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Set's Sideways Supers (Wild Cards; Swarm character)

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Postby Narmio » Thu Oct 26, 2006 1:41 am

Setothes wrote: But for original characters? Oh yeah. It's the difference between a list of empty numbers and a playable character, IMO.


Here on Roll Call it's also the difference between "original character I'll bother reading" and "original character of whom I might glance at the Power section for a second, make a judgment, then move on."
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Postby Setothes » Thu Oct 26, 2006 1:47 am

Deadmanwalking wrote: As a devotee of White Wolf, very nice conversion, I really only see one major mechanics problem: None of the Strike's are listed as Mighty. they really should be.


Yeah, I was having trouble with that. The cost for Mighty would be 1 pp since the rank(2) of Penetrating wouldn't apply to the damage from Strength, but I forgot that part and just avoided Mighty 'for the moment' while I pondered it, and then just plum forgot to get back to it.

Definitely got me on the Hispo having Dex thing. I totally missed that one. *Glabro* is the one that doesn't add to Dex!

Additionally, I'm not sure the container actually adds up to 30 pp (12+2+5+12 or 8+1) That's either 28 or 32, both of which are improper. You really don't need Metamorph for the human form, either. It's presumably just what you've got when not using the Container. And Hispo should boost Dex.


Growth 4 (+8 Str, +4 Con, -1 Atk/-1 Def, +50% height, +100-200% body weight, 10’ Space, 10’ Reach, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Str for CC, +5’ movement), 16
Enhanced Dexterity 2, 2
Strike 2 (claws, Partial Extra: Penetrating 2, Power Feat: Incurable), 5
Morph 2 (four other specific forms, Power Feat: Metamorph 4), 6
Subtle 1 (DC 20 Notice check for observers to correctly recall or be able to identify the War-Form, otherwise fanciful descriptions of ‘a giant bear’ or ‘some kind of gorilla’ will end up being invented by their delirious minds) 1


16 + 2 + 5 + 6 + 1 = 30 by my math (a-ha, I just noticed I phrased Morph stupidly. By 'Morph 2,' I was intending Morph 1 (the version that allows for multiple forms from a limited palette, which is 2 pp / rank, not two ranks of Morph!)

To add in Mighty, I'd remove that superfluous rank of Metamorph to keep the total cost at 30.

Editing appropriately, thanks for the feedback! Personally, I was always more of a Mage or Vampire fan, but never really considered converting them. Mage, in particular, would be a beast with everyone having some level of Variable Power, and a 'taint' sort of mechanic for when Paradox comes a-knocking.
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Postby Deadmanwalking » Thu Oct 26, 2006 5:30 am

Growth is only 3 pp per level it's in the Errata and on the chart.

And I always liked Werewolf best, though I'll admit to buying just about everything (I own at least the corebook for basically every WoD game). And yeah, Mage just wouldn't work well. Vampire would be doable, but would take long enough that I'm not sure it'd be worth it.
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Postby Power-Glove » Thu Oct 26, 2006 11:25 am

Sunset is an awesome writeup. I love her story.
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Postby Setothes » Thu Oct 26, 2006 1:04 pm

Deadmanwalking wrote:Growth is only 3 pp per level it's in the Errata and on the chart.


Huh, look at that. More fixin' to do I see. Thanks!

And I always liked Werewolf best, though I'll admit to buying just about everything (I own at least the corebook for basically every WoD game).


Dude, I own just about every book for every WoD game, and every book for Adventure!, Aberrant, Aeon, etc. as well. I'm a compleatist, or as they call it these days, anal-retentive. :)

They finally lost me with their latest reboot. Requiem, etc. just don't appeal to me (we tried a couple games. Even the playtest, run by WW staffers at Origins/GenCon had the vamps so weak that a *dog* tore up an entire vampire group! The character I had couldn't succeed a roll after three attempts at the one thing he was actually skilled at, and didn't even get a roll for half the stuff he wanted to do, it just autofailed. It was a debacle that, if it was supposed to attract interest to the game, failed, as it made the game seem pointless and frustrating.).

The Sons of Ether tradbook, Men in Black from the Technocracy Handbook, Setites, the first Clanbook Nosferatu. Man, they had some great stuff back in the day. The Kindred of the East splatbooks are pretty awesome reads as well.

And yeah, Mage just wouldn't work well. Vampire would be doable, but would take long enough that I'm not sure it'd be worth it.


I do like that they ripped apart the vampire legends and had Brujah be the Near Dark / Buffy-style vampires, while Tzimisce took on the Lumley-esque niche, Toreador did the Anne Rice thing, Nosferatu covered their own silent film niche, Gangrel took the shapeshifting angle, etc. It was a nice way to cover the many different takes on vampires without making the 'base' vampire freakishly powerful and disparate.
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Postby Power-Glove » Thu Oct 26, 2006 3:29 pm

Now you got me wanting to translate the Masked Wrestler Nosferatu from my original Clanbook. :D
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Postby Setothes » Thu Oct 26, 2006 3:39 pm

Now you got me wanting to translate the Masked Wrestler Nosferatu from my original Clanbook.


[flexing his enormous biceps] "Tremble before the steely pythons of El Diable Verde!"

Or something to that effect. I'm not gonna go look it up. Classic. :)
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Postby Setothes » Sat Oct 28, 2006 2:10 am

The Battlesuit picture on M&M 2e p. 17 strikes me as looking as much arcane as technological. Alchemically-strengthened jade, and Atlantean orichalcum, powered by the Philosopher's Stone at it's heart, this armor is powered by transmutation. It can become harder and heavier than any metal, or as light and insubstantial as air. It can seep choking poisonous gases, or generate and throw fearsome balls of alchemical fire that burn hotter than rocket fuel.

It's the Battlesuit, for the Arcane Age.

*********************************************

The Alchemist (Dr. Jeffrey Sanderson)
PL 10 (143 pp)

Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 14, Cha 12 [20 pp]

Attack: Melee +4, Ranged +4 [8 pp]
Defense: +2 (+1 flat-footed) [4 pp]
Initiative: +2
Damage +1 hand to hand
Saves: Toughness +2/+17 in armor (15 Impervious), Fort +2, Ref +2, Will +7 [5 pp]

Skills: Bluff 0 (+1), Climb 1 (+1), Computers 2 (+4), Concentration 0 (+2), Craft (artistic) 2 (+4), Craft (chemical) 10 (+12), Diplomacy 2 (+3), Disable Device 2 (+4), Disguise 0 (+1), Drive 0 (+2), Escape Artist 0 (+2), Gather Information 2 (+3), Handle Animal 0 (+1), Intimidate 0 (+1), Investigate 4 (+6), Knowledge (arcane lore) 8 (+10), Knowledge (theology & philosophy) 4 (+6), Knowledge (history) 4 (+6), Knowledge (technology) 2 (+4), Knowledge (physical sciences) 4 (+6), Knowledge (life sciences) 2 (+4), Knowledge (earth sciences) 4 (+6), Language (English, native), Language (Latin), Medicine 2 (+4), Notice 4 (+6), Profession (teacher) 6 (+8), Search 4 (+6), Sense Motive 0 (+2), Stealth 4 (+6), Survival 2 (+4), Swim 2 (+2)
[22 pp, 88 ranks in skills]

Feats: Artificer, Benefit 5 (wealth 5), Favored Environment (flying) 2, Quick Change 1, Ritualist
[10 pp]

Powers:
Device 17 (The Skin of Gold and Jade, hard to lose, Protection 15 (Extra: Impervious, Power Feat: Alternate Power – Insubstantial 4 (form of wind) *and* Concealment 3 (visual and scent) *and* Flight +2 (100 MPH)), Flight 2 (25 MPH, Power Feat: Alternate Power - Immovable 4 (+16 to checks)), Enhanced Strength 30 (Power Feat: Alternate Power – Blast 15 (bright green fireballs), Alternate Power – Suffocate 15 (choking yellow sulfurous mists), Alternate Power – Transform 7 (any element into any other element, Extra: Continuous, Flaw: Touch, Power Feat: Progression 2 (500 lbs))), Immunity 14 (life support, aging, hunger & thirst, need for sleep, critical hits), Environmental Adaptation (underwater), Features: Indestructible, Restricted (only those with the Magic power or having activated it through the Ritualist feat)) [68]

Super-Senses 3 (Detect (magic, ranged, free action)) [3]
[71 pp]

Abilities 20 + Combat 16 + Saves 5 + Skills 22 + Feats 10 + Powers 71 = 143 pp

Jeffrey Sanderson grew up heir to a fortune, only to have his father indicted on charges of insurance fraud in his teen years, to be unceremoniously yanked out of his expensive preparatory academy, where he likes to remember himself as having been ‘lord of the manor’ (even if the reality of his popularity fell far short of this), to be stuck in public schools with the rest of the ‘unwashed masses.’

While not a proponent of hard work, he was willing to swallow any amount of school work to get the hell away from these people and into a good college, which would require a, shudder, *scholarship,* since his mother certainly had no money to send him to any reputable school, and forcing him to have to work for some form of handout. He found his applications denied time and again, since his dad was technically a millionaire, even if the family fortune had already been spread out in settlements, or hauled away by the lawyers who failed to keep him out of jail…

And so he ended up in the Coast Guard, having been frightened off by the various other military choices he had considered, hoping against hope that by becoming an officer of some sort, he could start working on recapturing the life that had been promised to him. It was in the Coast Guard that he located a most unusual scam. Several of the men he worked with seemed to have a source of money, and he couldn’t account for how they always had such nice cars, and could flash so much money at their poker games, tossing $1000 bills around like they were going out of style. So he arranged for some distracting situations, and rifled their stuff, no stranger to searching through fellow students bunks for embarrassing or incriminating ‘evidence’ from prep school. Hidden away, he found that several of them had squirreled away gold coins of ancient make, and had apparently been pawning them slowly, over time so as not to arouse suspicion, and using them to fund their extravagant lifestyles. He carefully charted their movements and found that they traveled together, one night a month, to a set of grid coordinates, and apparently dove into the ocean to pillage coins from their secret hoard. At this point, he grew bold, and arranged to confront the conspirators at the scene of their rendezvous, revealing that he knew all about their little arrangement, and demanding to be cut in.

He woke up tied and gagged, on a boat. The conspirators were indeed taking him along with them, but had no intention on being blackmailed, or adding any new members to their select fraternity… He struggled uselessly as they donned scuba gear, and then seized him up and tossed him overboard. He somehow managed to stay afloat in the freezing water, but as they dove into the water, the grabbed the dangling ends of rope attached to him and dragged him under the water, intending to secure him to the seafloor, near their cache of ancient gold.

The depths played tricks on his eyes, and he saw something glowing in the darkness, and he knew that he had to be suffering from hallucinations as his brain starved. Somehow he stayed conscious all the way down, and then one of the divers shoved an oxygen mask over his face, and allowed him to take several deep shuddering breathes of oxygen, before stripping it away from him again. The others showed off the chest, letting gold slip through their fingers, playing game show host before the doomed man, but he barely noticed, his attention focused on the glowing figure rising behind them like an avenging angel of jade, limned in golden fire.

To this day, he has no idea what happened. He woke up cold and shivering on the boat, with no sign of his captors. Intending to turn the boat to land, he encountered the ‘angel,’ a mysterious suit of armor composed of cold stone and warm metal unlike any he had seen before. It stood in the boats cabin, looking out over the captains’ wheel, but when he worked up the nerve to touch it, it just fell over, empty and lifeless. Returning to shore, he removed all evidence that he’d been present, by setting the boat on fire, after wrestling the strange suit of armor into the spacious trunk of his beat-up chevy. Four of his men didn’t report for duty, and their cars were located at the sign of a mysterious boat-fire on the docks, a matter which complicated his work, and kept him busy for some months with their replacements, as well as short-handed.

And yet, every day, he was visiting libraries, and making inter-library loans, in the name of one of his dead crewmen, perusing hundreds of texts to find the source of his mysterious benefactor, and to decipher the strange runes upon the armor. He could fit into the suit, but while it seemed warmer than expected, it proved too heavy for him to move around in, and he knew that there was *something* that had to be done, some way to make it work, that it was not just some lifeless hunk of stone and metal. The materials proved unbreakable, and he could not remove sections to text, but had to bring materials to bear directly on the surface of the armor itself, looking for color changes or chemical reactions. It took months before he determined that the dark green stone components were a form of jade, but composed unlike any naturally forming jade, arranged under a microscope in complex fractal patterns that seemed to flex to absorb and dissipate the force of a blow, rendering the once brittle stone impervious to harm. The metal proved to be unlike any other, and remained warm in any conditions, even after he suspended a portion in liquid nitrogen, it was safe to touch as quickly as it was removed.

Ironically, in the two years it took him to decipher the writings on the armor, and to develop the skills necessary to unlock its secrets, Jeffrey Sanderson had mastered far more than he would have at any of the Ivy League schools he had once dreamt of attending. From occult texts, he learned of the warm ruddy metal orichalcum, said to be Atlantean in origin, and he quickly searched up every scrap of Atlantean lore he could, as well as spending his money as fast as he made it on alchemical supplies and texts, from historical treatises on the subject to more exotic books, that he had to pay to even look at briefly, and never unsupervised.

It was in the 24th month, on the very anniversary of his dramatic baptism and rebirth, that he removed his clothing and sat in the chalk-drawn circle, smelling of myrrh and bathed in consecrated oils. He intoned the chants in Latin, which he had learned for this singular purpose, and the armor shuddered beneath his touch as golden fire and greenish radiance filled the room.

Jeff Sanderson has retired from the Coast Guard, after only five years of service, and now works as a teacher, under an assumed name (as he lacks even a rudimentary college education, officially, and despite his undeniable skills, could never be hired for such a job under his own name). By day, he seems a somewhat aloof new professor of sciences at HIT, by night, the Alchemist flies the night skies, reveling in his new gifts. With a thought, he can command the philosopher’s stone that lies within the breastplate to cause the armor to become harder than steel, or lighter than air, or generate blasts of alchemical fire that burn hotter than phosphorus. By transmuting elements, such as the traditional lead to gold, he has ensured that he will never again want for money, and works only because it suits his ego to now teach at one of the many universities that would not have him as student (and, admittedly, he finds the library access first-rate, and enjoys no longer having to trawl antiquarian book-stores and haggle with extremely disreputable individuals just to further his education).

He has not yet used his powers actively, and is by no means a ‘hero’ by inclination. There is little doubt that he could prove to be a potent villain, out to prove his superiority, and make the world regret denying him a chance. Or perhaps not, it is a decision-point he has not reached yet, not even considered, truly, and perhaps the world may discover a new hero, transmuted from a bitter and resentful failed child of privilege to a new man, reforged by the attainment of his life’s dreams into a selfless champion of those whose dreams are similarly threatened.
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Postby Setothes » Wed Nov 01, 2006 9:14 am

So I wanted to stat up a 'minor' Cthulhoid entity. Physically, it's not too terribly devastating, being a 'mere' PL 13 (and as easy to hit as a barn), but its mental attacks can come in at PL 15.

It seeks out via Dimensional ESP and Telepathy those whose minds are broken enough to decipher its messages (it doesn't know any human languages, and doesn't plan on learning any, that's the servants job, to learn to understand the master...) and then Mind Controls them into assembling a cult and summoning it to earth.

Then it attempts to use it's Artificer / Ritualist knowledges to fashion a way to stay here permanantly, since it can't seem to maintain the body it creates in this reality.

Assume it will have a bunch of cultists, who really don't need to know more than the Ritualist feat to 'open the way' and 'prepare the ritual space' for its arrival (it has Dimensional Movement, after all, it just needs an invitation and the doorway to our world properly 'lubed up' with various horrific acts, including human sacrifice)...

Regeneration would have seemed like a no-brainer for an amorphous creature of this sort, but since earth's reality is hostile to it, I've written it under the assumption that it can't repair itself easily in this place. If it manages to secure it's foothold via magical workings, it will lose the Drawback, and gain Regeneration, as well as eventually being able to bring even *more* of its power and presence into our reality, increasing it's Growth yet again, and perhaps also gaining other horrific abilities, like Duplication, as it begins to more flagrantly violate our local laws of spacetime.

*************************************************

That Which Must Be Served (inconceivable)
PL 15 (PL 13 with physical attacks and defenses, 291 pp)

Abilities: Str 40, Dex 10, Con 30, Int 14, Wis 14, Cha 10 [10 pp]

Attack: Melee +2, Ranged +2, +10 with tentacles (including -8 for size) [20 pp]
Defense: +0 (+0 flat-footed, including -8 for size) [16 pp]
Initiative: +0
Damage +15 hand to hand
Saves: Toughness +25 (10 Impervious), Fort +10, Ref +0, Will +12 (10 Impervious and Reflective) [5 pp]

Skills: Acrobatics 0 (+0), Bluff 0 (+0), Climb 0 (+15), Computers 0 (+2), Concentration 8 (+10), Craft (artistic) 2 (+4), Craft (structural) 2 (+4), Craft (all others, untrained) 0 (+2), Diplomacy 0 (+0), Disable Device 0 (+2), Disguise 0 (+0), Drive 0 (+0), Escape Artist 0 (+0), Gather Information 0 (+0), Handle Animal 0 (+0), Intimidate 2 (+10, includes +8 for Colossal size), Investigate 0 (+2), Knowledge (arcane lore) 10 (+12), Knowledge (physical sciences) 8 (+10), Knowledge (all others at default) 0 (+2), Language (Great Old One, native), Medicine 0 (+2), Notice 8 (+10), Perform (all, untrained) 0 (+0), Pilot 0 (+0), Profession (all, untrained) 0 (+2), Ride 0 (+0), Search 8 (+10), Sense Motive 0 (+2), Sleight of Hand 0 (+0), Stealth 0 (-16, includes -16 for Colossal size), Survival 0 (+2), Swim 8 (+23) [14 pp, 54 ranks of skills]

Feats: Ambidexterity, Artisan, Attack Specialization (tentacles) 4, Diehard, Environmental Adaptation (aquatic), Grappling Finesse, Improved Grab, Improved Grapple (free from Additional Limbs), Improved Pin, Instant Up, Jack-of-All-Trades, Ritualist, Crushing Pin (MM)
[15 pp]

Powers:
Colossal Bulk - Growth 16 (+32 Str, +16 Con, -8 Atk/-8 Def, +16 Grapple, -16 Stealth, +8 Intimidate, 52’ high, 500 tons, Space 30’, Reach 15’, +20 Str for CC purposes, +20’ movement, Extra: Continuous, Flaw: Permanent, Power Feat: Innate), [49]
Tentacles - Additional Limbs 3 (12 total tentacles, Power Feats: Extra Reach 1 (+5’), Innate), [5]
Inhuman ResilienceProtection 10 (Extra: Impervious), [20]
Alien Physiology - Immunity 11 (life support, critical hits), [11]
Flailing Attack - Strike +0 (Extra: Area (burst) 3, Power Feats: Innate, Mighty, Selective, limited to 12 targets), [6]
Hideous Intellect - Mental Protection 10 (Extra: Reflective), [20]
Non-Euclidean Geometries - Concealment 10 (all senses, Flaw: Limited (doesn’t conceal location, only makes it harder to hit as if it had Total Concealment)), [10]
Space-Warping Mass - Insubstantial 4 (Power Feats: Alternate Power – Insubstantial 3, Alternate Power – Insubstantial 2, Alternate Power – Insubstantial 1, Alternate Power – Elongation 4, Alternate Power – Immovable 5 (Extra: Unstoppable), Alternate Power – Flight 1 (10 MPH), Alternate Power – Swimming 4 (25 MPH), Alternate Power – Burrowing 4, Alternate Power – Dimensional Movement 3 (all dimensions), Alternate Power – Teleportation 10)), [30]
Shatter MindsDrain (wisdom) 10 (Extras: Action 1 (movement), Area (explosive), Power Feats: Alternate Power - Telepathy 10 (Extra: Area, Power Feat: Dimensional 3), Alternate Power - Emotion Control 15 (Extra: Area (burst), Flaw: Range 1 (touch), Alternate Power – Mind Control 15 (Power Feat: Dimensional 3), Alternate Power – ESP 15 (mental senses, Power Feat: Dimensional 3)) [44]
Extra-Dimensional SensoriaSuper-Senses 10 (Tremorsense, X-Ray Vision (living matter), Scent, Tracking, Blindsight (scent), Precognition, Postcognition) [21]
[216 pp]

Drawback: Disability (Requires great effort to remain on this plane of existence. Treat this as a Sustained effect, if it is stunned, it needs to make a Concentration check to remain. If it is rendered unconscious, it automatically disappears, its body in this plane dissolving into thousands of gallons of putrescent toxic sludge.) -5

Abilities 10 + Combat 36 + Saves 5 + Skills 14 + Feats 15 + Powers 216 – Drawbacks 5 = 291 pp
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Postby Pandaman » Wed Nov 01, 2006 9:40 am

That Which Must Be Served (inconceivable)

"Hello, welcome Dunwich Cafe, I am your server Howard. Can I start you off with a drink?"

:lol:

Very nice! Just remember, you dont have to run faster then the monster... just faster then your friends.
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Postby Setothes » Fri Nov 03, 2006 8:34 am

A variation on the Psionic AT inspired by the artwork on p 22 of M&M2e. I decided that adding Telekinesis was unnecessary, and tried to make a pure telepath with a suitable form of defense.


Mindfire (James Morrissey)
PL 10 (150 pp)

Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 16, Cha 14 [24 pp]

Attack: Melee +3, Ranged +2 [4 pp]
Defense: +4 (+2 flat-footed) [8 pp]
Initiative: +6
Damage +1 hand to hand, +5 Mental Blast, +10 Mental Weapon, Mind Control or Possession
Saves: Toughness +2, Fort +2, Ref +2, Will +11 (8 Impervious) [0 pp]

Skills: Acrobatics 0 (+2), Bluff 4 (+6, +10 vs. those who might find him attractive), Climb 0 (+1), Computers 2 (+4), Concentration 2 (+5), Craft (artistic) 2 (+4), Craft (all others, untrained) 0 (+2), Diplomacy 4 (+6, +10 vs. those who might find him attractive), Disguise 0 (+2), Drive 0 (+2), Escape Artist 0 (+2), Gather Information 2 (+4), Handle Animal 0 (+2), Intimidate 0 (+2), Investigate 2 (+4), Knowledge (behavioral sciences) 8 (+10), Knowledge (arcane lore) 2 (+4), Knowledge (all others, untrained) 0 (+2), Language (English, native), Language (German), Language (Latin), Medicine 4 (+7), Notice 4 (+7), Perform (all, untrained) 0 (+2), Pilot 0 (+2), Profession (psychiatrist) 8 (+11), Profession (all others, untrained) 0 (+3), Ride 0 (+2), Search 2 (+4), Sense Motive 8 (+11), Sleight of Hand 0 (+2), Stealth 0 (+2), Survival 0 (+3), Swim 0 (+1)
[14 pp, 56 ranks in skills]

Feats: Assessment, Attack Focus 1 (melee), Attractive 1, Diehard, Defensive Attack, Improved Initiative 1, Jack-of-All-Trades, Trance
[8 pp]

Powers:
Insubstantial 4 (Flaw: Action 2 (standard action)), [10]
Flight 2 (Flaw: Limited (only in ‘thoughtform’)), [2]
Super-Senses 4 (x-ray vision (not through living matter), Flaw: Limited (only in ‘thoughtform’)), [3]
Super-Senses 5 (awareness (mental), detect (creatures with an intelligence score, free action, ranged), danger sense (detect thinking creatures)), [5]
Communication 6 (20 miles, Partial Extra: Area 2 (100'), Power Feats: Selective, Subtle 2), [10]
Mind-Reading 10, [10]
Comprehend 2 (speak and understand all languages), [4]
Mind Control 10 (Power Feats: Mental Link, Alternate Power - Mind Control 10 (Extra: Conscious, Flaw: Distracting, Power Feat: Subtle), Alternate Power – Possession 10 (Flaws: Range 2 (touch), Limited (only in thoughtform)), Alternate Power – Mental Blast 5 (Power Feat: Incurable), Alternate Power – Mental Blast 10 (Flaw: Mental Weapon, Power Feat: Thrown), Alternate Power – Emotion Control 10 (Power Feat: Mind Blank)), [26]
Concealment 10 (all senses, Flaws: Partial, Phantasm (limited to creatures with an Intelligence score of 1 or more), Power Feat: Selective), [6]
Concealment 10 (all senses, Flaw: Limited (only mechanical sensors)), [10]
Mind Shield 8 [8]
[92 pp]

Abilities 24 + Combat 12 + Saves 0 + Skills 14 + Feats 8 + Powers 92 = 150 pp

Psychiatrist and MD James Morrissey was unaware of his psychic potential for years, quite willfully so, as he had been unconsciously using it since his early teens to smooth over difficulties with his feuding parents, ‘talk’ his way out of trouble with the local constabulary, and win over any girl (or, it was rumored, boy) who attracted his eye.

He had a reputation as a sweet talker, ‘slick’ or ‘smooth’ with the so-called ‘gift of gab’ he attributed laughingly to kissing the Blarney stone as a lad. But after he stumbled hung-over into an exam, and realized that he’d forgotten to study the night previously, and could barely focus to even see the questions in front of him through the pounding headache, he started to come to grips with his gifts. He managed to talk his way into a make-up exam, and sure enough, all of the questions that seemed so hard to decipher were as clear as day as he sat and focused. He realized, at the tender age of 20, that he didn’t actually *know* the answers to the questions, but was reading them directly from his instructors mind, along with various and sundry information about his cat being sick and his wife being away at her mothers house in Coventry for the weekend. He’d always had a tendency to look at a person and ‘daydream’ about their life, imagining all sorts of quaint, and occasionally scandalous, things about what was going on with them, but now he realized that this wasn’t fantasy, that he actually was somehow reading their minds, and these vivid ‘fantasies’ were indeed reality!

A life of casual abuse of his abilities turned around at this point. Realizing that he could do *anything* and get away with it filled him with a deep dread, since he *had* been ‘getting away with it’ for years, with no one the wiser. Despairing of the potential that he could turn into a voyeuristic stalker, or sadistic manipulator, or worse, he quickly redoubled his efforts, both to master his powers, and also to actually master his studies, without ‘cheating’ by reading his instructors and fellow students minds to steal the answers to any exam.

Graduating with a degree in psychiatric medicine, and mastering many ancillary skills from his dipping into the minds of those around him, James spent years attempting to master ‘astral projection,’ only to succeed instead in transforming his body into what he calls his ‘thoughtform,’ an insubstantial figure, capable of flight and all-but immune to perception. He lacks the versatility of many telepaths and mind controllers, as a result of this particular focus, but does intend to make up for any deficiencies, as he learns more and more about the paranormal world he has entered.

He had no intention to be a crime-fighter, but after several encounters in his thoughtform, he decided to craft a ‘costume’ for himself, and accepted the name the press had already bestowed upon him, Mindfire (named for the fiery aura that would appear when he used his powers in less subtle ways, such as his Mental Blasts). His costume is blue and white, but in his thoughtform, the colors reverse and become red and black. If he uses his Mental Blast in physical form, a nimbus of pale blue fire plays about his head, and the head of his victim, and in thoughtfom, the fiery halo becomes a deep crimson. His skin and hair also reverse in color, so that his black hair and pale skin appear as white hair with dark skin, which, combined with his thoughtforms inability to be photographed, leaves him comfortable using only a skimpy mask to conceal his identity. When he assumes his thoughtform, he typically slips his mask on while concentrating, and his surface clothing falls away to reveal the skintight costume he wears underneath (he spent an entire summer with a personal trainer upon noticing how spandex did not flatter his previous build, and now spends an hour a day ‘keeping trim’). The blue shade of his costume washes out and darkens in a circular wash, left to right, around him over several seconds, with each ‘revolution’ growing darker still until it is a deep red, at which point his transformation is complete.

James operates out of London these days, despite loathing just about everything about the place, but is both more successful in his private practice, and in his psychic development, in the storied city.

James is related to someone he refers to as ‘that no-account singer,’ but grows fairly testy when the subject comes up and doesn’t recall ever actually meeting the man.
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Postby Taliesin » Fri Nov 03, 2006 9:25 am

I like your take on the Battlesuit, especially adding flavor to it, with the "skin of jade and gold." Behold the mighty power of descriptors! That pic for the archetype is one of the best in the book.
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Postby Setothes » Fri Nov 03, 2006 9:47 am

Taliesin wrote:I like your take on the Battlesuit, especially adding flavor to it, with the "skin of jade and gold." Behold the mighty power of descriptors! That pic for the archetype is one of the best in the book.


Thanks! Yeah, in 1e, Cyclone was clearly tech and the picture showed it, but the 2e Battlesuit has a very arcane feel to me, and the 'squigglies' in the yellow bits on the chest made me think of runes. So I just turned the glowy bit in the center of the breastplate into a Philosopher's Stone, and went from there, with powers of transmutation and elemental 'humors' replacing the standard boot jets and blaster gauntlets.
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Postby Setothes » Sat Nov 04, 2006 6:21 am

D&D iconic Cleric, Jozan, as seen on p. 31 of the 3.5 PHB.

I *seriously* considered statting up Hank, Presto, Diana, Eric, Shiela, Bobby and Uni, but sanity prevailed. Presto clearly has some sort of uncontrolled Nemesis going on with that hat...

*************************************************

Jozan, Cleric of Sol Invictus (the ‘Invincible Sun’)
PL 6 (90 pp)

Abilities: Str 14, Dex 12, Con 14, Int 12, Wis 18, Cha 16 [26 pp]

Attack: Melee +5, Ranged +3 [6 pp]
Defense: +3 / +5 with shield (+2 flat-footed) [6 pp]
Initiative: +1
Damage +2 hand to hand, +5 with mace (+6 Smiting, +6/+7 vs. undead), +5 Blast (+6 vs. undead)
Saves: Toughness +2 (+7 in armor), Fort +5, Ref +1, Will +7 [6 pp]

Skills: Bluff 0 (+3), Climb 0 (+2), Concentration 4 (+8), Craft (structural) 2 (+3), Diplomacy 4 (+7), Disguise 0 (+3), Escape Artist 0 (+1), Gather Information 0 (+3), Handle Animal 0 (+3), Intimidate 0 (+3), Knowledge (theology and philosophy) 8 (+9), Knowledge (arcane lore) 4 (+5), Language (English, native), Language (Latin), Medicine 6 (+9), Notice 2 (+6), Perform (oratory) 2 (+5), Profession (priest) 4 (+8), Search 0 (+1), Sense Motive 2 (+6), Stealth 0 (+1), Survival 0 (+4), Swim 0 (+2) [10 pp, 40 ranks in skills]

Feats: Attack Focus (melee) 2, Equipment 3, Favored Opponent 1 (undead)
[6 pp]

Equipment: Plate mail (+5 Toughness, 5 EP), Medium magical* steel shield (+2 dodge bonus, +2 to block checks, slow or fast projectiles, 6 EP), Mace (+3 Bludgeoning, Crit 20, as warhammer, but not throwable, 4 EP)
*treat as modern composite

Powers:
Holy Fire - Environmental Control (daylight) 2 (10’ radius, Linked +0 to Environmental Control (light) and (warmth), Flaw: Range 1 (touch)), [2]
Environmental Control (light) +2 (11-50’ radius, Extra: Linked +0 to Environmental Control (daylight) and (warmth), Flaw: Range 1 (touch)), [1]
Environmental Control (warmth) 2 (10’ radius, Extra: Linked +0 to Environmental Control (daylight) and (light), Flaw: Range 1 (touch)), [1]

Channel Positive Energy - Heal 5 (Power Feats: Regrowth, Persistant,
Alternate Power - Destroy UndeadBlast 5 (Extra: Area (cone), Flaw: Limited (only affects undead and creatures of supernatural evil, such as demons or Cthulhoid horrors), Power Feat: Incurable),
Alternate Power – Divine Strength - Boost 5 (physical ability scores, Extra: Total Fade, Flaw: Others Only),
Alternate Power – Divine ShieldShield 5 (Extras: Affects Others, Independent, Power Feat: Progression 1 (up to two others), Slow Fade 1),
Alternate Power – Divine SmiteStrike +1 (Extra: Penetrating 6, Power Feat: Mighty 5)), [16]

Scorching RaysBlast 10 (holy fire, Flaw: Limited (no single blast can be more than 5 ranks), Power Feat: Split Attack), [11]
[31 pp]

Abilities 26 + Combat 12 + Saves 6 + Skills 10 + Feats 6 + Powers 31 = 90 pp

Jozan worships the cult of the sun-god, and channels his holy powers through a golden medallion in the shape of a man’s bearded face wreathed in stylized flames. He seems to be able to pull these out of thin air (and they tarnish into nothingness upon leaving his grasp), and the loss of one of these ‘holy symbols’ has no effect on his ability to call upon his powers.

His hitherto unknown sun-god seems to be an agglomeration of the Egyptian Atum and the Roman Mithras, with some random other aspects thrown in, and in any event, he doesn’t proselytize, as he claims that his faith is personal and it’s not his job to convert people, just to Smite the forces of darkness!

He can channel his ‘holy fire’ into blazing beams of sunlight, to empower his own mace-strikes, to shield another in a warm nimbus of light that seems to ward away attacks, to enhance the life-energies of another and make them stronger and more confident for a time, to blast undead and other ‘unclean beasts’ from his presence, to heal the sick or injured or simply to provide a warm glow to cheer up a darkened area!

Jozan is very very certain of himself. He's got rituals and procedues and tenets of faith to cover all aspects of his life. What he doesn't have is the slightest clue where he's going with his life, or how to initiate something. He tends to latch on to a group of people and play healer, and while he's utterly confident in the field, he's deadweight when there isn't a direct clear mission objective in front of him. He hates being alone, and is completely at loose ends when by himself, sinking rapidly into a funk, idly flipping through holy texts that he's long ago memorized.
Last edited by Setothes on Sat Nov 04, 2006 6:43 am, edited 1 time in total.
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Postby Setothes » Sat Nov 04, 2006 6:28 am

3.5 PHB p. 38 shows Regdar, the Human Fighter iconic character for D&D, whose stats look nothing like this in the quick start game, I'm sure, since it's five feet behind me, and I'm completely uninterested in getting up and checking.

************************************************

Regdar, the Fighter
PL 6 (90 pp)

Abilities: Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 12 [20 pp]

Attack: Melee +6, Ranged +6, +8 to block melee attacks, +10 to block attacks with shield, +8 to disarm (+10 to disarm with chain or whip-knife), +10 to trip with melee weapon, whip or chain, +10 to sunder [12 pp]
Defense: +2, +4 with shield (+1 flat-footed, +8/+10 if total defending) [4 pp]
Initiative: +6
Damage +3 hand to hand, +6 with bow, sword, warhammer, or spear, +5 with chain, +4 with whip-knife, +4 (snare) with bolas, +6 with Axe of Mighty Cleaving
Saves: Toughness +3, +8 in armor, Fort +6, Ref +2, Will +0 [3 pp]

Skills: Bluff 0 (+1), Climb 1 (+5), Concentration 0 (+0), Craft (mechanical (ancient weapons and armor)) 4 (+5), Diplomacy 0 (+1), Disguise 0 (+1), Escape Artist 0 (+2), Gather Information 0 (+1), Handle Animal 1 (+2), Intimidate 8 (+9), Knowledge (tactics) 2 (+2), Language (English, native), Notice 2 (+2), Profession (soldier) 2 (+2), Ride 1 (+3), Search 0 (+0), Sense Motive 0 (+0), Stealth 0 (+2), Survival 2 (+2), Swim 1 (+5) [8 pp, 24 ranks in skills]

Feats: Accurate Attack, All-Out Attack, Assessment, Blind-Fight, Defensive Attack, Diehard, Equipment 6, Improved Block 1, Improved Defense, Improved Disarm, Improved Sunder, Improved Throw, Improved Trip, Precise Shot 1, Power Attack, Quick-Draw 1 (draw weapon), Startle, Stunning Attack, Takedown Attack 2, Weapon Bind, Weapon Break, Challenge (feint with Startle as a Move action)
[28 pp]

Equipment: Plate armor (+5 toughness, 5 EP), medium magical* shield (+2 dodge bonus, +2 on block rolls, both slow and fast projectiles, 6 EP), Medieval arsenal ‘utility belt’ (longbow (+3 piercing, crit 20, range 40’, 9 EP), chain (+2 bludgeoning, crit 20, reach 10’, +2 trip and disarm attempts, 1 EP), spear (+3 piercing, crit 20, range 10’, 1 EP), warhammer (+3 bludgeoning, crit 20, range 10’, 1 EP), longsword (+3 slashing, crit 19-20, 1 EP), bolas (snare 4, 40’, 1 EP), whip-knife (+1 piercing, crit 19-20, reach 15’, +2 trip and disarm attempts, 1 EP), total 15 EP for the ‘arsenal’), healing potion (heal 4, Flaw: Unreliable (5 uses), 4 EP)
*treat as modern composite

Powers:
Enchanted Axe of Mighty Cleaving (cannot be lost, disarmed for more than an instant (as it re-appears in his hand as a free action), or sundered, so it doesn’t count as a Device) – Heart-Seeking Strike - Strike 3 (Extra: Penetrating, Power Feats: Affects Insubstantial, Mighty 3, Improved Critical 1),
Alternate Power – Cleaving Strike (Strike 3 (Extra: Area (burst) 1, Power Feats: Mighty 3, Selective, Improved Critical 1),
Alternate Power – Wounding Strike (Strike 3 (Extra: Poison (only the secondary bleeding effect requires a Fortitude save, at the attack rank +10 (DC 16))), Power Feat: Incurable, Mighty 3, Improved Critical 1),
Alternate Power – Frenzy of Blows (Strike 3 (Extra: Autofire 2, Flaw: Distracting, Power Feat: Mighty 3, Improved Critical 2),
Alternate Power – Crippling Blow (Strike 3 (Extra: Link +0 to Paralyze, Power Feat: Mighty 3) + Paralyze 3 (Extra: Alternate Save (Fort), Link +0 to Strike, Flaw: Limited to a Slow effect, Power Feats: Mighty 3, Improved Critical 2)) [15]
[15 pp]

Abilities 20 + Combat 16 + Saves 3 + Skills 8 + Feats 28 + Powers 15 = 90 pp

Regdar is heavily dependent upon his armor and shield to reach his PL caps, and if caught without them, he’s in a bad spot, although he can use total defense to give himself a decent defense, in a pinch, at the cost of not getting to do anything else...

Similarly, if he doesn’t have his ‘arsenal’ of weapons clanking about on his person, a flying or ranged attacker is going to have the drop on him until he can close the distance (and in the case of a flier, he’s completely SOL). But his enchanted axe has bound itself to his soul, and while it never seems to be among the various weapons strapped to his body, it appears in his hand as a free action whenever he wants to do some Mighty Cleaving, and he’s mastered an assortment of different Strikes with it, to penetrate armor, strike incorporeal foes, batter through defenses, sweep away riff-raff that threaten to overwhelm him, create a deadly bleeding wound or even temporarily lame a foe to slow him down!

Regdar does everything to excess. He's the guy who slaps you on the back so hard that you spill your drink all over your date. He's the guy who pounds the table for emphasis, causing food to fly everywhere. He's the guy who keeps laughing past the point that something was funny. He's the guy who makes fun of something you did once, a dropped weapon in combat, or a social gaffe involving the mayor's daughter, or just forgetting to zip your fly, and brings it up, over and over and over again, for years.

He's the sort of guy that gets into a lot of barfights. Unfortunately for the many, many people who have lost patience with him, he's also the sort of guy who *wins* barfights...
Last edited by Setothes on Sat Nov 04, 2006 6:39 am, edited 1 time in total.
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