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MR's Character Thread

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Re: MR's Character Thread

Postby Mark Reuter » Thu Dec 29, 2011 2:19 pm

Roderick "Dirk" Steele, Paladin of Tyr -- Forgotten Realms

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Name: Roderick "Dirk" Steele
Race: Human
Class: Paladin of Tyr
Age: 24

STR 14/20 (+2/+5)
DEX 12 (+1)
CON 18/24 (+4/+7)
INT 10 (+0)
WIS 18/24 (+4/+7)
CHA 18/24 (+4/+7)

Abilities Cost: 30 pp

Attack: +1/+6 Melee/+10 with Holy Avenger
Defense: 11/17 with Shield/12 flat-footed (11 flat-footed without shield)
Toughness: +4/+7/+13 Impervious with Adamantium Plate Armor and Shield
Fortitude: +4/+7 (+11/+14)
Reflex: +1/+5/+8
Will: +4/+7 (+11/+14)

Combat Cost: 4 pp

Feats 11 pp
Attack Focus (melee) 5
Power Attack
Interpose
Takedown Attack
Leadership
Skill Mastery 2 (Bluff, Diplomacy, Gather Information, Intimidate, KS: Theology and Philosophy, Notice, Sense Motive, Ride)


Skills 17 pp
Bluff 4 (+8/+11)
Concentration 14 (+18/+21)
Diplomacy 14 (+18/+21)
Gather Information 4 (+8/+11)
Intimidate 4 (+8/+11)
KS: Theology and Philosophy 8 (+8)
Notice 6 (+10/+13)/14 (+18/+21)
Sense Motive 6 (+10/+13)/14 (+18/+21)
Ride 8 (+9)

Devices 65 pp
Adamantium Plate Armor (Device 4, 20 pp, Hard to Lose, PF: Indestructible) 17 pp
-Plate Armor (Protection 6) 6 pp
-Adamantium (Impervious 12, Immunity: Critical Hits) 14 pp
Large Steel Shield (Device 2, 10 pp, Easy to Lose) 6 pp
-Defense (Enhanced Defense 2, PF: Dodge Focus 4, Improved Defense) 9 pp
-Protection (Impervious 1, 13 total) 1 pp
Boots of Striding and Springing (Device 1, 5 pp, Hard to Lose) 4 pp
-Striding (Speed 1, PF: Move-by Action) 2 pp
-Springing (Leaping 1, PF: Evasion 2) 3 pp
Hand of Tyr (Device 1, 5 pp, Easy to Lose, PF: Restricted [Worshippers of Tyr]) 4 pp
-Channel The Divine (Enhanced Feat: Luck 4) 4 pp
-Holy Symbol (Feature: Improvised Tools [only for the purpose of casting spells or using spell-like abilities]) 1 pp
Tyr's Triumph, Holy Avenger +4 (Device 4, 20 pp, Easy to Lose, PF: Restricted [paladins]) 13 pp
-Long Sword +4 (Damage 5, PF: Mighty, Accurate 2) 8 pp
-Bane vs. Evil (Improved Critical 4, Limited [-1, Only vs. Evil]) 2 pp
-Magic Resistance (Immunity: Magic, Limited [-1, half effect]) 10 pp
Tabard of Tyr (Device 5, 25 pp, Hard to Lose, PF: Restricted [Worshippers of Tyr]) 21 pp
-Divine Power (Enhanced Strength 6) 6 pp
-Divine Stamina (Enhanced Constitution 6) 6 pp
-Divine Insight (Enhanced Wisdom 6) 6 pp
-Divine Beauty (Enhanced Charisma 6) 6 pp
-Divine Protection (Enhanced Feat: Diehard) 1 pp

Paladin Abilities 46 pp
Aura of Courage (Immunity: Fear + Immunity: Fear, Affects Others Only [+0], Area: Burst [+1], PF: Progression [10' R.], Limited [-1, Half Effect]) 3 pp
Divine Health (Immunity: Disease) 1 pp
Divine Grace 3 (Fortitude, Reflex, Will) 3 pp [Custom Feat: Divine Grace allows a paladin to add his Charisma bonus to either Fortitude, Reflex, or Will saves. Each time this feat is taken, it can apply to a different save.]
Detect Evil (mental, ranged, accurate, acute, extended, Concentration [-2], 2 pp)
Detect Magic (mental, ranged, acute, analytical, Duration [-1, Sustained], Requires Holy Symbol [-1 pp]) 1 pp
Detect Undead (mental, ranged, acute, accurate, radius, Duration [-2, Concentration], Requires Holy Symbol [-1 pp]) 1 pp
Know Alignment (Detect Alignment, mental, ranged, acute, accurate, Duration [-2, Concentration], Requires Holy Symbol [-1 pp]) 1 pp
Comprehend Languages (speak [1 at a time], understand, and read any language, Duration [-1, Sustained], Requires Holy Symbol [-1 pp]) 1 pp
Divine Sight (Dark Vision [Vision Counters Obscure (darkness)], See Invisible [Vision Counters Concealment], Duration [-1, Sustained], Requires Holy Symbol [-1 pp]) 1 pp
Divine Awareness (Enhanced Skill: Notice 8, Enhanced Skill: Sense Motive 8, Duration [-1, Sustained], Requires Holy Symbol [-1 pp]) 1 pp
Paladin Array 14 (28 pp, Requires Holy Symbol [-1 pp]) 27 pp
-Default: Lay on Hands/Remove Disease (Healing 8, Total [+1], Restorative [+1], Distracting [-1], PF: Stabilize, Persistent, Regrowth, 27 pp) 0 pp
-AP: Turning/Destroying Undead (Move Object 8, Perception [+1], Area: Burst [+1], Damaging [+1], Alternate Save: Fortitude [+1], Limited Direction [-1, Away From], Limited Material [-1, Undead], Duration [-1, Concentration], PF: Affects Insubstantial 2, Indirect 2, 28 pp) 1 pp
-AP: Special Mount (Summon Steed 8, Fanatical [+1], Heroic [+1], Independent [+0], Total Fade [+1], Unreliable [-2, 1/day], PF: Mental Link, Slow Fade 4 [24 hours], Full Round Action [-1 pp], 28 pp) 1 pp
-AP: Mass Healing (Healing 8, Total [+1], Area: Burst [+1, 40' R.], Distracting [-1], PF: Stabilize, Persistent, Regrowth, Selective, 28 pp) 1 pp
-AP: Holy Warrior (Drain Toughness 10, [-1, Only vs. Evil], Linked to Melee Damage [+0] + Penetrating 10, Linked to Melee Damage [+0], Limited [-1, Only vs. Evil], + Impervious Fortitude 14 [-1, Sustained], +Impervious Will 14 [-1, Sustained], + Environmental Control 4, Range [-1, Touch], Daylight in a 50' R., 28 pp) 1 pp

Drawbacks
Paladin Code of Conduct (The paladin must adhere to a strict code of conduct or lose access to ALL paladin abilities until he atones: Power Loss [-3 pp])
Weakness: Unholy Water, -1 Con, Uncommon, Moderate, Can Kill [-3 pp]
Vulnerability: Unholy Attacks, Uncommon, Moderate (x1 1/2 damage) [-2 pp]

Complications
Honorable: Roderick will always act honorably, even in combat. Sometimes this can put him at a disadvantage.
Paladin of Tyr: Roderick is easily recognized as a paladin of Tyr. People are drawn to him and will often ask for favors and/or alms [the paladin tithe is well known, as is their penchant for not keeping large sums of money with them for long periods of time]. Also there are a number of people out there who aren't such big fans of paladins and would like to see them come to harm.


Background
Roderick is a native Waterdhavian. He grew up on the streets, an orphan, and was an unlikely candidate for paladinhood in his youth. He was always a good-looking lad and used his boyish charms to weasel his way out of the trouble that his exploits often found him in. He hated his given name of "Roderick" and preferred to go by "Dirk". He would sometimes get into fights when people would refuse to call him Dirk instead of Roderick. It nearly cost him his life. "Dirk" picked the wrong person to fight about his name and found a knife sticking in his ribs. Were it not for the intervention of the man who would eventually become his mentor, adoptive father, and sponsor into the order of Tyrran paladins, he would have died. Having heard the altercation, William Steele had ridden towards the sounds of conflict. He got there just in time to see "Dirk" get stabbed, and the other boy run off. As if choreographed, William's mount slowed just long enough for William to dismount and then galloped off in pursuit of Dirk's attacker. William, on the other hand, had already flung off one gauntlet and was at Dirk's side in an instant. Grabbing his holy symbol with his gauntleted hand, William pulled the knife out with the other. Tossing it aside, he immediately laid his bare hand on the now gushing wound and Dirk felt a warmth come over him. His wounds closed up almost instantaneously. About this time, William's mount returned with the attacker in tow. Dirk fully expected the knight to slaughter the boy right there, as that is what knights did in his narrow view of the world. So imagine his surprise when William embraced the boy. He whispered a few words into the boy's ear, and the boy was reduced to sobbing. When he finally could speak again, he came over to Dirk and apologized for his actions and begged Dirk's forgiveness. Now, William leaned over to Dirk and whispered a few words into his ear as well, words that would stick with Dirk for the rest of his life: "It takes far more strength to forgive than to avenge."

Dirk forgave the boy and followed his benefactor to the inn where he was staying. He was intrigued by someone so selfless, as the streets were no place for that kind of behavior. William was a persuasive speaker and soon, Dirk found himself on his way to begin his training in the Tyrran way. He grew up strong in body and in faith and William eventually adopted Dirk as his own, to give him a sense of family that Dirk had never known before, but also a sense of duty and responsibility. Dirk took to the Tyrran way of life like a fish to water and was soon ready to enter the paladinhood. Since his induction, Dirk has undertaken many tasks on behalf of the church and is now one of its more powerful representatives. His return to Waterdeep is one of mixed emotions. He is glad to be back in his home city, but he is back because of a promise he made to his father, that upon William's death, he would return to Waterdeep to show that redemption is possible and to bring others along on that path to redemption. So this trip to Waterdeep finds him mourning the loss of his father....

Roderick's Warhorse, Silver Mane
STR 30*
DEX 14
CON 30*
INT 10
WIS 16
CHA 12

Attack: +4*
Defense: 14*/16/12 flat-footed
Toughness: +14 (Impervious 12)
Fortitude: +10
Reflex: +5
Will: +6

Powers
Destrier (Growth 4, Continuous [+1], Persistent [-1], PF: Innate) 13 pp
Celestial Charger (Flight 2, Immunity: Disease, Poison, Fear) 7 pp
Celestial Barding (Protection 4, Impervious 12, Immunity: Critical Hits, Noticeable [-1 pp]) 17 pp
Hooves/Bite (Damage 2, PF: Mighty, Accurate 2) 5 pp
-AP: Back Kick (Damage 4, PF: Mighty, 5 pp) 1 pp

Feats
Dodge Focus 2
Interpose
Improved Overrun
Fast Overrun
Improved Trip
Power Attack
Benefit: Share Spells
Skill Mastery (Intimidate, Notice, Sense Motive, Survival)

Skills
Intimidate 14 (+17)*
Notice 14 (+17)
Sense Motive 8 (+11)
Survival 4 (+7)

Drawbacks
No hands (-4 pp)
Can't Speak (-4 pp)
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Mark Reuter
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Re: MR's Character Thread

Postby Mark Reuter » Fri Jan 13, 2012 1:14 pm

Eric Ingersoll (unpowered)
Age: 25
Sex: Male

STR 10 (+0)
DEX 18 (+4)
CON 18 (+4)
INT 12 (+1)
WIS 16 (+3)
CHA 12 (+1)

Attack: +1/+3 Melee
Defense: 12/14 w/Dodge Focus (11 flat-footed)
Toughness: +4
Fortitude: +4
Reflex: +12
Will: +8

Feats: Attack Focus: Melee 2, Dodge Focus 2, Luck 2, Eidetic Memory, Jack of all Trades, Skill Mastery 3 (all skills [see skill list]), Equipment 2

Skills
Computers 12 (+13)
Craft [Electrical] 12 (+13)
Craft [Mechanical] 12 (+13)
Craft [Structural] 12 (+13)
Disable Device 8 (+9)
Drive 16 (+20)
KS: Pop Culture 4 (+5)
KS: Streetwise 8 (+9)
KS: Technology 8 (+9)
Notice 16 (+19)
Sense Motive 8 (+11)
Sleight of Hand 12 (+16)

Equipment: Cell phone, multi-tool, HQ: computer, workshop, garage, living space, laboratory, library, security system 2 (DC 25)

Skills: 32
Feats: 13
Combat: 19
Abilities: 26
Total: 90

Eric Ingersoll (aka Redline)
Age: 25
Sex: Male

STR 10 (+0)
DEX 18 (+4)
CON 30 (+10)
INT 12/40 (+1/+15)
WIS 16 (+3)
CHA 12 (+1)

Attack: +1/+3 Melee
Defense: 15/19 w/Dodge Focus (13 flat-footed)
Toughness: +10/+15 w/Defensive Roll
Fortitude: +10
Reflex: +12/+17 w/Defensive Roll
Will: +8

Feats: Attack Focus: Melee 2, Dodge Focus 2, Luck 2, Eidetic Memory, Jack of all Trades, Skill Mastery 3 (all skills [see skill list]), Equipment 2

Skills
Computers 12 (+13/+27)
Craft [Electrical] 12 (+13/+27)
Craft [Mechanical] 12 (+13/+27)
Craft [Structural] 12 (+13/+27)
Disable Device 8 (+9/+23)
Drive 16 (+20)
KS: Pop Culture 4 (+5/+19)
KS: Streetwise 8 (+9/+23)
KS: Technology 8 (+9/+23)
Notice 16 (+19)
Sense Motive 8 (+11)
Sleight of Hand 12 (+16)

Powers
Faster Than The Eye Can Follow (Concealment 4 [all visual senses], Limited [-1, only while moving]) 4 pp
Super-Speed Endurance (Enhanced Constitution 12) 12 pp
Super-Speed Defense (Enhanced Defense 3, PF: Dodge Focus 2) 8 pp
Super-Speed Feats (Enhanced Feats 15: Evasion 2, Defensive Roll 5, Improved Initiative 5, Quick Change 2, Improvised Tools) 15 pp
Super-Speed Array 24 (48 pp)
-Default: Quick Thinking (Quickness 20, Enhanced Intelligence 28, 48 pp) 0 pp
-AP: Super-Speed (Quickness 20, Speed 20, PF: Air-Running 2, Wall-Running 2, + Permeate 2, 48 pp) 1 pp
-AP: Combat Speed (Quickness 7, Speed 7, +Strike 15, PF: Accurate 3, Subtle 2, Extended Reach 8 [45'], Indirect 3, Move-By Action, Takedown Attack 2, 48 pp) 1 pp
-AP: Clear The Room (Strike 11, Range [+1], Area [+1, Burst], Selective [+1], PF: Subtle 2, Progression [110' R.], Indirect, 48 pp) 1 pp

Equipment: Cell phone, multi-tool, HQ: computer, workshop, garage, living space, laboratory, library, security system 2 (DC 25)

Abilities: 26
Combat: 19
Feats: 13
Skills: 32
Powers: 90
Total: 180


Background
Eric Ingersoll grew up in Santa Barbara. He spent a lot of time at the California Motor Speedway, where his father was a part-time driver/part-time pit crew for several racing teams. Eric loved the racing scene, especially working on the powerful, finely tuned engines of the racecars. He learned a lot from his father and the other members of the crew and became quite proficient and knowledgeable about racecars.

But, it was the first time that he was allowed behind the wheel of one of these machines that he discovered his true passion: speed. Eric was a born driver and took to the track like a fish to water. He soon was an up-and-comer on the racing circuit. Until the accident. Eric was in the hunt for his first racing title and was in the lead of the California Motor Speedway 500 when his right front tire blew out and his car was sent spinning into the wall. The crash sent Eric to the hospital.

During his recovery period is when Eric first realized that he possessed powers. He wasn't sure what to do with them. The Akira Corporation was hunting down "paragons", as they liked to call them, and Eric had no desire to be hunted. However, his sense of duty would not let him sit idly by while those paragons who would flaunt their powers and wreak havoc on innocent citizens. Fortunately, Eric's powers let him operate nearly unseen most of the time.

Complications
Sense of Duty: Eric cannot sit idly by while other paragons are terrorizing innocent civilians.

Secret Identity: No one knows that Eric has powers and he prefers it that way. Since his accident, he walks with a cane, though he doesn't need it anymore.

Fame: Eric has earned a little fame as a racecar driver, though he doesn't drive anymore.
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Mark Reuter
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Re: MR's Character Thread

Postby Mark Reuter » Mon Feb 13, 2012 8:57 am

Ehrick Weiss was born in Hungary on March 28, 1874. He moved to the United States in 1878 with his family. When his father lost his job as a Rabbi, they moved to NYC, where Ehrick worked a number of jobs to help support his family. He became quite proficient at stage magic, especially escapology. When he "discovered" his powers, he began to devise even more elaborate escapes and gained no small amount of fame as a magician. To separate his stage life from his personal life, he took a stage name: Houdini.

During one of his performances in Boston, he happened to catch the eye of one Andrew Murphy. Mr. Murphy was impressed by his talents and invited Ehrick to come to work for him.

Ehrick Weiss aka Harry Houdini
Age: 27

STR 0
STA 3
AGI 1
DEX 0/3
FGH 1
INT 1
AWE 2
PRE 7

Abilities: 30

Dodge: 1/4
Parry: 1/3
Toughness: 3/6/8
Fortitude: 6
Will: 6

Combat: 3

Advantages: Jack of all Trades, Skill Mastery 5 (Sleight of Hand, Deception, Technology, Persuasion, Expertise: Stage Magic), Ultimate Effort 2 (Sleight of Hand, Technology), Equipment 3, Feature (uses PRE for Expertise: Stage Magic)

Advantages: 12

Skills: Deception 9 (+16), Sleight of Hand 13 (+16), Technology 14 (+15), Perception 4 (+6), Persuasion 8 (+15), Insight 6 (+8), Expertise: Stage Magic 8 (+15), Close Combat: Sword 4 (+5), Expertise: Occult 2 [+3]

Skills: 34

Powers
Escape Artist Extraordinaire Array (8 pp)
-Default: Magical Reflexes (Enhanced Dexterity 3 + Enhanced Parry 2, 8 pp) 0 pp
-AE: Immunity 7 (Entrapment, Suffocation, Action [+0, Sustained], 7 pp) 1 pp
-AE: Movement 3 (Permeate 3, Slow Fall, 8 pp) 1 pp
-AE: Teleport 1 (Accurate [+1], Extended [+1], PA: Change Velocity, Change Direction, Turnabout, Easy, 8 pp) 1 pp

Powers: 11

Equipment
Reinforced Leather Vest (Protection 2) 2 ep
Black Cape (Dodge 3, Defensive Roll 3) 6 ep
Sword Cane 5 ep
-STR-based Strike 4, Subtle 2 [-1, only when in cane]
Magic Paraphernalia (Feature 1: always has props for magic tricks) 1 ep
Toolkit (Improvised Tools) 1 ep

Complications
Rivalry: Ehrick is always looking to outperform other magicians, especially magicians who claim to have supernatural power.

Ego: Ehrick loves to try escapes without using his "gifts". He gets personal satisfaction and a sense of accomplishment when he can do it without powers.

Fame: He's Harry Houdini. 'Nuff said.

Skeptic: Despite his powers, Ehrick is still skeptical of those who claim "supernatural" abilities, especially mediums.

Motivation: Debunking false psychics, mediums, and other charlatans.
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Mark Reuter
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