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dweller's Depths - 3rd Edition Torus

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Postby dwellerofthedeep » Tue Jun 05, 2007 10:49 am

Image

Name (s): Blight Man (Minion)
Power level: 7 (81pp)
Concept: Stealthy agents of Evil
Trade Off's: -3 toughness, +3 attack

Description: In their true form, the Blight Men are humanoids of total darkness with long tendrils of darkness for hair. These are the basic agents of Blight Rex on earth.

Abilities (14pp):
Strength 20 (+5)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 12 (+1)

Saves (5pp):
Toughness + 4 (Armor)
Fortitude + 1
Reflex + 2
Willpower + 1

Combat (20pp):
Base Attack + 10
Base Defense + 7 (Dodge)

Skills (10pp):
Acrobatics 10/+12
Stealth 10/+12
Notice 10/+9
Drive 5/+7
Bluff 5/+6

Feats (16pp):
Dodge Focus 7
Equipment 5
Improved Block
Power Attack
All-out Attack
Takedown Attack

EQUIPMENT
Tactical Vest (Subtle – Blight Vest) (5ep)
Cell Phone
Knife
Machine Pistol
Motorcycle
Mini Tracer

Powers & Devices

Leaping 3 (x10)

Immunity 9 (Life Support)

Darkness Suite
Dromat Darkvision 3
Darkness Control 1

Teleport 2 (Short Range, Easy, Portal, Progression 1, Medium (Darkness)

DRAWBACKS
Light Weakness: -2 Strength, -2 dexterity in direct sun (or similar) light (5pp)
Dromat Weakness (Dromat Centurions can command them) (3pp)
Last edited by dwellerofthedeep on Fri Nov 16, 2007 3:59 am, edited 2 times in total.
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Postby dwellerofthedeep » Tue Jun 05, 2007 4:56 pm

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Name (s): Nomrah
Power level: 10 (165pp)
Concept: A street fighter with mental mastery
Quote: Mind over Matter
Trade Off's: -6 damage, +6 attack

Description: Nomrah is about six feet tall and covered in scars. He usually wears an armored gas mask to hide his scarred and deformed face.

Abilities (40pp):
Strength 16 (+3)
Dexterity 22 (+6)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 14 (+2)

Saves (5pp):
Toughness + 9 (+3 Impervious from Forcefield)
Fortitude + 4
Reflex + 10
Willpower + 6

Combat (32pp):
Base Attack + 16
Base Defense +10 (Dodge)

Skills (15pp):
Acrobatics 8/+14
Notice 8/+14
Escape Artist 8/+14
Intimidate 8/+10
Sleight of Hand 8/+14
Stealth 8/+14
Notice 8/+14
Concentration 4/+10

Feats (34pp):
Dodge Focus 10
Equipment 2
Accurate Attack
Defensive Attack
Improved Block
Improved Critical (Unarmed) 6
Improved Disarm
Improved Grab
Improved Pin
Improved Sunder
Improved Trip
Instant Up
Power Attack
Startle
Stunning Attack
Weapon Break
Uncanny Dodge 2 (Hearing, Mind Reading)
Takedown Attack

EQUIPMENT
Gas Mask with NVG
2x Brass Knuckles
Knife
Multitool (Pocketknife)

Powers & Devices

Protection 3
-The battering and scarring Nomrah has suffered over the years makes him less vulnerable to damage than others.

Forcefield 3 (Impervious, Ablative)

Invisibility 1
-Flaws: Ends after an attack, Full Round Action to initiate
-By sending light through his transparent body, Nomrah can become invisible.

Mind Read 8
-Flaws: Short Range (250ft Total)
-Linked Powers: ESP 4 (250ft) (Mental, Limited: Views Thinking Creatures Only)
-AP: Emotion Control 6
-AP: Deflect Melee +12 (Action: Free Action, Flaw: Distracting)
-Mind reading is a super sense for Nomrah, it allows him to detect minds within his range.

Super Speed 1
-Power Feat: Rapid Attack
-Nomrah’s base speed is 60ft.

Strike +1
-Power Feats: Mighty
-Extras: Autofire
-Nomrah’s flurry of blows is devastating as he can often hit with half a dozen blows or more even against a skilled opponent.

Complications
Fame (Streetfighting Reputation)
Deformity – Facial Scars
Enemy – Michael Rose

History and Background
Nomrah was one of the greatest fighters in the tournaments south of Chicago. He was once captured after being defeated by an unknown attacker. He escaped after suffering numerous disfiguring scars, but since that battle he has absorbed a great number of his attacker’s power through his mind reading. Now with the ability to disappear and deflect incoming attack, Nomrah is employed as a Black Ops trooper on the Hermes Task Force.

EDIT: This build of Nomrah is most likely temporary.
Last edited by dwellerofthedeep on Fri Nov 16, 2007 4:08 am, edited 3 times in total.
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Postby dwellerofthedeep » Wed Jun 06, 2007 2:13 am

Image

Name (s): Gan Fang, Lily Gan
Power level: 9 (105pp)
Concept: A reporter with a dromat parasite
Quote: “I’ll get you that story.”
Trade Off's: -3 attack, +3 toughness

Description: Lily Gan is a pretty, young reporter who still has ties to her sister, Miss White.

Abilities (14pp):
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 16 (+3)

Saves (7pp):
Toughness + 4 (+3 Defensive Roll) /+12 (Forcefield)
Fortitude + 3
Reflex + 3
Willpower + 3

Combat (30pp):
Base Attack + 6
Base Defense + 9/+5 (Flatfooted)

Skills (17pp):
Gather Information 8/+11
Bluff 8/+11
Diplomacy 8/+11
Drive 6/+7
Acrobatics 4/+5
Research 6/+8
Knowledge (Pop Culture, Tactics) 6/+8
Stealth 8/+9
Investigate 8/+10

Feats (10pp):
Defensive Roll 3
Connected
Well Informed
Equipment 6
Attractive

EQUIPMENT
Taser (16ep)
Cell Phone (1ep)
Video Camera (2ep)
Compact Car (9ep)

Powers & Devices (40pp)

Darkness Control 8 (Extra: Impenetrable, Dynamic)
-DAP: Forcfield 8 (Impervious, Affects Others)
-DAP: Deflect +8 (Fast Ranged and Melee, Action: Free Action)
-Lily can create solid darkness easily but she lacks Trevor Mourning’s ability to teleport through it.

Supersenses 3 (Dromat Darkvision)

Dromat Regeneration 8 (Bruised 3, Injured 3, Disabled 1, Death 1)

Complications
Secret – Powers
Honor – Journalistic Integrity

History and Background
Lily was born in America and now serves as a reporter in Chicago. She spent a week in a coma after a traffic accident 3 years ago and was possessed unknowingly by her dromat parasite during that time.
Last edited by dwellerofthedeep on Fri Nov 16, 2007 3:56 am, edited 1 time in total.
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Postby dwellerofthedeep » Wed Jun 06, 2007 2:34 am

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Iron Jacks – Marduk Association Soldiers/Pawn Ravens
- Iron Jack
PL 6 (65 pp)
Medium Humanoid (Human)
Trades: -2 Defense, +2 Damage
ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 8 (-1)
SKILLS: Notice 4 (+7), Sense Motive 8 (+9), Intimidate 3 (+2), Knowledge (Technology, Tactics) 3 (+3), Climb 2 (+9), Craft (Mechanical, Electronic, Chemical) 3 (+5), Sleight of Hand 4 (+6)
FEATS: All out Attack, Power Attack, Dodge Focus 4, Equipment 8, Precise Shot
EQUIPMENT: Full Body Suit with Night Vision Helmet (5ep), Chainsaw, Blaster Rifle, Mini Tracer, Com Link, Booster Pack (Leaping 2, Speed 1) (3ep)
POWERS: Device (Hard to Lose) 4 – Absorption Pack (Absorption 3 (Energy, Storage 10, Linked – Boost (All Physical Ability Scores at Once): 4)
DRAWBACKS: None
COMBAT: Attack +6, Damage +8 (Blaster Rifle) +6 (Chainsaw), Defense: +4 (Dodge)
SAVES: Toughness +6 (+4 Armor), Fortitude +4, Reflex +4, Will +5
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Postby dwellerofthedeep » Wed Jun 06, 2007 3:57 am

Name (s): Tobias Rose - Masochist
Power level: 9 (135pp)
Concept: A biker bandit with carved skin of rock
Quote: “My wounds give me power, don’t underestimate that.”
Trade Off's: -2 defense, +2 toughness

Description: Tobias stands 5 feet 10 inches tall and weighs 200lbs. He has numerous scars. One eye shaped wound in the center of his forehead is still red, as is the wound in each palm. He generally wears a ragged bandanna to conceal the wound on his head.

Abilities (24pp):
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 12 (+1)

Saves (7pp):
Toughness + 11 (+7 Impervious)
Fortitude + 7
Reflex + 4
Willpower + 4

Combat (20pp):
Base Attack + 9
Base Defense + 7/+1 (Flatfooted)

Skills (7pp):
Acrobatics 6/+8
Intimidate 6/+7
Drive 6/+8
Notice 4/+6
Sense Motive 6/+8

Feats (17pp):
Dodge Focus 6
All-out Attack
Equipment 4
Weapon Bind
Improved Block
Improved Disarm
Ambidexterity
Power Attack
Startle

EQUIPMENT
Bandanna
Trench Coat
Motorcycle (9ep)
Cell Phone (1ep)
Machine Pistol (Blast +3, Autofire) (9ep)

Powers & Devices (60pp)

Divine Skin Suite (16pp)
Protection 7 (Impervious)
Sensory Shield 2 (Touch/Pain)
-The divinely tough skin that Tobias possesses comes from the land of nocturnal. He feels little or no pain.

Seething Wound Suite (Left Hand) (12pp)
Elongation 2 (Left Arm Only)
Trip (Knockback) 5

-AP: Gnashing Wound (Right Hand): Strike +5 (Improved Critical, Mighty 4)
-The wound in Tobias’ left hand can throw opponents great distances and extend its putrid depths far from his body. The wound on Tobias’ right hand can chew opponents up with its furiously sharp edges.

All Seeing Eye (Forehead Wound) (32pp)
Paralyze 7 (Perception, Action: Free Action)
Super Senses 4 (X-ray Vision)

-The all seeing eye Tobias carved into his head can paralyze those it touches with it’s vile gaze.

Complications
-Responsibility (Father; Michael Rose)
-Enemy (TROL)

History and Background
The son of Michael Rose rides with Hellhound and Razorback to earn his spurs as a Tolchock. He can kill without compunction and knows that it’s his duty to help his father build their pantheon of a family into a superpower.
Last edited by dwellerofthedeep on Sun Nov 18, 2007 4:56 am, edited 2 times in total.
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Postby dwellerofthedeep » Wed Jun 06, 2007 4:33 am

I've finally got another game session scheduled... for tonight! All night session here I come, I'll post the scoop of it here as it involves a whole slew of these characters.

PCs are Nomrah, Trevor Mourning and Adam Lyov, primary antagonist is still undecided but if anyone has any ideas or favorites I'd like to know, indecision is a curse of mine.

The characters I have for minor and possibly major antagonists are:

Michael Rose (And fight club members)
Hellhound (And other Biker Bandits)
Arsenal
Queen Raven and Rook Raven (Would rather not though)
TROL (Led by Ms. White)
Metatron (And Black Ocean Angels)
Specter Red

EDIT: I'm leaning towards using Arsenal in combination with virtually all these others for the 10+ hour session I have planned. I can't wait.

EDIT 2: The game is over and what a game. I'll have a full report up sometime this or next week.
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Postby dwellerofthedeep » Tue Jun 12, 2007 7:00 am

I've been recovering from that all night game for the last few days and my passion for doing a write-up for the 8 hour session is waning, but here is a brief summary.

Zechariah Snyder took over the Hermes base and set the PCs on a totally different set of paths. While Adam was told to cool his jets for a while and Trevor was sent to see Holly Turner, the psychologist, Nomrah was told to infiltrate the fight clubs throughout the city in search of Code Name Arsenal; Ferrous Corn.

Nomrah found Arsenal quickly, gaining his trust and friendship quickly through a series of fights in the club. He also me up with Karl Riviera; Heart Seeker.

Trevor was ambushed on the Chicago Skyway by Hellhound, Razorback and Tobias Rose and would have been killed had the other two not intervened to save him. Tobias and Razorback were both arrested but Hellhound escaped.

Following that incident, Karl Riviera seemed to be catching on to Nomrah's true identity. Seeing his doubts, Nomrah followed Karl out of the fight club one night and, after surviving a potential heart rip attack, intimidated Karl into telling him who he thought Nomrah was. This is how Nomrah learned his true identity (Vincent Vedik, king of the southern streetfighters). Nomrah tells Karl to tell Michael Rose he is coming for him. Shortly after this encounter, Arsenal tells Nomrah to leave the city for horrible things always happen to members eventually and he doesn't want Nomrah to be involved too deeply with it.

Part 2 Coming soon.
Last edited by dwellerofthedeep on Tue Jun 12, 2007 7:14 am, edited 1 time in total.
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Postby dwellerofthedeep » Tue Jun 12, 2007 7:02 am

Image

Name (s): Charles Jonathon Zinderman
Power level: 10 (150pp)
Concept: A gunslinger sorcerer
Quote: “Innocent blood on my hands? Okay.”
Trade Off's: -2 toughness, +2 attack

Description: A wrinkled, skinny old man of no more than 5 feet and 10 inches in height, Zinderman is the last of the Lamented Horusters, an order of assassins bent on purging the land of those with the multi-dominant spiritual cluster.

Abilities (34pp):
Strength 10/14 (+2)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 18 (+4)
Wisdom 16 (+3)
Charisma 14 (+2)

Saves (7pp):
Toughness + 8/+3 dodge (Flatfooted)
Fortitude + 5
Reflex + 7
Willpower + 6

Combat (18pp):
Base Attack + 6/+12 (Ranged)
Base Defense + 10/+2 (Flatfooted)

Skills (15pp):
Bluff 10/+12
Pilot 5/+10
Knowledge (Magic) 13/+17
Acrobatics 6/+11
Stealth 10/+15
Sleight of Hand 6/+11
Sense Motive 8/+11 (+15 With Inquisitor)
Notice 6/+9
Search 6/+10
Survival 4/+7
Gather Information 6/+8
Concentration 6/+9
Medicine 7/+10
Drive 3/+8

Feats (39pp):
Dodge Focus 7
Defensive Roll 5
Improved Critical 5 (Handguns)
Quick Draw
Sneak Attack
Ultimate Aim
Uncanny Dodge 1 (Hearing)
Evasion 2
Accurate Attack
Skip Shot
Track
Ranged Pin
Master Plan
Jack-of-all-Trades
Equipment 3
Ritualist
Ranged Attack Focus 6

EQUIPMENT
Glider Coat (Flight 3 (Gliding), Leaping 3, Subtle) (7ep)
Heavy Pistol (.45 Revolver) (Blast +4) (8ep)
Spectacles (0ep)

Powers & Devices (37pp)

Device (Hard to Lose, Subtle 1) 5 - Nether Barbs (21pp)
Stun 5 (Ranged) (Homing 1)
-Dynamic Linked: Nullify 4 (One Magic Power) (Duration: Sustained)

-Located under each of the Horuster’s fingernails is a nether barb. When all used at once the act like a sorcerer’s taser, nullifying powers within their discharge area.

Horuster Spell-casting Suite (16pp)
Enhanced Strength 4

-AP: Inquisitor: Enhanced Skill 4 (Intimidate +12 Ranks, Sense Motive +4 Ranks)
Magic 6 (Light of Truth)
-AP: Gravity Control 4
-AP: Healing 4 (Total)
-AP: Mind Control 6 (Sense (Auditory) Dependant, Sensory Link)
-AP: Mimic 4 (All Traits at once, Resisted, Tainted, Limited (Only Sorcerers), Continuous)
DRAWBACKS: Power Loss (Magic) (When Unable to Gesture and/or Speak) (5pp)
-With his arsenal of Horuster disciplines, Zinderman is a capable sorcerer and, when coupled with his skill at subduing other magic users, he becomes a force to be reckoned with.

Complications
Enemy – Harrow Rakak
Obsession – The Red Woman

History and Background
Charles Jonathon Zinderman was raised among the street scum of Port Gash on the west coast of the continent. He became a Horuster of the final generation shortly before the order was all but eradicated by the witches of the Red Woman’s court. Charles despises witches more than anything else on the planet, except maybe “uppity young pups” as he calls many gunslingers and knights of the world left behind by the now defunct order of Horusters. Zinderman is on a mission of revenge with no foreseeable end but even if he could slay every witch on earth he wouldn’t hang up his gun. The way of the warrior is too much a part of him now.
Last edited by dwellerofthedeep on Fri Dec 07, 2007 3:56 am, edited 1 time in total.
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Postby dwellerofthedeep » Tue Jun 12, 2007 3:07 pm

Image
Image

Name (s): Greed
Power level: 12 (185pp)
Quote: “I am the ultimate shield.”
Trade Off's: -2 defense, -2 damage, +4 toughness

Abilities (40pp):
Strength 18/22 (+6)
Dexterity 14/18 (+4)
Constitution 14/18 (+4)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 20 (+5)

Saves (10pp):
Toughness + 14/+16 (Transformed)
Fortitude + 7
Reflex + 6
Willpower + 5

Combat (40pp):
Base Attack + 10
Base Defense + 10

Skills (10pp):
Acrobatics 12/+16
Bluff 6/+11
Diplomacy 6/+11
Notice 8/+8
Sense Motive 4/+4
Escape Artist 4/+8

Feats (9pp):
Sneak Attack 2
Power Attack
Defensive Attack
Improved Block
All-out Attack
Improved Critical (Unarmed)
Inspire
Taunt

Powers & Devices

Homunculus Suite
Impervious Toughness 10
Leaping 1
Enhanced Strength 4
Enhanced Constitution 4
Regeneration (Total, Recover Bonus +5)
-As a homunculus Greed has a number of useful abilities at his disposal, notably incredible resilience and regenerative properties.

Transformation 2 (True Form)
-Features: Enhanced Strength 4, Enhanced Constitution 4, Immunity 2 (Critical Hits)
-Flaws: Action (Full Round Action)
-In his true form Greed is a black-armored monstrosity.

DRAWBACKS
Power Loss (Regeneration; Recover From Death Only) (When near bones of origin) 3pp

Complications
Enemy – Homunculi
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Postby dwellerofthedeep » Sun Jun 17, 2007 9:46 pm

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Image

Name (s): Cyrus Jackdaw - 13
Power level: 10 (150pp) (OPL: 11; DPL: 9)
Concept: A sorcerer fugitive bent on survival
Quote: “I’ve got the number 13 tattooed on my neck.”
Trade Off's: -2 toughness, -2 damage, +4 attack

Description: Lean and powerful with the white hair of some multi-dominant spirit clusters. He wears a black poncho and a black jumpsuit underneath that. His black leather gloves conceal the starlight runes on his palms.

Abilities (40pp):
Strength 16 (+3)
Dexterity 18 (+4)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 20 (+5)

Saves (9pp):
Toughness + 8/+4 (Flatfooted)
Fortitude + 6
Reflex + 8
Willpower + 7

Combat (18pp):
Base Attack + 8/+14 (Harpis Pistol)
Base Defense + 10/+1 (FlatfooteD)

Skills (24pp):
Acrobatics 10/+14
Bluff 10/+15
Diplomacy 8/+13
Stealth 8/+12
Knowledge (Magic) 8/+10
Drive 4/+8
Swim 2/+7
Notice 10/+12
Survival 8/+10
Medicine 4/+6
Intimidate 8/+13
Sleight of Hand 8/+12
Sense Motive 8/+10

Feats (34pp):
Dodge Focus 9
Attack Specialization 3 (Harpis Pistol)
Improved Critical (Harpis Pistol)
Precise Shot 2
Quick Draw 2
Accurate Attack
Power Attack
Takedown Attack
All-out Attack
Track
Improved Block 2
Defensive Attack
Second Chance (Dexterity Based Trip Attacks)
Improved Throw
Improved Trip
Improved Overrun
Instant Up
Interpose
Attractive
Redirect
Fast Overrun

Powers & Devices (29pp)

Starlight Runes Power Suite (9pp)
Fatigue 5 (Sleep) (Right Hand)

-AP: Super Speed 2 (Wall Running) (Left Hand and both Feet)
-DRAWBACKS: Noticeable (For Both) – Radio Frequency and Light Source (-2pp)
-The Starlight Runes on Cyrus’ hands and feet were gifts from Boris Broadway, the etcher and captain of the ship Corax.

Sorcerer Suite (10pp)
Magic 4 (Magic Snare)

-AP: Telekinesis 4
-AP: Telepathy 4
-Cyrus’ multi-dominant spirit is relatively untrained and he has few powers from it, even so it makes him a target.

Device (Easy to Lose, Indestructible) 3 – Harpis Pistol (10pp)
Blast +5 (Autofire)

-The Harpis Pistol is a sleek, reliable machine gun.

Complications
-Enemy – Charles Zinderman
-Enemy – Harrow Rakak
-Romantic and Relationship Issues
-Rivalry – Boris Broadway

History and Background
Cyrus was a problem child and he grew up to be a problem man as Boris Broadway would say. Cyrus lives the life of a cowboy when he’s not busy running and gunning to get away from his enemies, the greatest of which are ghoul Harrow Rakak and the Horuster Charles Zinderman. Cyrus has meager Multi-dominant powers but they do him more harm than good by making him a target for lunatics like Harrow. With his constant fight to survive, Cyrus still tries to find the right woman for himself, a difficult task considering his growing reputation as a gunslinger. Boris Broadway, the ageless wizard, has often worked alongside of Cyrus and treats him as a son… he’s just not a very good father to Cyrus, challenging the young man to succeed in wealth and business first and foremost.
Last edited by dwellerofthedeep on Fri Mar 21, 2008 6:04 pm, edited 2 times in total.
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Postby dwellerofthedeep » Mon Jun 18, 2007 3:43 am

Image

Name (s): Boris Broadway
Power level: 10 (215pp)
Concept: A brutally pragmatic wizard and anywhere ship master.
Quote: Watching the world change is part of life. Illusions only truly deceive their creators.
Trade Off's: -8 damage, +6 attack, +2 defense

Description: Tall and gray haired but strong and fast, Boris takes to leadership easily, and, though he usually wears the blue robes of a master he tends to despise the attitude his status inspires. He likes power but doesn’t appreciate the fawning of lackeys and civilians. As the captain of the anywhere ship Corax he tends to find it hard to avoid attention, helped in part by his extraordinary history of flying the ship through thick and thin.

Abilities (58pp):
Strength 16 (+3)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 22 (+6)
Charisma 16 (+3)

Saves (12pp):
Toughness + 12 (Including +8 impervious and ablative (Force field))
Fortitude + 4
Reflex + 9
Willpower + 9

Combat (0pp):
Base Attack + 16 (Ranged)
Base Defense + 12 (Dodge)

Skills (14pp):
Pilot 8/+12
Notice 8/+14
Knowledge (Arcane Lore, Technology) 6/+7
Sense Motive 12/+18
Concentration 8/+14
Gather Information 2/+5
Bluff 2/+5
Intimidate 4/+7

Feats (64pp):
Dodge Focus 12
Attack Focus (Ranged) 16
Equipment 23
Precise Shot 2
Quick Draw 2
Ritualist
Improved Critical (Handguns) 6
Defensive Roll 2

EQUIPMENT
Heavy Handgun
Anywhere Ship (Corax) (107ep)

Corax
Strength: 90
Speed: Flight 7, Swim 4, Burrow 4
Defense: 10 (Including +12 Shield)
Toughness: 16
Size: Awesome (240ft long)
Powers: Shield +12, Magnet Lance: Blast + 12 (Full Round Action, Fades, Burst), Life Support
Headquarters Traits: Nullifying +50% toughness Holding Cells (2ep), Communications, Computer, Power System, Library, Living Space (For 20), Pool, Hangar, Dock

Powers & Devices

Force Field 8
-Impervious, Ablative
-Boris’ Mage Armor protects him like a gradually fading second skin.

Shield 12
-Fades Drawback (-1 defense per missed attack, Put down for one round and raise as a free action next round) (6pp back from drawback)
-From his sorcerer’s training Boris has learned the creation of a powerful though ephemeral shield, a floating disk that blocks incoming attacks.

Sorcerer’s Mark Suite
Invisibility 2 (Total Visual Concealment, Fades)
Telepathy 5 (Comprehension; Any Language)
Superspeed 2 (Wall Running, Rapid Attack)
Super Strength 5 (+10 Grapple, Strength 41 for carrying capacity, Thunderclap)
-Alternative Powers: Blast +5 (75 foot Line)
-The Sorcerer’s Mark is what gives Boris his true powers, apart from his strength and speed he boasts mental prowess and concealment from the starlight rune of power.

Complications
Responsibility – Daughter, Luna Broadway
Rivalry – Cyrus Jackdaw

History and Background
As a full-blown sorcerer and wizard, Boris has fewer variants of his powers than someone with Multi-dominant spirit structure. What he lacks in flexibility he makes up for with power, often surprising opponents with his sheer strength, speed or stealth. As for the Corax; Boris’ ship only requires a captain to function using its psychic lines and Boris often ends up ferrying troops for mercenaries that can pay, even flying into battle zones all too often. Times are hard though and Boris is very aware of this as he has a seventeen-year-old daughter to worry about.
Last edited by dwellerofthedeep on Tue Jun 19, 2007 7:38 am, edited 1 time in total.
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Postby dwellerofthedeep » Mon Jun 18, 2007 4:20 am

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Name (s): Af – Angel of Anger
Power level: 10 (165pp)
Concept: An angelic warrior of rage
Trade Off's: -2 defense, -2 toughness, +4 damage

Description: Af has sandy blonde hair and draws his sword from his own back. He is an emaciated 6 foot 6 inches and weighs only 160lbs.

Abilities (28pp):
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 16 (+3)

Saves (5pp):
Toughness + 8 (+4 Impervious)
Fortitude + 7
Reflex + 4
Willpower + 3

Combat (20pp):
Base Attack + 10
Base Defense + 8 (Dodge)

Skills (10pp):
Acrobatics 12/+14
Notice 8/+9
Sense Motive 8/+9
Intimidate 12/+15

Feats (29pp):
Dodge Focus 8
Equipment 2
Ambidexterity
Rage 10
Startle
Improved Block
Improved Disarm
All-out Attack
Power Attack
Improved Critical 2 (Sword)

EQUIPMENT
2 Swords

Powers & Devices

Angel Suite
Flight 5
Teleport 2 (Easy, Turnabout, Change Velocity, Progression 3)
Immunity 9 (Life Support)
Space Flight 1
-As a black ocean Angel, Af has a variety of movement options at his disposal.

Angel of Anger Suite
Regeneration 14 (Bruised 3, Injured 5, Recover from Death 1, Recovery Bonus +5, Regrowth)
Emotion Control 7 (Anger (As Hatred) Only)
Anatomic Separation 2 (Both Arms)
-Alternative powers: Flurry of Blades (Strike +3 mighty, Autofire)
-Description

Force Blast +2
Linked: Trip + Knockback 3
-The Blast of kinetic energy that shoots from Af’s mouth can throw opponents great distances.

DRAWBACKS
Power Loss (Flurry of Blades) when not wielding two swords; 5pp

Complications
Temper

History and Background
A faithful warrior angel, Af is really only distinguished by his power and Temper. Being so hot-headed he is rarely found leading missions. Instead he makes a perfect point man for the Black Ocean forces, protecting lesser angels by engaging the more powerful enemies.
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Postby dwellerofthedeep » Tue Jun 19, 2007 7:35 am

Little announcement;

I am focusing now on a sort of post-apocalyptic western/magical setting for now. I will update my game report eventually for those interested but in the meantime expect more folks like Cyrus Jackdaw, Boris Broadway and Charles Zinderman to appear on this thread.
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Postby dwellerofthedeep » Tue Jun 19, 2007 7:50 am

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Name (s): William Samuel Wright
Power level: 8 (175pp)
Concept: A white knight who fights for the weak.
Quote: “One day I’m going to have to stop you myself.”
Trade Off's: None

Description: William Samuel Wright is six foot two and weighs one-hundred ninety pounds. He wears white armor and often a mask the same color as his mutated silver hair. His sword is made of two juvenile teslacoils and casts a glow around him in battle.

Abilities (42pp):
Strength 18 (+4)
Dexterity 18 (+4)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 18 (+4)

Saves (8pp):
Toughness + 8 (+4 Armor)
Fortitude + 6
Reflex + 6
Willpower + 7

Combat (32pp):
Base Attack + 8
Base Defense + 8 (+4 Dodge)

Skills (30pp):
Diplomacy 12/+16
Intimidate 8/+12
Bluff 8/+12
Gather Information 12/+16
Acrobatics 8/+12
Stealth 8/+12
Climb 8/+12
Swim 8/+12
Drive 4/+8
Pilot 2/+6
Notice 10/+13
Knowledge (Tactics, Physical Sciences) 8/+10
Craft (Chemical, Mechanical) 8/+10

Feats (30pp):
Power Attack
Takedown Attack 2
Accurate Attack
Improved Block 3
Interpose
Weapon Bind
Improved Disarm
Weapon Break
Improved Sunder
Improved Grab
Improved Grapple
Improved Pin
Improved Trip
Improved Throw
Improved Defense 2
Luck 1
Inspire 4
Fearsome Presence 4
Master Plan
Inventor
Improved Critical (Hot Sword)

Powers & Devices

Device (Hard to Lose) 4 – White Armor
Leaping 3
Protection 4 (Impervious)
Speed 1
Trembling Glove (Suffocate 5, Fades)
Helmet (Radius X-ray Vision 4)
-The white armor and gloves that he wears makes William a formidable opponent, capable of fighting unarmed and using his glove to disable opponents quickly.

Device (Easy to Lose) 6 – Hot Sword
Strike +4 (Mighty, Penetrating 4, Improved Critical) – Linked: Stun 5 (Daze)
-Alternate Powers: Corrosion 6, Blast +6 (Fire, Explosion, Full Round Action)
-Power Feats: Restricted Use (Only by someone with an 18 strength or higher)
-The hot sword William wields is a mighty weapon that can cut mangle and destroy ordinary weapons easily as well as providing a powerful attack for it’s wielder against all kinds of opponents.

Complications
Responsibility – Younger Brother (Malcolm, Age 12)
Responsibility – Peacekeeper

History and Background
William became a peacekeeper when outlaws killed his parents and he was only fifteen years old. Now, 8 years later, he is still fighting for the cause of justice. He’s brought down dozens of outlaws in his duties and still believes that one day the deserts and hills might be free of them forever. Despite his idealistic view of the future, William knows that hard things must be done, battles fought, people lost, to make the way clear. He just doesn’t like it.
Last edited by dwellerofthedeep on Mon Oct 01, 2007 3:00 am, edited 1 time in total.
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Postby dwellerofthedeep » Tue Jun 19, 2007 11:00 am

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Name (s): Opus Bardulf, Armiger Opus
Power level: 8 (175pp)
Quote: “I’m the Invisible Man.”
Trade Off's: None

Description: As an Armiger in hidden retirement from the interplanar military, Opus has a long way to go for security, even as far as appearances. He goes with stubble and a goatee and has shied away from battle for a long time. Opus weighs 200lbs and stands 6’2” tall.

Abilities (38pp):
Strength 16 (+3)
Dexterity 18 (+4)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 18 (+4)

Saves (13pp):
Toughness + 5/+8 (With Armor) (Includes +2 Dodge)
Fortitude + 6
Reflex + 10
Willpower + 7

Combat (16pp):
Base Attack + 8
Base Defense + 8 (Dodge)

Skills (27pp):
Stealth 15/+19
Acrobatics 5/+9
Climb 4/+7
Concentration 8/+11
Notice 12/+15
Sense Motive 15/+18
Pilot 5/+9
Investigate 8/+10
Search 4/+6
Intimidate 12/+15
Medicine 4/+7
Drive 4/+8
Gather Information 12/+15

Feats (36pp):
Dodge Focus 8
Defensive Roll 2
Improved Block 3
Equipment 1
Power Attack
Accurate Attack
All-out Attack
Defensive Attack
Move-by Action
Hide in Plain Sight
Inspire
Master Plan
Status (Armiger)
Second Chance (Stealth)
Second Chance (Sense Motive)
Startle
Weapon Bind
Interpose
Well Informed
Sneak Attack 4
Evasion 2
Uncanny Dodge 1 (Hearing)

EQUIPMENT
Undercover Vest (Subtle 1)
Com Link

Powers & Devices

Device (Easy to Lose) 4 - Impact Umbrella
Strike +3 (Mighty)
-Alternative powers: Deflection +7 (Fast Projectiles, Reaction, Fades)
-The impact umbrella is incredibly dense, and, when unfolded, it protects the wielder from attacks, though it cannot be used for combat while in that form.

Invisibility 2
-As a natural invisible, Opus cannot be seen by any visual sensors when invisible.

Multi-Dominant Spiritual Power Suite
Magic 8 (Mystic Blast)
-Flaws: Tiring
-Alternative powers: Snare 3, Leaping 6, Telekinesis 4 (Damaging)
-Opus is pretty rusty as far as magic goes and he was not too gifted to begin with.

Complications
Responsibility – General Connor’s Reputation
Fame – Born invisible

History and Background
After fighting degenerates five years ago, this born invisible became a fugitive having been committed to an asylum for battle syndrome and escaping to soon prove himself to be sane, only to be threatened with becoming a government guinea pig. He escaped that too and lived for four years on the world of Verdigris before being picked out by a spotter and going back into Government service.
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