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dweller's Depths - Torus Reloaded (Rys, Katar)

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Postby Wordmaker » Wed Sep 05, 2007 8:01 am

This thread's worth reading for the artwork choices alone!
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Postby Libra » Wed Sep 05, 2007 8:04 am

Can't argue with that observation. It may not always be precisely to my tastes, but it's well worth the viewing never-the-less! :D
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Postby dwellerofthedeep » Wed Sep 05, 2007 8:49 am

Glad you approve guys! In case anyone was wondering, I have been working on some more stuff, but since I'm doing the artwork for it personally it may take some time for most of that aspect of the characters to arrive. I speak here of the legendary Babylonian airships that abandoned their crews on the world below the sky centuries ago.
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Postby dwellerofthedeep » Wed Sep 05, 2007 9:09 am

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Name (s): Prince Geldingstar (Grand Destroyer)
Power level: 12 (235pp)
Concept: An independent airship of Babylon that abandoned its crew.
Quote: He took up his sword and smote those hills apart – Ballad of Prince Geldingstar
Trade Off's: -4 defense, +2 toughness, +2 damage

Description: Length: 36 feet, Height: 50 feet, Width: 20 feet

Abilities (30pp):
Strength 20/44 (+17)
Dexterity 14 (+2)
Constitution 12/24 (+7)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 16 (+3)

Saves (8pp):
Toughness + 14 (+7 Impervious)
Fortitude + 10
Reflex + 2
Willpower + 8

Combat (24pp):
Base Attack + 9/+12 (Ranged)/+ 8 (Size)
Base Defense + 8 (+6 Dodge)/+4 (Size)

Skills (11pp):
Acrobatics 4/+6
Notice 8/+11
Sense Motive 8/+11
Knowledge (Nobility, Tactics, Magic) 8/+9
Intimidate 12/+15

Feats (27pp):
Leadership
Luck 4
Inspire 5
Ranged Combat Focus 3
Dodge Focus 5
Startle
Fearsome Presence 7
Diehard

Powers & Devices

Ship Natural Power Suite (100pp)
Growth 12 (Permanent, Innate)
Immunity 25 (Half Effects from Fortitude Saves, Immunity to Aging, Life Support)
Flight 5
Super Senses 11 (X-ray Vision, Extended Vision 2, Radius Senses (All))
Protection 7 (Impervious)
Telepathy 3 (Flaw: Other Airships Only)
-The power of a Babylonian ship is its resilience and ability to hunt any target. Prince Geldingstar is not abnormal among Babylonian airships in its ability to sustain great amounts of damage without falling.

Ship Weapons Power Suite (47pp)
Dynamic Array
Blast +14 (Null Matter) (Explosion, Indirect 2, Split Attack 6, Full Round Action)

-DAP: Nullify 14 (All Magic Powers, Nullifying Field, Persistent, Progression 5 (Area))
-DAP: Blast +14 (Penetrating, Full Round Action, Split Attack 6, Homing 2)
-DAP: Mind Control 9 (Sensory Link, Burst Area)
-DAP: Strike +12 (Area: Line, Vampiric)
-DAP: Strike +12 (Explosion, Penetrating)
-Prince Geldingstar’s weapons are entirely controlled from the Sarcophagus unless an architect or other qualified pilot interfaces with the Prince’s mind. The weapons are almost exclusively magical in nature, summons of null matter for damage and stretching of the mind for mind control and counter magic.

DRAWBACKS
No Hands, Mute (8pp)
Power Loss (Ship Weapons, Telepathy and super senses; If the Sarcophagus is Disturbed) (4pp)

Complications
Corporeal Longing (For the past human life)

History and Background
Prince Geldingstar is the squadron leader of the four Grand Destroyers that abandoned Babylon for freedom in the skies below. In his human life, Geldingstar was a heroic knight, legendary for his valor in Babylon and below it. When he was dying, mortally wounded by the savage Korsheva, he requested his body be interred into the earth at the Mount of Gardens, where the first of the great airships was to emerge decades later. The Prince is still a noble leader in his new form, partially represented by the location of the sarcophagus in which he lies being located at the helm of the ship rather than the tail. He is the heart of the renegade fleet even more so than the Battleship Emperor Sandalphon.
Last edited by dwellerofthedeep on Wed Sep 05, 2007 5:02 pm, edited 1 time in total.
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Postby dwellerofthedeep » Wed Sep 05, 2007 3:59 pm

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Name (s): Duke Gale (Grand Destroyer)
Power level: 12 (210pp)
Concept: A brutish rogue warship of the Babylonian fleet.
Quote: A mighty wind came up, and from within it proceeded the Duke.
Trade Off's: -5 defense, +3 toughness, +2 damage

Description: Length: 55 feet, Height 15 feet, Width: 15 feet

Abilities (20pp):
Strength 18/42 (+16)
Dexterity 12 (+1)
Constitution 14/26 (+8)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 12 (+1)

Saves (6pp):
Toughness + 15 (+7 Impervious)
Fortitude + 9
Reflex + 2
Willpower + 6

Combat (20pp):
Base Attack + 7/+12 (Ranged)/+8 (Size)
Base Defense + 7 (+5 Dodge)/+3 (Size)

Skills (10pp):
Intimidate 8/+9
Notice 8/+10
Knowledge (Religion, Tactics, Magic) 4/+4
Sense Motive 6/+8
Acrobatics 2/+3
Diplomacy 4/+5

Feats (19pp):
Dodge Focus 4
Ranged Combat Focus 5
Ultimate Aim
Improved Aim
Precise Shot
Startle
Fearsome Presence 5
Diehard

Powers & Devices

Ship Natural Power Suite (100pp)
Growth 12 (Permanent, Innate)
Immunity 25 (Half Effects from Fortitude Saves, Immunity to Aging, Life Support)
Flight 5
Super Senses 11 (X-ray Vision, Extended Vision 2, Radius Senses (All))
Protection 7 (Impervious)
Telepathy 3 (Flaw: Other Airships Only)

Ship Weapons Power Suite (47pp)
Dynamic Array
Blast +14 (Null Matter) (Explosion, Indirect 2, Split Attack 6, Full Round Action)

-DAP: Nullify 14 (All Magic Powers, Nullifying Field, Persistent, Progression 5 (Area))
-DAP: Corrosion 14 (Full Round Action, Line, Incurable, Progression 5 (Area))
-DAP: Snare 14 (Tether, Indirect, Split Attack 6)
-DAP: Paralyze 8 (Ranged, Explosion, Indirect 2, Homing 2)
-Like most ships, Duke Gale’s weapons are entirely controlled from the Sarcophagus unless an architect or other qualified pilot interfaces with the ship’s mind. Unlike most ships, Duke Gale’s natural weapons are partially technological as well as magical.

DRAWBACKS
No Hands, Mute (8pp)
Power Loss (Ship Weapons, Telepathy and super senses; If the Sarcophagus is Disturbed) (4pp)

Complications
Corporeal Longing (For the past human life)

History and Background
Duke Gale was a dependable vassal of Prince Geldingstar when the two lived as mortals. The Duke perished of unknown causes ten years after the death of his prince, as the story goes. Duke Gale pioneered the ways of the divine when alive and his ship form remembers enough to describe the basics of religion, though, like many ships, his intellect has declined over the millennia.
Last edited by dwellerofthedeep on Wed Sep 05, 2007 5:04 pm, edited 2 times in total.
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Postby dwellerofthedeep » Wed Sep 05, 2007 4:29 pm

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Name (s): Lady Rochester (Grand Destroyer)
Power level: 12 (210pp)
Concept: A more mechanized rogue airship with an internalized sarcophagus
Quote: Ever thinking of progress, Lady Rochester built to the pride of all architects.
Trade Off's: -4 defense, +1 toughness, +3 damage

Description: Length: 59 feet, Height 12 feet, Width: 15 feet

Abilities (18pp):
Strength 16/40 (+15)
Dexterity 14 (+2)
Constitution 10/22 (+6)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 12 (+1)

Saves (8pp):
Toughness + 13 (+7 Impervious)
Fortitude + 8
Reflex + 3
Willpower + 6

Combat (24pp):
Base Attack + 10/+12 (Ranged)/+8 (Size)
Base Defense + 8 (+7 Dodge)/+4 (Size)

Skills (10pp):
Notice 8/+9
Acrobatics 4/+6
Sense Motive 6/+7
Knowledge (Technology, Magic, Tactics) 6/+8
Intimidate 4/+5

Feats (15pp):
Dodge Focus 6
Ranged Combat Focus 2
Improved Grapple
Improved Grab
Improved Pin
Startle
Fearsome Presence 4
Diehard

Powers & Devices

Ship Natural Power Suite (100pp)
Growth 12 (Permanent, Innate)
Immunity 25 (Half Effects from Fortitude Saves, Immunity to Aging, Life Support)
Flight 5
Super Senses 11 (X-ray Vision, Extended Vision 2, Radius Senses (All))
Protection 7 (Impervious)
Telepathy 3 (Flaw: Other Airships Only)

Ship Weapons Power Suite (43pp)
Dynamic Array
Blast +14 (Null Matter) (Explosion, Indirect 2, Split Attack 6, Full Round Action)
-DAP: Nullify 14 (All Magic Powers, Nullifying Field, Persistent, Progression 5 (Area))
-DAP: Telekinesis 14 (Damaging, Distracting, Precise, Split Attack 6, Indirect 1)
-Controlled from a hidden Sarcophagus within the depths of the ship, Lady Rochester’s weapons are less varied than other ship’s but no less powerful, and in some ways more flexible because of her immense telekinetic abilities.

Tail (2pp)
Elongation 4 (Tail Only) (100ft Reach)
-Lady Rochester’s immense metal tail is a powerful tool in ship-to-ship combat.

DRAWBACKS
One Hands, Mute (6pp)
Power Loss (Ship Weapons, Telepathy and super senses; If the Sarcophagus is Disturbed) (4pp)

Complications
Corporeal Longing (For the past human life)

History and Background
Lady Rochester was an excellent inventor and magician when alive. Her sarcophagus is not incased in the living matter of the other ships, instead it rests in a computer terminal at the base of the ship’s core deck where, though protected by a layer of crystalline fibers, the crew will never forget who is in true control of the vessel.
Last edited by dwellerofthedeep on Wed Sep 05, 2007 5:05 pm, edited 1 time in total.
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Postby dwellerofthedeep » Wed Sep 05, 2007 4:30 pm

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Name (s): Blood Royale (Grand Destroyer)
Power level: 12 (235pp)
Concept: A legendary independent warship of the skies
Quote: She is a ship of unmatched grace and power, part living, part dead, part machine.
Trade Off's: -4 defense, +2 toughness, +2 Damage

Description: Length: 55 feet, Height: 25 feet, Width: 20 feet

Abilities (34pp):
Strength 18/42 (+16)
Dexterity 16 (+3)
Constitution 12/24 (+7)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 18 (+4)

Saves (7pp):
Toughness + 14 (+7 Impervious)
Fortitude + 8
Reflex + 4
Willpower + 8

Combat (20pp):
Base Attack + 7/+12 (Ranged)/+8 (Size)
Base Defense + 8 (+6 Dodge)/+4 (Size)

Skills (12pp):
Acrobatics 6/+9
Sense Motive 6/+9
Notice 8/+11
Knowledge (Civics, Tactics) 6/+8
Investigate 4/+6
Intimidate 12/+16

Feats (27pp):
Dodge Focus 5
Ranged Combat Focus 5
Startle
Diehard
Fearsome Presence 10
Leadership
Luck 2
Acrobatic Bluff
Ultimate Save (Reflex)

Powers & Devices

Ship Natural Power Suite (100pp)
Growth 12 (Permanent, Innate)
Immunity 25 (Half Effects from Fortitude Saves, Immunity to Aging, Life Support)
Flight 5
Super Senses 11 (X-ray Vision, Extended Vision 2, Radius Senses (All))
Protection 7 (Impervious)
Telepathy 3 (Flaw: Other Airships Only)

Ship Weapons Power Suite (49pp)
Dynamic Array
Blast +14 (Null Matter) (Explosion, Indirect 2, Split Attack 6, Full Round Action)

-DAP: Nullify 14 (All Magic Powers, Nullifying Field, Persistent, Progression 5 (Area))
-DAP: Emotion Control 12 (Perception Range)
-DAP: Blast +12 (Autofire)
-DAP: Strike +12 (Explosion, Penetrating)
-DAP: Trip 6 (Knockback, Ranged, Explosion, Progression 5 (Area), Selective)
-DAP: Teleport 11 (Easy, Accurate, Turnabout, Change Velocity, Change Direction, Progression 9 (250,000lbs), Flaw: Short Range, Extra: Action: Free Action)
-Blood Royale’s weapons are considerable strange and include a teleportal index controlled by the Sarcophagus. Though Blood Royale’s persona is still a mystery, she must have been a mighty human once to have such power as a ship.

DRAWBACKS
No Hands, Mute (8pp)
Power Loss (Ship Weapons, Telepathy and super senses; If the Sarcophagus is Disturbed) (4pp)

Complications
Corporeal Longing (For the past human life)

History and Background
Little is known of the woman interred within the Sarcophagus of the 3rd renegade Destroyer, but she is said to be of great beauty and royal blood. An expert in affairs of law and battle, and Prince Geldingstar’s equal in combat, she is a deadly and brilliant ship. Scholars have often debated which of the mythical Babylonian figures she originated from, perhaps Athena, wise warrior, or Cassandra of the order of royal charter. The ship itself is perhaps one of the strangest of the fleet. Though most of the fleet is partially alive and partially metallic this ship is unique. Blood Royale introduces a third, unique, element; that of the undead. A massive head, like that of a horse forms the helm of the ship, a place where the captain can observe the sky and ground.
Last edited by dwellerofthedeep on Wed Sep 05, 2007 5:06 pm, edited 1 time in total.
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Postby dwellerofthedeep » Wed Sep 05, 2007 4:32 pm

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Name (s): Rosado Desert Soldiers (Alliance Foreign Legion)
Power level: 6 (70pp)
Concept: A unit of nimble veteran soldiers from the Alliance Foreign Legion
Trade Off's: -2 toughness, +1 defense, +1 attack

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

Saves (5pp):
Toughness + 4/+3 (Flatfooted)
Fortitude + 4
Reflex + 4
Willpower + 2

Combat (20pp):
Base Attack + 7
Base Defense + 7 (+5 Dodge)

Skills (13pp):
Stealth 6/+8
Notice 6/+7
Survival 8/+9
Acrobatics 2/+4
Sleight of Hand 6/+8
Ride 4/+6
Knowledge (Tactics) 2/+2
Climb 2/+5
Search 2/+2
Investigate 2/+2
Medicine 4/+5
Bluff 6/+6
Gather Information 2/+2

Feats (16pp):
Dodge Focus 4
Equipment 2
Defensive Roll 1
Minion 2 (Horse)
Sneak Attack
Improved Critical (Dagger) 2
Quick Draw
Improved Block
Defensive Attack
Improved Defense

EQUIPMENT
2x Daggers
Scale Vest (+1 toughness)
Camouflage Clothing (Desert)

Powers & Devices

(None)

Notes

The Rosado unit is named for the rose colored desert they hail from. The desert lies to the south of the city of Alliance and the Chos valley, and, though it is controlled by a variety of other nations it is considered a great honor to fight for the northern nation, if only you join the Rosado unit of their foreign legion. Trained with the dagger almost exclusively, Rosado soldiers have learned to make do without large weapons and can operate alone or in groups for long stretches of time without support.
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Postby Libra » Thu Sep 06, 2007 8:23 am

Tough-looking bunch. . .

Excellent work, oh Dweller Below! :D
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Postby dwellerofthedeep » Fri Sep 07, 2007 3:08 am

I wonder what I'm precisely I'm below at the moment?

More minions are coming up.
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Postby dwellerofthedeep » Fri Sep 07, 2007 4:03 am

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Name (s): Clan Magician
Power level: 6 (90pp) (Minion)
Concept: A magician who has become a vampire after joining the Clan
Trade Off's: -2 toughness, +2 damage

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

Saves (6pp):
Toughness + 4
Fortitude + 4
Reflex + 3
Willpower + 3

Combat (20pp):
Base Attack + 4/+6 (Spells)
Base Defense + 6 (+3 Dodge)

Skills (8pp):
Knowledge (Magic) 5/+7
Notice 2/+3
Search 2/+4
Investigate 2/+4
Acrobatics 2/+3
Stealth 2/+3
Knowledge (Tactics) 3/+5
Sense Motive 4/+5
Bluff 4/+6
Research 4/+6
Diplomacy 4/+6
Gather Information 2/+4

Feats (8pp):
Equipment 2
Ritualist
Teamwork
Attack Specialization 3 (Spells: Telekinesis 1, Blast 1, Strike 1)
Sneak Attack

EQUIPMENT
Scale Robe (Protection +2, Subtle 1)
Dagger (Strike +1, mighty, thrown, improved critical)
Single Shot Pistol (Blast +3, Fades (1 Shot); 3ep)

Powers & Devices

Vampirism Suite (7pp)
Flight 2 (Gliding)
Speed 1
Leaping 2
Drain (Constitution) 4 (Flaw: Only in Grapples)

Magician Power Suite (20pp)
Magic: Telekinesis 8 (Precise)
-Alternative power: Blast +8 (Split Attack)
-Alternative power: Strike +8 (Autofire, Extended Reach 1)
-Alternative power: Strike +8 (Area: Explosion)
-Trained primarily in war spells; the clan magician is a dangerous opponent on the battlefield. This focus of training is a common problem for spellcasters in the modern age, as many cannot reach their full potential with a specialized skill set.

Sacra Form Suite (3pp)
Morph 1 (Any Shape, Full Round Action)
-Power Feats: Metamorph (Gorsheva Sacra Form)

Notes
Trained by the clan since their teenage years, these magicians are most effective when supported by knights, especially other vampires. The Sacra Form used most commonly among the clan magicians is that of Gorsheva, the beast, a deformed monstrosity of immense physical strength and magical power. The form used by these magicians is not a complete sacra form, in fact, a master of the Gorsheva form is yet to arise anywhere near Chos Valley.

* * *

Image

Name (s): Gorsheva Sacra Form (Lesser)
Power level: 6 (90pp)

Abilities (16pp):
Strength 18/26 (+8)
Dexterity 10 (+0)
Constitution 14/18 (+4)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 14 (+2)

Saves (2pp):
Toughness + 4 (+4 Impervious)
Fortitude + 4
Reflex + 0
Willpower + 1/+6 (Mind Shield)

Combat (18pp):
Base Attack + 6/5 (Size)
Base Defense + 6/+5 Size (+4 Dodge)

Skills (5pp):
Stealth 6/+2
Climb 6/+14
Acrobatics 2/+2
Notice 4/+4
Intimidate 2/+4

Feats (9pp):
Power Attack
Takedown Attack
All-out Attack
Startle
Fearsome Presence 2
Dodge Focus 3

Powers & Devices

Gorsheva Musculature Power Suite (30pp)

Super Movement 2 (Wall Crawling 1)
Leaping 2
Growth 4 (Permanent, Innate)
Impervious Toughness 4
Disintegrate 4 (Distracting, Full Round Action)
-Alternative power: Super Strength 4
-The powerhouse-build of Gorsheva is reinforced with deadly bile that can be spit from the beast’s mouth. In addition, the creature’s long claws allow it to slow it’s falls and climb up walls.

Gorsheva Mentality Power Suite (10pp)
Mind Shield 5
Immunity 5 (Interaction Skills)
-Gorsheva’s mind was said to be an impenetrable maze of a fortress. The Sacra form gives a good example of this, albeit a limited one.
Last edited by dwellerofthedeep on Fri Sep 07, 2007 8:16 am, edited 1 time in total.
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Postby JoshuaDunlow » Fri Sep 07, 2007 6:41 am

dayum!
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Postby Libra » Fri Sep 07, 2007 7:17 am

Holy Moley! :shock:
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Postby dwellerofthedeep » Fri Sep 07, 2007 8:06 am

8)

EDIT: Forgot to put in the Gorsheva Sacra's impervious toughness; thusly fixed.
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Postby dwellerofthedeep » Fri Sep 07, 2007 11:02 am

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Name (s): Calabru – Resilient Demon
Power level: 6 (90pp) (Minion)
Concept: A rank and file shield demon of the light wells
Trade Off's: -1 attack, +1 toughness

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

Saves (12pp):
Toughness + 7 (+4 Impervious)
Fortitude + 7
Reflex + 5
Willpower + 5

Combat (12pp):
Base Attack + 5
Base Defense + 6 (+5 Dodge)

Skills (5pp):
Intimidate 4/+6
Notice 4/+5
Survival 4/+5
Stealth 4/+5
Sense Motive 4/+5

Feats (5pp):
Defensive Attack
Interpose
Improved Block 2
Accurate Attack

Powers & Devices

Demonic Shield Power Suite (25pp)
Protection 4 (Impervious)
Immunity 16 (Aging, Half Effects from Fortitude Saves)
Speed 1
-The Calabru is a common breed of shield demon, meant to protect more ferocious and important entities on the battlefield.

Demonic Horn Power Suite (9pp)
Strike +6 (Area: Burst, Full Round Action)
-Alternative power: Stun 6 (Area: Burst, Full Round Action)
-Alternative power: Paralyze 3 (Flaw: Sense Dependant (Sight), Range: Perception, Full Round Action)
-Alternative power: Blast +3 (Flaw: Sense Dependant, Indirect 2, Incurable)
-The Calabru’s horn is a useful weapon. The demon’s favorite method of attack is to strike from the center of a crowd of enemies, ripping apart entire formations. Often deployed in squadron’s by their master’s, the Calabru will often use small unit tactics with suprerior speed and between 4 and 10 others of their kind to disorient and destroy much larger enemy groups.

Notes
Calabru are demonic footmen, not by any means the cream of the demon crop, they are loyal retainers to more powerful lords. Mortals often find it difficult to engage much smaller units of these demons than the more numerous and wild Parlamens, the rival demon race of the shields.
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