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MLC's Borrowed Art Thread! - Snowblind & Frostbite (7/4)

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Postby MLChance » Sat May 16, 2009 5:44 pm

Jabroniville wrote:Hahaha, Cryptids. I love cryptozoology and all the weirdness inherent in it. Never heard of the Montauk Monster, though. Am I crazy, or is that thing clearly just a decayed boar? Same teeth (lower tusks), same fatness, same ears, etc.


A decayed boar? Highly improbable. It's much more likely it's some sort of government-created aberration.

;)

For those interested in learning more about the Montauk monster, click here.
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The Kanik Chronicles (Part 3)

Postby MLChance » Sun May 17, 2009 5:29 am

And now, the dénouement of Kanik's first adventure!

Darkness, almost pitch blackness. Spots of color. A growing sense of pain coupled with gnawing fear. A sudden burst of light.

Kanik sat bolt upright, eyes flying open. For an instant, the moon and streetlights were needles in his eyes. The pain in his side overwhelmed all other discomfort. Gently, Kanik probed his ribs, wincing and gritting his teeth.

I'm no doctor, but that feels too...squishy.

Looking around, Kanik saw no sign of the strange creatures that attacked him. The door into the storage room stood rent asunder. The lights inside were off. Head swimming, Kanik struggled to one knee and then to his feet. Each inhale was accompanied by a lance of pain. Wobbling slightly, Kanik drifted into the air and floated into the storage room. The creature scorched by Kanik's arc vision was missing as well. The door on the far side of the storage room stood wide open.

Think, think! I'm no good to anyone in this condition, but Greenleaf and the others may already be dead. There's no time to spare!

Electricity crackled along Kanik's arms down to his fingertips. He tightly closed his eyes.

I can super-charge my muscles with bioelectricity. In theory, there's no reason I can't amp up my body's ability to heal.

Shadows danced in the corners and along the walls of the storage room as sparks popped and sizzled along Kanik's body. He visualized his injured ribs, pictured them knitting back together. The pain grew sharper. A burning itch scratched along his side. A moment later, the pain and the itch were gone. Although he still ached from a few bruises and scratches, the worst of the punishment inflicted on him by the monsters had healed.

Kanik flew through the open door a large chamber beyond. It once had been divided into different office and laboratory spaces, but now most of the room dividers were gone. Near the center of the room was a drain, its grate covering pulled up and tossed aside. A shaft about four feet across dropped into deeper darkness. The unmistakable stench of the sewer wafted up from the opening.

Floating down the shaft, Kanik entered the sewer, finding himself in one of the main tunnels that runs beneath Kanik City. The tunnel was about fifteen feet in diameter. Narrow walkways flanked either side of the flowing effluvium passing by in a central channel. Overhead were pipes and wires. The passage was dimly lit by safety lights. The stronger working lights used by city maintenance were off.

Left or right? Which way? "Ah ha!" Kanik said, spotting a splash and thin trail of blood.

Flying, he followed the trail. It was faint, and he lost it several times, but Kanik's lightning quickness sped up the search even if it remained difficult. After a few minutes, he came to a heavy metal door that declared "Authorized Personnel Only" were allowed through it. A quick survey of the area showed no further signs of the blood trail.

The door opened with a screech, its weight hanging tight on rusting hinges. Kanik winced at the sound. On the other side of the door was a short hallway leading to ascending metal steps and another door.

In for a penny, in for a pound.

Kanik pushed open the second door to discover a disturbing tableau. The workroom had been converted into a mockery of a courtroom. The twelve missing jurors -- dirty, scratched and bruised, and visibly frightened -- squatted, each locked within a small cage. In the center of the room stood the judge, nearly naked and apparently drugged. His ankles were chained together. The chain ran through a thick metal bracket set into the concrete floor.

On the far end of the room was a large desk behind which sat a man. He wore a stained fireman's coat, a miner's helmet, and a gas mask. On his hands were heavy leather gloves, and in one hand was gripped a gavel.

"Ah, Kanik!" he said in a muffled voice. "My pets warned me about you. You're just in time to see this so-called judge receive some much deserved justice. The jury has just returned from deliberation and has found Greenleaf guilty. The sentence is --" The gavel raised high. "-- terror!"

The gavel cracked sharply against the desk, and Greenleaf screamed, doubling over in pain. Before Kanik's horrified eyes, his back swelled, his head deformed. Dark gray fur sprouted from his flesh. His fingers lengthened, and his nails thickened into claws. The caged jurors set up a cacophony of screams. In a few short seconds, Judge Greenleaf was gone, replaced by a towering monster more rat than man. As if the chain were made of papier-mache, the mutated Greenleaf snapped its links and charged Kanik.

Kanik ducked down and fired a bolt of lightning, but Greenleaf leapt, twisting over the crackling energy to land behind Kanik. Ragged claws raked across Kanik's shoulder blades. As he whirled about, Kanik saw the gas-mask clad villain drop out of sight behind the desk. Bioelectricity super-charged Kanik's muscles, and he through a right cross, but Greenleaf easily slipped the punch. It then lunged, claws outstretched. Kanik caught its wrists and spun it away. The Greenleaf monster used the momentum from the spin to hit the wall feet-first, and then sprang back into the fight. Claws drew blood from Kanik's shoulder, foiling his counterpunch. Kanik ducked down and exploded the desk with a bolt of lightning. The villain was nowhere in sight.

So much for the hope that he was somehow directing this creature from hiding.

A powerful knee slammed into Kanik's side, threatening to rebreak freshly mended ribs. Kanik gritted his teeth against the pain and struggled to regain control of his breathing. The Greenleaf monster raked for Kanik's eyes. Kanik reflexively jerked away, but the claws still opened a fresh cut on his chin.

This must end!

A point-blank blast of lightning sent the creature reeling backward, fur smouldering. While it was still off-balance, Kanik flew forward, hammering home a crushing jab. Greenleaf's rodent-like hand snapped around, and the monster dropped to all fours. It struggled to rise, body shaking with the effort, but then it collapsed into unconsciousness.

Kanik quickly freed the imprisoned jurors and ordered them into the far corner of the room. A thundering bolt of lightning blasted through the ceiling to the street above, and Kanik flew the men and women up to fresh air. A phone call to Chief Du Pre led to dozens of police and emergency responders arriving at the scene.

"I'm assuming the man in the gas mask was Trujillo," Kanik explained. "There's no sign of him. Behind the desk was a shaft leading deeper into the sewers."

Du Pre cursed. "Metacrimes will handle Greenleaf from here, Kanik. The others are being taken to the hospital. Do you think Greenleaf will turn back?"

Kanik shook his head. "I don't know, but somehow I doubt it. I have a feeling his sentence was intended to be a long one."

And there ends Kanik's first adventure! What exciting exploits does the future hold for the protector of Kanik City? Here's a sneak preview:

As Kanik swooped down over the luxury SUV dealership's parking lot, the first of the bombs went off. He'd arrived too late! Roaring flames and thick black smoke engulfed one of the heavy, gas-guzzling vehicles with a deafening whoomp!

"Get those people out of there!" Kanik yelled to the startled car salesmen below. "There are more bombs!"
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Postby Dreaming Psion » Sun May 17, 2009 11:55 am

Oh my, that was a grim and gritty tale if I've ever seen one. You did a good job of charactrizing the villain, a very twisted soul as evidenced by how he set up the "court room". Hopefully Kanik will have better luck catching him next time.
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Excalibur & Scabbard

Postby MLChance » Tue May 19, 2009 1:38 pm

Image

Notes: Aside from being an indestructible, razor-sharp sword, Excalibur can cut through just about anything you need it to cut through. Excalibur's scabbard, however, is even more useful, especially on a medieval battlefield.

Excalibur: Device 7 (easy-to-lose; Power Feat: Indestructible; Cost: 22 pp)
* Strike 4 (Power Feats: Mighty)
* Disintegration 10 (Flaws: CON-less Targets Only [-1], Range - Touch [-1])

Excalibur's Scabbard: Device 5 (hard-to-lose; Power Feat: Indestructible; Cost: 21 pp)
* Immunity 30 (Effects: cutting attacks, lethal physical damage; Flaw: Lethal Physical to Nonlethal Physical [-1])
* Regeneration 5 (Effects: Bruised condition after 1 round, Injured condition after 1 round)
Last edited by MLChance on Sat Mar 20, 2010 6:45 pm, edited 1 time in total.
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Mighty Artifacts 1

Postby MLChance » Tue May 19, 2009 6:23 pm

Image

Notes: Hephaestus crafted this shield for his father Zeus. It provides its wielder with impressive defenses. The monstrous image on the shield's boss can also project fear onto the field of battle.

Aegis: Device 4 (hard-to-lose; Power Feat: Indestructible; Cost: 17 pp)
* Displacement 4 (Effect: 50% miss chance)
* Emotion Control 10 (Extra: Area - Burst [+1]; Flaws: Limited to Fear [-1], Sense-Dependent - sight [-1])
* Shield 4 (Extra: Immunity to Critical Hits)

-----

Image

Notes: Gáe Bolg was the spear of Cúchulainn. It was given to him by his martial arts teacher, the warrior woman Scáthach. Gáe Bolg was made from the bone of a sea monster, the Coinchenn. Cúchulainn used this weapon in single combat against Ferdiad. They were fighting in a ford, and Ferdiad had the upper hand; Cúchulainn's charioteer, Láeg, floated the Gáe Bulg down the stream to his master, who cast it into Ferdiad's body, piercing the warrior's armor and "coursing through the highways and byways of his body so that every single joint filled with barbs." Needless to say, Ferdiad died soon after. Gáe Bolg is a singularly deadly weapon. Its damage is independent of its wielder's strength.

Gáe Bolg: Device 6 (easy-to-lose; Power Feat: Indestructible; Cost: 19 pp)
* Strike 10 (Power Feats: Improved Critical, Thrown; Extras: Penetrating [+1], Secondary Effect [+1]; Drawbacks: Full Power [-1 pp], Lethal [-1 pp])

-----

Image

Notes: According to legend, Odin wields this awesome weapon. The spear was fashioned by the dwarves known as the Sons of Ivaldi under the mastery of the blacksmith dwarf Dvalin. The spear was obtained from the dwarves by Loki, the results of a scheme he concocted as a partial reparation for his cutting of Sif's hair. Its touch can bless an ally in melee combat. When raised high, it strikes fear into those who see it. Gungnir helps its wielder assess the capabilities and intentions of others. Those who touch Gungnir without Odin's permission are transformed into ants.

Gungnir: Device 10 (easy-to-lose; Power Feats: Indestructible, Restricted [requires Odin's permission]; Cost: 32 pp)
* Boost Attack Bonus 10 (Extra: Total Fade [+1]; Flaw: Affects Others Only [-1])
* Emotion Control 10 (Extra: Area - Burst [+1]; Flaws: Limited to Fear [-1], Sense-Dependent - sight [-1])
* Enhanced Feats 2 (Effects: Assessment, Sense Motive +4)
* Strike 5 (Power Feats: Extended Reach, Mighty, Thrown)
* Transform 10 (Effect: Person into an ant; Extra: Duration - Continuous [+1]; Flaw: Limited - Only versus those who touch Gungnir without Odin's permission [-1]; Range - Touch [-1])
Last edited by MLChance on Wed May 20, 2009 7:09 am, edited 3 times in total.
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Postby MorningKnight » Tue May 19, 2009 8:17 pm

Magnificent mythical weapons.

Excaliber is an especially spiffy design, but Gugnir and Fae Bolg are nice.
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Sir Richard Ellseworth

Postby MLChance » Wed May 20, 2009 3:41 am

MorningKnight wrote:Magnificent mythical weapons.


Danke. I've more planned. Stay tuned. Meanwhile, here's a character for a PL 6 Victorian-era game:

Image

SIR RICHARD ELLSEWORTH
Quote: "Let me sing you a song."
Power Level: 6
Concept: Shaman
Occupation: Explorer
Height: 5 ft. 8 in.
Weight: 165 lb.
Eyes: Light green
Hair: Brown

Background: Sir Richard Ellseworth was one of Her Majesty's more successful explorers. His travels and discoveries brought honor and glory to the Empire (as well as made it easier for the Empire's agents to exploit the people and resources of those areas Ellseworth had mapped). His travelogues remain bestsellers, especially after his disappearance in the Australian wilderness and subsequent reappearance in London.

Now that Ellseworth has suddenly reappeared in London, his name and experiences during the past five years are a constant topic of conversation. Daily stories in the newspapers speculate about what Ellseworth has been doing (or, more luridly, had to do to survive). Ellseworth himself remains tight-lipped.

Unknown to all but a few, Ellseworth vanished from Australia into the Altjeringa. He emerged a changed man.

Powers: Ellseworth's powers fall into three groups. First, he has learned a few dreaming songs while in the Altjeringa. Each song enhances specific abilities while sustained, but Ellseworth cannot be under the effects of more than one dreaming song at a time. Ellseworth can also enter a sleeping person's dreams. He can even "tag" a specific person so that he will enter that person's dreams no matter what the distance between him and that dreamer. Finally, Ellseworth possesses a sixth sense that lets him detect spirits. He can exert some control of these spirits as well as break the effects of mental powers.

STR 12 (+1); DEX 12 (+1); CON 12 (+1); INT 14 (+2); WIS 14 (+2); CHA 12 (+1)

TOU +1; FORT +4; REF +3; WILL +4; INIT +1; KNOCKBACK -0

MELEE +3; RANGE +6; GRAPPLE +4; DAMAGE +1 unarmed; DEFENSE +6 (+1 flat-footed)

Skills (Ranks): Diplomacy +7 (6), Handle Animal +7 (6), Knowledge (arcane lore) +10 (8), Knowledge (art) +5 (4), Knowledge (earth sciences) +6 (4), Knowledge (history) +6 (5), Knowledge (theology & philosophy) +4 (2), Notice +7 (5), Perform (singing) +6 (5), Ride +5 (4), Sense Motive +4 (2), Survival +8 (6), Swim +4 (3)

Hobby: Language (8) (Arabic, Chinese, Dutch, French, Hindi, isiZulu, Ngaanyatjarra, Niger-Congo)

Feats: Animal Empathy, Attack Focus 3 (ranged), Benefit (knighted), Connected, Dodge Focus 3, Equipment 4, Ritualist

Powers:
Dreaming Songs
* Healer's Song (Effect: Enhanced Wisdom 8 and Medicine +8; Flaw: Duration - Sustained [-1]; Alternate Powers: Searcher's Song (Effect: Enhanced Intelligence 8 and Search +8; Flaw: Duration - Sustained [-1]); Stalker's Song (Effect: Attack Focus [melee] 2, Concealment [visual] 4, Sneak Attack 2, and Stealth +8; Flaw: Duration - Sustained [-1])

Dream Companion
* Dream Travel 6 (Power Feats: Triggered)

Spirit Master
* Spirit Control 3 (Alternate Power: Nullify Mental Effect 6)
* Super-Senses 5 (Effect: Accurate Acute Ranged Detect Spirits)

Attack/Damage Tradeoff: +0/-0
Defense/Toughness Tradeoff: +0/-0

Abilities 16 + Skills 15 (60 ranks) + Feats 14 + Powers 26 + Combat 12 + Saves 7 = 90
Last edited by MLChance on Sat May 23, 2009 11:06 am, edited 2 times in total.
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Mighty Artifacts 2

Postby MLChance » Wed May 20, 2009 7:09 am

Image

Notes: An ancient poem has handed down the secret of this magic stone. It is there called a tathlum, meaning a "concrete ball" such as the ancient Irish warriors used sometimes to make out of the brains of dead enemies hardened with lime. Lugh used a tathlum to kill Balor after Balor's attendants lifted his eyelid with a hook. If the glance of the eye beneath had rested upon Lugh, he would certainly have perished. But, when it was half opened, Lugh flung a tathlum, which struck Balor's eye out through the back of his head. The eye fell on the ground behind Balor, and destroyed a whole rank of thrice nine Fomors who were unlucky enough to be within sight of it.

Tathlum: Device 4 (easy-to-lose; Power Feat: Accurate, Restricted [STR 20+]; Cost: 14 pp)
* Drain Constitution 9 (Extra: Linked Mighty Thrown Strike 3 [+5 pp], Ranged [+1]; Drawback: Full Power [-1 pp], Lethal [-1], Reduced Range on Drain [-1 pp])

-----

Image

Notes: With the help of a shaman and a friendly spirit, a warrior can make a sacred bundle. The bundle is made out of anything that the friendly spirit indicates is sacred to that warrior. When carried, a sacred bundle bestows special powers on its maker.

Sacred Bundle: Device 4 (hard-to-lose; Power Feat: Restricted 2; Cost: 18 pp)
* Enhanced Traits 13 (Effects: Dodge Focus 5, FORT +2, Notice +8, REF +2, WILL +2)
* Impervious Toughness 4
* Super-Senses 3 (Effects: Danger Sense, Magical Awareness, Uncanny Dodge)
Last edited by MLChance on Mon May 25, 2009 5:51 pm, edited 1 time in total.
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Knave of Hearts

Postby MLChance » Wed May 20, 2009 10:28 am

Image

KNAVE OF HEARTS
Quote: "Admit it. You love me, don't you?"
Power Level: 8
Concept: Loveable rogue
Occupation: Traveling salesman
Real Name: Carl Jordan
Legal Status: Citizen of the United States wanted in several jurisdictions
Identity: Secret
Place of Birth: Alexandria, Virginia
Marital Status: Married
Living Relatives: Leslie Jordan (wife), Marcella Jordan (wife), Michelle Jordan (wife)
Height: 5 ft. 9 in.
Weight: 165 lbs.
Eyes: Sky blue
Hair: Black

Notes: Carl Jordan is a traveling salesman. He's a polygamist, married to three different women, none of whom know about the others. He's also a costumed criminal with the mutant ability to alter people's memories and recollections. Otherwise, he is a highly skilled, well-trained normal person living a quadruple life (husband to three different women and costumed villain). Jordan isn't much of a contender in a knock-down, drag-out fight. He'll probably prefer to fight on the defensive while using Bluff, Distract, and Taunt to facilitate an escape. I picture Jordan as a recurring villain for a group of low-PL heroes or as part of a team of bad guys in a standard PL 10 game.

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

TOU +4* (+6* w/ Defensive Roll); FORT +4; REF +9; WILL +4; INIT +3; KNOCKBACK -2* (-3* w/ Defensive Roll)

* Includes bonus from costume.

MELEE +8 (+10 with rapier); RANGE +6; GRAPPLE +9; DAMAGE +1 unarmed, +3 rapier (crit 18-20); DEFENSE +10

Skills (Ranks): Acrobatics +5 (2), Bluff +15 (11), Climb +5 (4), Diplomacy +10 (6), Escape Artist +10 (7), Gather Information +10 (6), Knowledge (business) +5 (4), Notice +5 (3), Profession (salesman) +8 (6), Sense Motive +10 (8), Stealth +10 (7)

Feats: Attack Focus 2 (melee), Attack Specialization (rapier), Defensive Attack, Defensive Roll 2, Distract (Bluff), Dodge Focus 2, Elusive Target, Equipment 7, Evasion, Fearless, Redirect, Skill Mastery (Bluff, Escape Artist, Sense Motive, Stealth), Taunt

Equipment:
* Costume (+2 TOU bonus; EP 2)
* Rapier (+2 damage bonus, crit 18-20; EP 5)
* Utility Belt (up to 28 points of other items)

Powers:
* Transform 8 (Effect: Change the target's memories or recollections; Power Feat: Subtle; Extra: Will Save [+0])

Attack/Damage Tradeoff: +2/-2
Defense/Toughness Tradeoff: +2/-2

Abilities 28 + Skills 16 (64 ranks) + Feats 20 + Powers 16 + Combat 28 + Saves 10 = 120
Last edited by MLChance on Sat May 23, 2009 4:49 am, edited 1 time in total.
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Omega

Postby MLChance » Fri May 22, 2009 6:21 am

Image

OMEGA
Quote: "Height, length, and depth? Bah! How mundane!"
Power Level: 10
Concept: Dimensional genius
Occupation: Professional criminal
Real Name: Lee Mobley
Legal Status: Citizen of the United States wanted in several jurisdictions
Identity: Public
Place of Birth: Davenport, Iowa
Marital Status: Single
Living Relatives: Doris Mobley (mother), Charles Mobley (father), Audrey Mobley (sister)
Height: 6 ft.
Weight: 190 lbs.
Eyes: Brown
Hair: Black

Notes: Lee Mobley was just your average brilliant scientist working on the cutting edge of physics when an inspired flight of mathematics pierced the veil between our 3-D world and the 5-D universe. Mobley was contacted by a 5-D intelligence that offered him knowledge and power in exchange for certain services. Mobley accepted and Omega was born. Omega's goals revolve around acquiring wealth and influence, proving his mental superiority, and undertaking missions for his 5-D master.

Omega is an over-priced, under-capped PL 10 villainous genius. He's best suited as a mastermind, pulling the strings of other villains. Offensively, he's not much of a threat, but defensively he's a tough one to pin down. Omega can lose or gain a dimension, radically altering his body. He can move freely between dimensions. His "4-D mind" possesses remarkable powers of perception. He can trap foes in tesseracts, four-dimensional constructs of varying durability and complexity.

Since Omega's Dimensional Control array is dynamic throughout, he can mix and match various traits. He can become two-dimensional to gain Penetrating and four-dimensional to gain Enhanced Strength and Super-Strength (13 pp) and still have 19 pp of his array available for Snare 6 (for example). Judicious use of his Postcognition and Precognition can rise almost to the level of plot device. Since he is an interdimensional traveler, his equipment and minions can change from scenario to scenario.

STR 19/14 (+4/+2); DEX 14 (+2); CON 14 (+2); INT 22 (+6); WIS 18 (+4); CHA 16 (+3)

TOU +2; FORT +5; REF +5; WILL +11; INIT +2; KNOCKBACK -1

MELEE +10; RANGE +10; GRAPPLE +14/+12; DAMAGE +4/+2 unarmed; DEFENSE +10

Skills (Ranks): Computers +16 (10), Concentration +10 (6), Craft (electronic) +16 (10), Craft (mechanical) +16 (10), Disable Device +16 (10), Knowledge (physical sciences) +19 (13), Knowledge (technology) +21 (15), Notice +10 (6)

Feats: Eidetic Memory, Equipment 10, Improvised Tools, Inventor, Jack-Of-All-Trades, Master Plan, Minions 15, Ultimate Effort 2 (Craft [electronic], Craft [mechanical])

Powers:
Dimensional Control 16
* DAP: 2-D Form (Effects: Insubstantial 1 [Limited by Width] [4 pp], Total Visual Concealment [Limited to One Side] [4 pp], Penetrating 4 [4 pp])
* DAP: 4-D Form (Effects: Enhanced Strength 5 [5 pp], Insubstantial 3 [15 pp], Penetrate Concealment [hearing and sight] [8 pp], Super-Strength 2 [Heavy Load: up to 1400 lbs.] [4 pp])
* DAP: Dimensional Movement (Effects: Any Dimension [6 pp])
* DAP: Snare 10 (Extras: Maze [+0], Transparent [+1]; Cost per Rank: 3 pp) N.B. Omega's Snare traps his target in a tesseract. The victim cannot use an Escape Artist check to slip free, but he may use an INT check as a full-round action with a DC of 20 + the Snare's rank to figure out how to exit the 4-D obstruction.

4-D Mind
* Super-Senses 12 (Effects: Danger Sense, Dimensional Awareness, Postcognition, Precognition, Time Sense; Power Feat: Dimensional)

Attack/Damage Tradeoff: +0/-0
Defense/Toughness Tradeoff: +0/-0

Abilities 38 + Skills 20 (80 ranks) + Feats 32 + Powers 52 + Combat 40 + Saves 13 = 195
Last edited by MLChance on Sat May 23, 2009 9:12 am, edited 4 times in total.
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Postby MorningKnight » Fri May 22, 2009 8:39 am

Omega is a VERY interesting character! Nicely done.
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Postby MLChance » Fri May 22, 2009 10:14 am

MorningKnight wrote:Omega is a VERY interesting character! Nicely done.


Danke! :)

I've an urge to use him in the games I'm playing with my son Christopher, but I'm not sure if I need to subject the boy to that level of frustration. Imagine completing an entire adventure, defeating the villain, and having GM fiat rule that everything that happened is erased via a Precognitive do-over.

Muahahahaha!
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The Anubian

Postby MLChance » Fri May 22, 2009 6:19 pm

Image

THE ANUBIAN
Quote: "Surrender and die!"
Power Level: 10
Concept: Alien Aegyptian Bruiser
Occupation: Professional criminal
Real Name: Qa'a
Legal Status: Citizen of Aegyptus, Dimension H-12, with a criminal record
Identity: Public
Place of Birth: Karnak, Aegyptus, Dimension H-12
Marital Status: Single
Living Relatives: None
Height: 7 ft. 4 in.
Weight: 485 lbs.
Eyes: Emerald green
Hair: None

Notes: Qa'a, called the Anubian, is an interdimensional alien who acquired his powers after stealing a pair of sacred, magical emeralds called the Eyes of Anubis, which fused with his eyes and radically changed his physiology. His Density, Growth, and Wolf-Headed Man powers are innate to his species. His other powers derive from the magical transformation caused by the Eyes of Anubis.

The Anubian became a criminal menace in Aegyptus for a time. Just when it seemed that heroes of that dimension were going to put an end to the Anubian's villainous exploits, Omega intervened. The dimension-hopping mastermind yoinked the Anubian from Aegyptus to our world.

The Anubian is frightening, super-strong, and highly durable. His anubistick provides him with a powerful energy attack. The Eyes of Anubis grant Qa'a the ability to detect living creatures, although using this ability is distracting. It is also noticeable (see the picture). Despite these impressive abilities, the Anubian isn't terribly bright or skilled. Left on his own, he's not likely to rise much above simple robberies to provide for his needs and wants.

STR 32* (+11); DEX 12 (+1); CON 30 (+10); INT 8 (-1); WIS 14 (+2); CHA 14 (+2)

* STR 22/+6 for STR-based skills.

TOU +11 (+9 impervious); FORT +14; REF +5; WILL +6; INIT +5; KNOCKBACK -10

MELEE +9; RANGE +9; GRAPPLE +22; DAMAGE +11 unarmed, +11 entropic blast; DEFENSE +9

Skills (Ranks): Handle Animal +12 (10), Intimidate +14 (12), Notice +8 (6)

Feats: All-Out Attack, Animal Empathy, Improved Initiative, Power Attack, Startle

Devices:
The Anubistick (Device 5; easy-to-lose)
* Blast 11 (Power Feats: Affects Insubstantial, Incurable, Precise)

Powers:
Eyes of Anubis
* Super-Senses 8 (Effects: Detect Life 2 with Accurate 2, Acute, Counters Concealment 2, Extended; Flaw: Distracting [-1]; Drawback: Noticeable [-1 pp])

Really Big and Muscular
* Density 2 (Effects: +4 STR, +1 Impervious TOU; Power Feats: Innate, Subtle; Flaw: Permanent [+0])
* Enhanced Constitution 17
* Enhanced Strength 12
* Growth 3 (Effects: +6 STR, +3 CON; Power Feats: Innate; Flaw: Permanent [+0])
* Impervious Toughness 8
* Leaping 2 (Running Long Jump: 85 ft.; Alternate Power: Speed 2 [Rate: 25 MPH])
* Super-Strength 2 (Heavy Load: 8400 lbs.)

Wolf-Headed Man
* Super-Senses 3 (Effects: Infravision, Scent, Ultra-Hearing; Power Feat: Innate)

Drawbacks: Vulnerability to dimensional effects (moderate, uncommon, -2 pp)

Attack/Damage Tradeoff: -1/+1
Defense/Toughness Tradeoff: -1/+1

Abilities 8 + Skills 7 (28 ranks) + Feats 5 + Powers 84 + Combat 36 + Saves 12 - Drawbacks 2 = 150
Last edited by MLChance on Sat May 23, 2009 5:06 am, edited 2 times in total.
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Postby MorningKnight » Fri May 22, 2009 8:41 pm

WHEW! Who let this dog out? He's going to smack someone around.
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Postby Dreaming Psion » Fri May 22, 2009 9:25 pm

A fun butch, this latest crew. Omega seems to have an interesting powerset, dimensional super-senses is a nice touch to go with the Dimensional Control array; though I think his motif/M.O. could use some elaboration as I don't really grok a strong motivation/drive to his actions as I do with many of your other characters. Knave of Hearts, OTOH, really seems unique and fun with his themes and quirks. He seems to be PL 7 though, but that could easily be corrected by a couple of ranks of Sneak Attack. Also, does his Memory Transformations last for a long time or only long enough to pull off his capers at the moment? If they're long-lasting, you might consider increasing the duration to Continuous.
Check out the anime/manga 3e thread
And then there's always the Oddballs thread for both 2 and 3e.
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