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JD's 3E: Marvel Psylocke

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 6:36 pm

Fantasy using 3E
Welcome to my first lesson in using 3E for Fantasy! Let’s get down to basics shall we? First let’s discuss Power Level, and what it means to me (You will note this has a very simular format to W&W, which i will try and stay within its framework and guidelines). The type of campaign you want to simulate can be broken up into a very short range of Power Levels, namely PL 4 to PL 10. Each Power level, limits how powerful a players abilities, and skills can be when compared to the default system. One thing I wanted to stress was the playability of the power levels, while keeping it fun , and not breaking the system it was intended for.

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Adventurous (PL 4-5)
These folks are still pretty much your average person, who has the will and drive to do what is necessary in the face of Adversity. Characters of this level are more of a challenge, because the threat of death is very much real.

Heroic (PL 6-7)
Characters of this Type are still very much normal, but they tend to be the peak of the human range. They stand out against the others, as truly being exceptional. Death is still a threat, but not so much now. As they can rely on their skills to keep them going.

Superior (PL 8-9)
Characters of this type are the cream of the crop, they are exceptional people who can do extraordinary things. They can take down dragons, defeat powerful demons and the like.

Epic (PL 10+)
Characters of this type are above human limitations, demi gods, and other greater supernatural creatures can fall under this category. They are truly might beings. Even though Epic's limit is 8, there is no true limit to this as long as the GM feels its reasonable for the character.


Campaign level
Sometimes you may want to play in a more dangerous , or dynamic setting. At the current level of the game we are assume a standard Magical setting, that is semi-realistic way . Which gives the player his standard 15 power points per Power level. However if you wanted something more realistic, and lets say a world where magic is less prevalent you may wish to limit characters to 10-12 power points per power level. However in such worlds where magic is extremely common, and is considered High Fantasy where even the lowliest person may have special abilities. You might want to have anywhere from 18-20 power points per level.

As always though a GM is within his rights to slow down the progression of the campaigns power level, you may find that 15 pp’s per upgrade in the campaigns power level to quick. Slowing it down to 20 pp’s might seem much more realistic. As it stands the way the game is set now, a player can go up in as soon as 5 - 8 adventures, by slowing it down this could change to 7 to 10 adventures. Depending on how generous a GM you are.
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LOTR: Balrog

Postby JoshuaDunlow » Mon Aug 16, 2010 6:38 pm

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For of the Maiar many were drawn to his (Melkor's) splendor in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous gifts. Dreadful among these spirits were the Valarauker, the scourges of fire that in Middle-earth were called the Balrogs, demons of terror.

And in Utumno he gathered his demons about him, those spirits who first adhered to him in the days of his splendor, and became most like him in his corruption: their hearts were of fire, but they were cloaked in darkness, and terror went before them; they had whips of flame. Balrogs they were named in Middle-earth in later days.



Balrog - PL 10

Abilities
Balrog - PL 10

Strength 6, Stamina 5, Agility 2, Dexterity 6, Fighting 8, Intellect 4, Awareness 6, Presence 5

Advantages
All-out Attack, Close Attack 2, Fearless, Great Endurance, Improved Grab, Improved Smash, Improved Trip, Languages 2, Power Attack, Ritualist, Weapon Bind, Weapon Break

Skills
Athletics 6 (+12), Expertise: History 5 (+9), Expertise: Magic 10 (+14), Intimidation 8 (+15), Perception 6 (+12)

Powers
Demon
Great Size: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Of Flame & Shadow: Immunity 13 (Aging, Damage Effect: Fire, Disease, Enviromental Conditions (All), Poison)
Rocky Hide: Protection 5 (+5 Toughness; Impervious)
Senses: Senses 2 (Darkvision)
Fell Power
Cloak of Darkness: Burst Area Concealment Attack 2 (Sense - Sight, DC 12; Burst Area: 30 feet radius sphere, Attack: Fortitude, Feature 6: Improved DC for attack)
Fearsome Presence: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area; Instant Recovery)
Healing: Healing 10
Nullify: Nullify 10 (Counters: Magic, DC 20; Simultaneous)
Fiery Aura: Damage 4 (DC 19; Reaction 3: reaction)
Sword of Fire (Easily Removable)
Sword of Fire: Strength-based Damage 4 (DC 25; Secondary Effect)
Whip of Flame (Easily Removable)
Snare: Snare 5 (Linked; DC 15)
Whip of Fire: Strength-based Damage 3 (Linked; DC 24; Penetrating 5, Reach (melee) 3: 15 ft., Secondary Effect)

Offense
Initiative +2
Cloak of Darkness: Burst Area Concealment Attack 2 (DC Fort 18)
Fearsome Presence: Perception Area Affliction 10 (DC Will 20)
Fiery Aura: Damage 4, +10 (DC 19)
Grab, +10 (DC Spec 16)
Nullify: Nullify 10, +6 (DC Will 20)
Snare: Snare 5, +6 (DC Dog 15)
Sword of Fire: Strength-based Damage 4, +10 (DC 25)
Throw, +6 (DC 21)
Unarmed, +10 (DC 21)
Whip of Fire: Strength-based Damage 3, +10 (DC 24)

Complications
Hatred: All good things. : A balrog is not only hateful of anything good, but of wizards as well.
Motivation: Doing Evil
Responsibility (to Morgoth)
Weakness: The Light of the Valar

Languages
Black Speech, Orc, Westron

Defense
Dodge 0, Parry 8, Fortitude 8, Toughness 10, Will 9

Power Points
Abilities 68 + Powers 94 + Advantages 14 + Skills 12 (35 ranks) + Defenses 8 = 196


Builder’s Notes:
Forget everything you know about Balrogs from the movie, though a stunning creature it bears little resemblance to what Tolkien had traditionally gone for. Even my original build was heavily influenced by the Movie I had to admit, but after doing a lot of digging into many sources, the Balrog began to change. What I have been able to gleam, is that Balrogs are essentially Fallen Maiar. It then became obvious that the Balrog have the power of what qualifies as magic, and at one time did possess the power to shape shift. Even in the little references of the Fellowship. Gandalf found the power of the Balrog a match to his own, or perhaps even greater.

And this ends up my Run on Monsters at least for a little while. This particular build is meant to represent the Balrog in Moria. Unfortunately there is not enough information for me to create a wide variety of dark powers that they would possess, so i am limited to those that i created above.

In my 2nd 3E update to the Balrog, I made him slightly less powerful than I had before. He's still tough as rocks, and can make a group of adventurer's doubt their success. I gave him a few more powers, and tweaked his flaming weapons. Though this is a typical Balrog, and not necessarily the one in Moria. Though he is the only example we have. The secondary effect, was my way of showing characters catching on fire from the Balrog's weapons.
Last edited by JoshuaDunlow on Thu Sep 20, 2012 11:40 am, edited 6 times in total.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Mon Aug 16, 2010 7:08 pm

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Elminster (Pl 12/281pp)
Abilities [62pp]: Strength 1, Stamina 5, Agility 2, Dexterity 4, Fighting 8, Intellect 11, Awareness 5, Presence 3

Defenses [18pp]*: Dodge 8, Parry 8, Fortitude 8, Willpower 16, Toughness 16/5
* Includes the benefits of his Ring of Protection

Offenses: Initiative +6, Unarmed +8 (dc 16), The silver Fire +8 (dc 33 line/dc28 area),

Skills [36pp]: Acrobatics 2 (+4), Athletics 3 (+5), Expertise: Arcane 13 (+24), Expertise: Craft Magical 13 (+24), Intimidation 7 (+10), Perception 10 (+15), Persuasion 5 (+8), Ranged Combat: magic array 6 (+8), Sleight of Hand 4 (+8), Stealth 4 (+6), Treatment 4 (+15)

Advantages [12pp]: Artificer, Connected, Contacts, Eidetic Memory, Extraordinary Effort (Limited to magical), Improved Initiative, Fearless, Jack of all Trades, Ritualist, Skill Mastery 2 (Arcane, craft Magical), Well Informed,

Powers [119pp]:
Grand Wizard (39pp)
· Grand Immunity: Immunity 31 (Aging, Fire Damage, Kinetic Damage, Mind Reading, Time Manipulation, Weaken Toughness, Weaken Willpower)
· Magical Awareness: Sense 5 (Magical Awareness, Radius, Acute, Extended) -
· Comprehend Languages: Comprehend (Languages 3)

The Chosen of Mistra (24pp)
· Enhanced Stamina 4 (permanent)
· Enhanced Intelligence 4 (permanent)
· Impervious Willpower 8

Magical Powers (48pt array, +8 AE‘s)
BE: The Silver Fire 16 (Ranged Area-Line Damage)
· AE: The Silver Cloud 16 (Ranged, Area-Cloud, Damage)
· AE: Dimensional Portal 11 (Teleport, Extended, Portal, limited to Extended, Increased Mass 2)
· AE: Forcefield 13 (Sustained Ranged Impervious Protection)
· AE: Clairvoyance 12 (Remote Sensing, Visual Hearing , No Conduit)
· AE: Purging 16 (Nullify, Broad (All magical), Effortless)
· 3 more AE’s of your design.

Magical Items [34pp]:
Elminster’s Eversmoking Pipe (Removable 0)
· Feature: Create smoke of any shape and color

Ring of Protection (Removable, -1)
· Enhanced Defenses: Dodge 2, Parry 2, Fortitude 2, Willpower 2

Ring of Regeneration (removable, 0)
· Regeneration 4 (Rounds 2, 5, 7, 10)

Mantle of Spell Resistance (Removable, -1)
· Impervious Willpower 10 (Limited: Only against magical Attacks)

Long Sword of Thundering (Removable, -4)
· Linked Damage 5 (Improved Critical, penetrating, penetrating strength 1)
· Linked Affliction 6 (Thundering Dazed, Thundering Stunned, Thundering Incapacitated; Alternate Save (Fort), Cumulative )

Complications:
· Powerloss: Elminster cannot cast spells if he is bound and gagged.

Builder’s Notes:
This build is an update to the one I did earlier today, and I ended up lowering his power level by 2. So now he is a hefty PL 12 character. This feels a lot better to me now.
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Re: JD's 3E Goodness

Postby JoshuaDunlow » Wed Aug 18, 2010 9:06 am

Lace, gets a new picture.

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Re: JD's 3E Goodness

Postby JoshuaDunlow » Wed Aug 18, 2010 11:16 am

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"Woah, you gotta see this!"

Stargazer (PL 6/101pp)
Abilities [26pp]: Strength 0, Stamina 0, Agility 0, Dexterity 1, Fighting 0, Intellect 6, Awareness 7, Presence -1

Defenses [4pp]: Dodge 0, Parry 0, Fortitude 2, Willpower 9

Offenses: Initiative +4, Unarmed +0 (dc 14)

Skills [16pp]: Expertise: Astrophysics 4 (+10), Expertise: Astronomy 10 (+16), Expertise: Popular Culture 2 (+8), Investigation 4 (+10), Perception 9 (16), Technology 2 (+8)

Advantages [5pp]: Benefit (Wealth) 1, Benefit (Security Clearance), Eidetic Memory, Improved Initiative, Skill Mastery (Expert: Astronomy)

Powers [48pp]:
Stargazing: Remote Sensing 10 (Visual; No Conduit)
Perceptive Mind: Quickness 9 (limited to perception checks)
Stargazing Helmet (removable, -10)
· Enhanced Remote Sensing 6
· Enhanced Senses 12 (Acute Vision, Extended Vision 8 [x10,000,000,000], Ultravision, Infravision, ; Limited [to remote sensing])
· Computer Link: Feature (can translate what he see’s to a computer, and link into any Telescopic Array he might be using)

Complications:
Motivation: Recognition. The offer from NASA was a once in a life time deal that he could not pass up, the attention he receives because of his powers makes him feel real important and special.
Secret: Crush of Phaedra. Ryan has a crush on Phaedra, which could lead into an embarrassing situation if someone were to find out.

Background:
Ryan was born a mutant, his most readily available and obvious ability was his telescopic vision. He could see extreme distances that allowed him to pass his vision just beyond the atmosphere so he could see the alignment of the stars.

Now Ryan has always been fascinated with the stars, and the universe. And he studied as much as he could about this, and then at his eleventh birthday he got his first Telescope. This only added to his fascination, and soon unlocked an even better ability. He found that while looking through the Telescope, his ability could expand even farther. He was seeing the distant planets of the solar system, as if he was almost there. And as time passed , he didn’t' even need the telescope anymore.

When he finished school, he went into college and got his major in Astrophysics and Astronomy. He was such a good student and had such a brilliant mind, his unique abilities landed him a job with Nasa.

Ryan is part of a new Nasa project, called Stargazer. With his unique abilities, he has increased Nasa's abilities to detect planets and hospitable worlds in other solar systems. Through the use of his Stargazer Helmet, he can see vast astronomical distances by linking into a Telescopic Array. Ryan gets to work closely with Phaedra, who has a not all to small crush on the female cosmic hero. But then again who wouldn’t?


Builders Notes:
Here’s a character I had in 2E, and I tried my best to make sure I could keep the vast range of his abilities up to snuff when I tried to bring him over to 3E. Stargazer was built off of the standard PL/PP for a reason, so I could get him just right with his main power. His Stargazing ability. The range of his Stargazing is 50,000,000,000 miles (or this translates roughly 53.8 AU’s). To put this into perspective Neptune is approximately 30 AU’s from our sun. While Pluto is 39 AU’s on average. This allows him to literally peer beyond our own solar system. Granted this does not allow him to see other systems in our galaxy. Btw, a light year is approximately 62,241.1 AU’s. So I would need 6 more ranks of Extended vision, to be able to see this far.
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Re: JD's 3E Goodness, Stargazer

Postby JoshuaDunlow » Thu Aug 19, 2010 5:20 pm

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“You know, this is really fascinating. “


Dr. Mathew Stack (PL 8 /170pp)
Identity: Public, Profession: Meta Human Scientist, Power Classification: I3, Marital Status: Married, Place of Birth: Seattle, Washington, Family: Jonathan Stack (father, deceased), Glenda Stack (Mother, deceased), Jenna Stack (Wife), Tammy Stack (Daughter); Age: 45, Height: 5'8", Weight: 175 lbs, Eyes: Black, Hair: Salt & Pepper

Abilities [48pp]: Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 2, Intellect 10, Awareness 8, Presence 2

Defenses [8pp]: Dodge 4/0, Parry 6/2, Fortitude 3, Willpower 13, Toughness 12/0

Offenses: Initiative +0, Unarmed +2 (dc 15), Paralyzer Gun +6 (dc 20 affliction)

Skills [32pp]: Deception 8 (10), Expertise: Biology 8 (18), Expertise: Genetics 8 (18), Insight 2 (10), Investigation 8 (+16), Perception 10 (18), Persuasion 8 (10), Technology 8 (18), Treatment 4 (14)

Advantages [23pp]: Benefit (Head of the MHRA, Security Clearance), Benefit (Wealth 3), Contacts, Equipment 8, Inventor, Languages 1 (English, Spanish), Luck 2, Ranged Combat 4, Skill Mastery: Expertise (Genetics), Well - Informed

Powers [59pp]:
Meta Human Genius: Quickness 6 (Mental Tasks Only) · 3pp
Bio Scanner (Removable, -4) · 6pp
· Senses 8 (Detect Weaknesses [Analytical, Extended, Radius], Detect Powers [Analytical, Acute, Extended, Radius])
· Enhanced Advantages: Assessment, Eidetic Memory
Paralyzer Gun (Removable, -6) · 24pp
· Affliction 10 (Ranged, Extra Condition; Dazed/Hindered-Stunned/Immobile-Paralyzed)
Shield Generator (Removable, -6) · 26pp
· Forcefield: Protection 12 (Sustained, Impervious) + Active Defenses +4

Equipment [34ep]: Cell Phone, HQ: Stately Manor, Laptop Computer, PDA, Vehicle: Armored Car

Complication:
Motivation: Responsibility. Mathew’s motivation is the responsibility to use his Meta Intelligence for the betterment of man kind.
Fame: Mathew is in the spotlight quite a bit, seeing he is the premier expert on Meta Human abilities and physiology.
Relationship: Mathew loves his wife dearly.

Builder's Notes:
Mathew Stack is the head of MHRA (The Meta human Research Agency), which is based in Seattle Washington. He is perhaps the most important person in Meta Human Culture, and with the Government. Since he is who the government, goes to about Meta Human problems. It was Mathew Stack himself who began to nail down the origins of the Meta Human, which is due to a genetic anomaly which he calls the "Quantum" Strand. His current project is to come up with a way of nullifying this genetic anomaly, which has proven perhaps too much for him at the moment. But also makes him a target of any meta human powered villain out there, and any paranoid/conspiracy theorist heroes.

This character changed alot in 3E, no minions feat or the Gadget power even though i could have simulated them. I chose not to take the Minion Advantage, because it appears it does not work the way it used to. THere is no progression for the number of minions within the Advantage. So you have to purcahse each minion seperately. Over all, as i have always said. Simpler is better. And i was actually able to beef up the character a little in the conversion. I had actually considered taking him up 2 more power levels, and i still might. We will just have to see.
Last edited by JoshuaDunlow on Fri Aug 20, 2010 11:19 pm, edited 4 times in total.
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Re: JD's 3E : Dr Mathew Stack & Power Classification Codes

Postby JoshuaDunlow » Thu Aug 19, 2010 5:23 pm

Millennium Verse Power Categories
In the Millennium Verse, governments and scientists categories metahumans on a scale of 1-7, with a corresponding Letter Code before the Class. . This scale is called the Stack Method, named after the scientist who helped first categorize the metahuman standard back in 1997. Mathew Stack, is perhaps the most intelligent man on the planet. Being a meta human himself, his intellect goes towards genetic and metahuman potential.

The Power Scale
Class 1 “Meta Babies”
The Lowest rung of the ladder. These meta-human are indistinguishable from normal humans. And barely have any gifts or powers worth noting. But can be a danger to the average citizen. (PL 3-4)

Class 2 “Gifted”
Those Meta Humans rated a Class 7 are considered low powered, but a nuisance by anyone’s standards. Their powers start to make them a danger to society. At this point Class 7 Metahumans, can usually be a danger for most skilled humans. (PL 5-6)

Class 3 “Superior”
These meta humans have potential, and powers worth something. Those metahumans who are class 6, are considered your low powered average. But are a danger to trained military forces. Class 6 Metahumans make up the majority of the super humans found. (PL 7-8)

Class 4 “Meta Class”
These Meta Humans are your average “super humans”, their powers make them something to fear. And are a danger to other super humans. (PL 9-10)

Class 5 “Alpha Class”
These Meta Humans are well above average, at this point there is little normal technology can do against them. They are so powerful by this point, heavy military has a hard time putting one down. These super heroes can start extending their powers beyond the planet earth. (PL 11-12)

Class 6 “Omega Class”
These Meta Humans are top notch super heroes, and pose a danger to most world powers. At this point there is little that earthly powers can do (save nuclear ordinances), not without some serious meta human back up. These meta‘s are extremely powerful, and what most might consider “almost“ cosmic in power. (PL 13-15)

Class 7 “Zeta Class”
These meta humans classify as the cosmic beings we are used to seeing in comic books, Thor, magneto, etc. They have world shattering powers that can threaten the planet itself, and beyond. These beings can stretch their powers to other places, and alternate dimensions. (PL 16+)


Power Codes:
Type P: “Power house” The P Code represents meta humans with strong physical capabilities, such as super strength and high levels of invulnerability.

Type E: "Energy Manipulator" The E Code represents meta humans with strong energy capabilities.

Type S: "Transmuter" The S Code represents meta humans who can manipulate/transmute matter.

Type T: “Psionic” The T code represents meta humans with strong mental capabilities, such as telekinesis and telepathy.

Type I: "Inventor" The I code represents meta's with enhanced intelligence or other mental faculties, which allow them to create super science devices.

Type M: “Mysterious” The M Code represents meta humans with esoteric capabilities such as Magic, or Luck Manipulation. That are harder to categorize.

Type Z: "Shifter" The Z Code can manipulate their physical form, or the physical forms of others. A combination of a P and S code Metahuman.

Type F: “Flunky” Derogatory Term. Those meta humans with otherwise “miscellaneous” abilities that have no real application of “Force” , get an “F”. Often called “Flunky” , they fail at being a meta human.
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Re: JD's 3E : Dr Mathew Stack & Power Classification Codes

Postby Thorpacolypse » Thu Aug 19, 2010 8:36 pm

Good to see your setting (well one of them so far anyway) getting the 3E treatment JD. Keep up the good work.

And before you say it, yes, I am in Libra mode tonight. :D
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Re: JD's 3E : Dr Mathew Stack & Power Classification Codes

Postby JoshuaDunlow » Thu Aug 19, 2010 9:23 pm

Thorpacolypse wrote:Good to see your setting (well one of them so far anyway) getting the 3E treatment JD. Keep up the good work.

And before you say it, yes, I am in Libra mode tonight. :D


Its been difficult trying to make the transition, and i've reached a point with my other threads. That i don't know what to do anymore on those. So 3E seems a good idea, to keep me in the game. So i'll probably just convert those things that people have liked. My millennium Verse, the LOTR stuff, maybe my B5 stuff too.
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Re: JD's 3E : Dr Mathew Stack & Power Classification Codes

Postby JoshuaDunlow » Fri Aug 20, 2010 11:20 pm

I've been pondering if i should include a variable invention power for Dr. Stacks. Or whether or not i should keep it to the way he is. Tough choice.
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Re: JD's 3E : Dr Mathew Stack & Power Classification Codes

Postby JoshuaDunlow » Fri Aug 20, 2010 11:48 pm

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“Burning the Midnight Oil”

GHOST RIDER- PL 11
Identity: Johnny Blaze (secret)
Concept: Spirit of Vengeance
Profession: Former Stunt Biker

Abilities
Strength 7, Stamina 7, Agility 2, Dexterity 6, Fighting 9, Intellect 1, Awareness 3, Presence 2

Advantages
Daze (Intimidation), Equipment 5, Fearless, Great Endurance, Improved Grab, Improved Trip, Move-by Action, Power Attack, Skill Mastery: Vehicles, Startle, Tracking, Weapon Bind

Skills
Athletics 5 (+12), Expertise: Arcane 5 (+6), Insight 10 (+13), Perception 7 (+10), Technology 3 (+4), Vehicles 10 (+16)

Powers
Empower Bike
. . Movement: Movement 4 (Removable, Wall-crawling 2: full speed, Water Walking 2)
. . Speed: Speed 6 (Removable, Speed: 120 miles/hour, 1800 feet/round)
Spirit of Vengeance
. . Detect the Guilty: Senses 4 (Acute: Detect Evil, Detect: Evil 1, Extended: Detect Evil 1: x10, Radius: Detect Evil)
. . Durable Vengeance: Protection 6 (+6 Toughness; Impervious [7 extra ranks])
. . Insubstantial: Insubstantial 1 (Fluid)
. . Magic Resistance: Immunity 10 (Common Descriptor: Magic; Limited: to spells that effect the soul)
. . Power-lifting: Power-lifting 3 (+3 STR for lifting)
. . Spirit: Immunity 12 (Aging, Damage Effect: Fire, Enviromental Conditions (All), Poison)
Spirit of Vengeance
. . Chain Shuriken: Damage 13 (Easily Removable, DC 28; Increased Range: ranged, Multiattack)
. . Dimensional Gateway: Movement 2 (Dimensional: Mystical 2: group, 50 lbs.; Custom 2: Portal)
. . Hellfire Blast: Blast 13 (Easily Removable, DC 28; Alternate Resistance: Will)
. . Hellfire Chain
. . . . Hellfire Chain: Elongation 4 (Easily Removable, Elongation: 120 feet)
. . . . Hellfire Chain: Strength-based Damage 6 (Easily Removable, bludgeoning, fire, DC 28; Penetrating 13, Secondary Effect)
. . Hellfire Generation: Create 15 (Volume: 32000 cft., DC 25; Affects Insubstantial 2: full rank, Impervious; Proportional)
. . Penance Stare: Perception Area Affliction 11 (1st degree: Dazed, Fatigued, 2nd degree: Stunned, Exhausted, 3rd degree: Paralyzed, Asleep, Resisted by: Will, DC 21; Perception Area, Extra Condition)
Supernatural Foe: Enhanced Trait 6 (Advantages: Close Attack 3, Ranged Attack 3; Affects Insubstantial 2: full rank, Variable Descriptor 2: broad group - Against supernatural foes; Limited: against supernatural foes)

Equipment
Chain [Damage: Strength-based Damage 2, DC 24; Reach (melee) 2: 10 ft.], Motorcycle, Shotgun

Offense
Initiative +2
Chain Shuriken: Damage 13, +6/+9 (DC 28)
Damage: Strength-based Damage 2, +9/+12 (DC 24)
Grab, +9/+12 (DC Spec 17)
Hellfire Blast: Blast 13, +6/+9 (DC Will 28)
Hellfire Chain: Strength-based Damage 6, +9/+12 (DC 28)
Penance Stare: Perception Area Affliction 11 (DC Will 21)
Shotgun, +6/+12 (DC 20 )
Throw, +6/+12 (DC 22)
Unarmed, +9/+12 (DC 22)

*The 2nd number is when facing supernatural foes.

Complications
Enemy: Ghost Rider has foiled the plans of Mephisto, many times before.
Fame: Johnny Blaze is a famous Motorcycle stunt man.
Identity: Johnny Blaze transforms into Ghost Rider, when ever he is in the presence of great evil. He is just a normal person otherwise.
Motivation: Justice: Ghost rider is compelled to seek vengeance for those who have been harmed by evil, especially those of a supernatural kind.
Secret: Identity.

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 9, Toughness 13, Will 13

Power Points
Abilities 74 + Powers 104 + Advantages 16 + Skills 14 (40 ranks) + Defenses 19 = 227


Builders Notes:
I have been wanting to revisit my Ghost Rider build for a while, And redo some of his powers. Mostly his ability to empower his chain and bike. I think I got this modeled a bit better now. I went with PL 11 for now, though I might make him PL 12. Will just have to see. He is one hell of a combat monsters, and many of his powers are removable since they use equipment as focuses. The Penance stare, is a mixture of pain & paralysis, though it has many applications (as i found on the superpower wiki). I'm really liking the changes I've been making. They seem more reasonable these days, cause I have a tendancy to over power things.
Last edited by JoshuaDunlow on Fri Jul 06, 2012 2:09 pm, edited 6 times in total.
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Re: JD's 3E : Ghost Rider

Postby Xarathos » Sat Aug 21, 2010 9:17 am

From everything I've read about the Penance Stare, I'd say you're right on the money (and I love affliction...). It pretty much IS a multi-stage effect in the comics/movie, too:

Stage 1: "Look into my eyes."
Victim: "Okay."
Stage 2 and above: "Suffer."
Victim: "Gaaaaaaaaah!!!!" :twisted:

I'm not sure whether this applied in the comics or not, but in the film it was demonstrated that he couldn't use the stare on entities who were not in possession of a soul, which rendered demons immune.

(Of course I'm probably one of the few who liked that movie enough to keep it).

Incidentally, I liked your 3E Murlynd enough that I actually made a writeup for a Paladin of Murlynd at PL 4. :D
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Re: JD's 3E : Ghost Rider

Postby JoshuaDunlow » Sat Aug 21, 2010 10:16 am

Xarathos wrote:From everything I've read about the Penance Stare, I'd say you're right on the money (and I love affliction...). It pretty much IS a multi-stage effect in the comics/movie, too:

Stage 1: "Look into my eyes."
Victim: "Okay."
Stage 2 and above: "Suffer."
Victim: "Gaaaaaaaaah!!!!" :twisted:

I'm not sure whether this applied in the comics or not, but in the film it was demonstrated that he couldn't use the stare on entities who were not in possession of a soul, which rendered demons immune.

(Of course I'm probably one of the few who liked that movie enough to keep it).

Incidentally, I liked your 3E Murlynd enough that I actually made a writeup for a Paladin of Murlynd at PL 4. :D


Thanks for the input, Xarathos :D. And really awesome you made a build :D
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Re: JD's 3E : Ghost Rider

Postby JoshuaDunlow » Sat Aug 21, 2010 12:18 pm

The only iffy part in the build for me, was how i had dealt with his motorcycle and his chain. Still unhappy with the set up for it. But i was trying to keep his costs down.
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Re: JD's 3E : Ghost Rider

Postby Xarathos » Sat Aug 21, 2010 12:31 pm

You know, I actually really like that. There's nothing special about the chain or the bike, until he changes and they do with him. It's how it works in the comics... It looks good to me.
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