: ranged)
AE Railgun: Damage 10 (electricity, magnetic, DC 25; Increased Range 2: perception; Quirk: Requires metal objects)

Electro-Flight: Flight 3 (electricity, magnetic, Speed: 16 miles/hour, 250 feet/round; Limited: to masses of metal to “lock on” to)

Electromagnetic Field: Protection 6 (electricity, magnetic, +6 Toughness; Sustained)

Offense
Initiative +4
Ball Lightning: Damage 12, +8 (DC 27)
Blackout: Burst Area Nullify 10 (DC Will 20)
Ferrokinesis: Move Object 10, +10 (DC 25)
Grab, +3 (DC Spec 14)
Magnetic Binding: Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
Metal Shaping: Transform 5, +14 (DC Dog 15)
Railgun: Damage 10 (DC 25)
Throw, +2 (DC 19)
Unarmed, +3 (DC 19)

Complications
Motivation: Patriotism: Inhumans are an extremely close tribal family. Their devotion to their city and race is unshakable. Those who turn against Attilan are therefore extremely evil, corrupt individuals.
Prejudice: Inhumans tend to be fearful and xenophobic of outsiders. Once exposed to outsiders for an extended period, they lose this fear.
Weakness: Inhumans become sick if exposed to pollutants from heavy industry.

Languages
Cantonese, English, Latin, Russian, Tilan

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

Power Points
Abilities 62 + Powers 45 + Advantages 9 + Skills 14 (28 ranks) + Defenses 20 = 150

Background: After the birth of their daughter, Luna, it is well known that Crystal and Quicksilver separated. For years they barely spoke to each other, apart from during the odd family event, and then it was only for Luna’s sake.


After the death of Quicksilver's sister "The Scarlett Witch" and 6 years of separation, they briefly got back together. A few months later, however, their marriage was formally annulled by Inhuman Law after Quicksilver kidnapped Luna to expose her to The Terrigen Mists in order to give her the powers he considered to be her birth right.

What nobody knew though was that Crystal was pregnant with their second child. The child turned out to be another daughter, and Crystal decided to name her Topaz.

Unlike Luna, Topaz was born with a full range of powers, derived from her parents’ ancestry. Over the years Topaz honed her abilities, eventually going on to redeem the reputation of her family as the heroine Shockwave.
Last edited by Aerlwyn on Mon Jan 21, 2013 8:33 am, edited 35 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Mar 22, 2012 12:44 am

Magus (Lilah Rayne) - PL 15

Image


Strength 0, Stamina 8, Agility 4, Dexterity 0, Fighting 0, Intellect 8, Awareness 15, Presence 12

Advantages
Artificer, Assessment, Attractive 2, Benefit, Wealth 5 (billionare), Connected, Contacts, Eidetic Memory, Equipment 7, Jack-of-all-trades, Languages 3, Ritualist, Skill Mastery: Expertise: Magic, Speed of Thought, Ultimate Effort: Toughness, Well-informed

Skills
Acrobatics 2 (+6), Athletics 4 (+4), Close Combat: Personal Magic 15 (+15), Deception 8 (+20), Expertise: Magic 17 (+25), Insight 2 (+17), Investigation 2 (+10), Perception 4 (+19), Persuasion 6 (+18), Ranged Combat: Personal Magic 15 (+15), Sleight of Hand 8 (+8), Stealth 1 (+5), Treatment 4 (+12)



Powers
Amulet (Removable) 6pp
Aegis of Abbridon: Protection 7 (+7 Toughness)

Dress (Removable) 17pp
@ Path of Kar’Kradas: Teleport 19 (2000 miles in a move action, carrying 50 lbs.; Limited: Shadows)
AE Whirling Wind of Weyan: Flight 9 (Alternate; Speed: 1000 miles/hour, 2 miles/round)
AE All Revealing Light: Senses 18 (Alternate; Acute: Detect, Analytical: Detect, Awareness: Magical, Counters All Concealment: Visual, Counters Illusion: Visual, Detect: Magic 2: ranged, Postcognition, Tracking: Visual 2: full speed)

Personal Magic 79 pp
@ Mists of Malador: Burst Area Concealment Attack 10 (All Senses, DC 20; Burst Area 4: 250 feet radius sphere, Attack: Dodge, Increased Range: ranged)
AE Abjurations of Abbridon: Nullify 15 (Counters: Binding, Darkness, and Evil Summon effects, DC 25; Effortless, Precise, Simultaneous)
AE Chains of Kar’Kradas: Cumulative Affliction 15 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, DC 25; Affects Insubstantial 2: full rank, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Miasma of Malador
- Miasma of Malador: Cloud Area Affliction 15 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 25; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Limited: Vision)
- Miasma of Malador: Cloud Area Damage 11 (Linked; DC 26; Cloud Area: 15 feet radius sphere, Increased Range: ranged)
AE Might of Malador: Damage 19 (DC 34; Increased Range: ranged; Inaccurate 2: -4)
AE Rotting Curse of Belial
- Curse: Blast 15 (Linked; DC 30)
- Curse: Nullify 15 (Linked; Counters: Healing/Regeneration, DC 25; Incurable, Insidious, Subtle 2: undetectable, Triggered 10: 11 uses - On damage being healed)
AE Scourge of Shatachna: Cumulative Affliction 15 (1st degree: Dazed, Impaired, 2nd degree: Defenseless, Stunned, 3rd degree: Incapacitated, Paralyzed, Resisted by: Will, DC 25; Cumulative, Extra Condition, Reach (melee) 4: 20 ft.)
AE Seal of Silence: Progressive Affliction 15 (3rd degree: Controlled, Resisted by: Will, DC 25; Increased Range 2: perception, Progressive; Limited: Communication, Limited: Specific Information, Limited Degree 2)
AE Shining Shield of Sirrion: Create 15 (Volume: 32000 cft., DC 25; Impervious, Movable)
AE Wind of Black Death: Burst Area Weaken 15 (Affects: Stamina, Resisted by: Fortitude, DC 25; Burst Area: 30 feet radius sphere, Increased Range: ranged)

Equipment
Stately Manor


Offense
Initiative +8
Abjurations of Abbridon: Nullify 15, +15 (DC Will 25)
Chains of Kar’Kradas: Cumulative Affliction 15, +15 (DC Dog/Fort/Will 25)
Curse of Belial: Blast 15, +15 (DC 30) + Nullify 15, +15 (DC Will 25)
Grab, +0 (DC Spec 10)
Miasma of Malador: Cloud Area Affliction 15 (DC Fort 25) + Cloud Area Damage 11 (DC 26)
Might of Malador: Damage 19, +11 (DC 34)
Mists of Malador: Burst Area Concealment Attack 10 (DC Dog 20)
Scourge of Shatachna: Cumulative Affliction 15, +15 (DC Will 25)
Seal of Silence: Progressive Affliction 15 (DC Will 25)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Wind of Black Death: Burst Area Weaken 15 (DC Fort 25)

Complications
Addiction: drawn to Dark Magic
Obsession: Magic - whatever is necessary to further her magic.
Power Loss: Must be able to use gestures and Incantations
Limitation: Vulgar use of magic causes weakness in the magical barriers keeping the old ones at bay

Languages
Atlantean, English, Latin, Sanskrit

Defense
Dodge 15, Parry 15, Fortitude 15, Toughness 15, Will 15

Power Points
Abilities 94 + Powers 102 + Advantages 28 + Skills 44 (88 ranks) + Defenses 33 = 301


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

Stately Manor - PL 15

Toughness 16, Size Huge

Features:
Combat Simulator, Communications, Computer, Defense System, Dimensional Portal 6, Dock, Fire Prevention System, Grounds, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 3, Self-repairing 2, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 27 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 35


Backstory
Lilah started out as a stage magician's apprentice. Over the years she always strove to learn all she could about magic from her mentors library, learning all she could about stage magic and the philosophy of ancient magic from both her mentor and his library. She even studied some of the darker texts; ones her mentor would have prefered her not to study, but which she found fascinating and couldn't get enough of reading.

As the years went by, she began to notice her mentor was getting older. He took on another apprentice and started to train her to take his place, but it seemed like she was being cast aside for this new apprentice. The new apprentice being a petty jealous woman wanted Lilah gone. Seeing Lilah as a treat to her position she took steps to alienate Lilah from their master, reaching to a point where it looks like Lilah was attacking this new apprentice. Her master seeing this a breaking the principles he has taught Lilah, he asked Lilah to leave and never return.

Casting aside her mentor she took what money her family left her and made her own way in the world. Despite her preference for avoiding them, she has come to blows with her mentor and his new apprentice several times in the last few years.

The incantations in the ancient texts she had studied had never done anything; until now. Now she finds herself one of the few in the very much digitized world who understands what real magic is.
Last edited by Aerlwyn on Thu Jun 28, 2012 3:55 pm, edited 34 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Mar 22, 2012 12:44 am

Working on several backstories for the character ideas i have posted.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Mar 22, 2012 3:39 pm

Image
Image


Vixen - PL 10

Strength 0 (1), Stamina 2, Agility 6, Dexterity 6, Fighting 8, Intellect 6, Awareness 2, Presence 0

Defense
Dodge 13, Parry 13, Fortitude 6, Toughness 7/4, Will 10

Offense
Initiative +10
Batarangs: Strength-based Damage 2, +17 (DC 18)
Bolos: Cumulative Affliction 4, +15 (DC Dog/Fort/Will 14)
Explosives: Burst Area Damage 4 (DC 19)
Grab, +10 (DC Spec 11)
Power-Knuckles: Strength-based Damage 4, +14 (DC 20)
Taser: Affliction 4, +16 (DC Fort 14)
Tear-Gas Pellets: Cloud Area Affliction 4 (DC Fort 14)
Throw, +11 (DC 16)
Unarmed, +10 (DC 16)


Advantages
Assessment, Close Attack 2, Daze (Intimidation), Defensive Roll 3, Equipment 10, Evasion, Improved Initiative, Instant Up, Inventor, Jack-of-all-trades, Power Attack, Ranged Attack 5, Skill Mastery: Expertise: Psychology, Skill Mastery: Intimidation, Skill Mastery: Technology, Startle, Well-informed

Skills
Acrobatics 2 (+8), Athletics 7 (+8), Close Combat: Utility Belt 6 (+14), Expertise: Psychology 2 (+8), Intimidation 4 (+4), Investigation 2 (+8), Perception 6 (+8), Ranged Combat: Utility Belt 4 (+10), Stealth 2 (+8), Technology 7 (+13), Treatment 2 (+8), Vehicles 2 (+8)

Powers
Kelvix Combat Suit (Removable)
- Enhanced Ability: Enhanced Strength 1 (+1 STR)
- Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
- Movement: Movement 2 (Wall-crawling 2: full speed)
- Protection: Protection 2 (+2 Toughness)
- Senses: Senses 1 (Infravision)
- Swingline: Movement 1 (Swinging)


Equipment
Cell Phone (Smartphone), Flashlight, Multi-tool, Rebreather, Restraints
Utility Belt
- Bolos: Cumulative Affliction 4 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 14; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
AE Batarangs: Strength-based Damage 2 (DC 18; Accurate: +2, Increased Range: ranged)
AE Explosives: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, Increased Range: ranged)
AE Power-Knuckles: Strength-based Damage 4 (DC 20, Advantages: Improved Critical; Inaccurate: -2)
AE Taser Discs: Affliction 4 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14)
AE Tear-Gas Pellets: Cloud Area Affliction 4 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, Extra Condition, Increased Range: ranged; Limited Degree)


Mansion - PL 10

Toughness 10, Size Huge

Features:
Combat Simulator, Communications, Computer, Concealed 1, Garage, Gym, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17

Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Complications
Motivation: Doing Good
Motivation: Justice

Languages
English


Power Points
Abilities 60 + Powers 10 + Advantages 33 + Skills 23 (46 ranks) + Defenses 24 = 150



Backstory
Jennifer had never been given a real name. Like all her sisters, she'd picked a name that sounded good based on the information that was streamed across the video screens they watched all day. They were all girls, all alike, and all different ages. She knew that this meant they were clones of the same woman, presumably selected for having high intelligence. Then their brains were stimulated with various chemicals and gene-therapy, and the occasional telepathic jolt, to become even smarter.

Not for their own benefit, or course. Talon merely wanted them to provide as much of an information boost as he could get when he decided to harvest a girl by consuming her brain, adding the data she'd been force-fed to his already impressive store of knowledge.

The current crop had been running low- she had only one remaining sister- when the complex which had housed her all her life was destroyed. She never found out what had happened. All she knew was that she managed to free herself and her sister when the security systems gave out and escape before the building was destroyed by the biggest explosion of all.

They found themselves alone on the streets of a dark and dangerous city. Using the few things she'd thought to grab while escaping, Jennifer constructed a few tools and learned to steal, taking money to support the two of them and parts for more gadgets. She learned the basics of survival in Majestic.

But she never thought to question why the building they'd taken shelter in was empty, despite having a roof that didn't leak and no broken windows. Why the gangs and homeless kept away. Not until the night that Nightmare, newly escaped from Rikers Island, returned to one of his occasional haunts.

They were asleep when he came, and both were grabbed before Jennifer could find one of her weapons, assuming they would even work against this monster. But before Nightmare could do more than scare them, a dark-cloaked figure dropped through the skylight Nightmare had dropped them when sharp throwing-blades struck his arm.

When the dark figure shouted at them to run, the girls did so, not even looking back. She lost some of her tools and gadgets that night, but as she found a new hideaway and rebuilt her things over the next few weeks, Jennifer found herself thinking about the man in the black cloak, the man who went and fought the monsters.

Currently working from a base under her home, fighting the city's corruption.
Last edited by Aerlwyn on Sat Aug 18, 2012 3:47 pm, edited 20 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Brianide » Thu Mar 22, 2012 8:10 pm

That is a solid crime fighter back story. It's Dark Angel meets Batman.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Apr 03, 2012 11:46 am

Maelstrom

Image

Amber Micheals

Power Level: 6; Power Points Spent: 90/90

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

Tough: +0/+9, Fort: +6, Ref: +6, Will: +6

Skills: Bluff 2 (+6), Concentration 3 (+7), Craft (mystical) 7 (+11), Diplomacy 2 (+6), Gather Information 2 (+6), Investigate 2 (+6), Knowledge (arcane Lore) 7 (+11), Sense Motive 3 (+7)

Feats: Artificer, Attack Focus (ranged) 4(5), Connected, Contacts, Ritualist, Well-Informed

Powers:
Conjurers Cloak (Device 3) (Hard to lose)
@ Mask of Kar’Kradas (Conceals face/voice (Features 2)
@ Whirling Wind of Weyan (Flight 6) (Speed: 500 mph, 4400 ft./rnd)
AP Path of Kar’Kradas (Teleport 4) (Alternate; 400 ft. as move action, 1 mile as full action; Burst Area (20 ft. radius - General); Limited (Shadows); Progression, Mass 4 (carry 2500 lbs))

Mystic Amulet (Device 2) (Hard to lose)
Shining Shield of Sirrion (Protection 9 (+9 Toughness)
Enhanced trait 1 (Feats: Attack Focus (ranged))

Wizardry 6 (Abjurations of Abbridon: nullify magic 6, touch range, burst area)
AP Blinding Light of Modrossus (Dazzle 6) (Alternate; affects: visual senses, DC 16)
AP Grasp of Ghorummaz (Snare 4) (Alternate; DC 14; Constricting)
AP Illusions of Idolon (Illusion 3) (Alternate; affects: all sense types, DC 13; Selective Attack; Phantasms)
AP Light of Modrossus (Blast 5) (Alternate; DC 20; Affects Insubstantial 2 (full power))
AP Modrossus Conjuring (Create Object 6) (Alternate; Max Size: 6x 5' cubes, DC 16)


Attack Bonus: +1 (Ranged: +6, Melee: +1, Grapple: +1)

Attacks: Blinding Light of Modrossus (Dazzle 6), +6 (DC Fort/Ref 16), Grasp of Ghorummaz (Snare 4), +6 (DC Ref/Staged 14), Light of Modrossus (Blast 5), +6 (DC 20), Unarmed Attack, +1 (DC 15)

Defense: +3 (Flat-footed: +2), Knockback: -4

Initiative: +0

Languages: English

Totals: Abilities 24 + Skills 7 (28 ranks) + Feats 9 + Powers 28 + Combat 8 + Saves 14 + Drawbacks 0 = 90

Complications
Power Loss must be able to speak and gesture to make her spells work
Watched by other mystical spell casters for signs of dark influence


Backstory
Amber is your typical book worm, working to pay for her college course at a new age book store. Meeting both the layman and the proper magicians that passed through the store she was able to pick a few proper spells but nothing of the scale of some like Zatanna or any of the dozens of magicians passing through looking for books and mystical materials.

Gotham change that night when Batman died saving the city from the evils that have plagued it for so long. Taking it upon herself she rose up to the call asking for help stopping the criminal legion.
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Re: Aerlwyn Characters 2e/3e

Postby cbwjm » Wed Apr 04, 2012 4:58 pm

Aerlwyn wrote:Magus (Lilah Rayne) - PL 12
Backstory
Lilah started out as a hero magician's apprentice, over the years she always strided to learn all she could about magic from her mentors library. As the years went by her mentor was getting older and she could see this day by day, he took on another apprentice and started to train her to take his place, it seemed like she was being cast asside for this new apprentice. She delved down the dark path of magic in her jealousy.

In her jealously and rage she set up her masters new apprentice, but the master was not so easily fooled. Knowing full well it was Lilah that set up his new apprentice, he asked her to leave.

Casting aside her mentor she took what money her family left her and made her own way in the world. Learning all she could about all sides of magic, a lesson her mentor choose not to mention to her. The darker the magic got the more she thirsted for it. Coming to blows with her mentor and his new apprentice, several times in the last few years.


I like the backstory, the jilted apprentice traveling the dark path of magic is a good one and makes the perfect foil for the mage character in the group.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Apr 05, 2012 2:21 am

I borrowed a few ideas from Belial and had some help with the back story from Gilliam, their ideas gave me the base with which to build the Magus character around. Also added some ideas from the new Magic Power profile that just came out.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Apr 05, 2012 11:37 am

I edited Lilah's back story some to make it read better as it had alot of mistakes i had made with a quick write to get the points down. I hope it reads better the way i rewrote it.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Apr 15, 2012 4:05 pm

My female gunslinger idea for Sids cowboy campaign.


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Jessica Winter - PL 8

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

Advantages
Benefit, Ambidexterity, Defensive Roll 2, Diehard, Equipment 6, Improved Aim, Improved Initiative 2, Improvised Weapon, Jack-of-all-trades, Languages 2, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Seize Initiative, Ultimate Effort: Aim, Uncanny Dodge

Skills
Athletics 6 (+6), Close Combat: Knife 2 (+4), Deception 2 (+4), Insight 4 (+6), Intimidation 6 (+8), Investigation 4 (+4), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat: Colt 45 pistol 4 (+12), Ranged Combat: Colt 45 pistol 4 (+12), Treatment 4 (+4)

Powers
Gunplay
Independent Aim: Feature 1 (May fire two guns of Damage 4 or less at once)

Equipment
Colt 45 pistol (Heavy Pistol), Colt 45 pistol (Heavy Pistol), Knife, Winchester Rifle (Sniper Rifle)

Offense
Initiative +16
Colt 45 pistol, +12 (DC 19)
Colt 45 pistol, +12 (DC 19)
Grab, +2 (DC Spec 10)
Knife, +4 (DC 16)
Throw, +8 (DC 15)
Unarmed, +2 (DC 15)
Winchester Rifle, +8 (DC 20)

Complications
Motivation: Justice
Motivation: Responsibility

Languages
English, French, Latin

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

Power Points
Abilities 52 + Powers 1 + Advantages 23 + Skills 24 (48 ranks) + Defenses 20 = 120
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Apr 15, 2012 8:52 pm

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MICHELLE TAMWOOD (PL 10)

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

Advantages
Close Attack 4, Extraordinary Effort, Improved Initiative, Power Attack, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 6 (+14), Expertise: Body Building 4 (+5), Insight 4 (+6), Perception 8 (+10), Persuasion 4 (+6)

Powers
Enhanced Senses: Senses 6 (Extended: Auditory 2: x100, Extended: Vision 2: x100, Microscopic Vision 1: dust-size, Ultra-hearing)

Enhanced Trait: Enhanced Trait 4 (Advantages: Close Attack 4)

Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Immunity: Immunity 10 (Life Support)

Power-lifting: Power-lifting 4 (+4 STR for lifting)

Protection: Protection 4 (+4 Toughness)

Offense
Initiative +8
Grab, +12 (DC Spec 18)
Throw, +4 (DC 23)
Unarmed, +12 (DC 23)


Languages
English

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

Power Points
Abilities 74 + Powers 44 + Advantages 4 + Skills 16 (32 ranks) + Defenses 12 = 150


COMPLICATIONS
Fame: Michelle is popular as a superheroic fashion model.
Phobia: Spiders! Burn it with FIRE!
Last edited by Aerlwyn on Sat Aug 18, 2012 7:34 pm, edited 9 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Apr 27, 2012 8:45 pm

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Victoria Windsor 3E - PL 9

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

Advantages
Attractive, Benefit, Status: Aristocrat, Benefit, Wealth 2 (indepently wealthy), Connected, Contacts, Defensive Roll 2, Eidetic Memory, Improved Initiative 2, Jack-of-all-trades, Languages 3, Ranged Attack 5, Speed of Thought, Well-informed

Skills
Deception 4 (+8), Insight 4 (+8), Investigation 1 (+5), Perception 4 (+8), Persuasion 4 (+8), Vehicles 3 (+6)

Powers
Force Field: Force Field 6 (+6 Toughness)

Predictive Defense: Enhanced Trait 16 (Traits: Dodge +8 (+8), Parry +8 (+8); Limited: to those with minds to predict actions for)

Psychokinetic Abilities
- Flight: Burst Area Flight 4 (Speed: 30 miles/hour, 500 feet/round; Burst Area: 30 feet radius sphere, Selective)
AE Telekinesis: Move Object 8 (6 tons)
AE Create Forcefield: Create 5 (Volume: 30 cft., DC 15; Impervious)

Telepathic Abilities
- Mind Reading: Cumulative Mind Reading 8 (DC 18; Cumulative)
AE Illusion: Illusion 6 (Affects: Two Sense Types - Visual/Auditory, Area: 60 cft., DC 16; Selective)
AE Mental Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range: ranged)
AE Mind Link: Mental Shapeable Area Communication 3 (Shapeable Area: 30 feet, cubic; Limited: Team mates)


Offense
Initiative +12
Grab, +0 (DC Spec 10)
Mental Blast: Damage 6, +8 (DC Will 21)
Mind Reading: Cumulative Mind Reading 8 (DC Will 18)
Telekinesis: Move Object 8, +8 (DC 18)
Throw, +8 (DC 15)
Unarmed, +0 (DC 15)

Complications
Phobia: Victoria suffers from chronic seasickness and will turn green as soon as she is onboard a vessel
Quirk: Stand-offish – Victoria comes across as a snob due to the private lessons she has received in the past. She is also reluctant to physically touch people as from time to time her mind reading powers will surge and she will learn more than she ever wanted to.


Languages
English, French, German, Latin, Spanish

Defense
Dodge 8/0, Parry 8/0, Fortitude 9, Toughness 8/0, Will 9

Power Points
Abilities 30 + Powers 59 + Advantages 22 + Skills 10 (20 ranks) + Defenses 14 = 135

Background: Victoria Windsor grew up with only her Father around, her Mother, Grace, having died in a car accident when Victoria was a little over a year old. Due to the nature of her Father, Ethan's career, Victoria spent her childhood moving from place to place. Her constant relocation combined with the private tutors her Father employed to educate her meant that she did very little socializing. She did, however, receive the best education that money could buy, and was taught to speak several languages, among other things. But now Ethan has accepted a role as CEO of a company owned by the Molina family in Angel Bay, and he has decided to send his daughter to a public school for the first time in her life, since he has become worried about her social skills.



Shortly after the comet passed over Earth, Victoria realized she could hear what others were thinking, and soon after that she discovered that she had other talents with her mind. The prospect excited her, since it gave her some help with learning to socialize when she found herself forced to do so; being able to know what people thought of her made knowing how best to act around them much easier. However, due to her reluctance for physical contact, as well as the fact that her private education often makes her seem stand-offish to others, even her new powers don't make it all that easy for her to make friends.
Last edited by Aerlwyn on Tue Aug 14, 2012 6:55 pm, edited 5 times in total.
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