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JD's 3E: Marvel Psylocke

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Fantasy Weapons

Postby JoshuaDunlow » Wed Apr 25, 2012 12:19 pm

Archaic Melee Weapons

Simple Melee Weapons
Club [+1 damage; 20 Critical; Thrown; Bludgeoning]
Knife/Dagger [+1 damage; 19-20 Critical; Thrown; Peircing]
Longspear [+3 damage; 19-20 Critical; extra reach 2; Piercing]
Mace, heavy [+3 damage; 20 Critical; Bludgeoning]
Mace, light [+2 damage; 20 Critical; Bludgeoning]
Morningstar [+3 damage; 20 Critical; Bludgeoning and Piercing]
Pitchfork [+2 damage; 19-20 Critical; Piercing]
Punching Dagger [+1 damage; Penetrating 4; 19-20 Critical; Piercing]
Quarterstaff [+2 damage; 20 Critical; Piercing]
Sap [+2 damage; 20 Critical; Thrown; Bludgeoning (non-lethal)]
Sickle [+1 damage; 20 Critical; Slashing]
Spear [+3 damage; 19-20 Critical; extra reach; Piercing]
Stiletto [+0 damage; 19-20 Critical; Piercing]

Martial Melee Weapons
Axe, Throwing [+1 damage; 20 Critical; Thrown; Slashing]
Battle Axe [+3 damage; 19-20 Critical; Slashing]
Claymore [+3 damage; 19-20 Critical; Slashing]
Cutlass [+3 damage; 19-20 Critical; Slashing and piercing]
Falchoin [+3 damage; 19-20 Critical; Slashing]
Flail [+3 damage; 20 Critical; Bludgeoning]
Flail, heavy [+4 damage; 19-20 Critical; Blugeoning]
Great Axe [+5 damage; 20 Critical; Slashing]
Great Club [+3 damage; 20 Critical; Bludgeoning]
Great Scimitar [+3 damage; 19-20 Critical; Slashing]
Great Sword [+4 damage; 19-20 Critical; Slashing]
Hand Axe [+1 damage; 19-20 Critical; Slashing]
Lance [+3 damage; 19-20 Critical; extra reach; cannot be used in close quarters, Slashing]
Lance, jousting [+1 damage, 19-20 Critical; extra reach; cannot be used in close quarters; Slashing]
Machete [+3 damage; 20 Critical; Slashing]
Main-gauche [ +1 damage; 20 Critical; Piercing and Slashing]
Maul [+4 damage, 19-20 Critical; Bludgeoning]
Pole Arm [+3 damage, 19-20 Critical; Extra reach, cannot be used in close quarters; Piercing or Slashing]
Pike [+3 damage, 20 Critical; Extra reach; cannot be used in close quarters; Piercing]
Rapier [+2 damage, 19-20 Critical; Piercing]
Saber [+2 damage; 19-20 Critical; Slashing]
Scythe* [+3 damage; Penetrating 2, 19-20 Critical; Piercing or Slashing]
Sword [+3 damage, 19-20 Critical; Slashing]
Sword, short [+2 damage, 19-20 Critical; Slashing]
Trident [+3 damage, 19-20 Critical; Extra reach, Piercing]
Warhammer [+3 damage, 19-20 Critical; Bludgeoning]
Warhammer, light [+3 damage, 19-20 Critical; Bludgeoning]
Warpick, heavy *[+3 damage, Penetrating 3, 19-20 Critical; Piercing]
Warpick, light *[+1 damage, Penetrating 2, 19-20 Critical; Piercing]

* These weapons have penetrating qualities

Exotic Melee Weapons
Chain [+2 damage, 20 Critical; Bludgeoning]
Chain, spiked [+2 damage, 20 Critical; Piercing]
Sword, Bastard [+4 damage (+3 damage in 1 hand), 19-20 Critical; Slashing]
Whip [+0 damage, 20 Critical; Extended Reach 2 (15'); Improved Trip Feat; Bludgeoning]

Simple Ranged Weapons
Blowgun [+0 damage; Critical 20; Ranged (reduced range -2); Piercing]
Crossbow, heavy [+3 damage; 19-20 Critical; 40' range; Piercing]
Crossbow, light [+2 damage; 19-20 Critical; 25' range;Piercing]
Dart [+1 damage, Ranged (Reduced range -1); 20 Critical; 5' range; Piercing]
Javelin [+2 damage; Ranged; 20 Critical; Piercing]
Sling [+1 damage; Ranged (reduced range -1), 20 Critical; Bludgeoning]

Martial Ranged Weapons
Bow, Long [+3 damage; 20 Critical; Piercing]
Bow, Short [+2 damage; 20 Critical;Piercing]

Exotic Ranged weapons
Bolo [Snare 4 (ranged, reduced range); Bludgeoning]
Boomerang [+2 damage; 20 Critical; (Ranged, reduced range -1)
Crossbow, repeating [+3; 19-20 Critical; Piercing, Multifire]
Flintlock Pistol [+3 damage; 20 Critical; Ballistic]
Flintlock Rifle [+5 damage; 20 Critical; Ballistic]
Net [Snare 6 (ranged, reduced range -2)]

Racial Weaponry
Bow, Elven [+3 damage; 19-20 Critical; Piercing]
Steel Pistol, Dwarf Crafted [Exotic; +3 damage, 19-20 critical; Ballistic]
Steel Rifle, Dwarf Crafted [Exotic; +5 damage, 19-20 critical; Ballistic]
Orc/Goblin Scimitars [Martial; +2 damage, 19-20 Critical]
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B5: Cmdr. Sheridan

Postby JoshuaDunlow » Thu Apr 26, 2012 9:03 pm

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"But if, as you say, the truth is fluid, that the truth is subjective, then maybe you can fight the system. As long as just one person refuses to be broken, refuses to bow down."
"But can you win?"
"Every time I say NO."
– Sheridan addressing his interrogator in 2261


John Sheridan - PL 6
Race: Human, Profession: Commander of Babylon 5, Place of Birth: Kansas, Earth, Age: 44 (season 2), Eyes: Brown, Hair: Brown,

Abilities
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 3, Awareness 4, Presence 4

Advantages
Benefit, Status 6: EF Rank: Commander, Connected, Counter Interrogation Techniques, Equipment 3, Improved Defense, Inspire, Languages 2, Leadership, Luck 2, Ranged Attack 3, Well-informed, Zero G Training

Skills
Athletics 3 (+5), Deception 3 (+7), Expertise: Civics 2 (+5), Expertise: History 3 (+6), Expertise: Philosophy 3 (+6), Expertise: Secret Organizations 4 (+7), Expertise: Tactics 6 (+9), Insight 4 (+8), Perception 5 (+9), Persuasion 6 (+10), Ranged Combat: PPG Pistol: Blast 6 1 (+3), Technology 3 (+6), Vehicles 9 (+11)

Equipment
Commlink 1, Earth Force Uniform 0, PPG Pistol [PPG Pistol: Blast 6, DC 21, Advantages: Improved Critical 2; Limited: Less effective against metallic objects [4 ranks only]]

Offense
Initiative +2
Grab, +5 (DC Spec 12)
PPG Pistol: Blast 6, +6 (DC 21)
Throw, +5 (DC 17)
Unarmed, +5 (DC 17)

Languages
Drazzi, English, Intergalactic

Defense
Dodge 5, Parry 6, Fortitude 5, Toughness 2, Will 7

Power Points
Abilities 48 + Powers 0 + Advantages 23 + Skills 17 (52 ranks) + Defenses 10 = 98

Builders Notes:
And here is the main Protagonist of the B5 series, John J Sheridan. He starts off as a green behind his ear bureacrat when he takes over B5 comman, until he becomes the president of the Interstellar Alliance. There's not much to say about this guy, he's handsome, charming, intelligent, very astute, and seems very good with solving problems in the nick of time.

Counter Interrogation Techniques: Sheridan is skilled in resisting Interrogations or Intimidations for that matter, gaining a +2 bonus to his saves against such things.


I'm still working out the details of the PPG, so their stats may change.
Last edited by JoshuaDunlow on Thu Apr 26, 2012 9:17 pm, edited 5 times in total.
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Earth Force Ranks

Postby JoshuaDunlow » Thu Apr 26, 2012 9:04 pm

Earth Force Ranks
Earth Force Ranks have been neatly designed into two different kinds of Officers, Commissioned and Non-Commissioned Officers which is represented by the Benefit (Rank) Feat, each rank in this feat grants you the appropriate Rank as listed below. Giving you a bonus to appropriate Intimidation or Diplomacy Checks with other Earth Force Personnel (and to wealth bonus, if used). So if you want to play a Major , that's a Rank 4 Benefit (EF Rank). If you want to play a Non-Commissioned Officer that's a Sergeant , purchase 3 ranks of the Benefit (EF Rank).


Commissioned Officers
An officer is a member of an armed force or in some cases uniformed service who holds a position of authority. Commissioned officers derive authority directly from a sovereign power and, as such, hold a commission charging them with the duties and responsibilities of a specific office or position. Commissioned officers are typically the only persons, in a military environment, able to act as the commanding officer (according to the most technical definition of the word) of a military unit.

1 Ensign
2 Lieutenant Junior Grade
3 Lieutenant
4 Major
5 Lt. Commander
6 Commander
7 Captain
8 Colonel
9 General
10 Joint Chief of Staff

Non-Commissioned
Non Commissioned Officers has achieved a rank of authority through promotion, through the non-officer ranks. Most NCO's specialize in a particular duty within the Military. Non-commissioned officers (NCOs) in positions of authority can be said to have control or charge rather than command per se, although the use of the word "command" to describe any use of authority is widespread and often official. However the Warrant Officer requires taking another Benefit FEAT (Warrant Officer, Specialty) and choose what specialized duty that you do. This allows you have the authority over comissioned officers , save the commander or higher. When it applies to your particular duty.

1 Private
2 Private 1st Class
3 Sergeant
4 Sergeant Major
5 Warrant Officer


Branches of the Earth Force
There are seven branches of service in Earth force.

EarthForce Branches
Flag Officer
Command
Executive Officer
Executive Officer (telepath)
Command Staff
Medical
Science

Divisions
Command
Command (Marine)
Security
Presidential Security
Internal Affairs
Medical
Engineering and Maintenance
Earth Central
Mars Command
Earth forces Command (Starfury pilots)
Earth forces Off World (Starfury pilots)
Earthforce Science Team (pilots)


Flight Wings (for pilots)
Flight wings tell the relative piloting skills of those who are Starfury pilots. This has no gaming effect other than to show just how good the pilot is. The chart below shows what Piloting rank you need to qualify.

Pilot (4 ranks of piloting)
Junior Pilot (6 ranks of vehicle)
Senior Pilot (9 ranks of vehicle)
Master Pilot (12 ranks of vehicle)
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Paragons in 3E: Medium

Postby JoshuaDunlow » Sat Apr 28, 2012 9:52 am

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"There are strange and mysterious things all around us. Do you have what it takes to explore them?"

Medium - PL 6
Real Name: Michael Canavan, Identity: Public, Profession: Parapsychologist/Paranormal Investigator, Marital Status: Single, Residence: Seattle, Washington, Age: 33, Height: 5'10", Weight: 180 lbs, Eyes: Green, Hair: Dark Brown

Abilities
Strength 0, Stamina 1, Agility 3, Dexterity 2, Fighting 3, Intellect 3, Awareness 4, Presence 2

Advantages
Attractive, Contacts, Equipment 3, Extraordinary Effort, Luck 3, Ritualist, Well-informed

Skills
Athletics 2 (+2), Deception 5 (+7), Expertise: Arcane 3 (+6), Expertise: History 3 (+6), Expertise: Otherworlds 3 (+6), Expertise: Para psychology 10 (+13), Expertise: Theology 3 (+6), Insight 6 (+10), Perception 10 (+14), Persuasion 4 (+6), Ranged Combat: Light Pistol 4 (+6), Treatment 2 (+5), Vehicles 2 (+4)

Powers
Charmed Life
. . Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +3 (+6), Parry +3 (+6), Advantages: Extraordinary Effort, Luck 3)
. . Eyes in the back of the head: Senses 1 (Radius: Visual)
. . Force Field: Force Field 3 (+3 Toughness)
Medium: Comprehend 2 (Spirits - Communicate, Spirits - Medium)
Supernatural Sight: Senses 4 (Accurate: Ghost Awareness, Awareness: Ghosts, Awareness: The Imageria)

Equipment
Cell Phone, Computer, Flashlight, Light Pistol, Various Parapsychology Equipment 3

Offense
Initiative +3
Grab, +3 (DC Spec 10)
Light Pistol, +6 (DC 18)
Throw, +2 (DC 15)
Unarmed, +3 (DC 15)

Complications
Obsession: Michael is obsessed with finding, proving, and exploring the supernatural.

Languages
English

Defense
Dodge 6/3, Parry 6/3, Fortitude 3, Toughness 4, Will 7

Power Points
Abilities 36 + Powers 22 + Advantages 7 + Skills 20 (57 ranks) + Defenses 5 = 90

Builders Notes:
I loved the Paragons setting, so i decided to convert over some of my characters from it into 3E. Medium can fit right into any "Supernatural " setting you might come up with. And of course he fits into my Millennium Verse campaign without too much problems.

Character Notes:
Michael Canavan is the head for west coast division of the PSI (Paranormal Studies Institute) society that runs out of Seattle Washington. He has always had an intense interest in the supernatural and studied it through out high school and well into College, and became something of an expert at it. He has always seemed special, or supernatural events always seem drawn to him.
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Lost Sol: Astral Soldier

Postby JoshuaDunlow » Sat Apr 28, 2012 9:21 pm

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“We are the only thing standing between you, and some hostile alien forces.“

Cpt. Nick Hazard, Astral Soldier - PL 9
Name: Nicholas Hazard, Race: Terran, Profession: Astral Soldier, Birth Place: New Chicago, Sol II, Marital Status: Married, Family: Mary Pen Nichols (wife), Denise Nichols (daughter), Max Nichols (father), Clara Nichols (mother), Sarah Nicholas (Sister), Nathan Nichols (Uncle, father’s side), Bo Nichols (Grandfather, father’s side), Annie Nichols (aunt, father’s side), Age: 37, Height: 6’3”, Weight: 215 lbs, Eyes: Brown, Hair: Black

Abilities
Strength 3, Stamina 4, Agility 3, Dexterity 5, Fighting 7, Intellect 2, Awareness 3, Presence 2

Advantages
All-out Attack, Benefit 5: TA Rank: Captain, Defensive Attack, Equipment 5, Improved Critical 2: Vibro Blade: Strength-based Damage 3, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Takedown

Skills
Athletics 9 (+12), Expertise (AWE): Survival 8 (+11), Expertise: Tactics 10 (+12), Intimidation 10 (+12), Perception 10 (+13), Technology 8 (+10), Vehicles 8 (+13)

Powers
Astral Armor Mk. II (Removable)
. . Aural Sensory Shield: Feature 1
. . Booster Jets : Flight 4 (Speed: 30 miles/hour, 500 feet/round; Levitation, Limited: In space)
. . Magnetic Lock Boots: Feature 1
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
. . . . Multiple Effects
. . . . . . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . . . . . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Protection: Protection 6 (+6 Toughness; Impervious [4 ranks only])
. . Space Worthy: Immunity 6 (Environmental Condition: Vacuum, Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation, Suffocation (All))
. . Visual Sensory Shield: Feature 1
Neural Mesh Scrambler: Impervious Will 4

Equipment
Weapons Belt [Pulse Rifle: Blast 7, DC 22; Multiattack]
Pulse Rifle: Blast 7 (DC 22; Multiattack)
. . Flash Bomb: Dazzle 8 (Alternate; Affects Sense: Visual, Resisted by: Will, DC 18)
. . Grenade: Burst Area Blast 7 (Alternate; DC 22; Burst Area: 30 feet radius sphere)
. . Vibro Blade: Strength-based Damage 3 (Alternate; DC 21, Advantages: Improved Critical 2; Incurable, Penetrating 8, Precise)

Offense
Initiative +7
Flash Bomb: Dazzle 8, +9 (DC Will 18)
Grab, +7 (DC Spec 13)
Grenade: Burst Area Blast 7 (DC 22)
Pulse Rifle: Blast 7, +9 (DC 22)
Throw, +9 (DC 18)
Unarmed, +7 (DC 18)
Vibro Blade: Strength-based Damage 3, +7 (DC 21)

Languages
English

Defense
Dodge 7, Parry 7, Fortitude 9, Toughness 10, Will 7

Power Points
Abilities 58 + Powers 23 + Advantages 22 + Skills 22 (63 ranks) + Defenses 13 = 138

Builder's Notes:
This character was to show case the Astral Soldier in all it's glory, and Captain Hazard represents the best that they have to offer. Astral Soldiers are the Elite of the Elite when it comes to the Military, and use the best technology to enhance their capabilities. I hope you enjoy this latest addition to the Lost Sol setting.
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Marvel Conversions Project

Postby JoshuaDunlow » Mon Apr 30, 2012 1:29 pm

For a lack of anything else to do.. decided to try using my conversion system once more. And created Collosus, from the revised basic system of Marvel (which was my favorite version of them all ). Using the Uncanny X-Men Roster book. And I'll be doing mostly the mutant roster from Marvel, simply cause i like mutants.

Image

Colossus - PL 9

Abilities
Strength 11, Stamina 8, Agility 4, Dexterity 4, Fighting 4, Intellect 0, Awareness 2, Presence 1

Advantages
Accurate Attack, All-out Attack, Great Endurance, Improved Disarm, Improved Grab, Improved Hold, Languages 1, Power Attack, Takedown

Skills
Athletics 5 (+16), Expertise: Artist 4 (+4), Vehicles 4 (+8)

Powers
Organic Steel Form (Activation: Move Action)
. . Enhanced Ability: Enhanced Stamina 3 (+3 STA)
. . Enhanced Ability: Enhanced Strength 6 (+6 STR)
. . . . Shockwave: Cone Area Affliction 9 (Alternate; 1st degree: Impaired, 2nd degree: Prone, DC 19; Alternate Resistance (Dodge), Cone Area: 60 feet cone; Limited Degree)
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Great Endurance)
. . Immunity: Immunity 11 (Damage Effect: Electricity, Damage Effect: Acid, Environmental Condition: Vacuum; Limited - Half Effect)
. . Impervious Defense: Impervious Toughness 8
. . Protection: Protection 0 (+0 Toughness)
. . Self Sustenance: Immunity 5 (Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation, Suffocation (All))

Offense
Initiative +4
Grab, +4 (DC Spec 21)
Shockwave: Cone Area Affliction 9 (DC Dog/Fort/Will 19)
Throw, +4 (DC 26)
Unarmed, +4 (DC 26)

Languages
English, Russian

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 8, Will 5

Power Points
Abilities 50 + Powers 38 + Advantages 8 + Skills 5 (13 ranks) + Defenses 12 = 113
Last edited by JoshuaDunlow on Mon Apr 30, 2012 2:09 pm, edited 1 time in total.
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Marvel Conversions

Postby JoshuaDunlow » Mon Apr 30, 2012 1:59 pm

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The Adversary - PL 17

Abilities
Strength 10, Stamina 16, Agility 10, Dexterity 10, Fighting 11, Intellect 11, Awareness 12, Presence 3

Advantages
Ritualist

Skills
Expertise: Magic 5 (+16), Expertise: Psychology 5 (+16)

Powers
Elder Force : Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Ominversal Abilities
. . Ensnare: Affliction 11 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 21; Alternate Resistance (Dodge), Increased Range: ranged)
. . Alter Reality: Create 11 (Volume: 2000 cft., DC 21; Impervious, Innate, Movable, Stationary, Subtle: look natural, Tether)
. . Illusion: Illusion 11 ([0 active, 0/55 PP, 5/r], Affects: All Sense Types, Area: 2000 cft., DC 21)
. . Morph: Morph 4 ([0 active, 0/55 PP, 5/r], +20 Deception checks to disguise; Any form)
. . Movement: Movement 3 ([0 active, 0/55 PP, 2/r-1], Dimensional 3: any dimension, 50 lbs.; Quirk: Can only travel to dimensions he has been summoned to)
. . Nullify: Nullify 11 ([0 active, 0/55 PP, 3/r], Counters: Magical Spells, DC 21; Broad, Simultaneous)
Possession
. . Inhabit the Mind: Mind Control 11 (DC 21; Increased Duration 2: sustained)
. . While in the Host body: Insubstantial 4 (Incorporeal; Subtle 2: looks normal)

Offense
Initiative +10
Affliction: Affliction 11, +0 (DC Dog/Fort/Will 21)
Grab, +11 (DC Spec 20)
Inhabit the Mind: Mind Control 11 (DC Will 21)
Nullify: Nullify 11, +0 (DC Will 21)
Throw, +0 (DC 25)
Unarmed, +11 (DC 25)

Complications
Weakness: All weapons of iron or steel (or alloys of these metals) do two extra degrees of damage.

Languages
Native Language

Defense
Dodge 13, Parry 14, Fortitude 19, Toughness 16, Will 15

Power Points
Abilities 166 + Powers 158 + Advantages 1 + Skills 4 (10 ranks) + Defenses 12 = 341
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Aguila

Postby JoshuaDunlow » Mon Apr 30, 2012 2:30 pm

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Aguila - PL 7

Abilities
Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 4, Intellect 0, Awareness 2, Presence 1

Advantages
Equipment 1, Improved Critical: Sword : Strength-based Damage 3, Languages 1

Skills
Close Combat: Electric Sword Strike: Damage 4 2 (+6), Close Combat: Sword : Strength-based Damage 3 2 (+6)

Powers
Electric Blast: Blast 10 (electricity, DC 25; Diminished Range 3)
. . Electric Sword Strike: Damage 4 (Alternate; electricity, DC 19; Linked: Sword : Strength-based Damage 3, Penetrating 10)

Equipment
Sword [Sword : Strength-based Damage 3, DC 21, Advantages: Improved Critical]

Offense
Initiative +4
Electric Blast: Blast 10, +4 (DC 25)
Electric Sword Strike: Damage 4, +6 (DC 19)
Grab, +4 (DC Spec 13)
Sword : Strength-based Damage 3, +6 (DC 21)
Throw, +4 (DC 18)
Unarmed, +4 (DC 18)

Languages
English, Spanish

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 4, Will 5

Power Points
Abilities 44 + Powers 18 + Advantages 2 + Skills 2 (4 ranks) + Defenses 12 = 78
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Alchemy

Postby JoshuaDunlow » Mon Apr 30, 2012 2:36 pm

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Alchemy - PL 3

Abilities
Strength -1, Stamina 0, Agility 0, Dexterity 0, Fighting -1, Intellect 0, Awareness 0, Presence 0

Skills
Expertise: Chemistry 5 (+5)

Powers
Alchemy: Transform 7 (Affects: Broad > Broad - Anything into a Primary Element, Transforms: 100 lbs., DC 17; Side Effect: on failure - Damaging Effect)

Offense
Initiative +0
Alchemy: Transform 7, -1 (DC Dog 17)
Grab, -1 (DC Spec 9)
Throw, +0 (DC 14)
Unarmed, -1 (DC 14)

Languages
English

Defense
Dodge 3, Parry 2, Fortitude 3, Toughness 0, Will 3

Power Points
Abilities -4 + Powers 21 + Advantages 0 + Skills 2 (5 ranks) + Defenses 12 = 31
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Alpha, The Ultimate Mutant

Postby JoshuaDunlow » Mon Apr 30, 2012 2:46 pm

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Alpha, the ultimate mutant - PL 16

Abilities
Strength 12, Stamina 13, Agility 10, Dexterity 10, Fighting 10, Intellect 13, Awareness 13, Presence 0

Powers
Impervious Defense: Impervious Toughness 12
Impervious Defense: Impervious Will 12
Matter Control: Variable 10
Mental Powers: Variable 10

Offense
Initiative +10
Grab, +10 (DC Spec 22)
Throw, +10 (DC 27)
Unarmed, +10 (DC 27)

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 16, Toughness 13, Will 16

Power Points
Abilities 162 + Powers 164 + Advantages 0 + Skills 0 (0 ranks) + Defenses 12 = 338
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Angel

Postby JoshuaDunlow » Mon Apr 30, 2012 2:56 pm

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Angel - PL 8

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

Advantages
All-out Attack, Benefit: Wealth 2, Defensive Attack, Favored Environment: Air, Power Attack, Takedown

Skills
Acrobatics 5 (+11), Expertise: Business 5 (+7)

Powers
Can Breath at High Altitudes: Feature 1
Light Body: +5 bonus to Acrobatics to reduce falling: Feature 1
Superior Sight: Senses 2 (Extended: Vision 2: x100)
Winged Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)

Offense
Initiative +6
Grab, +4 (DC Spec 12)
Throw, +4 (DC 17)
Unarmed, +4 (DC 17)

Languages
Native Language

Defense
Dodge 9, Parry 7, Fortitude 9, Toughness 6, Will 5

Power Points
Abilities 56 + Powers 10 + Advantages 7 + Skills 4 (10 ranks) + Defenses 12 = 89
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Animator

Postby JoshuaDunlow » Mon Apr 30, 2012 3:09 pm

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Animator - PL 6

Abilities
Strength 0, Stamina 4, Agility 0, Dexterity 2, Fighting 2, Intellect 2, Awareness 1, Presence 0

Skills
Expertise: Genetics 11 (+13), Treatment 11 (+13)

Offense
Initiative +0
Grab, +2 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Languages
Native Language

Defense
Dodge 3, Parry 5, Fortitude 7, Toughness 4, Will 4

Power Points
Abilities 22 + Powers 0 + Advantages 0 + Skills 8 (22 ranks) + Defenses 12 = 42
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Annalee of the Morlocks

Postby JoshuaDunlow » Mon Apr 30, 2012 5:25 pm

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Annalee (morlock) - PL 10

Abilities
Strength -1, Stamina 2, Agility 0, Dexterity 0, Fighting 4, Intellect -1, Awareness 1, Presence 0

Powers
Emotion Control: Burst Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere; Limited: Can only impose the emotion she is currently feeling, Quirk: Cannot control more than 8 people at a time)

Offense
Initiative +0
Emotion Control: Burst Area Affliction 10 (DC Will 20)
Grab, +4 (DC Spec 9)
Throw, +0 (DC 14)
Unarmed, +4 (DC 14)

Languages
Native Language

Defense
Dodge 3, Parry 7, Fortitude 5, Toughness 2, Will 4

Power Points
Abilities 10 + Powers 9 + Advantages 0 + Skills 0 (0 ranks) + Defenses 12 = 31
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JoshuaDunlow
Harbinger of Doom
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Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Ape (morlocks)

Postby JoshuaDunlow » Mon Apr 30, 2012 5:34 pm

Image

Ape (Morlock) - PL 8

Abilities
Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 4, Intellect -1, Awareness -1, Presence -1

Advantages
Chokehold, Improved Grab, Improved Hold, Power Attack

Powers
Shape Shifting: Shapeshift 6 (Limited: Limited to Inorganic forms, Quirk 2: Shapes cannot have moving parts)

Offense
Initiative +0
Grab, +4 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +4 (DC 23)

Languages
Native Language

Defense
Dodge 3, Parry 7, Fortitude 11, Toughness 8, Will 2

Power Points
Abilities 34 + Powers 40 + Advantages 4 + Skills 0 (0 ranks) + Defenses 12 = 90
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JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Apocolypse

Postby JoshuaDunlow » Mon Apr 30, 2012 5:48 pm

Image

Apocolypse - PL 10

Abilities
Strength 6, Stamina 12, Agility 2, Dexterity 2, Fighting 4, Intellect 6, Awareness 2, Presence 2

Advantages
Leadership

Skills
Expertise: Engineering 7 (+13), Expertise: Genetics 7 (+13), Technology 7 (+13)

Powers
Damage Resistance: Impervious Toughness 7
Lesser Immortality: Immunity 1 (Aging)
Molecular Rearrangement
. . Elongation: Elongation 3 ([0 active, 0/12 PP, 1/r+4], Elongation: 60 feet, Advantages: Chokehold, Improved Grab, Improved Hold, Power Attack)
. . Enhanced Ability: Enhanced Strength 5 (+5 STR,not active on above scores, no other powers can be used while active)
. . Flight: Flight 6 ([0 active, 0/12 PP, 2/r], Speed: 120 miles/hour, 1800 feet/round)
Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Easy, Extended: 1000 miles in 2 move actions, Portal)

Offense
Initiative +2
Grab, +4 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +4 (DC 21)

Languages
Native Language

Defense
Dodge 5, Parry 7, Fortitude 15, Toughness 12, Will 5

Power Points
Abilities 72 + Powers 84 + Advantages 1 + Skills 7 (21 ranks) + Defenses 12 = 176
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JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

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