Mister B's "The Best of 2nd Edition"

Where in all of your character write ups will go.
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MisterB
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Mister B's "The Best of 2nd Edition"

Post by MisterB »

This is a back up of my best work for 2nd Edition Mutants & MaSterminds from the old Atomic Think Tank when i used to be called JoshuaDunlow.
Last edited by MisterB on Tue Nov 13, 2018 6:36 pm, edited 2 times in total.
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Freedom Universe

Post by MisterB »

MAXIMUM FORCE
Real Name: Maxwell Forgrim
Identity: Public
Profession: Criminal, And Extreme Wrestler
Power Level: 12
PP Cost: 180

Age: 33
Height: 7'8"
Weight: 400 lbs
Eyes: Blue
Hair: Bald

Abilities
Strength 17 (+3)/38 (+16), Dexterity 12 (+1), Constitution 16 (+3)
Intelligence 11 (+0), Wisdom 11 (+0), Charisma 9 (-1)

Saves
Toughness +3/+12 (9 of it impervious)
Fortitude +10
Reflex +4
Willpower +6

Combat
Attack Bonus +8
Defense Bonus +7
Damage: +14 penetrating punches
Initiative +1

Skills
Drive 4/+5, Intimidate 15/+31, Knowledge (Local City) 4/+4, Profession (Wrestler) 8/+8, Search 8/+8, Notice 5/+5

Feats
All out Attack, Benefit 1 (Use Strength, instead of Charisma for Intimidation), Benefit 2 (Wealth 2), Equipment 3 (for his headquarters), Improved Block 2, Improved Grab, Improved Grapple, Improved Pin, Sidekick 9 (Eddie, cybernetic scientist), Power Attack, Takedown Attack

Powers & Devices
Enhanced Strength 21 [Descriptors:Cybernetic]
Super Strength 8 [Descriptors:Cybernetic; Heavy Load: 640 tons, Feats: Ground Strike, ; Alternate powers: Leaping 12, Dynamic Alternate powers: Immovability, Speed]
Penetrating Strength Bonus 14 [Descriptor: Cybernetic]
Protection 9 [Descriptors: Cybernetic; Extras: Impervious]
Immunity 2 [Descriptors: Cybernetic; Effects: Sleep, Fatigue Effects; Limited]
Immunity 8 [Descriptors: Cybernetic; Effects: Cold Environment, Hot Environment, High Pressure Environment, Cold Damage]

Trade Offs:
-2 Defense for Increase in Strength Damage Limit of 14

Background:
Im not one for writing backgrounds, but i will do what i can here. Maxwell was a brute, even as a kid. He loved to terrorize and bully, naturally his father was an alcoholic and abused his mother. And well Maxwell didn't care one bit, he stole, did petty theft, what ever it took. It didn't matter to him who he hurt. By the time he hit high school, he found a new love. Wrestling! And he soon excelled to better than anyone on his own team. But that just wasn't enough for him, he wanted to be stronger. He was soon moving into professional wrestling, and thats when he heard about the illegal and underground Extreme Fighting Association. For super powered individuals. A mad scientist approached max, eddie stacks. With the promise to make him more powerful then he ever dreamed, if he submitted to some cybernetic experiments. And that he did, and he became more powerful than even he could dream. He has kept himself at the top for over 7 years now on the EFA. Maxwell always seems to be able to escape from prison, every time he commits a crime. His scientist gets a cut, to fund research for more upgrades. But still max has hidden quiet a stash in his secret headquarters which he shares with his buddy, Eddie.
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Freedom Universe :: The Sewer Rats

Post by MisterB »

Tech-Rat (Dr. David Jeffries)
Story: Dr. David Jeffries used to be a scientist, that was looking for the cure for several diseases. he was very brilliant even at a young age, before he was to become the strange abomination that he was. A failed experiment, caused his body to mutate in the sewers. When thugs trashed his lab, and left him for dead on the streets. Now he feels he has no choice but to hide, an do what ever it takes to continue his research. He may be a pacifist to a point, but he isn't afraid to get a job done. But he wont go as far as kill an opponent outright. Unless his own life is in jeapordy. He usually lets the others do the heavy stuff, while he sits in the background helping out when needed. Like getting the most powerful characters off the scene with his stun gun. Tech Rat, took four young people under his wing to help teach and utilize their potentials and powers. Lace, Bad Medicine, DJ, and BlackWidow.

Concept: Leader of the Sewer Rats
Power Level 12 (203 pp)
Trade Offs –2 Attack, for +2 attack DC; -2 Toughness, for +2 Defense
PP Totals

Abilities (44pp):
Strength 12 (+1), Dexterity 22 (+6), Constitution 12 (+1)
Intelligence 30 (+10), Wisdom 18 (+4), Charisma 10 (+0)

Saves (26pp)
Toughness +3
Fortitude +10
Reflexes +8
Willpower +8

Combat (36pp)
Attack Bonus +10
Defense Bonus +8/+14 with Defensive Roll
Initiative +10

Feats: (18pp)
Acrobatic Bluff, Attack Focus (Ranged) 1, Equipment 4, Evasion 1, Defensive Roll 6, Elusive Target, Benefit (Use Dex for climbing), Improved Initiative, Sneak Attack 2, Improved Trip (with his tail)

Skills: (22pp)
Acrobatics 8/+14, Bluff 4/4, Climb 8/+14, Computers 4/+14, Craft (Electronics) 8/+18, Diplomacy 4, Disable Device 4/+14, Knowledge (Arcane) 4/+14, Knowledge (Cybernetics) 8/+18, Knowledge (Physical Sciences) 8/+18, Medicine 4/+4, Profession (Inventor) 12/+16, Notice 8/+12, Search 4/+14

Powers (42pp)
Humanoid Rat Array (20pp)
-Immunity 2 (Disease & Poison; Feat: Innate)- 3pp
-Leaping 3 (Feat: Innate)- 4pp
-Strike 1 “Claws or Bite” [Feat: Mighty] (Feat: Innate)- 3pp
-Additional Limbs 1 (Tail; Feat Innate)- 2pp
-Super Senses 4 (Darkvision, Scent, Ultra Hearing; Feat: Innate)- 5pp
-Super Movement 1 (Sure Footed; Feat: Innate)- 3pp

Cybernetic Enhancements (20pp)
-Protection 2
-Sensory Shield 3 (Vision)- 3pp
-Super Senses 15 (Accurate 4, Extended 1, Acute 2; Microscopic Vision 3, Radio, Tracking, X Ray Vision, Detect Invisible, Infra-vision)- 15pp

Magical Training (2pp)
-Super Senses 2 (Detect Magic 2 “ranged”)

Devices (9pp)
Device 5 “Stun Gun” – Easy to Remove (15pp)
-Stun 14 (Feat: Sedation)

Equipment
Utility Belt: Communicator (1pt), Explosives (15pts), Cutting Torch (1pt), Smoke Pellets (1pt), Masterwork Multi Tool (2pt)



Lace (Rhonda Black)
Rhonda was Tech-Rat's first recruit, he saved her life froma gang rape. And she was grateful to the man so she joined the group. He has tried to help her curl her drug addiction, but he hasn't had much luck. Its going to take some willpower on her own to kick her habit. She grew up on the streets, and by the age of fourteen she ran away from an abusive foster home. So she hooked up with the wrong crowd, and started turning tricks to survive. She has moved on though, and has upgraded to an exotic dancer and part time thief. Her magical abilities and nullfication powers, make her an interesting choice. And her ability to seduce men, is renknown. In fact she will flirt with the most handsome man of a hero team. She knows that DJ has a crush on her, and she is more than eager to wrap him around her finger. Getting him to do what ever she wants.
Concept Exotic Dancer/Thief
Power Level 10 (141 pp)
Trade Offs -2 attack bonus, for +2 DC increase; -2 defense for +2 toughness

Abilities (24pp): Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 22 (+6)

Saves (11pp):
Toughness +1/+12 fwith forcefield.
Fortitude +4
Reflex +7
Willpower +5 (+15 with mind shield)

Combat (36pp):
Base Attack Bonus +8
Base Defense Bonus +10
Initiative +3

Feats (12pp): Attractive, Attack Specialization (Nullify), Contacts (Street Gangs), Distract (Bluff), Fascinate 2 (Perform, Bluff), Minions 3 (2 30 pp street punks), Quick Change 2, Ritualist

Skills (14pp):
Bluff 8 (+14, +18 with Attractive), Concentration 7 (+8), Knowledge (Arcane) 5 (+6), Knowledge (Street Culture) 5 (+6), Notice 5 (+6), Perform (Exotic Dancing) 5 (+11), Sleight of Hand 8 (+11), Stealth 8 (+11), Taunt 5 (+11)

Powers:
Magic +12 (37pp)
-Spells:
Mystic Passage 9 (PF: Dynamic, Easy, Progression 4; Extra: Portal; Flaws: Long-Range) 6pp +2 pp per level
DAP: Nullify 12 (Can nullify all powers at once; Extra: Duration (increased to concentration); Flaw: Limited to Touch, Cannot affect Technology) 2pp per level)
DAP:Mystic Binding (PF: Reversible) 1pp + 2/level
DAP: Flight (2pp per level)
DAP: ESP (Vision & Hearing; 2pp per level)
DAP: Summon 7 (Can summon 2 warrior demons; PF: Progression 1; Extras: Horde) 1pp + 3pp/level
DAP: Forcefield (Extras: Impervious) 2 pp/level

Super Senses +4 (4pp)
- Awareness (Magic, Radius, Acute, Extended)

Device
Magic Necklace 2 (Easy to remove) 6pp
-MindShield 10

Drawbacks
Power Loss (Cannot use Nullify & Magic, without gestures or speaking; Minor Intensity, Frequency Very Common) +3
Weakness (Addicted to Drugs, Minor Intensity, Frequency Very Common) +3



Bad Medicine (Aka James BlackEagle)
James blackeagle was the second member of the group to join, an apache indian who was born with the ability to control earth. His grandfather attempted to teach him the ways of the great spirits, and the elements. But James was just to eager and rash. He left the reservation to make his own life within the world, and quickly became a body guard or bounce thanks to his great size. Since he stands six foot eight inches, his tactics include running at foes so he can use his strike power, or capture them in earth pits. He met tech-rat through Rhonda, and joined the team because tech-rat almost reminds him of his grandfather.
Power Level 10
Concept Bodyguard
Trade Offs

Abilities (30pp): Strength 20 (+5), Dexterity 16 (+3), Constitution 18 (+4), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 12 (+1)

Saves (8pp):
Toughness +5, Fortitude +8, Reflex +8, Willpower +2

Combat Stats (40pp):
Attack Bonus +10, Defense Bonus +10, Initiative +31

Skills (9pp): Acrobatics 4/+7, Intimidate 8/+13, Knowledge (Native American) 4/+4, Notice 4/+6, Profession (Bouncer) 4/+4, Sense Motive 4/+6, Taunt 8/+9

Feats (7pp): Benefit (Intimidate uses Strength instead), Evasion, Fast Overun, Improved Grapple, Improved Pin, Move by Action, Power Attack

Powers (53pp):
Super Speed 7 (powerfeats: Rapid Attack, Wall Run)- 36pp
Element Control (Earth) 8 (Powerfeats: AP Snare "earth pits")-17

Devices:
Device "Spirit Knife" 1 (easy to remove, 3pp)
-Strike 2 (Powerfeats: Mighty, Affects Insubstantial, Increased Critical)

Drawbacks:
None


DJ (Aka Dwayne Johnson III)
Story:DWayne johnson otherwise known as DJ, was an up and coming musical artist, with a sound that was all his own. But instead of going into pop, he went into rock. Which was an interesting move for him, that proved to be just the right thing. However an accident behind stage, would affect him for the rest of his life. Perhaps he was a mutant to begin with, but an overload with the sound system caused an explosion. That sent him to the hospital. Over the next few weeks he recovered, gaining enhanced strength and sonic control powers. He got into the sewer rats through Lace, who he was dating before he realized who she was. He joined mostly for the excitement of using hispowers, anyway he wished. Without being a hero all the time. Now he works as a DJ at a local nightclub.

Power Level: 10
Concept: Sound Manipulator
Tradeoffs: -2 Attack, for +2 Damage DC. ; -5 Toughness for +5 Defense Bonus

Abilities (25pp):
Strength 30 (+10)/14, Dexterity 14 (+2), Constitution 20(+5), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 14 (+2)

Saves (6pp):
Toughness +5, Fortitude +8, Reflexes +3, Willpower +4

Combat (22pp):
Base Attack Bonus +8, Base Defense Bonus +3, Initiative +2

Skills (12pp):
Concentration 4/+6, Drive 4/+6, Diplomacy 6/+8, Gather Information 4/+6, Intimidate 8/+10, Knowledge (Electronics) 4/+4, Perform (Singing) 3/+5, Perform (Keyboards) 3/+5, Profession (DJ) 8/+10, Notice 4/+6

Feats (6pp):
Attack Specialization (Sound Blast), Benefit (Status) 1, Connected, Precise Shot, Stunning Attack, and TeamWork.

Powers: (73pp)
Enhanced Ability (Strength) 16 (16pp)
-DJ has the ability to boost his strength to unheard of levels. He can turn this strength on and off at will, so he doesn't inadvertantly crush something. Descriptors: Mutation.
Super Strength 10 (21pp)
-Feats: Ground Strike
-DJ has an effective strength of 80 for lifting purposes. Allowing him to lift 800 tons, for a heavy load. He can also strike the ground with his strength, creating a wave of material to push back targets are knock them over.
Sonic Control 12 (32pp)
-DAP: Flight, Blast, Drain Toughness, Stun, Shield
-DJ has the ability to create a Auditory dazzle attack (50' radius). He can also create a blast of sonic energy to attack his foes at a range, flight by creating sound waves to suppor him, Shatter Objects, Stun Opponents, and create shield to provide protection.
Super Senses 2 (2pp)
-Radio, Ultra Hearing
-DJ has the ability to listen in on radio signals and very high and low sound frequencies.
Immunity 8 (8pp)
-Sonic damage & and powers with the sonic descriptor)

Drawbacks:


Black Widow (Aka Andrea Soto)
Story: Andrea soto grew up being blind, looking for a way to see again. She was bitter, and turned to martial arts and larcenous pursuits to help attempt to do so. But her more lucrative parents, wanted her to study law. So she became a lawyer, something she was good at. But she wasn't in it for the satisfaction of defending the system. She wanted to use it. Black Mail, Extortion, and Intimidating. All things she was rather good at, helped her track down and steal an experimental body armor that would allow people to function in low sensory situations. Which was perfect for her so she became the BlackWidow. Eventually she ran into Dr. David Jeffries who offered her a proposition. And would work on cybernetic replacements so she could see again, if she helped work for his group. She agreed and has never looked back yet.

Power Level: 10 (157 pp)
Concept: High powered Lawyer, and Super Criminal
Trade Offs:

Abilities (29pp): Strength 10 (+0), Dexterity 18(+4), Constitution 10 (+0), Intelligence 18 (+4), Wisdom 17 (+3), Charisma 16 (+3)

Saves (16pp):
Toughness 0/+10 in armor, Fortitude +3, Reflexes +10, Willpower +10

Combat (24pp):
Base Attack Bonus +6, Base Defense Bonus +8, Initiative +8
(+10 attack with Razor Discs)

Skills (22pp):
Acrobatics 8/+12, Bluff 12/+15, Concentration 7/+10, Gather Information 7/+10, Intimidate 7/+10, Investigation 6/+10, Knowledge (Civics) 10/+14, Languages 1 (English, Japanese), Notice 15/+18, Profession (Lawyer) 10/+13, Sense Motive 5/+8

FEATS (18pp):
Acrobatic Bluff, Attack Specializations (Razor Discs) 2, Benefit (wealth) 2, Benefit (Status) 2, Connected, Contatcts, Dodge Focus 2, Evasion, Fearless, Improved Initiative, Improved Pin, Improved Trip, Precise Shot, Sneak Attack, Taunt, and Ultimate Effort (Reflex Save).

Power (4pp):
Cybernetic Eyes (4pp)
-Sensory Shield 2 (+4 to visual dazzle attacks)
-Super Senses 2 (Darkvision)

Devices (48):
Device 12 [Black Widow Armor; Hard to Remove] -48
-Protection +10 - 8pp
-Super Movement 1 (Wallcrawling) - 2pp
-Leaping 3 (x8 leaping) -3pp
-Blast 8 (Razor sharp discs; Feats: Homing, Ricochet Extras: Penetrating, Auto Fire)- 34pp
-Concealment 10 (flaws: limited to shadows, passive)- 5pp
-Additional Limbs 5 (25 tendrils; Alternate Powers: Trip)- 6pp

Drawbacks ():
Normal Identity (Full Round, -4pts)
Last edited by MisterB on Tue Nov 13, 2018 7:59 pm, edited 1 time in total.
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Generic Fantasy

Post by MisterB »

Morlaine BlackStaff
Concept: Human Wizard
Power Level: 6 (90pp)
Trade Offs: -2 Attack for +2 Damage DC, -2 Defense for +2 Toughness
Wealth Score: 12

Description
Age: 23
Height: 5'10"
Weight: 190
Eyes: Hazel
Hair: Dark Brown
Other Features: Clean Features, a Scar on his left breast. A warm and friendly smile, and bright mysterious gaze. Slightly above average in looks.

Abilities (16pp):
Strength 10 (+0), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 15 (+2), Wisdom 15 (+2), Charisma 12 (+1)

Saves (8pp):
Fortitude +1/+8 with boosted forcefield, Fortitude +3, Reflexes +3, Willpower +6

Combat (8pp):
Base Attack Bonus +2 (+4 with wizard blade, or Mystic Blast)
Base Defense Bonus +2
Initiative +5

Skills (12pp):
Concentration 7/+9, Craft (Magic items) 4/+6, Diplomacy 3/+5, Handle Animal 2/+4, Knowledge (Arcane) 9/+11, Knowledge (Astronomy) 2/+4, Languages 4 (Endrian, Runic, Dwarf, Elven, Goblin), Listen 4/+6, Medicine 2/+4, Profession (Farming) 3/+5, Ride 4/+5, Sleight of Hand 4/+5

Feats (14pp):
Attack Specialization (Mystic Blast), (Benefit (Wealth) 1,Benefit (Social Class) 1, Improved Initiative, Precise Shot, Ritualist, Sidekick 6 (Farth),

Powers (19pp):
Magic 6 (17pp)
-Spells: Light of Truth, Mystic Blast, Mystic Binding, Mystic Passage, Force Field, Healing.
Super Senses 2 (Magic Awareness, Ranged)

Devices (18pp):
Device 3 (Staff of Power; Easy to Loose; 9pp)
-Strike 1 (pf: mighty, accurate) -3
-Boost 2 (Magic Power; Pf: Slow Fade (1 pt per 10 rounds)) -9pp
-Environment Control 1 (light) - 1pp
-Mind Shield 2 -2 pp
Device 1 (Elven Boots; Hard to Loose; 4pp)
-Super Movement 4 (Sure-Footed 3/4, Trackless; Limited -Forests) 4pp
-Speed 2 (limited-forests) (1pp)
Device 1 (Wizard Blade; Restricted (spellcasters), Easy to Loose; 5pp)
-Strike +2 (Feats:Mighty, Accurate, Subtle (ability to hide on person)) 5pp

Equipment:
None of Consequence

Drawbacks:
-Power Loss (cannot case magic, if he cannot speak or gesture ) -3

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)


Background Information:
Character's Name: Morlaine-BlackStaff
Race: Human
Profession: Wizard - Professional Rank
Social Class: Comfortable Academic
Marital Status: Sinlge, but seeing someone.
Family: Morlaine has a mother (Verena 40), father (Diehl 41), and a two older sisters (24 Jesenia), a younger sister Morwen (Age 18), as well as two brothers (Elias 17, Hugh 20). He has an uncle (Mathen 43), and an aunt (Allaine-Pixie Nymph) that are married. Mathen & Allain have two daughters Lydia (Age 16), Phoebe(Age 18). He has a grandfather (Toran, Age 59, Mother's side). Morlaine does have some famous ancestry, the great grandmother on his father's side. Temple Syvia BlackStaff (Its said shes over 100 years old, but doesn't look more than her early thirties). And on his father's side his greatest ancester, is the Arch Mage Mathias BlackStaff, no one knows how old he is.
Place of Birth: Morlaine was born on a Farm, in the 3rd spring month of the year. In the town of NightRidge.
Current place of Residence: Morlaine lives in the city of Seara`Que, where he is attending the wizards college there.

Personality Traits: Morlaine is shy around women, and not very confidant when it comes to them. Though this is slowly changing, he has also become prone to some strange mood swings lately. Especially if pushed to far. He worships the god Myrr, lord of stars, enigmas, and magic.

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 general area of hermit`s fire , about two years ago and had set up a home. Back then he also had a second familiar, named snow. Which was a white owl with brown mixed into the feathers. But then orcs had attacked his home, burned it down and had killed his familiar snow. During that time at hermits and his adventures in that area, he made friends with not only Aneous Julien but Nari. And is an aquaintence of Hermit at the very least. In one event morlaine was attacked in the forest by a mad man, thats all morlaine can really describe about it. Morlaine had a spear thrust through his left breast, after being stalked by this man. During this adventure he had found his wizard blade weapon. After laying in the forest for two days, and barely alive he was found by Hermit and nursed back to health. Morlaine moved into a city tucked between the city of mystic and hermits fire, and has started to attent a "magical" college so he can increase his skill as a wizard. Morlaine began to suffer from depression for a short period of time, and during an out burst with nari his friend. He had accidently hurt her, though he had not known that. This was a changing point in his power levels, and soon he will rise up in his power. He has recently met a woman named Helen Dartmouth, who he has started to like. But morlaine has never really had much luck with women in the past. And not much longer then that, he has met his sister once again. Jesenia, finding out she has become a paladin of all things! He had not seen her in almost five years, ever since morlaine had become a journeyman wizard he did not want to go back home because of his father. His father never accepted that fact, and morlaine is afraid of seeing his father again.
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MisterB
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Re: Mister B's "The Best of the Atomic Think Tank. "

Post by MisterB »

HeatWave (Jessica Chase)
Description: Age 27, Height 5'7", Weight 127 lbs, Eyes Hazel, Hair Blonde.
Power Level 10

Abilities: Strength 15 (+2), Dexterity 15 (+2), Constitution 15 (+2), Intelligence 26 (+8), Wisdom 14 (+2), Charisma 14 (+2)
Combat Stats: Base Attack Bonus +6, Base Defense +5
Saves: Toughness +7, Fortitude +5, Reflexes +7, Will +4
Skills: Concentration 4/+6, Craft (Cybernetics) 5/+13, Disable Device 5/+13, Knowledge (Life Sciences) 4/+12, Knowledge (Technology) 4/+12, Medicine 4/+6, Profession (Scientist) 10/+12.
Feats: Attack Specialization (Heat Blast), Attractive, Diehard, Inventor, Skill Mastery (Craft-cybernetics, Profession-Scientist, Knowledge-Technology, and Knowledge-Life Sciences)
Powers
Nanite Power Container
-Protection 5 (Extra: Impervious 2)
-Super Strength 5 (AP: Leaping 10)
-Immunity 9 (Heat, Cold, Pressure, Disease, Fire)
-Energy Blast (Heat ) 10 (Extras: Penetrating 5)
-Enhanced Strength 5
-Enhanced Dexterity 5
-Enhanced Constitution 5
-Quickness 1
-Regeneration 8 ( Bruised 1, Injured 1, Staggered 1, Unconscious 2, Disabled 1, Ability damage 2)
-Enhanced Senses 2 (Acute Vision, Low Light Vision)

Complications:
Secret Identity

Total Cost: Ability (24) + Saves (14)+ Skills (9) + Feats (5) + Powers (78) + Combat (22) = 152

Background & History
Jessica was a 27 year old cybernetic researcher for Millennium University College, working on an experimental nanite enhancement solution that would replace clumsy power armor. She was your average student, except for her keen intelligence which far surpased many in her cirriculum. She was moderately attractive, and had to wear glasses to correct farsighted vision. Her success with the solution, brought the attention of a corrupt and private scientific company that may have been allied with Shadow, or the foundry. This may never be known for sure now, but on one late summer night jessica was working on the last of the upgrades for a test program that she would be showing to Aegis officials the next day. Her lab was attacked by individuals unknown, and during the fight she was pushed into the vat of Nanite fluid and was submerged and transformed by the Nanites. Though she would not know this for several days, the individuals only got away with a small sample of her nanite formula thank goodness. And as she recovered in the hospital it became evident, she was growing stronger and powerful. Her vision had cleared up, along with minor physical discrepancies. She seemed stronger, faster, and had an improved endurance. When she got out of the hospital, she began to experiment to find out what she could do. She could leap great distances, she was super strong. And she could shoot beams of heat from her palms, by some unknown method even she had to marvel at. The nanites coarsing through her body, gives her an enhanced regenerative capability. And the nanites are constantly growing, an evolving there is no telling where they could go in the future.
She donned on a outfit, and took on the name of HeatWave So she could fight crime, and hopefully find out more about who attacked her and why. She is just starting her life as a crime fighter.
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Marvel Conversion

Post by MisterB »

"Just a few notes, Warp is one of my old Marvel Super Hero RPG characters. Actually turned out to be one of my favorite over all in the long runs. That was a incarnation of myself as a super hero, a mutant. So with that said and done, here is me. In the Marvel Universe. "

Warp (Aka Brian Roth)
Image
Power level 10 (145 pp)
Place of Birth: Escondido California, but grew up mostly in Tucson Arizona.
Base of Operations: Wincester, New York
Affiliation: X-Men
Age: 32 (This incarnationis 5 years younger than me, born on August 4th, 1974)
Height: 6'2"
Weight: 230 lbs (just a tad bit over weight)
Eyes: Hazel
Hair: Brown

Abilities: (14 PP)
Str 10 (0), Dex 12 (+1), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 12 (+1)

Saves: (12 PP)
Toughness +3 (+4 Defense Roll/+10 in forcefield), Fortitude +10, Reflexes +3, Willpower +3

Skills: (4 PP)
Concentration 4 (+4), Craft (Drawing) 1 (+2), Knowledge (RPG Games) 2 (+3), Perform (Keyboards) 1 (+2), Perform (Sing) 2 (+2), Profession (Security Guard) 2, Notice 2 (+2), Stealth 1 (+1), Swim 1 (+1)

Feats: (6 PP)
Die Hard (this came about because my character, always ended up on the verge of death regaurdless of his powers, and always some how managing to come back from it. Thank you Karma :lol: ); X-Men Training Package[ Team Work, Attack Focus 2 (Ranged), Precise Shot, Defense Roll 1]; Equipment 1

Combat: (20 PP)
Base Attack Bonus +6 [+8 with ranged]
Base Defense Bonus +4

Powers: (94)
Electro Magnetic Power Array
Brian has the ability to control the Electro-Magnetic Spectrum, with some interest effects.
Magnetic Manipulation 14 (36pp)
"Gives a pool of 28 pts to put towards his DAPs"
-DAP: Flight (2pp/rank)
-DAP: Forcefield [Extras: Impervious, Flaw: Impervious (applies to Only Metallic objects) 2pp/rank]
-DAP: Blast (Metal Balls) [Feats: Ricochet, Split Attack; 2pp/rank +2]
-DAP: Blast (Metal Storm) [Extras: Area( Burst) 3pp/rank +1)]

Light Control 10 "Coloration Power" (24pp)
-AP: Transformation 4 (3 pts, make things transparent, or one solid color; Extras: Continuous; Feats: Cure Blindness due to Catorax, Precise "Allows him to basically make art" on objects)
-AP: Nullify (Counter dazzle/obscure light based powers; Extras: Duration Concentration)
-AP: Blast (Laser) 6 [Feats: Precise, Split Attack, Extra: Penetrating]
-AP: Dazzle (Blindness) 3 [Vision only, Feats: Reversible by him, Extra: Duration (Continuous)]

Teleportation 10 (23pp)
-Feats: Change Direction, Change Velocity, Easy,

Super Senses 1 (Radius Vision) (1pp)

ESP 10 (sight only) (10pp)


Equipment:
X-Men Costume [QuickChange, Immunity (heat & cold) - restricted] (2 ep), PDA (1 ep), Pouch full of Metal Balls, or Shards (1ep; gives him access to his magnetic "blast" attacks)

Drawbacks:
Disability (Partially paralyzed right leg; Very Common, Moderate; +2 Difficulty to actions requiring movement) +4 PP; Disability (Nearsighted; Uncommon if he wears glasses; Minor; -1 to actiosn requirement vision, with subjects more than 20' away ) +1 PP

Complications:
Secret Identity
Prejudice (Mutant)
Phobia (being in large bodies of water)
Phobia (moths)
Rivalry (Gambit; i never got along with him ! lol, he always kicked my ass in the x-men danger room. Sometimes with fatal results)
Social Anxiety Disorder (He can get nervous in large groups of people)
Depression (Suffers mood swings, at irratic times)

Total Cost: Abilities 14, Saves 12, Skills 4, Feats 6, Combat 20, Powers 94, Drawbacks -5 = 145pp


Background/History:
Well Brian was born in Escondido California, and when he was five he moved to Tucson, AZ where he spent the rest of his child hood growing up. In a Middle Class family, his father working in Law Enforcement in a number of fields over time, (Forensics Investigator, Private Detective, and then latent Finger Print Expert). Brian went to school, and lived a rather normal life. Though he has always been shy after a fashion, never being comfortable in large crowds or in social interactions). Though he had a few friends, and a girlfriend that lasted about 1 week. When he was 12 years old, his appendix ruptured. And due to the late timing of medical treatment, he was left with a partially paralyzed right leg. Which gives him now in his adult years, a moderate tax exempt income of $1000. After high school though, he went to school to get an associates degree in broadcasting. This gave him a DJ job at a local bar, for a little while but that didn't pan out for him. And brian ended up not doing anything with his career in broadcasting. He went through a lot of ups and downs, getting used by friends. MOving from place to place, and almost ended up going bankrupt if it wasn't for his father to help him get back on the road to financial stablility. Even as a little kid, brian was into role playing games and this interest passed into his adult hood. And this is what he ended up doing in his free time, after about the age of 23 (1997) is when his life changed for ever. He was a security guard for a local security company, called Burns/WellFargo. His mutant powers activated, during a crisis when a sentinel attacked him at reed park. The brotherhood showed up to defeat the sentinel, and offered brian a chance to learn how to use and control his powers. He might have accepted too, if not for the intervention of the x-men who just happened to show up as well. A battle insuede, and while brian stayed back out of the battle. He could see that the X-Men were the good guys, by the way they fought. After the battle, brian decided to head off with the X-Men having nothing left for him here in Tucson to keep him. Not feeling really close with his family, sent him on his way. And he has been an X-Men ever since, he has never gotten along with Gambit. The mans personality has always rubbed on him, and they have had conflicts in the danger room before. Though brian is still single, he has had his eye on a number of women that he has found himself attracted to. Rogue, and Psylocke, but with his lack of confidance around women he really doesn't think he has a chance.
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Greyhawk Conversions

Post by MisterB »

Murlynd (PL 16 / 343pp)
Race: Quasi-Deity (Human), Profession: Magic User/Paladin

Abilities [57pp]: Strength 18 (+4), Dexterity 16 (+3), Constitution 26 (+8), Intelligence 22 (+6), Wisdom 21 (+5), Charisma 14 (+2)
Saves [30pp]: Toughness +8, Fortitude 6 (+14), Reflexes 8 (+11), Willpower 16 (+21)
Combat [48pp]: Base Attack +12 (+16 with magic, six shooters, dagger) , Base Defense +12/+16 with Dancing Sword (+6 flatfooted), Initiative +10, Grapple +16, Knock back -4, Hero Points ?
Attacks (Dc): Unarmed +4, Aura of Might (dc 17 visual area despair), Dagger +8 (19-20), Six Shooters +6 (Penetrating, 20 critical), Holy Dancing Sword +8/+12 against undead (18-20 critical, 4/8 pts penetrating)
Skills [31pp]: Concentration 15 (+20), Craft (Mechanics) 12 (+18), Craft (Artistic) 16 (+22), Knowledge (Arcane) 16 (+22), Knowledge (The Old West) 9 (+15), Knowledge (Technology) 9 (+15), Disable Device 11 (+17), Intimidate 12 (+14), Ride 9 (+12), Notice 15 (+20)
Feats [18pp]: Ascension 1, Artificer, Attack Focus (Magic) 4, Fearless, Improved Initiative, Jack of All Trades, Martial Proficiency, Minion 3 (Horse), Precise Shot, Quick Change, Speed of Thought (use INT for initiative), Ultimate Effort (Aim),

Powers [137pp]:
Quasi God Template: :
- Aura of Might [Emotion Control 7 (Extra: Area [perception]; Flaws: Despair Only, Sense Dependant [Vision])]
- Immortality [Immunity 30 (Aging 1, Life Support 9, Disease 10, Poison 10)]
- Regeneration 17 [Power Feats: Die Hard, Persistent, Regrowth; Bruised 2, Unconscious 2, Injured 2, Staggered 2, Disabled 3, Ability 4;Flaws: Limited (cannot regenerate from Artifact weapons)]
- True Sight [Super Senses 10 (True Sight); Flaws: Limited (half dc)]
- Magic Impervious [Power Resistance 10 (magic descriptor)]
Magic Mastery 16 [Variable Power, Multiple powers of the Magic Descriptor; Power Feats: Salient]
Devices [30pp]:
Magic Dagger [Easy] = 8 dp
- Strike 4 [PF: Mighty, Accurate 2, Improved Critical ]
Six Shooters [Easy] = 21pp
- Blast 6 [Projectile; PF: Split Attack 2, Ricochet, Extra: Penetrating 6]
Holy Dancing Sword [Easy] = 19dp
- Strike 8 [PF: Mighty, Improved Critical 2; Extras: Penetrating 8; Flaws: Limited (Only +4 damage against non-undead targets)]
- Shield 4
Murlynd’s Spoon [Easy] = 3pp
- Create Object 1 [PF: Innate; Extras: Permanent Duration; Flaws: Limited (Gruel), Reduced Progression 2 (1 ft cubic )]
Equipment: Anachronistic Clothing depicting the old west, with a long black duster, wide brimmed hate, and has a tin six-point star pinned on his chest.
Drawbacks [4pp]: Vulnerable [Minor (epic weapons or greater); Uncommon], Power Loss (Cannot cast magic while bound or gagged. ), Noticeable (all magic; summoning technological devices to create magic)

Background & History
Murlynd is a true character. His face is bold and handsome, his eyes deep and penetrating. His nature is seemingly rugged, independent, taciturn. His broad, muscular frame is typically clad in garments of another time and world, that of the "Old West." His waist is girded by a leather belt containing weapons of technology as well as a magical dagger. Although appearing aloof and aggressive, Murlynd is actually quite gregarious, loquacious, and gentle... unless provoked.
As noted, Murlynd is prone to carry technological weapons (variously referred to as "45s," "six-shooters," and "hog legs") which he is able to employ in both left and right hands. Murlynd and Murlynd alone knows the secret of these devices and how to make them function. Each weapon sends forth three missiles per round, if he so desires. These projectiles will strike even the most magical of creatures. The range of these weapons appears to be similar to that of a light crossbow. Murlynd carries also a magical Dancing Holy Sword which he keeps either on his warhorse or strapped to his back. He can use the weapon in either hand, so in combat Murlynd might use his arcane projectile weapons one round, then draw his sword and dagger, and eventually cast a spell or use some other device while his broad sword "dances."
When casting spells, Murlynd is prone to intermix technological terminology with his incantations, sometimes with surprising results. Thus, in casting a Stinking Cloud or Wall of Fog spell he might conjure into being a strange engine which gushes forth the desired result, but for far longer and over a greater area than desired. He is known to have cast a Burning Hands which brought forth a device that spewed liquid fire, but at another time conjured a fireball of paper which burst with totally harmless effect. As he is insensitive to color differences, Murlynd's color based/employing spells are quite often bizarre in effect, and are known to be linked with technological devices which send forth the hues. Because of this technological admixture it is sometimes possible for Murlynd to cast more than one spell in a round, as the initial dweomer is provided, in part, by the art of science!
Being rather unusual, and dabbling in questionable areas, Murlynd is rather unpopular with those of his sort. He is, in fact, shunned by most. His abode is divided between several special dwellings on various planes or extra-dimensional areas. He moves about from place to place on a whim, staying for days or years as suits his mood.
Murlynd is a human magic-user of remarkable skill. He travels far and often and many a strange machine or spell can be found in his extra-dimensional house, which is located in the deserted castle Greyhawk. He has the strange habit to introduce himself with the sentence: "Greetings, traveler. I am Murlynd. That's m-u-r-l-y-n-d and not Merlin!" Thieves and would-be-assassins have often tried to kill or rob him, but most of them are never to be seen again.
Murlynd has many powerful friends and foes alike, with beings like the arch mage Mordenkainen, the quasi-deity Keoghtom and the demigod Zagyg among the former and complete nations among the later.
(A Sidebar: Murlynd does, after all, have a VCR, as per the EX2 module. One wonders what he likes to pick up each weekend at Blockbuster. Imagine him hiring a group of heroes to recover a lost and mysterious "black box with arcane lettering on the outside," which is actually a plastic-cased copy of "Blazing Saddles," now overdue after being stolen by powerful City of Greyhawk thieves who think it might be a treasure beyond reckoning. Oh, wouldn't the players have a fit if they knew. A DM would have to be a real sadist to run this in a Greyhawk campaign group....ahem.)
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Marvel Conversions

Post by MisterB »

Lady Shiva,
Real Name: Ericka Essex (Public), Power Level: 10 (155 pts), Trade Offs: +2 DC, -2 Attack, Origin: Mutant, Profession: Head of Essex Cryogenic Applications, Base of Operations: New York City, Marital Status: Single, Age: 27, Height: 5'7", Weight: 120 lbs, Eyes: Ice Blue, Hair: Crystallic Silver, Skin: Light Blue

Abilities (30pp): Strength 10, Dexterity 12 (+1), Constitution 16 (+3), Intelligence 20 (+5), Wisdom 16 (+3), Charisma 18 (+4)
Saves (18pp): Toughness +8, Fortitude +7, Reflexes +6, Willpower +12
Combat(16pp): Base Attack +4 (+8 Ranged), Base Defense +4, Initiative +1, Hero Point 1
Skills (21pp): Bluff 7(+11/+19 when attractive), Diplomacy 7(+11/+19 when attractive), Craft (Cryotechnics) 15 (+20), Gather Information 5 (+9), Knowledge (Art) 2 (+7), Knowledge (Current Events) 5(+10), Knowledge (Technology) 10(+5), Medicine 6 (+9), Notice 7(+10), Profession (Inventor) 9 (+12), Sense Motive 5 (+8), Swim 6 (+6)
Feats (17pp): Attack Focus (Ranged) 4, Attractive 2, Benefit 4 (Wealth), Benefit 1 (Status: Lady Essex), Connected, Fascinate (Bluff), Favored Environment (Cold), Inspire, Inventor, Taunt

Powers (58pp):
-Cold Skin Container 4 [PF: Innate; Flaw: Duration (Permanent)] 17pp
Contains: Protection 5 [Extra: Impervious]; Sharp Skin [Strike 2; Extra: Aura]; Immunity 6 [cold Temperatures/Cold Attacks]
-Cold Control 12 [PF's: Dynamic; DAP's: Blast (cold), Create Object (Ice), Drain (toughness; ranged; limited to objects by super freezing them), Environmental Control (Hamper Movement "Icy Patches"), Obscure (Visual "Snow Storm), Snare ("Ice Bonds"), Blast (Ice; Penetrating, Autofire), Environmental Control (Distraction "Hail")

Devices (4pp):
-Life Support Suit 1 [Hard to Take away; Immunity 1 (Own Powers); Enhanced Feat: Quick Change 2; Enhanced Constitution 2]
Drawbacks (7pp): Vulnerable to Fire (Moderate Intensity; Frequency Uncommon; 2pp); Weakness to Heat (90 degrees or more; Major Intensity, Frequency Common; 4pp); Noticeable (Protection; Sharp Cold Skin; 1pp)
Complications: Secret (Related to Mr. Sinister), Limitation (Without her life support, her Cold Skin is damaging to her surroundings), Responsibility (Company), Prejudice (Mutant)
Personality: Allegiances: Company, Selfish Motivations, Nation ; Motivations: Recognition, Goals: To build a financial empire

Background:
Lady Shiva, or otherwise known as Erika Essex. Is a descendant of the infamous Mr. Sinister. And she was born a mutant, her powers at first were just an annoyance to her family. Which by the way was high society and rather rich in Europe, so she grew up rather spoiled being the only child. She constantly emitted an aura of cold around her, that made it hard for people to touch her. Though she learned to control this fortunately by the time she was six, and entering her first years of eduction. And life seemed good, she could control her powers. However by the time she was thirteen she contracted an disesase, that made it impossible for her to control her bodies internal temperature. And she was doomed to die, if it was not for the fact that Mr. Sinister kept a close eye on erika. Being his families "Doctor" he gave her a syrum that did save her life. However the disease ravaged her mutagenic structure, she could no longer control her cold emission power.

Her skin turned blue, and ice cold. Not only was she cold to the touch, razor sharp ice crystals coated her skin. Making it rather dangerous for people to touch her. And her hair turned a white silvery blue, making it look like her hair was like frozen water. Mr. Sinister however gave her a life support suit, made out of unstable molecules that she could transform into what ever clothes she desired.

As time went on , Erika went into college. Her powers had reached their prime, and she seemed to possess not only extraordinary personal charm and intelligence. She could control cold based energies, allowing her to shoot ice at her opponents. Or control the temperature of the air around her, to solidify barriers or objects as she needed. Her cold skin grants her a toughened resistance to damage, and the ability to damage opponents on skin contact alone. By litterally cold burning anything she touches. Of course her sharpened skin, makes that even more deadly. She got a degree in business, and with the fortune she had from her parents estate, she created a company that researches applications for Cryogenics, and other Cryo technologies to benefit society. (but actually her pocket book).

Surprisingly Erika did not become a cold caloused and bitter woman of her condition, in fact she is enthralled by it. She has completely accepted it, and she is still able to influece men. Because she is still rather attractive, and loves to use her skill to manipulate a better arrangement or deal for herself.

Now as a side affect of her pemanent cold condition, she has a weakness towards extreme temperatures. If the ambient temperature of a room reaches 90 degrees or higher. She becomes weak and fatigued, and can die from this exposure. Even with her life support suit on. Also heat based or fire attacks, she cant defend against. They are able to bypass the protection her cold body is able to create.
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Marvel Conversion

Post by MisterB »

Monsoon (PL 10/150pp)
Real Name: Bryan Storm (Public), Profession: Musician/Singer, Base of Operations: Spokane, Washington, Marital Status: Single, Allegiance: Family, Moral Philosophy (Good), Motivations: Responsibility, Goals: To become a popular entertainer, Family: Henry Storm (Father), Jean Storm (Mother), Kathy Storm (Sister), Anna Storm (Sister); Age: 21 , Height: 6'2" , Weight: 210 lbs , Eyes: Stormy blue , Hair: Dark Brown

Abilities [30pp]: Strength 13 (+1), Dexterity 16 (+3), Constitution 18 (+4), Intelligence 13 (+1), Wisdom 13 (+1), Charisma 17 (+3)

Saves [14pp]: Toughness +4 (+10 with Elemental Field), Fortitude 4 (+8), Reflexes 3 (+6), Willpower 7 (+8)

Combat [24pp]: Base Attack +6 (+8 with weather array), Base Defense +8 (+3 flat), Initiative +3, Grapple +7, Knock Back -2, Hero Points 1.
* Situational : +2 to Attack or Defense while in the air (not included)

Attacks (dc): Unarmed +6 (dc 16), Lightning Bolt +8 (dc 25 Electricity), Monsoon (see below), Thunder & Lightning (Dc 16 dazzle), Heat Wave +8 (dc 16 Fatigue)

Skills [16pp]: Acrobatics 4 (+7), Bluff 6 (+9), Diplomacy 5 (+8), Concentration 8 (+9), Craft-Drawing 2 (+3), Knowledge: Popular Culture 5 (+6), Knowledge: Meteorology 5 (+6), Notice 8 (+9), Perform: Keyboards 9 (+12), Perform: Singing 9 (+12)

Feats [11pp]: Attack Specialist (Weather Control) 1, Attractive, Die Hard, Dodge Focus 2, Endurance, Favored Environment (air) 2, Quick Change

Powers [55pp]:
Immunity 10 [Weather Effects]
Monsoon is immune to all weather effects.
Weather Detection 6 [Super Senses; Weather Awareness (psychic; Acute, Extended 4)]
Monsoon can predict the weather with uncanny accuracy and range.
Elemental Field 3 [Active Container]
Monsoon creates a field of intense wind which surrounds him, allowing him the ability to fly and to deflect attacks which are directed at him.
- Flight 4
- Forcefield 6 [PF: Selective]
Weather Control 10 [Array]
Monsoon can control the vast powers of the storm, he can create lightning bolts from no where, create monsoon like conditions, dazzle his opponents with flashes of lightning and thunder, create gale force winds , and create intense waves of heat to fatigue his foes.
- Base: Lightning Blast 10
- Alt: Environmental Control 6 [Monsoon; Distraction 2, Hamper Movement 1 ; Extra: Independent]
- Alt: Dazzle 6 [Thunder & Lightning; Visual & Hearing]
- Alt: Air Control 10
- Alt: Fatigue 6 [Heat Wave; Extra: Ranged]

Complications: Depression, Fame


Backgrounds & History:
Bryan Storm grew up in Tucson, Arizona as a young child. Growing up in a middle class family, and living what some would call a comfortable if dull life. As a teenager he got into role playing games, this is when his first powers began to develop. During a monsoon storm, which Bryan always loves to be out in. He was struck by lightning, but was surprised when he stood there feeling a tingling sensation coursing through his body. His clothes were worse for wear, but he was unharmed. After that he became very sensitive to the weather environment. And found out not only could he control the weather, he could fly. His mastery with weather control is very extensive, as can be seen. It was at this time, he secretly took on the name of monsoon. And began to use his powers to fight crime. During his senior year in high school, not only was he in choir in school but had his own band. He was spotted by a scout, and his life changed for ever. He was noticed, and his dream of being a rock star became true. He signed up with a record deal, and began to make his first album. During a concert, and an attempt on his life his identity as monsoon was made public when he had to use his powers to save everyone. Sure now his life is really hectic, but his popularity grew even more. He has been a performer for the past 7 years now, and is twenty eight years old.


Builder’s Notes:
I had done this character originally in October 2006, and I thought it was high time to do an update. Monsoon is another name sake character of mine, that was original spawned in the Marvel Universe (with the MSHRPG). But I love this character so much, he fits rather well in every setting. Though I slot him in the default Freedom Universe of the game. He changed quite a bit, but now that I understand the game a little bit more. He rocks. He’s been stream lined, and his skills and feats are more direct and specialized. Because originally I had a hard time pinning him down to 150 pp’s (didn’t know any better back then ), lol. Well Enjoy , especially the new picture.
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Lord of the Rings Conversions

Post by MisterB »

The One Ring (X-Trait Device)
A long time ago Sauron the Deceiver, gave to the races of man, elf, and dwarf. Rings of magic and might, to help rule their kingdoms. With man this became the ability to Rule their people. With dwarves this became the ability to become more wealthy. And with the elves? I do not recall what the gift to them was for their rings. Why didn't the elves fall into ruin? Because the elves had a measure of the gods themselves in them, and could hide them from the eye of Sauron. But Sauron being the deceiver as he was made the master ring, to rule over all rings so he could take over the world. He jealously coveted the earth and wanted it for himself, since he was cast down from the stars of heaven.
Now in general the more powerful an individual is, the more he can do with the ring. So its mostly up to the game master to decide how to handle that. But I suggest the following: (however a hobbit, can only access the long life, the ability enhancement and the Invisibility power). The rings powers are not limited to the power rank limits.

THE GOOD
Long Life: All those who wear the ring have their life extended gaining the Immunity (Aging) power, with the limited effect.
Ability Enhancement: The one ring grants Enhanced Ability 4, which will bestow a +4 bonus to any one ability score, usually the best one the character has.
Invisibility: The ring bestows the power of Invisibility (concealment from all visual sense), by entering a shadowy world that makes one more visible to the servants of power. This invisibility does not work on incorporeal creatures such as the ring wraiths. While invisible the players sight is dimmed, reducing any vision related tasks by increasing the DC by +2. Or reducing the range of visual based attacks by 1 rank.
Command: The ring bestows the power of Mind Control 10 [Extras: Sensory Link, Flaw: limited to your own race].
Great Power: The ring provides the power of Boost 4 (All Mystical powers; No Fade). If the bearer does not have any mystical powers, he gains Sorcery at half his power level in rank. This boost can raise the rank of a bearer's mystical powers above his power level limit.
Superior Senses: Super Senses [Extended Hearing]
Telepathy: It’s quite possible the bearer of the ring can utilize the ability to Read Minds, and to Comprehend ancient and unknown languages. Telepathy 6 + Comprehend [Languages]
Menacing Countenance: The ring can protect the wearer through the use of its terrible power, creating the most fearsome presence to those that behold the bearer. Emotion Control 10 [Extras: Area (Burst), Selective Attack; Flaws: Fear Only, Sense Dependant (Vision)]
The Master Ring: The one has command and control over all other rings ,and in turn those who wear them. Those who know of these abilities can perform a Mind Control 10 [Extra: No save], Nullify 10 [Powers of Any Ring], Power Control [Flaw: Limited to those wearing a ring]



THE BAD
Detection: Each time the bearer uses one of the powers of the ring, the agents of darkness can detect its use. And are drawn towards the bearer. There is nothing that the bearer can do about this either, though he can spend a hero point to prolong the use of the ring before being detected. Proximity may play importance here.
Corruption/Sentient Intelligence: The more the ring is used, the greater the chance the ring will attempt to control the bearer. The character must make a willpower save against a DC of 15 to resist temptation. Each time a bearer fails, he gets 1 corruption point. And is prone to taking an action he does not want to do. Spending a hero point can negate this affect. Should this total exceed the characters wisdom score, he turns to evil. The game master should dictate when these rolls should be made, usually during circumstances when an agent of darkness is around.
Proximity: The closer the ring gets to Mordor, the more powerful it becomes. And the greater the will it can exert over its bearer, it can also grant its abilities without actually having to put it on. Increase the DC to resist the Corrupting effects by +5 within proximity of Mordor.

Complications
Now the ring is always trying to get back to Sauron, so when someone more powerful or easier to control comes around (someone with a lower will save and a higher power level than the bearer). The game master can use Game Masters Fiat to make things worse for the bearer. Making it easier for the ring to be taken away from the bearer. A hero does not get a hero point for this, because of the nature of the ring.
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Marvel Conversions

Post by MisterB »

Glamour
Kristen Klum
Profession: Secretary
Power Level: 10 (19+128=147)
Description: As glamour she is 6 feet tall, weighs 150 lbs, has long golden blonde hair, and bright blue eyes, with a very lovely figure. As Kristen, she is 5'7", 110 lbs, sandy blonde hair, and has green blue eyes.

Abilities: Str 14 (+2), Dex 20(+5), Con14 (+2), Int 14(+2), Wis 8(-1), Cha 16(+3)
Saves: Toughness +5, Fortitude +6, Reflexes +10, Willpower +3
Combat: Base Attack +6 (+10 with sword), Base Defense +8 (+3 flat), Initiative +9, Damage +7 (sword)
Skills: Bluff 10(+13/+17 when attractive), Computers 2, Concentration 4 (+3), Knowledge (Business) 2(+4), Notice 9 (+8), Search 7(+9), Drive 2, Knowledge (Norse) 4(+6), Stealth 7(+12), Sleight of Hand 7(+12)
Feats: Ritualistic, Equipment 6 (see Kristen below), Attractive, Attack Specialization (Sword) 2, Evasion, Dodge Focus 2, Fascinate (Bluff), Elusive Target, Improved Initiative, Quick Change, Luck 2, Sneak Attack, Stunning Attack

Powers:
Magic Device 32 (Loki's Charm; Hard to remove) 4pp
-Enhanced Strength +5, Dexterity +9, Consitution +4, Charisma +6 (24pp)
-Enhanced Saves: Fortitude +4, Reflexes +5, Willpower +4 (13pp)
-Enhanced Base Attack +6 (12pp)
-Enhanced Base Defense +5 (10pp)
-Enhanced Skills: Bluff +8, Stealth +7, Sleight of Hand +7, Search +5, Notice +5 (8pp)
-Enhance Feats: Attractive, Attack Specialization (Sword) 2, Evasion, Dodge Focus 2, Fascinate (Bluff), Elusive Target, Improved Initiative, Quick Change, Luck 2, Sneak Attack, Stunning Attack (14)
-Magic Sword (Strike +5, F:Mighty,Improved Critical (18-20), E: Penetrating 5] (13pp)
-Magic Armor (Protection +3 ,E: Impervious) (6)
-Magic Cloak (Super Movement (Permeate) 3; Invisibility (8), Concealment 2 (Hearing) )(18pp)
-Immunity 11 (Cold Temperatures, Fire, Cold) (11pp)
-Magic 8 (Dimensional Pocket, Super Movement (dimensional), Mind Control, Snare) (19pp)
-Super Senses 12 (Detect Magic (mental, ranged, accurate 2), Magic Awareness (mental, ranged), X-Ray Vision 4 (vision), Detect Illusions(mental; ranged))-12pp

Drawbacks: None
Complications: Secret (Secret ID)
Kristen Klum (PL 1, PP 19)
Abilities (2): Str 9 (-1), Dex 11 (+0), Con 10 (+0), Int 14 (+2), Wis 8 (-1), Cha 10 (+0)
Saves (2): Toughness +0, Fortitude +1, Reflexes +1, Willpower -1
Combat (2): Base Attack +0, Base Defense +1
Skills (5):Bluff 2, Computers 2, Concentration 4 (+3), Knowledge (Business) 2(+4), Notice 4 (+3), Search 2(+4), Drive 2, Knowledge (Norse) 4(+6)
Feats (7): Ritualistic, Equipment 6
Equipment: Cellphone(1ep), Mace (Dazzle 3; Concentration(lasting) Duration +1;9ep),Compact Car (9ep), Small House (Small; livingspace, security system; 7ep)
Drawbacks: Nearsighted (1)

Story:
Kristen was a boring, plain, unattrative woman, working as a secretary for a warehouse company. She had a thing for the occult, especially norse mythology. One night she attempted a ritual, to gain some power and wealth for herself. At first nothing had happened, but about two says later she was approached by a mysterious man. Who turned out to be Loki (or a Get of Loki). He was impressed by her, and promised to give her everything she ever hoped for. All she had to do was find and steal magical artifacts for him. She agreed, and so he gave her a magical charm that she wears closely around her neck. At her command she can turn into glalmour, and lives a life she has never even dreamed of! Full of excitement and adventure.
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Re: Mister B's "The Best of the Atomic Think Tank. "

Post by MisterB »

The T`Khan History
The T`Khan are a very powerful race, that originates from a binary star system interestingly enough. The home planet of Lorelan is their greatest civilization, in that sector of space. The T`khan are human like in nature, though the possess a greater understanding of quantum mechanics and physics to such a degree. Their technology allows them to manipulate the power cosmic. Over a twenty thousand year span, that conquered many races under one banner. Showing the superiority and strength of the T`khan Emperialites. Slavery is very common in the T`khan empire, anyone considered weaker by their standards quickly becomes one. Perhaps the greatest city of the T`khan empire is T`khanis-Khor. The current empress is Shayla`Erasai. Discontent amoung the slave races is quite common, though they are easily quelled time and time again.


The T`Khan Appearance
The T`khan as a race are very human like, though their appearance tends to be exotic even by human standards. Eye colors are very distinct and limited, though they tend to have a gem like quality. And will glow when using their cosmic abilities. These can be Ruby, Sapphire, Emerald, and Amber. Hair color tends to be rich and full, and usually some form of metallic color. Black, Silver Blonde, Gray, Auburn, Firey Red, and Copper Brown. Most T`Khan vary in height from five feet to seven feet tall, with men in the upper 60% range of that scale.

Physiology
Lifespan. As far as ageing goes, the T`Khan seem to be a very long lived race. In fact most T`Khan reach maturity by the time they reach 25 years of age. After that though, ageing virtual reaches a stand still and they stop ageing. But reports of T`Khan living past 1,000 years of age is non-existant. Because of their long lives , that have an uncanny resistance to diseases of all kinds. Mostly do to their advance medical knowledge, and superior biology.

Pregnancy. Physically speaking T`Khan are quite a resilient people. Women generally are pregnant for six months, instead of nine. And carry their young very gracefully. And usually never suffer from weakness, or sickness that humans usually suffer. Unless the T`khan is sick, and that is very rare. Intellectually speaking, the T`khan learn fast and mature emotionally and mentally has as fast. Entering puberty at the age of nine, not thirteen like most humans. Allowing them to be considered adults at about 15 years of age.

Racial Abilities and Powers
Innately Cosmic. All T`Khan have the innate ability to control cosmic power. This allows them to detect cosmic energy and abilities around them, and even determine the source and direction of any powers in use or being used against them. This is a visual ability, and thus why their eyes glow as they do.

Heightened Abilities. All T`Khan possess naturally enhanced abilities of Intelligence, and Willpower. Granting them access to the knowledge and mysteries others might not understand.

T`khan Racial Template
Abilities: +4 Constitution, Intelligence.
Saves: +4 Willpower, +2 Fortitude , +2 Reflexes
Skills: Knowledge (physical sciences) 4
Feats: Archaic Weapons Proficiency, Armor Proficiency, Speed of Thought
Powers:
T`khan Racial Container 2 [PF: Innate]
-Immunity 2 [Disease, Cold Temperatures; 2pp];
-Immunity 6 [Ageing, Fatigue Effects; Limited Flaw; 3pp];
-Super Senses 5 [Cosmic Awareness (Mental; Accurate, Acute, Radius) 5pp]
Total Cost: 31 pp
----
T`khan Nobility Template
Abilities: +4 Constitution, +6 Intelligence.
Saves: +4 Willpower, +4 Fortitude , +4 Reflexes
Skills: Knowledge (physical sciences) 4 , Knowledge (Nobility) 4
Feats: Archaic Weapons Proficiency, Armor Proficiency, Speed of Thought , Status 1 (Nobility), Benefit (Wealth)
Powers:
T`khan Racial Container 4 [PF: Innate]
-Immunity 2 [Disease, Cold Temperatures; 2pp];
-Immunity 6 [Ageing, Fatigue Effects; Limited Flaw; 3pp];
-Super Senses 5 [Cosmic Awareness (Mental; Accurate, Acute, Radius) 5pp];
-Cosmic Energy Control 4 [plus two alternate power; 7pp]
Total Cost: 42pp (upper class)




Technology
Ti`Weapons.
Ti` Weapons are very unique and only seem to work in the hands of one of the T`Khan. It converts bio electric energy and impulses; And converts it into an energy field that they can either project a blast of pure force. Or it can increase the power of the weapon itself. Most Ti`Weapons are only for the rich and powerful who can afford them to begin with. These weapons count as magical for the sake of a monsters/characters resistance to normal weapons.
Ti`Staff/Sword [Device 2; Easy to take away] 6 pp
-Strike 2 [feats: Accurate, Mighty, Extras: Penetrating]
-Boost 3 (Strike)

Ti`Blaster [Device 3; Easy to take away] 9pp
-Blast (Cosmic) 4 [Feats: Accurate, Improved Critical (19-20); Extras:Penetrating]



Gurand Armor.
Gurand Armor is very different. Its a synthetic non-organic organism that can be worn against the skin. It lives off of the Bio-electric energy that all living things give off. It conforms and takes on a formation simular to a thin layer of super dense muscle and skin. But is flexible and resilient, and can take on the color and shape of the persons skin, so it is pratically invisible. The Gurand armor can enhance the physique of any who wears it. But its most startling use, allows it to reshape itself into any form of clothing the wearer might desire. And its protection is nominal, without hindering movement. As it creates organic steel as a byproduct, conforming to the individuals shape and desire.

Gurand Armor Device 3 [Hard to Remove]
-Protection 3 (Extra: Impervious)
-Enhanced Endurance 2
-Immunity 6 (Heat, Cold; Limited; 3pp)
-Enhanced Feat: Quick Change
Additional Features include: Super Strength 1, Flight 3, and even shield 2. (which would add 2 more ranks to the device)



Aurillian Crystals
Perhaps one of the greatest advances is the production of a crystallic fusion of quantum energy, that makes energy use easily stored. Most of these crystals come in a variety of color, green is low grade cyrstal, blue is a higher refinement, and ruby red is a pure aurillian crystal. There are no game mechanics for such an item. Except it is a key ingredient in their technology, for which the process has remained a secret. Other races who are able to get their hands on such crystals, may find a way of access the crystals energy for a weapon or a way of endowing others with powers.

Regeneration Chambers
Perhaps one of the greatest achievements in their medical science is the use of the Regeneration Chambers, which can heal even the most severe wounds or diseases. They have even been reported to heal severed limbs, and even halt aging while inside one of them. It bathes the sleeper in quantum energy, that is focused with Aurillian Crystals. It scans the body, and replicates organic matter.
Device 2 [Hard to Remove] 8pp
- Regeneration 16 [Recovery Bonus +4; Bruised 1, Unconscious 1, Injured 2, Staggered 2, Disabled 3; Ability Damage 4; Ressurection 3; PF: Persistant, Regrowth; Flaws: Source (Aurillian Crystals)]



T`khan Space Vehicles
Perhaps a favorite the T`khan have created Quantum based propulsion engines, fuled by Aurillian Crystals of course. This makes them exceedingly fast, most have advanced cosmic weapons and forcefields.
T'khan Stealth Craft [Strength 70, Speed 12, Defense 2, Toughness 13, Size Gargantuan; Powers: Cloaking Device 3 (Conceal Visual, Radar)] 36pp/8 pp
T'khan Fighters [Strength 50, Speed 12, Defense 6, Toughness 13, Size Gargantuan; Powers: Quantum Cannons (Blast 10, with the penetrating extra)] 37 ep/8 pp
T'khan Cruisers [Strength 100, Speed 14, Defense 2, Toughness 17, Size Colossal; Powers: Quantum Beam Weapon (Blast 12, with penetrating extra), Quantum Torpedos ( Blast 12, Explosion, Homing)] 58 ep/12pp
T'khan Battleship [Strength 150, Speed 16, Defense -2, Toughness 20, Size Awesome; Powers: Quantum Cannons (Blast 15, with the penetrating extra), Quantum II Torpedos (Blast 15, Explosion, Homing] 76 ep/16pp
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MisterB
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Freedom Universe

Post by MisterB »

WitchFire (Jenna Mason)
Profession: Writer
Place of Residence: Freedom City, New England
Power Level: 10
Quote: "Dont piss off this little witch"
Trade Offs: -2 Attack, +2 Damage DC; -2 Defense, +2 Toughness

Description:
Age: 26
Height: 5'8"
Weight: 120 lbs
Eyes: Hazel
Hair: Dark Brown

Abilities
Strength 10 (+0), Dexterity 13 (+1), Constitution 11 (+0), Intelligence 15 (+2), Wisdom 16 (+3), Charisma 13 (+1)

Saves:
Toughness +0/+11, Fortitude +2, Reflexes +5, Willpower +10

Skills:
Bluff 4 (+5), Concentration 10 (+13), Craft (Artistic-Writing) 8 (+10), Diplomacy 4 (+5), Knowledge (Arcane) 4 (+7), Knowledge (Business) 2 (+5), Lanaguages 4 (Jewish, Sandscrit, Indonesian, Ancient Summerian) , Notice 8 (+11), Profession (Novelist) 8 (+11), Sense Motive 4 (+7)

Feats:
Attack Specialization (Witchfire) 3, Quick Change 1, Benefit (Wealth) 1, Elusive Target, Improved Initative, Luck 1, Renown 1 (writer), Ritualist, Sidekick 9 (Salem, Familiar)

Powers:
Witches Aura Array (21pp)
"Jenna's witchfire can create a visible aura of "Witchfire" around her body, it appears to be like fame. But is transparent to a point, and doesn't give off any heat what so ever. However it allows her to fly, protect herself, and grants her an immunity to heat and fire based attacks"
-Shield 5
-Flight 5
-Immunity 6 (Fire, Heat)

Witchfire Control +12
"The witchfire is her gift, though her magic is more wiccan based. It is steeped in ritual and does not do well, for combat or quick situations. However the witchfire is a magical power that she can control, it reacts just like normal fire. But it is of a magical nature, and can affect incorporeal creatures as well. She can blast up to three opponents simultaneously with balls of fire than can home in on their targets. She can also create an intense falme, that can pierce armor. Or use those flames to torment others with a psychic attack, or create forcefields to protect herself. "
[Effect: Attack, Action: Standard, Range: Ranged, Duration: Instant, Save: Toughness, Cost: 2pp]
-Main Power: Blast
-Enhanced Feat: Fascinate, Improved Critical
-Feats: Affects Incorporeal, Split Attack 2, Dynamic, Homing
-Extra: Wide (48 pp pool)
-DAP: Witches Cauldron 10 [Blast; Feats: Affects Incorporeal, Selective; Extras: Penetrating; 3pp/Rank +2]
-DAP: Witches Blessing 12 [Forcefield (Feats: Affects Incorporeal, Selective; Extras: Impervious); 2pp/Rank +1]
-DAP: Witches Curse 7 [Blast; Feats: Affects Incorporeal, Extras: Penetrating, Save (Will:DC 15+PR), Range: Perception; 5pp/rank +1]

Devices:
Mason Book of Magic [Device 1; Easy To Take Away]
"The mason family book of magic, is steeped in over three hundred years of occult lore that has been gathered. To those that use it, it is an invaluable guide towards magic, history, and the religious practices of her religion and many others. "
-Enhanced Skill: Knowledge (Arcane) +4, Knowledge (History) +4, Knowledge (Theology) +4
-Enhanced Ability (Intelligence +2)

Combat:
Base Attack Bonus +2 (+8 with Hellfire)
Base Defense Bonus +3 (+8 with Witches Aura)
Initiative +5

Drawbacks:
Witchfire Control [Noticeable] 1pp

Complications:
Secret-Identity
Enemy (her brother)
Prejudice (lesbian; up to Gm if this applies)


Total Cost: Abilities (18) + Saves (13)+ Skills (13) + Feats (19)+ Powers (70) + Devices (3) + Combat (10) - Drawbacks (1)= Total 145



Salem [Sidekick; Pet Cat; PL 2 (45pp)]
"Jokingly salem is refered as the only man in her life. Salem of course is her cat, but he is more than just that. He is her familiar. And even he has powers of his own, so he is no ordinary dark brown long hair. Protective of his owner, he keeps an eye for supernatural threats. "
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7 (1pp)
Saves: Toughness 0, Fortitude +3, Reflex +6, Will +3 (12pp)
Skills: Acrobatics 8 (+10), Climb 9 (+5), Notice 3 (+4), Stealth 8 (+10) (7pp)
Feats: Improved Initiative (1pp)
Powers: Shrinking 8 (power feats: Innate, Flaws: Permanent); Super Senses 1 (low-light vision); Luck 2 (16pp); Communication 2 (Flaw:Limited (only with jenna))
Combat: +4 (includes size ), Damage (-4 Unarmed), Defense +4 (includes size), Initiative +6 (8pp)
Drawbacks: Mute (4pp), No hands (4pp)


Background:
Jenna grew up in Salem, Massachussettes. Who had her share of troubles while growing up in an abusive family. Her mother had died in her birth, leaving her father and brother resentful towards her. By the time jenna had reached ten, her father started sexually abusing her. And her brother jason had started to physically abuse her, by the time she was seven. Her brother Jason, really hated jenna. For not only being the cause of his mothers death, but because jason was one hell of a trouble maker. Jenna's only solace was her aunt, which she began to go see quite often. Her aunt megan lived in a small suburb of Freedom City, New England in one of the more older and respected districts.
Where most of the homes were still in good condition, and have stories all their own. It was there that she learned about her "Witch" heritage from her aunt, and Meagan sued for custody of jenna after hearing about the sexual and physical abuse she recieved from her father and brother. Thanks to this, her father was sent to jail. And jason was sent to juvenile for a few years, before he was adopted into a new home. But this would prove to be a mistake, as jason began to learn about the dark crafts from his new family.
Now Jason had always resented his sisters talent for magic, he knew about along time ago. Studying under a Warlock, and a dark coven of demon worshipers. His goal was to kill his sister, and aunt. And then take his aunts book of shadows. Jenna after the court hearings were final, started to live with her aunt megan from the age of 13. She loved living with her aunt, and helped her run the eclectic book / new age store that she did. It was a year later, that jenna had met her first girlfriend Amy Winter. At the age of 14 she was introduced to her lesbian lifestyle she would never move from.
When jenna turned nineteen, was her brother's first attempted to kill her and her aunt. Jason partially succeeded, he did kill his aunt, but jenna had fought him off succussfully, and drove him from Salem for a short period of time. After her Aunt's death, she took over running the the book store and earned her inheritance, and gained her aunts house in the process as well as the book of shadows. The house is a two story house, that has been around for almost two centuries. A year later jenna ended up selling the shop, as it slowly went down in business. With the money, she decided to attend college and start learning what she could there.
The Mason Book of Shadows. A powerful spell book, containing all the knowledge of lore of the women of Mason family. But jenna is constantly worried, that her brother may return and with help. To kill her, and steal the book. She knows her brother consorts with demons and vampires of the worst kind, and its pretty much what she fears the most. During her time at college , she took courses in ancient langauges and occult lore. And in her free time, she started taking writing courses too so she could learn how to write. Jenna started writing a novel by the time she was 23, and after a year she had actually got it published. It was a fantasy novel called the Nekhran Chronicles, about a gay sorceress living in a world full of magic and danger. And coming to terms with her growing power, and sexuality. Soon after the publication of her first book, she graduated from college at the age of 24. Its been two years and she is in the process of completing her second book in her Nekhran series, and in that time she has moved to Freedom City to continue her career. And to explore a life as a super hero. Its also interesting to note, that Jenna and Amy are still together even after twelve years. As a happy couple.
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MisterB
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Freedom Universe

Post by MisterB »

HellForge (aka Jason Black, aka Jason Mason)
Profession: Lawyer
Place of Residence: Freedom City, New England
Quote: You have no idea what i am capable of, if you could look behind the veil of my soul. You would find something more fearful than you could possibly imagine.
Power Level: 10 (170 pps)

Age: 28
Height: 6'2"
Weight: 210 lbs
Eyes: Blue
Hair: Black

Abilities:
Strength 12 (+0), Dexterity 10 (+0), Constitution 13 (+1), Intelligence 14 (+2), Wisdom 14 (+2), Charisma 14 (+2)

Saves:
Toughness +1, Fortitude +4, Reflexes +2, Willpower +9

Skills
Bluff 8 (+10/+14 if Attractive), Concentration 5 (+7), Diplomacy 6 (+8/+12 if attractive), Gather Information 6(+8), Intimidate 5 (+7), Knowledge (Arcane) 5(+7), Profession (Lawyer) 8 (+10), Sense Motive 5 (+7)

Feats
Attack Focus (Melee) 2, Attractive, Benefit (Wealth) 2, Benefit 2 (Law; Alternate Identity as Jason Black), Connected, Contacts, Equipment 9, Luck 2, Minion (5 PL 2 characters) 6, Reknown 2 (Lawyer), Ritualistic, Sidekick 25 (Kharlei & Flaxik), Skill Mastery (Bluff, Diplomacy, Father Infromation, Intimidate), Taunt

Powers
Infernal Contract (3pts)
-Immunity 3 (Ageing, Disease, Poison)

Soul Forging (Variable power; Any combination of traits adding up to 30 pp) 6
Jason has the power to infuse his body with the hellish energies provided by demon souls, that he summons from the underworld. By absorbing these energies he can modify his body granting him a variety of powers. Some of the more common powers that he likes to use are:
-Enhanced Feats: Fearsome Presence, Improved Initiative, Fearless, Power Attack, Improved Critical, Second Chance, Well Informed
-Strike 5 "The devils own hand" [PF: Mighty, Extras: Penetrating]
-Hellfire Control 5 "The flames of Retribution" [AP: Create Object, Emotion control, Mental Blast, Strike]
-Disintegrate "Flames of Destruction"
-Immunity "Devils own Kin" 12 [Acid, Cold, Electricity, Fire]
-Flight "Wings of the Fallen"
-Enhanced Strength "Strength of the Balor"
-Enhanced Charisma "Silver tongued"
-Mind Control "Temptation" [Extras: Conscious, Sensory Link; PF: Mental Link]
-Mental Transformation "Dominion" [3 pt Variation]
-Darkness Control "From the pits of Hell" [PF: Fatigue, Snare (Reversible, Regenerating), Dazzle, Teleport]
-Regeneration "The devils own grace"
-Protection "The Devils own skin" [Extra: Impervious]

Combat:
Base Attack +6 (+8 melee)
Base Defense +4

Drawbacks
Vulnerable (holy attack descriptors; Uncommon Frequence/Moderate Intensity) (2)
Weakness ("Holy places"; Uncommon Frequency/Moderate Intensity) (2)

Complications
Secret Identity
Enemy (jenna)
Sold his soul to the Devil.

Equipment
Cellphone (1), PDA (1), Limousine (10; Alarm, Hidden Compartments), Black Manor (Medium Size; Toughness 10; Features: Defense System (paralyze 10), Fire Prevention, Garage, Library, Living Space, Pool, Power System, Security System; 10 ep); Private Jet (17ep)

Total Cost: Abilities (17) + Saves (12) + Skills (12) + Feats (56) + Powers (51) + Combat (20) - Drawbacks (4) = 158 pp

Minions (consider all his minions as cultists except where noted below)
1. Jessica Redding. Jessica is Jason's driver, and secondary associate. A rather attractive woman, she has been Mentally Transformed to server him as best needed; Add the Attractive Feat; Consititution is 10, Charisma is 12. Drop Climb, add 2 more ranks to Drive.
2. Brian King. Brian is jasons' butler. Constitution is 13, add Diplomacy 4 and Sense Motive 4.
3. Simon Cornwell. Simon is jason's security expert. Con is 12, Int is 11. Drop Climb, and Streetwise, add Notice 6.
4. William Osborne. Freedom City Coucil Member. (Politician). Its always nice to have a politician in your pocket, and what william owes jason runs very deep. Use Politician Stats: Str 10, Benefit 2 (Wealth), Attack Bonus +1, Defense Bonus +1.
5. Daniel Brooks. Daniel is Jasons Pilot. He has all the stats of a Cultist, except where noted. Dex 14, Con 10, Wis 11. And Change Drive to Pilot.


Sidekicks
Flaxik [Demon ; PL 10 (120)]
"You will never see me coming."
Abilities (26): Strength 20 (+5), Dexterity 12 (+1), Constitution 16 (+2), Intelligence 10 (0), Wisdom 12(+1), Charisma 14 (+2)
Saves (8): Toughness +6, Fortitude +4, Reflexes +3, Willpower +5
Skills (7): Intimidate 5 (+7), Stealth 8 (+9), Climb 5 (+7), Notice 5 (+6), Profession (Bodyguard) 5 (+7)
Feats (6): Power Attack, Sneak Attack, Attack Specialization (claws) 2, Attack Specialization (Hellfire) 1, Improved Initiative
Powers (58): Strike"Claws" 2 (PF: mighty); Protection 4; Flight 2 ; Immunity 23 (acid, aging, cold, disease, electricity, fire, poison), Invisible [Normal Sight]; Hellfire Control 8 [AP's: Emotion Control (Fear), Strike (Hell fire weapons), Teleport, Mimic [3 pt Variation]]
Combat (20): Base Attack +5 (+9 w claws, +7 with hellfire), Base Defense +5, Initiative +5
Drawbacks: Powerless (Flight tied to wings; -1), Vulnerable (Holy Attack Descriptor; Moderate,Uncommon; -2); Weakness ("Holy places"; Uncommon Frequency/Moderate Intensity) (2)

Flaxik is Jason's muscle, and stealth module all rolled into one. If he needs to "Take care of someone" he can send him out. Flaxik loves violence, and enjoys the kill. And is viciously loyal to him. Flaxik is never to far away from jason, just in case he needs him. He takes on the appearance of a handsome african american named Jack Simons.


Kharlei [Demon Succubus (aka Andrea Phillips); PL 10 (120 pp) ]
"I serve jason with all my heart, but the devil owns my soul"
Abilities (20): Strength 14 (+2), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 14(+2), Charisma 22/14 (+6)
Saves (8): Toughness +4, Fortitude +4, Reflexes +5, Willpower +5
Feats (5): Attractive 2, Fascinate (Bluff), Distract (Bluff), Dodge Focus 2, Attack Specialist (Claws), Attack Specialist (Hellfire)
Skills (4): Bluff 6 (+12/+18 when attractive), Diplomacy 6 (+12/+18 when attractive), Profession 4(+6)
Powers (66): Immunity 23 (acid, aging, cold, disease, electricity, fire, poison); Additional Limbs (1) - Tail; Enhanced Charisma +8; Claws [Strike +1; Mighty]; Soul Drain 6 [ Drain (wis); linked to Claws]; Flight 2; Hellfire Control 9 [AP's: Bliss (Paralyze (alternate save (fortitude)), Emotion Control (Love; Fear), Minions (Fiends)*, Strike (Hell fire weapons), Summon (Broad category; fiends +2 extra), Teleport, Mimic [3 pt Variation]]
Combat (20): Base Attack +5 (+7 with claws, with hellfire), Base Defense +7
Drawbacks (-5): Power Loss (Flight are wings; Uncommon Frequency/Minor Intensity) (1), Vulnerable (holy attack descriptors; Uncommon Frequence/Moderate Intensity) (2), Weakness ("Holy places"; Uncommon Frequency/Moderate Intensity) (2), Hell fire control (Power loss, if bound or gagged; Common Frequency/Moderate Intensity) (3)

Kharlei is a succubus of course, drop dead gorgeous and vicious. Acting as jasons personal assistant, she is with him at all times. Fulfuilling his depest fantasies and desires. Also she is his back up plan as well, if a situation calls for descrete interogration or information retrieval. He can send her in, with her skills in seduction, and the ability to appear as any woman she wishes. Makes her extremely useful, especially if he needs a favor to blackmail someone. He uses her to seduce his victim, has Flaxik take pictures or video for him. And instant leverage.

Kharlei's fiendish minions should be built on 40 pp. These could be humans, that have certain demonic attributes added to them. As seen fit by the game master.


Background and History:
Now jason is one scary S.O.B. He grew up as Jason Mason, something he hated with a passion. A cruel joke of his father, or so he would have thought. He was the oldest sibling of two, his sister was Jenna. It became clear that the two of them were special to a point, but where jenna always had a more intuitive and easier time with things. It took jason longer, and more work. He resented this, especially when his Aunt had shared with them the secret of their abilities. Both gifted with the use of magic. This only inspired jealousy, and a desire for power and dominance in him. He wanted that power his aunt always talked about, but she wisely was able to hold him back with her own skill easily. But jason always ended up taking it out on jenna, and when his father began to abuse jenna he could only laugh at her circumstances. Who would have known that jason had been behind, already he was messing with the dark arts. And he got a demon to possess his father to torment his sister. A fact jenna is not even aware of. But once his father got sent to prison, jason got shiped off to another family. The black family, just his luck to. Or was it? They were into the dark arts, and that got jason into the door and into the world of demons and black magic. He sold his soul to the devil, bargained for power, money and fame. Now it has taken a long time for him to control his hatred and jealousy over his sister, several times he had tried to kill her. And succeeded in killing his aunt, but jenna still got the book (the mason book of magic). He wants that more than anything in the world. He created a new identity for himself, changed his name, altered his appearance a little. And became Jason Black. He attended college to get a degree in law, got on the bar. And has worked his way up in the world as a District Attourney for the state of Massachusetts. He is now a man who works behind the scenes, using his contacts and knowledge of the system to open up loop holes that he can use to his advantage. He intimidates, barters deals with others in exchange for favors, and blackmail of course. Recently he has moved to freedom city to be closer to his sister, and is now working for the state of New England as a DA there. Jenna has no idea he is here, and everyone should be scared of what he might have up his sleeve. Now jason is never far away from his two sidekicks, Kharlei has assumed the identity of Andrea Phillips his personal secretary and assistant. While flaxik, loves to stalk while being invisible. Doing his physical dirty work when he needs it done.
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MisterB
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Forgotten Realms

Post by MisterB »

Elminster
Power Level: 14; Power Points Spent: 318/330

STR: +1 (13), DEX: +4 (18), CON: +6 (14/22), INT: +11 (24/32), WIS: +4 (18), CHA: +3 (17)

Tough: +6/+20, Fort: +14, Ref: +13, Will: +14

Skills: Acrobatics 2 (+6), Climb 4 (+5), Concentration 19 (+23), Diplomacy 3 (+6), Handle Animal 4 (+7), Intimidate 8 (+11), Medicine 4 (+8), Notice 10 (+14), Search 7 (+18), Sense Motive 7 (+11), Stealth 4 (+8), Swim 4 (+5), Craft: Alchemical 16 (+27), Knowledge: Arcane Lore 19 (+30), Knowledge: Earth Sciences 11 (+22), Knowledge: History 8 (+19), Knowledge: Theology & Philsophy 8 (+19), Perform: Dance 3 (+6)

Feats: Ritualist, Artificer, Benefit - Chosen of Mistra 3, Contacts, Eidetic Memory, Fearless, Improved Initiative 1, Well-Informed, Improved Critical - Strike 1, Improvisation 5, Inspiration 3, Connected, Second Wind 3

Powers:
Immunity 22 (Aging, Damage Type: Disintegration, Uncommon Descriptor: Mind Reading, Uncommon Descriptor: Drain Wisdom, Damage Type: Fire, Uncommon Descriptor: Time Manipulation, Damage Type: Kinetic)
The Chosen of Mistra (Container, Passive 4) (Powers: Enhanced Ability 8, Enhanced Ability 8, Mind Shield 4)
- Enhanced Ability 8 (+8 CON; Ability: Constitution)
- Enhanced Ability 8 (+8 INT; Ability: Intelligence)
- Mind Shield 4 (Impervious +4 to Will saves vs. Mental effects)
Hard to Loose Items (Device 5) (Powers: Ring of Protection (Linked), Ring of Regeneration (Regeneration 15), Mantle of Spell Resistance (Power Resistance 5))
- Ring of Protection (Linked) (Powers: (Saving Throw) Protection 5 [Link])
---(Saving Throw) Protection 5 [Link] (Saving Throw: Toughness, Extras: Impervious)
- Ring of Regeneration (Regeneration 15) (DC 25, Ability Damage 2 (recover 1 / hour), Recovery Bonus 4 (+4 to recover), Recovery Rate (Bruised) 3 (recover 1 / round without rest), Recovery Rate (Disabled) 2 (recover 1 / hour), Recovery Rate (Injured) 2 (recover 1 / 5 mins), Recovery Rate (Staggered) 2 (recover 1 / 5 mins), Power Feats: Persistent, Regrowth, Flaws: Limited 1 (Cannot regnerate form acid or fire))
- Mantle of Spell Resistance (Power Resistance 5) (Nullifies Descriptor: Magic)
Easy to Loose Devices (Device 3) [Lose] (Powers: Elminster's Eversmoking Pipe (Features 1), Long Sword of Thundering (Linked))
- Elminster's Eversmoking Pipe (Features 1)
- Long Sword of Thundering (Linked) (Powers: Strike 5 [Link], Dazzle 4 [Link])
---Strike 5 [Link] (DC 20, Feats: Improved Critical - Strike 1, Power Feats: Accurate 1 (+2), Extras: Penetrating)
---Dazzle 4 [Link] (DC 14, Affects: One Sense Type (1/r) - Hearing, Flaws: Range 1 (touch))
Magic (Array 28) [Dyn: 2/r+11, max 56PP] (Default Power: Blast, Alternate Powers: The Silver Fire (Blast 14) [Alt], The Silver Cloud (Blast 14) [Alt] [Dyn: 4/r, max 56PP], Purging (Nullify 14) [Alt] [Dyn: 3/r, max 56PP], Teleport 8 [Alt] [Dyn: 3/r+3, max 56PP], Force Field 14 [Alt] [Dyn: 2/r+2, max 56PP], ESP 8 [Alt] [Dyn: 2/r, max 56PP])
- The Silver Fire (Blast 14) [Alt] (DC 29, Extras: Area, Line (5x350 ft. line - General), Penetrating)
- The Silver Cloud (Blast 14) [Alt] [Dyn: 4/r, max 56PP] (DC 29, Extras: Area, Cloud (70 ft. diameter, lingers - General), Penetrating)
- Purging (Nullify 14) [Alt] [Dyn: 3/r, max 56PP] (DC 24, Counters: All Powers of (Type) (2/r) - Magical Descriptors, Extras: Effortless)
- Teleport 8 [Alt] [Dyn: 3/r+3, max 56PP] (800 ft. as move action, 2000 miles as full action; DC 18, Power Feats: Progression, Mass 3 (carry 1000 lbs), Extras: Portal, Flaws: Long-Range)
- Force Field 14 [Alt] [Dyn: 2/r+2, max 56PP] (+14 Toughness; Power Feats: Selective, Subtle 1 (subtle), Extras: Impervious)
- ESP 8 [Alt] [Dyn: 2/r, max 56PP] (Affects: 2 Types (2/r) - Normal Sight, Hearing)
- Six additional Dynamic Spells of your choice to round him out
Magical Awareness (Super-Senses 5) (Awareness: Magical, Analytical: Magical Awareness, Acute: Magical Awareness, Radius: Magical Awareness, Extended: Magical Awareness 1 (x10))
Comprehend Languages (Comprehend 3) (Languages - Speak All, Languages - Understand All, Languages - You're Understood)

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +13)

Attacks: Unarmed Attack, +12 (DC 16), Mantle of Spell Resistance (Power Resistance 5), +12 (DC 15), Strike 5 [Link], +14 (DC 20), Dazzle 4 [Link], +12 (DC Fort/Ref 14), The Silver Fire (Blast 14) [Alt], +12 (DC 29), The Silver Cloud (Blast 14) [Alt] [Dyn: 4/r, max 56PP], +12 (DC 29), Purging (Nullify 14) [Alt] [Dyn: 3/r, max 56PP], +12 (DC Will 24)

Defense: +8 (Flat-footed: +4), Knockback: -19

Initiative: +8

Languages: Native Language

Totals: Abilities 44 + Skills 36 (141 ranks) + Feats 22 + Powers 149 + Combat 40 + Saves 27 + Drawbacks 0 = 318


Background & History
Early Years: 212 - 241
For a long time Elminster's true parentage was thought to be unknown. It is now known that he was a prince of Athalantar, born to the house of Aumar in 212 DR. His father Elthryn was a prince and the true heir to the Stag Throne, but his mother Amrythale Goldsheaf was a mere foresters daughtter. Both were slain in 224 DR when a dragon attacked the small village where they lived The empire of Athalantar lay deep in the high Forest, north and East of the Unicorn Run. Its’ capital, Hastarl, stood on the site of the present-day settlement of Secomber and was a city of many powerful magic users. It is believed that Elminster learned at least the rudiments of his magic from his contacts here including Myrajala "Darkeyes," the half-elven adventuress.

He also speaks of Arkhon "the Old," perhaps the foremost human sage (and a mage of note, too) in the North at the time, and it's suspected that he took tutelage under Arkhon in Waterdeep. What is clear is that by the time he left the north Elminster was already an accomplished and skilled magician. He had forged a close bond with Mystra, who not only guided him but also granted him many unique magics.

Myth Drannor: 241 - 331
In the year 241 DR Elminster left the north and travelled to the Elven Empire of Cormanthyr. Disguised as a noble elf and wearing a “stolen” telíkiira (granted him by the dying Lord Alastrarra), the young prince Elminster Aumar, surprised many with his boldness and skill with magic, but he angered many more with his mere presence. After a number of tests by both the noble House Alastrarra and the Coronal himself, the prince-mage was found to be ShaíQuessir, an elf-friend.

Elminster’s early time in Myth Drannor was difficult to say the least. He learned much of the intrigue and hypocrisy that existed among many of the elven noble houses, as he came close to losing his life because of them. Despite a public pronouncement and vindication by Eltargrim himself, there were many who saw not a mage eager to learn of the TelíQuessir but a “Hairy One” whose presence foretold only doom.

Those who opposed the Coronal’s unification of the races tried time and again to manipulate Elminster into being a tool they could use against the Coronal’s stance. Numerous attempts were made to frame him with crimes unspeakable to the elves (and thereby use that as evidence against the Coronal's proposal of unification). These plots rarely lasted long, thanks to Mystra’s aid and the friends the young mage made among the more level-headed elves of the Coronal's Court. The grand plan of unification marched ahead despite all the machinations of the nobles or the magical mishaps that followed the young Elminster. Indeed his role as Mystra’s agent only further emboldened the Coronal and the Elven Court to move ahead with an alliance.

For the next two decades beyond, Elminster learned more of magic under the tutelage of the Masked (one of the most mysterious of mages in Cormanthyr or any of her contemporary realms) and the equally powerful and mysterious Srinshee. In fact, Elminster taught as much as he learned, for the magics granted him by Mystra and his own travels were new to the elves, who were just as hungry for knowledge as he.

The records now become unclear. It seems he may have left the city at times during this 20 year period to travel the realms, possibly in the complany of Alais, an elven woman.

In the year 261 DR, Elminster was one of the many mages who helped raise the mythal of protection around Myth Drannor, although he was only one of the tertiary mages. Following this there is a long period when Elminster remained in Myth Drannor steadily growing on lore and maturity. When the Harpers at Twilight were formed in 324 Elminster was one of their number.

After Leaving Myth Drannor 331 - present day
In 331 at Mystra’s bidding Elminster left the elven city for the first time in 70 years. He traveled, initially with Alais, ranging more widely about the Realms than any man alive had at the time. At length Alais took him over the sea to Evermeet, the island kingdom of the elves. There she remained, to pass away, and he returned, changed in outlook and humor, to visit one keep of learning after another, quietly scoring the libraries of the Realms - and discreetly furthering his arts under the tutelage of such mages as Torose and Shalane of Taerloon.

It is thought that at this time he mastered and completed whatever processes he thought necessary for his own longevity for Elminster then dropped out of sight for centuries, doubtless into seclusion at some haunt of his own devising, to experiment in magery on his own, develop some of his spells, and create magic items. At some point during this time, he is known to have tentatively explored some of the lower planes.

In the latter part of the 7th Century DR Elminster returned to the city of Myth Drannor which by then was in the midst of war. The Shrinshee had left, the mythal was failing and her people were downhearted and dismayed. Elminster both berated and heartened the troops before he left once more.
He returned to public view, in Waterdeep, and began to operate as a sage for hire, and to take on apprentices. Then, as now, he retained only those he liked and thought fit: the adventuress Laeral, founder of The Nine; Alustriel, who was later to become ruler of city of Silverymoon; the witch Sulune, who became the wife of Aumry, lord of Shadowdale; and Murask of Neverwinter. Since then Sylune's husband was slain, and Elminster answered her call for aid by coming to Shadowdale, where he helped to overthrow an evil usurper and quell an uprising of drow from the depths. Elminster loved the peace and beauty of the dale, its nearness to the Elven Court, and its simple folk, and he stayed. Thereafter, he taught the bard Storm Silverhand, Sylune's sister, and aided The Simbul and Khelben Arunsun for the first time, working together against evil magery from Thay, Mulmaster, and Zhentil Keep- foes that have remained, in one form or another, to this day.

During the Time of Troubles, he saved Toril by holding Mystra's power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic.

It is suspected that he had a hand in raising the present Lords of Waterdeep (a secretive group that includes Khelben Arunsun) to power, and in forming the Harpers, but there is no hard evidence, and Elminster just smiles and winks now and then when queried. He has often aided mages, and elves in particular, over the last half century or so, but has taken few apprentices, and less of a hand in open politics.

Taken from Forgotten Realms Hall of Heroes, TSR 1989, adapted with reference to and additional material added from the more recent material outlined in the References section, which was provided by the folks at http://myth-drannor.net/DlabraddathNet/z-istar/Main.htm.



Silver Fire
In the fantasy world of the Forgotten Realms, silver fire is to one among the special abilities the Chosens of Mystra are gifted with.

Once per hour, a Chosen of Mystra can unleash from within his or her body a beam of magical whitish flame known as silver fire (which is also used as a general name for the overall power invested in each of her Chosen by the goddess). This beam is 5 feet wide and can be made to extend as far as 70 feet if desired. No magical or physical barrier has been discovered that can stand up against it, and the beam inflicts tremendous damage on all beings struck by it. Any nonliving object touched by the beam is utterly destroyed. An individual also can choose to expel the silver fire in the shape of a cloud that fills a cone-shaped area 5 feet in diameter at its base, up to 70 feet long, and up to 70 feet across at its widest. This silver cloud causes no damage, but banishes dead magic areas forever, instantly restoring such an area's connection with the Goddess of All Magic. This use of the silver fire is extremely rare, since Mystra considers it an emergency action only.

The silver fire also can be activated within the body of a Chosen to purge all external magical and psionic compulsions from that person. And, once per day, an individual can teleport without error to the last location where he or she used the silver fire in any of its forms.

It should also be noted that, silver fire is composed of pure Weave Magic energy, thus the clashing of silver fire with the Shadow Magic would cause the multiverse to unravel itself, tearing the fabric of the world, causing huge dimensional rifts between the planes, as was happened in Shadowdale in the Year of Wild Magic (DR 1372), when Elminster was fending off several invading Shadow Princes, who were actually shadow-mattered creatures. His silver fire did vaporize one of them, but also created a rift between Toril and the Nine Hells. Elminster jumped into the Nine Hells and sealed the rift from there, but such an act also burned all his magical energies and left him entirely helpless in the Hells. Only with the help of the Simbul did the archmage finally escape.

You can find out more about silver fire and the forgotten realms by going to this site
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