LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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legend
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FORMIAN MYRMARCH (PL 11)

Post by legend » Fri May 04, 2012 11:38 am

Image
Formian Myrmarch (left) and Formian Warrior (right)

STR 3, STA 3, AGL 3, DEX 2, FGT 7, INT 3, AWE 3, PRE 3
Powers:
Fast Healing: Regeneration 2 • 2 points
Fast Movement: Speed 1 • 1 point
Hive Mind: Area Communication 3, Rapid, Subtle 2, Limited to formians, Limited to formians within 50 miles of Queen, Permanent • 12 points
Immunities: Immunity 68 (Cold Effects, Electricity Effects, Fire Effects, Magic Effects, Petrification, Need for Sleep, Poison, Sonic Effects, Starvation & Thirst), Half Effect (Electricity, Fire, Magic, Sonic) • 43 points
Natural Armor: Protection 8 • 8 points
Natural Weapons: Array (11 points) • 12 points
• Poison Sting: Strength Damage-based Damage 3 Linked Weaken Agility 6 (Resisted by Fortitude), Secondary Effect • 11 points
• Bite: Strength-based Damage 1, Multiattack 3 • 1 point
Size: Growth 2, Permanent, Innate • 5 points
Spell-Like Abilities: Array (30 points) • 37 points
• Order’s Wrath: Perception Ranged Cylinder Area (blocked by concealment) Damage 10, Limited (Half Damage to creatures without the Chaotic descriptor), Resistible by Will (Half Damage) • 30 points
• Charm: Perception Ranged Affliction 11 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 1 point
• Clairaudience/Clairvoyance: Remote Sensing 9 (Auditory, Visual), Subtle • 1 point
• Detect Chaos: Senses 6 (Detect Chaos, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Thoughts: Mind Reading 11, Effortless, Limited to Surface Thoughts, Subtle; Senses 5 (Detect Minds, Accurate, Acute, Ranged) • 1 point • 1 point
• Dictum: Perception Ranged Affliction 7 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Lawful descriptor • 1 point
• Greater Teleport: Teleport 21, Changed Direction, Increased Mass 5, Increased Action • 1 point
• Magic Circle Against Chaos: Burst Area Affliction 6 (Resisted by Will; Hindered, Immobile, Paralyzed), Affects Others, Cumulative, Reaction to entering burst area, Limited to creatures with Chaotic descriptor • 1 point
Equipment:
Javelin: Ranged Damage 2 Linked Ranged Weaken Agility 6 (Resisted by Fortitude), Secondary Effect • 22 points
Advantages: Defensive Roll, Equipment 5, Improved Initiative, Languages (Formian), Move-By Action
Skills: Athletics 7 (+10), Close Combat: Unarmed 1 (+8), Insight 6 (+9), Intimidation 1 (+5), Investigation 6 (+9), Perception 6 (+9), Persuasion 7 (+10), Ranged Combat: Throwing 6 (+8), Stealth 8 (+9)
Offenses:
Initiative +7
Poison Sting +8, Close, Damage 6 Linked Weaken Agility 6
Bite +8, Close, Multiattack Damage 4
Spell-Like Abilities, Varies, Varies
Javelin +8, Ranged, Damage 2
Defenses: Dodge 7, Parry 9, Will 6, Fortitude 7, Toughness 12/11
Power Points: Abilities 46 + Powers 120 + Advantages 9 + Skills 24 + Defenses 15 = 214
Descriptors: Extraplanar, Lawful (including natural & wielded weapons), Outsider

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.

A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).

Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers. They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is single-minded in its quest to destroy them.
Last edited by legend on Mon May 14, 2012 1:21 pm, edited 2 times in total.

legend
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FORMIAN QUEEN (PL 9)

Post by legend » Fri May 04, 2012 11:39 am

STR -, STA 4, AGL -, DEX -5, FGT -5, INT 4, AWE 4, PRE 4
Powers:
Fast Healing: Regeneration 2 • 2 points
Hive Mind: Area Communication 3, Rapid, Subtle 2, Limited to formians, Permanent • 15 points
Immunities: Immunity 68 (Cold Effects, Electricity Effects, Fire Effects, Magic Effects, Petrification, Need for Sleep, Poison, Sonic Effects, Starvation & Thirst), Half Effect (Electricity, Fire, Magic, Sonic) • 43 points
Natural Armor: Protection 7 • 7 points
Size: Growth 2, Feature 2 (Increaed Mass 2), Permanent, Innate • 7 points
Sorceror Spells: Array (65 points) • 103 points
• Prismatic Wall: Create 7, Impervious, Selective, Limited to walls Linked to Affliction 7 (Resisted by Fortitude), Reaction to attacking wall, Variable Conditions, Variable Descriptor 2 • 65 points
• Acid Splash: Ranged Acid Damage 8 • 1 point
• Arcane Mark: Feature (inscribe personal rune or mark), Subtle • 1 point
• Comprehend Languages: Comprehend 2 (Read, Understand) • 1 point
• Cone of Cold: Cone Area Cold Damage 9 • 1 point
• Confusion: Perception Ranged Affliction 9 (Resisted by Will; Dazed, Stunned, Controlled), Insidious, Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature) • 1 point
• Black Tentacles: Burst Area Move Object 8, Damaging, Limited to Grab • 16 points • Daze: Perception Ranged Affliction 3 (Resisted by Will; Dazed), Limited degree 2 • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Scrying: Senses 5 (Remote Sensing Awareness, Accurate, Acute, Radius) • 1 point
• Dismissal: Perception Ranged Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 6, Limited to extraplanar creatures • 1 point
• Dispel Magic; Perception Ranged Nullify Magic 9, Broad, Simultaneous, Precise • 1 point
• Heroism: Enhanced Intellect 1 Linked to Enhanced Advantages 4 (Close Attack, Ranged Attack) Linked to Enhanced Skills 9 (Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth) Linked to Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others • 1 point
• Hypnotic Pattern: Perception Ranged Burst Area Affliction 9 (Resisted by Will; Entranced, Stunned), Limited Degree • 1 point
• Identify: Senses 3 (Detect Magic, Acute, Analytical) • 1 point
• Invisibility: Visual Concealment 4, Affects Others, Passive • 1 point
• Light: Environment 1 (Light 1), Affects Others Only, Limited to objects • 1 point
• Mage Armor: Protection 3, Affects Others, Subtle 2 • 1 point
• Mage Hand: Move Object 1 • 1 point
• Magic Missile: Perception Ranged Damage 9, Split 5 • 1 point
• Nondetection: Concealment 8 (All Auditory, Mental, & Visual), Limited to magic, Resistible (Will), Affects Objects, Affects Others • 1 point
• Protection from Arrows: Immunity 20 (Ranged Weapons), Affects Others • 1 point
• Quest: Perception Ranged Affliction 9 (Resisted by Will, Controlled); Continuous, Insidious, Subtle, Limited to third degree, Limited to carrying out some service or to refrain from some action • 1 point
• Read Magic: Comprehend 1 (Read), Limited to magical inscriptions • 1 point
• Repulsion: Burst Area 2 Affliction 9 (Resisted by Will; Dazed, Stunned), Reaction to creature attacking or approaching caster, Limited degree • 1 point
• Resist Energy: Immunity 20 (Energy), Affects Others, Half Effect, Limited to one type • 1 point
• Resistance: Enhanced Defenses 3 (Dodge 1, Will 1, Fortitude 1), Affects Others Only • 1 point
• Scorching Ray: Ranged Damage 6, Multiattack • 1 point
• Scrying: Remote Sensing 21 (Visual, Auditory), Dimensional 3, Resistible (Will) • 1 point
• Shield: Enhanced Defenses 3 (Dodge 3, Parry 3); Immunity 5 (Magic Missiles Spell); Subtle 2 • 13 points
• Slow: Perception Ranged Affliction 9 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Extra Condition 4, Limited Degree 2 • 1 point
• Summon Greater Monster: Summon 7, Broad (Extraplanar) • 1 point
• Summon Lesser Monsters: Summon 6, Broad (Extraplanar), Horde, Multiple Minions 2 • 1 point
• Summon Monsters: Summon 8, Broad (Extraplanar), Horde, Multiple Minions 1 • 1 point
• Teleport: Teleport 19, Change Direction, Increased Mass 5, Increased Action (Standard) • 1 point
• Temporal Stasis: Affliction 9 (Resisted by Fortitude; Hindered, Immobile, Incapacitated), Progressive • 1 point
• Touch of Fatigue: Affliction 9 (Resisted by Fortitude; Fatigued), Limited degree 2 • 1 point
• Vison: Enhanced Skill 5 (Perception 5) Linked to Senses 8 (Postcognition, Precognition) • 1 point
• Wall of Force: Create 8, Impervious, Subtle 2, Limited to walls • 1 point
• Waved of Exhaustion: Cone Area Affliction 9 (Resisted by Fortitude; Fatigued, Exhausted), Progressive • 1 point
Spell-Like Abilities: Array (80 points) • 91 points
• Shield of Law: Burst Area Affliction 7 (Resisted by Will; Dazed, Hindered, Impaired & Vulnerable), Extra Condition 4, Limited Degree 2, Limited to chaotic creatures; Burst Area Enhanced Defenses 12 (Dodge 3, Parry 3, Will 3, Fortitude 3), Affects Others Only, Selective Linked to Burst Area Immunity 25 (Magic Effects, Mind Control), Affects Others Only, Selective, Sustained, Half Effect (Magic Effects), Limited to chaotic spells and spells cast by chaotic creatures (Magic Effects) • 80 points
• Calm Emotions: Perecption Ranged Burst Area Nullify Emotion Effects 9, Simultaneous • 1 point
• Charm: Perception Ranged Affliction 9 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 1 point
• Clairaudience/Clairvoyance: Remote Sensing 14 (Auditory, Visual), Subtle • 1 point
• Detect Chaos: Senses 6 (Detect Chaos, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Thoughts: Mind Reading 9, Effortless, Limited to Surface Thoughts, Subtle; Senses 5 (Detect Minds, Accurate, Acute, Ranged) • 1 point
• Dictum: Perception Ranged Affliction 9 (Resisted by Will), Variable Conditions (Hearing Impaired or Hindered; Hearing Disabled or Immobile; Hearing Unaware, Incapacitated, or Paralyzed), Limited to creatures without Lawful descriptor • 1 point
• Divination: Enhanced Skill 5 (Perception 5) Linked to Senses 4 (Precognition) • 1 point
• Hold: Perception Ranged Affliction 9 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive • 1 point
• Magic Circle Against Chaos: Burst Area Affliction 9 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with Chaos descriptor entering burst area, Limited degree • 1 point
• Order’s Wrath: Perception Ranged Cylinder Area (blocked by concealment) Damage 9, Limited (Half Damage to creatures without the Chaotic descriptor), Resistible by Will (Half Damage) • 1 point
• True Seeing: Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Affects Others, Dimensional (Ethereal) • 1 point
Telepathy: Area Mental Communication 3, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 22 points
Advantages: Artificer, Languages (Formian), Second Chance 2 (Countering Magic Effects, Surprise)
Skills: Deception 9 (+13), Expertise: Appraise 9 (+13), Expertise: Magic 9 (+13), Insight 9 (+13), Intimidation 10 (+14), Perception 10 (+14), Persuasion 11 (+15), Ranged Combat: Magic 15 (+10)
Offenses:
Initiative +0
Unarmed +0, Close, Damage 0
Defenses: Dodge -, Parry 7, Will 9, Fortitude 9, Toughness 11
Power Points: Abilities -8 + Powers 290 + Advantages 4 + Skills 41 + Defenses 22 = 349
Descriptors: Extraplanar, Lawful, Outsider

A formian resembles a cross between an ant and a centaur. Formian queens are covered in a brownish-red carapace. She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.

The formian queen cannot move and does not fight. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers. Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Last edited by legend on Mon May 14, 2012 1:21 pm, edited 3 times in total.

legend
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FORMIAN TASKMASTER (PL 6)

Post by legend » Fri May 04, 2012 11:40 am

STR 3, STA 2, AGL 3, DEX 2, FGT 4, INT 1, AWE 3, PRE 3
Powers:
Domination: Perception Ranged Affliction 6 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Subtle • 25 points
Hive Mind: Area Communication 3, Rapid, Subtle 2, Limited to formians, Limited to formians within 50 miles of Queen, Permanent • 12 points
Immunities: Immunity 68 (Cold Effects, Electricity Effects, Fire Effects, Magic Effects, Petrification, Need for Sleep, Poison, Sonic Effects, Starvation & Thirst), Half Effect (Electricity, Fire, Magic, Sonic) • 43 points
Natural Armor: Protection 4 • 4 points
Natural Weapons: Array (11 points) • 12 points
• Poison Sting: Strength Damage-based Damage 3 Linked Weaken Strength 4 (Resisted by Fortitude), Secondary Effect • 11 points
• Claws and Bite: Strength-based Damage 1, Multiattack 3 • 1 point
Size: Shrinking 2, Permanent, Innate • 5 points
Telepathy: Area Mental Communication 1, Selective Linked to Comprehend 2 (Speak & Understand Languages) • 10 points
Equipment:
Advantages: Defensive Roll, Improved Initiative, Minion 4 (dominated creature)
Skills: Athletics 4 (+7), Close Combat: Unarmed 2 (+6), Insight 4 (+7), Intimidation 5 (+7), Investigation 4 (+5), Perception 4 (+7), Persuasion 1 (+4), Stealth 2 (+7)
Offenses:
Initiative +7
Domination -, Perception Ranged, Cumulative Affliction 4
Poison Sting +6, Close, Damage 4 Linked Weaken Strength 4
Claws and Bite +6, Close, Multiattack Damage 4
Defenses: Dodge 5, Parry 5, Will 5, Fortitude 4, Toughness 7/6
Power Points: Abilities 42 + Powers 111 + Advantages 6 + Skills 18 + Defenses 5 = 182
Descriptors: Extraplanar, Lawful (including natural & wielded weapons), Outsider

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.

A formian taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (Minion Rank 4). Taskmasters rely on their dominated slaves to fight for them but can defend themselves with claws and a poison sting. A taskmaster communicates telepathically and derives sustenance from the mental energies of those they dominate. A taskmaster is about the same size as a warrior.

Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Last edited by legend on Mon May 14, 2012 1:22 pm, edited 1 time in total.

legend
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FORMIAN WARRIOR (PL 6)

Post by legend » Fri May 04, 2012 11:40 am

Image
Formian Myrmarch (left) and Formian Warrior (right)

STR 3, STA 2, AGL 3, DEX 3, FGT 3, INT 0, AWE 2, PRE 1
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Hive Mind: Area Communication 3, Rapid, Subtle 2, Limited to formians, Limited to formians within 50 miles of Queen, Permanent • 12 points
Immunities: Immunity 68 (Cold Effects, Electricity Effects, Fire Effects, Magic Effects, Petrification, Need for Sleep, Poison, Sonic Effects, Starvation & Thirst), Half Effect (Electricity, Fire, Magic, Sonic) • 43 points
Natural Armor: Protection 4 • 4 points
Natural Weapons: Array (6 points) • 7 points
• Poison Sting: Strength Damage Linked Weaken Strength 3 (Resisted by Fortitude), Secondary Effect • 6 points
• Claws and Bite: Multiattack 3 • 1 point
Size: Shrinking 2, Permanent, Innate • 5 points
Advantages: Defensive Roll
Skills: Acrobatics 3 (+6), Athletics 4 (+7), Close Combat: Unarmed 1 (+4), Intimidation 0 (+0), Investigation 2 (+4), Perception 3 (+5), Stealth 1 (+6)
Offenses:
Initiative +3
Poison Sting +4, Close, Damage 3 Linked Weaken Strength 4
Claws and Bite +4, Close, Multiattack Damage 3
Defenses: Dodge 4, Parry 5, Will 4, Fortitude 4, Toughness 7/6
Power Points: Abilities 34 + Powers 71 + Advantages 1 + Skills 7 + Defenses 5 = 118
Descriptors: Extraplanar, Lawful (including natural & wielded weapons), Outsider

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise. A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.

Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Last edited by legend on Mon May 14, 2012 1:22 pm, edited 1 time in total.

legend
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FORMIAN WORKER (PL 4)

Post by legend » Fri May 04, 2012 11:41 am

STR 1, STA 1, AGL 1, DEX 1, FGT 2, INT -2, AWE 0, PRE 0
Powers:
Cure Serious Wounds: Healing 10, Limited to others, Limited (requires 8 or more workers) • 5 points
Darkvision: Senses 2 (Darkvision) • 2 points
Hive Mind: Area Communication 3, Rapid, Subtle 2, Limited to formians, Limited to formians within 50 miles of Queen, Permanent • 12 points
Immunities: Immunity 48 (Cold Effects, Electricity Effects, Fire Effects, Petrification, Need for Sleep, Poison, Sonic Effects, Starvation & Thirst), Half Effect (Electricity, Fire, Sonic) • 33 points
Make Whole: Transform 6 (broken objects into repaired ones), Limited (requires 3 or more workers) • 6 points
Natural Armor: Protection 3 • 3 points
Size: Shrinking 4, Permanent, Innate • 9 points
Skills: Athletics 5 (+6), Close Combat: Unarmed 1 (+3), Intimidation 0 (-2), Investigation 4 (+2), Perception 3 (+3), Stealth 0 (+5), Technology 5 (+3)
Offenses:
Initiative +1
Bite +3, Close, Damage 1
Defenses: Dodge 3, Parry 4, Will 2, Fortitude 3, Toughness 4
Power Points: Abilities 6 + Powers 70 + Skills 9 + Defenses 4 = 89
Descriptors: Extraplanar, Lawful (including natural & wielded weapons), Outsider

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety. While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp. A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Last edited by legend on Mon May 14, 2012 1:22 pm, edited 1 time in total.

legend
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DOPPELGANGER (PL 4)

Post by legend » Fri May 04, 2012 5:37 pm

Image
STR 1, STA 1, AGL 2, DEX 2, FGT 3, INT 2, AWE 2, PRE 2
Powers:
Change Shape: Morph 3 (Humanoid), Continuous, Innate, Linked to Shrinking 4, Continuous, Innate, Limited to assuming size of humanoid shape assumed Linked to Variable 1, Continuous, Limited to Enhanced Advantage (Equipment 5), Innate • 41 points
Detect Thoughts: Mind Reading 4, Effortless, Continuous, Limited to Surface Thoughts, Subtle; Senses 5 (Detect Minds, Accurate, Acute, Ranged) • 1 point • 17 points
Natural Armor: Protection 3 • 3 points
Unarmed Strike: Strength-based Damage 2, Alternate Effect of Change Shape • 1 point
Advantages: Skill Mastery (Deception)
Skills: Athletics 3 (+4), Close Combat: Unarmed 1 (+4), Deception 6 (+8), Insight 2 (+4), Intimidation 1 (+3), Perception 2 (+4), Persuasion 1 (+3)
Offenses:
Initiative +2
Unarmed +4, Close, Damage 3
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 3, Toughness 4
Power Points: Abilities 30 + Powers 62 + Advantages 1 + Skills 8 + Defenses 7 = 108
Descriptors: Monstrous Humanoid, Shapechanger

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow or green with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.
Last edited by legend on Mon May 07, 2012 8:08 am, edited 1 time in total.

legend
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MEDUSA (PL 5)

Post by legend » Fri May 04, 2012 8:43 pm

Image
STR 0, STA 2, AGL 3, DEX 2, FGT 4, INT 1, AWE 2, PRE 2
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 3 • 3 points
Petrifying Gaze: Perception Ranged Affliction 5 (Resisted by Fortitude; Dazed, Stunned, Transformed to stone), Cumulative, Limited to 30 feet or closer, Permanent, Sense-Dependent (Vision) • 20 points
Snakes: Damage 1 Linked to Weaken Strength 5 (Resisted by Fortitude), Secondary Effect • 11 points
Equipment:
Dagger: Strength-based Piercing Damage 1, Improved Critical • 1 point
Shortbow: Ranged Piercing Damage 3 • 6 points
Advantages: Close Attack, Improved Critical (Shortbow)
Skills: Close Combat, Deception 4 (+6), Intimidation 1 (+3), Perception 1 (+3), Persuasion 3 (+5), Ranged Combat: Bow 3 (+5), Stealth 2 (+5)
Offenses:
Initiative +3
Petrifying Gaze -, Perception Ranged, Affliction 5
Snakes +5, Close, Damage 1 Linked to Weaken Strength 5
Dagger +5, Close, Damage 1 (Crit 19-20)
Shortbow +5, Ranged, Damage 3 (Crit 19-20)
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 3, Toughness 5
Power Points: Abilities 32 + Powers 36 + Advantages 2 + Skills 7 + Defenses 4 = 81
Descriptors: Monstrous Humanoid

A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil. A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.

legend
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NIXIE (PL 3)

Post by legend » Fri May 04, 2012 8:44 pm

Image
Grig (left), Nixie (middle), and Pixie (right)

STR -1, STA 0, AGL 3, DEX 2, FGT 0, INT 1, AWE 2, PRE 3
Powers:
Aquatic: Immunity 2 (Cold, Drowning), Movement 1 (Environmental Adaptation - Aquatic), Swimming 3 • 7 points
Charm: Perception Ranged Affliction 3 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 3 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons) • 20 points
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Size: Shrinking 2, Permanent, Innate • 5 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Water Breathing: Immunity 1 (Drowning), Affects Others Only, Continuous • 2 points
Equipment:
Light Crossbow: Ranged Piercing Damage 3, Improved Critical • 7 points
Shortsword: Strength-based Slashing Damage 2, Improved Critical • 2 points
Advantages: Animal Empathy, Defensive Roll, Equipment 2, Languages 2 (Aquan, Sylvan)
Skills: Close Combat: Sword 3 (+3), Deception 2 (+5), Expertise: Perform (sing) 1 (+4), Insight 2 (+4), Intimidation 0 (+2), Investigation 2 (+3), Perception 3 (+5), Ranged Combat: Crossbow 1 (+3) , Sleight of Hand 2 (+4), Stealth 0 (+5), Technology 4 (+5)
Offenses:
Initiative +3
Charm -, Perception Ranged, Affliction 3
Light Crossbow +3, Close, Damage 3 (Crit 19-20)
Shortsword +3, Close, Damage 1 (Crit 19-20)
Unarmed +0, Close, Damage -1
Defenses: Dodge 5, Parry 3, Will 3, Fortitude 0, Toughness 1/0
Power Points: Abilities 20 + Powers 48 + Advantages 6 + Skills 10 + Defenses 2 = 86
Descriptors: Aquatic, Fey

Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes. Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.
Last edited by legend on Sun May 06, 2012 5:23 pm, edited 1 time in total.

legend
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HARPY (PL 4)

Post by legend » Sat May 05, 2012 5:46 am

Image
STR 0, STA 2, AGL 2, DEX 2, FGT 4, INT 2, AWE 2, PRE 3
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Captivating Song: Perception Area Affliction 4 (Resisted by Will; Dazed, Compelled, Controlled), Concentration, Limited to moving toward Harpy • 8 points
Claws: Strength-based Damage 1 • 1 point
Immunities: Immunity 1 (Harpy's Captivating Song) • 1 point
Natural Armor: Protection 1 • 1 point
Wings: Flight 3, Wings • 3 points
Equipment:
Club: Strength-based Bludgeoning Damage 2 • 2 points
Advantages: Defensive Roll, Equipment 1, Fascinate (Deception), Move-By Action, Second Chance (Deception)
Skills: Deception 4 (+7), Intimidation 1 (+4), Perception 2 (+4), Persuasion 1 (+4)
Offenses:
Initiative +2
Claws +4, Close, Damage 1
Captivating Song -, Perception Area, Affliction 4
Club +4, Close, Damage 2
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 2, Toughness 4/3
Power Points: Abilities 34 + Powers 15 + Advantages 5 + Skills 4 + Defenses 4 = 62
Descriptors: Monstrous Humanoid

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them. When a harpy engages in battle, it prefers to use Move-By Action and strike with a Club.

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HARPY ARCHER (PL 7)

Post by legend » Sat May 05, 2012 5:48 am

STR 2, STA 2, AGL 3, DEX 2, FGT 7, INT -2, AWE 0, PRE 3
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Captivating Song: Perception Area Affliction 4 (Resisted by Will; Dazed, Compelled, Controlled), Concentration, Limited to moving toward Harpy • 8 points
Claws: Strength-based Damage 1 • 1 point
Immunities: Immunity 1 (Harpy's Captivating Song) • 1 point
Manyshot: Split 3 on Magic Frost Composite Longbow • 3 points
Natural Armor: Protection 1 • 1 point
Rapid Shot: Multiattack on Magic Frost Composite Longbow • 8 points
Wings: Flight 3, Wings • 3 points
Equipment:
Magic Frost Composite Longbow: Ranged Strength-based Piercing Damage 4 Linked to Cold Affliction 2 (Resisted by Fortitude; Fatigued, Exhausted), Extended Range • 12 points
Ring of Protection: Enhanced Defenses 2 (Dodge 1, Parry 1) • 2 points
Studded Leather Armor: Protection 2 • 2 points
Advantages: Equipment 4, Improved Critical (composite longbow), Improved Initiative, Second Chance (Surprise)
Skills: Athletics 5 (+7), Close Combat: Unarmed 1 (+8), Deception 3 (+6), Expertise: Perform (oratory) 3 (+6), Intimidation 1 (+4), Perception 4 (+4), Ranged Combat: Bow 9 (+11)
Offenses:
Initiative +7
Claws +8, Close, Damage 3
Captivating Song -, Perception Area, Affliction 4
Magic Frost Composite Longbow +8, Ranged (Extended), Damage 6 Linked to Affliction 2 (Crit 19-20, Multiattack, Split 3)
Defenses: Dodge 7, Parry 8, Will 6, Fortitude 6, Toughness 5
Power Points: Abilities 34 + Powers 26 + Advantages 7 + Skills 13 + Defenses 13 = 93
Descriptors: Monstrous Humanoid
Last edited by legend on Sun May 06, 2012 8:12 am, edited 1 time in total.

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TRITON (PL 5)

Post by legend » Sat May 05, 2012 1:02 pm

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 4, INT 2, AWE 2, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic), Swimming 3 • 8 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 4 • 4 points
Summon Nature’s Ally: Array (28 points) • 30 points
• Summon 4, Broad (Natural Creature), Horde, Multiple Minions 1 • 28 points
• Summon 5, Broad (Natural Creature) • 1 point
• Summon 3, Broad (Natural Creature), Horde, Multiple Minions 2 • 1 point
Equipment:
Heavy Crossbow: Ranged Piercing Damage 4, Improved Critical • 9 points
Trident: Strength-based Piercing Damage 3, Improved Critical • 4 points
Advantages: Equipment 3, Languages (Aquan), Move-By Action
Skills: Athletics 1 (+3), Investigation 2 (+4), Perception 2 (+4), Persuasion 2 (+2), Ranged Combat: Crossbow 3 (+3), Stealth 4 (+4), Technology 2 (+4)
Offenses:
Initiative +0
Heavy Crossbow +3, Ranged, Damage 4 (Crit 19-20)
Trident +4, Close, Damage 5 (Crit 19-20)
Unarmed +3, Close, Damage 3
Defenses: Dodge 3, Parry 4, Will 3, Fortitude 3, Toughness 6
Power Points: Abilities 24 + Powers 44 + Advantages 4 + Skills 8 + Defenses 5 = 85
Descriptors: Native, Outsider, Water

A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green. A triton is about the same size and weight as a human. Tritons speak Common and Aquan.

The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are likely to be mounted on friendly sea creatures such as porpoises.

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SHADOW (PL 3)

Post by legend » Sat May 05, 2012 2:46 pm

Image
STR -, STA -, AGL 2, DEX 0, FGT 1, INT -2, AWE 2, PRE 2
Powers:
Darkvision: Senses 2 (Darkvision) • 2 points
Hide in Shadows: Visual Concealment 4, Passive, Limited to shadows • 2 points
Incorporeal: Flight 1, Permanent, Subtle; Insubstantial 4, Innate, Permanent • 24 points
Incorporeal Touch: Weaken Strength 3 (Resisted by Fortitude) • 3 points
Undead: Immunity 42 (Critical Hits, Fortitude Effects, Mental Effects); Protection 3 • 45 points
Advantages: Second Chance 2 (Surprise, Turn Undead)
Skills: Investigation 5 (+3), Perception 2 (+4), Stealth 3 (+5)
Offenses:
Initiative +2
Incorporeal Touch +3, Close, Weaken Strength 3
Defenses: Dodge 3, Parry 3, Will 3, Fortitude Immune, Toughness 3
Power Points: Abilities -10 + Powers 76 + Advantages 2 + Skills 5 + Defenses 5 = 78
Descriptors: Incorporeal, Undead

A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly. Shadows lurk in dark places, waiting for living prey to happen by. A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
Last edited by legend on Sun May 06, 2012 8:15 am, edited 1 time in total.

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GRIG (PL 5)

Post by legend » Sun May 06, 2012 6:40 am

Image
Grig (left), Nixie (middle), and Pixie (right)

STR -2, STA 2, AGL 3, DEX 2, FGT 0, INT 0, AWE 2, PRE 2
Powers:
Fiddle (Irresistible Dance): Perception Area Affliction 4 (Resisted by Will; Vulnerable, Defenseless), Concentration, Selective, Limited Degree, Easily Removable (-4 points) • 8 points
Fly: Flight 1, Wings • 1 point
Natural Armor: Protection 2 • 2 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons) • 20 points
Leap: Leaping 1 • 1 point
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Size: Shrinking 8, Permanent, Innate • 17 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (28 points) • 32 points
• Pyrotechnics: Perception Ranged Burst Area 3 Affliction 3 (Resisted by Will; Impaired, Disabled, Unaware), Limited to vision, Linked to Perception Ranged Burst Area Concealment Attack 4, Unreliable (5 uses) • 28 points
• Disguise Self: Morph 3 (Humanoid) • 1 point
• Entangle: Ranged Burst Area Affliction 3 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 1 point
• Invisibility: Visual Concealment 4, Passive • 1 point
• Ventriloquism: Auditory Illusion 3, Limited to normal voice or any sound that you can normally make • 1 point
Equipment:
Longbow: Ranged Piercing Damage 3, Extended Range • 7 points
Shortsword: Strength-based Slashing Damage 2, Improved Critical • 2 points
Advantages: Equipment 2, Languages (Sylvan), Second Chance (Stealth)
Skills: Athletics 5 (+3), Close Combat: Sword 4 (+4), Expertise: Perform (string instruments) 2 (+4), Intimidation 0 (-2), Investigation 2 (+2), Perception 1 (+3), Ranged Combat: Bow 2 (+4), Sleight of Hand 3 (+5), Stealth 0 (+11), Technology 3 (+3), Treatment, Vehicles
Offenses:
Initiative +3
Fiddle (Irresistible Dance) -, Perception Area, Affliction 3
Longbow +4, Ranged (Extended), Damage 3
Shortsword +4, Close, Damage 0
Unarmed +0, Close, Damage -2
Defenses: Dodge 7, Parry 5, Will 3, Fortitude 2, Toughness 3
Power Points: Abilities 22 + Powers 92 + Advantages 4 + Skills 11 + Defenses 2 = 131

Grigs can leap 15 feet. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound. Grigs are fierce by sprite standards, attacking opponents fearlessly.
Last edited by legend on Sun May 06, 2012 5:24 pm, edited 1 time in total.

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SATYR (PL 4)

Post by legend » Sun May 06, 2012 7:44 am

Image
STR 0, STA 1, AGL 2, DEX 2, FGT 2, INT 1, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to cold iron weapons) • 20 points
Head Butt: Strength-based Damage 2 • 2 points
Immunities: Immunity 1 (Satyrs' Pipes) • 1 point
Low-Light Vision: Senses 1 (Low-Light Vision) • 1 point
Natural Armor: Protection 3 • 3 points
Pan Pipes: Array (20 points), Easily Removable (-8 points) • 14 points
• Fear: Perception Area Affliction 4 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Concentration, Cumulative • 20 points
• Charm: Perception Area Affliction 4 (Resisted by Will; Controlled), Concentration, Cumulative, Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 1 point
• Sleep: Perception Area Affliction 4 (Resisted by Will; Fatigued, Exhausted, Asleep), Concentration, Cumulative • 1 point
Equipment:
Dagger: Strength-based Piercing Damage 1, Improved Critical • 1 point
Shortbow: Ranged Piercing Damage 3 • 6 points
Advantages: Equipment 2, Languages 1 (Sylvan), Second Chance (Surprise)
Skills: Deception 3 (+5), Expertise: Nature 4 (+5), Expertise: Perform (wind instruments) 3 (+5), Intimidation 1 (+3), Perception 6 (+8), Persuasion 1 (+3), Ranged Combat: Bow 1 (+3), Stealth 5 (+7),
Offenses:
Initiative +0
Dagger +2, Close, Damage 1 (Crit 19-20)
Shortbow +3, Ranged, Damage 3
Head Butt +2, Close, Damage 2
Unarmed +2, Close, Damage 0
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 2, Toughness 4
Power Points: Abilities 24 + Powers 41 + Advantages 4 + Skills 13 + Defenses 7 = 89
Descriptors: Fey

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.

The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness.

Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Last edited by legend on Sun May 06, 2012 5:25 pm, edited 1 time in total.

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GHOUL (PL 3)

Post by legend » Sun May 06, 2012 9:17 am

Image
STR 2, STA -, AGL 2, DEX 2, FGT 2, INT 2, AWE 2, PRE 2
Powers:
Bite/Claws: Strength-based Damage 2 Linked to Affliction 2 (Resisted by Fortitude; Hindered, Immobile, Paralyzed), Cumulative Linked to Weaken Stamina & Agility 2 (Resisted by Fortitude), Broad, Simultaneous • 10 points
Darkvision: Senses 2 (Darkvision) • 2 points
Natural Armor: Protection 2 • 2 points
Undead: Immunity 32 (Critical Hits, Fortitude Effects, Mental Effects) • 42 points
Advantages: Second Chance (Turn Undead)
Skills: Acrobatics 2 (+4), Athletics 2 (+4), Perception 2 (+4), Stealth 2 (+4)
Offenses:
Initiative +5
Bite/Claws +2, Close, Damage 4 Linked to Affliction 2 Linked to Weaken 2
Defenses: Dodge 3, Parry 3, Will 4, Fortitude Immune, Toughness 2
Power Points: Abilities 18 + Powers 56 + Advantages 1 + Skills 4 + Defenses 3 = 82
Descriptors: Disease (Weaken component of Bite/Claws power), Paralysis (Affliction component of Bite/Claws power), Undead

Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

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