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JoshuaDunlow wrote:This character was a request i did, turned out so well in my opinion i added it to my thread. Besides, i don't do many Villains. So here's a nice addition.Jettatore (PL 10/ 150 pp)
Real Name: Emeric Firoiu, Identity: Secret, Citizenship: Romanian, naturalized American, Profession: Criminal, Marital Status: Single, Family: Stefan Firoiu (Father), Alina Firoiu (Mother), Reka Firoiu (Sister), Bianca Firoiu (Sister), Lelia Firoiu (Sister), Age: 30, Height: 5'10", Weight: 176 lbs, Eyes: Green, Hair: Black
Abilities [34pp]: Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 17 (+3), Wisdom 26 (+8), Charisma 16 (+3)
Saves [15pp]: Toughness +4, Fortitude 5 (+5), Reflexes 5 (+6), Willpower 5 (+13)
Combat [24pp]: Base Attack +6 (+10 with sash), Base Defense +7 (+3 flatfooted), Initiative +5, Grapple +6, Knock Back -2
Attack (dc): Unarmed (dc 15), The Evil Eye (dc 15), Gypsy Magic (see below)
Skills [13pp]: Bluff 8 (+11/+15 when attractive), Concentration 5 (+13), Diplomacy 4 (+7/+11 when attractive), Gather Information 4 (+7), Knowledge: Arcane 5 (+8), Notice 5 (+13), Perform: Violin 3 (+6), Ride 2 (+3), Search 4 (+7), Sense Motive 8 (+16), Survival 4 (+12)
Feats [22pp]: Attack Specialist (Sash) 2, Attractive, Defensive Attack, Defensive Roll 3, Dodge Focus 1, Elusive Target, Equipment 1, Evade, Improved Initiative, Leadership, Minions [10, PL 4 Followers], Ritualist, Taunt
Powers [25pp]:
Gypsy Magic 10 [Array; Power Feats: Alternate Powers 3]
Emiric was born with the Evil eye, what this means he can transform people with this power. Giving them afflictions, such as blindness, loosing their voices, drains on their ability scores. Etc.. he can also influence people’s emotions just by meeting their gaze. He can also manipulate memories, and effect the outcomes of probability.
- Base: “The Evil Eye” Transform 5 [(People to Cursed Afflictions, 4pts/rank); Extra: Perception, Flaws: Sense Dependant (sight)] = 20pp
- Ap: Emotion Control 10 [Extra: Continuous, Flaw: Sense Dependant (sight)]
- Ap: Mental Transformation 10 [Memories, Extra: Continuous, Flaw: Sense Dependant (sight)]
- Ap: Luck Control 5 [Power Feats: Luck 5]
Precognition [Super Senses 4 (Flaws: Medium [cards or crystal ball])] = 2pp
Devices [21pp]:
Amulet 3 [Easy to Remove] = 9pp
Like any good Gypsy, you need an amulet to protect you against evil beings. However this amulet also makes it impossible to detect him via Telelocation as long as he wears it.
- Immunity 5 [Telelocation]
- Ward 9 [Evil Supernatural Creatures; Power Feats: Affects Insubstantial]
Sash 3 [Hard to Remove] = 12pp
Emeric’s magical sash can elongate in size up to 100’, and is practically a limb in his hands. He can grab things with it, allowing him to perform a suffocate maneuver. Its magical nature also allows him to swing and climb walls rather easily.
- Suffocate 5
- Elongation 4 [Power Feats: 1 Alternate Power]
--Ap: Super Movement 2 [Swinging + Wall Crawling]
Equipment [3ep]: Flashy Gypsy Clothing, Mask, Tarot Cards, Crystal Ball, Large Backpack, 2 more Ep’s worth of equipment.
Drawbacks [4pp]: Power loss [If he see‘s his own reflection when using the Evil Eye (Uncommon, Moderate)], Power Loss [Cannot use magic, if bound or gagged]]
Complications: Predjudice (Gypsy, may or may not affect the campaign, depending on GM)
Note:
Emeric’s code name is Italian, it means the willful intent to cast the evil eye on others. Granted this character goes well above the power level I would have put him at, but I will see what I can do with him. He’s bright, charming, and has super human intuition almost. A gypsy with a curse, which many call the Jettatore. Some times he just can’t help himself, and he uses the gypsy eye at a whim. Since he had no trust from his own family, he moved to America to start his life of crime. And has done so rather well, with a small grouping of followers who have been charmed by his free willed ways. Any other magic he possess's is ritualistic in nature, taking hours of time to perform.
Minions: These are up to you he’s got 10 minions at PL 4, which is quite a lot really. With a varying amount of skill, between all of them they can take care of each other financially. Since it’s a tight knit organization.
Headquarters and Vehicles: These have not been accounted for in his build, since he is a villain. With his minions helping, this is pretty much a freebee for this guy. Any Headquarters this guy has is going to be mobile, up to you to decide on. And vehicles are usually going to be large vans, or maybe a buss so everyone can travel with him.


baixiwei wrote:I'm curious about telelocation because, in my own build, I wanted to give her a spell that could locate anything or anyone anywhere, but didn't know how to build that. Any suggestions?

Murlynd 2.0 (PL 16 / 343pp)
Race: Quasi-Deity (Human), Profession: Magic User/Paladin
Abilities [57pp]: Strength 18 (+4), Dexterity 16 (+3), Constitution 26 (+8), Intelligence 22 (+6), Wisdom 21 (+5), Charisma 14 (+2)
Saves [30pp]: Toughness +8, Fortitude 6 (+14), Reflexes 8 (+11), Willpower 16 (+21)
Combat [48pp]: Base Attack +12 (+16 with magic, six shooters, dagger) , Base Defense +12/+16 with Dancing Sword (+6 flatfooted), Initiative +10, Grapple +16, Knock back -4, Hero Points ?
Attacks (Dc): Unarmed +4, Aura of Might (dc 17 visual area despair), Dagger +8 (19-20), Six Shooters +6 (Penetrating, 20 critical), Holy Dancing Sword +8/+12 against undead (18-20 critical, 4/8 pts penetrating)
Skills [31pp]: Concentration 15 (+20), Craft (Mechanics) 12 (+18), Craft (Artistic) 16 (+22), Knowledge (Arcane) 16 (+22), Knowledge (The Old West) 9 (+15), Knowledge (Technology) 9 (+15), Disable Device 11 (+17), Intimidate 12 (+14), Ride 9 (+12), Notice 15 (+20)
Feats [18pp]: Ascension 1, Artificer, Attack Focus (Magic) 4, Fearless, Improved Initiative, Jack of All Trades, Martial Proficiency, Minion 3 (Horse), Precise Shot, Quick Change, Speed of Thought (use INT for initiative), Ultimate Effort (Aim),
Powers [137pp]:
Quasi God Template: :
- Aura of Might [Emotion Control 7 (Extra: Area [perception]; Flaws: Despair Only, Sense Dependant [Vision])]
- Immortality [Immunity 30 (Aging 1, Life Support 9, Disease 10, Poison 10)]
- Regeneration 17 [Power Feats: Die Hard, Persistent, Regrowth; Bruised 2, Unconscious 2, Injured 2, Staggered 2, Disabled 3, Ability 4;Flaws: Limited (cannot regenerate from Artifact weapons)]
- True Sight [Super Senses 10 (True Sight); Flaws: Limited (half dc)]
- Magic Impervious [Power Resistance 10 (magic descriptor)]
Magic Mastery 16 [Variable Power, Multiple powers of the Magic Descriptor; Power Feats: Salient]
Devices [30pp]:
Magic Dagger [Easy] = 8 dp
- Strike 4 [PF: Mighty, Accurate 2, Improved Critical ]
Six Shooters [Easy] = 21pp
- Blast 6 [Projectile; PF: Split Attack 2, Ricochet, Extra: Penetrating 6]
Holy Dancing Sword [Easy] = 19dp
- Strike 8 [PF: Mighty, Improved Critical 2; Extras: Penetrating 8; Flaws: Limited (Only +4 damage against non-undead targets)]
- Shield 4
Murlynd’s Spoon [Easy] = 3pp
- Create Object 1 [PF: Innate; Extras: Permanent Duration; Flaws: Limited (Gruel), Reduced Progression 2 (1 ft cubic )]
Equipment: Anachronistic Clothing depicting the old west, with a long black duster, wide brimmed hate, and has a tin six-point star pinned on his chest.
Drawbacks [4pp]: Vulnerable [Minor (epic weapons or greater); Uncommon], Power Loss (Cannot cast magic while bound or gagged. ), Noticeable (all magic; summoning technological devices to create magic)
Background & History
Murlynd is a true character. His face is bold and handsome, his eyes deep and penetrating. His nature is seemingly rugged, independent, 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 magical dagger. Although appearing aloof and aggressive, Murlynd is actually quite gregarious, loquacious, and gentle... unless provoked.
As noted, Murlynd is prone to carry technological weapons (variously referred to as "45s," "six-shooters," and "hog legs") which he is able to employ in both left and right hands. Murlynd and Murlynd alone knows the secret of these devices and how to make them function. Each weapon sends forth three missiles per round, if he so desires. These projectiles will strike even the most magical of creatures. The range of these weapons appears to be similar to that of a light crossbow. Murlynd carries also a magical Dancing Holy Sword which he keeps either on his warhorse or strapped to his back. He can use the weapon in either hand, so in combat Murlynd might use his arcane projectile weapons one round, then draw his sword and dagger, and eventually cast a spell or use some other device while his broad sword "dances."
When casting spells, Murlynd is prone to intermix technological terminology with his incantations, sometimes with surprising results. Thus, in casting a Stinking Cloud or Wall of Fog spell he might conjure into being a strange engine which gushes forth the desired result, but for far longer and over a greater area than desired. He is known to have cast a Burning Hands which brought forth a device that spewed liquid fire, but at another time conjured a fireball of paper which burst with totally harmless effect. As he is insensitive to color differences, Murlynd's color based/employing spells are quite often bizarre in effect, and are known to be linked with technological devices which send forth the hues. Because of this technological admixture it is sometimes possible for Murlynd to cast more than one spell in a round, as the initial dweomer is provided, in part, by the art of science!
Being rather unusual, and dabbling in questionable areas, Murlynd is rather unpopular with those of his sort. He is, in fact, shunned by most. His abode is divided between several special dwellings on various planes or extra-dimensional areas. He moves about from place to place on a whim, staying for days or years as suits his mood.
Murlynd is a human magic-user of remarkable skill. He travels far and often and many a strange machine or spell can be found in his extra-dimensional house, which is located in the deserted castle Greyhawk. He has the strange habit to introduce himself with the sentence: "Greetings, traveler. I am Murlynd. That's m-u-r-l-y-n-d and not Merlin!" Thieves and would-be-assassins have often tried to kill or rob him, but most of them are never to be seen again.
Murlynd has many powerful friends and foes alike, with beings like the arch mage Mordenkainen, the quasi-deity Keoghtom and the demigod Zagyg among the former and complete nations among the later.
(A Sidebar: Murlynd does, after all, have a VCR, as per the EX2 module. One wonders what he likes to pick up each weekend at Blockbuster. Imagine him hiring a group of heroes to recover a lost and mysterious "black box with arcane lettering on the outside," which is actually a plastic-cased copy of "Blazing Saddles," now overdue after being stolen by powerful City of Greyhawk thieves who think it might be a treasure beyond reckoning. Oh, wouldn't the players have a fit if they knew. A DM would have to be a real sadist to run this in a Greyhawk campaign group....ahem.)










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