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dweller's Depths - 3rd Edition Torus

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Postby dwellerofthedeep » Thu Jul 05, 2007 9:46 am

Image

Armiger Artillery Crawler (AG)
Colossal Vehicle
Strength: 70
Toughness: 15 (6 impervious)
Defense: 2/12 (+10 Shield)
Speed: 2/4 (Land/Burrow)
Weapons: Missile Systems (Blast +15, Homing 1, Explosion) or Forelegs (Strike +8)
Features: Navigation System 2
Powers: Communications 10 (Dimensional Radio), Shield +10 (Force), Super Senses 13 (Radius, Radio, X-ray Vision (Indirect 2), Extended Vision 4 (Indirect 2), Darkvision (Indirect 2))
Cost: 134ep
Vitals
Crew: 2
Passengers: 0
Last edited by dwellerofthedeep on Sat Jan 19, 2008 6:29 am, edited 1 time in total.
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Postby dwellerofthedeep » Thu Jul 05, 2007 9:47 am

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Armored Personnel Air Carrier (APAC) (AG)
Huge Vehicle
Strength: 45
Toughness: 12 (6 impervious)
Defense: 8/18 (+10 Shield)
Speed: 5 (Flight)
Weapons: 30mm Machine Gun (Blast +8, Autofire)
Features: Navigation System
Powers: Communications 5 (Dimensional Radio), Shield +10 (Force), Super Senses 8 (Radius, Radio, Extended Vision 3, Darkvision)
Cost: 91ep
Vitals
Crew: 2
Passengers: 16
Last edited by dwellerofthedeep on Sat Jan 19, 2008 6:29 am, edited 1 time in total.
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Postby dwellerofthedeep » Thu Jul 05, 2007 9:48 am

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Armiger VTOL All-Purpose Fighter (AG)
Gargantuan Vehicle
Strength: 45
Toughness: 10 (0 impervious)
Defense: 6/16 (+10 Shield)
Speed: 7 (Flight)
Weapons: Twin 20mm Cannons (Nose) (Blast +6, Autofire 2, Action 2: Free Action), Twin 40mm Cannons (Underside Turret) (Blast +8, Autofire 2, Burst), Missile System (Blast +10, Explosion, Homing 1)
Features: Navigation System
Powers: Communications 5 (Dimensional Radio), Shield +10 (Force), Super Senses 8 (Radius, Radio, Extended Vision 3, Darkvision)
Cost: 130ep
Vitals
Crew: 4
Passengers: 5
Last edited by dwellerofthedeep on Sat Jan 19, 2008 6:29 am, edited 1 time in total.
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Postby dwellerofthedeep » Fri Jul 06, 2007 5:41 pm

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Name (s): Nicole of the Dust
Power level: 8 (120pp)
Concept: A wandering Gun Slinger with no mother
Quote: “Witch’s are all cowards. That’s why they don’t look you in the eye.”
Trade Off's: -2 toughness, +2 attack

Description: Sandy hair and pale green eyes hidden behind large glasses make this fringe woman distinctive and are only accentuated by her black, white and gold traveling garb.

Abilities (20pp):
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 12 (+1)

Saves (6pp):
Toughness + 6 (+3 Dodge included)
Fortitude + 5
Reflex + 5
Willpower + 3

Combat (28pp):
Base Attack +6/+10 (Ranged)
Base Defense + 8

Skills (15pp):
Gather Information 8/+9
Sense Motive 8/+9
Bluff 8/+9
Survival 6/+7
Ride 3/+6
Drive 3/+6
Notice 8/+9
Knowledge (Tactics) 4/+5
Intimidate 12/+13

Feats (31pp):
Dodge Focus 8
Defensive Roll 3
Precise Shot 2
Ranged Focus 4
Improved Aim
Ultimate Aim
Improved Initiative 2
Quick Draw 2
Well Informed
Track
Equipment 5
Ambidexterity

EQUIPMENT
Twin Guns (Blast +8, Split Attack, Autofire) (25ep)
Cigarettes (0ep)
Crosses
Wide-brimmed hat


Regeneration 19 (Bruised 3, Injured 5, Disabled/Dying 8, Recover from Death 4)
-Power Feats: Regrowth
-Born from the dust of the fringe world itself, Nicole can heal the most grievous of wounds unless her body is wet when she dies.

Complications
Hatred – Witches
Temper (Mentions of Parentage)

History and Background
The motherless gunslinger is a hard woman in many ways. She is legendary for toughing her way across the wastelands of the fringe world looking for Armigers and has found herself in the company of Charles Zinderman more often than most people who are still alive. That said, she’s a simple person, set in her ways and unyielding to the bone. Nicole was born on the fringe world but legend has it she wasn’t so much born as formed. She has no mother and was raised not by a father but by the village wise man at Soto’s Gulch.
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Postby dwellerofthedeep » Sat Jul 07, 2007 8:39 am

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Armiger Walker Tank
Huge Vehicle
Strength: 30
Toughness: 12 (3 impervious)
Defense: 8/18 (+10 Shield)
Speed: 5 (Land)
Weapons: Twin Rocket Pods (Blast +10, Split Attack, Autofire, Explosion)
Features: Navigation System
Powers: Leaping 10, Shield +10 (Force) Communication 4 (Dimensional Radio), Super Senses 10 (X-ray Vision, Radius Radio, Dark Vision, Extended Vision 1)
Cost: 100ep
Vitals
Crew: 2
Passengers: 0
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Postby dwellerofthedeep » Sun Jul 08, 2007 2:41 pm

dwellerofthedeep wrote:Name (s): Adam Lyov, Doctor Lyov
Power level: 10 (165pp)
Concept: A secret government test pilot and scientist
Quote: “They’re putting less in them now.”
Trade Off's: Damage +1, Attack –1

Description: At 28 years old, Adam Lyov is probably a good deal younger than almost anyone else who has ever reached a position like his. His age however, tends to make him easily written off by some commanders. He is of light build, average height and Russian descent with dark hair and eyes.

Abilities (28pp):
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 20 (+5)
Wisdom 14 (+2)
Charisma 12 (+1)

Saves (18pp):
Toughness + 6/+10 W/armor (+4 Impervious)
Fortitude + 8
Reflex + 10
Willpower + 4

Combat (10pp):
Base Attack + 5/+9 (Blasters)
Base Defense +10 (+10 dodge)

Skills (23pp):
Pilot 12/+16
Computers 8/+13
Notice 8/+10
Escape artist 2/+6
Disable Device 2/+7
Craft (Electronic, Mechanical) 13/+18
Diplomacy 4/+5
Knowledge (Technology, Physical Sciences) 13/+18
Knowledge (Tactics) 4/+9

Feats (22pp):
Attack Specialization 2 (Blasters)
Connected 1
Dodge Focus 10
Improved Initiative
Improvised Tools
Inventor
Equipment 4
Benefit (Use of Hermes Base Facilities)
Uncanny Dodge (Sight)

EQUIPMENT
+7 Damage Blaster Pistol
Multitool
Cell Phone
Bullet Proof Vest

Powers & Devices

Protection 4
-Adam’s training and space flights have toughened his bones and made him resistant to damage.

Device (Easy to Lose) 17 – Hermes Class Starfighter
-Features: Large Vehicle (Strength 35, Toughness +15, Flight 8, Navigation +10, Immunity 9 (Life Support), Communications 8, Partial Visual Concealment 1 (Chameleonic Plating), Death Ray Blasters (Blast +11, Disintegration 6), Passenger’s Compartment (Room for 2 CLAMPS or 750lbs of cargo), Super Senses 1 (Infravision)
-Power Feats: Remote Pilot (Summon from Hermes Base as a move action, takes 2 full rounds to arrive after being summoned at a distance of 5 miles or less, +1 round per additional five miles or part thereof, full control only when within 5 miles)
-Drawbacks: Weak Point (Canopy doesn’t make toughness checks to resist being entered) (1pp)
-The Hermes starfighter was reverse engineered from Gray Alien technology captured at the Roswell crash site. The ship is a simple saucer with a bubble canopy, about 10ft in diameter.

Device (Hard to Lose) 1 – CLAMPS Control Gloves
-Features: Summon Minion 4
-Power Feats: Progression 1 (2 minions)
-Flaws: Attitude (Cowardly)
-These gloves contain signal transmitters allowing Adam to call and command a pair of CLAMPS robots.

- CLAMPS (Cybernetic Locational Assistant Memory Programmed Sentry)
PL 4 (60 pp)
Medium Construct
ABILITIES: STR: 20 (+5) DEX: 12 (+1) CON: - (+0) INT: 14 (+2) WIS: 12 (+1) CHA: 6 (-2)
SKILLS: Notice 4 (+5), Stealth 4 (+5), Acrobatics 4 (+5), Craft (Mechanical, Electrical) 4 (+6)
FEATS: Improved Block, Interpose, Melee Focus 6, Inventor, Evasion 2, Improvised Tools, Teamwork 2
POWERS: Impervious Protection 6, Climbing 2, Immunity 30 (Fortitude), Leaping 1, Speed 1, X-Ray Vision
COMBAT: Attack +6 (Melee), Damage +5 (Unarmed Melee), Defense: +0
SAVES: Toughness +6 (Impervious), Fortitude +0, Reflex +6, Will +6

Complications
Fame (Scientist)
Fame (Airforce Ace)
Fame (Among Black Ops only – Destroyed 2 blight starships over Chicago)
Responsible to Organization (Black Ops/Hermes Task Force)
Obsession (Dimensional Travel)
Rivalry (TROL Agents)
Significant Other (Silvia Waters - Scientific Biological Engineer)

History and Background
Adam Lyov has been an academic for over half is life and a scientist for the rest. He is a PhD and amazingly, an airforce ace, having become an excellent pilot in the conflict with Iran four years ago. Adam has always had an interest in dimensional travel, portals, and time travel, which is why David Shiloh, his former classmate and now partner on the Hermes starfighter program, is generally used by higher ups to keep an eye on him and what he does with his budget. Adam recently shot down two blight starships over Chicago after the escape of Basilisk, newly formed from the old Hermes base. Now under Zechariah Snyder, Adam has been asked to quiet his flight plans and assume a more normal role around the base. He is a very action oriented individual and this seems unlikely to deter him.


Updated Doctor Hermes for the return to the old setting. His device is now quite as rule-breaking.
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Postby dwellerofthedeep » Sat Jul 14, 2007 8:03 am

Major change going on in my multiverse. There now is a multiverse (encompassing optional history X and my original alien gods)

The portal aliens come from the rest of the multiverse as a whole and a while there are countless worlds in the human dimension, there are still more in the starry night of the portal dimension. Change of plans from my previous adventures. We're going dimension hopping.

Recently a major portal has been opened by Michael Rose and Doctor Paradox in a warehouse in southern Chicago. It leads to the realms of the nocturnals and through there, to the fringe world that borders all worlds. And Doctor Hermes, Trevor Mourning and Nomrah fell through it with Hoshi Kazuo and a bundle of TROL agents.

Am I ready for this? Hell no, but I need to keep my players guessing. Of course, the Blight (Or the devil as it is more commonly known) is everywhere. I'll be back sooner than later with more plots and characters.

I will be detailing only a small selection of worlds fully.
The Throneworld - The seat of the once mighty Elder now a stronghold of his enemy, the Blight Rex
The Hubworld - The capitol of the Planar Bereaucracy, stronghold of the Armigers.
The Fringe World - The infinite wasteland the Armiger's send deposed Defegenerates to.
Land of Nocturnal - A twilight forest of fay creatures
Black Ocean/Starry Night - Space (Outside earth or above the fringeworld)
Rootworld - The land of the dead, place where the universal tree grows.
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Postby dwellerofthedeep » Sat Jul 14, 2007 8:14 am

Organizations:
Armigers (Oppressive Dimensional Soldiers)
Blight (Demons and Devils)
TROL/Black Ops (Earth Defense Forces)
Tolchocks (Interplanar Warlords)
Black Ocean Angels (Angels, foes of the Blight)
Gate Crashers Alliance (An affiliation of dimensional rebels and theives)
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Postby dwellerofthedeep » Sat Jul 14, 2007 9:28 am

Here is the new HQ I'm arranging for my players for planar exploration.

Image

The Traveling Citadel
Colossal Structure (T+20)
Features: Communications, Computer, Flight System (Flight 5), Teleport 10 (Full Round Action, Dimensional, Portal, Long Range, affects both occupants and HQ), Security System, Defense System, Hangar, Holding Cells 2, Infirmary, Isolated (Flying/Wandering), Living Space (250 people), Library, Power System, Workshop, Liquid Bore Siphons (Blast +10, Ranged Grapple, Accurate 1), Immunity 10 (Life Support, Aging)
Cost: 24ep

The Traveling Citadel is rumored to have been built by the elder. It is now in high demand among the dimensional/planar warlords. But like all great things it has a terrible secret. It contains the spirit of an elder ghost that powers it's engines. At times this means the citadel behaves erratically.
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Postby dwellerofthedeep » Sat Jul 14, 2007 9:57 am

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Name (s): Jarl (AG)
Power level: 10 (155pp)
Concept: A warlord with a single powerful claw.
Quote: “Beware of the lucky man.”
Trade Off's: -2 defense, +2 toughness

Description: Jarl is a gray rock of a person with no mouth and a body covered with embedded stones. He stands eight feet tall.

Abilities (20pp):
Strength 20 (+5)
Dexterity 10 (+0)
Constitution 18 (+4)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 14 (+2)

Saves (13pp):
Toughness + 12 (+8 Impervious)
Fortitude + 9
Reflex + 4
Willpower + 3

Combat (8pp):
Base Attack + 4/+10 (Melee)
Base Defense + 8 (Dodge)

Skills (4pp):
Climb 6/+11
Intimidate 11/+13
Sense Motive 3/+2

Feats (37pp):
Dodge Focus 8
Melee Combat Focus 6
Power Attack
Takedown Attack 2
All-out Attack
Improved Block
Startle
Fearsome Presence 3
Improved Disarm
Weapon Bind
Minions 12 (1000x Gargoyles)

Powers & Devices (78pp)

Telepathy 3 (W/Comprehend 2)
-As a beloran fringe-worlder, Jarl can communicate with others only with his mind.

Immunity 26 (Life Support, Aging, Starvation, Half DC for Fortitude Saves)
Protection 8 (Impervious)

-Jarl’s racial immunities combined with his tremendous conditioning allow him to shrug off great amounts of punishment.

Talon of Agony Power Suite (28pp)
Elongation 4 (Limited, One Arm Only)
Strike +5 (Penetrating 5, Linked – Corrosion 5)

-Power Feats: Mighty 5
-Alternative powers: Supermovement 3 (Climbing 2, Swinging)
-Jarl’s talon of agony can shrink or grow to enormous length. He wields it masterfully. It can grow to be up to 100ft long)

DRAWBACKS
Mute (-2pp)
One Hand (-3pp)

Complications
Responsibility (Gargoyles) – Must Bring Meat to his followers.

History and Background
As the master of the traveling citadel for the past 300 years, Jarl is a mighty being but cocky and childish with time. He commands an army of Fringe-world gargoyles which protect the citadel for him.
Last edited by dwellerofthedeep on Sat Jan 19, 2008 6:24 am, edited 2 times in total.
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Postby JoshuaDunlow » Sat Jul 14, 2007 11:30 am

Now Jarl, and the citadel are just Awesome stuff! :shock:
I'd love to play in your setting.
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Postby dwellerofthedeep » Sat Jul 14, 2007 2:24 pm

Thanks, Joshua. I've had to rebuild the whole concept again but I'm glad you like it.
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Postby dwellerofthedeep » Sat Jul 14, 2007 2:25 pm

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Name (s): Abel Thirteen – Magnitude
Power level: 10 (150pp)
Concept: A humanoid dog man of the fringe-world capable of controlling geological force.
Quote: “Woof, master.”
Trade Off's: -4 defense, +2 damage, +2 toughness

Description: With stone-gray skin and a shock of orange hair on his head, Abel’s dog-like features are hardly the strangest thing about his appearance. He stands 6 feet 5 inches tall and usually smokes a cigarette.

Abilities (40pp):
Strength 18/26 (+8)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 8 (-1)
Wisdom 16 (+3)
Charisma 16 (+3)

Saves (9pp):
Toughness + 12
Fortitude + 8
Reflex + 5
Willpower + 6

Combat (20pp):
Base Attack + 10
Base Defense + 6 (Dodge)

Skills (`10pp):
Survival 4/+7
Notice 8/+11
Intimidate 8/+11
Sense Motive 15/+18
Acrobatics 5/+7
Climb 4/+12

Feats (20pp):
Dodge Focus 6
Fearsome Presence 8
Power Attack
Interpose
All-out Attack
Track

Powers & Devices

Seismic Body Suite
Protection 7 (Impervious)
Superstrength 4 (Groundstrike)
Leaping 7 (x250)
Super Movement 2 (Climbing 2)
Immunity 11 (Life Support, Heat/Cold)
-Abel’s body is composed of magma and earth. He can extend muscles of steel to lift incredible loads, climb as fast as he can walk and survive a bullet to the head without so much as drawn blood.

Dog Soldier Suite
Supersenses 4 (Scent, Acute)
Emotion Control 4 (Sense Dependent – Sound, Calm Only)
-By crooning a low bark, Abel can drain away passions and anger from those who hear him.

Seismic Blood Suite
Blast +12 (Magma)
-Alternative powers: Snare 12 (Reversible, Full Round Action)
-Though he hates to use it, Abel’s magma blast is his true means of self-defense. He can, and more frequently than not, does, prefer to simply encase targets in a layer of fast-cooled rock that will immobilize but not harm them.

DRAWBACKS
Weakness (-1 to fortitude and reflex saves per injured result accrued) 4pp
Power Loss (Protection) (When too wet) 5pp
Weakness (-2 to all physical stats) (When too wet) 5pp

Complications
Honor, Fair play
Freakish Appearance
Addiction (cigarettes)
Obsession (True Love)

History and Background
Abel Thirteen was once both a dog named Cesar and a man named George. Now he is neither, but he has the urges of both his former lives. Created from as a miner for the armigers, he was discarded and deported to the fringe world upon the discovery that he wished to find true love and would not work without being promised it by his superiors. Abel escaped the fringe-world on a ship full of freedom fighters. He’s not sure if he should fight, he’s always hated violence, but he knows he needs to find his true love and if that’s what it takes, he’s ready and able.
Last edited by dwellerofthedeep on Thu Jul 19, 2007 5:20 am, edited 1 time in total.
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Postby dwellerofthedeep » Sun Jul 15, 2007 12:22 pm

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Name (s): Borneo Gar (AG)
Power level: 10 (214pp) (OPL 11; DPL 9)
Concept: Portal master crime lord
Quote: “The gears keep turning. Make it smooth.”
Trade Off's: -4 defense, +2 attack, +2 toughness

Description: Borneo is a massively fat golden man, standing 10ft tall when fully upright and weighing in at 1000lbs.

Abilities (32pp):
Strength 18/26 (+8)
Dexterity 8 (-1)
Constitution 24/28 (+9)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 14 (+2)

Saves (8pp):
Toughness + 12 (+3 impervious)
Fortitude + 9
Reflex + 2
Willpower + 2

Combat (36pp):
Base Attack + 12/+11 (Size)
Base Defense + 6/+5 (Size) (+3 dodge)

Skills (33pp):
Concentration 15/+15
Bluff 4/+6
Gather Information 9/+11
Sense Motive 12/+12
Diplomacy 4/+6
Knowledge (Technology) 12/+16
Craft (Chemical, Electrical) 12/+16
Intimidate 12/+14
Research 8/+12

Feats (18pp):
Master Plan
Power Attack
All-out Attack
Takedown Attack
Improved Grab
Improved Grapple
Connected
Well Informed
Improved Pin
Benefit 7 (Status - Portal Warlord 3, Wealth +16)
Second Chance (Gather Information)
Inventor

Powers & Devices

Golden Body Power Suite
Growth 4 (Continuous, Permanent, Innate)
Protection 3 (Impervious)
Immunity 9 (Life Support)

-Borneo’s body is tough and contains a longterm supply of oxygen for his brain and organs. He is not a true construct but built much like one so that many might mistake it.

Integral Portal Mastery Suite
Teleport 8 (Portal)

-Power Feats: Easy, Change Direction, Change Velocity, Change Direction, Size Progression 1 (10ft Portal)), Dimensional
-Alternative powers: Snare 6 (Tether, Reversible, Regenerating), Blast +10 (Tiring)
-Borneo’s portals allow him not only to walk between worlds but also to snare opponents by distorting their dimensional signature and rip them apart by splitting their signature into separate pieces.

Complications
Hatred - Degenerates

History and Background
Borneo was made the master of portals in the realm of nocturnal after he tricked the armiger chief of the area into drawing up a formal surrender document for him for his days as and outlaw, only to renege on the deal himself and turn in the armiger for negotiating with an outlaw. With that feather in his cap, Borneo has since used the world of nocturnal to smuggle weapons and troops to other warlords on earth or in all manner of other dimensions. Michael Rose and the tolchocks are major clients of his.
Last edited by dwellerofthedeep on Sat Jan 19, 2008 6:27 am, edited 3 times in total.
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Crystalline Destinies

Postby dwellerofthedeep » Mon Jul 16, 2007 9:22 am

Destinies are crystals that can be swallowed or surgically implanted in a character. If swallowed, a swallowed destiny can be removed by vomiting. If implanted, only surgery can remove it. A Destiny grants powers bases on its effect suite to a character initially. Over time the character may learn to use their destiny for additional actions. A character only gains the benefits of one destiny at a time gaining the powers of other destinies as Alternate powers of the most powerful destiny.

SAMPLE DESTINIES
Swallowed Destinies have the power loss drawback for 2 power points back.

Survivor’s Destiny
Immunity 1 (Aging), Protection 3, Enhanced Reflex Save 2, Enhanced Fortitude Save 2, Enhanced Feats: Luck 7, Ultimate Save (Reflex), Ultimate Save (Fortitude)
15pp

Mighty Destiny
Enhanced Strength 8, Superstrength 2 (With one Power Feat), Enhanced Feats: Luck 2
15pp

Philosopher’s Destiny
Enhanced Wisdom 4, Enhanced Will Save 5, Enhanced Feats: Luck 4, Ultimate Save (Will), Immunity 1 (Aging)1
15pp
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