Greetings and Salutations to those of you who are reading this! I am making this new thread as a supplement to my setting in this thread. It will take me some more time to build up each character and template I have in store for my universe (especially when I am still building it up from the time of this post). I must note here and now that these builds will be in 2e of Mutants and Masterminds. For those of you who ask why, it is because it is easier to translate the 2e builds into other games like D&D 3.5e or Pathfinder (as examples). If demand is asked for, I will also make an additional 3e build of each character. Criticism for the builds is also welcomed and very much appreciated.
So, now that I have a good number of characters and groups established, it is time for me to make their builds! Here's a teaser of what is to come:
RESIDENTS OF ASGARD
Buri, The One From Before
Odin Allfather
Thor, Guardian of Midgard
Loki, The Trickster
INFAMOUS GIANTS
Ymir, The Primordial Frost Giant
Surt, The Primordial Fire Giant
Utgard-loki, King of The Giants
SUPERPOWERED HUMANS
Celestial
Berserker
The Golden Knight
The Lady Of Persia
Robin Hood
Revenant
Torturaron
Chimera
Alice, Queen of Wonderland
Xeroverse Heroes & Villains
Xeroverse Heroes & Villains
Last edited by XeroKhan on Thu Feb 09, 2017 8:00 am, edited 3 times in total.
Odin Allfather
POWER LEVEL: X
COMPLICATIONS:
- MOTIVATION- Greed: Odin will always seek greater Wisdom and Knowledge, even if it means fighting for it. This is why he constantly goes on pilgrimages instead of staying in Asgard all the time.
FAME- Among the Magic-wielding community and those who know Norse Myth, Odin is very famous.
OBSESSION- Wisdom and Knowledge: *See "MOTIVATION- Greed" above.
REPUTATION: Odin has a reputation for many things, especially among the Jotuns. These are innumerable.
RESPONSIBILITY: Odin is the Chieftain of the Norse Pantheon. He has always been in Asgard when it needs him the most, but mostly he is always on his pilgrimages.
DRAWBACKS:
DISABILITY- One Eyed: Odin gave up one of his eyes in order to gain most of the Wisdom that he knows currently. As such, so comes the drawback that he is less accurate with his ranged combat.
UNAVOIDABLE DESTINY: Odin will die at Ragnarok by the fangs of Fenrir, the son of Loki. Until then, he is unable to die by any means.
By far, Odin is the most powerful magic user in the Xeroverse. His Wisdom and Knowledge are on par with that of the Game Master, and must only be used for massive Plot Points involving the events leading up to Ragnarok. Not only this, but he is THE War God of the Norse pantheon. This is a brief summary as to why he is Power Level X. He's not necessarily a villain, but he is selfish in his motivations. He has also been known to transform what he looks like, but not to the extent that his blood brother Loki can. He's even been known to be a trickster himself in some regard (making more sense to why he and Loki are blood brothers). He has even loved to involve himself in convenient conflicts from time to time for no reason other than to fight; however, this is only limited to major battles that lead up to Ragnarok.
Normally, Odin is normally seen as an elderly man wearing a large brimmed hat that covers the eye socket that once bore the eye that Odin gave up for knowledge and wisdom. He wears a grey cloak brimmed with a sky blue edge, with a matching hat mentioned before. He bears a long grey beard commonly depicted for elderly wizards.
As a major point of note, Odin's throne, which is known as Hlidskialf (pronounced Lid-skialf), allows one who is sitting upon it to see anything within the universe. This can be a major plot point that can be made with any campaign as long as it fits within the parameters of the setting.
Odin commonly wields his spear Gungnir (commonly believed to be the Spear of Destiny). Odin has never lost it at all in comparison to Thor in losing his hammer Mjollnir. Below is the stats for Gungnir, for the plot purposes of whether a hero or villain wield it in place of Odin. Note, the Feature on the weapon is unique ONLY TO THIS WEAPON. By no means does that mean for any new device to be made can have this feature.
He does have some pets that he has possession of. Below are the stats for each of his creatures. I must note that I am grouping multiple together as they have the same exact stats (that, and I'm a bit lazy XP). Sleipnir is Odin's steed who is very fast. Huginn and Muninn are Odin's ravens, who scour the entirety of the Nine Realms and relay information back to Odin. Geri and Freki are the guard wolves of Odin's throne.GUNGNIR, THE "SPEAR OF DESTINY"
Device 4
-Easily Removable
=Indestructible*
Damage 6
=Feature: Always hits when thrown, but requires roll to confirm Critical Hit
=Improved Critical 4 (16-20)
=Mighty
+Penetrating 6
=Selective
=Thrown
SLEIPNIR, THE 8-LEGGED HORSE
STR 26
DEX 26
CON 30
INT 2
WIS 12
CHA 6
SAVES:
Fortitude +18
Reflex +14
Will +2
SKILLS:
Notice 4 (+5)
POWERS:
Additional Limbs 4
>8 Legs total
Growth 4
=Innate
-Permanent
Protection 10
+Impervious
Speed 20
Super-Movement 3
>Air Walking 2
>Slow Fall
Super-Senses 2
>Extended Vision
>Low-Light Vision
OFFENSES:
Initiative +8
ATK +6
Grapple +14
Damage:
Unarmed DC 23
DEFENSES:
Defense +6
Toughness +18
Knockback -14
HUGINN AND MUNINN, THE SCOUTING RAVENS:
STR 6
DEX 17
CON 10
INT 10
WIS 14
CHA 4
SAVES:
Fortitude +2
Reflex +5
Will +18
SKILLS:
Notice 20 (+22)
Stealth 6 (+17 for size)
FEATS:
Eidetic Memory
POWERS:
Flight 20
-Wings
Shrinking 8
=Innate
-Permanent
Super-Senses 22
>Accurate, Acute Vision
>Danger Sense (Visual)
>Darkvision
>Direction Sense
>Distance Sense
>Extended Vision 3 (x1000)
>Infravision
>Low-Light Vision
>Microscopic Vision 1
>Tracking 3
>Ultravision
>X-Ray Vision
OFFENSES:
Initiative +3
ATK +7
Grapple +5
Damage:
Unarmed DC 13
DEFENSES:
Defense +7
Toughness -2
Knockback +0
*EDIT (2/9/2017 @ 2:04 am EST): I added the Indestructible Power Feat to Gungnir to represent not only it's being a Treasure of Asgard, but also it's origins from being a Svartalf-Made Weapon.GERI AND FREKI, GUARD WOLVES OF ODIN'S THRONE:
STR 26
DEX 30
CON 30
INT 10
WIS 12
CHA 16
SAVES:
Fortitude +14
Reflex +10
Will +6
SKILLS:
Notice 8 (+9)
Stealth 4 (+6)
Sense Motive 12 (+15)
Survival 0 (+1)
FEATS:
Improved Trip
Teamwork 3
Truth Sense
POWERS:
Super-Senses 4
>Danger Sense (Olfactory)
>Low-Light Vision
>Scent
>Track
OFFENSES:
Initiative +10
ATK +6
Grapple +14
Damage:
Unarmed DC 23
DEFENSES
Defense +8
Toughness +10
Knockback -5
Last edited by XeroKhan on Thu Feb 09, 2017 8:00 am, edited 5 times in total.
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Re: Xeroverse Heroes & Villains
Wow, an "always hits" weapon- was that part of the original mythology? That's pretty epic. His animal friends are pretty high-end, too. Is Sleipnir PL 11?
Re: Xeroverse Heroes & Villains
Yup. Odin's spear, Gungnir, never misses. It was stated in the story of the Treasures of Asgard (i.e. Gungnir, Mjollnir, Sif's Hair, etc). It was made by Svartalf hands, empowered by magic, but it is nowhere near as powerful as what I'm planning for Mjollnir- one that outshines even Marvel's interpretation. I did nerf the spear, as it never misses when it is thrown.Jabroniville wrote: ↑Sat Feb 04, 2017 8:48 am Wow, an "always hits" weapon- was that part of the original mythology? That's pretty epic. His animal friends are pretty high-end, too. Is Sleipnir PL 11?
As for Odin's animals, I had to meet their "heavenly" attributes in a M&M system. Odin's ravens were gatherers of information from all over the Nine Realms, so their flight speed had to be extremely high, as well as their intelligence to relay the information back to Odin. Geri and Freki are meant to guard Odin's throne, so I boosted them to decently high levels and gave them intelligence (they speak in the myth of how the god Frey lost his sword Sumarbrandr to woo a beautiful giantess). Sleipnir is half-Jotunn, as he is the child of Loki (a story that Loki would be embarrassed about, since Loki bore the horse) and it is known for it's super-speed, thus why it's so fast.
I can easily go on, but I think I made my point (I hope). If you need links about each thing, I will supply if asked.
Thor, the Guardian of Midgard
Alright, time for the Guardian of Midgard himself:
After that, I started building up the Legendary Hammer of Thor, Mjollnir (Mioll-near). This Weapon is EXTREMELY powerful and dangerous when unprotected. Below is Mjollnir:
Now, I know what you are thinking: "Hey, why does Mjollnir have an Aura? Shouldn't it be like any other hammer?" In the actual Myths, Mjollnir IS powerful, but it was also dangerous as it's handle is white hot (I figured it was physical plasma, like a Lightsaber's blade), so, it is represented as such. It is also of note that Thor does, in fact, lose this weapon A LOT; however, none of the Jotuns EVER wield the weapon against Thor because of the handle (I figured), and only used it as a token to trick Thor into coming to them and then kill Thor (spoiler alert, it NEVER worked out for the Jotun). The only way Thor was even able to wield this weapon are his gauntlets, Jarngreipr (Yarn-grape). Below are stats to Jarngreipr:
It MUST be noted that ONLY those who wear Jarngreipr can wield Mjollnir, and nobody else. That is why in this setting, this is the only thing that has Immunity to Mjollnir's handle. The only other thing is that Thor has two goats: Tangrisnir (Tan-Griz-near) and Tanngnjostr (Tan-gin-yost), who accompany Thor constantly. Here are their stats (the stats represent both goats):
These two goats have regenerative capabilities equal to even Deadpool, so Thor brings them along as "Emergency Food." If they are eaten, the come back to life the next morning after they are eaten; however, if one or both of the goat's bone marrow is devoured, the affected goat(s) will be unable to fully restore those specific bones through their Regeneration and must therefore heal them naturally. This is seen in the Myth of how Thor gain his servant and "sidekick" Thialfi.
Once more, back to the stats of Thor, he has other devices on him BECAUSE they are the "back-up" equipment given to him by one of Odin's many wives, Grid (a Jotun), and are thus represented as such. Each item has its use: The Girdle (a shirt that reaches all the way down to the mid-thigh) didn't do anything really, so I gave it high Protection; The Staff which makes one immovable when focusing on staying in one spot safely, as well as it's ability to PETRIFY its foes; and The Glove, capable of holding at the very least a Molten wedge (of possibly iron or some sturdy material).
In the end, Thor came out to be at most a PL 31. The only reason it is this high is only because of Megingjord and Mjollnir combined while Raging. Keep in mind of his Complications, and the other notes I made on Mjollnir, and make sure only a GM uses Thor as a plot device ONLY.
WOW. Craziest character sheet I ever made to date/post. To explain my process, I started with the most simple premise: "What is Thor without ANYTHING including his godly abilities?" He is a simple Barbarian from his actions and capabilities; however, he is not as dumb as one, so he does not have the drawback of being unable to read. After that, I gave him his powers of Weather Control, as he is the Norse God of Storms. After that, I began building up what makes him TRULY the Protector of Midgard- his equipment. I first built up his belt Megingjord (Meg-ing-yord), which increases the actual strength of the wearer, which increases in potency when tightened. Below is Megingjord:STR 22 (28 Raging)
DEX 18
CON 22
INT 14
WIS 16
CHA 18
FORT +10 (or +13 Raging)
REFX +8
WILL +7 (or +10 Raging)
___________________________________________
Acrobatics 8 (+12)
Climb 8 (+14; +17 Raging)
Concentration 12 (+15)
Escape Artist 8 (+12)
Handle Animal 8 (+12)
Intimidate 12 (+16; +21 to Jotuns)
Know (Earth Sciences) 4 (+6)
Notice 8 (+11; +16 to Jotuns)
Ride 8 (+12)
Search 8 (+10)
Sense Motive 8 (+11; +16 to Jotuns)
Sleight of Hand 8 (+12)
Survival 8 (+11; +16 to Jotuns)
Swim 4 (+10; +13 Raging)
Bluff +5
___________________________________________
Acrobatic Bluff
All-Out Attack
Critical Strike (Jotuns)
Defensive Roll 2
Dodge Focus 2
Endurance
Evasion
Favored Opponent 5 (Jotuns)
Fearsom Presence 6 (30 ft., WILL DC 16 or Become Shaken)
Improved Initiative
Move-By Action
Power Attack
Prone Fighting
Quick Draw 1 (Draw)
Rage 3 (+6 STR, +3 FORT/WILL, -2 DEF, 10 rnds)
Startle
Takedown Attack 2
Track
Uncanny Dodge (Visual)
___________________________________________
Immunity 5
>Weather Effects
Weather Control 10
>Distraction [High Winds, 5000 ft. radius, DC 10]
AE: Air Control 10
>Heavy Load: 12 tons
AE: Blast 10
>Lightning
AE: Dazzle 10
>Thunder (Auditory Senses)
+Burst Area
AE: Environmental Control 10
>Cold [Extreme Cold, 5000 ft. radius, 1/4 Speed]
AE: Environmental Control 10
>Heat [Extreme Heat, 5000 ft. radius]
AE: Obscure 10
>Fog (Visual Senses), 5000 ft. radius]
AE: Obscure 10
>Howling Winds (Auditory Senses), 5000 ft. radius]
=====The Girdle of Grid=====
DEVICE 4
-Hard to Remove
Protection 10
+Impervious
============================
=====The Staff of Grid=====
DEVICE 7
-Easy to Remove
Damage 6
=Accurate
=Mighty
+LINKED: Petrification*
=Ranged
*Petrification 10
+Continuous
=Incurable
-Permanent
-Touch Range
Immovable 10
>+40 vs. Push, Rush, Trip, or Throw
-Concentration
===========================
=====The Glove of Grid=====
DEVICE 2
-Hard to Remove
Feature 1
>Able to hold anything EXCEPT Mjollnir
Enhanced Feats 5
>Throwing Mastery 5
=Accurate 2
=Improved Block
=Improved Throw 2
===========================
___________________________________________
Init +8
ATK +8
...w/ Glove +8 (+12 Throwing & Catching)
Grapple +14
...w/ Rage +17
Unarmed DC 21
...w/ Megingjord DC 22-31
...w/ Rage DC 24
...w/ Both DC 25-34
Mjollnir DC 36
...w/ Megingjord DC 37-46
...w/ Rage DC 39
...w/ Both DC 40-49
Staff of Grid DC 27
...w/ Megingjord DC 28-37
...w/ Raging DC 30
...w/ Both DC 31-40
Throwing w/ Glove DC 26
...w/ Megingjord DC 27-36
...w/ Raging DC 29
...w/ Both DC 30-39
Lightning Blast DC 25
+5 Damage vs. Jotuns
___________________________________________
DEF +12
...>+5 Flatfooted
...>+10 Raging
TOUGH +8 (+6 Flatfooted)
...>w/ Girdle +18 (+16 Flatfooted)
Knockback -4
...w/ Girdle of Grid +14
...w/ Staff of Grid +14
...w/ Both +24
___________________________________________
COMPLICATIONS:
MOTIVATION- Goodness: Thor fights for Humans, especially the Lower Classes. If anybody is threatened by Jotuns, Thor is there to demolish those Jotuns.
FAME: Thor is THE most famous Norse Myth figure to exist. Even those who never studied the Myth have heard of Thor through some means.
REPUTATION: Thor is HATED by many Jotuns. Not only that, but his Anger is very noteworthy.
TEMPER: Thor has the greatest form of Rage that could ever exist. His anger even terrifies the Aesir. One should NEVER intentionally anger Thor, or it will be their end.
DRAWBACKS:
FATE AT RAGNAROK: Thor can only die at Ragnarok by the venom of Jormungandr, the Midgard Serpent and Loki's Son. Just like Odin, he cannot die before then.
DEVICE 9
-Hard to Remove
=Indestructible
Super-Strength 10
=FEATURE (Adjustable: Can precisely set the bonus from 1-10 while wearing, but requires a Standard Action to change this bonus)
=Innate
+LINKED: Damage 10 (=Mighty)
=Reversible
=Subtle
+Total Fade
After that, I started building up the Legendary Hammer of Thor, Mjollnir (Mioll-near). This Weapon is EXTREMELY powerful and dangerous when unprotected. Below is Mjollnir:
DEVICE 8
-Easy to Remove
=Indestructible
=Restricted (Those wearing Jarngreipr)
Damage 15 (19pp)
=FEATURE: After being thrown, it returns to the Thrower's hand immediately at the end of their turn in Initiative
=Mighty
=Thrown
=Homing 1
Damage 10 (21pp)
+Aura
=Innate
-LIMITED: Only to those attempting to Wield Mjollnir
-Permanent
Now, I know what you are thinking: "Hey, why does Mjollnir have an Aura? Shouldn't it be like any other hammer?" In the actual Myths, Mjollnir IS powerful, but it was also dangerous as it's handle is white hot (I figured it was physical plasma, like a Lightsaber's blade), so, it is represented as such. It is also of note that Thor does, in fact, lose this weapon A LOT; however, none of the Jotuns EVER wield the weapon against Thor because of the handle (I figured), and only used it as a token to trick Thor into coming to them and then kill Thor (spoiler alert, it NEVER worked out for the Jotun). The only way Thor was even able to wield this weapon are his gauntlets, Jarngreipr (Yarn-grape). Below are stats to Jarngreipr:
DEVICE 1
-Hard to Remove
=Indestructible
Immunity 1
>Aura of Mjollnir
(Jarngreipr has no other abilities save for the wearer's immunity to Mjollnir's handle, so I couldn't think of what else to boost it up. Sorry.)
It MUST be noted that ONLY those who wear Jarngreipr can wield Mjollnir, and nobody else. That is why in this setting, this is the only thing that has Immunity to Mjollnir's handle. The only other thing is that Thor has two goats: Tangrisnir (Tan-Griz-near) and Tanngnjostr (Tan-gin-yost), who accompany Thor constantly. Here are their stats (the stats represent both goats):
STR 20
DEX 10
CON 22
INT 2
WIS 11
CHA 4
FORT +10
REFX +4
WILL +1
___________________________________________
Notice +4
___________________________________________
Endurance 2
Fast Overrun
Improved Overrun
Instant Up
Move-By Action
Takedown Attack 2
Teamwork
___________________________________________
Damage 5
=Mighty
Regeneration 44
>Recovery Rate
...>Bruised & Unconscious: Immediately
...>Injured & Staggered: Immediately
...>Disabled & Ability Damage: Immediately
>Resurrection: Immediately
=Innate
-LIMITED: Does not work on Bones/Bone Marrow (They heal normally)
-LIMITED: All bones must be together for it to work
=Persistent
-UNRELIABLE: Only 1/day
Super-Movement 6
>Dimensional Movement 3 (Any Dimension/Realm)
>Air Walking 2
>Slow Fall
___________________________________________
Init +0
ATK +3
Grapple +8
Unarmed DC 20
Gore DC 25
___________________________________________
DEF +4
TOUGH +3
Knockback -1
___________________________________________
These two goats have regenerative capabilities equal to even Deadpool, so Thor brings them along as "Emergency Food." If they are eaten, the come back to life the next morning after they are eaten; however, if one or both of the goat's bone marrow is devoured, the affected goat(s) will be unable to fully restore those specific bones through their Regeneration and must therefore heal them naturally. This is seen in the Myth of how Thor gain his servant and "sidekick" Thialfi.
Once more, back to the stats of Thor, he has other devices on him BECAUSE they are the "back-up" equipment given to him by one of Odin's many wives, Grid (a Jotun), and are thus represented as such. Each item has its use: The Girdle (a shirt that reaches all the way down to the mid-thigh) didn't do anything really, so I gave it high Protection; The Staff which makes one immovable when focusing on staying in one spot safely, as well as it's ability to PETRIFY its foes; and The Glove, capable of holding at the very least a Molten wedge (of possibly iron or some sturdy material).
In the end, Thor came out to be at most a PL 31. The only reason it is this high is only because of Megingjord and Mjollnir combined while Raging. Keep in mind of his Complications, and the other notes I made on Mjollnir, and make sure only a GM uses Thor as a plot device ONLY.