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MisterB
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Lord of the Rings:: Beastiary

Post by MisterB »

The Orcs of Lord of the Rings:
Power Level 5

Orcs of the White Hand (31pp): Minion 2
Abilities [5pp]: Strength 14 (+2), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10, Wisdom 10, Charisma 8 (-1)
Saves [3pp]: Toughness +2/+5 in Armor, Fortitude +4, Reflexes 0, Willpower 0
Combat [8pp]: Base Attack +3 [+5 Melee], Base Defense +1 [+0 flatfooted], Initiative +0
Skills [4pp]: Climb 4 (+5), Intimidate 6 (+5), Languages 2 (Blackspeech, Common, Orc), Notice 4 (+4)
Feats [8pp]: Attack Focus 2 (Melee), Equipment 2, Endurance, Power Attack, Startle, Takedown Attack
Powers [3pp]: Super Senses 2 [Scent, DarkVision; Power Feat: Innate]
Equipment [8ep]: Orc Sword (+3 damage; 19-20 critical), Chain Mail

"Orc Bowmen" (29pp): Minion 2
Abilities [3pp]: Strength 10 (+0), Dexterity 13 (+1), Constitution 13 (+1), Intelligence 10, Wisdom 9 (-1), Charisma 8(-1)
Saves [3pp]: Toughness +1 (+2 in Armor), Fortitude +3, Reflexes +2, Willpower -1
Combat [6pp]: Bast Attack +1 [+3 Ranged as Bowmen], Base Defense +3 [Flatfooted 1], Initiative +1
Skill [4pp]: Climb 6 (+7), Intimidiate 4 (-3), Languages 2 (Blackspeech, Common, Orc), Notice 4 (-3)
Feats [8pp]: Attack Focus 2 (Ranged), Dodge Focus 1, Endurance, Equipment 2, Startle, Sneak Attack
Powers [3pp]: Super Senses 2 [Scent, DarkVision; Power Feat: Innate]
Equipment [9pp]: Bow (8), Leather Armor (1)
Drawbacks [1pp]: -1 to Attacks in Sunlight

"Orc Soldiers" (29pp): Minion 2
Abilities [5pp]: Strength 12 (+1), Dexterity 13 (+1), Constitution 13 (+1), Intelligence 10, Wisdom 9 (-1), Charisma 8(-1)
Saves [3pp]: Toughness +1 (+3 Armor), Fortitude +3, Reflexes +2, Willpower -1
Combat [6pp]: Bast Attack +1 [+3 Melee; +3 Block], Base Defense +2 [+4 with shield; Flatfooted 1], Initiative +1
Skill [4pp]: Climb 6 (+7), Intimidiate 4 (-3), Languages 2 (Blackspeech, Common, Orc), Notice 4 (-3)
Feats [9pp]: Attack Focus 2 (Melee), Endurance, Equipment 3, Sneak Attack, Track, Takedown Attack
Powers [3pp]: Super Senses 2 [Scent, DarkVision; Power Feat: Innate]
Equipment [11pp]: Reinforced Leather (+2 Toughness), Orc Sword, Medium Shield
Drawbacks [1pp]: -1 to Attacks in Sunlight

"Orc Riders" (31pp): Minion 3
Abilities [4pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 10, Wisdom 10, Charisma 8 (-2)
Saves [4pp]: Toughness +1 (+3 in Armor), Fortitude +3, Reflexes +3, Willpower 0
Combat [12pp]: Base Attack +3, Base Defense +3, Initiative +0
Skills [4pp]: Intimidate 4 (+3), Languages 2 (BlackSpeech, Orc, Common), Ride 5 "Warg" (+6), Notice 5 (+5)
Feats [5pp]: Endurance, Equipment 3, Minion 2 (Warg), Track, Takedown Attack
Powers [3pp]: Super Senses 2 [Scent, DarkVision; Power Feat: Innate]
Equipment [14ep]: Spear (7), Sword (5), Reinforce Leather (+2)
Drawbacks [1pp]: -1 to Attacks in Sunlight

Warg (22pp): Minion 2
Abilities [3pp]: Str 17 (+3), Dex 17 (+3), Con 15 (+2), Int 2-4), Wis 12 (+1), Cha 6 (-2)
Saves [2pp]: Toughness +3, Fortitude +5, Reflexes +2, Willpower +1
Combat [14pp]: Attack +3 [+2 with size], Dodge +3 [+2 with size], Initiative +2
Skills [1pp]: Intimidate 0 (+0), Notice 2 (+3), Stealth 2 (+4), Stealth 0 (-2), Survival 0 (+1)
Powers [10pp]: Growth 2 [Large; Power Feats: Innate; Flaw: Permanent], Super Senses 3 (lowlight vision, scent, track), Bite [Strike +1 (Powerfeats: Mighty)]
Drawbacks [-8]: No Hands, Cannot Speak

Cave-Trolls, Power Level 8 (37pp), Minion 3, Trade Off: -3 Attack, +3 Damage
Abilities [-6pp]: Strength 26 (+8), Dexterity 10 (+0), Constitution 18 (+4), Intelligence 8 (-1), Wisdom 8 (-1), Charisma 8 (-1)
Saves [4pp]: Toughness +4/+8, Fortitude +8, Reflexes 0, Willpower -1
Combat [4pp]: Base Attack +2 [+5 Melee], Base Defense +0, Initiative +1
Skills [4pp]: Intimidate 7 (+8), Languages 1 (Blackspeech, Orc), Notice 3 (+2), Survival 5 (+4)
Feats [7pp]: Attack Focus (melee) 3, Endurance, Equipment 2, Improved Grapple, Power Attack, Startle
Powers [24pp]: Super Senses 2 [Darkvision]; Growth 8 [Power Feats: Innate; Flaws: Permanent]; Protection 4 [Flaw: Limited (innefective against magical items)]
Equipment [7ep]: Giant Club +3 damage

Fell Beasts, Power Level 8 (60 pp), Minion 4, Trade offs: -2 Attack, +2 Damage
Abilities [-12pp]: Strength 30 (+10), Dexterity 14 (+2), Constitution 20 (+5), Intelligence 2 (-4), Wisdom 6 (-2), Charisma 6 (-2)
Saves [3pp]: Toughness +6/+8 defensive roll, Fortitude +5, Reflexes +5, Willpower -2
Combat [18pp]: Base Attack +4, Base Defense +5 [+2 flatfooted], Initiative +2
Skills [4pp]: Intimidate 8 (+6), Notice 4 (-2), Survival 4 (+2)
Feats [7pp]: Defensive Roll 2, Endurance, Fearsome Presence 3, Improved Trip (Tail)
Powers [49pp]: Additional Limbs 1 [Tail]; Flight 3; Growth 10 [Huge; Power Feats: Innate; Flaws: Permanent]; Paralyze [Terrofying Cry; Extra: Aura (explosive); Flaw: Sense Dependant (hearing)]; Protection 1; Nauseate [Reak; Extra: Aura (explosion); Flaws: Sense Dependant (Smell)]
Drawbacks [9pp]: No Hands, Mute, Power less (flight; Wings)
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Lord of the Rings Smaug

Post by MisterB »

Quote: "My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"

Smaug the Golden (Dragon), Power Level:13 (240pp), Minion: 18, Trade Offs: -3 Attack, for +3 Damage, -3 Defense for +3 Toughness
Abilities [31pp]: Strength 34 (+12), Dexterity 16 (+3), Constitution 28 (+9), Intelligence 17 (+3), Wisdom 14 (+2), Charisma 18 (+4)
Saves [23pp]: Toughness +16 (+7 Impervious), Fortitude +15, Reflexes +10, Willpower +12
Combat [22]: Base Attack +6 (+8 Melee, +10 Firebreath), Base Defense +10 (flatfooted +2), Initiative +3, Grapple +31, Knockback -20, Damage Fire Breath (16), Acid Spit (11), Wing Buffet (16), Bite (13), Claws (14), Tail (15)
Skills [9pp]: Intimidate 10 (+20), Knowledge (History) 8 (+11), Notice 12 (+14), Stealth 0 (-9), Survival 6 (+8)
Feats [20pp]: Attack Specialist 2 (Fire Breath), Attack Focus (melee) 2, Dodge Focus 5, Fearless, Fearsome Presence 6, Light Sleeper, Startle, Take down Attack, Uncanny Dodge 1 (hearing)
Powers [145pp]:
Additional Limbs 1 [Tail] ; Blast 16 [Fire Breath; Power Feats: Precise, Alternate Power (Acid 11 "Caustic Saliva"; Power Feats: Extended Reach 3, Extra: Penetrating), Alternate Power (Trip 16"Wing Buffet"; Extras: Cone); Extras: Cone] ; Comprehend 3 [Languages] ; Flight 4 ; Growth 12 [Power Feats: Innate, Flaws: Permanent] ; Immunity 5 [Fire]; Mind Control 6 [Hypnotic Eyes; Flaws: Sense Dependant (sight)] ; Protection 7 [Jewelled Hide; Extra:Impervious] ; Strike +1 [Bite (piercing); Power Feats: Mighty] ; Strike +2 [Claws (piercing); Power Feats: Mighty] ; Strike +3 [Tail; Power Feats: Mighty, Extras: Ground Strike 7] ; Super Senses 8 [Extended Acute Vision, Acute Accurate Hearing, Scent, Track] ; Super Strength 1 [Heavy Load 11,200 lbs]
Drawbacks [5]: Weakspot (Jewelled Hide; Left Breast) , Noticeable (Protection) 1, Powerless (flight; Wings); Weakness [Cold makes him Lethargic; Moderate Intensity , Frequency Uncommon]
Complications: Fondness for Riddles, Dragons require a lot of sleep to be active, sometimes up to a century at the minimum.
Last edited by MisterB on Thu Nov 15, 2018 7:11 pm, edited 1 time in total.
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Lord of the Rings Gandalf the White

Post by MisterB »

Wiki Site: http://en.wikipedia.org/wiki/Gandalf
Real Name: Olorin, Race: Maiar, Profession: Wizard, PL: 12 (251pp), Trade Off: +3 Variable Power DC, -3 Attack; -3 Defense, +3 Toughness
Abilities [31pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 18/13 (+4), Intelligence 24/19 (+7), Wisdom 26/20 (+8), Charisma 15 (+2)
Saves [16pp]: Toughness +1/+12/+15 boosted, Fortitude +7, Reflexes +5, Willpower +17
Combat [14pp]: Base Attack + 1 [+5 Melee/+9 Ranged], Base Defense +9 [+3 Flatfooted], Initiative +9, Hero Points 3
Skills [25pp]: Bluff 6(+8), Concentration 13 (+20), Diplomacy 10(+12), Gather Information 6(+8), Intimidation 8 (+10), Knowledge (Arcane Lore) 13 (+20), Knowledge (History) 6(+13), Knowledge (Physical Sciences) 7 (+14), Languages 5 (Elf; Human, Dwarf, Black Speech, Ent, Eagle), Notice 7 (+15), Ride (Horse) 7(+8), Search 7(+14), Sense Motive 5(+13)
Feats [42pp]: Attack Focus (Melee) 4, Attack Focus (Ranged) 8, Benefit (Status: Wizard) 2, Dodge Focus 3, Fearless, Improved Initiative 2, Jack of all Trades, Luck 2, Sidekick 16 [Shadowfax], Sieze Initiative, Skill Mastery (Concentration, Knowledge (Arcane), Knowledge (Physical Sciences), Diplomacy), Well Informed
Powers [93pp]:
Maiar Physiology 4 [Container; PF: Innate]
Contains: Immunity 4 [Aging, Disease, Cold, Heat]; Enhanced Wisdom 6; Enhanced Intelligence 5; Enhanced Constitution 5
Magical Variable Power 12
[Multiple Powers of the Magical Descriptor; PF: Affects Insubstantial; Drawbacks: Powerless (Must Speak and Gesture to Cast Spells; -3)]
Devices[30pp]:
Staff of Power 4 [Device; Easy To Remove]-12pp
-Strike +2 [PF: Mighty, Affects Insubstantial]
-Boost 3 [All Magical Powers; Extra's: Total Fade]
-Environment Control 1 [Light (rank 1); PF: Increased Radius 3 (25')]
Glamdring "The Foe Hammer" 2 [Device; Easy To Remove]- 6pp
-Super Senses 3 [Detect Orcs (Ranged, Extended); Noticeable Drawback] -2pp
-Strike 6 [PF: Accurate, Mighty, Affects Insubstantial; Extras: Penetrating 2; Flaw: Limited (3 ranks limited to Orcs & Balrogs)]- 8pp
Narya "Ring of Fire" 3 [Device; Hard to Remove]-12pp
Contains: Enhanced Feat: Inspire 2; Emotion Control 12 [Flaw: Limited to Hope]; Immunity 1 [Aging]
SideKicks:
ShadowFax [Lord of all Horses]-77pp
Abilities [26pp]: Strength 17(+3), Dexterity 13(+1), Constitution 20(+5), Intelligence 10 (+0), Wisdom 16(+3), Charisma 10 (+0)
Saves [11pp]: Toughness +5, Fortitude +5, Reflexes +5, Willpower+10
Combat [24pp]: Attack +5 (includes penalty for growth), Defense +5 (includes penalty for growth), Initiative +5
Skills [2pp]: Notice 8 (+11)
Feats [3pp]: Fearless, Improved Initiative, Move by Attack
Powers: Growth 4 [PF: Innate; Flaws: Permanent], Protection 2, Speed 2, Super Senses 2 (extended vision, Lowlight Vision)

I would kick his Magical Variable Power down by 3 ranks, as Gandalf the Grey. Adjust his Attack and Defense by 3 ranks as well. This will free up 30pts, and adjust his power level by 3 (but keep the trade offs going). ; Its also said that gandalf has been alive for the lives of 300 men ! There is a reason why i put him at PL 12, it only took a small moment to reach this conclusion. With his Staff he caps at PL 15 as far as effects go, and when you think about it this would fit right with a man who takes on a Balrog and wins. That says something for gandalf! I had to guess on the powers that the Maiar possess.
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Lord of the Rings

Post by MisterB »

Durin's Bane, The Balrog of Moria, Demon of Shadow and Flame.
Power Level: 18 (268), Minion: 17, Trade Offs: -2 Attack, +2 Damage
Abilities [21pp]: Strength 34 (+12), Dexterity 17(+3), Constitution 26 (+8), Intelligence 17 (+3), Wisdom 17 (+3), Charisma 6 (-2)
Saves [21pp]: Toughness +18 [+8 Impervious], Fortitude +13, Reflexes +8, Willpower +15
Combat [32pp]: Attack Bonus +9 [+16 Melee], Dodge Bonus +10 [+3 Flatfooted], Initiative +3, Damage Flanged Whip (13/18), Flaming Sword (15/20), Fire Pillar (20)
Skills [7pp]: Concentration 4 (+7), Intimidate 16 (+4), Notice 8 (+11)
Feats [22pp]: Attack Focus 7 (Melee), Dodge Focus 3, Intimidating Presence 10, Power Attack, Startle
Powers [144pp]:
Strike 8 [Firey Aura; Power Feats: Selective; Extras: Aura, Duration Sustained +2]; Blast 20 [Pillar of Fire; Power Feat: Indirect, Reduced Area Progression 10 (50'); Extra: Cylinder] ; Growth 12 [Power Feats: Innate 10; Flaws: Permanent] ; Immunity 5 [Fire] ; Leaping 3 [Power Feats: Alternate powers (Flight 3 [Gliding])] ;Protection 10 [Extras: Impervious 8] ; Super Strength 1 [Heavy Load: 22,400 lbs] ; Super Senses 7 [Detect Good (extended, acute, accurate); Dark Vision]
Devices [27pp]:
Flanged Whip of Fire [Device 5; Easy To Remove]
-Strike +1 [Power Feats: Mighty, Increased Critical, Split Attack; Extra: Linked to Snare]
-Snare 8 [Extra: Linked to Strike]
-Enhanced Strike 4 [Flaming; Power Feats: Mighty; Extra: Linked to Snare and Strike]
Flaming Sword [Device 4; Easy To Remove]
-Strike +3 [Power Feats: Mighty, Increased Critical; Extra: Penetrating 6]
-Enhanced Strike 5 [Flaming, Power Feat: Mighty]
Drawbacks [6pp]: Powerless (Leaping & Gliding; Wings), Vulnerable (Light of Goodness [-1 all checks, attack, and defense]; Moderate Intensity, Uncommon Frequency; Progression 3 [Every round])

Notes:
I know that balrogs and flight are a touchie subject and of high-debate, so i went the middle ground. I gave him vestigal wings that can be used for gliding.
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Lotr

Post by MisterB »

Fool do you not know death when you see it ?

The Witch King of Angmar, Lord of the Nazgul, The Black Captain, and the Morgul Lord
Power Level: 12 (255pp) , Race: Ring Wraith, Profession: Witch King

Abilities [29pp]: Strength 17 (+3), Dexterity 16 (+3), Constitution ~, Intelligence 18 (+3), Wisdom 18 (+4), Charisma 20 (+5)
Saves [12pp]: Toughness +0/+5 in armor, Fortitude ~, Reflexes 4 (+7), Willpower 8 (+12)
Combat [30pp]: Attack Bonus +7 (+10 melee, +12 with Morgul Blade), Defense Bonus +8 (+4 flatfooted), Initiative +3, Grapple +16, Knockback -2
Damage (dc): Unarmed +3, Morgul Blade +6 (+4 penetrating; 18-20 critical; will save dc 14 incurable con drain with disease extra), Morgul Mace +7 (+5 penetrating; 18-20 critical; dc 18 Corossion ), Dark Magic (see below)
Skills [11pp]: Bluff 2 (+7), Diplomacy 2 (+7), Intimidate 7 (+12), Knowledge-Arcane 10 (+13), Knowledge-Civics 7 (+10), Knowledge-History 8 (+11), Knowledge-Tactics 7 (+10), Languages 1 (BlackSpeech; Common), Ride-Horse 4 (+7), Ride-Hell Hawk 7 (+10)
Feats [24pp]: All out Attack, Attack Focus (Melee) 3, Benefit 6 (Status: Witch King, Nazgul Lord, Wealth 4), Improved Sunder, Inspire 2, Leadership, Master Plan, Minion 3 [Black Horse], Minion 4 [Hell Hawk], Startle, Weapon Break
Powers [129 pp]:
Wraith Physiology Power Suite (99pp)
-Evoke Fear [Emotion Control 8 (Extra: Area (burst); Flaw: Limited to Fear Only, Sense Dependant, Permanent)] (3pp)
-Black Breath [Stun 8 (Power Feats: Triggered [2 rounds under the influence of Evoke Fear], Extra: Ranged, Area Burst, Flaw: Sense Dependant)] (24pp)
-Features: +4 Intimidate bonus in darkness (1pp)
-Immunity 32 [Critical Hits, Fortitude Checks] (32pp)
-Insubstantial 4 [Can still be affected by enchanted objects; Extra: Affects Substantial (Strength bonus); Flaws: Permanent] (19)
-Invisible [8pp]
-Regeneration 1 [Power Feats: Die Hard; Ressurection 1 (1 week)] (2pp)
-Super Strength 1 (2pp)
-Super Senses 8 [Darkvision, Track (by scent), Detect Power, Detect the Ring (PF: Triggered [with the use of the ring], extended 2, Radius)]
Dark Magic Array 12 [Power Feats: Affects Insubstantial, 5 Alternate Power] (30pp)
-Base: Black Bolt 8 [Extras: Penetrating]
-AP: Weapon of Flame [Enhanced Strike 4 (Flame Damage; Extra: Secondary Effect; Flaws: Limited [must have a weapon])]
-AP: Shatter 8 [Corrosion; Extra: Ranged; Flaw: Limited (Objects)]
-AP: Confuse 12
-AP: Fog 12 [Obscure (Extras: area [Shapeable])]
-AP: Possession 6
Devices [30pp]:
Morgul Blade [Easy to Remove Device]
-Strike 3 [PF: Accurate, Mighty, Improved Critical 2; Extra: Penetrating 4, Linked to Drain (+0)]
-Drain 4 *[Constitution; PF: Incurable, Progression 6 (restored 1 per day. ); Extra: Linked to Strike (+1), Disease, Alternate Save (Will)]
Morgul Mace [Easy to Remove]
-Strike 4 [PF: Mighty, Improved Critical 2; Extra: Penetrating 5]
Equipment [Wealth Bonus +22 ]: Morgul Armor (+5 toughness)
Drawbacks [10pp]: Disability [-4 to any notice, search tests during daylight, or beyond any barrier of water; Common, Moderate] = 3pp, Weakness to Sunlight [Sunlight; Moderate (-1 all checks), Very Common; Every 5 hours (progression 2)] = 2pp, Vulnerable to Water [Water; Moderate (+50%dc), Common] = 6pp, Vulnerable to Light Powers & Fire damage [Minor (+1 dc), Common] = 2pp
Complications: Total Obediance to Saruon, Hatred (the living)

Im not going to say i understand the Wraith's in the LOTR, it's become apparent to me in retrospect that the Nazgul can be affected by normal weapons, and have only a small amount of Insubstantial. However death is never long lived, as long as Sauron is alive.

* Should a target reach 0 Con, he becomes a ring wraith under the command of sauron.
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Lotr

Post by MisterB »

Galadriel, Power Level: 11 (233),
Race: Noldor Elf, Concept: Lady of the Golden Wood, Place of Residence: Lothlorien, Family: Finarfin (Father), Earwen (Mother), Thingol (Great Uncle), Celeborn (Husband), Finrod (Brother), Orodeth (Brother), Angrod (Brother), Aegnor (Brother), Celebrian (Daughter), Elrond (Son in law), Elladin (Grandson), Elrohir (Grandson), Arwen (Granddaughter) ; Height: 6'4", Eyes: Blue, Hair: Silver-gold; Trade Offs: -2 Att, +2 DC, -2 Def, +2 Toughness

Abilities [38pp]: Strength 10 (+0), Dexterity 18 (+4), Constitution 17 (+3), Intelligence 20 (+5), Wisdom 24 (+7), Charisma 22 (+6)
Saves [18pp]: Toughness +3/+6 defensive roll, Fortitude 6 (+9), Reflexes 6 (+10), Willpower 6 (+13)
Combat [28pp]: Base Attack +5 (+7 with ranged, +9 with magic, +2 bonus in woodlands), Base Defense 9 (+4 flatfooted, +2 bonus in woodlands), Initiative +8, Grapple +5, Knockback -5
Attack (dc): Unarmed +0, Magic (see below)
Skills [29pp]: Acrobatics 4 (+8), Bluff 6 (+12/+20 when attractive), Climbing 3 (+3), Concentration 12 (+19), Craft: Tailoring 11 (+16), Diplomacy 6 (+12/+20 when attractive), Handle Animal 12(+19), Intimidation 4 (+10), Knowledge: Arcane 15 (+20), Knowledge: History 13 (+18), Medicine 8 (+15), Notice 13 (+20), Search 10 (+15), Stealth 12 (+16/+20), Survival 12 (+19/+23), Swim 4 (+4)
Feats [33pp]: Accurate Attack, Artificer, Attack Focus (Ranged) 2, Attack Specialist (Magic 2), Attractive 2, Benefit (Status: Queen of Lothlorien 2, Wealth 5) 7, Connected, Defensive Roll 3, Eidetic Memory, Elusive Target, Fascinate (Diplomacy), Favored Envronment (woodlands) 2, Improved Initiative 1, Inspire 2, Leadership, Precise Shot 2, Quickdraw 1, Quick Shot, Ranged Pin, Ritualist,

Powers [63pp]:
Grace of the Valar Power Suite (25pp)
- Enhanced Charisma +2
- Enhanced Intelligence +2
- Enhanced Wisdom +2
- Enhanced Dexterity +2
- Enhanced Skill 2: Survival +4, Stealth +4
- Feature 1: +4 to resist the fatigue power of the magical descriptor
- Immunity 6 [Aging, Disease, Cold Extremes, Need for Sleep, Fear (induced by ghosts)]
- Regeneration 3 [+3 recovery tests]
- Super Senses 5 [Detect Power (ranged), Detect Evil (ranged), Extended Vision, Low light Vision]
Elven Magic 16 [Array; Power Feats: 6 Alternate Powers] (38pp)
-Base: Telepathy 13 [Extra: Comprehend 3 (Languages) ]
-AP: Lothlorien Protection 5 [Illusion (All Senses); Power Feats: Progression 12 (20 mile radius); Selective Attack; Flaws: Phantasm]
-AP: The Healing Waters 7 [Power Feats: Persistant; Extras: Energizing, Total]
-AP: The Mirror of Galadriel [Super Senses 10 (Postcognition [Acute], Precognition [Acute]; Flaws: Medium (Watery Surface) + ESP 8 [Vision; Medium (Watery Surface)] + Enhanced Intelligence 18 [Flaws: Limited to ESP, Postcognition, and Precognition Checks] + Enhanced Wisdom 18 [Flaws: Limited to ESP, Postcognition, and Precognition Checks] = 32pp
-AP: Water Control 10
-AP: Water Blast 8 [Extra: Perception, Area (Shapeable)]
-AP: Mental Blast 8

Devices [24pp]:
Nenya, The Ring of Amanant & Water [Hard to Remove Device] (24dp)
- Boost 4 [Water Descriptor; Extra: Total Fade]
- Immunity (Aging) 1 = 1pp
- Impervious Toughness 3
- Super Senses 4 [Detect Ring Bearers (Accurate, Extended x 2)] = 4pp
Elven Cloak [Hard to Remove Device] (4dp)
-Concealment 2 [Normal sight; Power Feats: Close Range, Subtle; Flaws: Blending]
Elven Boots 1 [Hard to Remove] (4dp)
- Super Movement 2 [Trackless, Surefooted]

Equipment []: Elven Bow (add improved critical),
Drawbacks []: n/a
Complications: Enemy (The Darklord, and servants of)

As for Galadriel and her mirror, i made that a spell and not a magical item. Cause i figured she can turn anything into her mirror, as long as she has the right materials for it. The story version of Galadriel takes a big chop from her abilities, but i think this fits her alot better. She lacks any armor or weapons, and has concentrated more on her magical prowess of the forest around her. But picks up a nice water blast and mental blast. The elves trackless and surefooted, got moved to "boots" instead of a racial ability. Which i think might just be the case, well from my one point of view. She kicks ass with an ability to make the forest she lives in a veritable illusionary maze , and with water blast and mental blast she could definetly hold her own.
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Post by MisterB »

Arwen Undomiel,
Race: Elf, Profession: ?, Power Level: 8 (134 pp), Parents: Elrond (Father), Celebrian (mother), Siblings: Elladan, Elrohir

Abilities [28pp]: Strength 10, Dexterity 14 (+2), Constitution 15 (+2), Intelligence 16 (+3), Wisdom 19 (+4), Charisma 22 (+6)
Saves [13pp]: Toughness +4, Fortitude 3 (+5), Reflexes 4 (+6), Willpower 6 (+10)
Combat [16pp]: Base Attack +4, Base Defense +4 (+2 flatfooted), Initiative +6, Grapple +4, Knockback -2, Hero Points 2
Attack (dc): Unarmed (+0)
Skills [13pp]: Acrobatics 2 (+4), Diplomacy 1 (+7/+19 with attractive), Handle Animal 5 (+11), Knowledge: Arcane 4 (+6), Knowledge: Elven Kingdoms 6 (+9), Knowledge: History 5 (+8), Medicine 4 (+7), Notice 8 (+12), Perform: Singing 2 (+8), Perform: Oratory 4 (+10), Ride-Horse 4 (+6), Search 7 (+10), Survival 8 (+12/+16), Stealth 5 (+7/+11)
Feats [16pp]: Animal Charm, Attractive 2, Benefit (Status-Lady) 1, Benefit (Wealth) 2, Defensive Roll 2, Fascinate (diplomacy), Improved Initiative 1, Inspire 3, Luck 1, Ritualist, Well Informed

Powers [48pp]:
Sindarin Elf Physiology 5 [Container; Power Feats: Innate]
- Enhanced Dexterity +2
- Enhanced Charisma +2
- Enhanced Intelligence +2
- Enhanced Wisdom +2
- Enhanced Skill 2: Survival +4, Stealth +4
- Enhanced Feats 3: Attractive, Artificer, Greater Artificer
- Feature 1: +4 to resist the fatigue power of the Magical Descriptor
- Immunity 5 [Disease, Cold Extremes, Need for Sleep, Fear (induced by ghosts)]
- Regeneration 1 [+1 recovery tests]
- Super Senses 5 [Detect power (ranged), Detect evil (ranged), Extended Vision]
Elven Magic 8 [Array; Affects: Insubstantial, 5 Alternate Powers]
-Base: Emotion Control 8 [Extra: Area (burst); Flaw: Limited (Hope)]
-Ap: Boost 4 [Saves; Extras: Affects Others, Area (Burst); Flaws: Sense Dependant (hearing)]
-Ap: Water Control 8
-AP: Healing 5 [Extra: Energizing]
-Ap: Summon 4 [Extra: Broad (All beasts)]
-Ap: Shield 5 [PF: Selective; Extra: Affects Others, Area (Burst), Flaws: Limited (against the servants of shadow)]

Equipment [Wealth Bonus +16]: ??
Drawbacks []: ??

What can i say, she's supposed to be the most beautiful woman in middle earth. If anything she continues to keep her inspirational abilities, as this was her driving force in the story. And her tenacity to hope against such overwelming despair. She is an elven lady, in all its finest. I figure she's mostly a party booster, which ever group she is in she can complement them with inspiration, higher saves, and protection against dark forces. Or even summon beasts to do her will.
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Original

Post by MisterB »

Paragon,
Aka Mark Bowen, Power Level: 10 (150 pp), Profession: Sound Technician, Marital Status: Single, Place of Residence: ? , Family: John Bowen (father, deceased), Mary Bowen (Mother), Olivia Louis (Girlfriend); Age: 22, Height: 6'2", Weight: 210 lbs, Eyes: Blue, Hair: Dark Brown, Alliegances: Family, Moral (good), Motivations: Responsibility, Goals: ??

Abilities [30pp]: Strength 15/34 (+12), Dexterity 15 (+2), Constitution 15/30 (+10), Intelligence 15 (+3), Wisdom 15 (+2), Charisma 15 (+2)
Saves [10pp]: Toughness +10 (impervious), Fortitude 3 (+5/+10), Reflexes 2 (+2), Willpower 5 (+7)
Combat [20pp]: Base Attack +5 (+7 with heat beam /+8 with Melee), Base Defense +5 (+2 flatfooted), Initiative +2, Grapple +27, Knockback -19, Hero Points 2
Attack (dc): Unarmed +12 penetrating, Heat Beam +6 (Precise)
Effective Strength [65]: 204,800 lbs Heavy (409,600 max/1,024,000 drag)
Skills [10pp]: Bluff 4 (+6), Craft: Electronics 3 (+5), Diplomacy 4 (+6), Drive 3 (+5), Gather Information 5 (+7), Knowledge: Popular Culture 2 (+4), Knowledge: Technology 5 (+7), Notice 4 (+6), Perform: Sing 2 (+4), Profession: Sound Technician 8 (+10)
Feats [7pp]: Attack Focus (Melee) 3, Attractive, Benefit (Wealth) 1, Luck 1, Power Attack

Powers [83pp]:
- Enhanced Strength 19 *
- Enhanced Constitution 15 * [Extra: Impervious Toughness 10]
- Flight 7 [PF: Dynamic, DAP: Immovability 14 (+56 to resist push,rush,trip, throw; -14 to Knockback)]
- Super Strength 7 * [Ap: Penetrating Strength Bonus 12, AP: Regeneration 12 (PF: Die Hard, Persistant; Bruised 3, Injured 3, Staggered 3, Disabled 2, Unconscious 1), AP: Blast 6 (Heat Beam; PF: Precise, Accurate) ]
- Super Senses 6 [Extended Vision, Extended Hearing, X-Ray Vision (lead)]

Equipment [Wealth Bonus +13]: ?
Drawbacks [10pp]: Vulnerable [Mental Attacks (minor [+1 dc]), Common] 2pp, Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp, Weakness [-1 to solar dependant powers in darkness every 1 minutes (moderate), Very Common]
Complications: Responsibility (Girlfriend & Family & Job), Secret (Identity)

Powers with a * are solar dependant powers.


Well Mark here is my own version of super man, well only cause i don't like superman the way he is in DC (Hell i think i covered all the bases really; and he could be used for Clark with a few point swapings with his skills probably), in a PL 10 (150pp) frame work. He is Tall, Dark, handsome, he is an all-around kind of guy. As a sound technician working for a local recording studio, he gets a chance to meet and mingle with some of the music scene. Many of his powers are solar dependant, except his flight and his super senses. Otherwise in dark situations all his powers go down one rank for every 10 rounds (1 minute) of exposure. His flight works in such a fashion, instead of using it to fly he can use it to brace himself against the force of attacks aimed at him.
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Re: Mister B's "The Best of 2nd Edition"

Post by MisterB »

Morlaine BlackStaff,
Concept: Human Wizard, Power Level: 4 (60pp), Age: 23, Height: 5'10", Weight: 190, Eyes: Hazel, Hair: Dark Brown, Allegiance: Moral (Good), Wizard College, Motivation: Good, Goals: To open a Magic Shop; Family: Verena (40, Mother), Diehl (41, Father), Jesenia (24, Sister), Morwen (18, Sister), Elias (17, Brother), Hugh (20, Brother), Mathen ( Paternal Uncle, 43), Allaine (Aunt 38), Lydia (Cousin, 16), Phoeve (Cousin, 18), Torin (Maternal Grandather, 59); Marital Status: Single

Abilities [11pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 13 (+1), Charisma 10
Saves [4pp]: Fortitude +2/+4 with Forcefield, Fortitude 0 (+1), Reflexes 1 (+1), Willpower 3 (+4 )
Combat [4pp]: Attack Bonus +1 [+3 magic], Base Defense Bonus +1 (+1 Flatfooted), Initiative +4, Grapple +1, Knockback -1, Hero Points 1
Attack (Dc): Unarmed +0, Staff +2, Magic Missile (+3 indirect split attack), Sleep Spell (dc 12 selective area burst), Earth Snare Spell (dc 13 shapeable area snare)
Skills [8pp]: Concentration 5 (+6), Craft (Chemical) 2 (+5), Handle Animal 2 (+2), Knowledge (Arcane) 6 (+9), Knowledge (Astronomy) 1 (+4), Languages 4 (Native: Common; Endrian, Arcane, Dwarf, Elven, Goblin), Notice 4 (+5), Medicine 1 (+2), Profession (Farming) 3 (+4), Sleight of Hand 4 (+4)
Feats [13pp]: Artificer, Attack Specialist (Magic), Animal Empathy, Equipment 2, Improved Initiative, Precise Shot, Ritualist, Sidekick 6 (Farth),

Powers [23pp]:
Arcane Magic 6 [Power Feats: 4 additonal Spells]
-Base: Magic Missile 3 [Blast (Power Feat: Split Attack, Indirect; Extra: Perception Ranged)]
-Ap: Sleep 2 [Fatigue (Power Feats: Selective; Extra: Ranged, Area [Blast])]
-Ap: Earth Snare 3 [Snare (Power Feats: Reversible; Extra: Area [Shapeable])]
-Ap: Forcefield 2 [Extra: Ranged (2), Impervious, Affects Others (+1)]
-Ap: Summon 3 [Extra: Broad (All Beasts +2)]
Super Senses 2 (Magic Awareness, Ranged)
Sacra Form [Morph 2 (Any Animal; Power Feats: Metamorph [Sun Griffon Sacra])] 5pp

Equipment[7ep]: Spell Book (2), Material Components (1), Staff (+2, mighty) (3), Wizards Robes (+1 toughness) (1)
Drawbacks[3pp]: Power Loss (cannot case magic, if he cannot speak or gesture )

Farth the Elven Cat
Abilities (8pp): Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 6 (-2), Wis 14 (+2), Cha 10 (+0)
Saves (4pp): Toughness 0, Fortitude +2, Reflexes +4, Willpower +2
Combat (4pp): Base Attack 2 (+4), Base Defense 0(12)
Skills (7pp): Acrobatics 8(+10), Climb 9(+5), Notice 3 (+5), Stealth 8 (+10)
Feats (2pp): Elusive Target, Improved Initiative
Powers (10pp):
-Shrinking 8 (power feats:innate, flaws:permanent)
--+2 Attack/Defense, -8 Strength, +8 Stealth, -4 Intimidation, x 1/2 CC
-Super Senses 1 (low light vision)


Sun Griffon Sacra Form (60pp)
Abilities [22pp]: Strength 16 (+3), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 14 (+2), Charisma 6 (-2)
Saves [5pp]: Toughness +2, Fortitude 1 (+3), Reflexes 1 (+4), Willpower 3 (+5)
Combat [6pp]: Base Attack +0 (+4 Melee), Base Defense +3 (+1 flatfooted), Initiative +3, Grapple +8, Knockback -1
Attack (dc): Claws +4, Bite +4
Effective Strength: 920 lbs Heavy Load
Skills [2pp]: Notice 8 (+10)
Feats [6pp]: Attack Focus (Melee) 4, Inspire 2
Powers [27pp]:
Sun Griffon Sacra Form (11pp)
-Lions Claws [Strike +1 (Power Feat: Mighty)]
-Bite [Strike +1 (Power Feat: Mighty)]
-Flight 3 [Drawbacks: Powerless (wings)]
-Super Strength 1
Sacred Power of the Sun (16pp)
-Emotion Control 3 [Alternate Power: (Hope-with same extras and flaws); Extras: Linked to Environmental Control (+0), Area (Burst), Selective Attack; Flaws: Fear Only, Sense Dependant (visual)] (7pp)
-Environmental Control 3 [Sunlight; Extra: LInked to Emotion Control (+1)] (9pp)
Drawbacks [-8pp]: No Hands (-4), Mute (-4)


History: Morlaine as a young child was destined to continue living on a farm, with his family even though he was born with a gift for magic. His father didn't want his son being a mage, he refused to let him go. Until one day when he was 11, he had saved the life of a local mage. Grateful to the young morlaine and seeing the potential he had in him, he made sure morlaine was able to go to school so he could be a wizard. Morlained finished his training by the time he was 18, with the grudging acceptance of his father. Once he had become an adult he left the farm to start his own life. Morlaine had moved into the city of Marakesh, which had the best magical college and gained his application to learn from them. Morlaine does not want to go back home because of his father. His father never accepted that fact that morlaine didn't want to be a farmer, and morlaine is afraid of seeing his father again.
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LOTR

Post by MisterB »

"Didst thou think that the eyes of the White Tower were blind? Nay, I have seen more than thou knowest, Grey Fool. For thy hope is but ignorance. Go then and labour in healing! Go forth and fight! Vanity. For a little space you may triumph on the field, for a day. But against the Power that now arises there is no victory."
The Return of the King: "The Pyre of Denethor," p. 129

Lord Denethor II, Race: Man (Gondorian), Profession: Steward of Gondor, PL: 6 (90pp), Family: Ecthenlion II (Father, deceased), Two Unamed Sisters, Finduilas (wife), Boromir (Son), Faramir (Son)

Abilities [18pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 11 (+0), Intelligence 18 (+4), Wisdom 16 (+3), Charisma 13 (+1)
Saves [11pp]: Toughness +0, Fortitude 2 (+2), Reflexes 1 (+1), Willpower 8 (+11/+15)
Combat [14pp]: Attack Bonus +3 (+7 Melee), Defense Bonus +4 (+2 flatfooted), Initiative +0, Grapple +2, Knockback 0
Attack (dc): Unarmed 0
Skills [18pp]: Bluff 5 (+6), Concentration 11 (+14), Diplomacy 7 (+8), Intimidate 4 (+5), Gather Information 10 (+11), Knowledge (Arcane) 2 (+6), Knowledge (Gondor) 8 (+12), Knowledge (history) 6 (+10), Knowledge (Astronomy) 9 (+13), Languages 1 (Common, Elf), Notice 3 (+6), Perform-Oratory 3 (+4), Profession (Steward) 10 (+13), Ride-Horse 2 (+2), Search 9 (+13)
Feats [16pp]: Attack Focus 4 (melee), Benefit (Status 3-Steward), Benefit (wealth) 3, Connected, Leadership, Master Plan, Ritualist, Second Chance (Mind Control), Ultimate Save (will)
It is quite possible that Denethor knew some ancient lore, and perhaps a little bit of magic. This has been mimicked by the use of the Ritualist feat.

Devices [13pp]:
Palantir or Seer-Stone 3 [Easy to Remove Device]
The palantir instils a compulsion to use it, after the first time of being used, for It requires a great will, to command them. And Sauron could not command denethor or control him like he had done with Sarumon, but Sauron was able to manipulate what he saw.
-Super Senses 7 [Communication Link (7 seer stones)] (7dp)
-ESP 8 [Sight, Hearing; Flaw: Limited (cannot pierce darkness or shadow)] (8dp)

Equipment [+20 wealth bonus]: Robes, Dagger , Rod of the Stewards, Sword, Medium Shield, Mail Armor
Drawbacks []: ??
Complications: ?
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M1 Universe

Post by MisterB »

"There's a reason i'm on the top five 'most wanted' list of almost every major country in the world. That kind of Reputation and Notoriety, you can't buy. You make, one atrocity at a time. "

Nega-lord, aka Sean Morgan, Profession: Terrorist, Power Level: 13 (229pp), Marital Status: Single, Family: Kain Morgan (father), Slade Morgan (mother), Moira Morgan (sister), Place of Birth: Craigavon, Ireland, Base of Operations: St. Mary's, Nova Scotia; Age: 33, Height: 6'0", Weight: 210 lbs, Eyes: Green, Hair: Blonde, Alliegance: Himself, Moral (Evil), Motivations: Greed, and Power, Goals: To become the most powerful mobster in the world ; Trade Offs: - 4 Attack, +4 DC, -3 defense, +3 toughness

Abilities [31pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 20 (+5), Intelligence 13 (+1), Wisdom 15 (+2), Charisma 17 (+3)
Saves [22pp]: Toughness +16, Fortitude 5 (+10), Reflexes 8 (+11), Willpower 9 (+11)
Combat [38pp]: Attack bonus +9, Defense bonus +10 (+5 flatfooted), Initiative +3, Grapple +9/+14, Knockback -7
Attack (dc): Unarmed +0, Gamma Radiation Blast (dc 32 radiation, 30' radius explosion), Disintegrate (Dc 23), Corossive Touch (dc 28 fortitude check), Time Stop (dc 23 paralyze)
Effective Strength 30 (1,600 lbs heavy load), 55 with Telekinesis (51,200 lbs-heavy load
Skills [10pp]: Bluff 9 (+12), Diplomacy 3 (+6), Gather Information 7 (+10), Intimidation 10 (+13), Knowledge: Civics 4 (+5), Knowledge: Tactics 7 (+8)
Feats [32pp]: Benefit 5 (Status-Crime Lord 1, Wealth 4), Connected, Contacts, Intimidating Presence 5, Leadership, Minions 18 [20 fanatic, PL 5 mobsters], Taunt

Powers [100pp]:
Cosmic Energy Manipulation 20 [Array; Power Feats: 5 Alternate Powers]
- Base: Blast 17 [Gamma Radiation Blast; Extras: Area (burst; targeted) 6]
- AP: Telekinesis 11 [Gravitic; Power Feats: Precise; Extra: Perception Ranged, Area (Burst) 6]
- AP: Disintegrate 8
- AP: Corrosive Touch 13
- AP: Paralyze 13 ["Time Stop"; Extras: Perception, Area (shaped, targeted)
Cosmic Energy Body 11 [Alternate Form] = 55
- Immunity 9 [Life Support; Flaws: Sustained]
- Flight 12 [25,000 miles an hour] (24pp)
- Super Strength 6 [Extra: Sustained] (17pp)
- Protection 11 (11pp)

Equipment [Wealth Bonus +24]: At least 50 ep's in HQ and Vehicles, and enough equipment to gear up his mobsters with armor (+3), and Assault Rifles with armor piercing bullets (+5/+3 penetrating)
Drawbacks [4pp]: Weakness to High Electrical Fields (Cumulative -1 to attack, defense, and checks every 1 minutes, Moderate, Uncommon) = 4pp
Complications: Reputation (Notoriety), Enemy (Russian Mob), Secret (tied to irish mob), Secret (identity), Fame


Story:
Sean Morgan grew up in a wealthy irish family, that was secretly and highly tied in the irish mob. Suffice to say that he had everything he needed, to make him what he is today. Attempting to make a statement, sean and his group known as the "Hades Faction" took over a power supply station in Russia. But the station blew, when something went wrong. Sean's breakout happened in a split second, as his molecules were torn apart and then reassembled as his body was bathed in cosmic radiation. In the aftermath he gained the ability to control dark energy, giving him the ability to alter gravity, slow time, and create powerful blasts of radiation. He could also transform himself into a cosmic state, which grants him Life support, incredible speeds of flight, and super strength. His weakness to high electrical fields, is due to the positive energy slowing down his negative energy profile. Now Sean has never been tied to the mob with any solid evidence, though he is watched by several agencies of his movements. Its his actions as "Nega Lord" that has most people concerned, his powers are giving his group a quick boost in the right direction. But he is butting heads with the russian mob, so he has moved his base of operations into Nova Scotia. Extending his hand into the American irish mob connections he has. On the other flip of the coin, Sean Morgan, is a wealthy single socialte irishman. Who flaunts his wealth, in clubs, fancy restaurants, women, and extravagant parties from time to time.
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ST TNG

Post by MisterB »

Sisko loses his temper and knocks Q down, an astonished Q says, "You hit me! Picard never hit me!" Sisko counters frankly that "I'm not Picard." Q responds with a smile, saying "No...you're much easier to provoke."

Q, Race: The Q, Profession/Concept: Omnipotent Being , Power Level: 15 (375 pp), Trade Offs: -5 attack, +5 DC, -5 defense, +5 Toughness

Abilities [56pp]: Strength ~, Dexterity 20 (+5), Constitution ~, Intelligence 30 (+1), Wisdom 30 (+10), Charisma 16 (+3)
Saves [18]: Toughness ~, Fortitude ~, Reflexes 8 (+13), Willpower 10 (+20)
Combat [40pp]: Attack Bonus +10, Defense Bonus +10 (+5 flatfooted), Initiative +5, Grapple ~, Knockback ~
Attack (dc): Anything he wants?
Skills [15pp]: Bluff 8 (+11), Knowledge-Physical Sciences 20 (+30), Notice 16 (+26), Search 16 (+17)
Feats [2pp]: Eidetic Memory, Jack of all Trades
Powers [244pp]:
Q Energy Physiology (244pp)
- Immunity 60 [Fortitude Effects, Willpower Effects; (Flaws: Limited [only works against corporeal beings])] (30pp)
- Insubstantial 4 (20pp)
- Super Senses 14 [Cosmic Awareness (accurate, acute, extended), True Sight] (14pp)
Cosmic Energy Control 20 [Variable Power; Extra: Affects Coporeal; any combinations of traits and powers up to 100 pp's(180pp)]
-- Q can literally do what ever they wish, create matter, destroy it, or modify the principles of matter energy, etc to do just about anything. Most commonly a Q can use any power, and it usually has the Perception ranged extra on it (if it does not already have it). And it can have a rank up to 20 in PL. They commonly use this power to take on a coporeal form, to interact with other species.


The statistics are given for a Q in its true form, as an energy being having no strength or constitution score. This is pretty much a bare bones version, and this is the only race i'd give the reality altering powers of the variable power.
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LOTRO Conversions

Post by MisterB »

Here is the character i made for the LOTR rpg, converted into MnM. Janfred a human female magician, from the dalelands. Janfred was build using an open ended system, no PL limits just points to spent. And skills use the 1:5 exhange.

Janfred, Race: Man (Dalelands), Profession: Magician, Total Cost: 40pp, Gender: Female, Age: 18, Hair: Black, Eyes: Green

Abilities [12pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 15 (+2), Charisma 12 (+1)
Saves [3pp]: Toughness +3, Fortitude +1, Reflexes 1 (+1), Willpower 2 (+4)
Combat [2pp]: Base Attack +1 (+3 with blunt weapons), Base Defense +0 (+0 flatfooted), Initiative 0, Grapple +1, Knockback -2, Hero Points 3
Skills [7pp]: Bluff +2 (+3), Craft: Wood carving +1 (+2), Diplomacy +1 (+2), Language 3 (Westron; Quenya, Rohirin, Sindarin), Lore: History (Dalelands) +4 (+5), Lore: History (Dwarves) +1 (+2), Lore: Magic +6 (+4), Lore: Realm (Dalelands) +6 (+7), Lore: Realm (Lonely Mountain) +2 (+3), Lore: Realm (Mirkwood) +2 (+3), Medicine +3 (+5), Notice +3 (+5), Ride- Horse +1 (+1)
Feats [7pp]: Attack Focus 2 (Flaws: Blunt weapons only), Attractive, Equipment 2, Luck 2, Ritualist 1
Powers [10pp]:
Armour of Heroes [Protection 2; Flaws: Limited (Only if she does not wear armor)]
Magic 5 [Array; Power Feats: 4 alternate powers; Flaws: Distracting]
Base: Fiery Missile [Blast 3 (Extra: Secondary Effect)]
Ap: Beast Summoning 3 [Great Raven; Extra: Heroic]
Ap: Create Light 3 [Environmental Adapation (light)]
Ap: Kindle 2 [Blast (Extra: Secondary Effect, Perception ranged)]
Ap: Sense Power 4 [Super Senses (Detect Magic[Extended,Acute], Detect Evil [Extended,Acute])]
Equipment [7ep]: Staff [+2 mighty strike], Dagger [+1 mighty strike, 19-20 critical], Robes
Complications: Craven



Janfred, Race: Man (Dale), Order: Magician, Advances: 5
Primary Attributes: Bearing 8 (+1), Nimbleness 5 (+0), Perception 9 (+1), Strength 5 (+0), Vitality 8 (+1), Wits 10 (+2)
Reactions: Stamina +1, Swiftness +1, Willpower +2, Wisdom +1
Secondary Attributes: Defense 10, Health 8, Renown 0, Courage 4
Order Abilities: Spell Casting 1 [Fiery Missile, Beast Summoning, Create Light, Kindle Fire, Sense Power]
Race Abilities: Adapatable, The Domain of Man, Skilled
Edges: Armour of Heroes, Charmed Life, Fair
Flaws: Craven
Skills: Armed Combat (clubs)+1, Craft: Wood carving +1, Debate (Negotiate)+1, Healing (Herbal remedies) +3, Insight +3, Intimidate (power) +2, Observe (sense power) +2, Persuade (charm) +2, Ride (horse) +1, Run +1, Lore: History (Dalelands) +4, Lore: History (Dwarves) +1, Lore: Magic +6, Lore: Realm (Dalelands) +6, Lore: Realm (Lonely Mountain) +2, Lore: Realm (Mirkwood) +2, Language: Quenya +2, Language: Rohirin +2, Language: Sindarin +2, Language: Westron +6
Equipment: Staff, Robes, Dagger
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TV :: Scooby Doo

Post by MisterB »

Scooby Doo, Species: Dog (great dane), Profession: Detective, Power level: 3 (39pp)

Abilities [9pp]: Strength 15 (+2), Dexterity 15 (+2), Constitution 15 (+2), Intelligence 6 (-2), Wisdom 12 (+1), Charisma 8 (-1)
Saves [8pp]: Toughness +2, Fortitude 4 (+6), Reflexes 4 (+6), Willpower 0 (+1)
Combat [10pp]: Base Attack +2, Base Defense +3 (+1 flatfooted), Initiative +2, Grapple +5, Knock Back -2, Hero Points 2
Attack (Dc): Bite +3 (dc 18)
Skills [4pp]: Craft-(snacks) 2 (+0), Investigate 1 (-1), Notice 4 (+5), Search 3 (+1), Stealth 1 (+3), Survival 1 (+2), Swim 2 (+4),
Feats [1pp]: Luck 1
Powers [8pp]:
Canine Physiology
-Super Senses 3 [Scent, Track, ultra Hearing]
-Bite [Strike +1 (Power feat: mighty)]
-Iron Stomach [Feature 2: Has triple the food capacity, and gains a +4 save vs. ingested poisons]
-Speed 1
Drawbacks [1pp]: Speech Impediment (Rover rere! the ronster is rover rere!)
Complications: Cowardice (scooby snacks will counter cowardice for a scene), Obsession (food, and scooby snacks), Accident (Usually bungles up the plan to catch the masked villain), Always Hungry

Additional Notes:
I pondered using a Boost power to bump up all physical abilities, flaw it with a limited (after eating a scooby snack). And with 1 pt in slow fade. This works out to 1 pp/rank +1 (if you want to use it). This might be more appropriate with later series.
Extra Effort:
Scooby can use extra effort to do a number of amazing things, such as use his tail as partially prehensile (1/2 cc). Use a claw to pick a lock.
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TV :: Scooby Doo

Post by MisterB »

Scooby Doo, Species: Dog (great dane), Profession: Detective, Power level: 3 (39pp)

Abilities [9pp]: Strength 15 (+2), Dexterity 15 (+2), Constitution 15 (+2), Intelligence 6 (-2), Wisdom 12 (+1), Charisma 8 (-1)
Saves [8pp]: Toughness +2, Fortitude 4 (+6), Reflexes 4 (+6), Willpower 0 (+1)
Combat [10pp]: Base Attack +2, Base Defense +3 (+1 flatfooted), Initiative +2, Grapple +5, Knock Back -2, Hero Points 2
Attack (Dc): Bite +3 (dc 18)
Skills [4pp]: Craft-(snacks) 2 (+0), Investigate 1 (-1), Notice 4 (+5), Search 3 (+1), Stealth 1 (+3), Survival 1 (+2), Swim 2 (+4),
Feats [1pp]: Luck 1
Powers [8pp]:
Canine Physiology
-Super Senses 3 [Scent, Track, ultra Hearing]
-Bite [Strike +1 (Power feat: mighty)]
-Iron Stomach [Feature 2: Has triple the food capacity, and gains a +4 save vs. ingested poisons]
-Speed 1
Drawbacks [1pp]: Speech Impediment (Rover rere! the ronster is rover rere!)
Complications: Cowardice (scooby snacks will counter cowardice for a scene), Obsession (food, and scooby snacks), Accident (Usually bungles up the plan to catch the masked villain), Always Hungry

Additional Notes:
I pondered using a Boost power to bump up all physical abilities, flaw it with a limited (after eating a scooby snack). And with 1 pt in slow fade. This works out to 1 pp/rank +1 (if you want to use it). This might be more appropriate with later series.
Extra Effort:
Scooby can use extra effort to do a number of amazing things, such as use his tail as partially prehensile (1/2 cc). Use a claw to pick a lock.
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