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St1tch

Postby Praetorian » Thu Mar 12, 2009 2:44 pm

St1tch
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We're never gonna survive, unless...we get a little crazy

PL: 7
PP: 110

Abilities: STR 11; DEX 14; CON 13; INT 15 WIS 14; CHA 15

Saves: Tough 1; Fort 2; Ref 4; Will 2

ATK: 4
DEF: 3
INI: 2

FEATS: All-out Atk; Benefit (4 ranks; Alt. Identity-1; Status-3); Contacts; Distract (3 ranks); Eidtic Memory; Equipment (2 ranks);
Fascinate (5 ranks); Fearsome Presence (3 ranks); Hide in Plain Sight; Move-by Action; Seize Initiative; Taunt;
Teamwork (4 ranks); Well-informed

POWERS:
Device: Effects board (5 ranks, Easy to Loose)
-Sonic Control (10 ranks)
--AP:Emotion Control (10 ranks; Extras: Area {Cone}; Flaws: Limited {Auditory};)
--AP:Dazzle (6 ranks; Extras: Area {Burst})
Summon: "The Army"* (1 rank; Extras: Horde, Fanatical; Feats: Progressive x 13)

Skills: Concentration 13; Perform 15; Sense Motive 12

Equipment: Performance costume and variable props (8 ep)
Tour Bus + trailer (14 Ep *note: because of their status as a band, they split the cost of the bus between them. St1tch has 2 ep of the bus. The rest is divided evenly among the rest of the band)

Complications: Fame, Hatred (Slipknot), Enemy (Slipknot)

Back Story: St1tch is probably one of the more reconized members of the band, after the lead singers. He is very out-spoken, and loves to be ALL OVER a stage, from top to bottom.

**Mushroomhead sound effects expert St1tch.
St1tch, like Benis, needs a device (his effects board) to give him the majority of his powers, though he still gets the Summon power without it.
Last edited by Praetorian on Thu Mar 12, 2009 3:17 pm, edited 1 time in total.
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Skinny

Postby Praetorian » Thu Mar 12, 2009 2:46 pm

Skinny
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Fools and Criminals, far from minimal, yet both have earned their dues

PL: 7
PP: 110

Abilities: STR 11; DEX 14; CON 13; INT 15 WIS 14; CHA 15

Saves: Tough 1; Fort 2; Ref 4; Will 2

ATK: 4
DEF: 3
INI: 2

FEATS: All-out Atk; Benefit (4 ranks; Alt. Identity-1; Status-3); Contacts; Distract (3 ranks); Eidtic Memory; Equipment (2 ranks);
Fascinate (5 ranks); Fearsome Presence (3 ranks); Hide in Plain Sight; Move-by Action; Seize Initiative; Taunt;
Teamwork (4 ranks); Well-informed

POWERS:
Device: Drum Kit (5 ranks, Easy to Loose)
-Sonic Control (10 ranks)
--AP:Emotion Control (10 ranks; Extras: Area {Cone}; Flaws: Limited {Auditory};)
--AP:Dazzle (6 ranks; Extras: Area {Burst})
Summon: "The Army"* (1 rank; Extras: Horde, Fanatical; Feats: Progressive x 13)

Skills: Concentration 13; Perform 15; Sense Motive 12

Equipment: Performance costume and variable props (8 ep)
Tour Bus + trailer (14 Ep *note: because of their status as a band, they split the cost of the bus between them. Skinny has 2 ep of the bus. The rest is divided evenly among the rest of the band)

Complications: Fame, Hatred (Slipknot), Enemy (Slipknot)

Back Story: Skinny is the dread-locked drummer for Mushroomhead

**Drum Master Skinny.
Skinny needs a device (his drums) to give him the majority of his powers, though he still gets the Summon power without it.
Last edited by Praetorian on Thu Mar 12, 2009 3:19 pm, edited 1 time in total.
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Shmotz

Postby Praetorian » Thu Mar 12, 2009 2:48 pm

Shmotz
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I want to hate you, treat you, kill you like I've had enough

PL: 7
PP: 110

Abilities: STR 13; DEX 14; CON 13; INT 13 WIS 14; CHA 15

Saves: Tough 1; Fort 2; Ref 4; Will 2

ATK: 3
DEF: 4
INI: 2

FEATS: All-out Atk; Benefit (4 ranks; Alt. Identity-1; Status-3); Contacts; Distract (3 ranks); Eidtic Memory; Equipment (2 ranks);
Fascinate (5 ranks); Fearsome Presence (3 ranks); Hide in Plain Sight; Move-by Action; Seize Initiative; Taunt;
Teamwork (4 ranks); Well-informed

POWERS:
Device: Keyboard (5 ranks, Easy to Loose)
-Sonic Control (10 ranks)
--AP:Emotion Control (10 ranks; Extras: Area {Cone}; Flaws: Limited {Auditory};)
--AP:Dazzle (6 ranks; Extras: Area {Burst})
Summon: "The Army"* (1 rank; Extras: Horde, Fanatical; Feats: Progressive x 13)

Skills: Concentration 13; Perform 15; Sense Motive 12

Equipment: Performance costume and variable props (8 ep)
Tour Bus + trailer (14 Ep *note: because of their status as a band, they split the cost of the bus between them. Schmotz has 2 ep of the bus. The rest is divided evenly among the rest of the band)

Complications: Fame, Hatred (Slipknot), Enemy (Slipknot)

Back Story: Schmotz is St1tch's "partner in crime", as they alot of the performance together, from Water Drums to flash-light works.

**Mushroomhead's very own "mozart" Schmotz.
Schmotz, like Benis, needs a device (his keyboard) to give him the majority of his powers, though he still gets the Summon power without it.
Last edited by Praetorian on Thu Mar 12, 2009 3:19 pm, edited 1 time in total.
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Pig Benis

Postby Praetorian » Thu Mar 12, 2009 2:50 pm

Pig Benis
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I sense your the only one

PL: 7
PP: 110

Abilities: STR 12; DEX 15; CON 14; INT 14 WIS 14; CHA 13

Saves: Tough 1; Fort 4; Ref 2; Will 2

ATK: 4
DEF: 3
INI: 2

FEATS: All-out Atk; Benefit (4 ranks; Alt. Identity-1; Status-3); Contacts; Distract (3 ranks); Eidtic Memory; Equipment (2 ranks);
Fascinate (5 ranks); Fearsom Presence (3 ranks); Hide in Plain Sight; Move-by Action; Seize Initiative; Taunt;
Teamwork (4 ranks); Well-informed

POWERS:
Device: Bass Guitar (5 ranks, Easy to Loose)
-Sonic Control (10 ranks)
--AP:Emotion Control (10 ranks; Extras: Area {Cone}; Flaws: Limited {Auditory};)
--AP:Dazzle (6 ranks; Extras: Area {Burst})
Summon: "The Army"* (1 rank; Extras: Horde, Fanatical; Feats: Progressive x 13)

Skills: Concentration 15; Perform 15; Sense Motive 10

Equipment: Performance costume and variable props (8 ep)
Tour Bus + trailer (14 Ep *note: because of their status as a band, they split the cost of the bus between them. Pig Benis has 2 ep of the bus. The rest is divided evenly among the rest of the band)

Complications: Fame, Hatred (Slipknot), Enemy (Slipknot)

Back Story: Pig Benis is the mighty bassiest for the Metal tour-de-force that is Mushroomhead.

**Ok, so I've done Mushroomhead bassiest Pig Benis.
Unlike the two lead singers, Nothing and Waylon, Benis needs his Bass Guitar to give him the majority of his powers, though he still gets the Summon power without it.
Last edited by Praetorian on Thu Mar 12, 2009 3:20 pm, edited 1 time in total.
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Gravy

Postby Praetorian » Thu Mar 12, 2009 2:52 pm

Gravy
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Dig in deep inside yourself, you never knew your own wealth

PL: 7
PP: 110

Abilities: STR 11; DEX 14; CON 13; INT 15 WIS 14; CHA 15

Saves: Tough 1; Fort 2; Ref 4; Will 2

ATK: 4
DEF: 3
INI: 2

FEATS: All-out Atk; Benefit (4 ranks; Alt. Identity-1; Status-3); Contacts; Distract (3 ranks); Eidtic Memory; Equipment (2 ranks);
Fascinate (5 ranks); Fearsome Presence (3 ranks); Hide in Plain Sight; Move-by Action; Seize Initiative; Taunt;
Teamwork (4 ranks); Well-informed

POWERS:
Device: Guitar (5 ranks, Easy to Loose)
-Sonic Control (10 ranks)
--AP:Emotion Control (10 ranks; Extras: Area {Cone}; Flaws: Limited {Auditory};)
--AP:Dazzle (6 ranks; Extras: Area {Burst})
Summon: "The Army"* (1 rank; Extras: Horde, Fanatical; Feats: Progressive x 13)

Skills: Concentration 13; Perform 15; Sense Motive 12

Equipment: Performance costume and variable props (8 ep)
Tour Bus + trailer (14 Ep *note: because of their status as a band, they split the cost of the bus between them. Gravy has 2 ep of the bus. The rest is divided evenly among the rest of the band)

Complications: Fame, Hatred (Slipknot), Enemy (Slipknot)

Back Story: Gravy is the guitarist for Mushroomhead, and can be noticed by his " dried corpse" mask

**master of Ceremonies on strings, Gravy.
Gravy needs a device (his guitar) to give him the majority of his powers, though he still gets the Summon power without it.
Last edited by Praetorian on Thu Mar 12, 2009 3:21 pm, edited 1 time in total.
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Anubis

Postby Praetorian » Thu Mar 12, 2009 2:58 pm

Anubis
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I will NOT lay down for anyone, neither mortal or deity

PL: 20
PP: 300

Abilities: STR: 16 (23*, 31**); DEX: 15 (25*); CON: 13(19*,23**); INT: 17; WIS: 19; CHA: 15
*=with armour, **=after growth

Saves: Tough: 1 (+17*, +19**); Fort: 3 (+6*, +10**); Ref: 5 (+5*); Will: 4 (+ 11* for mental effects)
*=with armour, **=after growth, += in ADDITION to present save

Atk: 5 (Melee: 8, Ranged: 9, +6 to blast atk)
Def: 9 (15*, 14**)
Ini: 10

Feats: All-out Atk; Artificer; Atk Focus: Melee (3 ranks); Atk Focus: Rnged (4 ranks); Atk Spclztn: Blast (3 ranks); Defensive Atk; Dodge Focus (4 ranks); Fearsome Prescense (3 Ranks); Improved Grab; Improved Grapple; Improved Initiative (2 ranks); Move-by Action; Power Atk; Ritualist; Stunning Atk; Weapon Break

Powers:
Device (41 ranks, 205 EP, hard to loose)

Helm of Anubis
--Mind shield (11 ranks)
--Awareness: Divine (1 rank)
--Awareness: Magical (1 rank)
--Darkvision (2 ranks)
--Scent (1 rank)
--Ultra-Hearing (1 rank)

Pectoral of Anubis:
--Drain: Con (5 ranks)
--Immunity: Life support (9 ranks)
--Immunity: Magic (5 ranks)
--Immunity: Aging (1 rank)
--Enhanced Con (6 ranks)

Gauntlets of Anubis:
--Blast: Magic (8 ranks; Feats: Split Atk)
--Enhanced Str (7 ranks)
--Strike (9 ranks; Feats: Mighty)

Fauld & Tuille of Anubis:
--Protection (13 ranks)
--Acute Awareness: Neatherworld (2 ranks)
--Enhanced Dex (10 ranks)
--Growth (4 ranks: +8 str, +4 Con)
--Energy Absorption: Healing (5 ranks, Healing)

Greaves of Anubis:
--Permeate (2 ranks)
--Dimensional Movement (2 ranks)
--Boost: Defense (6 ranks)
--Immovable (9 ranks, Unstoppable)

Staff of Anubis:
--Summon Mummies (1 rank; Feats: Progressive x3, Horde
Fanatical, Undead Type)
--Teleport: Accurate (4 ranks, x2 progressive)
--Strike: Mighty (4 ranks)
--Blast: Magic (4 ranks, penetrating)

Skills: Climb 15 (18*); Concentration 12; Craft (Artistic) 15; Craft (chemistry) 15; Diplomacy 10; Intimidate 14; Knowledge (Tactics) 17; Knowledge (Arcane Lore) 15; Notice 14; Search 11; Sleight of Hand 10 (15*)

Back Story: History has little detail on the military leader known as Kamose. What is known about him is that he used a desert oasis to to launch a series of attacks against the Hyksos, A tribe that established an empire that lasted some 70 years along the lower plains, through the 13th and 14th dynasties. What history does not record, and what few beyond Kamose knew, was that his victory is not to be attributed to tactics and the oasis alone.

Several days after setting camp at the oasis, a soldier in Kamoses force discovered an underground entrance along the bank of the oasis. Kamose himself, along with several men, delved into what turned out to be a tomb of incredible size. Kamose had the men leave the tomb immediately, but upon his first step upon the ramp leading to the surface, the stone beneath him gave way and he plunged down into depths that no man has seen in a thousand years.

Coming to several hours later, Kamose found his way to a large hall, lined with what seemed to be suits of armour, each fashioned after the gods themselves. Kamose laid his hands upon the closest of the sets, one that was in the shape of Anubis. He felt a great desire to done the armour. He picked up the helmet and placed it upon his head. Instantly, his mind was flooded with the knowledge millions of events: deaths, births, wars, famine, the rise and fall of countless kingdoms, even the shifting of sands and passing of time itself. He fell to the floor unconsious.

Kamose was awoken by a powerful voice. It told him that it was the voice of the gods, and that the armours before him were suits that were to be donned only by mortal men that the gods have chosen to be their avatars. It declared that Kamose was chosen by Anubis himself to be the gods' avatar upon earth, and would grant Kamose powers unseen by men for centuries. Overtaken by his want for power, Kamose donned the rest of the Armour of Anubis and was filled with the essence of the god himself. Kamoses' body was changed by the armour. It granted him powers beyond even the highest priests of any god.

Kamoses' men were terrified when the god-like figure of Kamose, dressed in the armour of Anubis himself, exploded from the entrance of the underground tomb. Kamose brought the fear of the men under control, and announced that not only would they defeat the Hyksos, but would march upon the entire world, stretching the reaches and boundries of the kingdom of Egypt beyond all the known borders.

After the battle with the Hyksos, Anubis seemed to have other plans for Kamose. The jackal-headed deity ordered him back to the underground tomb. Upon his arrival, Anubis appeared in flesh and bone. He told Kamose that their was a prophecy made by Thoth, a prophecy that foretold the end of all the gods and a rise of new deities. Anubis was angered by the fact that Amun-Ra was content to let the gods pass into nothing more then stories for children. Anubis said that he was not going to sit by and be forgotten in the world of men. He put Kamose into a deep slumber and hide him away from the other gods, sealing him away in a coffin and laying the coffin at the bottom of the the Nile. Anubis waited to unleash his avatar into the future, hoping to fore-go the prophecy, at least when it concerned him.

The time for the prophecy is nigh, and Anubis will not go silently and let pass a time for new gods. If there is to be a new ruling body of the heavens and earth, then it will be lead by Anubis, with Kamose as his avatar.


**ok, now that he's finally up, there are a few things about they way I run Anubis that I would like ppl to understand.

First off, while he was a trained martial warrior, he has had so many years in the armour that his skills in hand-to-hand combat without the armour are rusty, to say the least. While he is more of a match for your common thug without the armour, any master martial artist or weapon master could do away with Kamose rather easily.

Secondly, don't underestimate Kamose's skills in a battle when it comes to planning. He likes to set up booby traps if he has the time, and loves having some old-world style explosives in line. As dated as it is, Greek Fire (lamp oil bomb) still works very well.

He will also go through his "bag of tricks" as it were, tossing his horde of mummies at pc's and playing mind game hit-and-run tactics if the area has alot of buildings and walls: labyrinths are his favorites, any big building with multiple rooms will suffice, hates large open, outdoor areas. While he does have enough power to handle most characters, he tends to have a tunnel-vision in actual combat, only handling no more then 4 characters at a time.
A group of 5+ characters would be more then enough to give Anubis a run for his money once they reach him, making the character most likely to retreat quickly back to the Neatherworld, a last resort.

**EDIT: Did over my math....I was WAY off...Anubis came out as a lvl 20, and that was before I even changed any of the abilities.
After using him against some lvl 12 PC's...I relized that there was a half ton of shyt he NEVER needed...so I gave him some stuff he would need...and took out a half ton of fluff.
Biggest changes are that his forcefield got changed to straight protection and his shield is gone, some of it's points added to Mindshield.
Also, other fluff was taken out and Energy Absorption: healing conversion has been added.
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Postby MorningKnight » Thu Mar 12, 2009 3:00 pm

Mushroomhead - I fell for them when I first saw XXX. The skydiving scene and the accompanying music signifying that Xander finally was standing up and making an effort to fight for something he believed in... POWERFUL.

They totally kick.
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Fenris

Postby Praetorian » Thu Mar 12, 2009 3:01 pm

Fenrir
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I've killed greater warriors then you, young blood

PL: 16
PP: 243

61
Abilities: STR 28 (+8*); DEX 23; CON 25; INT 15 WIS 17; CHA 13
*=Rage

Saves: Tough 9 (4 Impervious); Fort 7 (+4*); Ref 6; Will 3 (+4*)
*=Rage

ATK: 11 (Melee: 14 Rngd: 13)
DEF: 8 (Dodge: 4)(-2*)
INI: 14
*=Rage

22
FEATS: Accurate Atk; All out ATk; Animal Empathy; Atk Focus (3 ranks, Melee); Critical Strike; Evasion (2 ranks);
Favored Opponent (3 ranks, Deities:2; Cultist of Baal:1); Fearless; Fearsome Presence; Improved Grab; Improved Grapple; Improved Ini (2 ranks); Improved Pin;
Power Atk; Rage (3 ranks); Takedown Atk;

87
POWERS:
Hellfire Control (15 ranks; Knockback, Split Atk)
-AP: Blast (10 ranks; Extra: Area {Line})
-AP: Blast (10 ranks; Extra: Area {Cone})
-AP: Strike (8 ranks; Extra: Aura, Selective, Secondary Effect)
-AP: Ignite (6 ranks; Extra: Sustained)
Immortality (1 ranks)
Immunity (30 ranks, Fort Saves)
Super Str (3 ranks, Feats: Groundstrike)
Super Senses (8 ranks; Radius Hearingx2, Low Light, Scent, Danger Sense {Auditory}, Tracking {Scentx2}, Ultrahearing)
Speed (2 ranks)

Skills: Acrobatics 13(+6); Climb 15(+9); Intimidate 15(+1); Knowledge (mythology) 16(+2); Knowledge (Arcane) 15(+2); Notice 13(+3); Survival 13(+3)

Back Story: Jack Tyrinson never knew that he was the re-incarnation of anyone, let alone the Norse wolf-god Fenrir. He probably would have never had known had he not been introduced to the stunning beauty that is Elizabeth Caine. He found her beyond stunning, a Calypso-istic whirlwind of charm and power.Over the next several months of his life, Jack traveled with her all over the globe; from Paris to Beijing, Cape Town to St. Petersburgh. She shared with him her secrets, and he shared his love. It stayed this way for 2 years, until Elizabeth was laden with child...Jack's child.
It wasn't her pregnancy that caused Jack's transformation, nor even the birth of the child. It was the kidnapping of his child by the Cult of Baal that triggered his transformation into Fenrir!. After Elizabeth gave birth, the attending nurse, secretly a member of the sect of Baal, slipped away with the child in her arms. The Cult of Baal was afraid that the child would be more powerful then it's mother, and that was not a power they were gonna let be used against them. Upon discovery of their missing child and who was behind it, Jack's sorrow turned into burning rage...literally. His skin started to smolder as his eyes flickered with red-hot rage. Falling to his knees in the lobby of the hospitol, his weakened love still on the hospitol bed, Jack was consumned in white-hot hellfire. The lobby was in flames, the only other sound being Elizabeth crying over what she believed to be her certainly desceased husband.
From the flames of his rage, Jack emerged as his former self, the Norse wolf god Fenrir. After first checking on the mother of his child, and her reconizing him, he began to track down the Cult of Baal, ready to make them pay for their arrogance in taking a child of his. At this current moment, Elizabeh Caine, the Red Witch, is by his side, fully recovered, and none the less angry. Beware, Cultist of Baal, the wolf hunts now!!!

**ok...I know what your thinking...."HOLY MOTHER OF HOTDOGS, GODFALLEN!!! The Red Witch has a child???...and he/she is the offspring of a re-incarnated god???" *nods* Ohh yes, kiddies, you read right. My Hellfire flinging witch now has a hellish wolf-god to accompany her..and visa versa.
I love the twist of his transformation being one of rightous rage. Fenrir is the template for "don't piss off a father". I SORTA had inspiration from the story of John Walsh, who, after the kidnapping and murder of his son, became a crusader to put some of the mot dangerous men behind bars, founding and hosting the show America's Most Wanted, which currently has helped capture 964 fugitives (Congrats john!!!) john was threatened by tons of fugatives making calls to his house, but he never stopped. He has had some amazing close calls: there was one incident in Florida where john was having diner with a local sheriff, when the case they were discussing came across AMW on the TV. The guy they were looking for had run out the back door of the same place, right after he prepared fixing John's diner!!!! he was captured 2 hours later. Thats insane.
Fenrir has that same kind of determination as John, but holds his own personal hunt against those that offended him. With the Red Witch by his side, just as pissed, I'm surprised that the world hasn't burst into flames yet.
As you will note, Jack doesn't have another form. He is permantly and forever Fenrir now. You can't nullify this form, though you can nullify some of the powers. As a re-incarnated god, Fenrir has immortality and Immunity to Fort saves...otherwise, this guy isn't bothered by poison, disease, weather, most damage types...you get the point.
Their child, the High Priest of Baal, and maybe even Baal himself will be next.
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Postby Praetorian » Thu Mar 12, 2009 3:02 pm

MorningKnight wrote:Mushroomhead - I fell for them when I first saw XXX. The skydiving scene and the accompanying music signifying that Xander finally was standing up and making an effort to fight for something he believed in... POWERFUL.

They totally kick.


their also good friends of mine. *grins*
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Hellion, Knight of Baal

Postby Praetorian » Thu Mar 12, 2009 3:05 pm

Hellion, Knight of Baal
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I am Hell Incarnate, born here on the Mortal Plane, but washed in the blood of gods!!

PL:11
PP:171

Abilities: STR 13(18*); DEX 17; CON 14; INT 16 WIS 17; CHA 13

Saves: Tough 2(8 ); Fort 5; Ref 5; Will 5

ATK:8
DEF:7
INI:16


FEATS: All-out Atk; Atk Specl: Hellion Sword (2 ranks); Critical Strike; Defensive Atk; Favored Opponent (Family); Improved Critical (3 ranks);
Improved Ini (4 ranks); Power Atk; Seize Ini; Weapon Bind; Weapon Break


POWERS: Hellfire Control (12 Ranks)
--Blast (6 ranks; Flaws: Touch)
--Create Object (4 ranks)
--Telekinesis (4 ranks)
Immunity (3 ranks; Own Powers, Hellfire)
Device: Hellion Armor (8 ranks)
--Impervious Protection (8 ranks,hard to loose)
--Deflect (8 ranks)
--Enhanced Strength (5 ranks)
Device: Hellion Sword (4 ranks, easy to loose)
--Nullify Forcefield (5 ranks)
--Nullify Absorption (5 ranks)


Skills:Climb 12; Concentration 8; Sleight of Hand 13; Stealth 13; Survival 10;

Back Story: Hannibal Caine, the legend at birth, child of the Hellhound Fenrir and the Red Witch. He was stolen at birth from his parents and raised as a Knight of Baal. He was also raised to hunt down his own family, the greatest threat to the cult of Baal.
Taught dark, powerful magicks, Hannibal Caine has forged two very powerful items in the forges of Baal: the Hellion Armor and the Hellion Sword. Both items are powerful artifacts that can channel his natural Hellfire abilities, as well as having their own, unique talents.
Let loose upon the world of Sol Nimbus, Hannibal Caine has proclaimed himself Hellion, Knight of Baal.
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High Priest of Baal

Postby Praetorian » Thu Mar 12, 2009 3:07 pm

High Priest of Baal
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My lord, Baal, will soon be king of heaven and earth, and all will feel his wrath!!

PL: 11
PP: 163

Abilities: STR 11; DEX 14; CON 13; INT 21 WIS 24; CHA 13

Saves: Tough ; Fort 3; Ref 5; Will 11

ATK:5 (Melee:5; Rnged:5)
DEF:5 (Dodge:2 {+5})
INI:2


FEATS:Artificer; Distract; Eiditic Memory; Minions (7 ranks, 100-30 pnt); Ritualist; Trance


POWERS:
Magic (13 ranks)
-AP: Blast (8 ranks)
-AP: Shield (5 ranks; Extras: Linked {Absorption: Energy}) + Absorption: Energy (3 ranks; Extra: Linked {Shield})
-AP: Teleportation (5 ranks)
-AP: Pain (8 ranks; Flaws: Touch, Full; Precise)
-AP: Ward (8 ranks; Extras: Damaging)
DeviceStaff of Baal(15 ranks, easy to loose)
-Summon: Avatar of Baal (20 ranks; Flaws: source {Ritual})
-summon: Murder Daemon (7 ranks; Extras: Horde; Feats: Progressive x2)


Skills: Craft (artistic) 19; Knowledge (Arcane) 23; Sleight of Hand 14;

Back Story: The leader of the Cult of Baal, the High Priest has been the focus for their dark god's power on earth. He is the pinnacle of their maddening dedication. He is also the bearer of the Staff of Baal, the item that is essential to bringing their dark god back from his limbo-esque cage.

**ok...so he isn't the most inventive...but the High Priest isn't a fighter...hell, he's not even a field commander type of character. He is a "send these orders out across the sea" kinda guy. He prefers to stay in his temple and order the cult around, because he knows he has the power.
His biggiest trick requires a hell of alot of prep..and it's essentially a one time bit: the Avatar of Baal---a supernatural tank!!
His other trick, if he gets to it, is the Murder Daemons....destructive demons that are servants of Baal himself.
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Lady of the Winter

Postby Praetorian » Thu Mar 12, 2009 3:10 pm

Lady of the Winter
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You know that shiver down your spine?....I caused that.

PL:14
PP:221


Abilities: STR 15; DEX 18*; CON 17; INT 21; WIS 18; CHA 15
*:Ice Elf Trait

Saves: Tough 7 (4 imperv); Fort 5; Ref 7; Will 6

ATK: 4
DEF: 5
INI: 20


FEATS: Accurate Atk; Artificer; Atk Spcl (3 ranks: Ice/Snare); Atk Spcl (2 ranks: Cold/Drain); Atk Spcl (2 ranks: Cold/Fatigue); Distract (2 ranks); Eidetic Memory; Fascinate (3 ranks); Fearsome Prescence (3 ranks); Minion: Bastion (4 ranks); Minion: Sentris (4 ranks); Power Atk; Ritualist; Stunning Atk; Taunt


POWERS: Magic (16 ranks, Power Loss: Unable to move)
AP: Enviromental Control (6 ranks; Flaw: Full Round Action)
-Intense Cold (1pp)
-Hail (1pp)
-Hamper Movement (ice Slicks)
AP: Divination Array (8 ranks)
-ESP (7 ranks: visual)
-Cosmic Awareness (1 rank)
-Divine Awareness (1 rank)
-Magical Awareness (1 rank)
-True Sight (10 ranks)
AP: Domination Array (13 ranks)
-Hypnotize (12 ranks; Flaw: Visual)
-Emotion Control (12 ranks; Flaws: Olfactory)
-Mind COntrol (12 ranks; Extras: Instant Command; Flaws: Mental Grapple Req; Feats: Mental Link)
AP: Cold Control Array (15 ranks)
-Blast: Cold (5 ranks; Extras: Linked {Fatigue}) + Fatigue (4 ranks; Extras: Rngd, Linked {Blast})
-Blast: Cold (5 ranks; Extras: Linked {Drain Toughness}) + Drain Toughness (4 ranks; Extras: Rngd, Linked {Blast})
-Blast: Ice (5 ranks; Extras: Linked {Snare}) + Snare (6 ranks; Extras; Linked {Blast})
-Create Object: Ice (6 ranks; Extras: Continuous, Movable; Feats: Innate, Precise, Progression x4;
Drawbacks: Vulnerable: Extreme Heat {+2})
-Shield (5 ranks; Drawback; Vulnerable: Extreme Heat {+2})
Ice Elf Traits* (35 pp,)
-Immunity (11 ranks, Cold Effects, Aging; PF:Innate)
-Protection (4 ranks, Extra: Impervious; PF:Innate Drawback: Weakpoint {+1})
-Extended Darkvision (3 ranks; PF:Innate)
-Extended Accurate Hearing (3 ranks; PF:Innate)
-Enhanced Dex (4 ranks; PF:Innate)
-Feat: Attractive (3 ranks)
-Feat: Favored Enviroment (2 ranks, extreme cold)
-Feat: Improved Ini (4 ranks)




Skills: Concentration 16; Craft (Artistic) 14; Handle Animal 16; Intimidate 13; Knowledge (arcane lore) 17; Sleight of hand 14; Survival 14


Minion: Bastion(Minion lvl 4, Lion Template)
Immortality (2 ranks)

Minion: Sentris(Minion lvl 4, Lion Template)
Immortality (2 ranks)


Back Story: Anamiria Valtrebrosa was once a very studious Ice Elf* pupil in the arcane arts. She was so adapt at the magickal arts that, when she took a familiar, she ended up with two: Bastion and Sentris, a pair of white tiger cubs. They became her constant companions, even during the time where she surpassed all of her teachers. Her want for knowledge that she had in her youth became a lust for power in her early adult years. She brewed up a terrible storm that ravaged her vilalge, and claimed herself the Lady of the Winter.
She has since found a nemesis in Elizabeth Caine, the Red Witch; their powers being polar (no pun intended) opposites.

*ok...so, the Lady of the Winter sits as a very mean customer, despite her level. Lets tackle her magic first.
Her attacks are all in the Cold Control Array. She has 3 seperate blasts: 1 for living targets: Cold + Fatigue; One for living and inanimate targets: Cold + Drain Toughness; and then one to stop her opponents in their tracks: Ice + Snare.
thats alot of effects right there!!
Now, we get to her create object: first off ..she has Progression x 4...that means the b*tch can create a Ice fortress is she cares too!! She can also create sets of ice armor, weapons for any of her "allies"...*their not on the write-up...but she COULD have an army...COULD*
And last, when al else fails...Ice Shield.
As you will notices, her create objects and shield have a vulnerability to Extreme heat...so whats different about heat...and extreme heat.
Ex: Heat: leaving your oven at 450 for the entire day and not being home...and you live in a studio apartment...it's uncomfertable..but not extreme
Ex: Extreme Heat: go find a weilding torch...go turn it oe...tone the flame down till it's nice and blue...now..wait for half an hour...then go attempt to lick the nozzle of the torch..while it's still on...EXTREME HEAT..(ps....please DO NOT ATTEMPT TO PUT YOUR TOUNGE, OR ANY OTHER PART OF YOUR BODY, TO THE NOZZLE OF A WEILDING TORCH!!!!)

Now, to her "defensive" magick array...the Envirmental Control. Lets see...intense cold..check...Hail...check...ice slicks where you a walking, moving your movement to half...check...it's gonne give you multiple rolls to see if you can attack her..or reach her for that matter...welcome to bad weather.

and now..for the "Back up" arrays: Domination and Divination.
The Domination Array is just that...it is made to, in some form, help her overcome her opponents/ slaves/ homeless bum, and turn them to her side in one of three ways. She can hypnotize with her eyes, has olfactory emotion control (smells like fresh blueberry muffins...go figure), or she will hit you with her Mind Control!!
Her Divination helps her find you, where-ever you might happen to be...to an extent, of course. it helps her "cast spells" to take away illusions, invisibility, and Obscure effects.

ok..thats for the magic...now we move on to her "Racial Traits"
She is an Ice Elf (I will be doing a template for your average ice elf for my fantasy setting), and therefore, she gets certian things "gifted" to her by birth.
She is highly attractive...this isn't WoW...I don't like the concept of an ugly elf.
She has a bonus to being in extreme cold....she is an ICE elf...think eskimo with less clothing.
She re-acts faster then your average human...so a d20 rolls..with her 20 ini...your chances of getting to the head of the pile?...seize ini..thats almost the only way...
She also has an immunity to aging (she is not immortal...she jsut doesn't look older then a VERY heathly 28-33 year old...EVER), as well as a immunity to cold effects (no frostbite for her)
She also has a somewhat harder skin, due to the race adapting to years of extremecold..their outter 20 layers of skin (it's enough, but not a TON) is basically superfrozen, giving them impervious protection of 4, though it also leaves it a little brittle, hence the weak-point.
they have a longer, more accute hearing them humans, and better darkvision then a normal elf (thats what happens when it's night at least half the year..you adapt), as well as getting a +4 to her Dex ability (elfs are NIMBLE fingered ppl)

I bought her minions twice...cuz I felt like it...and since the template has 10 pp left over...I bought 2 ranks of Immortality for the tigers...2 immortal, snow-white tigers...I know several women that would adore me simply for the idea.

her back story is a little wanting...but I spent like 6-7 hours on the character...so I don't feel like adding to it right now...I also have to make a couple tweaks to The Red Witch that i noticed..so I will have those tomorrow.
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Red Witch

Postby Praetorian » Thu Mar 12, 2009 3:13 pm

Red Witch
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Hell hath no fury....

PL: 16
PP: 238

Abilities STR:13; DEX:15; CON:15; INT:18; WIS:19; CHA:14

Saves: Tough: 2 (+12 FF); Fort:8; Ref:7; Will:11

Atk:8 (Melee:8; Rnged:13)
Def:10
Ini: 10


Feats
: All-out Atk; Atk Focus: Rngd (5 ranks); Atk Spcl (4 ranks: Hellfire Blast); Atk Spcl (2 ranks: Mental Blast); Atk Spcl (2 ranks: Air Control Trip); Distract: Bluff (3 ranks); Fearsome Prescence (3 ranks); Improved Ini (2 ranks); Minion(3 ranks); Power Atk; Stunning Atk;

Powers: Magic (17 ranks, Power loss: unable to move)
AP: Air Control Array (12 ranks)
--Trip (10 ranks, knockback, +4 bonus)
--flight (7 ranks)
--snare (12 ranks)
--suffocate (10 ranks)
AP: Hellfire Control Array (14 ranks)
--Blast (8 ranks, Penetrating; +8 bonus)
--Mental Blast (7 ranks, + 4 bonus)
--Power Control (18 ranks, limited: hellfire only)
AP: Forcefield Array (12 ranks: 10 ranks regular FF, 2 ranks Impervious vs Energy w/ absorption:
Energy-healing conversion,linked:Nullify) + Nullify: Magic (linked:forcefield, 6 ranks, power resistance)

Device: Hellion Staff (8 ranks, easy to loose)
-Boost: Snare (5 ranks)
-Boost: Hellfire Blast (6 ranks)
-Boost: Forcefield (4 ranks)
-Summon: Gargoyles (6 ranks, Progressive, Extras: Horde, Fanatical)

Minion: Hellfire Phoenyx (Minion lvl 3, Hawk Template)
Hellfire control (3 ranks, Extra: Aura, Selective)
--Blast (3 ranks, Extra: Burst Area, Selective)
Immortality (1 rank)

Skills: Bluff: 15; Concentration: 18; Intimidate: 16; Knowledge (arcane): 19

Back Story:
Both the former Red witch, Victoria, and the spirit of the twisted warlock Entias, are gone.
They have been laid at the foot of the Netherworld gates by the new Red Witch, Elizabeth Caine.

The Caine family line is riddled with mysterious happenings, the farthest records of these bizzare
circumstances going back to the Dark Ages. A little known alchemist and scholar of that era, one Barnibus Kanen,
developed something that would change the world: not the Philosophers Stone, but rather the Black Plauge.
He was working on re-creating a formula for the fabled stone, but the document he had wasn't the recipe for the stone,
but rather an old Babylonian scroll written by the High Priest of Baal. Upon completing it, he was engulfed in a swarm
of insects. Barnibus Kanen gave up his alchemist pursuits and took up farming, rainsing a healthy family for several years.
Several years after his mistake with the scroll, Barnibus, while selling his wares at a local market, starting to become
deathly ill. His body ripped open and the swarm of insects that had entered him several years earlier, left his body.
They spread the unstoppable Black Plauge all over Europe.

To escape persecution, Barnibus' family fled their home, changing their name from Kanen to Caine. However, though they escaped the
terrible Black Plauge, they couldn't escape the dark energies that now tainted all of his descendants. Elizabeth is that latest of
descendants and bears amazing powers: the control of air currents, the power of hellfire, and a protective barrier that feeds off
energy. Those, along with her Hellion Staff (she claims to have made it, but it is a "gift" from a surviving sect of Baal cultists),
are what helped Elizabeth Caine remove her first obstacle: Entias Miklobach (who, unbeknownst to Caine, was a key part of a plan to
ressurect the Cult of Baal). She burned away both Victoria and Entias with her hellfire, melting body and soul away. She picked up
the title of Red Witch, and letting it be known that she will let nothing deny her.


**WOW...can you believe it? Entias Miklobach, nazi warlock and the power behind Victoria as the Red Witch...gone. Fully gone...burned away by hellfire!!!
Crazy...it's crazy!!!
I do like the NEW Red Witch better then the possessed one. I pumped up the powers on this one, and added crazy forcefield array that not only absorbs energy to heal Caine, but also can nullify magic effects aimed at her. (Btw...thanks go out to Joshua Dunlow and Taliesan for helping me build it properly)
She also could care less about the Book of Entias, though both items share the Summon Gargoyles trait: her's a better designed..and a little more powerful.
She also has a Hellfire Phoenyx as a minion companion. It's a modified Hawk template from the core MM 2ed book. All I added was the hellfire control w/ Aura and selective (so the bird doesn't fry Caine) and gave the bird something of a little hellfire bomb attack, which I like.
I haven't given the bird anything like regen or ressurection, so yes...you can kill the bird. Thats something I MIGHT add later, in game, then add here.

I'm really happy with her...and I think she will really give my players a run for their money!!!
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Postby MorningKnight » Thu Mar 12, 2009 3:53 pm

Praetorian wrote:
MorningKnight wrote:Mushroomhead - I fell for them when I first saw XXX. The skydiving scene and the accompanying music signifying that Xander finally was standing up and making an effort to fight for something he believed in... POWERFUL.

They totally kick.


their also good friends of mine. *grins*


Jealous!

Your originals are magnificent, as well.
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Amazo

Postby Praetorian » Fri Mar 13, 2009 4:58 am

Amazo
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DAMN YOU, MARVELS "MIMIC", FOR BEING A RIP-OFF OF ME!!!

PL: 15
PP: 541

Abilities: STR 35; DEX 29; CON 35; INT 24; WIS 25; CHA 17

Saves: Tough 12; Fort 12; Ref 9; Will 7

ATK: 10
DEF: 9
INI: 17

FEATS: Accurate atk; All OUt Atk; Ambidexterity; Assessment; Atk focus (3 ranks); Chokehold; Crushing Pin; Defensive Strike; Eiditic Memory; Favorite Enemy(2 ranks; JLA); Improved Grab; Improved Grapple; Improved Ini (2 ranks); Improved Pin; Power atk; Takedown atk (3 ranks); Well-informed

Powers: Blast{Heat Vision}(13 ranks; Extras: Penetrating) 40
--AP: Blast{Cold Breath}(9 ranks: Extras: Area{Cone}, Linked{snare}) + Snare (7 ranks; Extras: Area{Cone}, Linked{blast})
Speed (18 ranks) 21
--AP: Flight (14 ranks)
--AP: Space Travel (2 ranks)
--AP: Swimming (9 ranks)
Quickness (18 ranks) 19
--AP: Deflect (9 ranks; 2 pnt type)
Immunity (11 ranks; Critical hits, Life support)
Telepathy (14 ranks)31
--AP: Mind shield (10 ranks)
--AP: Mind Switch (12 ranks; Flaws: Limited{other mechanical constructs})
--AP: Mind Control (10 ranks)
Super Strength (14 ranks; PF: Ground Strike, Counter punch, Super Breath) 35
Absorption: Energy (10 ranks; Extras: Energy Storage, Power Magnet; Flaws: Limited{Solar Radiation}; PF: Slow Fade, Boost{Blast})
--DAP: Boost: Mimic
--DAP: Boost: Super Str
--DAP: Boost: Regeneration
Mimic: All Traits (15 ranks; Extras:Continous, Extra Subjectx3{10}, Perception, Stacking; Flaws:Tainted, Overload;)

Skills: Acrobatics 10; Computers 14; Knowledge (Evolving Technology) 14; Survival 10;

Back Story: Prof. Ivo's Adaptive Android, Amazo, is perhaps one of the most powerful forces that the JLA has ever come across in a single being. Able to mimic any ability he wishes, from Superman's Heat Vision and Solar Absorption to Martian Manhunters Telepathy, AMazo is a single form wrecking crew of enormous proportions. After his initial battles with the JLA, he was able to retain some of their powers, including an identical copy of the Green Lanterns Ring, as well as Wonder Womans' Lasso of Truth.
Now, he is more deadlier then ever, as the ranks of the JLA have changed over the years, and he has learned to harness some of those abilities too...even Zatanna's Magic.

**AMAZO IS A MAJOR BEAST!!!! his Powers alone cost me almost 400 pp...well...367 to be exact. Since he was able to keep the majority of the JLA's powers...I gave him Str, Dex, and Con scores that will be a little above wonder womans...but he can only reach Superman with his mimic ability, which gants him 75 pp's to throw into anything he needs....pretty nasty if you ask me.

I gave him Superman's Blast abilities, Super Str, Flight, Space Travel, and Absorption. I gave him Flash's Speed and Quickness, as well as Martian Manhunters Telepathy. He brings Aquaman's Swimming ability to the field, and is able to survive any enviroment he chooses, with Life Support. He can pull a decent Power Ring and Lasso of Truth with Mimic, and his absorption will only heighten his mimic pool!!!

I didn't give him immunity to Fort saves, because his Mimic is Tainted....If he draws more power from Superman and Martian Manhunter...he is weak vs. Magic, Kryptonite, and psychic fire....that would be a BAD day to be Amazo.

Amazo isn't an easy character to play...because you have to make sure your going to have move the 75 points in JUST the right areas to come up completely immune to most powers, and then just go toe-to-toe with the JLA.

He can also pull from a whole list of feats and skills from any member of the origional JLA, and then add any NEW members to that...so if he comes across Animal Man...he can mimic any JLA member, plus and ANIMAL...giving Amazo a whole new list of things to pull from....scary.

I just don't understand how you can be around for 60+ years...and still be forced to look like a elf on steroids
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