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Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Postby JoshuaDunlow » Thu Dec 21, 2006 7:15 pm

The Stray wrote:
JoshuaDunlow wrote:Thanks, im glad i could provide some help :) Next up will be the godlike character, after im feeling better.


Of the three, so far I like Nevermore's the best...excellent job! In a way, I'm sorry I killed these characters off (of course, as we all know, death isn't necessarily permenant in this genre...)


Thats pretty funny, Nevermores is the one i dont necessarily like so much. The concept you had, was very hard to build off of.. So i took it one step further... into alien territory.
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Postby JoshuaDunlow » Thu Dec 21, 2006 9:19 pm

Mike5000us wrote:
JoshuaDunlow wrote:Desperately Seeking Thread Maker
Man, i have been so brain dead. Out of ideas, and inspiration. So i need some help, is there anything you guys would like to see me do?


I got a idea, make a God. Some type of mystical deity that showed in the modern world demanding worship.


Well here's an idea i had floating in my head, in an alternate super hero timeline. I have a race of god like beings, called the Verdani Spirits. That take the form of god like beings, and have influenced man kind through out the ages. Norse, Greek, Indonesian, etc. So with that in mind, a rogue verdani spirit breaks free from its shackled dimension having learned to harness the energy of the void that it had become apart of. Creating the Verdani God, known as the Void. The nothingness. Having found itself in the apalachian mountains, near a camp sight. Void ensnared the humans it found there, some it slaughtered. Others it controlled to turn into its servants. Now free in a modern world, VOID has erected a temple in its worship by those it has won-over with its power. Void is a sinuous entity, promising power in return for the slaughter of life forces, that it feeds into its own dimension. In doing so, increases its powers enormously. Void can take either male or female form, as needed. Haunting, but attractive in appearance. Void always has dark hair, and pools of infinite darkness for eyes. Void seems to be surrounded by a cloak of utter darkness, which seems to be alive in its own right.

Soon to come are the stats.
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Joshua Dunlow Version 2.0

Postby JoshuaDunlow » Sat Dec 23, 2006 11:52 am

OMEGA 2
Joshua Dunlow

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Power level 11 (173pp)
Concept: Adventuring Hero
Quote: Let's see you stand up to this!
Trade Off's: -2 to Attack, for +2 DC with Kinetic Manipulation. –2 Defense for +2 Toughness.

Description: Joshua Dunlow is a handsome young man, about the age of 21. He stands 5’10” tall, and weighs 190 lbs. He has hazel eyes, and dirty blonde hair. He usually likes to wear white jerseys, with blue jeans, and boots. For his costume he wears a blue body suit, with a white stripe that goes down his legs with matching gloves and boots. The omega symbol is within a black circle on his chest, within the white stripe. He wears a blue face mask to cover his eyes.

Personality: Joshua Dunlow can still be a little rash, and headstrong. But that only fits with his kinetic capabilities it seems. He is a loyal, and stubborn at times. But he just loves to have a good time just like anyone his age. And no joshua doesn't have a girlfriend yet.

Abilities (16pp): Strength 15 (+2) , Dexterity 12 (+1) , Constitution 16 (+3) , Intelligence 10 (+0) , Wisdom 10 (+0) , Charisma 13 (+1)

Saves (13pp): Toughness +3/+13 with Forcefield , Fortitude +8 , Reflex +5 , Willpower +4

Combat (16pp): Attack +4 (+6 Melee, +8 with Kinetic Blast), Defense +6 (+2 dodge), Initiative +1

Skills (7pp): Craft (Mechanics) 4/+4 , Diplomacy 4/+5 , Drive 4/+5 , Intimidate 3/+15 when using powers , Knowledge 2/+2 (Current Events) , Knowledge (Popular Culture) 2/+2, Notice 6/+6 , Perform (Guitar) 3/+4

Feats (11pp): Attack Focus 2 (melee), Attack Specialist (Kinetic Blast) 2, Benefit 1 (Intimidate based on Kinetic Control Rank) , Dodge Focus 2, Fast Overrun , Improved Overrun , Move by Action , Power Attack
-As you can see one of Joshua’s favorite tactics. Is plowing through his foes while his forcefield is on, and using his flight powers. With the Immovability added to it, he can stabilize himself even during this kind of tactic. And with the Benefit, i always imagined he might not be a physicaly imposing young man, but his displays of power could scare just about anyone. And i got this idea from the freedom city sourcebook, where one of the characters. I cannot remember which, they used Benefit to change the modifer for a climbing skill to Dexterity, instead of strength.

Powers & Devices
Kinetic Blast +13 (Bludgeoning Damage; Extra: Penetrating) (38pp)
AP: Blast "Omega Blast" +8 (Extra: Area (Explosion), Extra: Penetrating; Flaw: Tiring)
AP: Disintegration "Devastation Beam" +6
- This power allows Joshua to shoot bolts of devastating kinetic force, he can also use it to create a powerful area explosion. That is just as devastating. Though this tires him greatly. His blasts can also punch through armor like you wouldn't believe, and in great times of stress his power can up

Kinetic Forcefield Container 9 (45pp)
-Power: Forcefield 10 [Feat: Selective; Extra: Impervious ]
-Power: Flight 5 [250 mph]
-Power: Immovability 7 [Extra: Unstoppable]
- Joshua can surround himself with a glowing blue field that not only provides him incredible protection. But allows him to fly, and to resist the effects of incoming attacks. Leaving him standing, when others could be knocked over;

Super Strength 8 (Heavy Load: 24 tons, Feat: Shockwave) (15pp)
-Joshua can be extremely strong when he wants to be. His heavy load without the kinetic reinforcement is 24 tons. He can also strike the ground, creating a shockwave that can knock people over with a DC of 18.

Drawbacks (1)
Omega Blast is at Fullpower

Complications
Secret (Identity)

History and Background
Well it all started during world war II, the year was 1941 and Thomas Dunlow signed up to be apart of an experimental program to create super heroes to help in the war. And Thomas Dunlow succeeded in survivng the process, that few did. And gained the powers of luck manipulation, charm, and the ability to use guns in ways others could never dream off. When the war was over in 1945, he went back to Freedom City to start up a family.

Joshua was born to thomas's grandson was born in 1984, up until this point thomas had not worried to much that his son was going to inherent any of his powers. Joshua grew up in a normal every day family, in middle class suburbia of freedom city. He went to school, tried out for football, and even started to learn to play the guitar. It wasn't until Joshua had turned seventeen in 2001, did his life change for ever. Joshua was attending Franklin D Rosevelt High School on the same day that the Freedom Hall came under attack by Super powered Villains. Joshua was attending a football practice, when that battle ended up straying over the field. In that combat Deadelus, was defeated the rogue villain when he attempting to take a hostage. That just happened to be joshua, and then thats when joshua's power errupted. He felt like his skin just exploded outwards, in truth his kinetic powers activated and laid waste to a 60 foot diameter area with his blast. Knocking the villain out.

After the battle, his life in regular school was ruin. He couldn't compete in athletics after that, and when the Clairmont school was opened. Daedelus made sure Joshua was one of the first students enrolled, so he could learn how to use his powers. It became evident that joshua's powers were extremely powerful even at a young age, and he dubbed himself Omega 2. Even after his senior year , it still took him awhile to learn the full extent of his abilities. And by the time he was nineteen, he left the academy and returned to his family in 2003.

He got a job as a mechanic, in his fathers shop to make some money. And began his solo super hero career, up until the current year. His moved up a little bit, been getting better with his guitar work. And trying to get with a band, so he can perhaps try to get in the music scene.
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Final Fantasy 12

Postby JoshuaDunlow » Sun Dec 24, 2006 4:21 pm

HUME Racial Template
Description: Some call it the race of " dominance. " Many Humes have an abiding attraction to power, much more so than the other races of Ivalice. The Hume's instaiable will to power could be a cause of the riding fury that threatens to consume Ivalice. However, the race's deep-seated curiosity and desire for knowledge has driven the creation of innovative ways and technologies. Sophisticated and stable internal political systems, stunning and nuanced architecture, and the dogged pursuit of a better, more secure life are the culmination of the Hume race.
Cultural Distinctions: Humes can be broken down into several cultures that make up the majority of Ivalice. Dalmascan's, Archadian's, Bhujerban's (Nuetral at the start of the story), Nabradian's (now under Arcahadian rule), and Giza Plain Nomads just to name a few.
(The following is not typical , but for player characters who stand out above the usual of his race)

Abilities: +2 to any one ability score
Saves: +2 Willpower
Skills: Craft/Profession/Perform 4
Feats: Luck 2 (Start with 3 hero points)
Powers: Depends entirely on Character Concept.
Drawbacks: None
Complications: None

Total cost: 7 pp
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FF12: Moogles

Postby JoshuaDunlow » Sun Dec 24, 2006 5:06 pm

MOOGLE Racial Template
Description: Moogles have a freat tradition of expertise in the area of engineering, as the race long relied on the clever development of machines. As obvious adapation to their small size, the mechanical skill puts them on equal terms with other races. In particular, Moogles excel at the creation and maintenance of airships, although that are very adapat at other types of technology. Each moogle has a fluffy fur-all headpeace, that is the trademark of the moogle race. Each individual Moogle has its own color of Pom-Pom. Each moogle has small vestigal wings, and only a few of them can even fly.
Abilities: Str 6, Dex 12, Con 10, Int 14, Wis 10, Cha 12
Saves: +2 Will
Skills: Craft 4, Knowledge (Physical Sciences) 4
Feats: Deft Hands [+2 bonus to any skill requiring manual dexterity (such as craft, or musicianship)]
Powers: Shrinking 4 [PF: Innate; Flaw: Permanent]
Drawbacks: None
Complications: None
Additional Notes: Those who wish to have moogles that can fly, can purchase: Flight 1 [Flaw: Tiring] , and the PowerLoss Drawback [Wings]. These traits cancel each other out in cost.
Last edited by JoshuaDunlow on Tue Nov 20, 2007 5:16 pm, edited 1 time in total.
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Postby JoshuaDunlow » Sun Dec 24, 2006 10:36 pm

MERRY CHRISTMAS!!!
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Sensuali Morales

Postby JoshuaDunlow » Sat Dec 30, 2006 11:51 am

Sensuali Morales
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Profession: Model & Adult Entertainer
Power Level: 15 [518pp]

Description: Sensuali appears as a very beautiful woman, that stands 5'9" in height. She weighs 138 lbs, and has long dark hair that falls in ringlets. With ruby red eyes that glow.

Abilities [53pp]: Strength 15 (+2), Dexterity 25(+7), Constitution 20 (+5), Intelligence 14(+2), Wisdom 28(+9), Charisma 40(+15)
Saves [19pp]: Toughness +10 (5 impervious)/(+15 ,15 Impervious, with Forcefield), Fortitude +12, Reflexes +15, Willpower +14
Combat [40pp]: Attack Bonus +10 (+15 with Magic, +14 with Dual Soul Blades), Defense Bonus +15 (+5 dodge), Initiative +7, Damage (+5 with claws), (+14 with Dual Soul Blades), (+15 Penetrating Mystic Blast)
Skills [25pp]: Acrobatics 12 (+19), Bluff 8 (+23/+35 if attractive), Diplomacy 8 (+23/+35 if attractive), Gather Information 6 (+21), Knowledge: Popular Culture 4 (+6), Knowledge: Arcane 12(+16), Notice 12 (+21), Perform: Dance 5(+20), Profession: Adult Entertainer 10(+19), Sense Motive 11 (+20), Stealth 8 (+15), Swim 4 (+6)
Feats [28pp]: Attack Focus (Magic Spells) 5, Attractive 1, Capoeira Style [Acrobatic Bluff, Dodge Focus 3, Equipment 8, Improved Grab, Improved Throw, Power Attack, Prone Fighting], Improved Initiative, Renown 4: Adult Entertainer, Skill Mastery (Bluff, Diplomacy, Sense Motive, Perform)
Powers [247pp]: "Demonic Template" Container 27 [PF: Innate; Contains: Enhanced Charisma 18; Features 1 (Tail); Flight 3; Immunity 23 (acid, aging, cold, disease, electricity, fire, poison); Soul Drain 12 (Drain (wis); linked to Claws); Claws 3 (Pf: Mighty, Improved Critical); Protection 5 (Extra: Impervious 5); Power Resistance 10 (Magic); Regeneration 17 (PF: Die Hard,Persistant,Regrowth; Recovery Rate (Bruised 2; Unconscious 2;Injured 3; Staggered 3; Disabled 3; Ability Damage 2); Ressurection 2); Super Senses 10 (True Sight) ]-146pp; "Demonic Paths" Container 8 [Great Strength 2 (Super Strength 2; PF: Leaping 4); "Aura of Sensation 11" (Illusion;Touch Illusion (Pleasure);PF: Stun (reduced to touch), Paralyze (reduced to touch); Extras: Aura +1, No Save +2; Flaws: Range reduced to Touch -2; "Dazzling Beauty Container 2" [Enhanced Feats: Attractive 2, Challenge (Fast Task; Bluff), Challenge (Fast Task; Diplomacy), Challenge (Durable Lie; Bluff), Distract (Bluff), Fascinate 3 (Bluff, Diplomacy, Dance), Ultimate Skill (Bluff)]]-40; Infernal Magic 15 [PF: Dynamic, Affects Insubstantial; Extras: Wide; Spells: Charm; Dynamic APs: Enervate (Drain (Str)), Dimensional Gate, Dispel Magic, Morph (3pt Variation), Forcefield (impervious), Fog of Forgetfulness, Glamour, Mystic Hand, Scyring, Mystic Binding, Summoning [Broad +2: Demons], Mystic Blast (Penetrating)]-71pp

Devices [108pp]: Reflex Body Suit Device 15 [Hard to take away; Enhanced Feats: Quick Change 2; Enhanced Constitution 3; Enhanced Dexterity 8; Super Movement 3 (Wall Crawling); Teleport 12 (PF: Easy, Weight Progression 4; AP: Esp (Clairvoyance); Extra: Portal); Shield 2]-58; Dual Soul Blades Device 16 [Easy to take away; Restricted 2(Sensuali Alone); Strike 12; PF: Mighty, Split Attack, Accurate 2, Improved Critical, Affects Insubstantial; Extras: Penetrating 10; Powers: Pain 5 (Linked to Strike), Fatigue 10(Linked to Strike)]
Drawbacks [8pp]: Power Loss (Flight are wings; Uncommon Frequency/Minor Intensity) (1); Vulnerable (holy attack descriptors; Uncommon Frequence/Moderate Intensity) (2), Weakness ("Holy places"; Uncommon Frequency/Moderate Intensity) (2), Infernal Magic (Power loss, if bound or gagged; Common Frequency/Moderate Intensity) (3); Full Power [Aura of Sensation] (1)
Complications: Secret (Being a demon), Fame (The "face" for Goddess Magazine), Addicted (Promiscuous)
Equipment: Cellphone (1), Sports Car (11; Features: Alarm, Navigation System, Armor),
Morales Estates [HQ; Size: Gargantuan (4); Toughness 20 (3); Features (21): Combat Simulator, Communications, Computer, Defense System (Blast 15), Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Isolated (Island), Laboratory, Library, Living Space, Power (Nullify 10; 3pt Variation), Power System, Security System 3 (DC 30), Workshop]-28ep


-> Demonic Paths: These are special powers or disciplines that she has devloped over time, since she is rougly about 8,000 years old.
-> Aura of Sensation: Sensuali is surrounded by a constant aura, that enhances the sense of touch of anyone that touches her. This can be very pleasurable, as the illusions creates these very arousing sensations in others. She can increase the pleasure affects, to stun or even paralyze those that touch her.
--> Dual Soul Blades: Sensuali carries two daggers, that are imbued with demonic souls. They can inflict searing mental anguish, as well as physical damage. As well as fatigue her opponents. This makes her exceptionally deadly.

History & Background:
(Sensuali is one of my oldest online characters, i have been playing her for about 8 years now online. And i have finally stated her up, she is a very old succubus, and is roughly about 8000 years of age. I'll try to get some of her background up as soon as possible. Her starts alone were very challenging, and it took me several hours to do this. )
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Postby JoshuaDunlow » Fri Jan 19, 2007 8:43 am

Well its been awhile since ive done anything on my thread what so ever, and the relative silence of responses. I have been on break for quite a while now. Just been having a serious lack of inspiration, creativity, and drive. Hopefully i'll have something soon.
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Postby Fisdenallus » Sat Jan 20, 2007 5:03 pm

Well here is an idea:

Design a Demon Lord to be used in MnM, include a small hierarchy of his demons. He could have a wife, and his right hand man, some demonic enforcer type. Then design some demonic minions or two and a home plane. It's quite a task, but i think it would be cool as heck to see and I think you could do an excellent job with it.
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Well it just so happens...

Postby JoshuaDunlow » Sat Jan 20, 2007 8:44 pm

Well it just so happens, i actually have the majority of the work for an idea like this already done. I just never undertook the major amount of work that would be required to make game stats for everything. Here is a basic rundown of things that you could know right now.

Plane: Elysia, the plane of bliss.
Ruled by: Soren, the demi god of lust and gratification; and Sensuali, the demi-goddess of desire and pleasure.
Major Population: Malcubi Demons

Personalities to be stated out:
The God of Lust & Gratification: Soren Lorezar
The Goddess of Desire & Pleasure: Sensuali Amoris
Grand Marshal of the Elysian Templar Knights: Jorax Dai, The Fallen Hero.
All About Malcubi
Demonic Paths
A Malcubi Priest of Pleasure

Basic History:
There was a time, when demons were called angels. And they flew across the celestial heavens doing the will of the gods. But when the gods created man, and all the other races. It was their job to keep and take care of their progeny. In their Hubris and over confidance, they took it upon themselves to teach the mortal races the ways of the universe. And because of that sin, they were cast out to become the first of the fallen ones.

When the fallen ones were banished to the nine planes of hell by the gods, those angels became the first of the true demons to exist. The progenitors of the great houses of the demon realms. Upon the seventh layer or realm of Hell, was created the House of Mor`Ishar. The temple of Pleasure. The first of all Malcubi demons were Soren & Sensuali, they jealously wished for the touch of angels once more. But that time of bliss was no more. They had been lovers up in heaven, and together they made the race of the Malcubi. Which would later become known as the Incubi and Succubi. Who mastered not only the body, but the heart, and the soul.

Website: http://malcubi-temple.wikispaces.com/Malcubi
Last edited by JoshuaDunlow on Thu Jun 14, 2007 1:44 pm, edited 6 times in total.
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All about the Malcubi

Postby JoshuaDunlow » Tue Jan 23, 2007 12:54 pm

Abilities and Powers
The malcubi have a number of base abilities to start with, and depending on the generation of the malcubi determines how many additional powers or abilities that he or she gets to start with. These can also reflect the base abilities and powers of normal incubi and succubi, but to lesser degrees.


Demonic Resistances: The Malcubi's demonic nature makes them an ageless race. Also they become more resistant to certain forms of attacks such as: cold, fire, electricity, poisons, disease, acid, and sonic based attacks. Incubi/Succubi only have limited protection to cold, fire, and disease.
Shape Shifting: The Malcubï's body can form not only wings which allow them to fly. But allows them to change their form to any race or gender they desire. Most Malcubi, assume a specific gender to mimic. However , they are not limited to that like Succubi/Incubi are.
Supernatural Charm: Malcubi are natural charmers, with magnetic personalities. They are able to sway people with their words, seducing others to their will. Or making people to see or agree with their own point of view. This power is the same Incubi/Succubi. The higher the Malcubi's generation, the more charming they become.
Illiaster Drain: When a Malcubi feeds from a mortal, they are taking their essence or energy, which most demons call Illiaster. When a mortal form is drained of this essence, all that is left is the soul within an empty shell. Which the Malcubi can steal and store into soul stones. A demon that does not feed daily, risks becoming weaker till the point of death. This power is the same Incubi/Succubi.
Chains of Pleasure: The Malcubi can manipulate this infernal gift, to manipulate the pleasure centers of a person's body. Creating subtle sensory illusions, to all out orgasmic overloads. These sensations tend to be highly arousing. The closer the Malcubi is to its intended target, the more powerful it is. A Malcubi can use these sensations to fatigue, or even paralyze opponents making them weaker. This power is the same Incubi/Succubi, though they seem only to be able to create sensations. Unable to cause fatigue or paralysis.

Racial Template:
Abilities: Strength +4, Constitution +4, Charisma +4
Skills: Bluff 8
Feats: Attractive 1
Powers:
Immunity 34 [Aging, Disease, Cold Temp, Hot Temp, Cold, Fire, Electricity, Poison, Acid, Sonic; Feats: Innate]; Morph 3 [2pt Variation (any humanoid); Feats: Dynamic; DAP: Flight (Drawback (wings))]
Infernal Magic 7 [Free: Mental Transformation 7 [3pt Variation; Flaw: Bluff or Diplomacy Check Required, Sense Dependant (Hearing); Extra: Continuous, Range (Perception)]; AP: Drain 7 [Intelligence; Feats: Slow Fade 5; Extra: Will Save]; AP: Illusion 7 [Touch; Feats: AP(Stun), AP (fatigue), AP (Paralyze); Flaws: Sense Dependant (touch), Phantasms; Extras: Aura]]
Drawbacks: Weakness [If a demon does not drain at least once a day; Minor Intensity, Frequency: Very Common] (3); Vulnerable (holy attack descriptors; Uncommon Frequence/Moderate Intensity) (2), Weakness ("Holy places"; Uncommon Frequency/Moderate Intensity) (2), Infernal Magic (Power loss, if bound or gagged; Common Frequency/Moderate Intensity) (3)


Demonic Generation
1st Generation: The first generations are the first of the fallen angels, which fell into hell. It is these two beings, which created the Malcubi Race. Which would eventually become what most people know of as Succubae/Incubi Demons. They are the gods of the Malcubi, having accumulated so much power in the long millennia of existence. (Power level 20+)
2nd Generation: The second generations are the children of the Progenitors. They created some of the more famous Malcubi Houses, and usually revered with respect and honor. They are some of the most ancient of the Malcubi. These malcubi are nearly gods themselves in the demonic hierarchy. This applies to other demonic houses and their own children. (power level 18-19)
3rd Generation: A third generation malcubi are the children of the second generation. They are very powerful beings, so do not underestimate them. Non malcubi of this level are called “Grand Masters”, and are the leaders of demonic groups and houses, the "best of the best”, as the saying goes. There are extremely powerful, and are as powerful as Demons can become. Without being directly related in the bloodline of a specific demon house. (power level 16-17)
4th Generation: A fourth generation malcubi, are the great grand children of the progenitors, They are the very prominent and extremely powerful within the demon realms. However at this point Malcubi blood is at its weakest, any lower and they cannot be considered Malcubi anymore, except in the case of Elevated Malcubi (see Fifth Generation for more details). (Power level 14-15)
5th Generation: A fifth generation malcubi, are called Elevated. And elevated are those demons or individuals that have been raised in power or status to become prominant. Non-Malcubi Demons of this Rank are at the peak of Demonic Society. They are powerful people, and hold positions of influence and very wealthy. There are usually second in command to the Grand Masters, Non Malcubi of this Rank are called “Masters”. There are some malcubi born to the fifth generation of power, instead of made. Their blood is so weak they cannot pass on the power of the malcubi to their children. (power level 12-13)
6th Generation: The sixth generation are the upper class of demon society, they tend to be important individuals and wealthy in demonic society Though fit for some respect by them. Anything lower than a 6th generation though, and a malcubi would never consider them of any importance. This is the starting generation for any person coming into the game, the only way to have a higher or lower, is if one your a cambion, or if you have the permission of the Soren Lorezar/Sensuali Amoris. (power level 11)
7th Generation: The seventh generation is a catch all term, for your average demon. This is perhaps the most common demon that one could run into. This makes up the so-called "Middle Class" This would be the typical power level of your average demon. (power level 10)
8th Generation: The eighth generations are made up of the lower level demons that are of little importance. But at least have full demon blood within their veins. But among demons, they are considered the “Lower class”. (power level 9)
9th Generation: Cambions are the half-breeds of a Male Malcubi and non-Malcubi mother. Since female malcubi do not carry young within their womb. Such unions created half demons, commonly referred to as Cambions. They in demon society are considered the lowest of the ranks one can have. The are considered the "Lower Class" in demon society. (power level 8)
Last edited by JoshuaDunlow on Fri Jan 26, 2007 9:10 pm, edited 2 times in total.
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Demonic Paths

Postby JoshuaDunlow » Fri Jan 26, 2007 9:04 pm

THE DEMONIC PATHS
The demonic paths are powers and gifts, granted by the chaotic mutations that drive hell. Some are beneficial, and some have side effects that are not so beneficial. But that is the nature of hell, and those that live in it. Chaotic energies are an intrical part of their personality. These are the most common, but not entirely a comprehensive list. Some of these powers can be applied as AP's or DAP's of the demons Infernal Magic power, and these are listed with a *.


Demonic Protection: Most compare this to the protection leather armor might provide at first. But as the Malcubi grows older and more powerful, the protection increases to become as resilient as plate mail armor. The stronger this demonic path is the more the demon's skin begins to look like armor, or some form of carapace.
This simulates the protection power of course; At power rank 8 or higher or protection that is impervious, the Noticeable Drawback aplies.


Demonic Strength: Those demons that take this path, can lift much more than other demons can. If your average demon can lift 200 lbs over his head and still be able to move. A demon with this path, can lift four times that amount. The Maximum lift is double this value. So an average demon can lift 800 lbs easily, and 1,600 points maximum. While the strongest demon can lift 1,600 lbs easily, and 3,200 lbs at maximum.
This simulates the super strength power, at Rank 1. Though the more powerful a demon is the higher this rank can be. A good guide is 10 - the demons generation score, as a maximum rank.


Poisonous Claws: They may also grow vicious claws, that secret a mind numbing poison that reduces the will power of their foes. Making them more susceptible to their powers. This is one of the things that sets them apart from their Incubi and Succubi brethren.
This simulates the Strike Power, with the feats: Mighty, and the Extra Linked. With the additional power of Drain (wisdom, or will save) linked in turn to the strike power.



Maleable Form: * Malcubi's maleable form, allows them to master other strange physical alterations, making them very flexible. Elongating parts of their body, or taking shapes that are non-humanoid in nature. Such as regeneration and regrowth of lost limbs. Also they can create a sensation link , that allows them to share the pleasure they feel with others they are in physical contact with. At 5th generation or greater, the malcubi can form weapons from their own bodies. Like bone claws, razor like tendrils, etc.
This simulates the Elasticity power with the PF: Chokehold, and the APs: Additional Limbs, Bouncing, Fluid Form, Tar baby, Telegraphic Punch, and Regeneration.


Empathic Manipulation: * They can read the thoughts of others, they can instinctively know what turns a person on and what they desire sexually. The more powerful and pure a Malcubi's blood is, the greater this charm is. They can master emotions, inspire lust or even love in mortals.
This simulates the Mind Reading power.


Pheromones: * Some have developed pheremones that are apart of their very skin and bodily fluids. Making anything about them entirely intoxicating and addictive. Pheremones are natural sexual enhancers, drawing people to the Malcubi. Even if they are of the same gender, if that person is so inclined to be attracted by the same sex. Pheremones increase arousal, heighten senses, and lower inhibitions. At higher levels of powers, these pheremones can become addictive or even poisonous if the Malcubi so chooses.
This simulates the Pheromone Power, with the Extra: Selective Attack.


Soul Shaping: * Soul Energy is very powerful, and Malcubi can use it and shape it into many things. Such as powerful weapons and armor, or any other kind of object they wish. As long as they have the will to shape it. This ability requires the use of iliaster to form. A character should have the Soul Drain Path to take this.
This is a Feat, like Inventor or Artificer. And instead of being based on skill check, its based off a Soul Stealing power check . This Feat costs 2 pp's to purchase.


Hellfire Control: * Also is the ability to command Hellfire, a searing flame that not only greatly damages the physical body but also torments the soul in anguish, ripping a part of the delicate nature of its Iliaster away. For those demons that feed on pain, this is an excellent way of doing so. The magical nature of the Hellfire, makes armor useless unless it is magical or supernatural resistance. Normal armor would not protect against it.
This simulates its name sake as you can see, its most common aps: Include the Pain power. And has the extras: Alternate Save (Will) +1, and Penetrating.


Quickness: A malcubi with this path, can not only move quicker. But can act alot quicker as well. The higher your generation is the more actions, and the faster you can be of course.
This simulates the Super Speed Power, though of limited rank and ability. Usually the maximum rank is 10 - The demons Generation score. Appropriate power feats are: Insubstantial, Rapid Attack, Wall Run, Water Run. And the APs: Stun, and Strike.



Visionary: * A malcubi with this rare path, can see into the past, present and future. A malcubi must be 4th, 3rd, 2nd or 1st generation to even have this gift. Of course the more powerful your generation is the more accurate your visions will be. This power must be used with great care, and limits. And you must have the permission of Soren/Sensuali to take this path. Regular sorcery cannot cover this affect with accuracy, which is why seers & oracles are valued.
This simulates the Super Senses power 8 [Postcognition, Precognition]


Torment: * This is quite unlike most malcubi, who normally feed on pleasure. Those with torment, can inflict sensations of pain and agony in others to release their illiaster. The malcubi must decide if this torment is physical, or mental (Anguish). At higher generations, this power can inflict real pain and damage, mental and physical. Depending on if the malcubi chose Torment, or Anguish.
This power simulates the Pain power [Which can have either a Will save (Anguish), or Fort save (pain). At a high enough power level, this power can have the Duration and Damaging Extras. ]



Soul Stealing: * This powerful ability allows the demon to steal another persons soul, the very essence of life. This path can only be take by those of 5th generation or higher, and becomes a contest of wills. The malcubi literally can grasp a targets soul, and rip it from the body for everyone to see as an etheral phantom of the person.
This is simulates the Drain (Con) power, with the feats: Affect Insubstantial, Incurable, Slow Fade. And the Extras: Alternate Save (willpower), Total Fade
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JoshuaDunlow
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Aura

Postby JoshuaDunlow » Sun Feb 04, 2007 10:07 pm

Aura (PL6/90pp)
Real Name: Anna Green, Concept: College Student & Dilettante, Origin: Mutant, Age: 23 , Height: 5'9" , Weight: 127 lbs , Hair: Brown , Eyes: Blue , Allegiance: Person (Father) , Motivation: Thrills

Abilities [17pp]: Strength 10(+0), Dexterity 12 (+1), Constitution 11(+0), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 17 (+3)
Saves [9pp]: Toughness 0/+3, Fortitude 2 (+2), Reflexes 2 (+3), Willpower 5 (+7)
Combat [10pp]: Base Attack +2 , Base Defense +3 (+1 flat), Initiative +1, Grapple +2, Knock back -1, Hero Points 1
Skills [6pp]: Bluff 4(+7), Diplomacy 2(+5), Perform: Dance 2 (+3), Drive 1(+2), Gather Information 4 (+7), Knowledge: Business 2 (+3), Knowledge: Popular Culture 4 (+5), Notice 2 (+4), Swim 3 (+3),
Feats [12pp]: Attractive 1, Attack Specialization (Reflected Attacks) 2, Benefits (Wealthy) 2, Connected, Defensive Attack, Defensive Roll 3, Improved Trip, Taunt
Powers & Devices [36pp]:
Deflection 5 [ (All ranged & Mental); PF: Interpose, Subtle; Extra: Action (Half) +1, Reflection, Redirection] = 32pp
Anna can create invisible fields of force from her aura, which she can extend to deflect attacks away from her, including ranged and mental attacks.
Super Movement 2 [Air Walking]
Anna can create a field of force underneath her, to help support her weight.
Equipment [Wealth Bonus +16]: Cellphone, Mazarati Spider 360 (Sports Car), Mansion (Size: Large; Toughness 5; Features: Fire Prevention System, Garage, Library, Living Space, Pool, Security System 2)
Complications: Fame (Daughter of a wealthy business man) , Secret (Secret Identity)
Last edited by JoshuaDunlow on Wed Sep 03, 2008 7:33 pm, edited 2 times in total.
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JoshuaDunlow
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Postby JoshuaDunlow » Sat Feb 10, 2007 10:20 pm

*hears the sound of crickets* :shock:
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Postby The Stray » Tue Feb 13, 2007 11:59 am

Hi-ho! I've posted the builds you made for me on my Tales of a Dark City thread. Thanks again for your help!
M&M is not the system for reproducing real science. It's the system for tying real science to a chair and taunting it while you fly around blasting people with the heat of your x-ray vision.

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