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Posted (edited)

Player Name: Exaccus

Character Name:Ulysses

Power Level: 10 150/150PP

Trade Offs: -2 attack/+2 damage And -2 Defense/+2 toughness

Unspent Power Points:0

Progress To Bronze Status: 0/30

 

In Brief

A Jovial man whom draws power from the spirit of Industrial progress manifesting in the theme of locomotives; seeks the middle ground between mans progress and natures preservation

 

Alternate Identity Alexander Cross

Identity:Secret

Birth Place: London England

Occupation: Museum of Science and industry Night Guard

Affiliations: N/A yet

Family:

 

Description

 

Age:83

Apparent Age: 50

Gender: Male

Ethnicity: Caucasian

Height: 6'3

Weight: 180lbs

Eyes:Dark Brown

Hair:Graying Black

 

A tall man of a trim Formerly-Athletic build, Alexander has aged gracefully and some would say "well" with only the slight graying of his hair and wrinkling of his forehead and the corners of his mouth to show his true age, though the latter is mostly covered by his prominent mustache.

 

He prefers a snug but comfortable suit, reflected in his choice of costume; a slightly doctored old-style conductors uniform and cap with a engineers neckerchief remade into a cowl to protect his identity

 

Power Description

Ulysses will begin billow thin whisps of steam after prolonged Activity. he will produce much more profuse steam when using his obscure effect

 

 

History

Born to a Middle class family in the 1930's Alexander Cross spent his earlier years fascinated with trains and the impressive feats the titanic machines accomplished hauling materials and connecting distant places bringing the Light and hope of civilization to the most distant and wildest Corners of the earth, taking a apprenticeship to a engineer as soon as he was old enough.

 

In retrospect it should have been apparent to him even then for when he first stepped into the engines cab he was Intoxicated, the scalding heat of the furnace, the visceral smell of Blazing carbon and boiling Oils was for all its intensity comfortable, the lurching thunder of the pistons as it pulled away from the station felt more like the confident stride of a giant than the clumsy Juddering and rattling of a mere contraption coming to life.

 

He Spent 30 years of his life; quiet and content in that cab and others like it as he traveled across Europe and when his Railway was closed down he made the move to America, ever eager to ride boldly into the wilderness; to tame the wild places and connect the world, all in the name of progress; following (quite litteraly) in the tracks of the pioneers who first lay the path till finally at age 60 he was forced to retire; simply not as quick or as sharp minded as he had been he found himself often narrowly avoiding what could've been catastrophic accidents and for all his love of locomotives Alexander cross was not so selfish as to risk the lives of others for his own Happiness.

 

It was in this crucible of frustration and Obsession that awakened His long dormant powers as a totem of Industrial progress and through a subconscious use of his aspect that hurled him nearly 20 years into the future to see what lay ahead for his beloved machines.

Personality & Motivation

Alexander; Is a calm friendly presence; slow to anger and quick to forgive; it takes someone truly cruel or wicked to rouse his Ire and fighting spirit; Though he tries not too he often underestimates those who are younger than himself and interferes when he should perhaps not. 

 

Due to the nature of his abilities Alexander is now convinced that the way forward is through the advancement of technology and industry and that it is his job as an incarnation of these ideals to strike the correct balance with those whom are nature made manifest to prevent the devastation of the Environment  and the stagnation or recession of human culture and industry.

 

Powers & Tactics

Alexander is a somewhat two-fisted character and will happily charge in and trade blows and attempt to grapple foes,Though when clearly at a disadvantage he will use his obscure effect and Attempt to regroup

 

Complications

 

Polydipsia: Inspite of his vastly increased fortitude (or perhaps due to the nature of it) Ulysses finds himself saddled with a vast thirst that can lead to him becoming distracted and disorientated, this can be brought on by hot enviroments and descriptors (such as his own obscure effect as it is a cloud of steam) As well as prolonged physical exertion

 

Man out of time: Alex was Born and Raised in a By-gone era and whilst he posseses a Optimistic and open mind he sometimes finds himself at odds with the modern world in opinion and is slow to adapt.

 

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Abilities: 12 + 0 + 8 + 0 + 4 + 4= 28PP

Strength:34[22] (+12/+6)

Dexterity:10 (+0)

Constitution 30[18] (+10/+4)

Intelligence:10 (+0) 

Wisdom:14 (+2)

Charisma:14 (+2)

 

Combat: 12 + 12 = 28pp

Initiative:+0

Attack: +6 Base / +8 Melee

Grapple: +14(base)/+28(w/Locomotive Might power)

Defense: +8 (+6 Base +2 dodge focus) +3 flat footed

Knockback: -15/-11 without Express line

 

Saving Throws:0 + 5 + 4 = 9PP

 

Toughness:+12 (+10 con +2 protection; Impervious 10)

Fortitude:+10 (+10 con)

Reflex:+5 (+0 dex +5)

Will:+6 (+2 Wis +4)

 

Skills: 40R = 10PP

Drive 4: +4

Intimidate 8: +10

Investigation 4: +4

Knowledge (civics) 6:+6

Knowledge (history) 6: +6

Languages 2: +2 (English Native, German and Spanish)

Notice 4:+6

Sense Motive 6:+8

 

Feats:9PP

Attack Focus: Melee 2

Dodge Focus 2

Improved Grapple

Improved Grab

Improved Pin

Move-by-action

Startle

 

Powers: 1+10+18+2+12+27 = 70PP

 

Immunity 1 ("A Timeless classic",Descriptor:Ideas, Fire, Water: Immunity to aging) {1PP}

 

Impervious Toughness 10 ("Immense Durabillity" Descriptors: Ideas, Metal) {10PP}

 

Express Line  ( (Descriptors: Fire, Water, Ideas) {18PP}']Speed 4 (100 MPH, 880ft a round) [4PP]
Immovable 4 (Resist movement +16, Resist Knockback +4 Extras: Unstoppable) [8PP]
Super movement 2 (wall crawling 2 [Full speed] Sure Footed 1 (25% penalty Reduction) [6pp] )

 

Protection 2 ("Ironsides" Descriptors: Metal, Ideas)

 

Enhanced Constitution 12 ("Endurance of an Iron horse" Descriptors: Ideas, Fire, Water, Metal.) {12PP}

 

Array 13 ("Pneumatic Might") {27PP}

BP: Enhanced str 12 Linked with Super strength 6 (PF: Super Breath, Countering Punch)  (Descriptors: Fire, Water, Ideas) {26P}
AP: Obscure 10 ("Letting off Steam" Affects visual Senses; 100ft range, 5000ft radius Descriptors Fire, water, Ideas Extras: Independant (+0/a rank) (20PP) {1PP}

 

DC Block

 

ATTACK   RANGE    SAVE       EFFECT

Unarmed   Touch     DC27       Damage (Physical)

Obscure    100ft       DC20       Obscure (visual Senses)

 

Totals: Abilities (28) + Combat (24) + Saving Throws (9) + Skills (10) + Feats (9) + Powers (70) - Drawbacks (0) = 150/150 Power Points

Edited by Exaccus
  • 7 months later...
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Posted

Bumping this up so people can find it easier while you work on this Exaccus.

 

Looks like an interesting character!  Might want to put some thought into more complications for him (Supercape just recently wrote a thread with suggestions on crafting those in the Off-Panel section (though we should be moving it to Character Building soon)).

 

A few things.

 

Currently, you are just below your Def/Toughness cap (by 2).  You can do this, but you probably would not want to.  Maybe picking up a bit of extra toughness?  (maybe 2 ranks of protection/or more Con)?

 

For skills, you do not really need to list ones you have no ranks in and would only use untrained.  Also, why does he have Pilot (which is for aircraft) and not Drive (which covers any ground or water craft)?

 

For his Express Line power, did you consider Sure Footed from super movement?  That would make it harder for terrain conditions (such as snow, hills, etc) from slowing him down.

Posted

Incorporated some of your wonderful suggestions after consideration

 

And as for the pilot i must admit I simply goofed on what it covered.

 

As for complications

 

Im Working on a Nemesis though im torn between something of a nihilstic pesimist diesel machine aspect whom is pushing for planet wide version of easter island and a more political opponent whos simply greedy and more prone to making day to day life hard through slander and political corruption like a cross of the greedler and J. Jonah Jameson.

 

hoping to use either to give him stimulus to grow as a person, pick up a few skills related to reasoning things out for himself, then the getting it across, then the getting weight behind it from connections and allies as he goes.

Posted

Exaccus, looking good, a couple minor crunch things:

 

For abilities, I believe his STR should be listed with a 22 for base?  (You have spent 12 points).  Which would make it 34 [22] and +12/+6.

 

For his array, I believe is should be Array 15 (not 19), as you have a 30 point array and 1 alt power.  (also, I went in and fixed the formatting for the array to add the indention for the powers within the array).

 

But perhaps the bigger issue is I calculate you to be 4 pp over (as the combat block is now 28 pp, not the 24 you list at the bottom of the sheet).  If I could make a suggestion, perhaps to start you could drop a couple ranks from the Super Strength in the array?  (thus dropping the array by 4 pp, making it Array 13).  You can always repurchase those ranks once you get posting and earn more pp.

  • 10 months later...
Posted (edited)

Player Name: Exaccus
Character Name: Moon-Moth
Power Level:PL10 150pts
Trade-Offs: -5 Defence/+5 toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief:Moon-speaking Mothman Mage, Praetorian of the Delzatri Empire and Loveable Eccentric.
Alternate Identity: Myothizar A’lira
Identity: Public
Birthplace: Moon of Lantern
Occupation:Moth
Affiliations: Praetorians, Delzatri Empire, Lanturnians
Family:Moths

Description:
Age: 200 (DoB: Over 2200 years ago)
Apparent Age: Adult
Gender: Male
Ethnicity: Moonborn
Height: 6’6
Weight: 130lbs
Eyes: Violet
Hair: Fluffy White.

Tall with slender limbs and powdery wings bearing large eye like markings,Myoth could easily be mistaken for the terrestrial cryptid mothman, His coat is a snowy white that would blend readily with the surface of his home moon;

Power Descriptions:
An Artist at heart, Moon-Moths spells are often highly visual and thematic, Serving either as tools for his work, like his constructs and illusions or themselves works of art Drawn From Phenomena, Cultures and Places that have captivated the highly curious lanternian.

History:
The Lanternian race evolved on the inhospitable world of lantern, a desert world plagued by a gaping hole in the atmosphere that let the fury of its sun scorch the surface unfiltered, setting its surface ablaze and granting its name. It was early in there history when, seeking to escape the fiery wrath of the unpredictable solar bombardments that they first developed there mystical capabilities, using them to as one migrate through space and to the surface of lanterns moon, already adapted to the harshness of there world it did not take them long to make the adoptions necessary to permanently colonize the satellite without the assistance of advanced technologies.

able to view the resplendent beauty of the cosmos from there sanctuary the lanternians found there understandings of magic and philosophy greatly expanded upon by watching how the gears of the galaxy turned and interacted with one another; soon enough the colony became something of a monastery dedicated to the enlightenment and education of lanturnians in the mystic arts.

Myothizar A'lira was one of the first so called "moon-born", having birthed and metamorphosed upon the moon, his coat was a brilliant white in contrast to the ruddy reds and browns of his ancestors and parents, his thin carapace trimmed with thick fur, his thinner arms and legs also afforded him a somewhat greater height and leaner build.

perhaps on another world being born so radically different would've resulted in some form of prejudice or exile but now an amiable agrarian society, his people readily accepted him as something of a good omen and the promise of there future prosperity; an omen that seemed to come true when on the eve of his 20th decade of life contact with envoys of the Delzatri Empire made contact and after much discussion it was decided that the joining of the delzatri's empire would be there next step into the greater cosmos; a decision that Myothizar had advocated most strongly; for whilst he was never the subject of outright fear or scorn, the discovery of his deep and almost instinctive grasp of mysticism had lead to him being somewhat demonized by younger members of his race as something of a monster, hoping to find peers amongst the varied members of the interstellar empire.

A chance he got when he was forwarded by the elders as a potential candidate for the praetorians.

Personality & Motivation:
Lanternians are highly amiable creatures and Myoth is no exception, he greatly enjoys the diversity of the various species in the universe and whilst he is slow to anger and quick to forgive; wickedness and cruelty evoke his ire and fighting spirit.

Powers & Tactics:
With a keen mind and powerful magic Myoth can be a cunning and terrifying foe to face; Able to emit unerring prismatic energy bolts from his hands and antenna known for not only penetrating but passing through armoured vehicles and small starship hulls. generate highly complex Illusions, heal the wounds of others and spin silvery constructs from thin air It is little wonder he was all but demonized by the children of his home world; in general, Moon-moth runs interference and support, attempting to thin the enemy ranks and misdirect their strength


Complications:
 

Moonspeak: Myoth's Grasp of spoken language is somewhat poor; given he was born on the moon and the lack of atmosphere nessescitated a Non-Verbal Language He Will often Shout or scream without realizing it or worse still, Misspeak or confuse terms, occasionally getting punched in the face as a result.


Abilities: 0 + 4 + 10 + 20 + 10 +4 = 48PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 30 (+10)
Wisdom: 20 (+5)
Charisma:14 (+2)


Combat: 8 + 6 = 14PP
Initiative: +0
Attack: +4 Melee, +4 Ranged, +6 Magic of lantern's Moon, +10: Blast/Snare/Transform
Grapple: +4
Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed
Knockback: -7/-2 without force field


Saving Throws: 2 + 5 + 5 = 12PP
Toughness: +5/+15 (+5 Con, +10 [Force field])
Fortitude: +7 (+5 Con, +2)
Reflex: +7 (+2 Dex, +5)
Will: +10 (+5 Wis, +5)


Skills: 48R = 12PP
Concentration 8 (+13)
Craft: Artistic 4 (+14)

Diplomacy 4 (+6)

Gather Information 4 (+6)

Investigate 4 (+14)
Knowledge: Arcane Lore 6 (+16)

Knowledge: Cosmic Lore 4 (+14)

Language 4 (+4; Base: Lanternian(hand signs), Galstandard, Delzatrian, 2 more )

Notice 5 (+10)
Sense motive 5(+10)

 


Feats: 8PP

Attack Specilization 1 (Magic of lanterns Moon)

Dodge Focus 2
Eidetic Memory
Jack-Of-All-Trades

Luck 2

Ritualist

.
Powers: 39+2+10+1+7+3=62PP

Array 16 (Magic of Lanterns Moon.;Magic, Light; 32pt array; 39pp)

 

 BE: Blast 10 ("Prismatic Bolts"; Magic, Light, Power Feats: Accurate 2 (+2)  Homing 2 (2 attempts),Split attack 1 (2 targets)  Extras:Penetrating 5) {30/32}

 

 AE: Create Object 10 ("Moonlight Constructs"; Magic, Light Extras: Movable Power Feats:Stationary, Precise {32/32}

 

 AE: Healing 10 ("Lunar Mercy" Magic  Power Feats: Persistent, Regrowth Extras: Total, Restoration Flaws: Limited to others) {32/32} 

 

 AE: Illusion 8 ("Misdirection and mirages"; Magic, Affects all senses) {32/32}

 

 AE: Move Object 15("Subtle Manipulations/Audacious Alterations"; Magic; effective strength 75, heavy load: 400 tonnes Power Feats: Subtle, Precise) {32/32}

 

 AE: Snare 10("Silver shackles" magic; Power feats: Accurate 2(+4)) {22/32}

 

 AE: Teleport 10("Magic of the Lunar Migration"; Magic; 1000ft in a move action, 200,000 miles as a Full round action; Extras:Accurate Power Feats: Easy) {32/32}

 

 AE:Transform 10("Temporary Transmutations"; Magic; Inanimate > Inanimate (4/a rank) ; Affects 1000lbs  Extras: Independent Power Feats: Accurate 2 Flaws: Action (full), Ranged (Close ranged)) {32/32}

 

Flight 1 (“Moth Wingsâ€; Alien, Biological; 10mph 100ft a round)
Force field 10 ("Aurora Scales" ;Magic 10PP)
Immunity 1("Mystic Transcendance";Magic; Aging)

Immunity 7 (“Lanturnian Biologyâ€;Alien, Biological; Environmental conditions (all), Suffocation (all); 7pp)
Super-Senses("Magic Sensitive Antenna";Alien Biological; Analytical ,Ranged, Mental Detect Magic; 3pp)

Drawbacks: (-3) + (-3) = -6PP
Vulnerability ( Fire; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]
Vulnerability ( Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP]

 

 

DC Block

 

ATTACK             RANGE             SAVE                                     EFFECT

Unarmed            Touch                DC15 Toughness (Staged)  Damage (Physical)

Prismatic Bolts    Ranged(100ft)  DC27 Toughness (staged)   Damage (magical energy)

Silver Shackles   Ranged(100ft)  DC20 Reflex (staged)           Snare

          Temp. Trans       Touch               DC20 Fortitude                    Transform

 

Totals: Abilities (48) + Combat (14) + Saving Throws (12) + Skills (18) + Feats (8) + Powers (62) - Drawbacks (-6) = 150/150 Power Points

Edited by Exaccus
Posted

Okay Ex, got a few comments for Moon-Moth.

 

Stats seem fine, and combat, though a bit low (for a reason, more below).  Grapple would be +3 (and given his powerloss, this could really come back and bite him!)

 

Fort and Reflex saves seem a little low.

 

Skills seem fine, although there may be some issue regarding languages and being able to communicate (see below)

 

You forgot to list the total costs of all your feats on the Feats line (but you do include it down at the totals on the bottom of the sheet).

 

Powers:
Comprehend seems fine (like the complication), only problem is, it only allows you to speak languages.  This may be by design, but it also means (given your lack of any other languages in skills) you probably are not going to be able to understand any of the other Praetorians, unless you were thinking of having Delzatri be his native language (as opposed to the language of his people).  So, you might want to consider at least picking up a language or two so you can communicate with the rest of us (maybe even Galstandard, to help you with a fair number of other aliens)

 

Your Array:

Well, I think you could possibly afford to shave some points of it right now and move that into some other areas.  For one thing, I am not a big fan of applying Perception range to things normally requiring to-hit-rolls for (the blast, nullifies and move object).  I am really just not a big fan of being the “never miss†aspect of that, unless there is a really good explanation.  This is after all a setting where there are superspeedsters and other high defense characters, why would Moon-Moth never miss those?

 

Also, for the blast, I think 5 ranks of Penetrating is all you will really need (allowing you to hurt someone with up to 15 ranks of impervious toughness).  If you drop the perception range, you can always add some Accurate to the power (and other powers that had perception) and maybe a rank of homing, to get a second try to hit when you miss.

 

For the Create Object, we tend to look a bit carefully at cases where something is given a Continuous duration like this (as that allows you to create the object and then switch the array to another power and keep the object in place).  I know we have allowed it before, but usually for a weaker version of a create object when there is a more powerful version that is the normal duration.  Also, I think you have a bit too much progression there, as you are basically able to create an object almost a mile long and 500’ wide.  Probably should scale that back some.  Also, how do you see the Innate and Subtle working if this is Moonlight Constructs?  1 rank of subtle usually means it looks just like a real object.  Also, as this is magic, why would nullify magic not be able to work on it?

 

You might want to scale back the Teleport some, as it is of somewhat limited utility, as it does not have Accurate, which means you have to be able to perceive your destination, or know if very well.  (your ESP will not help you, as you cannot have both active at the same time I am afraid).

 

Also, I am not sure you have priced Transform correctly.

  • 1 month later...
Posted (edited)

Player Name: Exaccus
Character Name:Black Knight
Power Level: 7 105/105PP
Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Inheretor of the mantle of the betrayer failsafe.

Alternate Identity: Jonathan Hale
Identity: Secret
Birthplace: Wiltshire, England.
Occupation: Unemployed
Affiliations: N/A
Family: Deceased Parents; Only Child.

Description:
Age: 18 (DoB: 1996, 10th of October)
Apparent Age: 18
Gender: Male
Ethnicity: Caucasian.
Height:6'
Weight: 150lbs
Eyes: Dark Brown
Hair: Black

 

With sharp features and high cheek bones, Jonathan is somewhat handsome if bedraggled by his trials with fair skin and a pointed nose; he is somewhat q big boned young man with broad shoulders and a trim build; he might look older than he is to those who do not see him for long or with obscured features, possibly even then,  till his trembling voice and doleful eyes reveal him for what he is, a mourning adolescent.

 

Power Descriptions:
The Celtic knot pattern that goes along the length of length of his sword glows with faint purple light when it is using its more obviously magical effects contained in his array. his armour though black as darkest night has a slightly opalescent sheen to its darkened metal that seems to flare when it thwarts attacks against him his portals are created by slashes in the air opening into swirling vortexes of purple and black that display the destination, his more personal transportations are much more subtle as he simply seems to disappear behind his own cloak in a spin, the garment collapsing into nothingness in his wake to reappear with him at his destination. this is little more than a theatrics on his part however and it is the sword that carries him.

History:

Born to an unsuspecting couple on a cold Octobers day Jonathan Hale, Son of Wilbur and Nikita Hale had lead a boring if slightly regimented life, sent to boarding school as soon as he old enough by parents he somewhat afraid didn't really want him around he had something of a good if distant relation ship with them and eventualy came to realize he was loved; It was still rather devastating when he was told they'd been found dead amongst the ruins of their small home in Wiltshire, Too young to access his trust-fund  and too distraught by the death of his distant but loving parents to claim his inheritance and accept their deaths; bereft of a legal guardian the young man fell into destitution and deeper still despair; ejected from his school when his tuition ran dry he quickly found himself taken in as a John Doe by the government and given a small flat and stipend to live in; he's not quite sure how long he stayed there, the blank walls and eerie silence of the place was maddening and he barely registed the passing of time as he went about his day in silent introspection.

 

That all changed one stormy night when, On an aimless walk around the streets at midnight; he noticed a large humanoid figure following him at a slow but steady pace, something in the very core of his being resonated as he set eyes upon the black cloaked form, its features Illuminated by a brief stroke of lightning revealed it to be what seemed a man in thick black armour sporting a massive great-sword in one hand; its mirrored surface glinting slightly in the faint glow of the street lights and lightning strikes; such a sight was more than enough to send his heavy heart into a terrified panic and his heavy legs running for safety from what he had thought an armed madman, not looking back so much as once till he had slammed and locked the door of his home behind him, it was needless to say quite a shock when he walked into his living room and found the figure there waiting in silence for him hands resting on the pommel of its weapon, now better illuminated and much closer it was somewhat easier to spot that the suit was empty once his mild panic attack had ceased and one tentative touch later revealed all to him in a rush of images and sensations.

 

He had inherited the black mantle with the fall of his sire, he was to be the betrayer failsafe and strike down those whom would seek to wield Excalibur before the power could corrupt them too much and lead to the ruination of the world around them.

 

Unfortunately or perhaps fortunately, Jonathan Hale was no warrior and in his first tentative sojourn against criminals ended with slight humiliation and failure, in part due to his inexperience with the powers now at his disposal and his unwillingness to deal out the draconian justice the sword urged, so now he finds himself seeking allies and perhaps get his life back on track and find peace with himself, if he doesn't fall in the line of duty as those before him have.

 

Personality & Motivation
Jonathan Hale is Still somewhat a child, clinging to the memories of his now dead parents and the desperate hope he was loved by them he upholds the mantle because he has inhereted it from them more than anything else, his refusal to claim his inheritance stems from the worry he might have been disowned this coupled with the fact he was unaware of "the family buisness" leads him to feel ouside of their issues.

 

He remains however a good and selfless person whom uses his artifacts of office to do what he thinks is best as best he can.

 

Powers & Tactics
unable to access the swords vaster array of powers due to his inexperience, he uses the power within aldonite in a somewhat simplistic way, namely as a really big sword with various effects, his tactics are rarely more complex than teleporting to flank and striking out at a hopefully surprised opponent.
 

Complications

 

"A Dark Omen": Those in the mystic know recognize the sword Aldonite and its bearer as a dark tiding, heralding the death of a beloved Leader, though mayhap not why.

 

Sword of Damocles: Aldonite is somewhat sentient and highly opinionated able to communicate with its weilders and others who touch the blade through sensations and projected images and temporarily usurp the will of a unsuspecting wielder it is known to attempt to force situations to take the course it desires, being an artefact from a more draconian time this can lead to grave trouble; As he is infact a less than ideal weilder, Aldonite has a low opinion of the boy and will take direct actions whenever able over advising and counseling him; Partialy due to disgust at his living in squalor at least till he has become of age and preformed deeds worthy of his station as well as fulfilled the imperative; Securing an heir before his inevitable fall in battle after fufilling his duty and laying low the weilder of the fomorian blade; Excalibur.

 

Reviled By the Peers of the Realm: Being a literal black knight, that is to say a knight with no loyalty to a lord or king and not displaying his heraldry, other knights may look down on him as a brute and thug at best and a honourless dog at worst, this could lead to violence, Ostracization by communities in which they hold sway or in the case of particularly influential ones, more wide spread effects.

 

Too Soon: Jonathan Is neither ready for the responsabilities that have been placed upon him or over the loss of his parents, finding himself easily provoked by those who bring them up and cowed by those more experience (Including aldonite on matters to which he is not morally opposed).

 

Abilities 10 + 0 + 10 + 0 + 4 + 4 = 28PP

Strength: 20 (+5)
Dexterity: 10 (+0)
Constitution: 20 (+0)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat 8 + 8 = 16PP
Initiative: +0
Attack: +4 Melee, +4 Ranged
Grapple: +9 (+4 Base  +5 Strength)
Defense: +4 (+4 Base, +0 Dodge Focus), +2 Flat-Footed
Knockback: -7 (-5 Impervious Toughness, -2 half of Toughness)


Saving Throws 1 + 5 + 4 = 10PP
Toughness: +5/+10 (+5 Con, +5 Protection [armour] Impervious 5)
Fortitude: +6 (+5 Con, +1)
Reflex: +5 (+0 Dex, +5)
Will: +6 (+2 Wis, +4)


Skills 32R = 8PP
Diplomacy 4 (+6)

Gather Information 4 (+6)
Intimidate 4 (+6)
Knowledge: Civics 4 (+4)
Knowledge: History 4 (+4)

Medicine 4 (+6)

Notice 4 (+6)

Sense Motive 4 (+6)

 

Feats 4PP
Accurate Attack

Improved Disarm 1
Improved Sunder

Improved Trip
 

Powers 8 + 26 + 5 = 39PP

Device 2 ("Black Armour of the betrayer";Magic, Metal, Protection; Hard to loose; 10/10pp Device) [8pp]

Protection 5("Warded Steel Plates"; Magic; Metal; Protection; Extras: Impervious) [10pp]

 

Device 8 ("Aldonite"; Magical; Metal; Entropy; Destruction; Easy to loose, Feats: Can only be used by you, 40pp Device) [26pp]

Array 15 ("Enchanted Weapon"; Magic; Metal, Destruction; 30pp Array; PF: Alternate Power 2) [32pp]

BE: Corrosion 10 ("Ruinous Strike"; Magical; Metal, Entropy, Destruction;) {30/30}

AE: Damage 7 ("Lay waste"; Magic, Metal, Destruction; Extras: Area Burst (35ft-175ft), Penetrating, Selective Attack PF: Increase Area 2 (x5)) {30/30}

AE: Teleport 6("Gate"; Magic, Destruction; Extras:Portal, Accurate; Teleport 600ft as a move, 20 miles as a full action) {30/30}

 

Light Control 1 ("Brilliant Blade"; Magic, Light; 10ft range) {2pp}

 

Damage 5 ("Still a sword"; Metal PF; Mighty){6pp}


 

Immunity 5 ("Duty until death by battle";Magic; Immunity to Aging, Disease, Poison, Sleep, Starvation & Thirst) [5pp]

 

DC Block
 

ATTACK             RANGE             SAVE                                        EFFECT

Unarmed            Touch               DC20 toughness                       Damage (physical

Ruinous Strike    Touch               DC20 fort/DC25 toughness      Drain/Damage (Energy/Physical)

Lay Waste          35-175ft burst   DC17 reflex/DC 22 toughness Damage (Magic energy)

Sword Strike       Touch               DC 25 toughness                     Damage (Physical)           

 

                     Totals: Abilities (28) + Combat (16) + Saving Throws (10) + Skills (8) + Feats (4) + Powers (39) = 105/105 Power Points
 

Edited by Exaccus
  • 2 weeks later...
Posted (edited)

Player Name: Exaccus

Character Name: Blu of Planet Reef

Power Level: (10) (150/150PP)

Trade-Offs: -5 Attack / +5 Damage (Unarmed), -5 Defense / +5 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Space Leviathan Avatar of a knighted Living planet.

Residence: Planet Reef. 

Base of Operations: Planet Reef and whatever Solar System it currently Inhabits. 

Catchphrase: Wheeeeouuuh?

Alternate Identity:

Identity: Secret

Birthplace: Planet Reef

Occupation: Avatar of a living planet

Affiliations: Star Knights

Family: Considers All Sapient life on reef to be his Family

Description:

Age: 2000 (DoB: over 2000 years ago)

Apparent Age: N/A

Gender: Male

Ethnicity: Whale

Height: 16ft long

Weight: Couple of tonnes

Eyes: Black

Hair: N/A

 

A Big space whale!

Power Descriptions:

Damage power is portal located in his mouth that belches forth in blasts of Stone, Lightning, radiation, heat,  or other such things contained within his internal dimensions, his dimensional pocket power is in turn forcibly drawing things and foes into it with a swirling vortex of white energy.

 

History:

Since time immemorial to him, Blu Has safeguarded his home, the living oceanic planet known as reef, battling those who would despoil its beauty and plunder its resources whilst simultaneously rescuing space farers in need and providing for the native species when called upon to do so.

Occasionaly trapping evil-doers within his interior dimension till they reformed enough to be released onto reef’s surface to start a new life.

Things recently became rather more complicated when a metallic suit of armour bore its way into reefs core and the planet became knighted and his base of opperations and responsibilities as well as those under his protection increased dramaticly.

Personality & Motivation:

Blu Is a fierce and loyal protector of the innocent, he has a special place in his heart for those that’re smaller and physically weaker than himself and none-sapient life forms,  he is also immensely proud of his size and strength and his membership within the star knights (even if it is by a technicality) eager to go forth and do good for those now under his protection.

Powers & Tactics:

Blu is not afraid to bring his considerable bulk to bear against opponents, slapping and slamming them with his fins and tail without hesitation, he is somewhat less happy to employ his dimensional breath weapon, unsure of how those whom he brings it  to bear against will fare under its fury; he tends not to imprison people within his pocket dimension till they’re beaten and aware of it, he finds it makes them somewhat more prone to repenting and much faster too.

          Complications:

         

Killer Whale: Blu Appears as a Space leviathan, an aggressive none sapient species   known for attacking ships that pass through their territories unprovoked and as such is often regarded as a menace to space faring species whom assume him such.

 

No Hands: Blu possesses no means of fine manipulation, though his large fins can be used to grasp and strike with,.

 

Blu Doesn’t Socialize: Blu is a starknight by proxy of his living domain being knighted and as such made himself foe to those that oppose the star knights as well as shouldered a responsibility that he is ill suited for due to his considerable size and lack of social understanding.

 

Redeemer: Blu has never killed any of his foes, choosing instead to imprison them either within himself or upon reef’s surface and in truth attempts to redeem them whenever possible, though he is no fool his trust and unwillingness to kill could be taken advantage of by wily or sneaky opponents; Particularly those who know of his fatal allergies to Pollutants.

Abilities: 14 + 0 -10 + 0 + 0 + 0 = 4PP

Strength: 40 (+15)

Dexterity: 10 (+0)

Constitution:- 

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 10 (+0)

Combat: 14 + 10 = 24PP

Initiative: +0

Attack: +5 (+7 -2 size)

Grapple: +38 (+12 base, +10 super strength +16 growth)

Defense: +5 (+5 -2 size +2 dodge focus; +2 Flat-Footed)

Knock back:-15

Saving Throws: 0 + 5 + 8 = 13PP

Toughness: +15 (+4 growth +11 protection)

Fortitude: Immune

Reflex: +5 (+0 Dex, +5)

Will: +8 (+0 Wis, +8)

Skills: 40R = 10PP

Diplomacy 10 (+10)

Notice 10 (+10)

Preform (singing) 10 (+10)

Sense Motive 10 (+10)

 

Feats:10 PP

Dodge Focus 2

Environmental adaption (Underwater, Zero G)

Equipment 6

 

Equipment:6pp: 30ep

Planet Reef (Headquaters)

+20 Toughness; Awesome Size

Features: Communications, Computer, Defence Systems, Dock, Fire Prevention System, Garage, Hanger, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel, Pool, Power System, Security System 1, Self-Repairing 2, Workshop

 

Powers: Space travel 3(“Moving planetâ€; Psionic; Intergalactic)

(30EP)

 

Powers: 22 + 4 + 2 + 25 + 30 + 11 + 1 +4  = 99 PP

 

Array 10("Hyperdimensional Space leviathan"; technological; Dimensional; PF:Alternate powers 2) [22pp]

BE: Super strength 8("starship sinking strength"; technological; +40 str; effective strength 90 Heavy load 3.3Ktons PF:Groundstrike, shockwave, superbreath, thunderclap.){20/20}

AE: Damage 10("Plasma Breath weapon"; technological; Extras: Area Cone (general) 100ft) {20/20}

AE: Dimensional Pocket 10("Belly of the beast"; Technological; Dimensional; Extras: Area cone 100ft; Flaws: Distracting){20/20}

 

Comprehend 2("built in translator"; Technology; Languages: Understand all, your understood.) [4pp]

 

Flight 1(“Swim the Sky, Stars and Seasâ€; Biological, Psionic; 10mph 100ft a round)[2pp]

 

Growth 8 (“Extra dimensional Mass Storageâ€; Biological, Dimensional; +16 strength +8 Con +2 Size catagories (Huge); Extras: Duration (Default) +0; PF: Innate)[25pp]

 

Immunity 30(“Avatar of the living planetâ€; Biological; Immunity to fortitude saves) [30pp]

 

Protection 11(“Living Armourâ€;technological)[11pp]

 

Regeneration 1 (“Recurring Existenceâ€; Biological, Dimensional, Psionic; Resurrection 1 (1 week))[1pp]

 

Space travel 2 (“Spatial Slipstreamâ€; Technological; Interstellar ) [4pp]

 

Drawbacks: (-4) + (-6) = -10PP

 

Vulnerability: Very Common, Moderate (x1.5) Piercing Descriptor (-4pp)

Weakness: Very Common, Major, Fatal after 1 minuit of exposure Pollutants (-6pp)

 

DC Block

 

ATTACK                         RANGE        SAVE                                                       EFFECT

Unarmed                        Touch          DC22/30 Toughness (Staged)                Damage(Physical)

          Damage 10                    100 cone     DC20 reflex/DC25 toughness (staged)   Damage (energy)

          Dimensional Pocket 10  100 cone     DC20 reflex                                             Entrapment (Dimensional)

 

Totals: Abilities (4) + Combat (24) + Saving Throws (13) + Skills (10) + Feats (10) + Powers (99) - Drawbacks (-10) = 150/150 Power Points

Edited by Exaccus
  • 1 month later...
Posted
Draconic Scion
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +15 (24/40), DEX: +0 (10), CON: +10 (22/30), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)
 
Tough: +15, Fort: +10, Ref: +5, Will: +8
 
Skills: Bluff 6 (+10), Diplomacy 4 (+8), Gather Information 6 (+10), Intimidate 4 (+12), Knowledge (arcane Lore) 8 (+8), Knowledge (art) 8 (+8), Knowledge (business) 8 (+8), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10)
 
Feats: Benefit (Wealth), Dodge Focus 2, Fearless, Improved Grab, Interpose
 
Powers:
Dragon Form (Container, Active 6)
. . Flight 3 (Speed: 50 mph, 440 ft./rnd; Power Loss (When Wings Are Bound))
. . Growth 8 (+16 STR, +8 CON, +2 size categories)
. . Super-Senses 1 (infravision)
Firebreath (Damage 10) (DC 25; Cone Area (100 ft. cone - General); Distracting)
Immunity 4 (aging, disease, poison, sleep)
Protection 5 (+5 Toughness)
Super-Senses 6 (accurate: Scent, counters illusion: Vision, extended: Scent 1 (-1 per 100 ft), scent)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +30)
 
Attacks: Firebreath (Damage 10) (DC Staged/Tou ), Unarmed Attack, +5 (DC 30)
 
Defense: +5  (Flat-footed: +2), Size: Medium/Huge, Knockback: -15
 
Initiative: +0
 
Drawbacks: Vulnerable, common, moderate, Cold
 
Languages: Draconic, English, French, German, Romanian
 
Totals: Abilities 38 + Skills 19 (76 ranks) + Feats 6 + Powers 55 + Combat 24 + Saves 11 - Drawbacks 3 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: Not a lot to say about this one, Don't really like it, Infravision is in the dragonform because i imagine its dependant upon the physical make up of his eyes.
Posted (edited)
Ozmodeus
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +3 (16), DEX: +2 (14), CON: +5 (20), INT: +3 (16), WIS: +2 (14), CHA: +5 (20)
 
Tough: +10/+15, Fort: +8, Ref: +5, Will: +8
 
Skills: Bluff 8 (+13), Diplomacy 8 (+13), Gather Information 8 (+13), Intimidate 8 (+13), Knowledge (arcane Lore) 8 (+11), Knowledge (theology & philosophy) 4 (+7), Notice 8 (+10), Search 4 (+7), Sense Motive 8 (+10), Stealth 8 (+10)
 
Feats: Dodge Focus 2, Fearless, Improved Trick, Set-Up, Skill Mastery (Notice, Sense Motive, Diplomacy, Bluff)
 
Powers:
Array 20 (default power: blast)
. . Blast 15 (Default; DC 30; Autofire (interval 2, max +5); Distracting; Homing 2 (2 attempts), Indirect 3 (any point, any direction), Precise, Ricochet 2 (2 bounces), Variable Descriptor 2 (Broad group - Magic))
. . Create Object 12 (Array; Max Size: 12x 25' cubes, DC 22; Duration (continuous); Precise, Progression, Object Size 2, Subtle (subtle))
. . Disintegration 15 (Array; DC 30; Penetrating [5 ranks only]; Action (full), Distracting; Incurable, Precise, Reversible)
. . Illusion 9 (Array; affects: all sense types, DC 19; Progression, Area 4 (100 ft. radius))
. . Telekinesis 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50-2500 ft. radius - General); Precise, Progression, Increase Area 5 (area x50), Selective, Subtle (subtle))
. . Teleport 8 (Array; 800 ft. as move action, 2000 miles as full action; Accurate, Portal)
. . Transform 10 (Array; affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Duration (continuous); Action (full), Distracting)
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Force Field 5 (+5 Toughness)
Protection 5 (+5 Toughness)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8)
 
Attacks: Blast 15, +5 (DC 30), Disintegration 15, +5 (DC Fort/Tou ), Transform 10, +5 (DC Fort 20), Unarmed Attack, +5 (DC 18)
 
Defense: +5  (Flat-footed: +2), Knockback: -7
 
Initiative: +2
 
Languages: English
 
Totals: Abilities 40 + Skills 18 (72 ranks) + Feats 6 + Powers 58 + Combat 16 + Saves 12 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: Pretty proud of this one; got the physical stats to go with the mystic jumbo mumbo for a balor's brat.
 
Alternate Version
 

 
Ozmodeus
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +0 (10), DEX: +1 (12), CON: +5 (20), INT: +3 (16), WIS: +4 (18), CHA: +5 (20)
 
Tough: +10/+15, Fort: +8, Ref: +6, Will: +10
 
Skills: Bluff 8 (+13), Diplomacy 8 (+13), Gather Information 8 (+13), Intimidate 8 (+13), Investigate 4 (+7), Knowledge (arcane Lore) 15 (+18), Knowledge (theology & philosophy) 8 (+11), Medicine 8 (+12), Notice 8 (+12), Sense Motive 8 (+12), Stealth 4 (+5)
 
Feats: Accurate Attack, All-Out Attack, Dodge Focus 2, Ritualist, Skill Mastery (Notice, Sense Motive, Medicine, Diplomacy)
 
Powers:
Array 18 (default power: blast)
. . Blast 15 (Default; DC 30; Indirect 3 (any point, any direction), Precise, Variable Descriptor 2 (Broad group - Magic))
. . Create Object 10 (Array; Max Size: 10x 100' cubes, DC 20; Duration (continuous); Precise, Progression, Object Size 4, Subtle (subtle))
. . Damage 10 (Array; DC 25; Burst Area (50-1250 ft. radius - General), Selective Attack; Progression, Increase Area 4 (area x25), Variable Descriptor 2 (Broad group - Magic))
. . Disintegration 15 (Array; DC 30; Penetrating [5 ranks only]; Action (full), Distracting; Affects Insubstantial 2 (full power), Precise, Reversible, Subtle (subtle))
. . Illusion 10 (Array; affects: all sense types, DC 20; Distracting; Precise, Progression, Area 4 (100 ft. radius), Subtle (subtle))
. . Mind Reading 10 (Array; DC 20; Insidious, Penetrating; Subtle 2 (unnoticable))
. . Move Object 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Shapeable Area (10-250 cubes of 125 cu. ft. (5x5x5) - General); Precise, Progression, Increase Area 4 (area x25), Subtle (subtle))
. . Teleport 7 (Array; 700 ft. as move action, 200 miles as full action; Accurate, Portal; Easy)
. . Transform 12 (Array; affects: broad > broad, Transforms: 5000 lbs., DC 22; Duration (continuous); Action (full), Distracting, Range (touch))
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Force Field 5 (+5 Toughness)
Protection 5 (+5 Toughness)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
 
Attacks: Blast 15, +5 (DC 30), Damage 10 (DC Staged/Tou ), Disintegration 15, +5 (DC Fort/Tou ), Mind Reading 10 (DC Will 20), Transform 12, +5 (DC Fort 22), Unarmed Attack, +5 (DC 15)
 
Defense: +5  (Flat-footed: +2), Knockback: -7
 
Initiative: +1
 
Languages: Native Language
 
Totals: Abilities 36 + Skills 22 (87 ranks) + Feats 6 + Powers 56 + Combat 16 + Saves 14 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.

Edited by Exaccus
Posted
Arnarsaq
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +15 (24/40), DEX: +0 (10), CON: +10 (22/30), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)
 
Tough: +15, Fort: +10, Ref: +5, Will: +8
 
Skills: Bluff 8 (+8), Concentration 8 (+10), Diplomacy 8 (+8), Intimidate 8 (+12), Knowledge (history) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Language 2 (+2), Notice 8 (+10), Sense Motive 8 (+10)
 
Feats: Attack Focus (melee) 2, Dodge Focus 2, Improved Grab, Improved Grapple
 
Powers:
Array 15 (default power: snare)
. . Environmental Control 15 (Array; cold (extreme), Radius: 250000 ft.; Selective Attack; Range (touch))
. . Illusion 8 (Array; affects: 1 type + visual - visual + auditory, DC 18; Progression, Area 6 (500 ft. radius))
. . Snare 10 (Default; DC 20; Cone Area (100 ft. cone - General), Constricting; Range (touch))
Growth 8 (+16 STR, +8 CON, +2 size categories)
Immunity 5 (aging, disease, environmental condition: Cold, environmental condition: Hot, poison)
Protection 5 (+5 Toughness)
Super-Senses 2 (darkvision)
 
Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +30)
 
Attacks: Snare 10 (DC Ref/Staged 20), Unarmed Attack, +5 (DC 30)
 
Defense: +5  (Flat-footed: +2), Size: Medium/Huge, Knockback: -15
 
Initiative: +0
 
Languages: English, German, Icelandic
 
Totals: Abilities 30 + Skills 15 (60 ranks) + Feats 6 + Powers 68 + Combat 20 + Saves 11 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: Based on a NPC of Black Knights, Icelandic Lady of mixed heritage, Partialy nordic and native american, thought it might be intresting if she had distant mystic ancestors on both sides, in this case a frost giant (Jotuns are apparently nature spirits in general...guess that explains why two frost giants can make a wolf a snake and a half undead lady.) and a trickster figure (which im not sure.)
 
Her giant size could potentialy be made a part of a shapeshifting array if you wanted to put her more into the trickster aspects but i personaly like punching people really hard.
Posted
Master Maker
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +11 (32), DEX: +0 (10), CON: +10 (30), INT: +10 (30), WIS: +2 (14), CHA: +0 (10)
 
Tough: +15, Fort: +10, Ref: +5, Will: +8
 
Skills: Craft (mechanical) 4 (+14), Craft (structural) 4 (+14), Knowledge (arcane Lore) 15 (+25), Knowledge (earth sciences) 4 (+14), Knowledge (physical sciences) 4 (+14), Notice 8 (+10), Sense Motive 8 (+10)
 
Feats: Artificer, Attack Specialization 2 (Unarmed Attack), Improved Sunder, Improvised Tools, Ultimate Effort (Knowledge (Arcane Lore))
 
Powers:
Density 8 (+16 STR, +4 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate)
. . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 4.2 tons; +2 STR to some checks)
Device 9 (Easy to lose, Only you can use (The worthy can lift))
. . Array 15 (default power: probability control)
. . . . - Linked Powers -
. . . . . . Damage 10 (Linked; DC 25; Cone Area (100-5000 ft. cone - General), Selective Attack; Action (full), Distracting; Progression, Increase Area 5 (area x50))
. . . . . . Trip 10 (Linked; Cone Area (100-5000 ft. cone - General), Knockback, Selective Attack; Action (full), Distracting, Range (touch); Progression, Increase Area 5 (area x50))
. . . . Blast 13 (Array; DC 28; Accurate (+2), Indirect 3 (any point, any direction))
. . . . Corrosion 15 (Array; DC 30; Distracting; Incurable, Reversible)
. . . . Supremacy (Probability Control 15) (Default; Minimum Result: 15; Limited 2 (Using Artificer Feat))
. . . . Transform 15 (Array; affects: broad > broad - inanimate > inanimate, Transforms: 50000 lbs., DC 25; Action (full), Distracting, Range (touch))
. . Enhanced Trait 2 (Feats: Improved Sunder, Improvised Tools)
. . Flight 1 (Speed: 10 mph, 88 ft./rnd)
. . Shield 2 (+2 dodge bonus)
. . Strike 4 (DC 30; Mighty)
Immunity 1 (aging)
Protection 1 (+1 Toughness)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +16/+18)
 
Attacks: Blast 13, +7 (DC 28), Corrosion 15, +5 (DC Fort/Tou ), Damage 10 (DC Staged/Tou ), Strike 4, +5 (DC 30), Transform 15, +5 (DC Fort 25), Trip 10 (DC 20), Unarmed Attack, +9 (DC 26)
 
Defense: +5  (Flat-footed: +2), Knockback: -11
 
Initiative: +0
 
Languages: Native Language
 
Totals: Abilities 50 + Skills 12 (47 ranks) + Feats 4 + Powers 57 + Combat 16 + Saves 11 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: Partialy a thor expy and partialy an attempt to make regular and moderate use of the artificer feat, this guy could potentially have made his own hammer (though it would take him 2hp) and what a hammer it is, one capable of hitting objects so hard they they turn into other things, not just iron bars into iron other stuff, but potentialy iron bars into peppermints!
 
Corrode 15 is heavy but its channelling Thor's mountain smashing blows, generally its not something you use on thugs...or any unacceptable targets at all, save it for a crowning  moment of awesome.
 
the linked power was an attempt to recreate saurons mace shockwave thing, though they're selective its mostly so he can make heavy use of it, id fully expect a gm to have the shockwave cause unintended affects as much as a missed blast might with the accident complications or even as a crop up thing (don't want to go tripping the tunnel's ceiling do we ?) and it is a selective effect in the BFME2 game (never hits your own guys, unlike that balrog/smaug summon)
 
So who is this? maybe a son of vulcan...maybe a member of a ancient alien race who go around laying the foundations for entire worlds, maybe a not!dwarf (its a density thing ask any star!) whos made his own mjolnir.
Posted
Secret Symbiot
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +10 (14/30), DEX: +2 (14), CON: +6 (12/22), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)
 
Tough: +6/+11, Fort: +8, Ref: +5, Will: +8
 
Skills: Bluff 8 (+10), Computers 8 (+10), Diplomacy 4 (+6), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 4 (+6), Investigate 8 (+10), Knowledge (tactics) 4 (+6), Knowledge (technology) 4 (+6), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10)
 
Feats: Contacts, Dodge Focus 2, Hide in Plain Sight, Improved Critical 2 (Natural weapons (Damage 3)), Improved Grapple, Skill Mastery (Bluff, Diplomacy, Computers, Knowledge Technology)
 
Powers:
Symbiote (Device 17) (Hard to lose, Only you can use)
. . Enhanced Constitution 10 (+10 CON)
. . Enhanced Strength 10 (+10 STR)
. . Immunity 7 (enviromental conditions (all), suffocation (all))
. . Protection 5 (+5 Toughness)
. . Shapeshift 6
. . . . Alien Apex Predator (Power Setting) (Powers: Additional Limbs 3, Elongation 2, Enhanced Strength 6, Enhanced Trait 4, Natural weapons (Damage 3), Speed 2, Super-Movement 3)
. . . . . . Additional Limbs 3 (5 extra limbs; +3 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
. . . . . . Elongation 2 (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple)
. . . . . . Enhanced Strength 6 (+6 STR)
. . . . . . Enhanced Trait 4 (Traits: Defense Bonus +2 (+9))
. . . . . . Natural weapons (Damage 3) (DC 28, Feats: Improved Critical 2 (Natural weapons (Damage 3)); Mighty (+10 to damage), Variable Descriptor (Narrow group - bludegoning, Slashing Or piercing))
. . . . . . Speed 2 (Speed: 25 mph, 220 ft./rnd)
. . . . . . Super-Movement 3 (wall-crawling 3 (full speed, sticky))
. . Super-Senses 5 (accurate: Scent, analytical: Scent, danger sense: Scent, scent)
 
Power Settings:
Alien Apex Predator (Power Setting) (Powers: Additional Limbs 3, Elongation 2, Enhanced Strength 6, Enhanced Trait 4, Natural weapons (Damage 3), Speed 2, Super-Movement 3)
Giant Form (Power Setting) (Powers: Growth 8, Super-Strength 2)
 
Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +17/+19)
 
Attacks: Natural weapons (Damage 3), +7 (DC Staged/Tou ), Unarmed Attack, +7 (DC 25)
 
Defense: +7/+9  (Flat-footed: +4), Knockback: -5
 
Initiative: +2
 
Drawbacks: Vulnerable, common, moderate, Fire, Vulnerable, common, moderate, Sonics
 
Languages: Chinese (Mandarin), English, German, Korean, Russian
 
Totals: Abilities 22 + Skills 24 (96 ranks) + Feats 5 + Powers 70 + Combat 24 + Saves 11 - Drawbacks 6 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Note: All the talk about venom in the chat inspired this build, not sure how kosher it is but i think i got most of his stuff down in the suit and its two preset configurations.
Without the symbiote she's pretty much a bystander, Not sure how without it she is without the normal identity flaw; but the intent is that she's got the symbiote on her person all the time and its a reaction to hook up to it, that it is a removable device is to show they can currently be seperated with comparatively little effort.
 
For this one i'd be tempted to keep them at PL10 and render the symbiote a container, gaining a complication that removal past that point is traumatic and potentially fatal for the symbiote or its host. maybe push into PL12 once the human mind's limitations are transcended by the dual core proccessor mind they've got going on. (id honestly have the more alien forms crop up when the symbiote is the driving force or vice versa and keep the more basic ones, like growth to the human as suddenly gaining or loosing limbs would prove traumatic/stressful.)
Posted (edited)
Janus Hightower
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +8 (26), DEX: +0 (10), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +6 (22)
 
Tough: +5/+10, Fort: +8, Ref: +5, Will: +10
 
Skills: Bluff 8 (+14), Diplomacy 8 (+14), Gamble 8 (+10), Gather Information 8 (+14), Intimidate 8 (+16), Knowledge (business) 8 (+8), Knowledge (civics) 8 (+8), Knowledge (streetwise) 8 (+8), Knowledge (tactics) 8 (+8), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)
 
Feats: Accurate Attack, Attack Focus (melee) 3, Attack Specialization (Unarmed Attack), Benefit 3 (Status), Benefit 3 (Wealth), Connected, Contacts, Dodge Focus 3, Fearless, Improved Critical 2 (Strike 2), Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Move-by Action, Power Attack, Stunning Attack, Takedown Attack
 
Powers:
Cane (Device 1) (Easy to lose)
. . Strike 2 (DC 25, Feats: Improved Critical 2 (Strike 2); Mighty)
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)
Morph 2 (morph: single appearance, +10 Disguise)
Nanoweave Kevlar Armor (Device 1) (Hard to lose)
. . Protection 5 (+5 Toughness)
Speed 2 (Speed: 25 mph, 220 ft./rnd)
 
Attack Bonus: +7 (Ranged: +7, Melee: +10, Grapple: +23)
 
Attacks: Strike 2, +10 (DC 25), Unarmed Attack, +12 (DC 23)
 
Defense: +10  (Flat-footed: +4), Size: Large, Knockback: -9
 
Initiative: +0
 
Languages: Chinese (Mandarin), English, Romanian, Russian, Spanish
 
Totals: Abilities 30 + Skills 23 (92 ranks) + Feats 25 + Powers 24 + Combat 32 + Saves 16 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
 
Notes: A reformed kingpin of crime, using an expensive biotech process to give himself a "new face"  to escape the infamy his true one holds Janus has set himself to bringing down his former associates, a man with a taste for the finer things in life he has since turned several of his cover facilities into legitimate businesses.
 
What is there to say, the man is a miniature powerhouse who enjoys using his wits, wealth and physical strength in equal measure to take his chosen foes apart on all levels, at strength 26 he's above Peak human so you might want to make him something other than a ordinary human (there is nothing meek about this mortal eitherway.) a minor mutation or indeed some strange technology he's sampled personaly back in his darker days.
 
So, why'd he turn from his life of crime? Could be many reasons, Maybe he was betrayed and came to realize the life he built himself had brought him wealth but not happiness, maybe he's disgusted by the less savoury crimes his former comrades used to commit, Maybe he found love and seeks to shield them from the wickedness of his past? maybe some combination, betrayed by underlings when he shows "weakness" in falling in love, he now takes steps to protect them and make peace with his past, he's made himself from nothing before, he can do so again.

whatever the case, he knows well enough he can't walk away from this deadly game just yet; He needs to win it first.
Edited by Exaccus
Posted

Tonbo

 
Power Level: 10; Power Points Spent: 150/150
 
STR: +3 (16), DEX: +2 (14), CON: +3 (16), INT: +7 (24), WIS: +2 (14), CHA: +3 (16)
 
Tough: +3/+10, Fort: +8, Ref: +8, Will: +8
 
Skills: Concentration 4 (+6), Craft (artistic) 8 (+15), Craft (chemical) 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Diplomacy 4 (+7), Intimidate 4 (+7), Investigate 4 (+11), Knowledge (physical sciences) 8 (+15), Knowledge (tactics) 8 (+15), Knowledge (technology) 8 (+15), Knowledge (theology & philosophy) 8 (+15), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Sense Motive 8 (+10)
 
Feats: Accurate Attack, Attack Specialization 5 (Damage 5), Benefit 2 (Status), Benefit 2 (Wealth), Dodge Focus 5, Inventor, Power Attack, Uncanny Dodge (Auditory)
 
Powers:
Device 9 (Hard to lose)
. . Damage 5 (DC 20; Autofire 3 (interval 1, max +10))
. . . . Blast 15 (Alternate; DC 30; Distracting; Indirect 3 (any point, any direction), Variable Descriptor 2 (Broad group - Technology))
. . Flight 4 (Speed: 100 mph, 880 ft./rnd)
. . Immunity 9 (disease, enviromental conditions (all), poison, suffocation (all))
. . Protection 7 (+7 Toughness)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8)
 
Attacks: Blast 15, +5 (DC 30), Damage 5, +15 (DC Staged/Tou ), Unarmed Attack, +5 (DC 18)
 
Defense: +10  (Flat-footed: +3), Knockback: -5
 
Initiative: +2
 
Drawbacks: Normal Identity, common, Don The Armour, Vulnerable, common, moderate, Electricity
 
Languages: Arabic, English, Greek, Japanese, Russian
 
Totals: Abilities 40 + Skills 26 (104 ranks) + Feats 18 + Powers 36 + Combat 20 + Saves 17 - Drawbacks 7 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Note: Dragonfly totem who wears power armour rather than developing physical characteristics, like some of spiderman's enemies, intended to be a modern day samurai potential complications galore, oath of loyalty to the emperor (or lack thereof if she's a Ronin.), code of conduct and heavy expectations.
Posted
Hummingbee
 
Power Level: 10; Power Points Spent: 150/150
 
STR: -5 (14/1), DEX: +2 (14), CON: +2 (14), INT: +4 (18), WIS: +2 (14), CHA: +0 (10)
 
Tough: +5, Fort: +8, Ref: +8, Will: +8
 
Skills: Computers 4 (+8), Concentration 8 (+10), Craft (chemical) 8 (+12), Disable Device 8 (+12), Escape Artist 4 (+6), Knowledge (life sciences) 8 (+12), Knowledge (physical sciences) 8 (+12), Language 4 (+4), Medicine 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+30)
 
Feats: Evasion 2, Hide in Plain Sight, Inventor, Power Attack, Skill Mastery (Craft: Chemical, Medicine, Knowledge: Life sciences,  Stealth)
 
Powers:
Accupressure (Damage 5) (DC 20)
Flight 10 (Speed: 10000 mph, 88000 ft./rnd)
Protection 3 (+3 Toughness)
Quickness 15 (Perform routine tasks at 100000x speed)
Shrinking 20 (-20 STR, -5 size categories; Normal Movement [1 rank only], Normal Toughness [1 rank only])
Super-Senses 4 (precognition)
 
Attack Bonus: +15 (Ranged: +15, Melee: +15, Grapple: -22)
 
Attacks: Accupressure (Damage 5), +15 (DC Staged/Tou ), Unarmed Attack, +15 (DC 10)
 
Defense: +15  (Flat-footed: +8), Size: Medium/Miniscule, Knockback: +3
 
Initiative: +2
 
Languages: English, German, Japanese, Native Language, Russian
 
Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 6 + Powers 69 + Combat 12 + Saves 18 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
Posted (edited)
Detective Chimp: Simian Supreme
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +5 (20), DEX: +0 (10), CON: +5 (20), INT: +6 (22), WIS: +2 (14), CHA: +0 (10)
 
Tough: +7/+15, Fort: +5, Ref: +5, Will: +8
 
Skills: Concentration 8 (+10), Diplomacy 8 (+8), Gather Information 10 (+10), Investigate 4 (+10), Knowledge (arcane Lore) 6 (+12/+20), Knowledge (behavioral science) 2 (+8), Knowledge (life sciences) 2 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8)
 
Feats: Accurate Attack, All-Out Attack, Assessment, Benefit 2 (Wealth), Connected, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery (Gather Information, Investigate, Diplomacy, Sense Motive)
 
Powers:
Comprehend 4 (animals - speak to, animals - understand, languages - understand all, languages - you're understood)
Device 11 (Hard to lose)
. . Array 17 (default power: blast)
. . . . Blast 15 (Default; DC 30; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Magic))
. . . . Damage 10 (Array; DC 25; Shapeable Area (10-500 cubes of 125 cu. ft. (5x5x5) - General), Penetrating [5 ranks only]; Affects Insubstantial 2 (full power), Progression, Increase Area 5 (area x50))
. . . . Move Object 15 (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Affects Insubstantial 2 (full power), Precise, Subtle (subtle))
. . . . Snare 15 (Array; DC 25; Affects Insubstantial 2 (full power), Obscure Sense 2)
. . . . Teleport 6 (Array; 600 ft. as move action, 20 miles as full action; Accurate, Portal; Change Velocity, Easy, Progression, Mass 2 (carry 500 lbs))
. . Enhanced Trait 3 (Traits: Knowledge (arcane Lore) +8 (+20), Feats: Ritualist)
. . Flight 1 (Speed: 10 mph, 88 ft./rnd)
. . Force Field 8 (+8 Toughness)
. . Super-Senses 4 (accurate: Detect Magic, detect magic)
Protection 2 (+2 Toughness)
Shrinking 4 (-1 size category, 3/4 movement speed; Normal Strength, Normal Toughness [1 rank only]; Permanent; Innate)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
 
Attacks: Blast 15, +5 (DC 30), Damage 10 (DC Staged/Tou ), Snare 15, +5 (DC Ref/Staged 25), Unarmed Attack, +5 (DC 20)
 
Defense: +5  (Flat-footed: +3), Size: Small, Knockback: -6
 
Initiative: +0
 
Languages: English
 
Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 8 + Powers 64 + Combat 16 + Saves 11 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: Monkey magic indeed, this simian supreme could use the Mask of the modrossus as it is a good In universe expy for the helm of fate, i believe it is in eldrich's possesion though not usage.
Edited by Exaccus
Posted (edited)

Herald
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +0 (10), DEX: +0 (10), CON: +0 (-), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)
 
Tough: +15, Fort: Immune, Ref: +5, Will: +8
 
Skills: Concentration 4 (+6), Diplomacy 12 (+12), Gather Information 8 (+8), Intimidate 12 (+12), Investigate 4 (+6), Knowledge (Galactic Lore) 12 (+14), Medicine 4 (+6), Notice 12 (+14), Sense Motive 12 (+14)
 
Feats: Accurate Attack, All-Out Attack, Dodge Focus 2, Fearless, Power Attack
 
Powers:
Array 20 (default power: blast)
. . Blast 15 (Default; DC 30; Penetrating [5 ranks only]; Indirect 3 (any point, any direction), Variable Descriptor 2 (Broad group - Cosmic))
. . Healing 10 (Array; DC 20; Affects Objects, Total; Action (full); Persistent, Regrowth)
. . Transform 15 (Array; affects: broad > broad, Transforms: 50000 lbs., DC 25; Duration (continuous); Action (full), Distracting, Range (touch), Unreliable (5 Uses an hour.))
Comprehend 2 (languages - understand all, languages - you're understood)
Device 3 (Hard to lose)
. . Flight 11 (Speed: 25000 mph, 220000 ft./rnd; Platform)
. . Space Travel 2 (Speed: Interstellar)
Immunity 30 (fortitude saves)
Protection 15 (+15 Toughness)
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
 
Attacks: Blast 15, +5 (DC 30), Transform 15, +5 (DC Fort 25), Unarmed Attack, +5 (DC 15)
 
Defense: +5  (Flat-footed: +2), Knockback: -7
 
Initiative: +0
 
Drawbacks: Weakness, uncommon, major, Seperation from board +1
 
Languages: Native Language
 
Totals: Abilities -2 + Skills 20 (80 ranks) + Feats 6 + Powers 103 + Combat 16 + Saves 11 - Drawbacks 4 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: using fortitude Immunity to cover his no doubt massive immunities, this Silver surfer Expy has gone for a few very powerful effects in his array, namely the three things specificly granted in the TV series, "Cosmic bolts of awesome power, Heal others as well as yourself (though he counts as an object rather than a person), Transmute the elements." He's a little light on ability scores at the moment, but thats mostly because i never really saw him doing anything beyond the physical norm in the show you could treat it as the process which granted him his powers (or indeed the being.) has remade him on a level and his ability scores are representative of a undeveloped but swiftly learning being; maybe his emerging concience drove him to break ties with his employer or leave them on better terms to spend a eternity wandering the cosmos in a great pilgrimage.
Edited by Exaccus
Posted
Volcanic Hero
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +7 (24), DEX: +0 (10), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14)
 
Tough: +10, Fort: +8, Ref: +5, Will: +8
 
Skills: Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (earth sciences) 8 (+8), Knowledge (theology & philosophy) 4 (+4), Language 4 (+4), Notice 8 (+10), Search 4 (+4), Sense Motive 8 (+10)
 
Feats: Assessment, Attack Focus (melee) 4, Dodge Focus 4, Improved Grab, Improved Pin, Skill Mastery (Knowledge: Earth Sciences, Diplomacy, Intimidate, Notice)
 
Powers:
Burrowing 4 (Speed: 10 mph, 88 ft./rnd)
Elongation 4 (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple)
Energy Aura 3 (energy type: heat, DC 18)
Environmental Control 6 (heat (extreme), light, Radius: 250 ft.; Range (touch))
Immunity 11 (damage type: FIre, disease, environmental condition: Hot, environmental condition: Cold, poison, suffocation (all))
Insubstantial 1 (Fluid)
Protection 5 (+5 Toughness)
 
Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +17/+21)
 
Attacks: Energy Aura 3, +10 (DC 18), Unarmed Attack, +10 (DC 22)
 
Defense: +10  (Flat-footed: +3), Knockback: -5
 
Initiative: +0
 
Languages: English, Greek, Hawaiian, Italian, Japanese
 
Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 12 + Powers 53 + Combat 24 + Saves 14 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
Posted (edited)
Mystery Skull
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +0 (10), DEX: +0 (10), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +8 (26)
 
Tough: +10, Fort: Immune, Ref: +8, Will: +10
 
Skills: Bluff 4 (+12), Computers 4 (+4), Diplomacy 8 (+16), Intimidate 4 (+12), Notice 4 (+6), Perform (singing) 8 (+16), Sense Motive 4 (+6), Stealth 4 (+4)
 
Feats: Dodge Focus 5, Equipment 3, Uncanny Dodge (Auditory)
 
Powers:
Array 15 (default power: move object)
. . Blast 11 (Array; DC 26; Accurate 2 (+4), Indirect 3 (any point, any direction), Subtle (subtle), Variable Descriptor 2 (Magic))
. . Blast 15 (Array; DC 30)
. . Damage 10 (Array; DC 25; Cone Area (100 ft. cone - General), Selective Attack)
. . Illusion 8 (Array; affects: all sense types, DC 18; Distracting; Progression, Area 6 (500 ft. radius))
. . Move Object 10 (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50-1250 ft. radius - General); Range (touch); Affects Insubstantial 2 (full power), Precise, Progression, Increase Area 4 (area x25), Selective, Subtle 2 (unnoticable))
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Immunity to Fortitude Saves
Morph 1 (morph: single appearance - Mystery Skull Form, +5 Disguise)
Protection 5 (+5 Toughness)
Regeneration 6 (recovery bonus 5 (+5 to recover), resurrection 1 (1 week); Persistent, Regrowth)
 
Equipment: Haunted Mansion
 
Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)
 
Attacks: Blast 11, +9 (DC 26), Blast 15, +5 (DC 30), Damage 10 (DC Staged/Tou ), Unarmed Attack, +5 (DC 15)
 
Defense: +10  (Flat-footed: +3), Knockback: -5
 
Initiative: +0
 
Languages: Native Language
 
Totals: Abilities 10 + Skills 10 (40 ranks) + Feats 9 + Powers 80 + Combat 20 + Saves 21 + Drawbacks 0 = 150
 
 
 
--------------------
 
Haunted Mansion
 
Power Level: 10; Equipment Points Spent: 15
 
Toughness: +15
 
Features: Concealed 2, Defense System, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing 2
 
Size: Huge
 
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 10 + Powers 0 + Combat 3 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved..
 
Notes: Based on lewis from the animated Mystery skulls video, this character is a bit of a mashup between a revenant and a ghost, hence his coporeal nature, gave him some standard ghostly powers and mansion that exists in its own special place, accessable by anyone who knows when and where to look for the openings or has the means to make one themself, I would treat the mansion as an entity in and of itself a living but disintrested party that cleans and restocks its supplies as needed.
 
Who was he when he was a live? Who knows! Maybe not even him. death is traumatic after all (and his skills are a bit low for my liking.) but he was probably the faceman amongst his friends and has only gotten more charismatic with the strange powers and appearance now at his disposal, at first distracting himself with trivial pursuits, learing how to sing and such, then later venturing out into the world proper with the intent to recover his past or reclaim his future, he turned to heroism for many potential reasons, to stave of ennui, escape despair, find pathos or maybe he was murdered or a victim of crime and is instinctively enraged by similar people.
 
the potential for complications is equaly  immense, maybe he meets someone he remembers, maybe someone he doesn't remember recognizes him, maybe he's prone to bouts of apathy and ponderousness as he is relatively unaffected by and steadily growing detached from the world of the living something he has to fight off as readily as any agents sent to hasten him to his final destination, or even a lesser man given a chance to redeem himself from a far less pleasant fate. or in the more traditional revenant way, wronged terribly and out for revenge against someone he doesn't even remember.
 
ultimately he should be played as a hero, regret and mistakes are a part of life and can readily be carried over into undeath. anger is after all not in and of itself evil and vengence need not be killing those who wronged him so much as poetic or ironic justice.
Edited by Exaccus
Posted
Morte
 
Power Level: 10; Power Points Spent: 150/150
 
STR: -5 (1), DEX: +0 (10), CON: +0 (-), INT: +2 (14), WIS: +3 (16), CHA: +5 (20)
 
Tough: +5, Fort: Immune, Ref: +6, Will: +8
 
Skills: Bluff 12 (+17), Diplomacy 8 (+13), Gather Information 4 (+9), Language 4 (+4), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+20)
 
Feats: Assessment, Attack Focus (melee) 5, Challenge - Improved Taunt, Dodge Focus 5, Hide in Plain Sight, Power Attack, Takedown Attack 2, Taunt
 
Powers:
Bite (Damage 5) (DC 20; Autofire 3 (interval 1, max +10))
. . Emotion Control 10 (Alternate; DC 20)
Flight 2 (Speed: 25 mph, 220 ft./rnd)
Immunity to Fortitude Saves
Shrinking 12 (-12 STR, -3 size categories; Normal Movement [1 rank only], Normal Toughness [1 rank only]; Permanent; Innate)
 
Attack Bonus: +10 (Ranged: +10, Melee: +15, Grapple: -6)
 
Attacks: Bite (Damage 5), +15 (DC Staged/Tou ), Emotion Control 10 (DC Staged/Will 20), Unarmed Attack, +15 (DC 10)
 
Defense: +15  (Flat-footed: +5), Size: Diminutive, Knockback: +1
 
Initiative: +0
 
Languages: Native Language
 
Totals: Abilities 10 + Skills 13 (52 ranks) + Feats 17 + Powers 70 + Combat 24 + Saves 16 + Drawbacks 0 = 150
 
Validation: Hero: You can still learn one or more languages.
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes:
with compliments to raveled for his pointing out another skull i could've done.
 
Morte, as from planescape: Torment, He flies, he bites, he taunts like a champ, tried to give the feel of him being a fighter with takedown attack and a huge attack bonus and autofire 3 on the bite, emotion control i used as a lazymans option for the more powerful tauntings, don't want them to run, make them fear whats behind them, etc.
Posted (edited)
Buffy
 
Power Level: 10; Power Points Spent: 150/150
 
STR: +8 (26), DEX: +4 (18), CON: +8 (26), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)
 
Tough: +10, Fort: +8, Ref: +8, Will: +10
 
Skills: Bluff 8 (+12), Concentration 8 (+10), Disable Device 4 (+5), Intimidate 8 (+12), Investigate 4 (+5), Knowledge (arcane Lore) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Medicine 4 (+6), Notice 8 (+10), Sense Motive 4 (+6), Stealth 8 (+12)
 
Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Challenge - Improved Taunt, Distract (Bluff), Dodge Focus 4, Fearless, Hide in Plain Sight, Improved Disarm 2, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Pin, Improved Trip, Move-by Action, Power Attack, Seize Initiative, Startle, Takedown Attack 2, Taunt
 
Powers:
Leaping 2 (Jumping distance: x5)
Protection 2 (+2 Toughness)
Speed 2 (Speed: 25 mph, 220 ft./rnd)
Super-Strength 4 (+20 STR carry capacity, heavy load: 7.4 tons; +4 STR to some checks)
 
Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +18/+22)
 
Attacks: Unarmed Attack, +12 (DC 23)
 
Defense: +10  (Flat-footed: +3), Knockback: -5
 
Initiative: +12
 
Languages: Native Language
 
Totals: Abilities 54 + Skills 16 (64 ranks) + Feats 30 + Powers 14 + Combat 24 + Saves 12 + Drawbacks 0 = 150
 
 
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
 
Notes: heres a buffy build, not sure how well it measures up to the series's buffy but
 
Edited to remove contacts, a feat she's not suited to using due to not having diplomacy trained (yet!)
Edited by Exaccus

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