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Mr.O Presents an Incomplete Brawl!

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Re: Mr. O's Heroes and Monsters: FIGHT Donar vs the Red Horse

Postby MisterO » Tue Jul 07, 2009 12:17 pm

MorningKnight wrote:Good grief, I missed all manner of things for hir. Especially the fairy wings and the red and gold tint. I'll fix it tomorrow, my friend.


This is perfectly fine MK. But again thank you for doing this. :D

I've added the picture you did to the Red Horse's entry and I put up my own picture for Mister Atomic. I made Mister Atomic in Fabrica.
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Re: Mr. O's Heroes and Monsters: FIGHT Donar vs the Red Horse

Postby MisterO » Wed Jul 08, 2009 4:23 pm

I'm going to be reposting some of my old writeups from my first thread here. If I remember correctly I wrote these characters up "free hand", using only the book and a calculator, so if there are any errors please tell me.

MisterO wrote:Cryoman
PL 4
PP 29
Abilities: Strength 8 (-1), Dexterity 10 (+0), Constitution 9 (-1), Intelligence 15 (+2), Wisdom 12 (+1), Charisma 9 (-1)
Saves: Fortitude -1, Reflex +0, Will +1 (+3), Toughness -1
Skills: Computers 6 (+8), Craft (craft) 6 (+8), Knowledge (physical science) 8 (+10), Profession 4 (+5)
Combat: Attack +0, Damage -1, Cold Field +4 Defense +0, Initiative +0

Powers
Cold Field - Damage 4 (Extras: Area - Burst, Aura, Duration - Continuous; Flaws: Permanent; Drawback: Full Power, Lethal Only)

The Ailments

Cramp
PL 6
PP 42
Abilities: Strength 18/26 (+4/+8), Dexterity 9 (-1), Constitution 15 (+2), Intelligence 9 (-1), Wisdom 8 (-1), Charisma 8 (-1)
Saves: Fortitude +2 (+4), Reflex -1, Wisdom -1, Toughness +1
Combat: Attack +3, Damage +9, Defense +2, Initiative -1

Powers
Container - Strength Enhancement Surgery 3
  • Enhanced Strength 8
  • Enhanced Feats 3 (Diehard, Endurance, Ultimate Toughness Save)
  • Super-Strength 2

Aneurysm
Abilities: Strength 8 (-1), Dexterity 10 (+0), Constitution 9 (-1), Intelligence 10/20 (+0/+5), Wisdom 10/20 (+0/+5), Charisma 9 (-1)
Saves: Fortitude -1, Reflex +0, Will +0/+5, Toughness -1
Combat: Attack +2, Mental Blast +5, Defense +3, Initiative +0

Powers
Container - Mind Enhancement Surgery 4
  • Mental Blast 5
  • AP Telekinesis 10
  • AP Enhanced Intelligence 10 and Enhanced Wisdom 10

Seizure
Abilities: Strength 10 (+0), Dexterity 11 (+0), Constitution 10 (+0), Intelligence 12 (+1), Wisdom 9 (-1), Charisma 10 (+0)
Saves: Fortitude +0, Reflex +0 (+3), Will -1, Toughness +0
Combat: Attack +4 (+6 melee), Damage +0, Velocity Punch +3, Defense +3 (Dodge Focus +5), Initiative +0/+16

Powers
Container - Speed Enhancement Surgery 2
  • Enhanced Feat 4 (Attack Focus 2 [melee], Dodge Focus 2)
  • Speed 4
  • AP Enhanced Feats 4 (Improved Initiative)
  • AP Strike 3 (Autofire)

Sound
PL 8
PP: 93
Abilities: Strength 10 (+0), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 13 (+1), Wisdom 10 (+0), Charisma 11 (+0)
Saves: Fortitude +2 (+4), Ref +2 (+6), Will +1 (+1), Tou +5/+2
Skills: Craft (electronics) 4 (+5), Knowledge (physical science) 8 (+9)
Feats: Accurate Attack, Attack Focus (ranged) 3, Defensive Roll 3, Inventor
Combat: Attack +5 (+8 ranged), Sound Wave +8, Defense +4, Initiative +2

Powers
Device (Ring of Sound) 7
Sound Wave - Blast (Extras: Area-Cone, Linked - Auditory Dazzle) 8
AP Sonic Screen - Deflect 4 (fast and slow moving projectiles)
Auditory Dazzle 8

()()()()()()()()()()()()()

Fury
PL 7
PP: 79
Abilities: Strength 18 (+4), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 10 (+0), Wisdom 11 (+0), Charisma 14 (+2)
Saves: Fort +3 (+8), Ref +0 (+2), Will +0 (+2), Tou +5/+3
Skills: Acrobatics 4 (+5), Intimidate 8 (+8), Knowledge (tactics) 4 (+4)
Feats: Attack Focus (melee) 3, Defensive Roll 2
Combat: Attack +4 (+7 melee), Impact Fist +8, Defense +6, Initiative +1

Powers

Impact Fist - Strike 4 (Power Feats: Mighty; Extras: Linked - Visual Dazzle)
Visual Dazzle 8
Last edited by MisterO on Wed Jul 08, 2009 4:47 pm, edited 1 time in total.
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Re: Mr. O's Heroes and Monsters: FIGHT Donar vs the Red Horse

Postby MisterO » Wed Jul 08, 2009 4:36 pm

A very old build of my character Infinite Womyn. There is some stuff here I think I can still use.
MisterO wrote:Infinite Womyn
PL 12
PP: 180

Abilities: Strength 16 (+3), Dexterity 17 (+3), Constitution 21 (+5), Intelligence 20 (+5), Wisdom 22 (+6), Charisma 18 (+4)
Saves: Fortitude +5 (+12), Reflex +3 (+6), Will +6 (+9), Toughness +8/+5*
Skills: Concentration 4 (+10), Craft (artistic) 2 (+6), Investigate 7 (+12), Knowledge (history) 7 (+12), Notice 10 (+16), Stealth 4 (+7), Survival 2 (+8)
Feats: Attack Focus (melee) 2, Attack Specialization (Fourth Dimensional Assault), Endurance, Uncanny Dodge (hearing)
Combat: Attack +6 (+8 melee or +10 Fourth Dimensional Assault), Damage +2 (unarmed), +12 Fourth Dimensional Assault, Defense +8, Initiative +3
*Without costume or while using Dimensional Control

Powers:
Device 4 ("Costume", hard to lose)
Dimensional Control 32 (64/64pp; Alternate Powers 3; Flaws: Action - Move, Check Required - Concentration -1)
    Base Power:4-D Form Concentration DC 20
  • Damage 10 ("Fourth Dimensional Assault"; Power Feats: Extended Reach, Mighty 3, Split Attack; Extras: No Saving Throw +2; Alternate Powers: Nauseate 10 [Extras: Duration - Concentration], Super-Strength 15 [Heavy Load: 3,200 t)
  • Enhanced Feat 1 (Hide in Plain Sight)
  • Features 2 (Special Effect - Reverberating Voice, Three Dimensional Shadow)
  • Flight 2 (Flaws: Air-walking -2)*
  • Insubstantial 3 (Flaws: Partial Corporeality -1)
  • Super-Senses 8 (sight and hearing Penetrate Concealment)
    True Form: 3-D Form (These are in addition to her normal traits)
  • Container 1 ("Micro-symbiotes")
  • Container 1 ("Physiology"; Power Feat: Innate)
    Alternate Power: 2-D Form Concentration DC 16
  • Concealment 4 (visual 2; Flaws: Limited to one side -1)
  • Enhanced Feat 3 (Defensive Roll)
  • Insubstantial 1 (Flaws: Limited by width -1)
  • Penetrating Strength 2
  • Snare 10 (Extras: Engulf +0; Alternate Power: Super-Movement 5 (slithering, wall-crawling 3, water-walking)
  • Speed 4 (100 MPH)
    Alternate Power: 1-D Form Concentration DC 14
  • Concealment 4 (visual 4)
  • Flight 1 (Flaws: Levitation -1)
  • Insubstantial 4 (Flaws: Limited to openings and spaces -1, affected by Dimensional effects)
    Alternate Power: 0-D Form Concentration DC 20 (Drawback: Temporary Disability-Cannot Move -4)
  • Concealment 6 (auditory 2, visual 4)
  • ESP 10 (Alternate Power: Super-Senses 8 [extended vision 2, microscopic vision 4, radius vision 2])
  • Insubstantial 4 (affected by Dimensional effects)
  • Mind Reading 6 (Extras: Action - Movement +1, Area - General Burst +1; Flaws: Limited to Surface Thoughts -1)


Costume Traits
Immunity 9 (life support)
Protection 3
Sensory Shield 4 (all senses)

Micro-Symbiote Traits
Immunity 4 (age, disease, poison, starvation and thirst; Flaws: Limited to half effect -1)
Regeneration 3 (Recovery Check 3)

Physiology Traits
Leaping 1
Super-Senses 4 (accurate hearing, ultra-hearing, ultravision)

Abilities 53 + Saves 13 + Skills 9 + Feats 5 + Combat 56 + Powers 43 = 180

*Notes: I came up with this limitation because I felt that Super-Movement Air-Walking was too expensive for what it did. It seemed more like an extremely limited version of Flight.

Many of my ideas for this writeup came from:
http://tetraspace.alkaline.org/
and from
http://en.wikipedia.org/wiki/Fourth_dimension

"Born on an Earth where felines instead of apes evolved, born into a time where there is only one gender, Resa Bastosa becomes Infinite Womyn, the Silver Ghost."

Appearance: Resa is considered slightly above average among her people standing in at about 6'5", weighing about 215 lbs. Since she has a lioness for and a tigress for parents she is what would be termed a liger on earth. She has tawny skin coloration with darker stripes up and down her back with rosettes across her forehead and on her shoulder blades. Her appearance has lead some jaguars and leopards to mistake her as one of their own, or has created difficulty due to mainstream society's "casual racism".

Her costume consists of a helmet that covers her whole head, a silvery jumpsuit and a black, ankle-length cape. Her costume came from an underground facility that held many other examples of this suit. They were meant to be the inner part of a space suit so it gives her protection and keeps her safe from the hazards of space.

Background: Resa is the daughter of Col. Kamoa Bastosa and Name Bastosa. Colonel Kamoa is head of the eastern barracks of the great wall that encircles the Blasted Plain, the site of the last great battle of the Infection Wars. She has no siblings (yet) and is very close to her fafi, Kamoa (fafi means father, or in this case, her parent that conceived her) who has taught her much about the Blasted Plain and how to survive there. Her fafi and mother met while investigating a structure in the Blasted Plain (though under what curcumstances they remain evasive).

Edit 9/7/07: From suggestions from JoshuaDunlow I changed Infinite Womyn's "Fourth Dimensional Assault" power to be No Save as opposed to Alternate Save-Fortitude and Penetrating. I have also shifted around a few points to fit how I see the character or were incorrect. Changed some of the formatting.

Re-Edited: Changed even more elements so she fits together better. Expanded on her 0-D Form a bit, increased overall number of skill ranks, added a new limitation to Insubstantial:
Partial Corporeality (-1/-2): On ranks 3 and 4 of Insubstantial your character is not totally incorporeal. When attacked there is a chance for the attack to actually connect either 20% (-1) or 50% (-2).
Also added her description and some of her background.
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Re: Mr. O's Heroes and Monsters: Old builds

Postby MisterO » Wed Jul 08, 2009 6:05 pm

The Monster

Power Level 10


STR: +1/+4* (12/18*), DEX: +3 (16), CON: +1 (12), INT: +3 (16), WIS: +2 (14), CHA: +1 (12)
*When Raging

Toughness +1/+3**/+6, Fortitude +2/+5*, Reflex +6, Will +7/+10*
*When Raging
**Without Monster Suit and not Flat-Footed

Skills: Acrobatics 13 (+16), Bluff 7 (+8), Climb 7 (+8), Computers 7 (+10), Craft (electronic) 7 (+10), Diplomacy 13 (+14), Disguise 7 (+8), Escape Artist 7 (+10), Gather Information 7 (+8), Intimidate 15 (+16), Knowledge (behavioral science) 9 (+12), Knowledge (streetwise) 5 (+8), Medicine 4 (+6), Notice 8 (+10), Search 5 (+8), Sense Motive 10 (+12), Sleight of Hand 5 (+8), Stealth 7 (+10), Survival 4 (+6), Swim 5 (+6)

Feats: All-Out Attack, Attack Focus (Melee) 2, Attack Specialization (Monster Face Device), Challenge (Forceful Intimidation), Defensive Roll 2, Distract (Intimidate), Dodge Focus 4, Improved Defense 2, Inventor, Power Attack, Rage 2 (+6 Str, +3 Fort, +3 Will, -2 Defense for 10 rounds), Skill Mastery (Bluff, Diplomacy, Intimidate, Sense Motive), Startle

Powers:
Device 5 (Monster Face, hard to lose)
Device 2 (Monster Suit, hard to lose)

Monster Face
    Emotion Control 10 Primal Horror (Power Feats: Progression [Increase Area Extra (x2)]; Extras: General Burst Area (100 ft. radius); Flaws: Limited to Fear -1)
    Alternate Power: Auditory Dazzle 10 Terrible Roar (Extras: Alternate Save [Will] +0, Targeted Cone Area (100 ft.) +1; Flaws: Range [touch] -1)
    Alternate Power: Illusion 10 Horrific Image (auditory, visual; Flaws: Phantasms -1, Limited to One Subject -1)
    Alternate Power: Nauseate 7 Gruesome Apparition (Extras: Range [ranged] +1)
    Alternate Power: Stun 7 Shocking Sight (Range [ranged] +1)
Monster Suit
    Flight 2 (Speed: 25 mph; Flaws: Gliding) Frightful Wings
    Alternate Power: Super-Movement 1 (Wall-Crawling [half speed])
    Protection 3 Leathery Hide
    Strike 3 (Power Feats: Mighty) Wicked Claws

Combat: Attack +6 (Melee +8, Grapple +9), Defense +14/+12* (Flat-footed +5), Knockback -3, Initiative +3
*When Raging

Damage
Gruesome Apparition (Nauseate 7) (DC Fort/Staged 17)
Primal Horror (Emotion Control 10) (DC Staged/Will 20)
Shocking Sight (Stun 7) (DC Fort/Staged 17)
Terrible Roar (Dazzle 10) (DC Reflex/Will Staged 20)
Unarmed Attack +1/+4* (DC 16/19*)
Wicked Claws (Strike 3) (DC 19/22*)
*When Raging

Complications:
Enemy (Xerxes Primus)
Temper (Rage)
Secret (Identity)

Totals: Abilities 22 + Skills 38 (152 ranks) + Feats 21 + Powers 28 + Combat 32 + Saves 9 + Drawbacks 0 = 150

BIO: Doctor Alan Schreck, brilliant psychologist and computer prodigy, built a device to tap into the primal horror at the seat of the human mind. The device was sought out by the crime-lord Xerxes Primus to use against his enemies. Instead Doctor Schreck turned the device upon Primus's men and escaped. Now he haunts the night fighting against the criminals and madmen of Cornucopia* and against the terrible rage that now lives within him. Doctor Alan Schreck is the Monster.

*Cornucopia, Missouri (expy for Kansas City)
Last edited by MisterO on Wed Jul 08, 2009 8:34 pm, edited 2 times in total.
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Re: Mr. O's Heroes and Monsters: Old builds, the Monster

Postby MorningKnight » Wed Jul 08, 2009 7:08 pm

Ooooohhhh. Schreck/Monster is most shiny. I like the name of his home turf too.
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Re: Mr. O's Heroes and Monsters: Old builds, the Monster

Postby MisterO » Wed Jul 08, 2009 7:13 pm

MorningKnight wrote:Ooooohhhh. Schreck/Monster is most shiny. I like the name of his home turf too.


Yeah he's another in a long line of characters I wrote up for Marvel SAGA. I got reams of them. I just threw-together Monster's bio, done in the style of a TV opening credit sequence.
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Re: Mr. O's Heroes and Monsters: Old builds, the Monster

Postby MisterO » Wed Jul 08, 2009 9:37 pm

Hans Krueger, the Masseuse

Power Level 10


STR: +7 (24), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Toughness +8, Fortitude +8, Reflex +6, Will +4

Skills: Gather Information 8 (+8), Intimidate 4 (+11), Knowledge (life sciences) 8 (+8), Knowledge (streetwise) 4 (+4), Medicine 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 4, Attack Specialization (Grapple) 5, Attractive, Chokehold, Crushing Pin, Finishing Blow, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Power Attack, Stunning Attack, Toughness 3

Powers:
Nauseate 8 Crippling Pain

Combat: Attack +8 (Melee +12, Grapple +29), Defense +8 (Flat-footed +4), Knockback -4, Initiative +2

Damage
Unarmed Attack +7 (DC 22)
Crippling Pain (Nauseate 8) (DC Fort/Staged 18)

Totals: Abilities 28 + Skills 8 (34 ranks) + Feats 24 + Powers 16 + Combat 32 + Saves 11 + Drawbacks 0 = 120

BIO: Hans Krueger, the Masseuse, is one of the most sought after assassins in the world of international crime. He has performed thirty-nine perfect killings; every time he has killed a target he has left no trace of his presence. Number forty though turned out to be far more difficult than he could ever have imagined. The boss of Cornucopia, Xerxes Primus, has hired him to find and kill a man named Alan Schreck, the Monster.

Hans is an expert in judo, wrestling and deep-tissue massage. Using his knowledge of pressure points, nerve structure and cardio-vascular systems he can induce intense, crippling pain in his enemies with only a touch.
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Re: Jen, Kira, Fizzgig

Postby MisterO » Thu Jul 09, 2009 4:38 pm

Image
*Picture from Orin at deviantart

Jen

Power Level 3


STR: -2 (6), DEX: +1 (12), CON: +0 (10), INT: +2 (14), WIS: +1 (12), CHA: +0 (10)

Toughness
-1, Fortitude +2, Reflex +3, Will +5

Skills: Climb 7 (+5), Knowledge (arcane lore) 3 (+5), Notice 4 (+5), Survival 4 (+5), Perform (wind instruments) 6 (+6)

Feats: Dodge Focus 2, Luck, Equipment 1

Powers:
Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Power Feats: Innate; Flaws: Permanent -0)
Mind Reading 5 Dreamfasting (Flaws: Limited to Mind Probe -1, Range [touch] -2, Only other Gelflings)
Super-Senses 1 (communication link [Kira, mental])

Equipment: Firca (double-flute) 1ep

Combat: Attack +1 (Grapple -6), Defense +6 (Flat-footed +2), Small Size, Knockback +2, Initiative +1

Damage
Unarmed Attack -2 (DC 13)
Mind Reading 5 (DC Will 15)

Totals: Abilities 8 + Skills 6 (24 ranks) + Feats 4 + Powers 7 + Combat 6 + Saves 8 + Drawbacks 0 = 39


-From one of the best fantasy movies ever made (and one of my own personal favorites) Jen and Kira (and Fizzgig) from "The Dark Crystal".
-The main protagonist of the movie, Jen is tasked with "healing" the Dark Crystal with the shard in his possession.
-Thing is is that he isn't what one would imagine a movie hero to be like. He's small, unsure, doesn't seem to have any major skills (besides playing a mean flute and being able to read), no weapons, no special powers. Just him against an army of twisted monsters lead by a genocidal madman...

-----

Kira

Power Level 4


STR: -2 (6), DEX: +2 (14), CON: +0 (10), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)

Toughness -1, Fortitude +2, Reflex +4, Will +5

Skills: Diplomacy 6 (+8), Handle Animal 4 (+6), Language +1 (Podling, Thran [native]), Ride 4 (+6), Survival 5 (+7)

Feats: Animal Empathy, Attack Specialization (Sling), Equipment 1, Sidekick (Fizzgig)

Powers:
Comprehend 4 (speak to and understand plants and animals)
Alternate Power: Mind Reading 5 Dreamfasting (Flaws: Limited to Mind Probe -1, Range [touch] -2, Only other Gelflings -1)
Alternate Power: Super-Senses 1 (communication link [Jen, mental])
Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Power Feats: Innate; Flaws: Permanent -0)
Super-Movement 1 Vestigial Wings (slow fall; Extras: Affects Others +1)

Equipment: Sling [Blast 1; Power Feats: Improved Range (25 ft. incr)] 2ep

Combat: Attack +3 (Sling +5, Grapple -4), Defense +5 (Flat-footed +3), Small Size, Knockback +2, Initiative +2

Damage
Unarmed Attack -2 (DC 13)
Mind Reading 5 (DC Will 15)
Sling (Blast 1) (DC 16)

Drawbacks: Disability (uncommon, minor, illiterate) -1

Totals: Abilities 12 + Skills 5 (20 ranks) + Feats 4 + Powers 18 + Combat 12 + Saves 7 - Drawbacks 1 = 57

Fizzgig wrote:Fizzgig

Power Level 2


STR: -4 (2), DEX: +0 (10), CON: +0 (10), INT: -4 (2), WIS: +0 (11), CHA: -2 (6)

Toughness -2, Fortitude +2, Reflex +2, Will +1

Skills: Acrobatics 3 (+3), Intimidate 7 (+1), Sense Motive 5 (+5), Survival 5 (+5)

Powers:
Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Permanent; Innate)
Strike 2 Bite

Combat: Attack +2 (Ranged: +2, Melee: +2, Grapple: -12), Defense +2 (Flat-footed +1), Tiny Size, Knockback +4, Initiative +0

Damage
Unarmed Attack -4 (DC 11)
Bite (Strike 2) (DC 17)

Drawbacks: Disability (very common, moderate, No hands) -4, Disability (very common, moderate, mute) -4

Totals: Abilities -11 + Skills 5 (20 ranks) + Feats 0 + Powers 11 + Combat 0 + Saves 5 - Drawbacks 8 = 2



-On the other hand you have Kira. She's good with a sling, has a small follower in Fizzgig, has nature knowledge, can call up animals to assist her and has wings! In D&D terms she'd probably be a 0-level druid or ranger.
-I knew from the start that Kira was going to be the more expensive of the two but I was thinking that it was going to be maybe by a few points ans she came out nearly twice as expensive as Jen. Her array of Comprehend, Mind Reading and better combat abilities that put her a PL higher and 18 points heavier.
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Re: Mr. O's The Dark Crystal: Jen, Kira and Fizzgig

Postby MisterO » Thu Jul 09, 2009 5:01 pm

Garthim
Image
*Artwork by David Petersen
Power Level 5


STR: +5 (20), DEX: +0 (10), CON: +0 (-), INT: +0 (-), WIS: -1 (8), CHA: +0 (-)

Toughness +8, Fortitude Immune, Reflex +2, Will Immune

Skills: Climb 4 (+5)

Feats: Fearsome Presence 5

Powers:
Growth 4 (+8 STR, +4 CON, +1 size category; Power Feat: Innate; Flaws: Permanent -1)
Strike 2 Claw (Power Feats: Mighty)

Combat: Attack +3 (Grapple +13), Defense +2 (Flat-footed +1), Large Size, Knockback -8 Initiative +0

Damage
Unarmed Attack +5 (DC 20)
Claw (Strike 2) (DC 22)

Drawbacks: Disability (very common, moderate, Mute) -4

Totals: Abilities -30 + Skills 1 (4 ranks) + Feats 5 + Powers 16 + Combat 14 + Saves 38 - Drawbacks 4 = 40

-The terrifying shock troops of the Skeksis, they were instrumental in the near-eradication of the Gelflings and in capturing Podlings so that they can be drained of their life-essence and turned into slaves.
-They're big, they're dumb and they can take a beating or dish one out. They seem to be conditioned, or designed to obey any Skeksis (a fact that SkekSil, the Chamberlain, took advantage of).
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Re: Mr. O's The Dark Crystal: Jen, Kira and Fizzgig, Garthim

Postby MisterO » Fri Jul 10, 2009 1:46 pm

Image
skekSil, the Chamberlain: Charisma 14 (+2); Bluff 6 (+8). Chamberlain, as he is called in the film, comes close to being a protagonist as we spend quite a bit of time following him and his efforts. His primary characteristics are his whimper and his ability to fool others.

skekUng, the Garthim Master/Emporer:
Strength 18 (+4); Intimidate 8 (+12); Physically Commanding (use Strength for Intimidate), Power Attack; Attack +2. The main antagonist of the film, commonly called "the General" as he is in command of the deadly Garthim.

skekZok, the Ritual Master: Intelligence 12 (+1), Wisdom 14 (+2); Knowledge (arcane lore, theology and philosophy) 4 (+5); Equipment (sacrificial knife), Minions (15 PL 1 crystal bats). Not named in the film, he is the Skeksis with the big, booming voice and wears red robes.

skekSo, the Emporer: Though he died before he could contribute to the film, he is responsible for the events following his death.

skekTek, the Scientist: Intelligence 18 (+4); Craft (mechanical) 8 (+12), Knowledge (technology, life sciences) 8 (+12). The mad scientist of the Skeksis, who cut off his own arm just to study it!

skekAyuk, the Gourmand: Craft (gourmet) 8 (+8). Big and fat, he doesn't contribute much to the plot.

skekNa, the Slave Master: Intimidate 12 (+10); Disability (no right hand, missing eye) -2. Nasty piece of work, has a hook for his right hand and seems to be missing an eye.

skekShod, the Treasurer: Intelligence 12 (+1); Knowledge (business) 8 (+9). Old, with lots of beads and jewels on his robes.

skekOk, the Scroll Keeper: Intelligence 14 (+2), Wisdom 12 (+1); Craft (writing) 6 (+8), Knowledge (history) 6 (+8). Skeletal, with spectacles on the end of his beak.

skekEkt, the Ornamentalist: Craft (artistic) 8 (+8), Knowledge (art) 8 (+8). Effete and vain, his face is covered with gaudy cosmetics.

Jim Henson wrote:Average Skeksis Traits
Abilities: Strength 14 (+2), Dexterity 10 (+0), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 8 (-1)
Saves: Toughness +1, Reflex +1 (+1), Fortitude +2 (+3), Will +2 (+2)
Skills and Feats: Bluff 6 (+4), Intimidate 8 (+6), Knowledge (arcane lore) 2 (+2), Sense Motive 4 (+4); Headquarters (the Great Castle), Minions (10 Garthim) 11, Ritualist
Combat: Attack +0, Damage +2 (unarmed), Defense +0, Knockback -1, Initiative +0


The Great Castle wrote:Image
Power Level 10 (EP 13)
Toughness: +25
Features: Holding Cells, Laboratory, Living Space, Library, Workshop
Size: Gargantuan


:arrow: Not the best picture of them I know but I wanted a group shot and this is the best I could do.
:arrow: I haven't included the "expanded universe" Skeksis, skekVar and skekLach, since I haven't read the GN they appear in. Though I probably should.
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Re: Mr. O's The Dark Crystal: Garthim and Skeksis

Postby Thorpacolypse » Fri Jul 10, 2009 6:14 pm

Man, I haven't watched the Dark Crystal in a long time. I've been meaning to get it into the hands of the little Thorpacolypses for the first time. These builds definitely got me in the mood to do so.
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Re: Mr. O's The Dark Crystal: Garthim and Skeksis

Postby MisterO » Fri Jul 10, 2009 6:21 pm

Thorpacolypse wrote:Man, I haven't watched the Dark Crystal in a long time. I've been meaning to get it into the hands of the little Thorpacolypses for the first time. These builds definitely got me in the mood to do so.


Yeah I remember watching the tape to point that the sound started to go out on it! And I hope your kids will enjoy it too.
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Re: Mr. O's The Dark Crystal: Garthim and Skeksis

Postby MisterO » Tue Jul 14, 2009 11:26 am

UrRu
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urSu the Master: Intelligence 16 (+3), Wisdom 20 (+5)
urZah the Ritual-Guardian: Intelligence 18 (+4)
urIm the Healer: Knowledge (life science) 8 (+10), Medicine 8 (+12)
urSol the Chanter: Perform (singing) 8 (+8)
urTil the Alchemist: Craft (chemical, structural) 8 (+10), Knowledge (physical sciences) 8 (+10)
urAmaj the Cook: Craft (cooking) 8 (+10)
urNol the Herbalist: Craft (herbalism) 8 (+10), Knowledge (life science) 4 (+6), Medicine 4 (+8)
urAc the Scribe: Craft (writing) 8 (+10), Knowledge (history) 8 (+10)
urYod the Numerologist: Knowledge (astronomy) 8 (+10)
urUtt the Weaver: Craft (artistic) 10 (+12)

Average UrRu Traits
Abilities: Strength 18 (+4), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 14 (+2), Wisdom 18 (+4), Charisma 10 (+0)
Saves: Toughness +2, Fortitude 4 (+6), Reflex 0 (+1), Will 4 (+8)
Skills and Feats: Craft (artistic) 8 (+10), Knowledge (arcane lore, theology & philosophy) 8 (+10); Artificer, Ritualist, Teamwork 3
Powers: Additional Limbs 2 (2 arms), Features 1 (long life), Growth 4


:arrow: The Mystics from the Dark Crystal
:arrow: It was a bit harder to figure them out since they didn't really do very much during the course of the film. I think I got them all down alright though.
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Re: Mr. O's The Dark Crystal: Skeksis and Mystics

Postby MisterO » Tue Jul 14, 2009 5:53 pm

Aughra
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Power Level 4


STR: -1 (8), DEX: +0 (10), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +0 (10)

Toughness +0, Fortitude +2, Reflex +0, Will +5

Skills: Handle Animal 8 (+8), Intimidate 8 (+8), Knowledge (arcane Lore) 8 (+12), Knowledge (history, theology & philsophy) 4 (+8), Notice 7 (+10), Search 4 (+8), Sense Motive 9 (+12)

Feats: Ritualist

Powers:
Anatomic Separation 1 (separate: eye, 1 separated part)
Immunity 1 (aging)
Mind Reading 8 Dreamfasting (Flaws: Limited to Mind Probe -1, Range [touch] -2)

Combat: Attack +0 (Grapple -1), Defense +0 (Flat-footed +0), Knockback +0, Initiative +0

Damage

Unarmed Attack -1 (DC 14)
Mind Reading 8 (DC Will 18)

Drawbacks: Disability (uncommon, minor, only one eye) -1

Totals: Abilities 12 + Skills 13 (52 ranks) + Feats 1 + Powers 5 + Combat 0 + Saves 4 - Drawbacks 1 = 34

:arrow: The final Dark Crystal build, Aughra.
:arrow: Probably one of the coolest designs from the movie, they did an excellent job making her move, talk and act like a person who is over three-thousand years old. Not to mention the most personality of all the characters.
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Re: Mr. O's The Dark Crystal: Skeksis, Mystics Aughra

Postby MisterO » Tue Jul 14, 2009 7:51 pm

Mindmistress

Power Level 10


STR: +7 (10/24), DEX: +4 (18), CON: +1 (12), INT: +15 (40), WIS: +4 (18), CHA: +2 (14)

Toughness +1/+7, Fortitude +4, Reflex +8, Will +10

Skills: Acrobatics 8 (+12), Bluff 10 (+12), Computers 15 (+30), Concentration 8 (+12), Craft (artistic, chemical, electronic, mechanical, structural) 1 (+16), Diplomacy 6 (+8), Disable Device 11 (+26), Disguise 6 (+8), Escape Artist 8 (+12), Gather Information 14 (+16), Handle Animal 4 (+6), Investigate 5 (+20), Knowledge (life sciences, physical sciences, technology) 15 (+30), Medicine 12 (+16), Notice 12 (+28), Search 3 (+18), Sense Motive 8 (+12), Stealth 4 (+8), Survival 8 (+12)

Feats: Attack Focus (Melee) 2, Attack Specialization (Psyche Staff) 2, Benefit (Insight)*, Blind-Fight, Connected, Contacts, Dodge Focus 4, Eidetic Memory, Elusive Target, Grappling Finesse, Improved Disarm, Improved Trip, Inventor, Jack-of-All-Trades, Luck, Master Plan, Quick Change, Seize Initiative, Skill Mastery (Computers, Disable Device, Gather Information, Knowledge [life sciences, physical sciences, technology], Medicine, Notice) 2, Sidekick 20 (Vicki PL7), Speed of Thought, Ultimate Effort (Intelligence checks, Knowledge checks) 4, Uncanny Dodge (Visual), Weapon Bind, Weapon Break, Well-Informed
*Insight: Use Intelligence bonus for Notice checks

Powers:
Device 21 (battlesuit, hard to lose)
Device 7 (psyche staff, easy to lose)
Comprehend 3 (languages - read all, languages - speak all, languages - understand all)
Super-Senses 1 (rapid [x10, visual])

Battlesuit
Deflect 11 (fast projectiles; Extras: Automatic +1, Action [reaction] +3; Extended Reach [5 ft.])
Enhanced Strength 14
Illusion 10 (visual)
Protection 6
Speed 1 (Speed: 10 mph)
Super-Strength 4 (+20 STR carry capacity, heavy load: 5.6 tons; +4 STR to some checks)

Psyche Staff

Paralyze 10 (Range [ranged])
Alternate Power: Confuse 10
Alternate Power: Strike 1 (Power Feats: Extended Reach [5 ft.], Mighty)

Combat:
Attack +6 (Melee: +8, Psyche Staff +10, Grapple +15/+19), Defense +13 (Flat-footed +5), Knockback -3, Initiative +15

Damage
Unarmed Attack +7 (DC 22)
Paralyze 10 (DC Staged/Will 20)
Confuse 10 (DC Will 20)
Psyche Staff (Strike 1) (DC 23)

Drawbacks: Normal Identity (common, must use locket to change identities), Weakness (uncommon, major, will develop brain cancer if she remains Mindmistress for more than two weeks) -3

Totals: Abilities 52 + Skills 48 (192 ranks) + Feats 53 + Powers 112 + Combat 30 + Saves 13 - Drawbacks 4 = 305

:arrow: Mindmistress comes from the eponymous web-comic by Al Schroeder. It tells the story of Lorelei Lyons a girl with moderate mental disabilities, whose genius mother gave her a special locket. Within the owl-shaped locket is a device that makes who ever wears it, and can turn it just so, into a post-human intellect. Lorelei in this form is a completely different person, Sophia, who uses her massive intellect to build miraculous devices primarily as a means of expressing her mental capabilities. She has used these devices to put a stop to other technologically advanced criminals such as Bloodlust, Anansi, and her only intellectual superior Foresight (he was Lorelei's mother's assistant who built intelligence boosting device).

The series has both literary and mythological inspirations. Olaf Stapledon's "Odd John", "Flower's for Algernon", and a number of Greek myths (could list them all here but most of the major ones show up in one form or another) with a very unique protagonist. It really explores what having superhuman intelligence would be like and its consequences. The art won't WOW you but the stories will.

I'll be doing builds of her various allies, enemies and weapons.
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