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World That Needs Heroes: Vanguard Academy: Continuum

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Lonesome, a vampire

Postby JackGiantkiller » Sat Sep 29, 2007 7:56 am

Lonesome
Real name unknown
Power Level: 6 (90 power points)

Abilities: STR 18(+4) DEX 16(+3) CON --(--) INT 12(+1) WIS 14(+2) CHA 16(+3)

Skills: Acrobatics 2 (+5), Bluff 5 (+8/+12), Diplomacy 5 (+8/+12), Intimidate 5 (+8 ), Knowledge (Arcane Lore) 2 (+3), Knowledge (Streetwise) 2 (+3), Language (Portuguese), Sense Motive 3 (+5), Stealth 7 (+10)

Feats: Attack Specialization (knives), Attractive, Equipment, Sneak Attack

Powers:
Drain (Constitution) 2 (F: bite, requires grapple),
Emotion Control 6 (E: Linked (Fatigue), Poison (save again a minute later) ;F: Limited (One Emotion),Sense-Dependent x2(Must make eye contact, must be able to hear him),
Fatigue 4 (E: Linked (Emotion Control), Range (Touch->Ranged); F: Limited (only if they fail save vs. Emotion Control), Sense-Dependent x2 (same as above))
Immunity 30 (Save Effect (Fortitude))
Protection 6 (E: Impervious; F: Limited (not vs. silver, magic, or holy weapons))
Super-Speed 2 (PF: Wall Run)

Combat: Attack +3 knives +5
Damage knife +5 (dc 20) unarmed +4 (dc 19) sneak attack +7/+6 (dc 22/21)
Defense 16 (Flat-footed: 13) Initiative +11
Grapple: +7 (Attack - +3,Strength - +4,Size - +0)

Saves: Toughness +6(+0)
Fortitude +0 Reflex +5 Willpower +5

Lifting: 300 lb.
Equipment (5 points):
Knife (3), Cell Phone (1), Multi-tool (1)

Drawbacks:
Power Loss (holy ground or daytime; Uncommon, Minor)
Vulnerable (staking or beheading; Common, Minor)
Weakness (holy items; Common, Major)
Weakness (dependency on human blood; Common, Major)
Weakness (sunlight; Common, Major)

Cost Summary:
Ability 16 + Skills 10 (37 Ranks) + Feats 4 + Powers 52 + Combat 18 + Saves 5 - Drawbacks -15 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Lonesome is a small man (or should we say male vampire), about 5’4’. He weighs in at about 120 lbs, but is astonishingly strong for his size. Supernaturally fast, remarkably graceful…he’s the kind of man best described as beautiful rather than handsome. There’s a permanent sadness in his blue eyes, settled as they are in that oh so pale face. His hair, black as night, sets his skin and eyes off perfectly. He dresses plainly, with understated elegance, in European suits, with round collars. He favors light grey.

He’s greased lightning with a knife, running at 30 mph or so, moving at 2.5 times as fast as a normal human, with the reflexes of a cat on coke.

He’s a sneaky killer, preferring to catch his victims by surprise or perform a feint before skinning his blade in. The knife in question is usually a double edged dagger…most often a Gerber Mark II.

He’s one of Judas Barrister’s favorite ‘bodyguards’.

If he locks eyes with you, he can talk you into a state of deep loneliness, a sensation of being so utterly alone that it leaves you feeling physically tired. He rarely tries this in combat.
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Postby Libra » Sun Sep 30, 2007 9:05 am

Sounds like Buffy's type of fellow. 8)

Good work Giant Killer. :)
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Jack the Giantkiller, PL 10 version

Postby JackGiantkiller » Mon Oct 01, 2007 2:09 pm

Jack the Giantkiller
Jack Spriggins Gogsbane
Power Level: 10 (150 power points)

Abilities: STR 16(+3) DEX 30(+10) CON 14(+2) INT 16(+3) WIS 10(+0) CHA 16(+3)

Skills: Acrobatics 4 (+14), Bluff 7 (+10/+14), Climb 5 (+8 ), Diplomacy 4 (+7/+11), Escape Artist 4 (+14), Gather Information 3 (+6/+10), Handle Animal 4 (+4), Knowledge (Arcane Lore) 3 (+6/+10), Knowledge (Tactics) 3 (+6/+10), Perform (String Instruments) 3 (+6), Sense Motive 4 (+4), Sleight of Hand 4 (+14), Stealth 4 (+14), Survival 4 (+4)

Feats: Acrobatic Bluff, Attack Specialization (sword), Attractive, Defensive Roll, Dodge Focus 2, Equipment, Evasion, Grappling Finesse, Luck 2, Move-by Action, Power Attack, Quick Draw, Taunt, Uncanny Dodge (luck)

Powers:
Super-Movement 1 (Swinging)
Device (easy to lose) 4, Device (hard to lose) 4

Combat: Attack +12 (+14 sword)
Damage unarmed +3 (dc 18 ) sword +6 (penetrating, dc 21)
Defense 24 (Flat-footed: 24)
Initiative +22
Grapple: +22 (Attack - +12,Dexterity - +10,Size - +0)

Saves: Toughness +2 Chain mail+5 Defensive Roll +6
Fortitude +5 Reflex +10 Defensive Roll+11 Willpower +6

Lifting: 230 lb.
Devices:
Sword of Sharpness (Easy to Lose):
Strike 3 (E: Penetrating (on Str also); PF: Mighty)

Coat of Invisibility (Hard to Lose):
Concealment 4 (F: Passive; PF:Close Range, Subtle (Difficult to Notice))

Seven League Boots (Hard to Lose):
Super-Speed 3 (PF:Wall Run) 60 mph, or so. 528 feet per round.
AP-Teleport 6 (21 miles…Seven Leagues.)

Cap of Knowledge (Easy to Lose): Enhanced Feats: Eidetic Memory, Beginner’s Luck, Assessment, Master Plan, Jack of All Trades, Well-Informed, Luck x3, Ultimate Effort (Bluff)

Equipment (5 points):
Chain-Mail Armor, concealed(4), Caltrops (1)

Complications:
Addiction (Trickster)
Enemy (trickster and giantkiller, many enemies)
Fame (faerie tale hero)
Honor (always keeps his word)
Hatred (giants, except his uncle)

Drawbacks:
Disability (Anachronism; Common, Moderate),
Weakness (lack of magic, all stats, can kill; Common, Major)
Weakness (cold iron, uncommon, minor)
Vulnerable (cold iron, uncommon, minor)

Cost Summary:
Ability 42 + Skills 14 (56 Ranks) + Feats 16 + Powers 30 + Combat 48 + Saves 9 - Drawbacks -9 = 150 / 150

Long ago, Jack was a simple Cornish lad, living on a farm. But he dreamed of more...and more came to him. Conned out of his cow by an old man peddling magic beans, Jack found his way up the beanstalk that grew from the beans when his mother tossed them out. He got a number of treasures from the castle up the beanstalk, and ended by cutting it down to kill the Giant that was chasing him. He left the treasures with his mother, and set off to find his fortune in the wide world.


Answering a cry for help, he trapped the giant Cormoran in a pit, and slew him, gaining a belt that proclaimed him a hero and a giant killer: "This is the valiant Cornish man, who killed the giant Cormoran." Now somewhat popular, he sets across the land fighting giants everywhere...though only those that do ill. After all, his own uncle is a giant, who provides him with all his magical gear.

He has fought everything from vampires to the devil himself...but always, it comes back to giants.

After many years of this, he is knighted by King Arthur. A few days later, an evil magician catches him out of time. With a single spell, he is thrown from his own world, time and place, into Britain of today. He's out of his element, unfamiliar with the language, the technology...but he's still a knight of Britain, and there are still giants and monsters to fight. There is still a place in the world for Jack the Giantkiller.

Note that he has become a figure of legend, and thus is dependant on magic for his very survival. In addition, it has become obvious over time that Jack is at least part fae...whether or not he started that way. It is not known for certain whether he is *actually* the original Giantkiller...he might be a changeling. It has become apparent that during the time between his disappearance from Dark Age Camelot and his reappearance in modern London he was trapped in Faerie...but he has no memory of what occurred.
Last edited by JackGiantkiller on Wed Nov 21, 2007 3:17 pm, edited 2 times in total.
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Trailblazer

Postby JackGiantkiller » Mon Oct 01, 2007 2:56 pm

Trailblazer
Matthew McNabb
Power Level: 10 (150 power points)

Abilities: STR 12(+1) DEX 18(+4) CON 12(+1) INT 14(+2) WIS 14(+2) CHA 12(+1)

Skills: Drive 1 (+5), Handle Animal 4 (+6), Knowledge (Life Sciences) 2 (+4), Medicine 1 (+3), Notice 5 (+7), Ride 1 (+5), Stealth 5 (+9), Survival 5 (+7)

Feats: Attack Specialization (Strike), Dodge Focus 2, Elusive Target, Equipment, Evasion, Fast Overrun, Move-by Action, Track, Uncanny Dodge (hearing)

Powers:
Force Field 7 (E: Impervious, Linked: Strike(Aura) ;F: Limited (not vs. fire)),
Strike 7 (E: Aura, Linked: Forcefield; PF: Mighty)
Super-Speed 8 (PF: Rapid Attack, Wall Run)

Combat: Attack +10 (+12 strike)
Damage flame strike +8 (dc 23) aura +7 (dc 22) unarmed +1 (dc 16)
Defense 22 (Flat-footed: 22)
Initiative +36
Grapple: +11 (Attack - +10,Strength - +1,Size - +0)

Saves: Toughness +1(+4 with jumpsuit,+8 with forcefield)
Fortitude +5 Reflex +10 Willpower +5

Lifting: 130 lb.
Equipment (5 points):
Armored Jumpsuit (3), Commlink (1), Handcuffs (1)

Drawbacks:
Weakness (dependency: food; Common, Major) He has to eat a full meal every 4 hours or start starving. While it could kill him, it would take too long and be unlikely to come up.

Cost Summary:
Ability 22 + Skills 6 (24 Ranks) + Feats 10 + Powers 63 + Combat 40 + Saves 13 - Drawbacks -4 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Matthew McNabb is a 5’8’, 32 year old wild animal expert, like the Crocodile Hunter or Jeff Corwin. He started out as a big game hunter, though, and had a less friendly edge to his shows. He has thinning, prematurely graying brown hair, and cold grey eyes. When in ‘action’, he wears an armored jumpsuit originally designed for his work with animals: it is Kevlar reinforced, and has ceramic plates in a couple of important places, as well as being well padded. It is dark brown, suited to blending in to a number of terrains. He recently added dark red shoulder pads. When he powers up, he’s surrounding by a flickering aura
Of red-orange flame, which tends to make the whole affair look much brighter.

As far as anyone can tell, he got his powers from an aboriginal shaman in Australia…although he himself is originally American.
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Postby Libra » Tue Oct 02, 2007 2:34 am

Hmmm. . .that gives me the bizarre image of Steve Irwin meeting Kraven the Hunter.

Old Kraven wouldn't stand a chance! 8)
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Postby JackGiantkiller » Tue Oct 02, 2007 1:45 pm

Steve Irwin with super powers and a bad attitude.:)
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Kid Flare, The Sundance Kid

Postby JackGiantkiller » Tue Oct 02, 2007 5:07 pm

Kid Flare aka the Sundance Kid

Power Level: 10 (150 power points)

Abilities: STR 10(+0) DEX 14(+2) CON 10(+0) INT 14(+2) WIS 12(+1) CHA 14(+2)

Skills: Computers 5 (+7), Concentration 1 (+2), Handle Animal 1 (+2), Knowledge (Arcane Lore) 4 (+6), Knowledge (Current Events) 2 (+4), Knowledge (Physical Sciences) 1 (+3), Knowledge (Popular Culture) 2 (+4), Knowledge (Technology) 1 (+3), Language (Lakota, ), Ride 1 (+3), Sense Motive 2 (+3), Stealth 5 (+7), Survival 5 (+6)

Feats: Attack Focus (Ranged), Attack Specialization (Plasma Control), Attractive, Beginner's Luck, Improved Aim, Luck, Move-by Action, Ritualist, Track

Powers:
Element Control (Fire) 2

Aurora
Environmental Control (Heat (Intense)) 1 (F:Permanent)
Light Control 1 (F: Permanent)
Shield 2 (too bright to easily swing at)

Flight 8

Force Field 14 (E: Impervious, Linked; PF: Selective, Subtle)
Immunity 14 (Damage Type (fire or plasma),
Life Support; F: Limited (Sustained, linked to forcefield)),

Plasma Control 14
AP-Blast 10 (E: Area - Burst (50' Radius); F: Distracting; PF: Affects Insubstantial 2,Dimensional),
AP-Blast 10 (E: Area - Explosion (100' Radius); F: Range (Ranged->Touch);PF: Affects Insubstantial 2,Dimensional),
AP-Blast 14 (E: Penetrating; F: Distracting; PF: Affects Insubstantial 2,Dimensional),
AP-Dazzle (Visual) 10 (E: Area - Burst (50' Radius)),
AP-Strike 14 (E: Aura; PF: Affects Insubstantial 2,Dimensional),
Affects Insubstantial 2,Dimensional)



Combat: Attack +3 ranged +4 plasma control +6
Damage plasma control +14 (dc 29) strike +14 (dc 29)
area or aura attacks +10 (dc25) Max Slam +12 (dc 27)
Defense 16 (Flat-footed: 14) Counts Shield
Initiative +2
Grapple: +3 (Attack - +3,Strength - +0,Size - +0)

Saves: Toughness +0 Forcefield +14
Fortitude +3 Reflex +4 Willpower +4

Lifting: 100 lb.

Complications:
Fame (he was world wide news )
Phobia (afraid of the dark)
Prejudice (he's a kid)
Prejudice (Native American)
Prejudice (obvious metahuman)
Temper (he's a kid)

Drawbacks:
Full Power (plasma control; Uncommon, Minor)

Cost Summary:
Ability 14 + Skills 9 (36 Ranks) + Feats 9 + Powers 97 + Combat 14 + Saves 8 - Drawbacks -1 = 150 / 150

Size: Medium
Description:
Kid Flare is a fit, attractive young man of the Lakota people,
albeit one who glows in a five foot radius at all times, and heats a 5' radius at all times as well. The constant plasma 'aurora' around him swirls white and gold, flaring to almost blinding
intensity when he becomes emotional. He normally wears jeans, t-shirt and knee high moccasins. The t-shirt is usually some sort of solar symbol, often the Japanese rising sun.
He wears his hair (which like his eyes has been power-bleached to pale gold) in a braid to his shoulders, with a single bleached crow feather.


Tommy Brightwater was a normal, bright young American boy, living on the Standing Rock reservation, near Fort Yates, North Dakota. When he turned nine years old, he attended a traditional religious ceremony…a Sun Dance. He wasn’t old enough to actually participate, but something about the experience triggered a metahuman reaction. He gained power over superheated plasma, like that of the sun itself. His hair and eyes were bleached gold…and now he walks in a constant halo of heat and light. In the harsh winters of North Dakota, he’s like a walking piece of spring. Of course, in summer, he can be a little uncomfortable to be around.

He may be a mutant, and his power just chose then to manifest, but the medicine men of the tribe have taken his manifestation as an omen, and are training him to be a shaman.

Edit: revised and tweaked the character: I realized he was just way too fast, too one dimensional, and i'd taken drawbacks that were redundant with limitations on a couple of powers. Also, there was no point in having AP's that were more powerful than you can use at PL10 in the array, so dropped the Ap's ranks, made sure every AP had the right power feats, and grouped the powers by theme.
Last edited by JackGiantkiller on Sun Oct 14, 2007 3:58 pm, edited 1 time in total.
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Postby Libra » Wed Oct 03, 2007 6:18 am

There are some very good character concepts on this thread, Giant Killer.

Please keep producing them! 8)
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Postby JackGiantkiller » Wed Oct 03, 2007 12:56 pm

Actually, i can't help it. My brain keeps coming up with them...even when i'm not posting.
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Ishmael

Postby JackGiantkiller » Wed Oct 03, 2007 2:00 pm

Ishmael

Power Level: 6 (90 power points)

Abilities: STR 12(+1) DEX 14(+2) CON --(--) INT 14(+2) WIS 12(+1) CHA 12(+1)

Skills: Diplomacy 3 (+4), Gather Information 5 (+6), Knowledge (Arcane Lore) 5 (+7), Knowledge (History) 5 (+7), Knowledge (Tactics) 1 (+3), Knowledge (Theology and Philosophy) 5 (+7), Language (French, Portuguese, Spanish), Medicine 2 (+3), Notice 5 (+6), Sense Motive 5 (+6), Swim 1 (+2)

Feats: Assessment, Attack Specialization (Unarmed), Dodge Focus 2, Eidetic Memory, Favored Environment (shipboard)

Powers: Animate Objects 3 (F: Limited (only nautical items))
Immunity 30 (Save Effect (Fortitude))
Insubstantial 3 (Incorporeal; F: Permanent) ectoplasmic energy
Protection 6 (F: Limited (Energy Only)),
Strike 6 (E: Affects Corporeal; F: Tiring) ghost touch

Combat: Attack +3 (+5 ghost touch, +4/+6 on shipboard)
Damage ghost touch+6 (dc 21)
Defense 15 (Flat-footed: 11) defense 16 on shipboard
Initiative +2
Grapple: +4 (Attack - +3,Strength - +1,Size - +0)

Saves: Toughness +6(+0) Energy only
Fortitude +3 Reflex +4 Willpower +4

Lifting: 130 lb.

Drawbacks:
Disability (ghost;Common,Major)
Disability (servant of the whale;Uncommon,Minor)
Power Loss (daylight;Uncommon,Minor)
Weakness (holy items;Uncommon,Minor)

Cost Summary:
Ability 4 + Skills 10 (40 Ranks) + Feats 6 + Powers 57 + Combat 12 + Saves 8 - Drawbacks -7 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



This is the ghost of the Melville character, the narrator of Moby Dick. Although he survived the events of the book, he floated ashore on the coffin of his friend Queequeg, and after death, he was bound to the will of the Whale. Now his unquiet spirit haunts the docks of New Bedford, serving the Whale’s dark purpose.
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Queequeg

Postby JackGiantkiller » Wed Oct 03, 2007 2:30 pm

Queequeg

Power Level: 6 (90 power points)

Abilities: STR 16(+3) DEX 12(+1) CON --(--) INT 10(+0) WIS 12(+1) CHA 8(-1)

Skills: Climb 5 (+8 ), Intimidate 6 (+5), Knowledge (Arcane Lore) 5 (+5), Knowledge (Tactics) 2 (+2), Notice 5 (+6), Profession (sailor) 5 (+6), Survival 5 (+6), Swim 6 (+9)

Feats: All-out Attack, Attack Specialization (harpoon), Improved Critical (harpoon), Power Attack, Ranged Pin, Startle

Powers: Device (easy to lose) 1
Immunity 30 (Save Effect (Fortitude))
Protection 6 (E: Impervious)
Regeneration 1 (Resurrection (1 week); E: True Resurrection; PF: Persistent)

Combat: Attack +4 (+6 harpoon)
Damage +3 unarmed (dc 18 ) +6 harpoon (dc 21, crit 19-20)
Defense 16 (Flat-footed: 13)
Initiative +1
Grapple: +7 (Attack - +4,Strength - +3,Size - +0)

Saves: Toughness +6(+0) Impervious
Fortitude +0 Reflex +5 Willpower +5

Lifting: 230 lb.
Devices:
Harpoon (Easy to Lose): Strike 3 (PF: Mighty, Thrown)

Cost Summary:
Ability -2 + Skills 10 (39 Ranks) + Feats 6 + Powers 48 + Combat 20 + Saves 8 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



This is the resurrected corpse of the harpooner Queequeg, risen from the dead at the command of the Whale. He walks the streets of New Bedford with the ghost of Ishmael, his purpose known only to the White Devil Whale. He’s a tall, muscular South Pacific Islander. Unlike many undead, this one has few vulnerabilities.
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Postby Thorpacolypse » Wed Oct 03, 2007 6:59 pm

JackGiantkiller wrote:Actually, i can't help it. My brain keeps coming up with them...even when i'm not posting.


I've been there, my man. Compulsive Character Creation Syndrome (or CCCS) is a dangerous disease.

Just know we're all here for you.

Not to help you kick it, but to help make it worse! :wink:
Shop J-Mart!

Service with a smilie! :)
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Postby Libra » Thu Oct 04, 2007 12:30 pm

Honestly, if you'd just offer brother statters jobs at J-Mart recruitment would be much less painful! 8)

(Jack, I'll be very interested in learning how Queequeg and Ishmael ended up tied to the White Whale. That sounds like an interesting tale. . .)
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Postby JackGiantkiller » Thu Oct 04, 2007 1:49 pm

I'll cover that in the Barrow thread, soon enough.:)
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Ahab

Postby JackGiantkiller » Thu Oct 04, 2007 2:48 pm

Ahab
Image
"From hell's heart, I stab at thee."

Power Level: 10 (150 power points)

Abilities: STR 22(+6) DEX 14(+2) CON --(--) INT 10(+0) WIS 10(+0) CHA 14(+2)

Skills: Concentration 5 (+5), Drive 2 (+4), Intimidate 15 (+17), Knowledge (Arcane Lore) 5 (+5), Knowledge (the sea and whales) 11 (+11), Language (Portuguese), Profession (Sea captain) 10 (+10), Sense Motive 5 (+5), Swim 5 (+11)

Feats: Attack Specialization (harpoon), Favored Environment (shipboard), Fearless, Fearsome Presence 8 (dc 18 ), Improved Critical (harpoon) 2, Minions 20 (PL4 Zombies), Ranged Pin, Skill Mastery (Profession, Knowledge, Intimidate, Notice)

Powers: Device (easy to lose) 3
Immunity 30 (Save Effect (Fortitude))
Leaping 3
Protection 12 (E: Impervious (6);F: Limited (not vs holy items))
Super-Strength 1 (F: Limited (only at sea))
Swimming 3

Combat: Attack +5 (+6 on ship, +7/+8 harpoon)
Damage unarmed +6 (dc 21) harpoon +12 (dc 27, penetrating)
Defense 18 (Flat-footed: 14) Initiative +2
Grapple: +11 (Attack - +5,Strength - +6,Size - +0)
Harpoon Grapple +14 (Attack +8, Strength +6)
Saves: Toughness +12(+0) 6 Impervious
Fortitude +0 Reflex +7 Willpower +10

Lifting: 1,040 lb.
Devices:
Harpoon (Easy to Lose): Strike 6 (E: Penetrating;
PF: Mighty, Tethered, Thrown)

Drawbacks:
Disability (ivory peg leg; Uncommon, Minor),
Vulnerable (holy items; Uncommon, Minor),
Weakness (held at bay by holy items; Common, Moderate),
Weakness (dry land; Uncommon, Minor)

Cost Summary:
Ability 10 + Skills 16 (64 Ranks) + Feats 37 + Powers 52 + Combat 26 + Saves 15 - Drawbacks -6 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



This is the obsessed Captain, lashed forever to Moby Dick by his own hatred and by the harpoon that dragged him under. He sails the waters near Barrow on the ghostly wreck of the Pequod, with a crew of zombies somewhat reminiscent of Davy Jones' crew from Pirates of the Caribbean. He strikes at the will of the Whale, but still, he hates it, and would see it destroyed, and himself free.
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