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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby JoshuaDunlow » Tue Nov 27, 2007 8:29 am

I always wondered what your signature refered too..
now i know! :wink:
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Postby luketheduke86 » Tue Nov 27, 2007 4:26 pm

Once again Libra a GREAT idea...though unfortunately Indie wouldnt stand a snowball's chance...

and on a side note Thorp that is an awesome Darkness pic and i my new desktop wallpaper 8)
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Postby JoshuaDunlow » Tue Nov 27, 2007 4:54 pm

Well i got an idea, we could always recreate the scene in Kazad Dum on the bridge?! I do have a Gandalf build on Aisle 4!
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Postby JoshuaDunlow » Tue Nov 27, 2007 4:55 pm

And now on Aisle 4, we have Smaugh the Golden! Perhaps he could face off against the Balrog.

Image
Picture by John Howe

Quote: "My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"

Smaug the Golden (Dragon), Power Level:13 (240pp), Minion: 18, Trade Offs: -3 Attack, for +3 Damage, -3 Defense for +3 Toughness
Abilities [31pp]: Strength 34 (+12), Dexterity 16 (+3), Constitution 28 (+9), Intelligence 17 (+3), Wisdom 14 (+2), Charisma 18 (+4)
Saves [23pp]: Toughness +16 (+7 Impervious), Fortitude +15, Reflexes +10, Willpower +12
Combat [22]: Base Attack +6 (+8 Melee, +10 Firebreath), Base Defense +10 (flatfooted +2), Initiative +3, Grapple +31, Knockback -20, Damage Fire Breath (16), Acid Spit (11), Wing Buffet (16), Bite (13), Claws (14), Tail (15)
Skills [9pp]: Intimidate 10 (+20), Knowledge (History) 8 (+11), Notice 12 (+14), Stealth 0 (-9), Survival 6 (+8)
Feats [20pp]: Attack Specialist 2 (Fire Breath), Attack Focus (melee) 2, Dodge Focus 5, Fearless, Fearsome Presence 6, Light Sleeper, Startle, Take down Attack, Uncanny Dodge 1 (hearing)
Powers [145pp]:
Additional Limbs 1 [Tail] ; Blast 16 [Fire Breath; Power Feats: Precise, Alternate Power (Acid 11 "Caustic Saliva"; Power Feats: Extended Reach 3, Extra: Penetrating), Alternate Power (Trip 16"Wing Buffet"; Extras: Cone); Extras: Cone] ; Comprehend 3 [Languages] ; Flight 4 ; Growth 12 [Power Feats: Innate, Flaws: Permanent] ; Immunity 5 [Fire]; Mind Control 6 [Hypnotic Eyes; Flaws: Sense Dependant (sight)] ; Protection 7 [Jewelled Hide; Extra:Impervious] ; Strike +1 [Bite (piercing); Power Feats: Mighty] ; Strike +2 [Claws (piercing); Power Feats: Mighty] ; Strike +3 [Tail; Power Feats: Mighty, Extras: Ground Strike 7] ; Super Senses 8 [Extended Acute Vision, Acute Accurate Hearing, Scent, Track] ; Super Strength 1 [Heavy Load 11,200 lbs]
Drawbacks [5]: Weakspot (Jewelled Hide; Left Breast) , Noticeable (Protection) 1, Powerless (flight; Wings); Weakness [Cold makes him Lethargic; Moderate Intensity , Frequency Uncommon]
Complications: Fondness for Riddles, Dragons require a lot of sleep to be active, sometimes up to a century at the minimum.
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:06 pm

Image

The Twins (PL 8 /163 pp)
Abilities [15pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+1)
Saves [19pp]: Toughness +5 (+1 flat), Fortitude 7 (+8), Reflexes 6 (+8), Willpower 6 (+8)
Combat [28pp]: Attack +6 [+8 Melee], Defense +8 [+4 flatfooted], Initiative +10, Grapple +5, Knock Back -2
Attack (dc): Unarmed +1, Sneak Attack (+2 bonus to appropriate attack), any weapons as necessary
Skills [8pp]: Drive 4 (+6), Intimidation 6 (+6), Knowledge (Streetwise) 4 (+5), Notice 6(+8), Stealth 12 (+14)
Feats [23pp]: All out Attack, Attack Focus (Melee) 2, Defensive Roll 4, Elusive Target, Equipment 4, Improved Initiative 2, Improved Grab, Improved Overrun, Quick Draw, Set up, Sneak Attack 2, Startle, Take down Attack, Track
Powers [70pp]:
Ghosting 5 [Container; PF: Innate]
· Insubstantial 3
· Flight 1
· Enhanced Feat (Fearsome Presence) 6
Healing 8 [PF: Persistent, Regrowth, Triggered 2 (when the twin becomes corporeal); Extra: Total, Energizing, Action (Free, +3); Flaws: Limited (Must become corporeal to use power), Range: Personal] = 44pp
Equipment: 20 ep's worth of weapons


Builders Notes:
Well here they are the albino matrix twins, a pair of very scary assassins who are immune to most physical. And have the ability to instantly heal just by ghosting. The reason why their powers are Innate, is because this program was unplugged from the matrix and still held its abilities.

In the updated version, regeneration gets knocked out and replaced with the healing power.
Last edited by JoshuaDunlow on Tue Mar 02, 2010 9:20 am, edited 1 time in total.
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Postby JackGiantkiller » Tue Nov 27, 2007 5:07 pm

Nice Smaug, Josh.
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:10 pm

Thank you Jack.
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:14 pm

On Aisle 11, we have Major Corbin Dallas. In our Fifth Element Display.

Image
"Uh.. well its like Die Hard but in space. "
What can you say about Korben Dallas? He's a newyork cab driver, that used to be a Major in the Federated Armies as an elite forces special unit. And gets drug into a plot to save the entire universe from Darkness. Along the way, he meets and gets the girl. And gets into a number of crazy fight scenes, that earns him the "Die hard" Feat.

Major Korben Dallas, Power Level 6 (78pp), Concept: Newyork Cabdriver, Trade offs: -1 DC for +1 Attack; -1 Defense, +1 Toughness
Abilities [21pp]: Strength 13 (+1), Dexterity 13 (+1), Constitution 18 (+4), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 11 (+0)
Saves[10pp]: Toughness +4 (+7), Fortitude +7, Reflexes +5, Willpower +5
Combat [20pp]: Combat Bonus +5 [+7 ranged], Defense Bonus +5 [+2 flatfooted], Initiative +1, Hero Points 3
Skills [8pp]: Acrobatics 5(+6), Bluff 5(+5), Drive 7(+8), Intimidate 4 (+4), Knowledge (Tactics) 5(+6), Pilot 6(+7)
Feats [19pp]: Accurate Attack, Assessment, Attack Focus (Ranged) +2, Connected, DieHard, Distract (Bluff), Dodge Roll 3, Ellusive Target, Equipment 2, Improved Critical (Firearms), Luck 2, Precise Shot, Taunt, Ultimate Effort (Toughness save)
Equipment [10ep]: Heavy Pistol [+5 damage, 50' range, Ballistic]
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:15 pm

On Aisle 11, we have Leeloo on our Fifth Element Display.

Image
Quote: "Korben Dallas Multi Pass"
Leeloo, The perfect being, Power Level: 6 (84)
Abilities [30pp]: Strength 15 (+2), Dexterity 20 (+5), Constitution 16 (+3), Intelligence 11 (+0), Wisdom 16 (+3), Charisma 13 (+1)
Saves [10pp]: Toughness +3 [+6 Defensive Roll], Fortitude +8, Reflexes +8, Willpower +5
Combat [8pp]: Base Attack +2 [+6 Melee], Base Defense +6 [+1 flatflooted], Initiative +5, Hero Points 3
Skills [3pp]: Acrobatics 11 (+16), Languages 1 [Native Divine; English]
Feats[23pp]: Accurate Attack, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Improved Block, Improved Critical (Unarmed), Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Instant Up, Power Attack, Stunning Attack, Take Down Attack,
Powers [10pp]: Divine Being 2 [Container; Contains: Leaping 1; Enhanced Feat 3 (Luck 2, Ultimate Save [Reflexes]); Immunity 1 (Disease; Flaw: Limited )]; Super Strength 1; Regeneration 3 (Recovery Bonus)]
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:17 pm

On Aisle 13, we have Elminster from the Forgotten Realms.

Image

Elminster
The chosen of Mystra, and Wizard.
PL: 18
Trade Offs: -2 to hit, +2 damage DC

Abilities
Strength 13 (+1), Dexterity 18 (+4), Constitution 24/14 (+7), Intelligence 32/24 (+11), Wisdom 18 (+4), Charisma 17 (+3)

Saves:
Toughness +14/+7, Fortitude +17, Reflexes +13, Willpower +17

Skills:
Craft (Chemical) 21 (+27), Acrobatics 2 (+6), Climb 4 (+5), Concentration 25 (+29), Diplomacy 3 (+6), Handle Animal 4 (+7), Medicine 4 (+8), Stealth 4 (+8), Intimidate 8 (+11), Knowledge (Arcane) 21 (+32), Knowledge (Geography) 16 (+27), Knowledge (History) 11 (+22), Knowledge (Theology) 6 (+17), Notice 9 (+14), Perform (Dance) 3 (+6), Search 4 (+14), Sense Motive 7 (+11), Swim 4 (+5)


Feats:
Artificer, Attack Specialization 2 (Magic), Benefit: Status 4 (Chosen of Mystic), Benefit: Wealth 3, Contacts, Eidetic Memory, Fearless, Improved Initiative, Luck 2, Reknown 4, Ritualist, Well Informed

Powers:
Immunity 31 [Ageing, Disintegration, MInd Reading, Drain (wis), Fire, Kinetic, Time Manipulation] ~See the bottom of this post to find out more about silver fire~
Magic 22 [Extras: Wide x 2 (double the pp total); Feat: Dynamic]
-DAP: Silver Fire [Blast (Arcane Force); Extras: Area (Line), Penetrating]
-DAP: Silver Cloud [Blast (Arcane Force); Extras: Area (Burst), Penetrating]
-DAP: Purging [Nullify (any powers of the magic descriptor)
-DAP: Teleport [Feats: Progression 3; Extras: Portal; Flaws:Long Range]
(Choose 8 more powers)

Chosen of Mystra [Enhanced Constitution 10, Enhanced Intelligence 8]

Devices:
Devices 5 [Hard to loose items]
-Ring of Protection [Protection +7; Extra: Impervious 3]
-Ring of Regeneration 16 [+4 Recovery Bonus, Recovery (Bruised 2, Unconscious 2, Injured 2, Staggered 2, Disabled 2), Ability Damage 2; Feats: Persistant, Regrowth; Flaw: Cannot recover from Fire or Acid]
-Mantle of Spell Resistance 5 [Acts like Mind Shield except vs. Magical Effects]
Devices 3 [Easy to loose items]
-Long Sword of Thundering [Strike +7; Feats: Accurate 2; AP: Dazzle (sound); Extra: Penetrating 4]
-Elminster's Eversmoking pipe [Illusion 1 (sight only)]

Combat:
Base Attack Bonus +12 (+16 with Spells)
Base Defense Bonus +7
Initiative +10

Drawbacks: Elminster can cast spells without gestures or vocal components, so he does not have the usual wizard drawback.

Total Cost: Abilities (44pp) + Saves (33pp) + Skills (39pp) + Feats (21) + Powers ( 95 pp)
+ Devices (29pp) + Combat (38pp) = 296 pp

Background & History
Early Years: 212 - 241
For a long time Elminster's true parentage was thought to be unknown. It is now known that he was a prince of Athalantar, born to the house of Aumar in 212 DR. His father Elthryn was a prince and the true heir to the Stag Throne, but his mother Amrythale Goldsheaf was a mere foresters daughtter. Both were slain in 224 DR when a dragon attacked the small village where they lived The empire of Athalantar lay deep in the high Forest, north and East of the Unicorn Run. Its’ capital, Hastarl, stood on the site of the present-day settlement of Secomber and was a city of many powerful magic users. It is believed that Elminster learned at least the rudiments of his magic from his contacts here including Myrajala "Darkeyes," the half-elven adventuress.

He also speaks of Arkhon "the Old," perhaps the foremost human sage (and a mage of note, too) in the North at the time, and it's suspected that he took tutelage under Arkhon in Waterdeep. What is clear is that by the time he left the north Elminster was already an accomplished and skilled magician. He had forged a close bond with Mystra, who not only guided him but also granted him many unique magics.

Myth Drannor: 241 - 331
In the year 241 DR Elminster left the north and travelled to the Elven Empire of Cormanthyr. Disguised as a noble elf and wearing a “stolen” telíkiira (granted him by the dying Lord Alastrarra), the young prince Elminster Aumar, surprised many with his boldness and skill with magic, but he angered many more with his mere presence. After a number of tests by both the noble House Alastrarra and the Coronal himself, the prince-mage was found to be ShaíQuessir, an elf-friend.

Elminster’s early time in Myth Drannor was difficult to say the least. He learned much of the intrigue and hypocrisy that existed among many of the elven noble houses, as he came close to losing his life because of them. Despite a public pronouncement and vindication by Eltargrim himself, there were many who saw not a mage eager to learn of the TelíQuessir but a “Hairy One” whose presence foretold only doom.

Those who opposed the Coronal’s unification of the races tried time and again to manipulate Elminster into being a tool they could use against the Coronal’s stance. Numerous attempts were made to frame him with crimes unspeakable to the elves (and thereby use that as evidence against the Coronal's proposal of unification). These plots rarely lasted long, thanks to Mystra’s aid and the friends the young mage made among the more level-headed elves of the Coronal's Court. The grand plan of unification marched ahead despite all the machinations of the nobles or the magical mishaps that followed the young Elminster. Indeed his role as Mystra’s agent only further emboldened the Coronal and the Elven Court to move ahead with an alliance.

For the next two decades beyond, Elminster learned more of magic under the tutelage of the Masked (one of the most mysterious of mages in Cormanthyr or any of her contemporary realms) and the equally powerful and mysterious Srinshee. In fact, Elminster taught as much as he learned, for the magics granted him by Mystra and his own travels were new to the elves, who were just as hungry for knowledge as he.

The records now become unclear. It seems he may have left the city at times during this 20 year period to travel the realms, possibly in the complany of Alais, an elven woman.

In the year 261 DR, Elminster was one of the many mages who helped raise the mythal of protection around Myth Drannor, although he was only one of the tertiary mages. Following this there is a long period when Elminster remained in Myth Drannor steadily growing on lore and maturity. When the Harpers at Twilight were formed in 324 Elminster was one of their number.

After Leaving Myth Drannor 331 - present day
In 331 at Mystra’s bidding Elminster left the elven city for the first time in 70 years. He traveled, initially with Alais, ranging more widely about the Realms than any man alive had at the time. At length Alais took him over the sea to Evermeet, the island kingdom of the elves. There she remained, to pass away, and he returned, changed in outlook and humor, to visit one keep of learning after another, quietly scoring the libraries of the Realms - and discreetly furthering his arts under the tutelage of such mages as Torose and Shalane of Taerloon.

It is thought that at this time he mastered and completed whatever processes he thought necessary for his own longevity for Elminster then dropped out of sight for centuries, doubtless into seclusion at some haunt of his own devising, to experiment in magery on his own, develop some of his spells, and create magic items. At some point during this time, he is known to have tentatively explored some of the lower planes.

In the latter part of the 7th Century DR Elminster returned to the city of Myth Drannor which by then was in the midst of war. The Shrinshee had left, the mythal was failing and her people were downhearted and dismayed. Elminster both berated and heartened the troops before he left once more.
He returned to public view, in Waterdeep, and began to operate as a sage for hire, and to take on apprentices. Then, as now, he retained only those he liked and thought fit: the adventuress Laeral, founder of The Nine; Alustriel, who was later to become ruler of city of Silverymoon; the witch Sulune, who became the wife of Aumry, lord of Shadowdale; and Murask of Neverwinter. Since then Sylune's husband was slain, and Elminster answered her call for aid by coming to Shadowdale, where he helped to overthrow an evil usurper and quell an uprising of drow from the depths. Elminster loved the peace and beauty of the dale, its nearness to the Elven Court, and its simple folk, and he stayed. Thereafter, he taught the bard Storm Silverhand, Sylune's sister, and aided The Simbul and Khelben Arunsun for the first time, working together against evil magery from Thay, Mulmaster, and Zhentil Keep- foes that have remained, in one form or another, to this day.

During the Time of Troubles, he saved Toril by holding Mystra's power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic.

It is suspected that he had a hand in raising the present Lords of Waterdeep (a secretive group that includes Khelben Arunsun) to power, and in forming the Harpers, but there is no hard evidence, and Elminster just smiles and winks now and then when queried. He has often aided mages, and elves in particular, over the last half century or so, but has taken few apprentices, and less of a hand in open politics.

Taken from Forgotten Realms Hall of Heroes, TSR 1989, adapted with reference to and additional material added from the more recent material outlined in the References section, which was provided by the folks at http://myth-drannor.net/DlabraddathNet/z-istar/Main.htm.



Silver Fire
In the fantasy world of the Forgotten Realms, silver fire is to one among the special abilities the Chosens of Mystra are gifted with.

Once per hour, a Chosen of Mystra can unleash from within his or her body a beam of magical whitish flame known as silver fire (which is also used as a general name for the overall power invested in each of her Chosen by the goddess). This beam is 5 feet wide and can be made to extend as far as 70 feet if desired. No magical or physical barrier has been discovered that can stand up against it, and the beam inflicts tremendous damage on all beings struck by it. Any nonliving object touched by the beam is utterly destroyed. An individual also can choose to expel the silver fire in the shape of a cloud that fills a cone-shaped area 5 feet in diameter at its base, up to 70 feet long, and up to 70 feet across at its widest. This silver cloud causes no damage, but banishes dead magic areas forever, instantly restoring such an area's connection with the Goddess of All Magic. This use of the silver fire is extremely rare, since Mystra considers it an emergency action only.

The silver fire also can be activated within the body of a Chosen to purge all external magical and psionic compulsions from that person. And, once per day, an individual can teleport without error to the last location where he or she used the silver fire in any of its forms.

It should also be noted that, silver fire is composed of pure Weave Magic energy, thus the clashing of silver fire with the Shadow Magic would cause the multiverse to unravel itself, tearing the fabric of the world, causing huge dimensional rifts between the planes, as was happened in Shadowdale in the Year of Wild Magic (DR 1372), when Elminster was fending off several invading Shadow Princes, who were actually shadow-mattered creatures. His silver fire did vaporize one of them, but also created a rift between Toril and the Nine Hells. Elminster jumped into the Nine Hells and sealed the rift from there, but such an act also burned all his magical energies and left him entirely helpless in the Hells. Only with the help of the Simbul did the archmage finally escape.

You can find out more about silver fire and the forgotten realms by going to this site http://en.wikipedia.org/wiki/Category:Forgotten_Realms_stubs
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:19 pm

On Aisle 14, in our Greyhawk display we have Murlynd.

Murlynd (Quasi Diety)
Power Level: 20
Trade off: +4 Damage DC with Magic, -4 Attack ; +4 Toughness Limit/-4 Defense

This character was extremly hard, my only reference for the character was from the old "greyhawk glossary" apart of the old yellow box sot.
I actually found some info on Wikipedia.


Abilities: (43 pp)
Strength 18 (+4), Dexterity 16 (+3), Constitution 18 (+4), Intelligence 22 (+6), Wisdom 15 (+2), Charisma 14 (+2)

Saves: (20pp)
Toughness +4, Fortitude +6, Reflex +8, Willpower +15

Skills: (26pp)
Concentration 12 (+14), Craft (Mechanics) 8 (+14), Craft (Magic Items) 16 (+22), Knowledge (Arcane) 16 (+22), Knowledge (The Old West) 6 (+12), Knowledge (Technology) 6 (+12), Disable Device 8 (+14), Intimidate 12 (+14), Ride 5 (+8), Notice 15 (+17)

Feats: (53 pp)
Ambidexterity, Attack Specialization "Six Shooters" 2, Artificer, Attractive, Ritualist, Benefit (Status) 6 "Quasi Deity", Benefit (Wealth) 4, Improved Initiative, Precise Shot, Quick Change, Ultimate Effort (Aim), Jack of all Trades, Fearless, Equipment (20, weapons & headquarters), Minion 3 (Horse), Archaic Weapons Proficiency (MM), Renown 6 (MM), Speed of Thought (MM)

Powers: (92pp)
Magic 24 (70pp)
-The effects of murlynd's spells are very obvious, as he seems to conjure mechanical effects to help him create the effects that he intends. (First Spell is dynamic) Since all his spells are dynamic he has a pool of 48 pp's.
-11 Additional Spells (All dynamic): Communication, Create Object, Blast (fire), Forcefield, Teleportation, Healing, Illusion, Stun, Super Movement (Dimensional), Summon, Disintegration, Snare
Mind Shield 6 (6pp)
Protection 6 (6pp)
-Extras: Impervious
-Limited to magical attacks.
Immunity 10
-Ageing, Lifesupport


Devices: (21pp)
Devices 8 (Easy to Remove; 21pp)
Magic Dagger (7pp)
-Strike 4
--Feats: Mighty, Accurate x 2
Six Shooters (21pp)
-Blast (projectile) +9
--Feats: Penetrating, Split Attack x2 (up to three attacks), Ricochet
Holy Dancing Sword (13pp)
-Strike 8
--Feats: Mighty
--Power: Shield 4
--Extras: Penetrating
--Flaws: Limited (Penetrating against Unholy Only)

Combat: (48pp)
Base Attack Bonus +12 (+16 with his Six Shooters, Dagger)
Base Defense Bonus +12 (+16 with dancing holy sword)
Initiative +10

Drawbacks:
Power Loss (Cannot Cast Spells, while bound or gagged) - 3pp

Total Cost: Ability (43) + Saves (20) + Skills (26)+ Feats (53) + Powers (92)+ Devices (21) + Combat (48)- Drawbacks = 300

Anything with a (MM) is from the Masterminds Manual.

Background & History
Murlynd is a true character. His face is bold and handsome, his eyes deep and penetrating. His nature is seemingly rugged, independant, taciturn. His broad muscular frame is typically clad in garments of another time and world, that of the "Old West. " His waist is girded by a leather belt containing weapons of technology, as well as a dagger. Although appearing aloof and agressive, murlynd is atually quite gregarious, loquacious, and gentle, unless provoked.


Murlynd's Spoon
-Create Object 1
-Feats: Innate
-Extras: Permanent Duration (+3)
-Flaws: Limited (Gruel)
-Drawbacks: Reduced Progression (2) "1 ft. Cubic"
Total Cost: 3 ep

"When placed into a bowel, or other container like a mug. Creates a gruel like substance, that takes like wet carboard. But is enough to make a grown man full, and well nourished for 1 day. " :lol:
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:23 pm

On Aisle 14, in our Moorcock section. We have Elric Melnibone, and Stormbringer.

Image

Elric of Melnibone, Concept: Melnibone Emperor turned Instrument of Chaos, Power Level: 7 (82pp), Trade Off: -1 Attack, +1 DC

Abilities [14pp]: Strength 14/10 (+2), Dexterity 12 (+1), Constitution 12/8 (+1), Intelligence 17 (+3), Wisdom 14 (+2), Charisma 13 (+1)
Saves [11pp]: Toughness +3, Fortitude +5, Reflexes +3, Willpower +8
Combat [12pp]: Attack Bonus +3 (+5 Melee/Magic, +7 with Stormbringer), Defense Bonus +3 [+1 flatfooted/+7 with spell], Initiative +5, Damage: Stormbringer [+7 damage, vampiric 5, penetrating 6, drain (Con) 5]
Skills [14pp]: Bluff 4 (+5/+9 Attractive), Diplomacy 4 (+5/+9 Attractive), Concentration 7 (+9), Knowledge: Arcane 9 (+12), Knowledge: Civics +6 (+9), Knowledge: Theology 6 (+9), Language 2 [Melnibone, Common, Draconic], Ride: Dragon 4 (+5), Ride: Horse 4 (+5), Search 4 (+7), Notice 6 (+8)
Feats [16pp]: Attack Focus (Melee) 2, Attack Specialist (Magic) 1, Attractive (Albinoism), Benefit 5 (Status: Emperor), Demonic Influence*, Defensive Roll 2, Improved Initiative, Minions 2 (Horse), Ritualist
Powers [22pp]:
Magic 8 [Power Feats: Affects Insubstantial]
Base Affect: Summon Demons 8 [Extra: Heroic, Flaws: Attitude (Indifferent)]
Super Senses 2 [Magic Awareness (Ranged)]
Drawbacks[7pp]: Albinoism

I am not sure of his equipment, since i have only read the very first book. So i didn't include any.
I know that the magic of the setting is based on summon demons, and affinities with certain demons. So Thats the base effect for his magic, but i gave space for 3 more powers up to the GM to decide what they might be.
* The demonic influence feat grants him a +4 to social interactions/per rank with demons only. Helps when he needs his magic to work.

Albinoism has the following drawbacks:
-Weakness in Sunlight [-1 to checks, attack, and defense every hour; Moderate Intensity, Very Common]
-Skin Cancer [UV light Exposure; Takes 1 lethal wound every hour of exposure; Minor Intensity,Frequency Very Common]
-Vulnerable [Light Attacks; Minor Intensity (+1DC), Frequency Common]



Stormbringer, PL 12 (207pp), Minion 14, Trade Off: -3 Attack, for +3 DC, - 3 Defense, +3 Toughness
Abilities [42pp]: Strength 22 (+6), Dexterity 12 (+1), Constitution 20 (+5), Intelligence 16 (+3), Wisdom 16(+3), Charisma 16(+3)
Saves [27pp]: Toughness +12/+15 impervious in Sword Form, Fortitude +12/+0 in sword form, Reflexes +12, Willpower +12
Combat [32pp]: Base Attack +9, Base Defense +9 [+3 Flatfooted], Initiative +6
Skills [6pp]: Intimidate 8 (+11), Knowledge (Arcane) 10 (+13), Notice 6(+9)
Feats [3pp]: Dodge Focus 2, Improved Initiative, Power Attack, Startle
Powers [105]:
Demonic Template 7 [Container]
Immunity 23 [Acid, Aging, Cold, Diesase, Electricity, Fire, Poison]
Protection 7
Strike 4 [Power Feats: Mighty]
Alternate Form 14 [Sword; Power Feat: Restricted (Melnibone Royalty)]
Construct: No Str, Dex, or Con (-54); Impervious Toughness 15, Immunity 30 [Fortitude Effects] = 6 pp
Strike 5 [Power Feats: Accuracy, Mighty, Innate, Improved Critical 2 (18-20), Affects Insubstantial; Extra: Vampiric 5, Penetrating 6, Extra: Linked to Drain 5 (Constitution); Flaws: Only when wielded] = 21pp
Enhanced Feat: Rage 2 [Extra: Affects Others; Flaw: Limited (Affects Wielder only)] = 2 pp
Emotion Control 7 [Extra: Area (Burst), Flaws: Fear Only, Flaw: Sensory Dependant (see wielder of the sword)] = 7pp
Enhanced Strength +4 [Extra: Affects Others; Flaws: Only Wielder]
Enhanced Constitution +4 [Extra: Affects Others; Flaws: Only Wielder]
Boost 6 [Traits, Attack, Defense; Power Feats: Progression 6 (one day); Extra: Affects Others, Total Fade, Extra: Linked to Strike; Flaw: Must kill with a stormbringer, Affects only the wielder of the sword]

Drawbacks [-8]: Cannot Speak in Sword Form, Cannot Move In Sword Form
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JoshuaDunlow
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:26 pm

On Aisle 14, in our DragonLance section we have Raistlin from his beginnings.

Image

Raistlin Majere, Concept: Human Wizard of the Red Robes, Power Level: 5 (69pp), Home land: Solace, Family: Gilon Majere (Father, deceased), Rosamun Majere (Mother, deceased), Caramon (Brother), Kitiara Uth matar (Half Sister), Age: 25, Hair: White, Eyes: Hourglass, Skin: Gold

Abilities [7pp]: Strength 8 (-2), Dexterity 12 (+1), Constitution 6 (-2), Intelligence 18 (+4), Wisdom 13 (+1), Charisma 10 (+0)
Saves [3pp]: Toughness -2, Fortitude -2, Reflexes +1, Willpower +4
Combat [6pp]: Base Attack +1 ( +5 Magic), Base Defense +2 (+1 flatfooted), Initiative +5
Skills [8pp]: Bluff 4(+4), Concentration 4 (+5), Craft (Chemical) 4 (+8), Knowledge (Arcane) 5(+9), Notice 4 (+5), Ride (Horse) 3 (+4), Search 4 (+8), Sleight of Hand 4 (+5)
Feats [6pp]: Attack Specialist (Magic) 2, Equipment 2, Improved Initiative, Ritualist

Powers [21pp]:
Gold Skin
-Power Resistance 3 [Powers of the Magic Descriptor] = 6pp
HourGlass Eyes
-Detect [Can see the true nature of time as it affects all things; Visual] = 1pp
Wizard Training
-Detect [Magic (visual); Acute, Accurate] = 4pp
Magical Skill*
-Magic 6 [Power Feats: Affects Insubstantial, 3 additional spells; Flaws: Distracting] = 10pp
--Base: "Magic Missile" [Blast 2(Power Feats: Split Attack, Improved Critical 1; Extra: Perecption, Penetrating )]
--AP: "Magic Shield" [Shield 3 and Forcefield 4 (Extra: Impervious)]
--AP: "Sleep" 4 [Stun (Power Feats: Selective; Extra: Sleep, Area: Burst)]
--AP: "Charm Person" 4 [Mind Control; Extra: Continuous]

Devices [21pp]:Staff of Magius 5 [Device; Easy to Remove; Power Feats: Restricted to Wizards, Extra: Immunity to Fire]
-Strike 3 [Power Feats: Mighty, Improved Critical 2 (18-20)] = 6pp
-Super Movement* [Slow fall 1; Extra: Immunity 5 (Falling Damage)] = 7pp
-Environment Control 4 [Light (nullifies darkness)] = 4pp
-Strike 2 [Fire; Extra: Penetrating, linked: Drain (toughness) 2] = 6pp
-Super Movement 1 *[Water Walking (parting water to walk across)] = 2pp

Equipment [7ep]: Wizard's Robes (+1 toughness), SpellBook (1), Material Components (1), Knife (4)
Drawbacks [-3]: Power Loss [Cannot use magic without gestures or speech; Powers with a * sign, are affected by this]
Complications: Coughing Fits, Superiority Complex, Lack of Respect for anyone, Soft heart for those weaker than Others

I decided to build Raistlin at the beginning of the series; Later on i can work on upgrades. But i wanted to start at the bottom with him. It was too intimidating to create him later in his years, and then id' have to figure out where exactly. I honestly tried to go for PL 4 with raistlin. But i upd him to PL 5 to have more flexibility with his magic.
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Postby JoshuaDunlow » Tue Nov 27, 2007 5:27 pm

On Aisle 14, in our Shannara Series we have the Rugged Allanon.

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Allanon, Power Level: 10 (126pp), Race: Human, Concept: Druid, Age: 500 , Height: 7'0", Weight: 270 lbs, Hair: Black, Eye: Green, Family: Bremen (Adopted father)

Abilities [39pp]: Strength 17 (+3), Dexterity 12 (+1), Constitution 18(+4), Intelligence 17 (+3), Wisdom 22 (+6), Charisma 13 (+1)
Saves [12pp]: Toughness +5, Fortitude 4 (+8), Reflexes 2 (+3), Willpower 6 (+12)
Combat [12pp]: Base Attack +6 (+8 staff), Base Defense +6 (+3 flatfooted), Initiative +1, Grapple +9, Knockback -2
Damage (Dc): Unarmed (+3), Druid Fire (+10 fire)
Skills [24pp]: Climbing 7(+10), Concentration 10 (+16), Handle Animal 9 (+10), Intimidation 4 (+5), Knowledge: History 9 (+12), Medicine 6 (+12), Notice 9 (+15), Profession: Druid 14 (+20), Search 7 (+10), Sense Motive 2 (+8), Survival 13 (+19), Swim 6 (+9)
Feats [14pp]: Animal Empathy, Attack Specialist (Staff) 1, Benefit (Status: druid) 1, Connected, Equipment 1, Favored Environment (Forest) 2, Favored Opponent 2 (Ethereal Creatures), Improved Initiative, Jack of all Trades, Ritualistic, Ultimate Skill: Survival, Well Informed
Powers [28pp]:
Druid Sleep (4pp)
Druids may enter a form of suspended animation, which grants the Immunity to aging while they are asleep. This power allows them to state a specific amount of time for which to sleep, once they enter this sleep. They cannot be awakened accept with a DC 30 Concentration check. While in this Druid Sleep, they are immune to all environmental conditions. This provides immunity to the following factors while they are asleep: Aging, disease, poison, cold temperatures, hot temperatures, suffocation (low oxygen conditions), starvation, thirst.
Druidic Magic 10 [Power Feats: Affects Insubstantial, 3 additional spells] (24pp)
The druids of Shannara's most common offerense magic, is Druid Fire. Which not only can inflict damage, it can counter spells, and boost current magic already in existance that resides in other objects. They can leave their bodies in a invisible spirit form as well.
Base: Druid Fire [Blast 10]
-AP: Druid Fire Counter 10 [Nullify (All Magic)]
-AP: Druid Fire Magic Boost 6 [Boost (Magic Descriptor; Power Feat: Extended Reach 2 [15']; Extra: Total Fade; Flaws: Others Only)]
-AP: Invisibility [Astral Form 4]
Equipment [4pp]: Staff [+2 damage], Druid Robes [+1 toughness]
Drawbacks [3pp]: Powerless [Cannot cast spells if bound or gagged]
Complications: Never completely honest, Preserving Knowledge, and Preventing Strife

Now there have been many requests for Allanon, but i have never read the books. So the statistics based here are what i was able to find in my searches on the net. I hope this statistics meet with your approval. And i am sure their are many other forms of magic available to Allanon, but this is what my information was able to come up with. I think i have done this character some justice, and im sure others can build on anything i dont have information about with the finaly 24 pp's still unspent towards his PL 10 limits.
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Postby Elric » Tue Nov 27, 2007 8:00 pm

JoshuaDunlow wrote:On Aisle 14, in our Moorcock section. We have Elric Melnibone, and Stormbringer.

Elric of Melnibone, Concept: Melnibone Emperor turned Instrument of Chaos, Power Level: 7 (82pp)

PL 7? My namesake would lose to Indiana Jones (a PL 7 and built on more points)?

JoshuaDunlow wrote:Indiana Jones, Dr. Heny Walton Jones Jr, Profession: Adventurous Archeologist, Power Level: 7 (121pp)

Stormbringer, PL 12 (207pp), Strike 5 [Power Feats: Accuracy, Mighty, Innate, Improved Critical 2 (18-20), Affects Insubstantial; Extra: Vampiric 5, Penetrating 6, Extra: Linked to Drain 5 (Constitution); Flaws: Only when wielded] = 21pp

Well, maybe not :wink:
3e Builds, 2e Builds, Index of 2e Official Rules Answers & General Resources (includes character creation and fight examples)
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