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JD's 2E fantasy: LOTR stuff

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Re: JD's Fantasy: Smaug!

Postby JoshuaDunlow » Thu Jun 10, 2010 11:58 am

Trystero_Yoyodyne wrote:Nice Smaug. Love the Bewilder effect - the whole "beguiling dragon tongue" thing.


Yeah, dragons are something you don't wanna mess around with. Not in Middle Earth.
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Re: JD's Fantasy: Smaug!

Postby JoshuaDunlow » Sat Jun 12, 2010 10:31 am

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“There were two eyes, very cold through lit with a pale light that seemed to come from some remote distance. Then a grip stronger and colder than iron seized him. “

Barrow Wights (PL 7/113pp)
Abilities [30pp]: Strength 18 (+4), Dexterity 15 (+2), Constitution -, Intelligence 15 (+2), Wisdom 16 (+3), Charisma 16 (+3)

Saves [6pp]: Toughness +3, Fortitude - , Reflexes 3 (+5), Willpower 3 (+6)

Combat [20pp]: Attack Bonus +5 (+6 Melee, +10 grapple), Defense Bonus +5 (+2 flat), Knock Back - 3, Initiative +2

Attack (dc): Unarmed +5 (dc 19), Sword +6 (dc 22), Fear +5 (dc 17), Icy Touch (2 point drain to strength and constitution on a successful hit)

Skills [4pp]: Intimidate 6 (+9), Search 5 (+7), Stealth 5 (+7)

Feats [6pp]: Attack Focus (Melee) 1, Intimidating Presence 5,
Greater barrow wights may have more feats than just these, give them the Combat Style (sword fighting) if you do.

Powers [71pp]:
Barrow Wight Physiology 10 [Passive Container; Innate]
- Immunity 30 [Fortitude Checks]
- Protection 3 [Impervious 3]
- Super Senses 2 [Darkvision]
- Regeneration 9 [Recovery 5, Bruised 1, Injured 1, Staggered 1, Disabled 1 ]
- Super Strength 1

Fell Power 8 [Array]
- Base: Icy Touch [Linked Drain 2 (strength; Progression 2, no save) + Drain 2 (constitution; Progression 2, no save)]
- Alt: Environmental Control 1 [Light]
- Alt: Emotion Control 7 [Fear Only, Perception Area (sight)]
- Alt: Shatter 7 [Corrosion; Flaw: Limited (Objects)]
- Alt: Fog [Obscure 5 (Visual; Area (shapeable), Independent]
Barrow wights who inhabit the bodies of greater dunadan kings may have more powers. Which you can choose from the following list.
- Alt: Blast 7 (magical force)
- Alt: Sleep 4 [Stun (Extras: Sleep, Ranged)]
- Alt: Misdirection 7 [Mental Transformation (Limited [Forget where you are])]

Equipment: Barrow Sword (Damage 3, mighty, improved critical)
Greater Barrows may even possess items with the Beleriand Equipment traits.

Drawbacks [4pp]:
Vulnerable to Sunlight [Major/Common; Takes 1 lethal damage every round of exposure, treat as incurable damage]

Background/Builders Notes:
Next in my LOTR beastiary, is the Barrow Wight. Barrow Wights infest the mummified remains of Ancient nobility from the Men of the North. They remain clothed in the burial shrouds or the ceremonial armor in which they were laid. The evil spirits animating these corpses cause their eyes to shine a faint, cold light. Barrow wights reside in the burial mounds of the Barrow-downs. They rarely venture more than a few hundred yards from the tombs they inhabit. Similar evil spirits may also have been dispatched to infest the earthly remains of the long-dead leaders of Men elsewhere in Middle earth. Barrow wights tend to be solitary creatures, who avoid one another and instead focus on the living creatures that venture to close to their lairs.
Last edited by JoshuaDunlow on Sat Jun 12, 2010 7:09 pm, edited 1 time in total.
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Postby JoshuaDunlow » Sat Jun 12, 2010 11:11 am

Equipment in LOTR

Legacy Items:
Such legacies are rare and wonderful. And have unique albeit low powered abilities, and can never be more powerful than the Feats that are available to player characters, or a "Feature" power. A GM is well within his rights to limit the amount of legacy items that a player possesses. And i would limit these to no more than 3. Examples include, Tokens of Favor, Musical Instruments, a particular piece of jewelry or clothing, An ancient tome, or book.

Legacy items almost always have some kind of great history, tied to either a great person or an event. Its these things, which embues the item with legacy properties. This is the most common type of "magical" item you will see in Middle-earth, and are almost always given to them by someone in their own family, or found in a treasure horde. To pick up such an item is to become part of the history of that item, and to expand on it.

Example :
A scabbard that grants any blade it sheaths , the Improved Critical feat.
A family sword that gains a +2 bonus to hit when attacking orcs.
A ring that imbues the wearer with 1 rank of the Inspire feat.
A bear skin cloak, that provides the "Feature: Insulation" power.
A lute that provides a +2 bonus when attempting to play it.
A captains banner, that provides the "teamwork" feat when proudly displayed.
A mighty horn that mimics the fearsome presence feat against his enemies.


Special Extras or Traits for “Magical Items” in LOTR
Most of the Traits listed here are nothing more than color, for descriptor purposes. They work exactly like they should in any M&M game.

Bane
Weapons that are a bane against a specific creature, have the Extra: Secondary Affect , with the Flaw: Limited ( Secondary effect against specific creature). Remember that the flaw is only a "half flaw" , or only reduce the cost of the extra by half its value. Since you cannot make a Extra cost nothing.

Items of Westernesse
Weapons and Armor made my the craft of Westernesse may have many abilities and powers. Since these were created during the 1st age of Middle Earth. Westernesse commonly provides Penetrating extra. Particularly against Supernatural creatures, and the servants of Mordor (this does not apply to every orc and goblin, but to particular creatures who have been empowered by the Enemy). Westernesse weapons may often have the Affects Insubstantial feat as well. As Armor, Westernesse items, tends to be Impervious against Supernatural creatures, and the servants of Mordor. And are often imbued with the Affects Insubstantial Feat as well.

Items of Beleriand
Many Items during this time, were crafted to fight specific threats. And may well be Bane. They were also meant to inspire fear or terror in the hearts of their enemies, but this was not always the case. The dwarves created helmets which could resist the flame of a dragon, but could not allow the bearer to stand in a fire. Some examples include, the weapons from the troll horde that Bilbo, Gandalf and Thorin found. All Beleriand named weapons have a reputation and are known among their enemies.

Items made of Mithril
Mithril is the most powerful metal available in Middle Earth, and should be handed out sparingly. Items made of Mithril have a Substance Toughness Rating of 15. It is light and fashionable, and when made into armor it is extremely light. If you are using the penalty of armor rule (-1 to movement based skills for every point of protection past +1), Mithril reduces the penalty by 2. When Mithril is used as Armor, it increases the protection rating by 2 and applies impervious to the armors protection ranks. (example: A shirt of Mithril Chain, provides a +5 toughness bonus that is impervious). When applied to a weapon, Mithril increases the damage by +2, and applies Penetrating to all the damage of the weapon.


Other Magical Items
Other magical items can be broken down into the three different eras of Middle earth. 1st Age Items, 2nd Age Items, and 3rd Age Items (those created during the early part of that age). For the sake of this game the Age of a Magical Item can determine its relative power level strength. With 3rd age items at the bottom of the tier, than can have powers ranging from Rank 1 to 3. 2nd Age items can have powers ranging from rank 4 to 6. And 1st Age items can have powers ranging from rank 7 to 9.
Last edited by JoshuaDunlow on Tue Dec 27, 2011 1:31 am, edited 4 times in total.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment Traits

Postby prodigyduck » Thu Jun 17, 2010 1:26 am

I really like those barrow wights. They are so creepy.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment Traits

Postby JoshuaDunlow » Thu Jun 17, 2010 9:01 am

prodigyduck wrote:I really like those barrow wights. They are so creepy.


Thanks! :)
I'll probably tackle spiders next.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment Traits

Postby Geekery » Thu Jun 17, 2010 4:58 pm

prodigyduck wrote:I really like those barrow wights. They are so creepy.

Yeah. They almost make it worth reading through the parts with Tom Bombadil. :D

Oh, you meant the build. Yeah, that covers them well.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment Traits

Postby JoshuaDunlow » Thu Jun 17, 2010 7:16 pm

Image
“He scrambled up only to meet an old slow wicked fat-bodied spider who had been busy pinching them to see who was the juiciest to eat. “
--- The Hobbit


Lesser Spiders (Pl 5/56pp)
Offensive PL: 4.5, Defensive PL: 3
Abilities [2pp]: Strength 10 (+0), Dexterity 14 (+2), Constitution 10 (+0), Intelligence 6 (-2), Wisdom 8 (-1), Charisma 12 (+1)
Saves [6pp]: Toughness +1 (+0 Flat), Fortitude 2 (+2), Reflexes 3 (+5), Willpower 1 (+0)
Combat [12pp]: Base Attack +3 (+4 Melee, +5 Webs), Base Defense +3 (+5 DF, +2 flat), Knock Back, Initiative +2
Attack (dc): Unarmed +3 (dc 15), Fangs +4 (dc 16), Poison (dc 13 drain con, or dc 14 Nauseate), Web spit +5 (dc 14 snare), Create Webs +5 (See below)
Skills [6pp]: Climb 8 (+8), Intimidate 2 (+3), Languages 1 (Spiders; Westron), Notice 4 (+3), Search 3 (+1), Stealth 6 (+10),
Feats [7pp]: Attack Focus 1 (melee), Attack Specialist 1 (webs), Defensive Roll 1, Dodge Focus 2, Grappling Finesse, Improved Grab
Powers [31pp]:
Spider Physiology 3 [Passive Container, Innate]
· Shrinking 2 [Continuous, Permanent]
· Special Movement 1 [Spider Climb]
· Super Senses 3 [Low Light Vision, Tremor Sense (on webs only)]
· Fangs [Damage 1, Mighty]
· Leaping 1
Spider Poison/Webbing (15pp)
· Spider Venom 4 [Drain Constitution 3 (Poison Extra, Slow Progression 3, Drawback: Requires a successful bite)]
-- Alt: Spider Venom [Nauseate 4, Requires a successful bite]
· Create Webs [Create Object 4 (webbing; Extras: Continuous, Flaws: Full Round, Touch]
--- Alt: Spit Webbing [Snare 4 (Extras: Continuous, Flaws: Touch range)]
Drawbacks [-8]: Disability (No Hands), Weakness (Bright light, Moderate/Very Common)
Complications: Pridefull


Greater Spiders (Pl 6/84pp)
Offensive PL: 6, Defensive PL: 6
Abilities [17pp]: Strength 18 (+4), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2)
Saves [10pp]: Toughness +5 (+3 flat), Fortitude 3 (+5), Reflexes 4 (+7), Willpower 3 (+5)
Combat [18pp]: Base Attack +4 (+5 Melee, +6 webs, +9 grapple), Base Defense +5 (+7 DF, +3 flat), Knock Back -1, Initiative +2
Attack (dc): Unarmed +5 (dc 19), Fangs +5 (dc 20), Poison +5 (dc 16 drain con, or dc 16 nauseate), Web spit +6 (dc 15 snare), Webs +6 (see below)
Skills [8pp]: Climb 8 (+12), Intimidate 4 (+6), Languages 1 (Spiders; Westron), Notice 6 (+8), Search 5 (+6), Stealth 8 (+11)
Feats [4pp]: Attack Focus 1 (melee), Attack Specialist 1 (webs), Defensive Roll 2, Dodge Focus 2, Fearsome Presence 3, Grappling Finesse, Improved Grab, Tough 1
Powers [35pp]:
Spider Physiology 2 [Passive Container, Innate]
· Special Movement 1 [Spider Climb]
· Super Senses 3 [Low Light Vision, Tremor Sense (on webs only)]
· Fangs [Damage 1, Mighty]
· Leaping 1
Spider Poison/Webbing (24pp)
· Spider Venom 6 [Drain Constitution 5 (Poison Extra, Slow Progression 3, Drawback: Requires a successful bite)]
--- Alt: Spider Venom [Nauseate 6, requries a successful bite]
· Create Webs [Create Object 5 (webbing; Extras: Continuous, Flaws: Full Round, Touch]
--- Alt: Spit Webbing [Snare 5 (Extras: Continuous, Flaws: Touch range)]
Drawbacks [-8]: Disability (No Hands), Weakness (Bright light, Moderate/Very Common)
Complications: Pridefull

Builder’s Notes:
And here are the spiders of popular LOTR lore, I’ve tried my best to simulate them within the game. They have a surprisingly high Power Level for what they are, the Lesser Spiders are the ones we see in Mirkwood Forest during the Hobbit. And are roughly the size of a large hobbit, or short dwarf. The greater spiders though not Shelob, are more powerful variations at about the size of a Man.

The more ancient a spider is, the greater in size they become. And some develope some fell powers. I'm still unsatisfied with the combat scores i gave them, i suppose some test play against a few hero's is in order.
Last edited by JoshuaDunlow on Fri Jun 18, 2010 11:19 am, edited 4 times in total.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment, Spiders

Postby Woodclaw » Fri Jun 18, 2010 12:10 am

Nice spiders JD, but don't you think that their defensive PL is a little too low, I know that Bilbo was able to hurt many of them alone, but he was invisible at the time (not to mention smart enough to keep his distance).
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment, Spiders

Postby JoshuaDunlow » Fri Jun 18, 2010 8:13 am

Woodclaw wrote:Nice spiders JD, but don't you think that their defensive PL is a little too low, I know that Bilbo was able to hurt many of them alone, but he was invisible at the time (not to mention smart enough to keep his distance).


As i said earlier , i am unhappy with their combat abilities. But until they can be test played to "Test" that, we will just have to see. Personally i don't see the spiders having a very high defense anyways, they really on stealth for surprise to get them by in combat. I might end up doing a heavy trade onf Defense, for Dodge focus.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment, Spiders

Postby Woodclaw » Fri Jun 18, 2010 10:47 am

JoshuaDunlow wrote:
Woodclaw wrote:Nice spiders JD, but don't you think that their defensive PL is a little too low, I know that Bilbo was able to hurt many of them alone, but he was invisible at the time (not to mention smart enough to keep his distance).


As i said earlier , i am unhappy with their combat abilities. But until they can be test played to "Test" that, we will just have to see. Personally i don't see the spiders having a very high defense anyways, they really on stealth for surprise to get them by in combat. I might end up doing a heavy trade onf Defense, for Dodge focus.


I think trhat should be a reasonable approach.
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Re: JD's Fantasy: Smaug, Barrow Wights, Equipment, Spiders

Postby JoshuaDunlow » Fri Jun 18, 2010 11:17 am

After a little more thought, i gave the spiders a few ranks of Dodge Focus and Defensive Roll. Which i was hesitant to use in these builds, because i was basing performance off of the famous Bilbo fight in Mirkwood.
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Realms of Magnor: Silyrii Elves.

Postby JoshuaDunlow » Thu Jun 24, 2010 1:19 pm

The Silyrii Elves.
Silyrii Elves, children of the stars, are the highest and the most noblest of their race, they live in a forested region on the southern part of the continent and west of the vast dwarven mining fields. They live in one of the last great forests of that area, before it breaks upon the south-east shores of Magnakai. Their cities have an almost ethereal glow to them, since they use so much of the mystical metal which is taken from their own name. Silyrii , the star metal. They can have a variety of hair colors, but it is usually anywhere from white, silver, gold, or black. And eyes are almost always a deep blue, which glows imperceptible during the day showing their innately magical nature.

The Silyrii elves have been fighting a war with the vampires of the night lands for many centuries, because of their innate ability to resist the powers of the vampires. These vampires live in a volcanic region just to the south east of the Silyrii borders, which then breaks into the Night Lands and Nokhran. The land of Silyrii also has the largest deposits of the famous star-metal, making them important allies with the humans and dwarves. Most Silyrii elves practice divine magic , for obvious reasons.

Native Language: Silyrii


Racial Template (27pp):
Abilities [6pp]: +2 Dexterity, +2 Wisdom, +2 Charisma
Saves [2pp]: +1 Reflexes, +1 Willpower
Skills [4pp]: Bluff or Diplomacy 4, Concentration 4, Knowledge: Arcane 4, Knowledge: Philosophy 4,
Feats [4pp]: Attractive, Cat’s Feet, Eagle Eyes, Low-light Vision, Wolfs Ears
Powers [11pp]:
Silyrii Elf Physiology 2 [Passive Container, Innate]
- Immunity 5 [sleep (half-effect), disease, cold, Vampirism (2)]
- Feature: Longevity [can live up to 1,000 years of age]
- Super-Movement 1 [sure-footed 1 (25% penalty reduction)]
- Super-Senses 1 [Magic Awareness]
Complications: Hated (Undead), Superiority Complex

Other Notes:
Silyrii Metal: Star Metal , otherwise known as Silyrii, is a mystical element which takes divine enchantments easily. It has a white-gold sheen to it, making it highly sought after by jewelers. Silyrii has a substance toughness of 16 when enchanted, before this it's substance toughness if only 5 making it quite maleable.
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Re: JD's Fantasy: Magnor Realms stuff

Postby MisterO » Thu Jun 24, 2010 2:07 pm

JoshuaDunlow wrote:The Silyrii Elves.
Silyrii Elf Physiology 2 [Passive Container, Innate]
- Immunity 5 [sleep (half-effect), disease, cold, Vampirism (2)]
- Feature: Longevity [can live up to 1,000 years of age]
- Super-Movement 1 [sure-footed 1 (25% penalty reduction)]
- Super-Senses 1 [Magic Awareness]
Complications: Hated (Undead), Superiority Complex


An interesting elf variant. I have a question though; does Immunity to Vamparism mean they are immune to ANY form of vampiric power or just to a vampire's Drain effect? Or just the Vampiric Power Extra?
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Immunity to Vampirism

Postby JoshuaDunlow » Thu Jun 24, 2010 2:13 pm

MisterO wrote:
JoshuaDunlow wrote:The Silyrii Elves.
Silyrii Elf Physiology 2 [Passive Container, Innate]
- Immunity 5 [sleep (half-effect), disease, cold, Vampirism (2)]
- Feature: Longevity [can live up to 1,000 years of age]
- Super-Movement 1 [sure-footed 1 (25% penalty reduction)]
- Super-Senses 1 [Magic Awareness]
Complications: Hated (Undead), Superiority Complex


An interesting elf variant. I have a question though; does Immunity to Vamparism mean they are immune to ANY form of vampiric power or just to a vampire's Drain effect? Or just the Vampiric Power Extra?


The Immunity to vampirism, is just a 2 point variation. This makes them immune to being turned into vampires, and the draining effect often attached to it. This will not effect the Vampiric Extra, that would require the 5 point variation. And 10 points to be immune to any vampiric power.
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Re: Immunity to Vampirism

Postby MisterO » Thu Jun 24, 2010 2:14 pm

JoshuaDunlow wrote:
MisterO wrote:
JoshuaDunlow wrote:The Silyrii Elves.
Silyrii Elf Physiology 2 [Passive Container, Innate]
- Immunity 5 [sleep (half-effect), disease, cold, Vampirism (2)]
- Feature: Longevity [can live up to 1,000 years of age]
- Super-Movement 1 [sure-footed 1 (25% penalty reduction)]
- Super-Senses 1 [Magic Awareness]
Complications: Hated (Undead), Superiority Complex


An interesting elf variant. I have a question though; does Immunity to Vamparism mean they are immune to ANY form of vampiric power or just to a vampire's Drain effect? Or just the Vampiric Power Extra?


The Immunity to vampirism, is just a 2 point variation. This makes them immune to being turned into vampires, and the draining effect often attached to it. This will not effect the Vampiric Extra, that would require the 5 point variation. And 10 points to be immune to any vampiric power.


Oh okay that clears that up then, thanks!
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