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Razz's Rndm stuff: Moondog, Hellhound and Mongrel

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Postby razzputin » Thu Dec 14, 2006 1:16 am

DSumner wrote:So any updates?


Sure

Just about done with PSI but these last few will probably be coming pretty slow becuase I've realized I only have about 4 good days for shopping and and about ten or so people to still shop for. Now for the good news I've run the Champions vs. Dinos fight and boy did it rock. It'll take me some time to put my notes into something resembling a narrative (for lack of a better word) But it was fun with surprising results from Obsidian, and Jaguar.
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Postby razzputin » Fri Dec 15, 2006 11:58 am

Now Omen he's one of my favorite's from PSI and this picture comes in color

The man who would become Omen was the twin brother who became Mind Master an active super hero. They grew up together and experimented with their powers. MM's powers lent themselves to more direct confrontation so he went out to make the world a better place. Omen would help him by giving his special insight into particularly difficult cases. This set up worked fine for years an then one day...

Omen Saw his MM fighting the villian group PSI on TV (flag to many abbreviations :lol: ). He got slaughtered he was engaged with several agents when Psymon struck from behind, and Omen nearly went into shock at the sight of his brother's death. The authorities agreed to maintain his secret identity following his death, and Omen swore that he would avenge his brother somehow.

when PSI reorganized, David decided to join the team under the identity of Omen. At first PSI was reluctant to have a psychic mutant in their ranks. Though Counselor Darke has now become fascinated with Omen's abilities to acurately predict the future. Omen has had a vision of himself shooting Psymon, and is now waiting for the oppurtunity to kill PSI's leader.

Image

his quote "Hear me carefully, heroes you cannot win this day. I have forseen it."

OMEN PL: 10 (150 pp)

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff 8 (+11), Concentration (+2), Diplomacy (+3), Disguise 6 (+9), Escape Artist (+2), Gather Info 6 (+9), Handle Animal (+3), Intimidate (+3), Notice 14 (+16), Acting 6 (+9), Search (+3), Sense Motive (+2), Stealth 8 (+10), Survival (+2)

FEATS: Assessment, Attack Specialization (1), Blind-Fight, Elusive Target, Improved Initiative (3), Inspire (5), Luck (2), Redirect, Seize Initiative, Teamwork (3), Ultimate Effort (1), Uncanny Dodge, Well-Informed

POWERS: Super-Senses [6],
*Precognition, extended,
*Danger Sense, mental,
Device-easy to lose [4],
*Energy Pistol-Blast [6] - DC:21:tough,
Ex: penetrating [6],
Stun [9] - DC:19:fort,
DB: 10 chrgs,
Device-hard to lose [5],
*Polarized Contacts-Sensory Shield-sight [4],
*Protective Uniform-Protection [5],
*Psionic Shielding-Mind Shield [15],
*Panic Ring-subtle Teleport, 1 mile [4],
Flaw: long range only [4],
Flaw: only to teleporter pad [2],
PF: 30 second delay,
*Enhanced Trait, defense, based off precognition [6]

COMBAT: Attack 6 [+8 energy pistol 6 (Lethal)] Defense 22 (16 flat-footed) Init 14

SAVES: Toughness 8 (8 flat-footed) Fortitude 4 Reflex 14 Will 5

Abilities 26 + Skills 12 (48 ranks) + Feats 22 + Powers 38 + Combat 36 + Saves 16 – Drawbacks 0 = 150 / 150

like I said here's one of my favorites mainly because he's this incredibly competent character just waiting to mess up this really efficient group. Well efficient if you don't know what's going on on the inside. You could activate this character's vision if the heroes are having a hard time with Psi. Also This character could be flipped and used almost the same as an Npc if a player has been a little to bloodthirsty in the past.
Last edited by razzputin on Tue Jun 19, 2007 1:28 am, edited 4 times in total.
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Postby razzputin » Sat Dec 23, 2006 3:41 am

well I'm living up to my thread title how about a random build, Phospene leader of Strikeforce and member of the Blood.

here you go DSummer I'll give you Phosphene for now since I worked him up a few months ago.

http://farm1.static.flickr.com/110/3075 ... 2840_o.jpg

or if you like I've got a picture that someone did in color not the right colors mind you but it still looks good.

Image

Phosphene PL: 10 (150 pp)

ABILITIES: STR: 14 (+2) DEX: 22 (+6) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+10), Bluff (+2), Climb (+2), Concentration (+2), Diplomacy (+2), Disable Device 3 (+5), Disguise (+2), Drive (+6), Escape Artist (+6), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate 3 (+5), Notice 3 (+5), Search 3 (+5), Sense Motive (+2), Sleight of Hand 4 (+10), Stealth 4 (+10), Survival (+2), Swim (+2), writing 3 (+5)

FEATS: Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Stunning Attack, Favored Opponent (2), Improved Throw, Inspire (3), Leadership, Luck (2), Assessment, Benefit (1), Power Attack, Master Plan, Quick Change (1), Teamwork (2), Contacts, Well-Informed

POWERS: *Teleport [1] - DC:11:ref,
progression x2 mass,
turnabout,
fusillade AKA rapid attack pg.104,
change direction,
change velocity,
easy,
AP flight / gliding [4],
Super-Senses,
X-ray vision [4],
Device [3], Mind Sheild [5],
Protection [4], Impervious,
Strike [6] - DC:23:tough, mighty,

COMBAT: Attack 12 [Unarmed +2 (Bruise)] Defense 22 (16 flat-footed) Init 6

SAVES: Toughness 8 (8 flat-footed) Fortitude 6 Reflex 6 Will 7

Abilities 36 + Skills 7 (27 ranks) + Feats 25 + Powers 32 + Combat 48 + Saves 2 – Drawbacks 0 = 150 / 150

phosphene is interesting he's kinda like nightcrawler crossed with batman
makes for a real effective martial artist.

ignore this next part it's just there to remind me who was requested. (move along nothing to see here)

DSumner wrote:Well, since your doing requests, I'll throw in my bid for: The Zodiac, the various members of PSI (I prefer the 4e to the one listed in CKC), Lady Blue (The New Millennium version if yoiu have access to the books), Menton, Mech Assassin, The Blood, and The Protectors.
Last edited by razzputin on Thu Jan 18, 2007 1:36 am, edited 1 time in total.
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Postby razzputin » Thu Dec 28, 2006 1:57 am

Coming soon the background to Omen

update: done
Last edited by razzputin on Wed Jan 10, 2007 2:58 am, edited 1 time in total.
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Postby Crimsom Innocence » Thu Dec 28, 2006 11:09 am

Eagerly waiting for it.
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Postby razzputin » Fri Dec 29, 2006 2:49 am

there you go

coming up next the inquisitor, deuce, and then a PSI agent then I'm done with PSI. man their mean recreating them has given me a deeper appreciation of how tough and interesting they are. :twisted:
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Postby DSumner » Fri Dec 29, 2006 3:15 am

PSI was one of my favorite organizations from back when I played Champions on a regular basis. The others were VOICE, Raven, the Circle, and the Blood (who were more of a family). I'm not a particulary a fan of the "new" 5e version of PSI, or their reworked version of Eurostar for that matter.
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Postby DSumner » Fri Dec 29, 2006 5:03 am

While I'm thinking about it, you wantto take a crack at the Seven Horsemen? They were a VERY nasty bunch, and reading over A Time of Vengence got me thinking about them again.
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Postby razzputin » Sat Dec 30, 2006 12:07 am

I'm with you they completely watered down PSI for 5e. It didn't have as many people and therefore you couldn't have the vicious circle of hate that was the group running around. I'm looking to do a few solo's after this then probably voice but I don't have access to the horsemen. :(

DSumner wrote:PSI was one of my favorite organizations from back when I played Champions on a regular basis. The others were VOICE, Raven, the Circle, and the Blood (who were more of a family). I'm not a particulary a fan of the "new" 5e version of PSI, or their reworked version of Eurostar for that matter.
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Postby razzputin » Sun Dec 31, 2006 5:49 pm

Fight the first, Primevil Rex

It was a warm spring day and the champions gathered in the park for a meet and greet with the fans of their fair city. Jaguar wore a zorro style mask to keep from giving away his identity and he grumbled beneath it about how this wasn't a good idea. Defender consoled him by informing him that the senator had made the photo op a stipulation of being allowed to use their slingshot within residential zoning. At which point Seeker quiped in "besides Jag don't you want to meet all of your adoring fans...oh that's right you don't have any" he said with a friendly grin.
The Champions gather on the bandstand and Defender shakes hands with the senator as several flashbulbs go off. One bright light continues from a portal on their left and out walks a 25ft tall Tyranosaurus Rex.

below is a link to a copy of the map that I ran this on. Print out you own and have your own copy of a city park.
http://farm1.static.flickr.com/165/340222982_496146dfde_b.jpg

Complications all around for the crowd, heroes have surprise as the dinosaurs are disoriented after being teleported in. rolling init we have Jaguar, Seeker, Obsidian, Defender, Quantum and Solitaire.
Round 0 Tyranosaurus Rex appears northeast of the Park/Jaguar transforms from human to Jaguar form, Seeker flips down in front of the Tyranosaurus Rex hoping to draw it away from the crowd and quips I thought this park had a leash law/ Obsidian leaps over and rips up a 20’ tree out of the ground "this might be useful", Defender flies over and Shouts to his teamates to "protect the civilians first some of them can't survive a T-rex bite". "Oh and I can" returns seeker. Defender Tries to snare the Tyranosaurus Rex misses , Quantum calls out "I'm on it oh fearless leader" flies over and creates a wall 30’ long and 10’ tall between the crowd & Tyranosaurus Rex, Solitaire trys to TK Tyranosaurus Rex into the air she doesn’t have enough, crowd runs away to the southwest leaving a kid, a young teenage girl, and an elderly woman in danger of being trampled.
Round 1 another bright flash and then a Triceretops appears in the northwest, Jaguar leaps into the crowd and grabs the kid who tries to run in fear but Jaguar is to fast for him, Seeker says "RIght!, be right with you" jumps back up and over the wall picks up the elderly woman. She says "Oh my hero" "Oy, yes maam", Obsidian jumps 80’ and readies an attack. "alright nice large lizard thing with horns, don't make me hurt you" if Triceretops comes at him or the crowd/ Defender snares the Tyranosaurus Rex’s mouth/ Quantum since the mouth is out of commision drops the wall and channels that energy into a flare, Tyranosaurus Rex is dazzled and angry, Solitaire TK’s the young teenage girl out of the crowd and throws her in the lake for safety while timidly saying "sorry"/ Tyranosaurus Rex snaps Defender’s cables with a roar, the crowd starts running south away from both dinosaurs and into the claws of…
Round 2 a third bright flash appears and then a Sabertooth walks into the southwest of the park/ Jaguar jumps 80’ and puts the kid in a tree, Seeker takes the elderly woman and moves her to the cover of the bandstand/ Defender uses inspire and blasts with autofire, rolls a 24 for 28 dam, Tyranosaurus Rex resists with a 24 mark a hit/ Quantum full on Power Attack hit 31 tou, Tyranosaurus Rex 19 fiat 32 shrugs it off HERO POINT’s to Defender & Quantum/ Triceretops charges before he gets there Obsidian goes to hit him with the tree miss, HERO POINT hit Power Attack for 3, 30 dc Triceretops is hit and stunned, stopping the charge, Solitaire throws a hex bolt at Tyranosaurus Rex hit, 27 dc Tyranosaurus Rex is hit and stunned.
Round 3 a bright flash and then a 2nd Sabertooth appears in the southeast of the park/ 1rst Sabertooth is charging when it gets within 10’ of the crowd Jaguar leaps in wrestling it to the ground/ Seeker double moves to get ahead of the crowd/ Defender inspires rolls to hit miss, HERO POINT hit 28 tou mark a 3rd hit on Tyranosaurus Rex/ Quantum full Power Attack misses HERO POINT hit 31 tou, mark a 4th hit on Tyranosaurus Rex, Obsidian Power Attack’s for 4 CRIT 36 tou save Triceretops is out, Solitaire with another bolt hit 27 tou mark a staggered stunned and a 5th hit on Tyranosaurus Rex.
Round 4 10 pteradons appear in the northeast, Jaguar squeezes for 22 1rst Sabertooth saves exactly, 2nd Sabertooth double moves toward the crowd, Seeker quickdraws his nunchuks charges the 2nd Sabertooth swings and a miss, HERO POINT hits 2nd Sabertooth saves and just snarls back at him, Defender sprays his autofire trying to hit 5 pteradons all miss, quantum flies over and creates a wall between the crowd and the Tyranosaurus Rex, Obsidian leaps at the Tyranosaurus Rex charging Power Attack for 5 missed badly goes flying into a tree, Solitaire grabs Obsidian with TK and moves him between Tyranosaurus Rex and the crowd, Tyranosaurus Rex charges Obsidian hits Obsidian is hit and stunned.
Round 5 10 pteradons start flying off in different directions, 10 more appear in a burst of light, 1rst Sabertooth Tres to esc Jaguar's hold nothing doing, 2nd Sabertooth attacks Seeker hit/ Seeker gets a 14 HERO POINT nat 20 he’s fine, 2nd Sabertooth uses inproved grab suceeds dam 22 Seeker gets a 7 Seeker is unconscious and dying he stabilizes, Jaguar lets the 1rst Sabertooth go, intstant ups leaps at 2ndSabertooth Power Attack 5 slam att miss HERO POINT hit 2nd Sabertooth fails by 20 it’s gutted, 2 pteradpms attack Defender both miss, Defender Tries to snare 1rst Sabertooth miss, Quantum attacks 1rst Sabertooth Power Attack for 5 CRIT mark a hit stag and stunned, it gets plowed back 20’, obsidian recovers from being stunned, Solitaire extra efforts for Power Attack 5 Blast, miss HERO POINT hits the Tyranosaurus Rex lurches up and falls
Round 6 Winners the Champions I’m going to call it at this point because all other threats have been dealt with and now it’s 6 heroes with one in bad shape vs the 1rst Sabertooth that’s staggered and stunned.

I had only a few Pteradons in the fight most of them were scattered throughout the city. The module it came from suggested they could be a continuing feature in the campaign city. This appealed greatly to my sense of "oh cool". I also orignally planned to have a news copter veiwing the entire fight be hit by a Pteradon and give the flyers something to do but decided against it since I had enough going on. However feel free to use this plot for anyone running menace out of time. gotta get them hero points somehow.

Happy New year I figured I needed to start getting this fight down so I would start doing it a bit at a time that way it would actually get done.
Last edited by razzputin on Tue Jul 17, 2007 11:07 pm, edited 3 times in total.
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Postby razzputin » Tue Jan 02, 2007 1:47 pm

Well that was my first fight and I gotta tell you. I don't want to do anymore group fights. Sure they're fun but they're a pain to write up. Well at least no more many on many. Many on one that's doable.
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Postby Doc David » Tue Jan 02, 2007 3:06 pm

I second the suggestion of the Seven Horsemen. That was a great adventure of the 3rd Editipn Champions Era.

Keep up the conversions! I have a soft spot in my gaming heart for 3rd and 4th Edition Champions.

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Postby razzputin » Thu Jan 11, 2007 1:48 am

And now I give you one of the most unpleasant members of PSI
the Inquisitor.

Phil was the kind of guy who would sit alone at pubs and drink himself into a stupor. He wasn't quite an alcoholic, but it was the first word that came to mind. One evening Phil noticed that the pub was exceptionally noisy, even though there were only a few other people present. He began to listen to the buzzing conversations around him and found them to be very personal, revealing hidden secrets and memories that no one had ever heard before. As he did this, several people grabbed their ears and let out agonizing cries of pain. Though Phil did not yet realize it, he was discovering his mutation for the first time. Phil grew tired of the clamor and left the bar. Yet, as he walked down the street, he continued to hear the buzzing of people's thoughts, inducing more cries of agony from his unintentional targets. As Phil drank in the thoughts and memories, he began to feel lightheaded. The streets began to sway, and Phil grew warm and flushed. Using his powers was intoxicating, and Phil was getting high off his telepathy.
As he continued to wander the city, drinking in more and more mental images, he caught the attention of a team of PSI agents on assignment in England. Their equipment protected them from his abilities so they captured him and brought him in to meet Dr. Poe. Dr. Poe was astounded by Phil's natural proficiency with his powers and decided to give him a place in PSI. Phil serves as PSI's chief interrogator. He worked closely with security chief, Joshua Barclay, and enjoyed the opportunities to use his powers. Eventually, Phil became addicted to his telepathy and would undergo withdrawal if he went more than a day without reading someone's mind. Unfortunately, Phil's telepathic abilities also have a very deadly side effect, leaving many of his victims dead as he enjoys the high. Since he is so handy Counselor Darke retained Phil in the restructuring of PSI. He also uses Phil's powers to help reinforce his brainwashing techniques.

Image

notable quote "With me, there are no mysteries. With me, there are no secrets."

INQUISITOR PL: 10 (115 pp)

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 20 (+5) CHA: 8 (-1)

SKILLS: Bluff 8 (+7), Climb (+2), Concentration (+5), Diplomacy (-1), Disguise (-1), Escape Artist (+2), Gather Info (-1), Handle Animal (-1), Intimidate 4 (+3), Investigate 2 (+3), gothic literature 2 (+3), Notice (+5), Search (+1), Sense Motive (+5), Stealth (+2), Survival (+5), Swim (+2)

FEATS: Fearsome Presence (1)

POWERS: *Telepathy [10] - DC:20:will,
Ex: penetrating [1],
Db: partially visible when over half power,
*Blast [6] - DC:21:tough,
Ex: linked to telepathy [6],
Ex: range-perception [6],
Ex: duration-continous [6],
pf: subtle, ,
*Mind Shield [6],
Devices-hard to lose [2],
*Protection-protective uniform [5],
*Sensory Shield-sight-polarized contacts [4],
*Teleport, subtle, 1 mile-panic ring [4],
Flaw: long range only [4],
Flaw: only to teleporter pad [2],
Db: 30 second delay,

COMBAT: Attack 4 [Unarmed +2 (Bruise)] Defense 16 (13 flat-footed) Init 2

SAVES: Toughness 8 (8 flat-footed) Fortitude 3 Reflex 2 Will 6

DRAWBACKS: Weakness -addicted to using his powers moderate affect

Abilities 24 + Skills 4 (16 ranks) + Feats 1 + Powers 65 + Combat 20 + Saves 1 – Drawbacks 0 = 115 / 115

Here's Inquisitor I gave him fearsome presence at a laughable level not for combat but just to show how unpleasant he is. That and I had one more point to spend to get him to an even 115 points. :wink:
Last edited by razzputin on Thu Jan 18, 2007 1:31 am, edited 3 times in total.
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Postby razzputin » Sat Jan 13, 2007 10:59 pm

Okay I went through and cleaned up the fight. Wow I didn't realize it was such a mess. Yeah that's what I get for posting past my bedtime :oops: . I recommend giving it a read now it should make more sense

also went back and put in the inquisitor's background 8)
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Postby razzputin » Thu Jan 18, 2007 12:58 am

Okay here comes Deuce

Angela Baker was as shy girl from Australia. she lived a simple country life until one day during the queen's birthday celebration her powers manifested. Suddenly a sinister silouette rose from Angela's body and began to fly about the crowd. As it passed through people they suddenly became weak and dizzy. Angela ran, and the silouette followed her. Eventually she collapsed under a tree and the silouette reentered her body. The next day, the papers had the story all over the front page. People were accusing her and her family of black magic. The family moved around a bit after that until her father heard about a special academy of learning. It was the last Angela would ever see of her family. The researchers at Psi were fascinated with Angela's powers. Somehow Angela was projecting her psyche in a physical way, and this shadowy creature manifested all the negative, hateful characteristics that Angela repressed. Dr Poe bullied Angela into submission, dubbing her "Deuce," a name which is not only derived from ancient devilish nicknames but also plays on the dual nature of her personality and powers. When PSI began anew, Angela was retained for further study and research. Although without Dr. Poe around it's only a matter of time until their control goes away.

Image

Deuce's notable quote: "Please don't make me summon the shadow again...please! I beg you!" (Of course, the shadow remains silent...)

DEUCE PL: 10 (120 pp)

ABILITIES: STR: 10 (0) DEX: 24 (+7/0) CON: 22 (+6/0) INT: 10 (0) WIS: 26 (+8/0) CHA: 12 (+1)

SKILLS: Bluff (+1), Concentration (+8), Diplomacy (+1), Disguise (+1), Escape Artist (+7), Gather Info (+1), Handle Animal 6 (+7), Intimidate 4 (+5), Life Sciences 2 (+2), Notice (+8), Sense Motive (+8), Stealth 6 (+13), Survival (+8)

FEATS: Move-by Action, Fearless, Fearsome Presence (4), Takedown Attack (2)

POWERS: *Enhanced Dex [14],
*Enhanced Con [12],
*Enhanced Wis [16],
Flaw: only usable only while insubstantial [21],
*Insubstantial (mental energy) affected by electricity [3],
*Mental Blast [8] - DC:23:will,
Flaw: range-touch [8],
*Flight [8],
Device-hard to lose [2],
Panic Ring, subltle Teleport-1 mile [4],
Flaw: long range only [4],
Flaw: only to teleporter pad [2],
PF: 30 second delay,

COMBAT: Attack 8 [Unarmed +0 (Bruise)] Defense 18 (14 flat-footed) Init 7

SAVES: Toughness 6 (6 flat-footed) Fortitude 6 Reflex 7 Will 8

DRAWBACKS: Disability -leaves body behind [Freq DC 15] [Sev DC 15]

Abilities 2 + Skills 5 (20 ranks) + Feats 8 + Powers 76 + Combat 32 + Saves 0 – Drawbacks -3 = 120 / 120
Last edited by razzputin on Fri Sep 12, 2008 1:15 am, edited 1 time in total.
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