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

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Postby dwellerofthedeep » Tue Apr 29, 2008 1:12 pm

Name (s): Bandojen Artillery Construct Mark XXII (Pillarverse)
Power level: 7 (105pp) (OP: 8; DPL: 6)
Concept: An artillery-based robot
Quote: “Uphold the directive of the masters.”
Trade Off's: -2 defense, -1 attack, +3 damage

Design Specs
Designer: Dolmos Operational Manufacturing
Height: 11 feet
Weight: 600lbs

Abilities (-28pp):
Strength 14/22 (+6)
Dexterity 12 (+1)
Constitution -
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 4 (-3)

Saves (3pp):
Toughness + 7 (+5 Impervious)
Fortitude (Immune)
Reflex + 2
Willpower + 2

Combat (22pp):
Base Attack + 6/+5 (Size)
Base Defense + 5/+4 (Size)/+3 (Flatfooted)

Skills (3pp):
Stealth 2/+3 (-1 Size)
Notice 2/+2
Computers 2/+3
Disable Device 2/+3
Knowledge (Tactics, Physics) 2/+3

Feats (3pp):
Ambidexterity
Benefit 1 (Video Recording)
Improved Aim

Powers & Devices (102pp)

Immunity 30 (Fortitude Saves)
Super Strength 2
-AP: Flight 4 (Arc Only)
Leaping 3
Additional Limbs 3 (Prehensile head, two extra legs, two extra arms)
Protection 7 (Impervious 5)
Growth 4 (Continuous, Permanent, Innate)
Supersenses 3 (Darkvision, Detect Air Content 1)
Internal Storage: (Dimensional Pocket 1)
Blast +10 (Penetrating) (GMD Rifle)

-AP: Blast +7 (Autofire 2, Split Attack, Ricochet) (Twin Laser Rifles)

Background Notes
The most common class of the Bandojen combat robots is that of Artillery. These robots typically operate in small squads with close technical support though they are usually the bulk of larger forces as well.
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Postby dwellerofthedeep » Tue Apr 29, 2008 1:18 pm

Name (s): Bandojen Technician
Power level: 5 (55pp)
Trade Off's: None

Abilities (12pp):
Strength 10 (+0)
Dexterity 10 (+0)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 8 (-1)

Saves (6pp):
Toughness + 5 (+2 Impervious)
Fortitude + 4
Reflex + 2
Willpower + 4

Combat (4pp):
Base Attack + 5/+1 (Melee)
Base Defense + 5/+1 (Flatfooted)

Skills (8pp):
Notice 2/+4
Craft (Mechanical) 5/+8 (+10 with tools)
Craft (Electronic) 5/+8 (+10 with tools)
Pilot 4/+4
Computers 4/+7
Disable Device 4/+7
Knowledge (Technology) 6/+9
Research 1/+4
Drive 1/+1

Feats (12pp):
Dodge Focus 4
Ranged Attack Focus 4
Equipment 4

EQUIPMENT
Master Work Electrical and Mechanical Tools (+2 to both) (2ep)
Bandojen Tool Vest (Protection 1 (Subtle 1) Linked: Datalink 3) (5ep)
Laser Pistol (Blast +3 (Split Attack, Improved Range, Ricochet)) (9ep)
Arc Lifts (Flight 2 (Arc Only, Full Round Action)) (1ep)
PDA (1ep)
Com Link (1ep)
Flash Goggles (1ep)

Powers & Devices (17pp)

Bandojen Racial Traits (17pp)
Shrinking 4 (Permanent, Innate, Normal Strength)
Protection 2 (Impervious)


DRAWBACK
Disability (20ft Base Speed) (4pp)

Notes
This is a basic Bandojen of the combat formations who tends to robots in the field.
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Postby dwellerofthedeep » Thu May 01, 2008 2:45 am

Image

Name (s): Skaul Fedorah Knights (FA)
Power level: 7 (105pp)
Concept: An order of Wizard Knights who combine into Fedorah forms
Trade Off's: None

Abilities (26pp):
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2)

Saves (9pp):
Toughness + 7
Fortitude + 6
Reflex + 5
Willpower + 4/+11 (Mind Shield)

Combat (20pp):
Base Attack + 7
Base Defense + 7/+2 (Flatfooted)

Skills (5pp):
Notice 4/+5
Knowledge (Magic, Tactics) 4/+6
Knowledge (Civics) 2/+4
Sense Motive 5/+6
Intimidate 5/+6

Feats (13pp):
Dodge Focus 4
Ritualist
Power Attack
Defensive Attack
Improved Block
Improved Sunder
Startle
All-out Attack
Equipment 3

EQUIPMENT
Sword (Strike +3, Mighty, Improved Critical) (5ep)
Plate Mail (Protection 4) (4ep)
Sword Breaker Knife (Strike +1, Mighty, Thrown, Improved Critical, Weapon Break, Improved Block) (6ep)

Powers & Devices (36pp)

Device 4 (Hard to Lose) - Sacra Helmet (16pp)
Mind Shield 7
Immunity 5 (Interaction Skills)
Emotion Control 7 (Fear Only, Sense Dependent: Sight, Area: Burst)

-AP: Emotion Control 2 (Fear Only, Sense Dependent: Sight, Area: Burst, Action: Free Action, Aura)
-The Sacra Helmet allows normal humans to fight without the face of their spirits. This protects the wearer and unnerves those around him if he focuses on that aspect.

Sacra Knight Magic Array (18pp)
Blast +7 (Homing 1)

-AP: Super Speed 3 (Wall Running)
-AP: Telekinesis +7 (Precise)
-AP: Nullify +7 (All Magic within Range)
-Sacra Knights wield only a little magic but what they have they make the most of.

Sacra Form Power Suite (2pp)
Morph 2 (Any Humanoid Form, Full Round Action, Metamorph 1 (Elemental Sacra Form)


DRAWBACKS
Power Loss (Magic) (When Unable to Speak) (3pp)

Notes
Elite minions of the highest caliber, Sacra Knights come in teams divisible by exactly 3. Six and nine are probably the best of the realistic numbers for fighting heroes.

Image

Name (s): Elemental Sacra Form (FA)
Power level: 7 (105pp)
Trade Off's: None

Abilities (30pp):
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 12 (+1)

Saves (10pp):
Toughness + 7
Fortitude + 7
Reflex + 6
Willpower + 5

Combat (20pp):
Base Attack + 7
Base Defense + 7/+2 (Flatfooted)

Skills (4pp):
Notice 4/+5
Sense Motive 6/+7
Diplomacy 6/+7

Feats (7pp):
Dodge Focus 4
All-out Attack
Power Attack
Takedown Attack

Powers & Devices (34pp)

Sacra Elemental Power Suite (28pp)
Protection 3
Energy Aura 4
Strike +3 (Mighty 3, Extended Reach)

-AP: Nullify +7 (One Spell at a time)
-AP: Transmit 7 (Water)

Fedorah Sacra Power Suite (4pp)
Gestalt 3 (Flaw: Feedback, Extra: Power Level Increase (+1/Character Added if all have this power).

-AP: Regeneration 3 (Bruised 1, Injured 2)

Sacra Form Power Suite (2pp)
Morph 2 (Any Humanoid Form, Full Round Action, Metamorph 1 (Human Form)


Image

Name (s): Skaul Fedorah Form (FA)
Power level: 10 (135pp)
Concept: The Fedorah of 3 Skaul Knights’ Sacra Forms
Trade Off's: None

Abilities (30pp):
Strength 18/26 (+8)
Dexterity 16 (+3)
Constitution 18/22 (+6)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 12 (+1)

Saves (10pp):
Toughness + 10
Fortitude + 9
Reflex + 6
Willpower + 6

Combat (14pp):
Base Attack + 10/+6 (Without Wire Strike)
Base Defense + 10/+1 (Flatfooted)

Skills (5pp):
Notice 4/+6
Knowledge (Magic) 4/+5
Intimidate 8/+9

Feats (15pp):
Attack Specialization 2 (Wires)
Dodge Focus 9
Takedown Attack 2
Power Attack
Improved Disarm
Startle

Powers & Devices (60pp)

Skaul Fedorah Form Power Suite (60pp)
Growth 4 (Continuous, Permanent, Innate)
Protection 4 (Impervious)
Wires - Strike +2 (Mighty 8, Penetrating 2, Extended Reach 4, Improved Critical)
Immunity 9 (Interaction Skills, Suffocation, Poison)
Blast +10 (Distracting)

-AP: Nullify +10 (One Spell at a time)
-AP: Snare +10 (Entangle)
-AP: Dazzle +10 (Visual)

Notes
This Fedorah Form is a common one. It’s not really all that powerful but forms like these allow weaker wizards to compete with greater ones in teams.
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Postby dwellerofthedeep » Thu May 01, 2008 4:33 am

Name (s): Philius Brood, Immortal Fiend (Version 2; FA)
Power level: 10 (150pp)
Concept: An immortal who chose darkness over light
Quote: “If the right takes, and the left gives, is it a surprise that I am right-handed?”
Trade Off's: None

Description: Philius’ skin is white as paper, and with his head shaved except for a single topknot, he gives the impression of being more than a little unhealthy, as he never tans or changes in coloration. Philius wears a back belt and robe from the waist down but usually goes without much other clothing, beyond the black armor on his right arm and a red cape affixed to that.

Abilities (28pp):
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 14 (+2)

Saves (11pp):
Toughness + 10/+3 (Flat Footed)
Fortitude + 7
Reflex + 7
Willpower + 5

Combat (22pp):
Base Attack + 10/+8 (Without Hand of Death)
Base Defense + 10/+2 (Flatfooted)

Skills (16pp):
Acrobatics 10/+13
Stealth 8/+11
Intimidate 8/+10
Sense Motive 8/+10
Diplomacy 2/+4
Research 1/+3
Investigate 4/+6
Knowledge (Magic, Tactics) 5/+7
Notice 6/+8
Gather Information 4/+6
Survival 3/+5

Feats (26pp):
Dodge Focus 7
Defensive Roll 7
Power Attack
Improved Block
Equipment 2
Improved Disarm
Sneak Attack
Accurate Attack
Defensive Attack
Startle
Instant Up
Acrobatic Bluff
Attack Specialization 1 (Hand of Death)

EQUIPMENT
Sword (Strike +3, Improved Critical, Mighty) (5ep)
Armguard (Enhanced Feats: Weapon Bind, Improved Block, Improved Disarm) (3ep)
Finger Blades (Strike +1, Mighty, Subtle 1, Drawback: Lethal Only (-1)) (2ep)

Powers & Devices (50pp)

Immortal Fiend Power Suite (10pp)
Immunity 5 (Sleep, Fatigue)
Immortality

- Philius' terms of immortality are the best of both worlds of Cyrus Bode and Deckard Hadrian, having none of the drawbacks of Hadrian while retaining his ability to function without sleep. In addition he appears to be actually impossible to kill as he recovers from any wound.

Hands of Life and Death Power Suite (33pp)
Hand of Death: Death Touch +10 (No Save, Improved Critical 2)

-AP: Hand of Life: Healing 10 (Total, Resurrection, Regrowth, Persistent, Others Only)
-Philius’ right hand will slay those it strikes and his left will heal grievous wounds.

Lesser Magician Power Suite (7pp)
Leaping 4 (Dynamic)

-DAP: Speed 4
-Philius knows only a few speed oriented tricks, he is a warrior far more than a mage.

DRAWBACKS
Power Loss (Lesser Magic, and Hands of Life and Death; When Unable to Gesture) (2pp)
Power Loss (Full Power: Hands of Life and Death) (1pp)

Complications
Hatred (Deckard Hadrian, Cyrus Bode)
Enemy (Cyrus Bode)
Care Free Manner (Doesn’t like to worry)

History and Background
Born a mortal only seventy years ago, Philius Brood is the youngest of the three immortals he knows of. He became immortal at the age of eighteen when, unbeknownst to him, a man entered the town he was living in and put a mark on his door. The mark was drawn in blood taken from an unknown but certainly inhuman donor. Philius’ growth changed from that point on, directed toward the immortal prerogative. Today, with his seventy-first birthday approaching, and himself none the worse for wear, Philius seeks to live it up; after all, what’s the point of eternity if you can’t enjoy it? He’s never wondered about being chosen by the stranger on his eighteenth birthday because he is not the sort to look a gift a horse in the mouth. In any case, Philius is all too often pressed by the law or the other two immortals to do something with himself or at least refrain from the more bizarre of his pleasures. Philius never questions his own actions and believes that mortals have no right to. Of course he simply hates the other immortals, though he doesn’t understand that the blood that marked him immortal belonged, in part, to both of them. The world is his oyster and Philius Brood is set to take everything he can from it.
Last edited by dwellerofthedeep on Sat Jun 14, 2008 4:00 am, edited 1 time in total.
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Postby dwellerofthedeep » Fri May 02, 2008 12:49 pm

Name (s): Damien Lode (Pillarverse)
Power level: 7 (105pp)
Concept: A Bandojen Vice-Master of Industry
Quote: “Not a heart of steel, but of stone.”
Trade Off's: -2 defense, +2 toughness

Description: Damien looks likes a typical Bandojen Bureaucrat, stocky and dwarfish with and only 3 feet tall. He has dirty blonde hair and green eyes. Damien’s carapace is dark and heavy compared to most Bandojens and is one of the symptoms of the nerve-reaction disorder common among the Valor “Bloodline”.

Abilities (26pp):
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 16 (+3)

Saves (10pp):
Toughness + 9 (+8 without armor)
Fortitude + 7
Reflex + 5
Willpower + 4

Combat (16pp):
Base Attack + 7/+3 (Without Graviton Rod)
Base Defense + 5/+3 (Flatfooted)

Skills (15pp):
Computers 8/+12
Bluff 4/+7
Knowledge (Tactics, Business, Technology) 8/+12
Notice 6/+7
Sense Motive 6/+7
Craft (Mechanical) 8/+12
Pilot 4/+5

Feats (15pp):
Attack Specialization 2 (Bandojen Graviton Rod)
Sneak Attack
Improved Block
Improved Defense
Evasion 2
Master Plan
Defensive Attack
Inventor
Equipment 5

EQUIPMENT
Graviton Rod - Telekinesis 6 (Dynamic) -DAP: Strike +2 (Mighty) -DAP: Stun 4 (Ranged) -DAP: Trip 4 (Knockback, Ranged) -DAP: Blast 6 (21ep)
Cell Phone (1ep)
Bandojen Clean Suit (Protection 1, Stacking) (2ep)
PDA (1ep)

Powers & Devices (21pp)

Bandojen Racial Traits (21pp)
Shrinking 4 (Permanent, Innate, Normal Strength)
Protection 4 (Impervious)


DRAWBACK
Disability (20ft Base Speed) (4pp)
Coward Reflex (Will Save DC 15 whenever threatened or be affected as if by intimidation) (4pp)

Notes
Damien Lode is the Vice Master of Industry for Clan Company Mantregear. He runs a lot of the businesses associated with manufacturing and grain production in the Caphodel forests within their borders. These statistics do not include his considerable military command as he also manages deployment of defense troopers for the company.

On the Valor Bloodline: This is an order of inherited genetic disorder very rare except amid the clans of the civilized southwest. Its characteristics are a heavy carapace and increased nervous reactions.
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Postby dwellerofthedeep » Fri May 02, 2008 1:18 pm

Image

Name (s): Iron Man (Movie)
Power level: 10 (150pp)
Quote: “I am Iron Man.”
Trade Off's: -2 attack, +2 damage, -2 defense, +2 toughness

Abilities (30pp):
Strength 12/30 (+10)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 20 (+5)
Wisdom 16 (+3)
Charisma 18 (+4)

Saves (8pp):
Toughness + 12/+1 (Without Armor)
Fortitude + 4
Reflex + 4
Willpower + 5

Combat (16pp):
Base Attack + 8/+6 (Without Targeting Software)
Base Defense + 8/+1 (Flatfooted)

Skills (19pp):
Computers 11/+18
Craft (Mechanical, Electronic) 13/+18
Knowledge (Technology) 13/+18
Knowledge (Business) 6/+11
Knowledge (Tactics) 2/+7
Pilot 4/+5
Bluff 4/+8
Diplomacy 4/+8
Sense Motive 4/+7

Feats (20pp):
Dodge Focus 6
Inventor
Equipment 7
Wealth 5
Attractive

EQUIPMENT
Iron Man Suit Arsenal (Added Flaw: Available in Suit Only)
Rockets (Blast +10, Penetrating, Area: Burst, Flaw: Unreliable (5 uses) (20ep)
Stun Darts (Stun +10, Range: Ranged, Unreliable 2: 3 Uses, Split Attack 4, Homing 1) (10ep)

HQ – Mansion (5ep)
Toughness +5/Size: Medium Structure
Features: Workshop, Lab, Machine Production Center, Living Space

Powers & Devices (60pp)

Device 15 (Hard to Lose) - Iron Man Armor Mk II (60pp)
Enhanced Strength 18
Super Senses 3 (Tracking 1, Dark Vision)
Enhanced Feats 2 (Ranged Combat Focus 2)
Immunity 5 (Heat and Cold, Pressures and Flying Environmental Conditions)
Protection 11 (Impervious 9)
Repulsors: Blast +12 (Dynamic)

-DAP: Flight 12

DRAWBACKS
Weakness (Removal of Chest Magnet; Can Kill) (2pp)
Power Loss (Iron Man Suit; Removal of Chest Magnet) (1pp)

Notes
Movie Iron Man is fairly low-powered compared to his comic book counterparts but what can you expect when he is just starting out. I loved the movie so I figured I’d stat him up. My desire to get him in at PL 10 (150pp) led me to look for alternative to add a bunch of extra weapons to his suit. I think the equipment with the suit only flaw is a good addition and it makes sense to me. He doesn’t use the rockets or stun darts often enough for permanent powers but they’re different enough to not be power stunts in my opinion.[/b]
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Postby dwellerofthedeep » Sat May 03, 2008 4:45 am

dwellerofthedeep wrote:Image

Name (s): Sun Wu Kong, Monkey King (BOSS)
Power level: 15 (500pp) (OPL: 12.5; DPL: 17.5)
Concept: A mighty monkey king of legend.
Quote: “Back from the west.”
Trade Off's: -5 Attack, +5 Toughness

Description: Sun Wu Kong is about man sized after his return from the journey to the west with Guanyin. He is, of course, a monkey, however and is very playful as well as being extremely cunning.

Abilities (86pp):
Strength 14 (+2)
Dexterity 20 (+5)
Constitution 20 (+5)
Intelligence 20 (+5)
Wisdom 28 (+9)
Charisma 34 (+12)

Saves (21pp):
Toughness + 20 (17 Impervious)
Fortitude + 13
Reflex + 14
Willpower + 13

Combat (50pp):
Base Attack + 10
Base Defense + 15/+8 (Flatfooted)

Skills (60pp):
Bluff 20/+32
Intimidate 20/+32
Sense Motive 20/+29
Concentration 20/+29
Acrobatics 20/+29
Climb 10/+12
Notice 20/+29
Stealth 20/+25
Survival 10/+19
Handle Animal 20/+32
Knowledge (Religion, Magic) 20/+25
Knowledge (Pop Culture, Tactics) 10/+15

Feats (20pp):
Animal Empathy
Jack of All Trades
Frightful Presence 10
Second Chance (Acrobatics)
Improved Block
Improved Critical (Sword)
Taunt
Power Attack
Accurate Attack
Defensive Attack
Takedown Attack

Powers & Devices (253pp)

Protection 15 (Impervious) (30pp)
-Having eaten the pills of indestructibility the monkey king is virtually invincible.

Immunity 15 (Aging, Heat/Cold, Life Support) (15pp)
-With the pills of immortality and his own natural immunities, the monkey king is capable of appearing virtually anywhere and being comfortable.

Shapeshift 10 (Flaws: Full Round Action, Natural Creatures and Objects Only) (60pp)
-With his training by the monk Patriarch Sudohi behind him, Wu Kong has mastered the 72 earthly transformations allowing him to change into any natural object or creature.

Monkey King Power Suite (45pp)
Superstrength 8 (Ground Strike, Shockwave, Super Breath, Bracing)
Climbing 2
Leaping 20

-AP: Leaping 10 (Free Action)
Additional Limb (Prehensile Tail)
-Having mastered the cloud somersault and being born of stone, the monkey king is extraordinarily strong and fast. In addition, his tail and monkey hands allow him to climb quickly and provide an additional limb.

Monk Suite ((59pp)
Duplicate 17 (Progression 2) (Up to 5x 255pp Monkey Duplicates)
Create Object 5 (Innate, Precise, Subtle)

-During his training with Patriarch Sudohi Wu Kong acquired the ability to change his hairs into duplicates of himself and many other things for that matter.

Device 1 (Hard to Lose) – Phoenix Feather Cap (4pp)
Regenerate 5 (+4 Recovery Bonus, Recover from Death 1/Week)

-Given to him by the Jade Emperor in an attempt to appease him, this item only made Wu Kong bolder.

Device 2 (Hard to Lose) – Cloud Walking Boots (8pp)
Flight 10 (Gliding)

-Another gift from the Jade Emperor, Sun Wu Kong can combine these boots with his cloud somersault to gain near complete flight.

Device 6 (Easy to Lose) – Sword of Sun Wu Kong (18pp)
Strike +13 (Mighty 4, Penetrating)

-Stolen during his stay in heaven, this sword can kill even gods.

Device 4 (Easy to Lose, Indestructible) Ru Yi Bang (13pp)
“That’s Ru Yi Bang. It’s not a toothpick”
Enhanced Feats: Minion 20
Minion: Growth 20, Shrinking 20, Immovable 3, No Attack, Immobile (Str: 10, Dex: - Con: – (Immune), Int: 20 Wis: 6 Cha: 10, Toughness +20 (Impervious), Weight: 6.5 tons (When Full Sized))

-Stolen from the Eastern Dragon King, Ru Yi Bang is an intelligent staff that can shrink to be the size of a toothpick (while Wu Kong keeps it in his ear), or grow to be as tall as heaven.

Complications
Honor – Buddhist Oaths
Playful – Tends to toy with people if he can

History and Background
See the Journey to the West and Monkey King articles on Wikipedia. This was once one troublesome monkey.


The Monkey King gets a major update in preparation for a possible fight.
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Postby dwellerofthedeep » Sat May 03, 2008 7:03 am

An old, worn looking cuss squatted on the dirt path before him. The creature has a pair of long ears and a single drooping eye in the center of its long nosed face. Below the nose-holes, under its eye a toothy mouth opened in the sort of smile Philip guessed only a thing with no conscience could have. The cuss’ teeth were silver at their points but grew duller the further down the base one looked. Philip caught the creature’s eye. It looked at him squarely. The eye was mournful but the mouth still grinned. Philip closed his eyes.
“Aren’t you afraid I’ll eat you?” the cuss said.

Name (s): Cull (Eternity Part II)
Power level: 6 (75pp)
Trade Off's: None

Abilities (10pp):
Strength 12/18 (+4)
Dexterity 12 (+1)
Constitution 12/15 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 12 (+1)

Saves (9pp):
Toughness + 6/+4 (Flatfooted)
Fortitude + 5
Reflex + 4
Willpower + 4

Combat (8pp):
Base Attack + 6/+3 (Ranged)
Base Defense + 6/+1 (Flatfooted)

Skills (3pp):
Stealth 4/+5
Intimidate 4/+5
Notice 4/+5

Feats (10pp):
Defensive Roll 2
Dodge Focus 5
Melee Combat Focus 3

Powers & Devices (36pp)

Cuss Power Suite (36pp)
Claw and Teeth: Strike +2 (Mighty 4)
Protection 2
Growth 3 (Continuous, Permanent, Innate)
Super Senses 8 (X-ray Vision, Detect Electronics, Detect Heat, Darkvision)
ESP 5 (Visual Only, Dynamic)


DRAWBACKS
One Eye (-20 foot range increment with all ranged attacks) (1pp)

Notes
Cusses are a byproduct of technomagical integration common in the badlands and ruin zones. They are ill-tempered and dislike people but are terrified of the static eye they have seen and it may even be the source of their distemper.
Mechanically they are pretty much a basic minion but they can take a human down without much difficulty. Against supers of most descriptions they don’t stand a chance.
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Postby dwellerofthedeep » Sat May 03, 2008 7:05 am

Random Mutants and Masterminds Character Generator (Version 2.0)
Steps
0. Roll for or choose power level (1d20 = Power Level)
1. Roll for # of Power Suites
a. Trading any number of power suites for enhanced ability suites may take place at any point after this but before final cost of the suite has been determined.
2. Randomize base powers for each suite.
3. Roll 1d10 for each base power. On 10 they do not meet normal power caps. Roll a d20 to determine its power level in that case.
4. Roll 1d4 for each suite, on a 1 there are no alternative powers, on a 2-4 roll on the table to determine how many.
5. There is a 50% chance for the power to have associated effects. If it does roll for # of Associated powers
6. There is a 50% chance for the power to have extras. If it does roll for how many there are. The player may choose which, and if all extras available are used.
7. There is a 50% chance for the power to have power feats. Roll to determine how many. The player may choose which, and if all power feats available are used.
8. A power has a 25% chance to have a flaw if its base plus extras cost is under 3 points per rank. This increases to 50% chance if the power costs 3 or more power points per rank and 75% chance if the power costs more than 7 power points per rank. Roll to determine how many flaws the power has. The player may choose which flaw or flaws but all flaws must be used.
9. Players may add drawbacks voluntarily to a power and if they do add the power points returned to there pool for determining feats, skills, saves, attack bonus and defense bonus.
10. Determine final cost of powers.
11. Repeat steps 2, 5, 6, 7, and 8 for alternative powers. The player may add extras, power feats, flaws and drawbacks to fit the alternative power to the cost of its base power. Note that while the player may add flaws they may not remove randomly generated flaws.
12. Repeat steps 5, 6, 7, and 8 for associated powers.
13. Randomly generate ability scores. Standard method is 4d6 six times drop lowest arrange as desired.
14. A player has 5 Times a characters power level worth of power points to spend on skills, feats, attack bonus and defense bonus. This number may be increased by drawbacks and by trading in alternative powers at a value of 1pp per standard alternative power and 2pp per dynamic alternative.
15. Determine the properties of any enhanced ability score suites. If necessary roll for alternative powers or trade in enhancements for density and/or growth ranks.
16. Total all costs
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Postby dwellerofthedeep » Sat May 03, 2008 7:14 am

Random Character Tables

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Postby dwellerofthedeep » Sat May 03, 2008 7:20 am

If anyone has any tips, suggestions or questions about the random character generator I'd love to listen or answer them.

Don't be shy now. :)
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Postby Libra » Sun May 04, 2008 4:51 am

Hmmm. . .it's interesting to see you try your hand at a superhero dweller, you don't do that sort of thing very often. :D
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Postby JoshuaDunlow » Sun May 04, 2008 8:38 am

That's an interesting chart, however i feel that randomly rolling up tose power feats, extras, and flaws for the characters. The charts are going to high in the number of possibilities. Take any character that is made as an example, and find a power that isn't an array that doesn't have more than 4 of anything.
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Postby dwellerofthedeep » Sun May 04, 2008 10:03 am

It's true I find it more useful as an idea generator than as a real character maker. It didn't take too long to make and I'll admit that it doesn't do that much. The power feat generator is especially bad but I was too lazy to build in specific power feats per power.
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Postby Thorpacolypse » Sun May 04, 2008 4:53 pm

That's an interesting concept. I'll have to peruse it more detail and give more in depth feedback, but at first glance, I think your assessment is right in that it would be more of an idea generator than a character generator.
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