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kanly
10-01-2014, 03:08 PM
3E Superhero builds
Anansi (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171928&viewfull=1#post171928)-
Anubis (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171930&viewfull=1#post171930) -
Apollo (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171931&viewfull=1#post171931) -
Aracnoid (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171929&viewfull=1#post171929) -
Badak (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146943&viewfull=1#post146943) - Rhino themed powerarmor
Battilion (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171926&viewfull=1#post171926) - Commander of a fleet of powerful windup toys
Bigtop (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146942&viewfull=1#post146942) -
Black Spine (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39843&viewfull=1#post39843) - 9' tall, humanoid cockroach
Bluetooth (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=223814&viewfull=1#post223814) - A blind, deaf Technopath
Carapace (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171925&viewfull=1#post171925) -
Chrysalis (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146938&viewfull=1#post146938) - Buggy super
Clouded Leopard (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39845&viewfull=1#post39845) - Unpowered searcher for the seeds of creation
Cheshire Cat (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=233744&viewfull=1#post233744) -
Iaido (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52810&viewfull=1#post52810) - Wielder of the imperial blade
Ingwaz Mannuson (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39687&viewfull=1#post39687) - Tectonic Knight
Jack Frost (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=53156&viewfull=1#post53156) - The spirit of winter given form
Jade Shen (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=66326&viewfull=1#post66326) - Queen of the Shadowkhan
John Bull (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52678&viewfull=1#post52678) - Living embodiment of the British spirit
Gearoid O'Cearul (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171923&viewfull=1#post171923) -
Gemini (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146939&viewfull=1#post146939) - A girl who is really in touch with her self
Grimalkin (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146941&viewfull=1#post146941) - A whip wielding cat burgler
Jorel Hopkis (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171922&viewfull=1#post171922) -
Leapfrog (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=54303&viewfull=1#post54303) - Prototype Navy seal power armor
Leashy (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171921&viewfull=1#post171921) -
Marcus Hit IV (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52683&viewfull=1#post52683) - Man in the machine
Mercury (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171920&viewfull=1#post171920) -
Nightmare (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=76439&viewfull=1#post76439) - The horse of your dreams
Ohm (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171917&viewfull=1#post171917) -
Quake (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146944&viewfull=1#post146944) -
Quetzalcoatl (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=82730&viewfull=1#post82730) - The feathered serpent reborn
Rakashsa (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39883&viewfull=1#post39883) - Possessor of the Rakashsa's Heart, a mystic artifact from India
Renasence (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171916&viewfull=1#post171916) -
Rhodes (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=54300&viewfull=1#post54300) - The famed colossus humanized
Ringer (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=64573&viewfull=1#post64573)-
Rosie the Riveter (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52675&viewfull=1#post52675) - Avatar of feminist ideals
Rune (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=64562&viewfull=1#post64562) - Tattooed Warrior
Rushil Zoji (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=61715&viewfull=1#post61715) - Post-apocalyptic Postman
Spoilsport (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171914&viewfull=1#post171914) -
Telemachus (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146945&viewfull=1#post146945) -
Tempo (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=54302&viewfull=1#post54302) - Singer, songwriter, superhero
Terry King (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39857&viewfull=1#post39857) - An extra-dimensional anthropomorphic Deinonychus teen.
Weaver (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39858&viewfull=1#post39858) - TK with an affinity for apparel
Widower (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171910&viewfull=1#post171910) -
Wild Card (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171913&viewfull=1#post171913) -
Yukki Onna (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52681&viewfull=1#post52681) - Emissary of the Winter Court

2E Superhero builds
Aumanas Iliro, Beloved of Calysta
Brian Stern (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39892&viewfull=1#post39892) - Charlie Gordon Expy (Flowers for Algernon)
Caiman (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=69840&viewfull=1#post69840)- Beastly bayou boy
Charlatan (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39890&viewfull=1#post39890) - A legacy magic device user
Diadem (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=102163&viewfull=1#post102163) - It is all about having the proper accessories
George 'Rube' Walberg (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39886&viewfull=1#post39886) - Air controlling pitcher
Ginjiro (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=223553&viewfull=1#post223553) - a silver stretching super
(http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=146941&viewfull=1#post146941)Hubert Louis DuVee IV (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=43728&viewfull=1#post43728) - Beast battling barrister
Jack Golden (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39856&viewfull=1#post39856) - Lucky gambler in a world gone mad
Kid Mercury
Max Telin (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=48244&viewfull=1#post48244) - Private security consultant with his dog Rex
Pirate Queens (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=144946&viewfull=1#post144946) - A sea faring group of super powered women. Made up of Buccaneer, Corsair, Privateer and Swashbuckler
Proteus (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39879&viewfull=1#post39879) - Morphic ball of green goo
Runin Redeyes
Sieben Heim (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39878&viewfull=1#post39878) - Eugenics project that was better than expected
S. E. Brul (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=69105&viewfull=1#post69105) - A brainy PI
Shadow-touched Warlock
Tiberious 'Barry' Kirk (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39873&viewfull=1#post39873) - Biokinetic social misfit.
Thinktank (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=102162&viewfull=1#post102162) - The most dangerous opponent is one who can really think
Wind Witch (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=167804&viewfull=1#post167804) - Voiceless it cries, Wingless flutters, Toothless bites, Mouthless mutters
Yama King (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=171911&viewfull=1#post171911) -

1E Superhero builds
Cricket (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39876&viewfull=1#post39876) - Sonic/porting exoskeleton user

The Jewels of Punjar (3E fantasy home game)
PCs
Aaire (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39660&viewfull=1#post39660) - Raccoon Hengeyokai warrior priestess of Avandra with her blink dog companion Freyell.
Battlezar (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=61280&viewfull=1#post61280) - Dragonborn war hero of the local Lizardman tribe.
Freya (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39666&viewfull=1#post39666) - Shadow touched Half-giant assassin.
Kellen (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39671&viewfull=1#post39671) - TK Gnome with connections.
Zorax (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39672&viewfull=1#post39672) - Mysterious Shardmind swordmage

NPCs
Beggar-King, The (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39700&viewfull=1#post39700) - Shadow tainted human who controls the beggars of Punjar
Lady Ja-Samine (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39715&viewfull=1#post39715) - Head Priestess of the temple of Selune in Punjar
Mother Zeb'oltha (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=39703&viewfull=1#post39703) - A mercenary Plague Witch in the employ of the Beggar-King

Spectrum
10-01-2014, 03:34 PM
I'm curious to see what all you come up with :)

kanly
10-01-2014, 05:16 PM
Thanks Spectrum! This is mostly because my signature was getting too long, but I am going to be posting some other builds for use in my family game.

kanly
10-01-2014, 05:59 PM
Acire - PL 8
http://pre08.deviantart.net/0ca2/th/pre/f/2011/081/d/e/wendy_the_raccoon_girl_by_rumiko_chan_niisan-d3c84q6.jpg

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 5, Intellect 1, Awareness 3, Presence 6

Advantages
Close Attack 3, Defensive Roll 2, Equipment 3, Leadership, Minion 5, Quick Draw

Skills
Insight 5 (+8), Persuasion 5 (+11)

Powers
Belled Branch (Removable)
. . Enfeebling Strike
. . . . Damage: Strength-based Damage 6 (Linked; DC 22)
. . . . Drain Strength: Weaken 7 (Linked; Affects: Strength, Resisted by: Will, DC 17)
. . Virtuous Strike (AE)
. . . . Damage: Strength-based Damage 6 (Linked; DC 22)
. . . . Nullify: Nullify 6 (Linked; Counters: Dark Magic, DC 16; Broad, Effortless; Check Required 5: DC 15 - Expertise: Religion, Reduced Range: close)
Healing: Healing 8 (Energizing, Persistent, Restorative, Stabilize; Unreliable (5 uses))
Mind Shadows: Environment 2 (Visibility (-5), Radius: 60 feet; Selective)
. . Radiant Flare: Cumulative Cone Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18, Cumulative; Limited: Vision, Limited Degree, Unreliable (5 uses))
Racoon Form: Morph 1 (+20 Deception checks to disguise; Single form)
Safewing Amulet (Removable)
. . Movement: Shapeable Area Movement 1 (Safe Fall; Shapeable Area: 30 cft., DC 11)

Equipment
Holy Book, Large Wooden Shield, Plate-mail

Offense
Initiative +1
Damage: Strength-based Damage 6, +8 (DC 22)
Damage: Strength-based Damage 6, +8 (DC 22)
Drain Strength: Weaken 7, +8 (DC Will 17)
Grab, +8 (DC Spec 11)
Nullify: Nullify 6, +8 (DC Will 16)
Radiant Flare: Cumulative Cone Area Affliction 8 (DC Will 18)
Throw, +1 (DC 16)
Unarmed, +8 (DC 16)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 3, Toughness 8/1, Will 8

Power Points
Abilities 38 + Powers 51 + Advantages 15 + Skills 5 (10 ranks) + Defenses 11 = 120

Validation: Complications: At least 2 Complications are required



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

Freyell - PL 8
http://th08.deviantart.net/fs70/PRE/i/2012/236/a/7/blink_dog_by_prodigyduck-d5c8r2a.jpg

Strength 2, Stamina 3, Agility 5, Dexterity 0, Fighting 5, Intellect -3, Awareness 2, Presence -2

Advantages
Agile Feint, Defensive Roll 3, Fast Grab, Grabbing Finesse, Improved Hold, Move-by Action, Prone Fighting

Skills
Athletics 5 (+7), Insight 5 (+7), Intimidation 5 (+3), Perception 5 (+7), Stealth 5 (+10)

Powers
Damage: Strength-based Damage 4 (DC 21; Accurate: +2, Dimensional: dimension - Astral Plane)
Senses: Senses 6 (Accurate: Smell, Extended: Hearing 1: x10, Low-light Vision, Tracking: smell 1: -1 speed rank, Ultra-hearing)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Teleport: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Affects Others, Change Direction, Change Velocity, Turnabout)

Offense
Initiative +5
Damage: Strength-based Damage 4, +7 (DC 21)
Grab, +5 (DC Spec 10)
Throw, +0 (DC 17)
Unarmed, +5 (DC 17)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 6/3, Will 2

Power Points
Abilities 24 + Powers 25 + Advantages 9 + Skills 13 (25 ranks) + Defenses 4 = 75

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
10-01-2014, 06:08 PM
Freya - PL 8
http://www.destructoid.com/ul/236290-hd%20assassins%20creed%20liberation%20dev%20diary. jpg

Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 4, Intellect 1, Awareness 2, Presence 0

Advantages
Chokehold, Defensive Roll 2, Diehard, Equipment 2, Evasion, Fast Grab, Great Endurance, Hide in Plain Sight, Improved Critical: Damage: Strength-based Damage 3+2, Improved Grab, Improved Hold, Languages 1, Precise Attack (Close, Cover), Second Chance: Tripping Traps

Skills
Acrobatics 1 (+6), Close Combat: Mage Sword 1 (+5), Insight 5 (+7), Perception 5 (+7), Sleight of Hand 5 (+10), Stealth 8 (+10)

Powers
Alternate Form (Shadow) (Activation: Free Action)
. . Concealment: Concealment 4 (All Visual Senses; Limited: In shadow only, Passive)
. . Immunity: Immunity 5 (Disease, Poison, Starvation & Thirst, Suffocation (All))
. . Insubstantial: Insubstantial 3 (Energy; Unreliable (5 uses))
. . Movement: Movement 2 (Slithering, Wall-crawling 1: -1 speed rank)
Assassin's Shroud: Damage 2 (Alternate; DC 17; Increased Range 2: perception, Insidious, Stacks with: Damage: Strength-based Damage 3+2, Subtle: subtle) (AE)
Bleak Disciple (AE)
. . Affliction: Cumulative Affliction 8 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Reach (melee): 5 ft., Subtle: subtle)
. . Healing: Healing 5 (Linked; Energizing; Limited: Self only, Unreliable (5 uses))
Shadow Step: Teleport 3 (Alternate; 250 feet in a move action, carrying 800 lbs.; Change Direction, Change Velocity, Increased Mass 4, Turnabout; Medium: Darkness)(AE)
Terrifying Visage: Cone Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18) (AE)
Growth: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -1 active defenses, Advantages: Diehard, Great Endurance; Innate; Permanent)
Headband of Perception (Removable)
. . Enhanced Ability: Enhanced Awareness 1 (+1 AWE)
. . Senses: Senses 3 (Darkvision, Direction Sense)
Mage Sword (Removable)
. . Damage: Strength-based Damage 3+2 ([Stacking ranks: +2], DC 22; Accurate: +2, Reach (melee): 5 ft.)
Spider Silk Mantle (Removable)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank, Advantages: Fast Grab, Improved Grab, Improved Hold)
Thievery training: Enhanced Trait 4.5 (Traits: Technology +9 (+10); Limited: limited to security)

Equipment
Hold-out Pistol, Leather Armor, Toolkit (Basic)

Offense
Initiative +5
Affliction: Cumulative Affliction 8, +4 (DC Will 18)
Assassin's Shroud: Damage 2 (DC 17)
Damage: Strength-based Damage 3+2, +8 (DC 22)
Grab, +4 (DC Spec 12)
Hold-out Pistol, +5 (DC 17)
Terrifying Visage: Cone Area Affliction 8 (DC Will 18)
Throw, +5 (DC 17)
Unarmed, +4 (DC 17)

Languages
Common, Giant

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 7/4, Will 4

Power Points
Abilities 32 + Powers 51 + Advantages 11 + Skills 13 (25 ranks) + Defenses 13 = 120

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
10-01-2014, 06:18 PM
Kellen - PL 8
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTGlrCyPwgc4NsP5AQBVlS2MINK70pEf LoKPUOm6JDl4Mc9bV8g

Strength -1, Stamina 1, Agility 2, Dexterity 0, Fighting 3, Intellect 6, Awareness 3, Presence 1

Advantages
Accurate Attack, All-out Attack, Contacts, Defensive Attack, Defensive Roll, Eidetic Memory, Improved Hold, Improvised Tools, Instant Up, Languages 1, Power Attack, Precise Attack (Ranged, Concealment), Speed of Thought, Well-informed

Skills
Expertise: Arcana 5 (+11), Expertise: Streetwise 5 (+11), Insight 5 (+8), Investigation 5 (+11), Perception 5 (+8), Technology 1 (+7)

Powers
Broach of Shielding (Removable)
. . Force Field: Protection 5 (+5 Toughness; Sustained)
Concealment: Concealment 4 (All Visual Senses; Passive, Unreliable (5 uses))
Leather Armor of Repulsion (Removable)
. . Move Object: Move Object 3 (400 lbs.; Reaction 3: reaction; Limited Direction: Away, Reduced Range: close, Unreliable (5 uses))
. . Movement: Movement 1 (Water Walking 1: you sink if you are prone)
. . Protection: Protection 2 (+2 Toughness)
Remote Sensing: Remote Sensing 3 (Affects: Visual Senses, Range: 250 feet, Advantages: Precise Attack (Ranged, Concealment); Simultaneous)
Shrinking: Shrinking 4 (+4 Stealth, +2 active defenses, -1 size category; Innate, Normal Strength; Permanent)
Staff of Control (Removable)
. . Damage: Strength-based Damage 2 (DC 16)
. . Enhanced Trait: Enhanced Trait 8 (Traits: Ranged Combat +4 (+4), Advantages: Accurate Attack, All-out Attack, Defensive Attack, Improved Hold, Instant Up, Power Attack)
Telekentic Grasp: Move Object 7 (3 tons, DC 23; Damaging, Improvised Weapon)
. . Create: Create 7 (Alternate; Volume: 125 cft., DC 17; Movable, Subtle 2: invisible; Activation: move action)
. . Dust Storm: Environment 3 (Alternate; Impede Movement (2 ranks), Visibility (-2), Radius: 120 feet; Selective)
. . Thunder Armor: Deflect 7 (Alternate; Redirection, Reflect)

Offense
Initiative +6
Damage: Strength-based Damage 2, +3 (DC 16)
Grab, +3 (DC Spec 9)
Move Object: Move Object 3, +3 (DC 13)
Telekentic Grasp: Move Object 7, +4 (DC 23)
Throw, +0 (DC 14)
Unarmed, +3 (DC 14)

Languages
Common, Elven

Defense
Dodge 4, Parry 5, Fortitude 1, Toughness 9/3, Will 3

Power Points
Abilities 30 + Powers 70 + Advantages 7 + Skills 13 (26 ranks) + Defenses 0 = 120

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
10-01-2014, 06:20 PM
Zorax - PL 8
http://1.bp.blogspot.com/_T1GXmgj7TQk/TRDfzENV_xI/AAAAAAAAAt8/DLBYTFNVC-o/s1600/394_aberrant_soul.jpg

Strength 3, Stamina 1, Agility 0, Dexterity 1, Fighting 3, Intellect 6, Awareness 3, Presence -1

Advantages
Close Attack 5, Ritualist, Speed of Thought, Tracking

Skills
Athletics 5 (+8), Expertise: Arcana 5 (+11), Expertise: History 5 (+11), Insight 5 (+8)

Powers
Aegis
. . Basic: Protection 1+2 ([Stacking ranks: +2], +3 Toughness; Impervious, Sustained; Quirk: Requires Sword)
. . Enhanced: Protection 2 (+2 Toughness; Impervious, Stacks with: Basic: Protection 1+2, Sustained [1 extra rank]; Quirk: Requires off-hand be free)
Alternate Form (Shard Swarm) (Activation: Move Action)
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Unreliable (5 uses))
. . Insubstantial: Insubstantial 2 (Gaseous; Unreliable (5 uses))
Arcane Lance: Damage 5 (DC 20; Alternate Resistance: Dodge, Reach (melee): 5 ft.)
. . Foesnare: Cumulative Affliction 8 (Alternate; 1st degree: Hindered, Impaired, 2nd degree: Immobile, Prone, DC 18; Affects Insubstantial: half ranks, Alternate Resistance (Dodge), Cumulative, Extra Condition; Limited Degree, Unreliable (5 uses))
. . Greenflame Blade
. . . . Blade: Strength-based Damage 3 (Linked; fire, DC 21; Affects Insubstantial: half ranks, Precise)
. . . . Burning Brand: Environment 1 (Linked; Heat, Light, Radius: 30 feet)
. . . . Flame Aura: Shapeable Area Damage 2 (Linked; DC 17; Shapeable Area: 30 cft., DC 12, Stacks with: Blade: Strength-based Damage 3)
Communication: Mental Area Communication 1 (Area, Subtle: encrypted)
Magical Leather Armor (Removable)
. . Protection: Protection 2 (+2 Toughness; Impervious)
Ornament of alertness (Removable)
. . Enhanced Ability: Enhanced Awareness 1 (+1 AWE)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Perception +2 (+5), Advantages: Tracking)
. . Senses: Senses 1 (Danger Sense: Hearing)
Shardbody: Immunity 10 (Life Support)
Ward of Brilliance: Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Reaction 3: reaction; Limited: Vision, Unreliable (5 uses))

Offense
Initiative +6
Arcane Lance: Damage 5, +8 (DC Dog 20)
Blade: Strength-based Damage 3, +8 (DC 21)
Flame Aura: Shapeable Area Damage 2 (DC 17)
Foesnare: Cumulative Affliction 8, +8 (DC Dog/Fort/Will 18)
Grab, +8 (DC Spec 13)
Throw, +1 (DC 18)
Unarmed, +8 (DC 18)
Ward of Brilliance: Affliction 5, +8 (DC Fort 15)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 4, Toughness 6, Will 4

Power Points
Abilities 30 + Powers 58 + Advantages 7 + Skills 10 (20 ranks) + Defenses 15 = 120

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

Nite_Owl
10-01-2014, 06:39 PM
Technically decent builds, but original characters are always a lot more interesting if you tell us a bit about their background, characterization and Complications.

kanly
10-01-2014, 06:48 PM
Ingwaz Mannuson - PL 10
http://roninarmy.com/attachment.php?attachmentid=93&d=1420046957

Strength 5/3, Stamina 3, Agil ity 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 5, Presence 4

Advantages
Accurate Attack, All-out Attack, Benefit, Status: Tectonic Knight, Benefit, Wealth (well-off), Daze (Intimidation), Defensive Attack, Diehard, Extraordinary Effort, Fascinate (Intimidation), Great Endurance, Improved Critical: Jord's Fist, Interpose, Language, Move-by Action, Power Attack, Startle, Takedown, Teamwork

Skills
Athletics 5 (+10), Close Combat: Jord's Fist 6 (+10), Expertise (AGL): Sculpting 5 (+8), Insight 3 (+8), Intimidation 8 (+12), Perception 3 (+8)

Powers
Body of the Earth (stone armor container)
-Granite Sinews: Enhanced Strength 2 (+2 STR)
--AE Giants Stride: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
-Mountains Blood: Enhanced Trait 2 (Advantages: Diehard, Great Endurance)
-Stone Skin: Protection 11 (+11 Toughness; Impervious [10 ranks only]; Noticeable: Rock Armor)
Fastidiously Clean: Feature 1
Jord's Fist: Strength-based Damage 5 (DC 25; Reach (melee) 2: 10 ft., Split: 2 targets, Variable Descriptor: close group - Stone Weapons)
-AE Jord's Grasping Hands: Line Area Affliction 9 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 19; Line Area: 5 feet wide by 30 feet long, Extra Condition; Limited: Must be in contact with the ground, Limited Degree)
Jord's Palm: Enhanced Trait 4 (Traits: Dodge +2 (+6), Parry +2 (+6))
Clay Horse: Summon 4 (Active, Controlled, Mental Link; Activation: move action)
-AE Hands of the Sculptor: Morph Attack 4 (+20 Deception checks to disguise; Any form, DC 14; Affects Objects Only, Attack: Toughness, Increased Duration: continuous; Distracting, Limited: Only Earth and Stone)
-AE Terrakinesis: Element Control 6 (Alternate; Element: Earth, 3200 lbs.; Precise)
The Earth's Skin as My Own: Senses 1 (Ranged: Touch)
Vital Earth: Regeneration 10 (Every 1 round; Source: Earth)

Offense
Initiative +3
Hands of the Sculptor, +4 (DC Dog 17)
Jord's Fist, +10 (DC 25)
Grab, +4 (DC Spec 15)
Jord's Grasping Hands: Line Area Affliction 9 (DC Fort 19)
Throw, +0 (DC 20)
Unarmed, +4 (DC 20)

Languages
Old Norse (Native Language), Latin

Defense
Dodge 6/4*, Parry 6/4*, Fortitude 8, Toughness 14/3**, Will 8 (* Without Jord's Plam, **Without Stone Skin)

Power Points
Abilities 44 + Powers 66 + Advantages 16 + Skills 15 (30 ranks) + Defenses 9 = 150

Background
Being the third son of Mannu Skaldson, Jarl of Buskerud left Ingwaz with few options in life. While he was a (distant) cousin to the emperor, he would never get his fathers land or money which would all go to his eldest brother Yergi, he would never manage his fathers business interests which would go to his brother Olav. Really all he could hope for was to marry well, increasing his families wealth and power or join the knighthood and make a name for himself in the Viking wars. However, just as he finished his squiring a peace was negotiated between the empire and the vikings which dashed those hopes as well. If he was going to make a name for himself he would have to venture out into the wider world to do so.

Complications
Prejudice: The order of Tectonic Knights walks a fine line between honoring the old gods and new one. Many on either side feel that they go too farin whatever way that displeases them (i.e. Christians find them too Norse, Norse worshipers find them too Christian)
Responsibility: Code of Chivalry
Believe the Church's teachings and observe all the Church's directions.
Defend the Church.
Respect and defend all weaknesses.
Love your country.
Show no mercy to the Infidel. Do not hesitate to make war with them.
Perform all your feudal duties as long as they do not conflict with the laws of God.
Never lie or go back on one's word.
Be generous to everyone.
Always and everywhere be right and good against evil and injustice



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

Gersemi (Clay Horse) - PL 10
http://www.china-tour.cn/images/Chinese-Arts/White-Horse-Pottery.jpg

Strength 2, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect -, Awareness 2, Presence -

Advantages
Interpose, Move-by Action, Teamwork

Skills
Athletics 6 (+8)

Powers
Burrowing: Burrowing 8 (Speed: 16 miles/hour, 250 feet/round)
-AE Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Growth: Growth 2 (+2 STR, +2 Tough, +1 Intimidate, -2 Stealth, -1 active defenses; Innate; Permanent)
Immunity to Fortitude Effects
Feet of Clay: Movement 4 (Sure-footed 1, Trackless: Scent, Visual 2, Wall-crawling 1: -1 speed rank; Limited: only on earth or stone)
Beast of Burden: Power-lifting 7 (+7 STR for lifting)
Skin of Stone: Protection 14 (+14 Toughness; Noticeable: Stone Skin)
Thunderous Hooves: Cloud Area Affliction 10 (1st degree: Dazed, 2nd degree: Prone, Resisted by: Fortitude, DC 20; Cloud Area 3: 60 feet radius sphere; Instant Recovery, Limited: only those on the same surface, Limited Degree)
-AE Dust storm: Environment 3 (Alternate; Impede Movement (level 1), Visibility (-5), Radius: 120 feet; Selective)
Vital Earth: Regeneration 1 (Every 10 rounds; Source: Earth)

Offense
Initiative +0
Grab, +0 (DC Spec 12)
Throw, +0 (DC 17)
Thunderous Hooves: Cloud Area Affliction 10 (DC Fort 20)
Unarmed, +0 (DC 17)

Complications
Mythic Weakness: Running water
Responsibility: Mount of the Knight

Languages
Native Language

Defense
Dodge -1, Parry -1, Fortitude Immune, Toughness 16, Will Immune

Power Points
Abilities -26 + Powers 80 + Advantages 3 + Skills 3 (6 ranks) + Defenses 0 = 60

Obsidian Empire - A Kingdom of Stone:

Nestled in mountains and fjords of what would have been the Scandinavian mountain range, the Obsidian Empire was founded by a population of people with the ability to manipulate stone. Over time this ability manifested it self in many way, creating branches of people who could do a variety of thing with stone (examples include shaping stone, animating stone, mentally moving stone, petrifying organic matter, transforming stone to other types of stone, etc., etc..) It is a large kingdom, whose border is kept safe by a large, well-fortified, and imposing stone wall. The Onyx King (so called because of the crown that adorns his head) rules from the capital of Craigmoore.


Synopsis on House Veranis:

One of the minor Houses of this kingdom, House Veranis, is composed of individuals with the power to turn organic matter to stone. The members of this house, typically, are vain and down -right sinister people. It is well known that the Onyx King keeps a close eye on them and would do away with all of them if they weren't so instrumental to the kingdom's safety, making excellent inquisitors, torturers, and spies...the dirty jobs most other members of the Kingdom would find distasteful.


The Order of Tectonic Knights
Originally established to defend the empire from external threats the order has grown tremendously in both wealth and power over the years. Officially, they have no stance in the empires politics and all members swear off all family ties to devote themselves entirely to the order. In practice, this is rarely the case. The order is a huge standing army, second only to the emperors own forces which gives them considerable influence. Additionally, they control the wall which means that they have a hand (unofficially of course) in just about all trade going into and out of the empire.
The order is made up of roughly 10,000 men, only half of which are actual fighting men, the other half, known as Stewards, being ordained priests, clerks, stonemasons, smiths, tanners and the like all those who support the order. Of the 5,000 or so fighting men 90% are lowborn Sargents, professional fighting men who have dedicated themselves to the order and whose primary duty is to patrol and defend the wall. Many a nobleman's child from the wrong side of the sheets has found his way into their ranks, and there are several important positions within the order that are only filled from among the Sargents. The final group within the order are the noble knights. Often noble families will send second or third sons to join the order both to gain an ally in the powerful organization and to distance those sons from the family succession. Within the ranks of the noble knights less than a third have the power to do much more than blow the dust from their noses and of those more powerful knights fewer than a third can do anything but summon their iconic stone armor and weapons. The final few knights are commonly gifted with the talent to summon elementals to do their bidding, the most frequent of which is the clay horse which will tirelessly carry the knight on whatever errand is needed or fearlessly into battle no matter the foe.
The order is a strange mix of Christianity and the Norse religion with many of the old gods being given thinly disguised places among the arch-angles and saints. For instance Jord was a wife of Odin and the personification of earth in the Norse religion became Saint Jord patron of architects, builders and miners, foundry workers, geoscientist, stonemasons, and of course the order itself.

kanly
10-01-2014, 06:52 PM
Technically decent builds, but original characters are always a lot more interesting if you tell us a bit about their background, characterization and Complications.

I am working on that. First off, I am getting the builds up and then I plan to fill in the fluff. The fluff all exists, it is just a matter of my woefully inadequate typing skills being up to the challenge of filling it in.

kanly
10-01-2014, 07:39 PM
The Beggar-King (Shadow tainted Human, Lord of the beggars) PL 8 (154)
http://roninarmy.com/attachment.php?attachmentid=92&d=1420046914
STRENGTH 1 STAMINA -- AGILITY 3DEXTERITY 4 FIGHTING 6 INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Streetwise) 4 (+4)
Insight 1 (+1)

Advantages:
Ranged Attack 2

Powers:
"Undead Ghost-Spirit" Immunity 30 (Fortitude Effects) [30]
"Solid Form" Protection 4 [4]
Regeneration 6 (Feats: Regrow Limbs) [7]
Concealment (Visuals) 2 (Flaws: Limited to Shadows) [2]
Flight 3 (16 mph) (Flaws: Gliding) [3]

"Shadow Stepping" Teleport 14 (Feats: Increased Mass 4) (Extras: Extended, Accurate) (60) -- [64]
AE: “Shadow Bolt” Blast 10 (Feats: Split) (21)
AE: "Shadow Blast" Damage 8 (Extras: Area- 60ft. Cone) (16)
AE: “Shadow Conjuring” Create Objects 8 (Extras: Movable) (24)
Senses 7 (Detect Teammates- Extended 5, Analytical) [7]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Darkforce Blast +6 (+10 Ranged Damage, DC 25)
Darkforce Spread +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude --, Will +4

Complications:

Total: Abilities: 20 / Skills: 8--4 / Advantages: 2 / Powers: 117 / Defenses: 11 (154)

kanly
10-01-2014, 08:08 PM
Mother Zeb'oltha- Plague Witch
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSurq9RExU-hMp96Ae0J3Tum6DxilUDE_HdR2QNNoGB7_Nhcvjt
PL 8 (103)
STRENGTH 1 STAMINA 4 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 4 (+5)
Insight 3 (+4)
Perception 4 (+5)
Stealth 2 (+2)
Treatment 2 (+3)
Vehicles 3 (+3)

Advantages:
Ranged Attack 4

Powers:
"Sick Sense" Senses 4 (Disease Awareness- Acute, Analytical) [4]
Immunity 1 (Disease) [1]
"Command Diseases" Affliction 8 (Fort; Hindered & Impaired/Exhausted & Prone/Paralyzed) (Extras: Extra Condition, Area- 30ft. Cloud +2, Selective) (40) -- [41]

AE: "Heal Diseases" Healing 8 (Extras: Area- 30ft. Cloud +2, Restorative Only +0) (32)

"Bacteria Bomb" (Flaws: Easily Removable) (Feats: Restricted 2- Only Disease-Controllers) [6]
Weaken Toughness 10 (Extras: Ranged) (Flaws: Unreliable- Few Uses) (Diminished Range -1) (9 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Command Diseases +8 Area (+8 Affliction, DC 18)
Bacteria Bomb +4 (+10 Ranged Weaken, DC 20)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +5

Complications:

Total: Abilities: 24 / Skills: 22--11 / Advantages: 4 / Powers: 52 / Defenses: 11 (103)

kanly
10-01-2014, 09:04 PM
Lady Ja-Samine - PL 4, Priestess of Selune
http://kirileonard.com/wp-content/uploads/2013/01/Seybold_Alte_Frau.sm_.jpg

Strength -2, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 2, Awareness 4, Presence 2

Advantages
Languages 1, Leadership, Ritualist

Skills
Expertise: Religion 6 (+8), Insight 10 (+14), Perception 4 (+8), Treatment 6 (+8)

Powers
Moon's Renewal: Healing 6 (Energizing, Persistent, Restorative)
. . Mists of Madness: Concentration Cumulative Cloud Area Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Concentration, Cumulative, Increased Range: ranged, Selective, Subtle: subtle)
. . Moon Gates: Teleport 4 (Alternate; 500 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Extended: 16 miles in 2 move actions, Portal)
. . Shield of Faith: Protection 8 (Alternate; +8 Toughness; Affects Others, Impervious, Selective, Subtle: subtle, Sustained; Limited: only protects from 180 degrees)

Offense
Initiative +0
Grab, +0 (DC Spec 8)
Mists of Madness: Concentration Cumulative Cloud Area Affliction 4 (DC Will 14)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)

Languages
Choose any 1 languages, Native Language

Defense
Dodge 0, Parry 0, Fortitude 2, Toughness 8, Will 6

Power Points
Abilities 12 + Powers 28 + Advantages 3 + Skills 13 (26 ranks) + Defenses 4 = 60

Validation: Complications: At least 2 Complications are required


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Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
10-02-2014, 10:01 AM
Blackspine - PL 8
http://i947.photobucket.com/albums/ad318/ArthurE/Carapace.jpg

Attributes
Strength 8, Stamina 10, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 4, Presence 2

Advantages
Animal Empathy, Daze (Intimidation), Defensive Attack, Diehard, Fascinate (Intimidation), Great Endurance, Improved Smash, Interpose, Sewer Lore, Startle

Skills
Athletics 2 (+10), Close Combat: Unarmed 8 (+8), Expertise: Sewerwise 9 (+9), Intimidation 1 (+10/+4), Perception 6 (+10), Stealth 10 (+8)

Powers
Alternative Aesthetic : Immunity 2 (Uncommon Descriptor: Scent based effects)
Big Bug: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Innate; Permanent)
Burrowing: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)
. . Power-Lifting: Enhanced Strength 4 (Alternate; +4 STR; Limited to Lifting)
. . Skitter: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Eat anything: Feature 1
Frightful Hiss: Enhanced Trait 3 (Traits: Intimidation +6 (+10))
After the Bomb: Immunity 10 (Common Descriptor: Radiation; Limited - Half Effect)
Make Handholds: Movement 2 (Wall-crawling 2: full speed; Limited: surfaces w. lower toughness than Str Mod)
Natural Attacks (Penetrating 6, Reach (melee): 5 ft., Split: 2 targets)
. . Stench: Cumulative Cloud Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cloud Area: 15 feet radius sphere, DC 18, Cumulative; Sense-dependent: Scent)
Protection: Protection 1 (+1 Toughness; Impervious [7 extra ranks]; Noticeable: Exo-skeleton)
Senses: Senses 6 (Accurate: Scent, Acute: Scent, Danger Sense: Scent, Extended: Scent 1: x10, Tracking: Scent 1: -1 speed rank)

Offense
Initiative +0
Grab, +0 (DC Spec 18)
Stench: Cumulative Cloud Area Affliction 8 (DC Fort 18)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)

Complications
Monstrous: Giant Bug Man
Phobia: Agoraphobia

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 10, Toughness 11, Will 6

Power Points
Abilities 40 + Powers 48 + Advantages 10 + Skills 18 (36 ranks) + Defenses 4 = 120

Blackspine is a giant anthropomorphic cockroach who can eat or drink anything and while not immune to environmental effects he is hearty enough (With Stamina 10 and great endurance) to ignore all but the most extream of them. In his youthful exuberance, Blackspine was using his burrowing power to make Swiss cheese of a section of tunnels. Inevitably, this lead to that section collapsing, which would not have been an issue since he is strong enough and tough enough to survive most anything natural. The problem was caused by the fact that he had so devastated the region that there was no solid footing to start digging a fresh tunnel from. He simply had no leverage. When the Plague Doctor found him, he had been buried under several dozen tons of rock for days (though no one stone was much bigger than a human fist) and was badly dehydrated and starving. He Mostly he just trails along after the good doctor trying to be helpful and hefting/toting whatever is too heavy for the Doctor's swarm body to lift, since while not stupid, he is no where near as bright as many of those around him.

kanly
10-02-2014, 10:10 AM
Clouded Leopard - PL 9
Name: Claude Emile Lafitte
http://www.shoutot.com/stockimage/samurai-sword-jedi-ninja-art.jpg

Strength 2, Stamina 4, Agility 6, Dexterity 4, Fighting 8, Intellect 2, Awareness 5, Presence 2

Advantages
All-out Attack, Assessment, Attractive, Beginner's Luck, Close Attack 8, Connected, Contacts, Daze (Deception), Equipment 6, Fascinate (Deception), Hide in Plain Sight, Improved Hold, Improved Initiative, Instant Up, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Redirect, Skill Mastery: Acrobatics, Skill Mastery: Sleight of Hand, Skill Mastery: Stealth, Takedown, Taunt, Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 6 (+10/+8), Deception 10 (+12), Expertise: Archeology 6 (+8), Expertise: History 6 (+8), Expertise: Streetwise 6 (+8), Insight 5 (+10), Investigation 10 (+12), Perception 9 (+14), Persuasion 8 (+10), Ranged Combat: Bolos 6 (+10), Sleight of Hand 8 (+12), Stealth 8 (+14), Technology 8 (+10)

Powers
Damage: Strength-based Damage 1 (DC 18; Split: 2 targets, Variable Descriptor: close group - Slashing or piercing)
Enhanced Trait: Enhanced Trait 1 (Traits: Athletics +2 (+10); Limited: Climb only)

Equipment
Leather Armor, Molly Harness (Bagh Nakh (Hand Claws) [Damage: Strength-based Damage 1, DC 18; Split: 2 targets, Variable Descriptor: close group - Slashing or piercing; Enhanced Trait: Enhanced Trait 1, Traits: Athletics +2 (+10); Limited: Climb only], Binoculars, Bolos, Cell Phone (Smartphone), Flash-bang, Flashlight, GPS Receiver, Night Vision Goggles, Rebreather, Restraints, Shuriken, Smoke Grenade, Toolkit (Basic), Whip)

Offense
Initiative +10
Bolos, +10 (DC Dog 13)
Damage: Strength-based Damage 1, +15 (DC 18)
Flash-bang, +10 (DC Dog/Fort 14)
Grab, +16 (DC Spec 12)
Shuriken, +10 (DC 16)
Smoke Grenade, +10 (DC 19)
Throw, +10 (DC 17)
Unarmed, +16 (DC 17)
Whip, +16 (DC 17)

Complications
Motivation: Responsibility
Motivation: Thrills

Languages
Native Language

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 5, Will 10

Power Points
Abilities 66 + Powers 0 + Advantages 37 + Skills 52 (104 ranks) + Defenses 20 = 175


Claude Emile Lafitte was born in Marseilles, France to a wealthy wine making family at Forteresse Malevil, and claimed to be a relative of the famous pirate Jean Lafitte. He had at least one sibling, a brother named Jacques. Lafitte grew up admiring France's most acclaimed archaeologists and made it his mission to become one himself by enrolling at the Sorbonne where a fellow student named Paul Freeman was studying linguistics.
In August, the two met at an archaeological dig at Ur in Iraq where Lafitte absconded with several artifacts and sold them off, damaging the reputation of Doctor Andrés Uribe in the process. However, the act made Lafitte a contact with dealers on the black market. Returning to the university, Lafitte came across a paper on stratigraphy by Freeman and plagiarized the work. As a result, he was awarded the Archaeological Society Prize with Freeman unable to prove the theft.
His accolade and inherited wealth bought him a job at the Louvre in Paris as an assistant curator. He also managed a search for the Star Map of Baghdad in French-controlled Syria. While Lafitte was in the country with French government's permission, Freeman was suspicious, and asked people to keep an eye on his rival. He held the position for under a year as he became suspect in the funding of a grave robbing expedition in Persia which led to the deaths of several of the museum's employees and a British archaeologist. Fired, Lafitte became a mercenary to whomever could afford him.
At some point in his career, Lafitte journeyed to Estray in the Orkney Islands where the ruins were believed to hold the lost treasure of tenth century Viking pirate Magnus Redhand. Lafitte's methods only resulted in angering the locals, and he left them distrustful of all archaeologists. Lafitte also traveled to Mongolia where he made contact with the indigenous Hovitos tribe while searching for the Temple of Warriors. However, he was unable to convince the Hovitos to take him to the sacred valley of their Chachapoyan ancestors where the temple was located.
Lafitte, on the trail of the Uppsala Scroll, traveled to Sweden to acquire it for the Black market. Unfortunately, he reached the site too late, only finding Theresa Lawrence, who did not have the scroll, but had instead traded it to Brody Marcus. He went to London, and with the help of some thugs, he stole the scroll from Marcus, Lafitte was unaware of Freeman disguised nearby. When Freeman stole the scroll and escaped, Lafitte followed him. In a dead-end alley, Lafitte found Freeman, and recovered the scroll. Giving the scroll to his buyer, he offered to enlist Freeman in future operations. However, his buyer revealed that the scroll was blank- Freeman had given the real scroll to Lawrence during the chase. With no deal, Lafitte tried to maintain face with the Black market and left Freeman beat-up in the alley.
The following year, Lafitte came across a supposedly powerful artifact, the Crystal Skull of Cozan, on the black market and took it into his possession. He found a buyer in Franz Kroeger who had recently began scouring the globe for occult relics. Freeman turned up at his home looking for the Skull which he had uncovered. With help from the Daguerre brothers Marius and Louis, Freeman was taken captive when Kroeger arrived to finish the deal. Lafitte completed the transaction but fearing reprisal, attempted to have Freeman shot even though Kroeger had already left. However, while the Frenchman was distracted with the Daguerres, Freeman escaped cursing Lafitte's name and Kroeger's men turned their guns on Forteresse Malevil regardless, destroying it. Lafitte survived and for a price, he supplied Freeman with a means to locate the Skull as revenge against Kroeger. However, Freeman' antagonistic remarks prompted the Frenchman to challenge the archaeologist to a duel. Freeman chose the match to be decided by single shot revolver and took a bullet to the arm.
Lafitte resurfaced during Mardi Gras in New Orleans, where he was contacted by gangster Lao Che, from Shanghai, China who wished to hire Lafitte to find the remains of Nurhachi. When Freeman recovered them first, Lafitte had to assure gangster Lao Che, who had hired both men to recover the urn, that his interest in the find was purely archaeological, instead of in trade for the Eye of the Peacock, a diamond once owned by Alexander the Great, which Lao Che had offered in exchange for Nurhachi. However, Freeman escaped with both in Lao Che's personal airplane
Upon hearing that Freeman's plane had crashed in India, Lafitte flew to the site to confirm that his rival was dead. He then made his way to Sankara village where the local priest and villagers told a story of how Freeman had rescued their children from the Thuggee and returned the stolen Mayapore stone. Lafitte made a phone call to an associate of Freeman in the state of Indiana who—mistaking Lafitte for an old friend of Freeman—told him Freeman was on the Chachapoyan plateau in Mongolia, where the Temple of Warriors had been discovered.
Upon learning that Freeman had taken up the search for the Temple of Warriors as he had done years prior, Lafitte informed the Hovitos that outsiders were looking to violate the sacred ground of their ancestors. With a group of Hovitos warriors, Lafitte finally achieved his goal of accessing the valley. The sound of a gunshot led them to Barranca, one of Freeman's treacherous guides who had been chased away after being disarmed by the archaeologist. The guide informed the group of Freeman's location before the Hovitos killed him for his presence in the valley. Lafitte and the Hovitos warriors ambushed Freeman after he recovered a fertility idol in the shape of a golden horse from the temple. Despite friendly relations with the Hovitos, Lafitte simply took the relic for himself after setting the Hovitos onto Freeman.
That proved to be his undoing however. They quickly captured Lafitte after Freeman escaped and recovered the idol, but due to his previous relationship with the tribe's shaman he was not killed like Barranca. Instead he was made the Shaman's apprentice where he learned about the seeds. Within the universe there are certain concepts and forces that are fundamental - without them, the universe would not be whole. Cold, Dark, Death, Hate, Hot, Knowledge, Life, Light, Love, Magic, Peace, Technology, Time, Space, War, and many more. When the universe was born, each of these forces was given form, each beginning as a single 'seed'. As the seeds spread about the universe, they brought with them their power, giving birth to not only life, but intelligent life, violent life, loving life.. everything we know. As Life developed sentience, some beings discovered the seeds and figured out how to harness and direct their power.
About a Hundred Million years ago, there was a massive war as advanced civilizations sided with some of the Seed-controlling entities in order to gather the others. In the end, those civilizations were destroyed, and most of the entities were killed. Many of the Seeds were seemingly destroyed as well, fractured into pieces.
The seeds that were still intact were hidden around the universe, protected by the Elders who survived the great war and realized how close the universe had come to annihilation. These elders took to calling themselves the Guardians. Over the Eons though, some of the fractured seeds were found, and it was discovered that they still held some of their cosmic power.. It was only a small fraction, but still enough to change everything.
After that, there became three types of seed-bearers. The Guardians, who hide and protect the seeds, only using their power to prevent others from gaining them. Generally speaking, they are the only ones who have any Intact Seeds, everyone else is fighting over the Fragments. The Corruptors seek to use the seeds to destroy anything they dislike or can't control. And finally The Hunters, who look for and gather the seeds - not to hide them away, or to use them for destruction, but to use their power for the betterment of all (and, in many cases of course, themselves).
Despite their names, the 'Seeds' are just energy locked into a physical container, and it's form can change based on circumstance and it's wielder. The seeds are not always reffered to as 'seeds', but whatever form they may be in. The Hovitos did not have any seeds or even shards of one, they had long ago been stolen by men just like Lafitte, but they did have legends of them. As the Hovitos shaman trained Lafitte in the tribes ways, a strange thing happened. He found himself re-awakening to the joy of the hunt and the trill of the chase. Maybe it was simply Stockholm syndrome, but his jaded facade began to fall away and he began to place the Hovitos values and wants before his own. Chief among those goals was the desire to reclaim their lost shard and return to prominence among the people of the Steppe. When he earned a tribal name he decided to go out into the world to make that dream come true.

Still need to shift things around a bit for his languages.

kanly
10-02-2014, 10:21 AM
Name Horace “Jack Golden” Truction
http://brokenhighway.files.wordpress.com/2011/09/gambler_trips_5_by_xciox.jpg?w=500&h=523
PL 6
Height 6' 0"
Weight 185
Age 32
Gender Male
Eyes Brown
Hair Brown

ABILITIES 22PP
STR 10 (+0)
DEX 10 (+0)
CON 14 (+2)
INT 10 (+0)
WIS 18 (+4)
CHA 20 (+5)

SAVES 12PP
Toughness 2+7=9
Fort 4+2=6
Reflex 4
Will 4+4=8
Defense 3
Initiative 0
HPs: 1+3=4
Attack 0/+3
-Melee 0/+3
-Ranged +3/+6
-Grapple 0/+3
Knife, Melee: +3 (DC16) Piercing, Crit 19-20
Knife, Thrown: +6 (DC21) Piercing, Crit 19-20, Incr 10’
Harmless Objects, Thrown: +6 (DC20) Bludgeon, Crit 20, Incr 10’ Max range 50’
Unarmed: +3 (DC15) Bludgeon, Crit 20

FEATS 7PP (*=Enhanced Trait)
Attack Focus (Ranged) 3*
Attractive
Beginners Luck*
Defensive Roll 5*
Distract (Bluff)
Dodge Focus 3*
Elusive Target*
Equipment 4
Evasion*
Facinate (Bluff)
Jack-of-All-Trades*
Luck 3*
Redirect*
Seize Initiative*
Skill Mastery* (Bluff, Notice, Sense Motive, Slight of Hand)
Taunt*
Teamwork*
Throwing Mastery* 5
Uncanny Dodge* (Hearing)

POWERS 40PP
Lucky Traits (35PP)
Attack Focus (Ranged) 3, Beginners Luck, Defensive Roll 5, Dodge Focus 3, Elusive Target, Evasion, Jack-of-All-Trades, Luck 3, Redirect, Seize Initiative, Skill Mastery (Bluff, Notice, Sense Motive, Slight of Hand), Taunt, Teamwork, Throwing Mastery 5, Uncanny Dodge (Hearing)
Luck Control 1 (5PP)
Force a re-roll, Burst area (5’radius), Selective, (Reaction-Perception-Instant)

EQUIPMENT 20ep = 4PP
Cell Phone, Handcuffs, Knife, Multi-tool, Toolkit (Basic), Undercover Shirt, Vehicle: Motorcycle

SKILLS 11PP rank/total
Acrobatics 0
Bluff 7/12 (16 w. Attractive)
Climb 0
Computers 0
Concentration 5/9
Diplomacy 0/5(9 w. Attractive)
Disable device 0
Disguise 0/5
Drive 0
Escape artist 0
Gather Info 0/5
Handle Animal 0/5
Intimidate 0/5
Investigate 0
Medicine 0/4
Notice 8/12
pilot 0
Profession (Magician) 4/8
ride 0
search 0
sense motive 8/12
sleight of hand 12/12
stealth 0
survival 0/4
swim 0

DRAWBACKS -2PP
Gambling Addiction (weakness, common, minor)

COMPLICATIONS
Enough about me, what do you think about me?
Jack is driven by the need to be adored. He normally retains enough self-control to channel this into profitable avenues, but his thinking becomes erratic and his temper more pronounced if he goes very long without indulging his need for attention and praise. He is also more likely swayed by appealing to his vanity.
Not the face!
Jack is much more a lover than a fighter, some might even call him a bit of a coward.
Weirdness magnet
Strange “coincidences” of all kinds hound Jack, from stolen alien artifacts turning up in his dry-cleaning bag to trouble literally falling into his lap!
The Bellagio
Jack doesn't know if it is the former casino boss, the ghost of the thug he accidentally killed or the building itself, but something at the casino wants Jack out of the picture, and has considerable resources to do it.

Power Points Spent
ABILITIES 22 + SKILLS 11 + FEATS 7 + POWERS 40 + COMBAT 0 + SAVES 12 – DRAWBACKS 2 = 90

BACKGROUND
Jack Golden was an incredible Stage Magician but an awful Gambler. Case and point was March 14, 2014 Jack had been doing really well at the Bellagio. Drinks were flowing freely, women were hanging off of him, men were looking on with envy, life was good. That is until a pair of large unsympathetic looking gentlemen with faces like the side of a cliff and hands like sacks of walnuts, suddenly materialized out of the crowd on either side of him. With grips like velvet covered vises they escorted him from the game floor and into a labyrinth of backrooms and service corridors. As they went, they explained to him in no uncertain terms what it meant to be suspected of cheating in a fine upstanding Las Vagas establishment like this one. Eventually, the trio found themselves at a private loading dock somewhere behind the building with a fine assortment of automotive repair tools available to Jack's escorts. Just as the men were about to teach him an indepth lesson in the versatility of the the common Crescent wrench, dawn arrived and all hell broke loose. As the first rays of dawn touched them, one of the men began to shudder uncontrollably until he was vibrating like a violin string. The other reached out to steady his friend and was suddenly one hand shorter than he had been a moment before. Screaming, the suddenly one handed thug fell over backwards and just kept falling right through the floor. The other thug looked at the ground for a moment then turned his shuddering gaze at Jack and shouted "WWWWWWhat ddddid yyyyou dddddoo tttttto mmmmmmee?" before charging him. Jack stepped backwards and slipped on a can of oil which shot out from under his foot and took the thug squarely between his eyes before it burst to pieces. Stunned and covered in slippery oil, the thug overshot Jack and teetered on the dock's edge. Jack grabbed blindly on the floor for something to throw and only came up with a box of matches. He threw the box which bounced off the wall next to the vibrating man spraying matchsticks everywhere. One of the matches wedged itself against the mans shoe where his vibrations caused it to spark against the concrete igniting the oil drenching his clothes. Jack fled, and found himself wandering through the insanity that was the Ides of March. Everywhere he turned there was some crazy thing happening, but through various bizarre coincidences, Jack always managed to make it through these situations basically intact. As the days have worn on Jack has come to recognize the incredible luck which has been granted him by the event and is willing to use it to help those around him.

Motorcycle
Str +2
Toughness +8
Speed 5
Defense 0

kanly
10-02-2014, 10:23 AM
Terry King - PL 6
http://fc01.deviantart.net/fs71/i/2012/314/8/8/anthro_deinonychus_street_kid_by_blairaptor-d5klmad.jpg

Terry King - PL 6

Strength 0, Stamina 1, Agility 5, Dexterity 0, Fighting 1, Intellect 0, Awareness 2, Presence 1

Advantages
Agile Feint, Benefit, Ambidexterity, Close Attack, Defensive Roll, Equipment 1, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Instant Up, Move-by Action, Uncanny Dodge

Skills
Acrobatics 6/2 (+11/+7), Athletics 4/0 (+4/0), Deception 2 (+3), Expertise (PRE): Music 4 (+5), Perception 6/4 (+8/+6), Sleight of Hand 2 (+2), Stealth 2 (+7), Technology 2 (+2)

Powers
Feathered Serpent: Protection 1 (+1 Toughness)
Iron Stomach: Feature 1
Momentum: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if you are prone; Limited: Only while running)
Quicker than the eye: Concealment 4 (All Visual Senses; Limited: Only while moving, Partial)
Regeneration: Regeneration 2 (Every 5 rounds; Persistent)
Running Leap: Leaping 4 (Leap 120 feet at 30 miles/hour; Quirk: Requires a running start)
Saurian Physiology: Enhanced Trait 22 (Traits: Dodge +2 (+7), Parry +2 (+7), Acrobatics +4 (+11), Athletics +4 (+4), Intimidation +4 (+5), Perception +2 (+8), Advantages: Agile Feint, Benefit, Ambidexterity, Close Attack, Defensive Roll, Fast Grab, Grabbing Finesse, Improved Hold, Improved Trip, Instant Up, Move-by Action, Uncanny Dodge)
Senses: Senses 6 (Acute: Scent, Analytical: Scent, Infra-vision, Rapid: Vision 2, Tracking: Scent 1: -1 speed rank)
Super-speed (Advantages: Improved Initiative 2)
Quickness: Quickness 1 (Perform routine tasks in -1 time ranks)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Toe claws: Strength-based Damage 1 (DC 16; Accurate: +2, Multi-attack)

Equipment
Cell Phone (Smartphone), Multi-tool, Stratocaster guitar (+2 Expertise Music) 1

Offense
Initiative +13
Grab, +2 (DC Spec 10)
Throw, +0 (DC 15)
Toe claws: Strength-based Damage 1, +4 (DC 16)
Unarmed, +2 (DC 15)

Complications
Disability: High Metabolism- While Terry can eat just about anything, his caloric need is tremendous. Normally, with high calorie foods like fat or Häagen-Dazs he can consume only 3-4 times the normal volume while with low calorie foods he might need to consume his body weight daily. When he starts kicking it into high gear, those needs just go up and up.
Monstrous: Lizard man- Terry is a 5' Saurian complete with tail, scales and claws. It's going to get looks. Also while his race has been omnivores for hundreds of thousands of years, they were carnivorous predators for millions of years before that. Old habits die hard.
Responsibility: Little bit of home-Terry's guitar is just about the only thing that he has from his home world, and it is VERY important to him.
Responsibility: While your in MY dimension, you will live by MY rules young man!- Samson has taken on a segregate father role for Terry, feeling responsible for leaving him stuck in this dimension. Crafty villians might try to use this to their advantage, but more so Terry feels that he must live up to Samson's standards while he is here.

Languages
Native Language

Defense
Dodge 7/5, Parry 7/5, Fortitude 3, Toughness 3/2, Will 3

Power Points
Abilities 20 + Powers 53 + Advantages 1 + Skills 9 (18 ranks) + Defenses 7 = 90

"Bwa-ha-ha-ha! You have no chance of defeating me, now that I have the Paleolithic Totem!" called out Saurus Rex to his arch-nemesis Samson. "You think you are powerful? Behold the might of a world where there was no great comet, no ice age. A world where Dinosaurs ruled supreme instead of you mammal...Usurpers!" With that the villain cast the totem at the ground where it exploded in a blast of eldritch energy rending the very fabric of reality and pulling forth the creature he had called. But not quite the one he had desired. Instead of a massive slavering killing machine, a smallish boy of about twelve wearing a hoodie and holding what looked remarkably like a Stratocaster guitar stepped out of the rift. Samson used the distraction to clobber Saurus Rex and bring the encounter to a close.
The problem with Saurus Rex's plan was that right around the time Homo sapiens were taking over from Homo neanderthalensis on earth, something happened on Terry's world that caused a radical departure from what had been, and Saurus apparently thought still was. One tribe of Deinonychus developed the ability to consume and receive nourishment from a wide variety of sources instead of being limited to a strict carnivorous diet. While meat was greatly preferred, this adaptability allowed the group to flourish and they quickly became the planet's dominant species much like modern man. In fact they developed in surprisingly similar patterns to those of our own world. So while we might not recognize the restaurant chains and brand names, we would recognize the society as a whole.
In his home dimension, Terry was a pretty average kid. A band geek, who maybe drank a little too much chicken flavored soda (Bubbles and real meat taste, Yummmmm!) and told the occasional white lie, but really not very out of the ordinary. He was born at Grays Harbor Hospital in Aberdeen, Washington, to a waitress, Wendy Elizabeth (née Fradenburg), and an automotive mechanic, Donald Leland King. His parents were married two years earlier in Coeur d'Alene, Idaho. His ancestry included Irish, English, Scottish, and German.
King's family had a musical background. His maternal uncle Chuck Fradenburg starred in a band called The Beachcombers, his Aunt Mari Earle played guitar and performed in bands throughout Grays Harbor County, and his great-uncle Delbert had a career as an Irish tenor, making an appearance in a few minor films. King was described as being a happy and excitable, while sensitive and caring child. He began developing an interest in music early in his life. According to his Aunt Mari, he began singing at two years old. At age four, King started playing the piano and singing, writing a song about their trip to a local park. He listened to a wide variety of artists from various genres was able to mimic them and the theme songs to several television shows from a young age. By the age of ten he had apparently settled on the guitar as his instrument of choice much to the joy of his Aunt Mari. In fact, the guitar that he carries was a gift from her for what was going to be his first public performance in just a few days had his dimensional transport not happened.
Going from such a strong community of family to the lifestyle of Samson was quite a shock, more so even then the mammal/sauran issue. Instead of constantly being surrounded but music and people, in Samson’s care, Terry was left alone for long stretches, in a rather barren bachelor house. Samson has tried to be good to him, but has other responsibilities. So he instead sought a place where the boy could live a relatively normal life in a strange new world, Vaughan Academy seemed to fit the bill as well as any place on earth. Terry misses his family, friends and whole life back home, but is no tragic emo boy. It is time to put his best claw forward and take life as it comes



Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
10-02-2014, 10:23 AM
Weaver (Markus Weaver) PL8 120PP
http://img3.wikia.nocookie.net/__cb20101123005852/steampunk/images/1/16/SteampunkFashionMen.jpg

Markus Weaver's superpowers manifested when he was kicked off of the reality show "Runaway Runway" where he had made it to the penultimate challenge. It would not have been so bad to be eliminated except that the remaining contestants were, in his opinion: a no talent hack who was sleeping with one of the judges, a mildly competent designer with fierce attitude that the producers were sure the audience would love, and a pompus windbag that Markus though had all the vision of a wet paperbag. By the time he was done with his tantrum, the studio was wrecked, three models were stark naked, one of the judges would never sire children while the others had been beaten senseless and were left hanging from the rafters in various corners of the room. His opponents had all been backstage when the tantrum started, and so had been able to escape a similar fate to the judges.

Strength 0, Stamina 4, Agility 3, Dexterity 4, Fighting 1, Intellect 1, Awareness 3, Presence 0

Advantages
Agile Feint, Assessment, Attractive, Benefit, Wealth 2 (indepently wealthy), Equipment 1, Hide in Plain Sight, Improved Aim, Improved Initiative, Improvised Tools, Luck, Power Attack, Redirect, Teamwork

Skills
Acrobatics 4 (+7), Expertise: Fashion 7 (+8), Insight 6 (+9), Perception 2 (+5), Sleight of Hand 4 (+16/+8), Stealth 5 (+16/+8)

Powers
Clothes Make the Man
. . Dance of the Seven Veils: Deflect 8 (Reach (melee) 2: 10 ft., Redirection, Reflect; Reduced Range: close)
. . Linothorax: Protection 6 (+6 Toughness, Advantages: Defensive Attack, Evasion 2, Improved Smash, Weapon Bind, Weapon Break; Impervious)
. . Shōzoku (Ninja Garb): Enhanced Trait 20 (Traits: Deception +8 (+8), Sleight of Hand +8 (+16), Stealth +8 (+16), Technology +8 (+9), Advantages: Assessment, Hide in Plain Sight, Improvised Tools, Redirect; Custom: Bonus to Deception only counts toward Disguise, Quirk: Bonus to Technology only counts for Picking Locks)
. . Wingsuit: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round, Advantages: Favored Environment: Flying, Favored Environment: Underwater, Move-by Action; Aquatic, Subtle: subtle; Custom: Subtle for sound only, Wings)
Fashionista
. . Fashion Forward: Move Object 8 (6 tons, DC 23; Accurate 2: +4, Damaging, Precise, Split: 2 targets)
. . Garrote: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative, Increased Range: ranged, Split: 2 targets, Subtle: subtle)
. . Instant Strait Jacket: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Accurate 2: +4, Cumulative, Extra Condition, Increased Range: ranged, Reversible, Subtle: subtle; Limited Degree)
. . Reweave: Morph Attack 4 (+20 Deception checks to disguise; Any form, DC 14; Accurate 2: +4, Affects Objects Only, Attack: Toughness, Extended Range, Increased Range: ranged, Precise)
. . Tangle Eyelashes: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Accurate 2: +4, Cumulative, Increased Range: ranged, Penetrating 8, Reversible, Split: 2 targets, Subtle: subtle; Limited: One sense, Quirk: Only on creatures with Eyelashes)
. . Unweave
. . . . Blast: Damage 4 (Linked; DC 19; Accurate: +2, Affects Objects Only, Extended Range, Increased Range: ranged, Precise)
. . . . Weaken: Weaken 8 (Linked; Affects: toughness, Resisted by: Fortitude, DC 18; Accurate: +2, Affects Objects Only, Increased Range: ranged)
Movement: Movement 2 (Slithering, Swinging; Sustained; Quirk: Requires Fabric, Reduced Range: close)

Equipment
Cell Phone (Smartphone), Commlink, Flash Goggles, Rebreather

Offense
Initiative +7
Blast: Damage 4, +6 (DC 19)
Fashion Forward: Move Object 8, +8 (DC 23)
Garrote: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +1 (DC Spec 10)
Instant Strait Jacket: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Reweave: Morph Attack 4, +8 (DC 14)
Tangle Eyelashes: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +4 (DC 15)
Unarmed, +1 (DC 15)
Weaken: Weaken 8, +6 (DC Fort 18)

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 6, Toughness 4, Will 10

Power Points
Abilities 32 + Powers 55 + Advantages 10 + Skills 14 (28 ranks) + Defenses 9 = 120


Complications:
Motivation: Respect. Many see the ability to manipulate thread and cloth as a laughable ability suitable only to the weakest of supers. At the super parties, they are relegated to the corner with the the water-breather wearing a fishbowl on his head. Weaver is out to make a name for himself and prove that stereotype wrong.
Compulsion: Hot-headed. Weaver often acts before fully thinking thing through and has often gotten himself in deeper than he wanted because of it.
Power Loss: Weaver needs cloth/thread in order to use his powers.

kanly
10-02-2014, 10:55 AM
Tiberious 'Barry' Kirk PL8




http://roninarmy.com/attachment.php?attachmentid=65&d=1420043820









Sex/Gender
Age


Male
16


Height
Weight


5'10
150 Lbs


Hair
Eyes


Brown
Brown


Race/Species
Class/Profession


Altered Human
High school student




Saving Throws







Toughness Save
+4 Con + 3 Protection/+7






Fortitude Save
+4 Con +3 other/+7






Reflex Save
+3 Dex +4 other/+7






Will Save
+2 Wis +5 other/+7






Hero Points
3






Attack Bonus
+0






Melee
+0






Ranged
+0






Defense Bonus
4 +3 Dodge/+7






Initiative
3 Dex + 4 Imp. Init./+7






Movement
Standard






Jumping
Standard






Feats







Ambidexterity
no -4 off hand penalty/1






Die Hard
Automaticly stabalize on following round when dying/1






Dodge Focus
+1/rank dodge bonus to defense/3






Eidetic Memory
+4 to remember things/ save vs altered or erased memories. Can do Knowledge checks untrained/1






Endurance
+4 per rank on swim checks to avoid becoming fatigued and con or fort checks to hold breath, avoid damage from starvation/thirst, hot/cold enviroments, and to resist suffication/drowning/1






Equipment
Acquire 5 points worth of equipment per rank./1






Improved Initiative
+4 initiative per rank/1






Master Plan
Needs to prepare for at least 1 minute, and make a DC10 Int check. 10-14=+1, 15-24=+2, 25+=+3/Grant allies a variable bonus to all skill and attack rolls (Not subject to PL limits). Lasts 3 rounds then fades 1/round.






Rage
-2 Defense, can't use skills or powers requiring concentration or sustaining and can't take 10 or 20. Fatigued for 5 rnds afterward/+4 Str, +2 Fort & Will saves. Lasts 5 rounds






Teamwork
Additional +1 per rank when aiding others/1






Trance
Requires 1 min and dc15 concentration check to enter. requires notice vs concentration to determine your not dead. Aware of surroundingsand can come out at any time, but can't take any actions while in trance./use concentration bonus to determine how long you can hold breath, make concentration checks to avoid suffication, Poison and disease effects are suspended for trance duration






Uncanny Dodge (Hearing)
Do not loose dodge bonus for being surprised/ flatfooted. Opponents with concealment from associated sense type can still attack normally/1
















Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
8
16
+3


Dexterity
10
16
+3


Constitution
8
18
+4


Intelligence
18
18
+4


Wisdom
14
14
+2


Charisma
8
8
-1





Skills/Proficiencies


Skill
Score
Note


Bluff
-1
0 ranks - 1 Cha


Climb
3
0 ranks + 3 Str


Computers
8
4 ranks + 4 Int


Concentration
4
2 ranks + 2 Wis


Craft (Chemical)
6
2 ranks + 4 Int


Diplomacy
-1
0 ranks - 1 Cha


Disable Device
5
1 rank + 4 Int


Disguise
-1
0 ranks - 1 Cha


Escape Artist
3
0 ranks + 3 Dex


Gather Information
-1
0 ranks - 1 Cha


Handle Animal
-1
0 ranks - 1 Cha


Intimidate
-1
0 ranks - 1 Cha


Knowledge (Life Science)
10
6 ranks + 4 Int


Knowledge (Physical Science)
7
3 ranks + 4 Int


Knowledge (Technology)
6
2 ranks + 4 Int


Language
2
French, English, Latin


Medicine
6
4 ranks + 2 Wis


Notice
4
2 ranks + 2 Wis


Search
6
2 ranks + 4 Int


Sense Motive
6
4 ranks + 2 Wis


Stealth
5
2 ranks + 3 Dex


Survival
2
0 ranks + 2 Wis


Swim
3
0 ranks + 3 Str





Inventory


Quantity
Item
Weight
Location
Type
Note


1
Cell phone

Backpack
General



1
Flash Goggles

Head
General
+5 save vs visual dazzle caused by bright lights


1
Laptop
-
Backpack
General



1
Medkit (basic)

Backpack
General



1
Multi tool

Harness
General






Spells/Powers


Rank/Level
Spell
# Available
Note


2
Immunity
none
1/2 effect Aging, Disease, Poison, Sleep


3
Protection
none
+3 Toughness


31
Enhanced Trait
none
Constitution +10
Dexterity +6
Strength +8
Feats: Ambidexterity, Diehard, Endurance, Improved Initiative, Rage, Trance, Uncanny Dodge (Hearing)


34
Life Control
none
All powers require a Knowledge (Life Science) check (DC 18) to use
-Animal Control (Mind Control: Animals Only, Subtle) (DC Will 18) Range: Perception
-Internal Damage (Blast: Penetrating) 8 (DC 23) Crit 20 Range: Perception
-Chemical Augmentation (Boost)8 Range: Perception
-Optic Nerve Impairment (Dazzle: Visual) 8 (DC Fort/Ref 18) Crit 20 Range: Perception
-Chemical Imbalance (Drain) 8 (DC Fort/Staged 18) Crit 20 Range: Perception
-Regulate Hormones (Emotion Control: Mind Blank) 8 (DC Fort 18) Range: Perception
-Inhibit Metabolism (Fatigue) 8 (DC Fort 18) Crit 20 Range: Perception
-Stem Cell Stimulation (Healing) 8
-Nerve Induction (Nauseate) 8 (DC Fort/Staged 18) Crit 20 Range: Perception
-Plant Control (Snare: Regenerating, 40'area)(DC Ref 18/14) Crit 20 Range: Perception (DC Ref 18 for 1/2 effect)
-Inhibit Blood Oxidation (Suffocate) 8 (DC Fort 18) Crit 20 Range: Perception


8
Super Senses
none
Acute Taste
Extended Hearing (-1/100')
Extended Vision (all) (-1/100')
Infravision
Scent
Ultra-Hearing
Ultravision





Other Information


Point Distribution
Abilities 6, Combat 8, Feats 7, Powers 78, Skills 9, Saves 12 = 120 PP





History/Notes




Barry was a fairly normal child if a little geeky up until the age of thirteen when he developed leukemia. His parents did everything that they could to help him, but his prognosis was not good until they were approached by a research scientist who wanted to attempt a radical gene therapy. Desperate to save their only child, the Kirks eventually agreed to the treatment.
The process took several months to complete and was exceptionally painful as Barry's body was essentially rebuilt from the inside out. What the doctor had not told them was that the genetic material he was using on Barry was from one of the original mutants that were discovered during WWII. The Process was nearly complete when there was a sudden flare up which caused his temp to skyrocket and put Barry into a coma for several weeks. When he eventually awoke, his leukemia was gone and he seemed to be fully normal but the treatment was deemed too dangerous to use again.
Since awakening, Barry has felt much stronger and more alive than ever before and has slowly been realizing that he has new abilities beyond those of a normal teenager.

kanly
10-02-2014, 10:59 AM
Cricket (Sonora Hopper)
http://roninarmy.com/attachment.php?attachmentid=86&d=1420046785
Cricket - PL 10

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 10, Awareness 4, Presence 0

Advantages
Accurate Attack, Beginner's Luck, Benefit, Wealth (well-off), Eidetic Memory, Equipment 2, Improvised Tools, Inventor, Luck, Power Attack, Skill Mastery: Technology

Skills
Close Combat: Unarmed 6 (+10), Expertise: Science 10 (+20), Insight 4 (+8), Investigation 5 (+15), Perception 6 (+10), Ranged Combat: Chirp Gun 6 (+8), Technology 10 (+20), Vehicles 3 (+5)

Powers
Body Armor (Removable)
Protection: Protection 10 (+10 Toughness; Impervious [5 ranks only])
Chirp Gun (Easily Removable)
Blast: Damage 12 (DC 27; Increased Range: ranged)
Affliction: Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
Damage: Cone Area Damage 8 (Alternate; DC 23; Cone Area: 60 feet cone, DC 18, Penetrating)
Weaken: Weaken 12 (Alternate; Resisted by: Fortitude, DC 22; Affects Objects Only, Increased Range: ranged)
Hopper Drive (Removable)
Teleport: Teleport 4 (500 feet in a move action, carrying 100 lbs.; Change Direction, Change Velocity, Increased Mass, Turnabout)
Quickness: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)

Equipment
Skyscraper Penthouse

Offense
Initiative +2
Affliction: Affliction 12, +8 (DC Fort 22)
Blast: Damage 12, +8 (DC 27)
Damage: Cone Area Damage 8 (DC 23)
Grab, +4 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +10 (DC 16)
Weaken: Weaken 12, +8 (DC Fort 22)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 12, Will 10

Power Points
Abilities 50 + Powers 41 + Advantages 11 + Skills 25 (50 ranks) + Defenses 23 = 150

Validation: Complications: At least 2 Complications are required



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

Skyscraper Penthouse - PL 10

Toughness 6, Size Small

Features:
Communications, Computer, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

At first glance Sonora seems agile and quick with inqusitive eyes and a ready smile. Her long black tresses flow gracefully behind her as she walks down the street with purpose and an air of confidence. Her face is lightly tanned with dark brown eyes that make men take notice. She tends to wear light colored silk blouses, her well muscled arms evident through the fine cloth. Her dark pants, tucked neatly into calf high leather boots, accentuate her well defined legs. Her voice is deeper then one might expect but with a timbre not unpleasant to the ear.
As Cricket, she wears a light exo-skeleton with body armor in varing shades of green. She has attached a coif and large dark goggels to her helmet in an attempt to somewhat conceal her appearance, though her face is still mostly exposed.[/TD]

History/Notes
Sonora Hopper was simply a student at UCSA in theoretical physics and mechanical engineering, before she was dragged into this whole superhero business.
Her father, Estavez Hopper, was a brilliant scientist and inventor, but had little respect in the scientific community due to his radical ideas. He had finally found work for a private firm on a proto-type matter transit device (The Hopper drive). When he discovered just what sort of an organization Unitrol was, he tried to leave with his research but was instead kidnapped by them. They forced him to continue his work on threat of his and Sonora’s lives. Eventually, he managed to escape utilizing the device and hide it along with several other inventions. However, his escape was soon discovered and Unitrol agents quickly tracked him down. During the ensuing confrontation, he was badly injured and left for dead.
Sonora found him as he was dying and he revealed the hiding place to her. Vowing vengeance, she recovered the inventions and cobbled them together into a suit of battle armor. Calling herself “The Cricket” she set forth to bring her father's killers to justice.

Action Stories #50

kanly
10-02-2014, 11:01 AM
Sieben Heim


http://amostagreeablepastime.files.wordpress.com/2014/06/jbblazcowicz-e1401603468407.jpg?w=500







Sex/Gender
Age


Male
5


Height
Weight


6'4
260 Lbs


Hair
Eyes


Blonde
Blue


Race/Species
Class/Profession


Aryian Clone
B.P.R.D. Agent




Saving Throws







Toughness Save
+7 Con + 3 Armored Jumpsuit/+10






Fortitude Save
+7 Con/+7






Reflex Save
+7 Dex/+7






Will Save
Wis/+0






Hero Points
1






Attack Bonus
+6






Melee
+6






Ranged
+6






Defense Bonus
3 +3 Dodge/+6






Initiative
7 Dex + 4 Imp. Init./+11






Movement
88'/rnd/10 MPH






Jumping
Running Jump 34'
Standing Jump 17'
High Jump 8'






Feats







All-out Attack
1






Ambidexterity
1






Animal Empathy
1






Assessment
1






Attractive
2






Choke Hold
1






Defensive Attack
1






Die Hard
1






Elusive Target
1






Endurance
1






Equipment
Acquire 5 points worth of equipment per rank./5






Evasion
2






Improved Aim
1






Improved Block
1






Improved Defense
1






Improved Disarm
1






Improved Grab
1






Improved Grapple
1






Improved Initiative
1






Improved Overrun
1






Improved Pin
1






Improved Sunder
1






Improved Throw
1






Improved Trip
1






Instant Up
1






Move-by Attack
1






Power Attack
1






Precise Shot
2






Prone Fighting
1






Quick Draw
1






Takedown Attack
2






Trance
1






Uncanny Dodge (Hearing)
1






Weapon Bind
1






Weapon Break
1
















Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
24
24
+7


Dexterity
24
24
+7


Constitution
24
24
+7


Intelligence
10
10
+0


Wisdom
10
10
+0


Charisma
10
10
+0





Skills/Proficiencies


Skill
Score
Note


Acrobatics
10
3 ranks + 7 Dex


Bluff
0
0 ranks + 0 Cha


Climb
10
3 ranks + 7 Str


Concentration
0
0 ranks + 0 Wis


Diplomacy
0
0 ranks + 0 Cha


Disguise
0
0 ranks + 0 Cha


Drive
10
3 ranks + 7 Dex


Escape Artist
7
0 ranks + 7 Dex


Gather Information
0
0 ranks + 0 Cha


Handle Animal
10
10 Ranks + 0 Cha


Intimidate
10
10 ranks + 0 Int


Language
3
Arabic, French, English, German


Notice
10
10 ranks + 0 Wis


Search
5
5 ranks + 0 Int


Sense Motive
10
10 ranks + 0 Wis


Slight of Hand
10
3 ranks + 7 Dex


Stealth
10
3 ranks + 7 Dex


Survival
10
10 ranks + 0 Wis


Swim
10
3 ranks + 7 Str





Inventory


Quantity
Item
Weight
Location
Type
Note


1
Armored Jumpsuit
5 Lbs
Body
Armor
+3 Toughness save


1
Binoculars

Harness
General



1
Commlink
-
Head
General



1
Flash Goggles

Head
General
+5 save vs visual dazzle caused by bright lights


1
Handcuffs

Waist
General



1
Multi tool

Harness
General



1
Club

Waist
Weapon
+6 to Hit DC 24
Range 10'


1
Knife

Waist
Weapon
+6 to hit DC 23
Range 10'


1
Machine Pistol

Sholder Holster
Weapon
+6 to hit DC 18
Autofire
Range 30'





Spells/Powers


Rank/Level
Spell
# Available
Note


1
Leaping
none
x2 jumping ability


1
Speed
none
10 MPH 88'/round


15
Regeneration
none
Ability Damage 1 (Recover 1/5 hours)
Recovery Rate (Bruised) 1 (Recover 1/round)
Recovery Rate (Disabled) 5 (Recover 1/min)
Recovery Rate (Injured) 3 (Recover 1/min)
Recovery Rate (Staggered) 3 (Recover 1/min)
Recovery Rate (Unconscious) 1 (Recover 1/round)
Resurrection 1 (Recover 1/week)


2
Super Senses
none
Low-Light Vision
Ultra-Hearing


4
Immunity
none
Aging, Disease, Poison, Sleep





Other Information


Point Distribution Abilities 42, Combat 24, Feats 42, Powers 23, Skills 19





Description




An imposingly tall man with an extremely athletic build. He is clad in a dark jumpsuit, with combat boots and a battle harness worn over it. Attached to the harness are a combat knife and police baton as well as a powerful looking machine pistol. Other than the B.P.R.D. patch on his shoulder and a name tag over his left breast, there are no other markings on him. His pale blonde hair is worn short and is expertly coiffed, revealing high sculpted brows and deep blue eyes. High, exquisitely shaped cheek bones give way to a prominent aquiline nose. Below that is a broad full lipped mouth, and a strong square jaw.





History/Notes




Aribert Ferdinand Heim, a member of Hitler's elite Waffen-SS and a medical doctor at the Buchenwald, Sachsenhausen and Mauthausen concentration camps, was accused of performing operations on prisoners without anesthesia; removing organs from healthy inmates, then leaving them to die on the operating table; injecting poison, including gasoline, into the hearts of others; and taking the skull of at least one victim as a souvenir. As the war ended he fled first to Baden-baden, Germany and then to Cairo, Egypt when investigators closed in on him in 1962.
In Egypt Dr. Heim continued his experiments, with the tacit approval of the Egyptian government, attempting to create a super solider. He actually achieved some modest results though nothing that could be mass produced to create an army both due to high mortality rates and some other undesirable consequences . In the early nineties, with his health beginning to fail he turned to cloning and the construction of new bodies from the ground up. This allowed for much greater control in the experiments and much more radical procedures to be accomplished. In 1992, the doctor's body finally succumbed to rectal cancer but he, with some assistance, managed to transfer his brain into the first successfully constructed body. The body was not without its issues, but he survived and continued to refine his techniques in subsequent years.
Sieben was his seventh attempt at the process and by far the most successful. The body's regenerative process was nothing short of miraculous, potentially immortal. He also managed to hard wire in a wide variety of physical skills into the body's muscle memory. With this body as his own, he could create the thousand year reign Hitler had dreamed of. Transplanting his brain into the body, he began collecting raw materials with which to create his new army. Those raw materials were a large number of transients from Cairo's worse neighborhoods. He felt that with his new techniques, he would be able to overcome the shortfalls of his earlier work. It was these collection attempts which brought him to the attention of the B.P.R.D.. There investigation culminated in a raid on the laboratory where numerous monstrosities were released and the agents finally faced Dr Heim directly. During the final confrontation, just as Dr. Heim and his servents were about to destroy the agents, his head quite literally exploded. This through everything into chaos which the agents were quickly able to take control of.
It seems that the doctor had under estimated the body's regenerative abilities in one key aspect. Given time, the body had regenerated its original brain. The resulting cranial pressure destroyed both brains, but the body simply began regrowing its own yet again. Roughly a week later, Sieben opened his eyes in a B.P.R.D. high security hospital room and he has been with them ever since.
Here is info on the real world Dr. Heim http://www.nytimes.com/2009/02/05/world/africa/05nazi.html

kanly
10-02-2014, 11:06 AM
Proteus (Rhea Chloris)


https://roninarmy.com/attachment.php?attachmentid=84&d=1420046769






Sex/Gender
Age


Other
18


Height
Weight


Varies (No
100


Hair
Eyes


NA
NA


Race/Species
Class/Profession


American
Former Olympic gymnast, now full time hero




Saving Throws







Toughness Save
+5 (Impervious Physical Protection)
+3 (Defensive Roll)
+2 (Constitution)/+10






Fortitude Save
4 +2 Con/+6






Reflex Save
+15 Dex/+15






Will Save
4 +2 Wis/+6






Hero Points
1






Attack Bonus







Melee
6 +4 Attack Focus (Melee)/+10






Grapple
10 Melee +5 Elongation +15 Dex/+30






Ranged
6/+6






Defense Bonus
4 +3 Dodge +3 Dodge Focus/+10






Initiative
+15 Dex/15






Movement
125






Feats







Acrobatic Bluff
You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat (see page 42). Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better)./1






Attack Focus (Melee)
You have a +1 bonus to melee or ranged attacks rolls per rank in this feat. Choose which type of roll the bonus applies to when you acquire the feat. Your total attack bonus is limited by the campaign’s power level./4






Defensive Roll
Receive a rank bonus to your Toughness saves, but lose that bonus whenever denied a dodge bonus or unable to take a free action unless a successful Concentration check (DC based on circumstances) is made./3






Dodge Focus
+1 dodge bonus per rank./3






Elusive Target
Double penalties for ranged attacks against you while you’re in melee./1






Evasion
you only take half damage from an area effect even if you fail the Reflex save, and no damage if you succeed./2






Grapple Finesse
You can use your Dexterity bonus, rather than your Strength bonus, to make grapple checks. You retain your dodge bonus to Defense against all opponents while grappling./1






PF Ambidexterity
You ignore off-hand penalties to checks and attack rolls. If you have more than two hands, this feat applies to all of them. Note this does not give you any additional attacks, it merely allows you to use either hand equally well./1






PF Chokehold
f you pin an opponent (see Grappling, page 156), you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin (see Suffocation, page 168)./1






PF Diehard
When your condition is reduced to dying you automatically stabilize on the following round without any need for a Constitution check, although further damage can still kill you./1






PF Improved Disarm
You have a +2 bonus per rank on attack rolls when attempting to disarm an opponent and they do not get the opportunity to disarm you (see Disarm, page 156). /1






PF Improved Grab
When you hit with an unarmed attack you can immediately start a grapple against that opponent as a free action. The opponent must be no larger than your size. Your unarmed attack inflicts normal damage and counts as the initial attack roll required to sta/1






PF Improved Grapple
You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions./1






PF Improved Pin
Your grappling attacks are particularly difficult to escape. Opponents suffer a –4 penalty on grappling checks against you to escape a grapple or pin./1






PF Redirect
A successful trick attempt allows you to redirect a missed attack against you from that opponent at another target as a reaction. The new target must be adjacent to you and within range of the attack. Make a new attack roll with the original modifiers/1






PF Weapon Bind
If you successfully block an armed melee attack, you can make a disarm attempt immediately as a free action. The disarm attempt is carried out normally./1
















Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
8
8
-1


Dexterity
24/40
24/40
+7/+15


Constitution
14
14
+2


Intelligence
10
10
+0


Wisdom
14
14
+2


Charisma
10
10
+0





Skills/Proficiencies


Skill
Score
Note


Acrobatics
24
9 ranks + 15 Dex


Climb
4
5 ranks - 1 Str


Concentration
10
8 ranks + 2 Wis


Notice
10
8 ranks + 2 Wis


Stealth
19
4 ranks + 15 Dex


Swim
9
10 ranks - 1 Str





Inventory


Quantity
Item
Weight
Location
Type
Note


There are no items entered for this character.





Spells/Powers


Rank/Level
Spell
# Available
Note


1
Alternate Form: Adaptation
none
6/rank, cost 6 Alternate Form pts
5 points to be used to protect oneself from any given situation. No ability gained can be of a higher rank than this power.


1
Alternate Form: Insubstantial
none
5/rank, cost 5 Alternate Form pts
Extras: +1 Duration [Continuous], Flaws: -1 Permanent
Ability to flow like water. Can not be held by anything less than a completely watertight enclosure


1
Alternate Form: Morph
none
3/rank, cost 12 Alternate Form pts
Extras: +1 Duration [Continuous], Flaws: -1 Limited [Always made of green protoplasm]
Can change into anything with the same mass
Power Feats: Ambidexterity, Chokehold, Diehard, Improved Disarm, Improved Grab, Improved Grapple, Improved Pin, Redirect, Weapon Bind


14
Alternate Form
none
5/rank, cost 70 hero pts
Amoeboid form.
Duration [Permanent]
Grants 70 pts of powers based on form.


16
Alternate Form: Enhanced Abilities
none
1/rank, cost 16 Alternate Form pts
Dexterity +16


2
Alternate Form: Immunity
none
1/rank, cost 2 Alternate Form pts
Critical Hits


2
Alternate Form: Super Movement
none
1/rank, cost 4 Alternate Form pts
Extras: +1 Duration [Continuous]
Slithering: move at full speed while prone. No negatives for attacking while prone.
Wall Crawling: Move at 1/2 speed while on walls or ceilings.


5
Alternate Form: Elongation
none
1/rank, cost 10 Alternate Form pts
Extras: +1 Duration [Continuous]
125' range, may move up to range/turn
-2 per 50' increment (negated by Super Senses: Radius Senses)
+1 defense bonus for my limbs
+5 Escape Artist and Grapple


5
Alternate Form: Protection
none
1/rank, cost 5 Alternate Form pts
Extras: +1 Impervious, Flaws: -1 Physical only


5
Alternate Form: Strike
none
1/rank, cost 5 Alternate Form pts
Use rank instead of Str to determine damage bonus for melee attacks.


5
Alternate Form: Super Senses
none
1/rank, cost 5 Alternate Form pts
Radius Senses: All ranged senses operate from any point on the body





Other Information


Abilities 20, Combat 26, Feats 15, Powers 70, Saves 8, Skills 11





Description




An emerald green sphere roughly the size of a beach ball hangs from the ceiling. Slowly a pair of tendrils emerge from the surface. The surface of the tendrils begin to ripple and change shape until they appear to be a pair of athletic female arms dangling from the ball. A third tendril, larger than the other two begins to emerge between them and takes on the appearance of a young woman's head. One of the hands moves down to cover the mouth as the lips part and there is a soft sound much like a yawn. At the same time a pair of oval vacuoles take shape just behind the eyes giving them just a little more definition. Quickly now the rest of a body emerges from the rapidly diminishing sphere until in its place there is a perfectly formed (though still entirely emerald green) young woman hanging from the ceiling, her long ponytail flowing up her back instead of down toward the floor. She begins to meander across the room toward a full length tri-fold mirror much like they have in dressing rooms. Reaching it, one of her legs stretches down to the floor and she nonchalantly does what essentially amounts to a cartwheel down to the floor. Looking carefully into the mirror, her body ripples and suddenly, she is wearing a leotard and leg warmers made of the same material as the rest of her body. There is another yawning sound as she again covers her mouth. Then in a surprisingly normal sounding voice with just a hint of an east coast accent she says "God, I hate mornings." as she turns and heads for the door and the rest of her day.





History/Notes




Ever since she was six, Rhea Chloris had one ambition: Olympic gold. She practiced six hours a day every day with her father Adonis Chloris, a former Greek Olympic gymnast himself.
By age 16 it seemed that her dreams were about to be fulfilled. She won the all-around at four national championships (two as a junior in 2003 & 2004, and two as a senior in 2005 & 2006). She finished second all-around at the World Championships in 2005 (losing to teammate Dawn Gressen by the slimmest margin possible [.001 points]), and has won a total of nine medals at Worlds. However, just as she was getting ready for the Olympic trials, her routine medical exams noticed an irregularity in her blood work. A week later she was diagnosed with Leukemia and her dreams were dashed against the cruel shores of fate.
Knowing that standard treatment would rule out participation in the Olympics, her family was desperate to find an alternate form of treatment. They found it in the form of Dr. Holland Koda. Dr. Koda was the proprietor of a small California Bio-tech firm specializing in stem cell research to cure childhood diseases. His results were quite impressive and his procedures didn't involve any debilitating radiation or chemotherapy. Instead, his Proteus cells simply consumed and replaced the faulty cells with healthy ones. Rhea was even able to continue her training, although at a greatly reduced intensity.
Two months later, her leukemia in complete remission, Rhea began training again in earnest. Everything was going fine until during a particularly intense training session, one of her wrists buckled causing her to take a bad tumble. When she recovered, her hand was at a strange angle, but there was no pain.
Fearing that she had broken her wrist and was in shock, her parents rushed her to the ER. There they had her arm X-rayed only to discover that not only did she have no broken bones, she seemed to have no bones in her wrist at all. When they did a biopsy of the area all that they came up with was a strange greenish tissue that Rhea and her family instantly recognized. It looked identical to the chemically marked Proteus cells Dr. Koda had used in her treatments. Further testing showed that her wrist was not the only site so changed. It appeared those cells were functioning like a cancer in her body, replacing not only the diseased bone marrow cells, but any cells that they came into contact with. With the cancer metastasizing throughout her body, there was nothing the doctors could do for her and at its rate of growth, they projected that it would be terminal in just a few weeks.
However, Rhea wasn't exhibiting any standard signs of cancer. If any thing her energy levels were up and she was feeling better than she ever had before. It was determined that although the Proteus cells were spreading throughout her body and consuming it at an ever increasing rate, they were not in fact impairing it. As the cells destroyed one portion of her body, they took over it's function as they had been suppose to do with her bone marrow.
In the course of just a few days, there was nothing left of her original body, at which point the cells began to consume each other. However, as each cell absorbed into another, there was no loss of function or mass. It was just fewer and fewer cells doing the same things that many had done. By days end, she was reduced down to a single cell, but one with remarkable abilities. Her dreams of Olympic gold had died long ago, but now perhaps a new dream was beginning to unfold. In the time since then, she has dedicated as much time and energy to her new dream as she ever did to her old one.

kanly
10-02-2014, 11:12 AM
Rakashsa (Jim Thompson)


http://roninarmy.com/attachment.php?attachmentid=82&d=1420046422
http://images2.wikia.nocookie.net/__cb20110927180111/marvel_dc/images/0/07/Guy_Gardner_GL_Movie_01.png






Sex/Gender
Age


Male
24


Height
Weight


6' 1
190


Hair
Eyes


Red
Blue


Race/Species
Class/Profession


Caucasian
Yogi




*NOTE*
*When Rakashsa's Heart is active






Defences







Dodge
4 Agl
+2 def
+4 Enhanced Agl/6/10*






Parry
6 Fgt
+4 def/10






Fortitude
4 Sta
+ 4 def
+ 2 Enhanced Sta/8/10*






Toughness
4 Sta
+ 2 Enhanced Sta
+ 4Impervious protection/4/10*






Will
2 Awe
+5 def
+3 Enhanced Awe/7/10*






Hero Points
1+2 (Luck)/1/3*






Initiative
4 Agl +4 Imp. Init. +4 Enhanced Agl/8/12*






Movement
30 MPH*
30' Leaping*/2 mph






Advantages







Agile Feint
1






Animal Empathy*
1






Assessment
1






Fearless
1






Great Endurance*
1






Improved Initiative
+4 Initiative bonus per rank./1






Instant Up*
1






Language
Hindi/1






Luck*
Gain an additional starting hero point per rank/2






Move by Action*
1






Second Chance*
1






Seize Initiative*
1






Teamwork
1






Trance
1






Equipment
1






Tracking*
1






Uncanny Dodge*
1
















Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
4/8*
4/8*



Stamana
4/6*
4/6*



Agility
4/8*
4/8*



Dexterity
4/6*
4/6*



Fighting
6
6



Intellect
0
0



Awareness
2/5*
2/5*



Presence
0
0






Skills/Proficiencies


Skill
Score
Note


Acrobatics
12/16*
8 Ranks +4 Agl +4 Enhanced Agl


Athletics
12/16*
8 Ranks +4 Str +4 Enhanced Str


Close Combat (Claws)
6/10*
0 ranks +6 Fgt +4 Enhanced Ranks


Insight
10/13*
8 Ranks +2 Awe +3 Enhanced Awe


Intimidate
0/8*
0 ranks +0 Pre +8 Enhanced Ranks


Perception
8/13*
6 Ranks +2 Awe +2 Enhanced Ranks +3 Enhanced Awe


Stealth
4/14
0 ranks +4 Agl +6 Enhanced Ranks +4 Enhanced Agl





Inventory


Quantity
Item
Weight
Location
Type
Note


1
Dojo
-
Emerald City
General
Fire suppression system
Gym
Garage
Living Space
Security System


1
Rakashsa's Heart

Neck
Magic
Removable (-16), Indestructable (+1), Activation requires a Move Action (-1)
80PP-16+1-1=64PP

Str +4, Sta +2, Agl +4, Dex +2, Awe +3

Animal Empathy, Instant Up, Great Endurance, Luck (x2), Move by Action, Second Chance, Seize Initiative, Tracking, Uncanny Dodge

Close Combat (Claws) 4, Intimidate 8, Perception 2, Stealth 6

Rakasha Aura (Protection, Sustained) 4: Impervious 4
Claws(Str based Damage) 2: Affects Insubstantial 2, Multi-attack 2, Penetrating 5, Reach 1
AE Roar (Auditory perception area affliction) 6: Resisted by Will, Dazed & Impaired, Disabled & Stunned, Extra Condition, Limited Degree
Low Light Vision
Leaping 4 (Req. Acrobatics Check), Safe Falls, Sure Footed
Speed 4





Spells/Powers


Rank/Level
Spell
# Available
Note


There are no spells/powers entered for this character.





Other Information


Abilities 48, Combat 15, Feats 7, Powers 64, Skills 15

Complications: Protection doesn't work vs holy/blessed weapons, White guy with an Indian Artifact, Susceptible to Psionic Dampeners and Motivation: Responsibility





Description




A tall thin man with an athletic build. He moves with the poise and grace of a dancer.





History/Notes




In 1858 Captain Kendal Thompson was sent out with a platoon to investigate the rumor of a revival of the Thuggee in northern India. None of the men in that Platoon were ever heard from again except for Captain Thompson himself. He turned up nearly a month later clutching a fist sized ruby to his chest and telling of a harrowing escape from secret underground chambers where the rest of his men had been killed. He was put in the infirmary under guard and the gem confiscated. A few days later, both he and the ruby disappeared and the whole event forgotten about in the change over of administration from the British East Indian Company to the British Empire in India. one year later Francis Thompson was born in England. He grew into a young poet/writer/surgeon who was also named one of the suspects involved in the Jack the Ripper case. In 1889 Thompson wrote the short story "Finis Coronat Opus" which features a young poet sacrificing women to pagan gods, seeking hell's inspiration for his poetry in order to gain the fame he desires. Although this bore some similarities to the Ripper case, it was actually inspired by his acquisition of the Rakashsa's Heart from his recently deceased father. The gem has been similarly handed down from father to son for numerous generations since.
The most recent person to acquire the gem is Jim Thompson, a Yoga instructor in Emerald City, upon the death of his father, Herold Thompson, a forestry ranger in northern Alaska. Meditating in his dojo that night Jim heard a strange rhythmic pulse that he could not identify until he realized that it was coming from the heart's box. Opening it, he was bathed in a strange purple glow which coalesced around him into the Rakashsa Armor. All sorts of strange new senses and desires flooded through Jim overwhelming him for a time. With a lot of meditation and practice Jim was able to overcome these alien feelings and is now ready to present himself to the world as Rakashsa.

kanly
10-02-2014, 11:14 AM
George "Rube" Walberg
https://roninarmy.com/attachment.php?attachmentid=81&d=1420046413


Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
14
14
+2


Dexterity
20
20
+5


Constitution
16
16
+3


Intelligence
10
10
+0


Wisdom
14
14
+2


Charisma
10
10
+0





Skills/Proficiencies


Skill
Score
Note


Acrobatics
10
5 ranks + 5 Dex


Bluff
10
10 ranks + 0 Cha


Climb
2
0 ranks + 2 Str


Concentration
5
3 ranks + 2 Wis


Diplomacy
0
0 ranks + 0 Cha


Disable Device
0
0 ranks + 0 Int


Disguise
0
0 ranks + 0 Cha


Drive
5
0 ranks + 5 Dex


Escape Artist
5
0 ranks + 5 Dex


Gather Information
0
0 ranks + 0 Cha


Handle Animal
0
0 ranks + 0 Cha


Intimidate
0
0 ranks + 0 Cha


Investigate
0
0 ranks + 0 Int


Language
2
Japanese, Swedish


Medicine
2
0 ranks + 2 Wis


Notice
8
6 ranks + 2 Wis


Pilot
5
0 ranks + 5 Dex


Prof. Baseball Player
5
3 ranks + 2 Wis


Prof. Farmer
4
2 ranks + 2 Wis


Prof. Sailor
3
1 rank + 2 Wis


Ride
5
0 ranks + 5 Dex


Search
0
0 ranks + 0 Int


Sense Motive
10
8 ranks + 2 Wis


Slight of Hand
5
0 ranks + 5 Dex


Stealth
5
0 ranks + 5 Dex


Survival
2
0 ranks + 2 Wis


Swim
2
0 ranks + 2 Str





Inventory


Quantity
Item
Weight
Location
Type
Note


1
Leather Jacket
5 Lbs
Torso
Armor
+1 Toughness save (1 ep)


1
Vehicle: 20's Small Car
Enormous

General
30 Str
Toughness: +9
Defense Bonus: -2
Size: Huge
Speed: Rank 3 (50 MPH)


1
Baseball
1 Lb
Pocket
Weapon
Strike 1 (Bludgeoning) (4 ep)
DC: 23
Crit: 19-20
Range: 100' (20' inc.)
Feats: Mighty, Thrown 2


1
Club
3
Trunk
Weapon
Strike 1 (Bludgeoning) (4 ep)
Damage: +5
Crit: 20
Range: 50' (10' inc.)





Spells/Powers


Rank/Level
Spell
# Available
Note


4
Air Control
none
Action: Standard
Range: Perception
Duration: Sustained
Cost: 2pp/rank
You can create powerful winds, moving objects with an effective Strength of (Air Control rank x 5).
A powerful gust of wind can knock a target off his feet. Treat this as a trip attack, with no attack roll required since Air Control is perception range. The target makes a Strength or Dexterity check (whichever is greater) against the results of your Air Control check. If you win the opposed check, the target falls prone. The target does not get the opportunity to trip you, since it's the air, and not you, doing the tripping.
Feats: Subtle, Precise





Other Information


Abilities 24, Combat 8, Feats 38, Powers 10, Saves 0, Skills 10





Description





History/Notes




Rube Walberg was "discovered" throwing chunks of coal at fence posts at his brother's coal yard in Seattle, Washington, according to Walberg's son, George Jr. He was throwing those chunks with great velocity and accuracy. He was 25 years old at the time. Fewer than two years later he was in the major leagues.
George Elvin Walberg was born on the family farm near Pine City, in east-central Minnesota, about 50 miles north of Minneapolis and St. Paul, on July 27, 1896. Rube was the son of Swedish immigrants Samuel and Anna (Bergfelt) Walberg. There were 12 children in the family, six boys and six girls. Walberg's father died in 1904, and George left school after the eighth grade to help support the family. He did farm work and eventually became foreman of a wheat harvesting crew. Shortly before the end of World War I, he joined the United States Coast Guard.
Walberg went to Washington to help at the coal yard owned by his brother. He had played a little ball here and there as time allowed. He played for a couple of teams in the Seattle area, pitching well enough to be asked to join a group of players for a trip to Japan. There they played college and town teams. Walberg was undefeated during the tour.
Back home, he was offered a contract by the Portland Beavers of the Pacific Coast League. He did pretty well at Portland, pitching a total of 209 innings while compiling a record of 9 wins and 13 losses.
The New York Giants bought Walberg's contract, and he reported to spring training before the start of the season. Things didn't click with the Giants, and, after pitching in only two games for New York with no wins or losses, Walberg was put on waivers by manager John McGraw.

kanly
10-02-2014, 11:17 AM
Charlatan (Xerxes Gaspar)






Sex/Gender
Age


Male
22


Height
Weight


6'
180


Hair
Eyes


White
Blue


Race/Species
Class/Profession


Persian
Magic Debunker




Saving Throws







Toughness Save
+7 (Impervious Protection)
+2 (Defensive Roll)
+1 (Leather Jacket)/+10






Fortitude Save
+8






Reflex Save
7 +1 Dex +2 Vs Area attacks (Defensive roll)/+8/10






Will Save
2 +8 Wis/+10






Hero Points
1+1 (Luck)/2






Attack Bonus
+8






Melee
+8






Ranged
+8






Defense Bonus
4 +3 Dodge +3 Dodge Focus/+10






Initiative
1






Movement







Feats







Ritualist
You can create and cast arcane rituals./1






Connected
Make a Diplomacy check to call in favors or aid./1






Contacts
Make a Gather Information checks faster./1






Defensive Roll
+1 Toughness save bonus or +2 to reflex save vs. area attacks./2






Distract
Make a Bluff check to daze an opponent for one round./1






Dodge Focus
+1 dodge bonus per rank./3






Equipment
Acquire 5 points worth of equipment per rank./2






Fascinate
Take a standard action and make a bluff check against your target’s opposing check (Bluff, Sense Motive, or Will save, whichever has the highest bonus). If you succeed, the target becomes fascinated. Non Combat./1






Luck
Gain an additional starting hero point./1






Redirect
Trick an opponent into hitting someone else./1






Skill Mastery
you can take 10 with even under pressure on Bluff, Knowledge (Arcane Lore), Sense Motive and Slight of Hand./1






Taunt
Demoralize using Bluff rather than Intimidate./1






Well Informed
Make an immediate Gather Information check when meeting someone./1
















Abilities/Attributes


Ability
Base Score
Current Score
Note


Strength
10
10
+0


Dexterity
12
12
+1


Constitution
10
10
+0


Intelligence
14
14
+2


Wisdom
26/18
26/18
+8


Charisma
30/20
30/20
+10





Skills/Proficiencies


Skill
Score
Note


Bluff
20
10 ranks + 10 Cha


Concentration
12
4 ranks + 8 Wis


Diplomacy
14
4 ranks + 10 Cha


Disable Device
11
9 ranks + 2 Int


Gather Information
14
4 ranks + 10 Cha


Investigate
10
8 ranks + 2 Int


Knowledge (Arcane)
12
10 ranks + 2 Int


Knowledge (Streetwise)
9
7 ranks + 2 Int


Language
3
Aramaic, Latin, Persian


Notice
14
6 ranks + 8 Wis


Perform (Acting)
12
2 ranks + 10 Cha


Search
10
8 ranks + 2 Int


Sense Motive
16
8 ranks + 8 Wis


Slight of Hand
10
9 ranks + 1 Dex


Stealth
9
8 ranks + 1 Dex





Inventory


Quantity
Item
Weight
Location
Type
Note


1
Leather Jacket
5 Lbs
Torso
Armor
+1 Toughness save


0
35 mm Camera
5 Lbs
Bag of Holding
General



1
Binoculars

Bag of Holding
General



1
Cell Phone
-
Bag of Holding
General



1
Multi tool

Bag of Holding
General



1
Night Vision Goggels

Bag of Holding
General



1
Smoke Grenade
1 Lb.
Bag of Holding
General



1
Bag of Holding (Device)
1 Lb.
Left Hip
Magic
Easy to Take (Rank 1 [3pts] gives 5 pts to work with)
Dimensional Pocket (Rank 2 [4pts])
Feature - Bag can stretch as though it had elongate rank 1 (Rank 1 [1 pt])


1
Blink Boots (Device)
-
Feet
Magic
Hard to Take (Rank 2 [8pts] gives 10 pts)
Teleport (rank 6 [9 pts] Short range only, Change Direction, Change Velocity, Turnabout)
Feature-Neither the boots nor the feet wearing them smell as a result of use (Rank 1 [1 pt]).


1
Girdle of Protection (Device)
-
Waist
Magic
Hard to Take (Rank 3 [12pts] gives 15 pts)
Immunity (Rank 14 [14 pts]Aging, Critical Hits, Life Support, Sleep, Starvation and Thirst)
Alternate Power
Protection (Rank 7 [14pts]Impervious)


1
Hands of the Conjurer
-
Hands
Magic
Hard to Take (Rank 6 [24pts] gives 30 pts)
Magic (Rank 6 [24 pts]
Animal Control (Rank 1 [3 pts] Sensory Link) & Summon (Rank 4 [21 pts] Fanatical Animals w. Mental Link)
Alternate Powers
Blast (Rank 10 [24 pts] Affects Insubstantial X2, Ricochet, Split Attack)
Dazzle (Rank 12 [24 pts] Visual)
Duplication (Rank 12 [24 pts])
Illusion (Rank 7 [24 pts] All Senses, Phantasm, Progression X3)
Snare (Rank 12 [24 pts])
Telekinesis (Rank 9 [19 pts]) & Flight (Rank 2 [4 pts])





Spells/Powers


Rank/Level
Spell
# Available
Note


1
Super Senses
none
Magical Awareness


18
Enhanced Abilities
none
Charisma +10
Wisdom +8





Other Information


Abilities 24, Combat 30, Feats 17, Powers 67, Saves 17, Skills 25





Description




A tall slender man with bleached white blond hair and Pale blue eyes. Both of which contrast sharply with his dark olive skin tone.
He is wearing a gray turtle neck with wide vertical ribbing under a black leather jacket. Clasped around his waist is a bright crimson cumberbum. Slung just a little lower on his hips are a pair of leather satchels in a matching shade. His legs are clad in tight black leather pants which disappear into knee high leather boots.





History/Notes




Xerxes is a second generation Turkish immigrant to the United states. His parents came over, found good jobs and started a family. When Xerxes was five, his parents finally put together enough money to bring over his paternal grandfather.
Xerxes and his grandfather bonded quickly as the old man was a treasure trove of magical stories and conjuring tricks. Xerxes quickly picked up skill in slight of hand and other tricks of stage magic. By the time he was ten, he was doing shows all over the neighborhood and by the age of seventeen he was performing in night clubs around the city. His show was a pretty classic series of illusions and tricks but he did them smoothly and in general crowds liked him.
He became involved in debunking two years later when one of his friends became involved in a cult named the Brotherhood of the Son. It was a classic great leader cult, with the Son in question claiming to be a demi-god with the powers to prove it. Xerxes was able to repeat all of his "powers" quickly using nothing more than standard stage magic, making a laughing stock of the leader and disbanding the cult.
A few weeks later disaster struck. The former cult leader that Xerxes had so embarrassed decided to destroy Xerxes family as Xerxes had destroyed his. So on a day when Gaspar's were all together shots from a high power rifle rang out. Xerxes' grandfather was the first one hit, but as it happened an amazing thing occurred. In a flash, the old man became a version of himself forty years younger and in a strange outfit. The next bullet was meant for Xerxes' mother, but instead the stranger threw himself in the line of fire. As he fell, the scene suddenly shifted. Xerxes found himself in a small coffee shop in Istanbul that his grandfather had frequently described to him and there sitting across from him was the middle aged man who had fallen when his grandfather was shot. The man gestured for Xerxes to sit and then said with some apparent effort "Time is short, the madman's shot missed its mark, but not by much. My name is not the one you know, but I am your grandfather. Three hundred years ago, I was tasked with the protection of several items of potent magic, a duty I must now pass on before I die. Stop the man who slew me from killing the others and protect the items from falling into the hands of evil." Instantly, he found himself back in the real world dressed in the clothing that the other man had been wearing. Later, he would find his grandfather's secret journals, but for now, he was simply working off of adrenaline. A few moments later, he found himself standing over the cowering cult leader, a new path opening before him.

kanly
10-02-2014, 11:19 AM
Brian Stern PL: 8


http://img.photobucket.com/albums/v170/Lightshear/Convention%20Sketches/DavidTennantC2E22012.jpg






Sex/Gender
Age


Male
27


Height
Weight


6'
160


Hair
Eyes


lt brown
blue


Race/Species
Class/Profession


human
Inventor











Abilities (12 PP): Str 10 (+0) Dex 10 (+0) Con 16 (+3) Int 22 (+6) Wis 16 (+3) Cha 10 (+0)

Skills (5 PP): Acrobatics 4**+4 (+8), Computers 6*+2 (+14), Concentration (+3), Craft (Electronics) 3*+1 (+10), Craft (Mechanical) 3*+1 (+10), Disable Device 4*+2 (+12), Knowledge (Physical Science) 4* (+10), Knowledge (Technology) 4* (+10), Notice 4 (+7), Search 2 (+8), Sense Motive 4 (+7), Survival (+3)

Feats (12 PP): Attack Focus (Ranged) 3, Attack Specialization (Electrical Control), Contacts, Defensive Roll 2**, Eidetic Memory*, Elusive Target**, Equipment 4, Favorite Environment (Air) 2**, Improved Aim***, Interface (Computers) (+4 when I can use tools)*, Interpose**, Inventor*, Move-by Action**, Online Research (use Computer skill instead of gather info), Power Attack, Skill Mastery ( Computers, Craft (Electronic), Craft (Mechanical), Disable Device)*, Well-Informed

Powers (65 PP):
Brain Storm[Container] (25 PP)
--Mind Shield 3 [Impervious +3 to Will vs Mental effects; Stacks with Temple Guards] (Free-Personal-Sustained) (3PP)
--Synaptic Enhancement (Enhanced Trait 22) [Abilities: Int +12; Skills: Computers +6, Craft (Electronic) +3, Craft (Mechanical) +3, Disable Device +4, Knowledge (Physical Sciences) +4, Knowledge (Technology) +4; Feats: Eidetic Memory, Interface (Computers), Skill Mastery, Inventor]
Electrical Control 3 [DC18 Stacks with Lightning Rod: Electrical Control] (Standard-Ranged 30ft-Instant) (8 PP)
--AP Access Sensors (ESP 2) [Visual & Auditory, Medium Electronics, Subtle, Stacks with Smart Glasses: Access Sensors] (Move-Extended 100ft-Concentration)
--AP Datalink 2 [Sense Type: Mental; Omni-directional, Stacks with Smart Glasses: Datalink; Machine Control] (Free-Extended 100ft-Sustained)
Immunity: Electrical Descriptor [Limited half effect] (5 PP)
Device: Smart Glasses 3 [easy to lose] (9 PP)
--Datalink 3 [Sense Type: Mental; Omni-directional, Stacks with Datalink; Machine Control] (Free-Extended 1000ft-Sustained)
--AP Access Sensors (ESP 3) [Visual & Auditory, Medium Electronics, Subtle, Stacks with Access Sensors] (Move-Extended 1000ft-Concentration) (8 PP)
--Increased Spectrum (Super-Senses 2) [Infravision, Ultravision] (Free-Personal-Permanent) (2 PP)
--Polarization (Sensory Shield 2) [Visual, +4 vs Dazzle] (Reaction-Personal-Permanent) (2 PP)
--Shooting Sights (Enhanced Trait 1) [Feat: Improved Aim] (None-Personal-Permanent)(1PP)
--Temple Gards (Mind Shield 2) [Impervious +2 to Will vs Mental effects; Stacks with Brain Storm: Mind Shield] (Free-Personal-Sustained) (2 PP)
Device: Hover Board 4 [Easy to lose] (12 PP)
--Auto Pilot (Enhanced Trait 8) [Skills: Acrobatics +4; Feats: Defensive Roll 2, Elusive Target, Favorite Environment (Air) 2, Interpose, Move-by Action] (8 PP)
--Hover Engines (Super-Movement 4) [Air Walking 2 (Full Speed), Wall-Crawling 2 (Full Speed); Flaw: Limited (only when moving)] (4 PP)
--Light Control 2 [Line Area 5'x50' line;Touch Range] (Standard-Touch-Sustained) (4 PP)
--Speed 4 [100 MPH, 880'/round] (4 PP) Device: Lightning Rod 2 [Easy to lose] (6 PP)
--Electrical Control 4 [DC22 Stacks with Electrical Control; Accurate (+2), Precise] (Standard-Ranged 70ft-Instant) (10 PP)

Equipment: Armored Jumpsuit, Binoculars, Cellphone w. apps (Camera, Digital Audio recorder, flashlight, gps, pda, video camera), Concealable Microphone, HQ (Abandoned Warehouse), laptop, lock release gun, mini tracer,parabolic Microphone

Saves: Toughness +8/+3 [on hoverboard in armor, not flat footed]
Fort +6
Ref +6
Will +8
Combat: +6 Defense
+2 (Melee), +2 Grapple, +5 Ranged
Electrical Control +7 (DC18) crit 20 range increment 30
Lightning Rod: Electrical Control +9 (DC 22) crit 20 range increment 70
Initiative +0 Costs: Attributes 12+ Skills 5+ Feats 12+ Powers 65+ Saves 14+ Combat 12= 120 pts.





Description




A tall thin man with short cropped light brown hair and blue eyes. He wears a pair of slightly chunky glasses and a fairly cheap looking grey suit with broadly spaced pinstripes.





History/Notes




Before the comet, Brian was the custodian at Poword Small Engine Repair. As long as he didn't really talk to his ex-wife and made his child support payments, things were alright on that front. Most Fridays he even had enough left over to have a beer or two down at Poot's Tavern.
The day of the comet was a bad one for Brian. A small shard, no bigger than his fist, that the comet loosed on the world crashed into the building where he was working, causing fairly heavy structural damage but thankfully little loss of life. Brian was knocked out for a while and when he came too there were firemen and water everywhere and he was being carried out in a stretcher.
A few days after the comet passed, Brian developed a raging headache, migrane like in its extremity. Eventually it became so sever that Brian passed out. Several hours later, he came to in a room he didn't recognize. It was his own bedroom, but it was completely bare of any furnishings while the walls,floor and even portions of the ceiling were covered in notes and complex diagrams. To his astonishment, the marks were in his own hand writing, and even more astonishing was the fact that he could understand the meaning of the writing.
Since then, Brian has patented many of the items in those original notes and even sold a few. The money he got has been invested in raw materials and the purchase of a large old warehouse in a rundown industrial park.

kanly
10-10-2014, 07:30 AM
War Sprite (Colonel Oberon Joyce) PL10
http://roninarmy.com/attachment.php?attachmentid=79&d=1420046287
ST 10 DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills:
Acrobatics 7 (+10)
Bluff 5 (+8)
Computers 1 (+2)
Concentration 3 (+5)
Craft (Electronics) 1 (+2)
Craft (Mechanical) 1 (+2)
Diplomacy 7 (+10)
Disguise (+3)
Escpe Artist (+3)
Gather Information (+3)
Handle Animal (+3)
Intimidate (+3/-5)
Investigate 4 (+5)
Knowledge (Civics) 2 (+3)
Knowledge (History: Avalon) 2 (+3)
Knowledge (Tactics) 9 (+10)
Language (English) 1
Notice 7 (+9)
Pilot 7 (+10)
Profession (Soldier) 8 (+10)
Search 4 (+6)
Sense Motive 7 (+9)
Stealth (+3/+19)
Survival (+2)

Feats:
Acrobatic Bluff, Ambidexterity, Assessment, Attack Specialization (Winged Suit) 2, Attractive, Defensive Roll 2, Evasion, Favored Environment (Airborne) 3,
Fearless, Improved Aim*, Improved Initiative, Inspire 2, Leadership, Luck 3, Move-By Action, Power Attack, Precise Shot*, Redirect, Teamwork, Uncanny Dodge

Powers:
"Auto Medic" Easy to lose 1 (5 Device Points)
Healing 5 (Flaws: Unreliable- Limited uses) 5

Shrinking 16 (Extra: Normal Strength Drawbacks: Full Strength) [31]

"Wing Suit" Hard to lose 7 (35 Device pts) [28]
"Integrated Targeting System" Enhanced Trait 2 (Improved Aim, Precise Shot)
Flight 3 (Flaws: Limited- Only While Shrunk) (4)
Forcefield 5 (5)
Immunity 2 (Condition: Cold, Suffocation: Thin Atmosphere) (2)
AP: Leaping 3
Super senses 2 (Direction, Distance) (2)
"Sprite Sting" Vibration Control 8 (Feats: Improved Critical, Split Attack) (20)
AP: "Vertigo" Nausiate 6 (Extra: Increased Range) (18)
AP: Stun 6 (Extra: Area Cone) (18)

Saves:
Toughness +3/+8, Fortitude +8, Reflex +10, Will +8

Combat:
Attack: (+4 Full Size, +12 Sprite size), Damage +0 (+7 Stings), Defense +1 (+9 Sprite Size, +12 Airborne max), Initiative +3

Complications:
Responsibility (Return to home dimension)
Reputation (Really Bad Taste in Women)

Abilities: 20 / Skills: 72--19 / Feats: 27 / Powers: 62 / Saves: 20 / Combat:2 (150)

kanly
10-15-2014, 02:26 PM
The team looked like it could use a face. So...
Hubert Louis DuVee IV
http://good2bsocial.com/wp-content/uploads/2013/06/Young-Lawyer-Frontpage-300x224.jpg
Power Level: 7; Power Points Spent: 60/60

STR: -1 (8), DEX: 0 (10), CON: 0 (10), INT: +2 (14), WIS: +1 (12), CHA: +2 (14)

Tough: 0/+3, Fort: +3, Ref: +3, Will: +5

Skills: Bluff 8 (+10/14), Climb (-1), Concentration 2 (+3), Diplomacy 8 (+10/14), Disguise (+2), Drive 4 (+4), Gather Information 8 (+10), Handle Animal 4 (+6), Intimidate 4 (+6), Investigate 8 (+10), Knowledge (civics) 6 (+8), Language 2 (+2), Notice 2 (+3), Profession (Lawyer) 4 (+5), Search 2 (+4), Sense Motive 8 (+9), Stealth 0 (0), Survival (+1), Swim (-1)

Feats: Attack Focus (Ranged) 3, Attractive, Benefit (Wealthy 2), Connected, Contacts, Distract (Bluff), Eidetic Memory, Equipment 10, Facinate (Bluff), Minion 2, Well-Informed

Powers: -

Equipment: Binoculars, Cell phone, Concealable Microphone, Crossbow, Fire Extinguisher, Gas Mask, Headquarters (Converted Semi Trailer), Laptop Computer, Lock Release Gun, Machine Pistol, Mini-tracer, Night Vision Goggles, Parabolic Microphone, Taser, Tear Gas Grenade, Undercover Vest, Vehicle: Motorcycle, Alt Vehicle: Semi Tractor

Headquarters (Converted Semi Trailer): Tiny Structure (Gargantuan Size), Communications, Computer, Concealed, Infirmary, Living Space, Power System

Attack Bonus: (Ranged: +3, Melee: 0, Grapple: -1)

Attacks: Machine Pistol +3 (DC 18) Autofire Ballistic Crit 20 Range Incr 30’

Tazer +3 (DC Fort 16) Electricity Crit 20
Tear Gas +3 (DC Fort/Ref 14) 40’r
Unarmed +0 (DC 14) Bludgeon Crit 20

Defense: +0 (Flat-footed: +0), Knockback: -1

Initiative: +0

Languages: English, French, Latin

Totals: Abilities 8 + Skills 18 (72 ranks) + Feats 24 + Powers 0 + Combat 0 + Saves 10 + Drawbacks 0 = 60

Background: Hue is one of the Boston DuVee's, a rich and powerful family of lawyers with a very exclusive client list. When Hubert graduated from Yale Law with top honors, he was welcomed into Howe, Chetham and DuVee with open arms. However, the law practiced inside the firm wasn't quite what he expected. He had been ready to defend rich scum and trust-fund babies, and there were plenty of those, but there were also other clients. Mostly they were handled by the senior partners, but occasionally lower ranking lawyers were called on to service their cases which normally meant immediate promotion or dismissal. When Hue was called into one of these cases, it was to defend his client Harold Lupis from a charge of brutally attacking a young woman he had met in a local club. Her story was quite confused and disjointed, saying at different points in time that Harold had set a dog on her or that he himself had tried to bite her. Hue had the event quietly covered up and the woman committed to a mental hospital for psychiatric evaluation. However, to say that Mr. Lupis was not satisfied with the results would be a massive understatement. He raged about the woman getting off so easily, almost foaming at the mouth he screamed that "The B!^@# will pay for making me look weak". What stayed with Hue however was the way that his eyes seemed to change when he said it. One moment they were a normal blue, but the next they were a strange gold, like those of an animal.
The woman disappeared within hours of when she was released from the hospital, only to be discovered days later as the victim of a wild dog attack. She was bitten so savagely that the only way she was identified was due to a titanium pin in her hip from where she had fallen badly a few years before. Hue was scared for the company and felt guilty thinking that he might have just defended a murderer, so he went to talk to his father. Hue's father told him the facts of life as it were. He thanked Hue for coming to him since this could turn ugly. Mr Lupis had simply overreacted and would be dealt with appropriately. When Hue asked what the hell he was talking about, Hubert told him that Howe, Chetham and DuVee represented monsters when they came too close to interacting with the mortal world. Hubert went on to casually tell his son things that would dance in his nightmares for years "now that he was old enough". As the older man ended the conversation he reveled his true form, that of a grotesquely shriveled corpse with glowing eyes. After that, not too much is very clear. Hue remembers a dark presence in his mind, then a fire and staggering away from the house.
He never returned to work and for the past few years, Hue has been training to take on the kinds of creatures that his family had represented. He emptied several family accounts before they were locked by the firm and has been using the money to finance his new crusade. Recently however, a string of thoughts have been tickling along the back of his mind. What if the creature that had taken over his father and likely his grandfather before that, didn't die in the fire? What if it was using this crusade to simply eliminate a few untidy ends like Mr Lupis? What if it was already in him and just biding its time to take over? What if...?


Pluto (Dog Minion) PL: 6; Power Points Spent: 30/30
http://media-cache-ec0.pinimg.com/736x/97/9b/5b/979b5be7b8c7d4998115a24cd9fc7fcd.jpg
PL: 6; Power Points Spent: 30/30

STR: +2 (14), DEX: +2 (14), CON: +3 (16), INT: -4 (2), WIS: +1 (12), CHA: -2 (6)

Tough: +3, Fort: +5, Ref: +4, Will: +1

Skills: Intimidate 8 (+6), Notice 3 (+4), Stealth 2 (+4), Survival 1 (+2), Swim 2 (+4)

Feats: Attack Focus (Melee) 1, Attack Specialization (Bite) 1, Distract (Intimidate), Fascinate (Intimidate), Improved Grab, Improved Trip, Set-up, Startle

Powers: Bite (Strike 1) DC 18; Innate, Mighty
Speed 1 (Speed 10 MPH, 88 ft/rnd)
Super-senses (Detect: Supernatural (Ranged + Free Action), Low-light Vision, Scent, Ultra-hearing)

Attack Bonus: 0 (Ranged: 0 , Melee: +1, Grapple: +3)

Attacks: Bite +3 (DC 18) Crit 20
Unarmed +1 (DC 17) Bludgeon Crit 20

Defense: +4 (Flat-footed: +2), Knockback: -2

Initiative: +2

Drawbacks: No hands (common, major:-4), Mute (common, major: -4)

Languages: English

Totals: Abilities 4 + Skills 4 (16 ranks) + Feats 8 + Powers 10 + Combat 8 + Saves 4 + Drawbacks -8 = 30

kanly
10-30-2014, 01:07 PM
Max Telin
https://roninarmy.com/attachment.php?attachmentid=76&d=1420046258
Power Level: 6; Power Points Spent: 90/90

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

Tough: +2/+5, Fort: +6, Ref: +4, Will: +6

Skills: Acrobatics 3 (+4), Bluff 4 (+7), Climb 2 (+4), Concentration (+2), Diplomacy 7 (+10), Disable Device 2 (+2), Disguise (+3), Drive 1 (+2), Gather Information 7 (+10), Handle Animal 7 (+10), Intimidate 2 (+5), Investigate 4 (+4), Knowledge (civics) 2 (+2), Knowledge (current events) 6 (+10), Knowledge (Streetwise) 2 (+2), Knowledge (Tactics) 2 (+2), Language 1 (+1), Medicine 3 (+5), Notice 4 (+6), Profession (Police) 4 (+6), Search 4 (+4), Sense Motive 8 (+10), Stealth 4 (+5), Survival 1 (+3), Swim 2 (+4)

Feats: Animal Empathy, Assessment, Attack Specialization (Heavy Pistol) 1, Attack Specialization (Tonfa) 1, Benefit (Conceal & Carry), Connected, Contacts, Equipment 6, Improved Disarm, Inspire, Minion 3, Precise Shot, Set-up, Stunning Attack, Teamwork, Weapon Bind, Well-Informed

Powers: -

Equipment: Armored Jumpsuit, Molly Harness(Binoculars, Cell phone, Flashlight, Handcuffs, Heavy Pistol, Mini-tracer, Multi-tool, Pepper Spray, Sap, Stun gun, Tonfa)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +6)

Attacks: Heavy Pistol +6 (DC 19) Ballistic Crit 20 Range Incr 40’
Pepper Spray +4 (DC Fort/Ref 15) Chemical
Sap +4 (DC 19) Bludgeon Crit 20
Stun Gun +4 (DC Fort 17) Electricity Crit 20
Tonfa +6 (DC 18) Bludgeon Crit 20
Unarmed +4 (DC 17) Bludgeon Crit 20

Defense: +4 (Flat-footed: +2), Knockback: -2

Initiative: +1

Languages: English, Spanish

Totals: Abilities 20 + Skills 19 (76 ranks) + Feats 24 + Powers 0 + Combat 16 + Saves 11 + Drawbacks 0 = 90

Background: Max was born in 1970 to Maureen and Morris Tellin a pair of dairy farmers just outside of Rochester Minnesota. Money was always tight, but family got by with Maureen doing hairdressing on the side to bring in a little extra. When max was about 7, one of those extras was Clarabell, a black lab/golden retriever cross that was Max's first dog. Sure there had been farm dogs before that, but she was the first dog that was purely his and the two were inseparable. He told her all his secrets and eventually learned to understand her better than he could most people.
11 years later when Max was heading off to collage it was a heart rending decision, take Clarabell with him to an entirely new world or leave her on the farm where she had spent her entire life. He thought it kinder to leave her with his parents and visit on weekends and holiday breaks. Missing her terribly, he decided to volunteer at the local animal shelter which changed the course of his life. Gene Roden, a retired police sergeant who ran the shelter became Max’s mentor and guided him toward a life in the police force.
Gene helped Max become an officer in the local K-9 unit since he had a natural gift with animals. Max took to the position well and distinguished himself several times, eventually taking command of the unit. Before he really realized it he had advanced out of his position and joined the ranks of the detectives on his tenth anniversary. He was good as a detective, but he didn’t connect to it as he had the work in the K-9 unit.
As Max approached his second decade on the force, he was burned out, cynical and drinking heavily. Maybe that was why he was caught completely off guard by a suspect in a drug investigation and nearly killed. The only reason that he survived was that one of the dogs the suspect was trying to turn into a vicious attack beast by a mixture of starvation and abuse yipped at Max just as the man swung a baseball bat. Max shifted slightly to the side and the double handed overhead blow simply destroyed his knee instead of crushing his skull. As the man wound back for another swing, Max pulled his gun and got off two shots dropping his assailant. Max was fairly overwhelmed with pain and starting to fade from consciousness when he saw a shadow looming over him. Max, turned to shoot the new assailant, but didn’t see anyone there. Suddenly, the dog was between him and the shadow, snarling and growling. The shadow backed away and Max faded entirely. When he woke up, the dog was licking his face, a tag with the word REX bouncing off max’s chin, and other cops were swarming around him. He was quickly sent to the hospital and his leg treated. He would always walk with a limp from that point on, but he would walk.
A few days after the incident his partner, Barry Kirk brought in Rex. Apparently animal control had shown up and were going to put it down, but Barry though since Rex had saved Max, Max would want to keep Rex. Max was ecstatic and the dog to whom he owed his life had a new home. However, With his leg injury, Max would never be a field officer again, he was just too slow and awkward. Instead Max left the force and opened Absolute Security, a kennel and security system provider where he has been training security dogs ever since.


Rex (Dog Minion)
http://www.dogguide.net/blog/wp-content/uploads/2008/06/2559439670_62cffee7b4_o.jpg
Power Level: 6; Power Points Spent: 41/45

STR: +2 (15), DEX: +2 (14), CON: +3 (16), INT: -4 (2), WIS: +1 (12), CHA: -2 (6)

Tough: +3/+4, Fort: +6, Ref: +5, Will: +1

Skills: Intimidate 8 (+6), Notice 3 (+4), Stealth 2 (+4), Survival 1 (+2), Swim 2 (+4)

Feats: Attack Focus (Melee) 1, Attack Specialization (Bite) 1, Defensive Roll, Distract (Intimidate), Fascinate (Intimidate), Improved Grab, Improved Trip, Set-up, Startle

Powers: Bite (Strike 1) DC 18; Innate, Mighty)
Speed 1 (Speed 10 MPH, 88 ft/rnd, Innate)
Super-senses 7 (Detect: Supernatural (Ranged + Free Action), Low-light Vision, Scent, Tracking: Scent 1 (Half speed), Ultra-hearing; Innate)

Attack Bonus: +2 (Ranged: +2, Melee: +3, Grapple: +5)

Attacks: Bite +5 (DC 18) Crit 20
Unarmed +3 (DC 17) Bludgeon Crit 20

Defense: +4 (Flat-footed: +2), Knockback: -2

Initiative: +2

Drawbacks: No hands (common, major:-4), Mute (common, major: -4)

Languages: English

Totals: Abilities 5 + Skills 4 (16 ranks) + Feats 9 + Powers 13 + Combat 12 + Saves 6 + Drawbacks -8 = 41

Spectrum
11-02-2014, 04:49 PM
Some really cool ideas kanly, you're getting my creative juices going on stories that they could be involved with. Are you working towards a project or 'just' creating characters as you think of them?

kanly
11-02-2014, 06:11 PM
Some really cool ideas kanly, you're getting my creative juices going on stories that they could be involved with. Are you working towards a project or 'just' creating characters as you think of them?

Thank you Spectrum, that means a lot to me! As for the idea of running a game, unfortunately, mostly the latter. I just don't have enough time to dedicate to running a game at the moment.

kanly
11-18-2014, 11:10 AM
Rosie the Riveter - PL 9
http://roninarmy.com/attachment.php?attachmentid=74&d=1420046166

Strength 2, Stamina 3, Agility 0, Dexterity 4, Fighting 2, Intellect 4, Awareness 5, Presence 2

Advantages
Accurate Attack, All-out Attack, Attractive, Defensive Roll 2, Eidetic Memory, Equipment 5, Great Endurance, Improved Critical 2: Sniper shot: Blast 7, Improvised Tools, Improvised Weapon, Inventor, Languages 1, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Speed of Thought, Teamwork, Well-informed

Skills
Athletics 3 (+5), Close Combat: Unarmed 4 (+6), Expertise: Science 4 (+16/+8), Insight 5 (+10), Investigation 6 (+10), Perception 5 (+10), Ranged Combat: Rail Riveter 5 (+9), Technology 4 (+16/+8), Vehicles 6 (+10)

Powers
Blood of Tesla (Advantages: Eidetic Memory, Inventor)
. Enhanced Trait: Enhanced Trait 8 (Traits: Technology +8 (+16), Expertise +8 (+16))
. Machines like me: Feature 1
. Manipulate Technology: Move Object 1 (100 lbs.; Increased Range: perception, Precise; Limited: operating mechanical devices)
. Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental, Tiring)
Improved Welding Goggels (Removable)
. Enhanced Senses: Senses 5 (Extended: Vision 2: x100, Infravision, Low-light Vision, Radio)
. Sensory Shield: Immunity 2 (effects against one sense), Limited to Half Effect
Magno Disks (Removable (indestructible))
. Deflect: Deflect 10 ([10 active, 10/10 PP, 1/r])
. Flight: Flight 7 (Alternate; [0 active, 10/10 PP, 1/r+3], Speed: 250 miles/hour, 0.5 miles/round, Advantages: Favored Environment: Air; Aquatic, Precise; Platform)
. Power-lifting: Power-lifting 10 (Alternate; [0 active, 10/10 PP, 1/r], +10 STR for lifting)
Rail Riveter (Easily Removable)
. Standard Rivets: Blast 9 (DC 24)
. . Armor piercing: Blast 6 (Alternate; DC 21; Penetrating 6)
. . Bank shot: Blast 8 (Alternate; DC 23; Ricochet 2: 2 bounces)
. . Flack: Cone Area Blast 6 (Alternate; DC 21; Cone Area: 60 feet cone, DC 16)
. . Rapid fire: Blast 6 (Alternate; DC 21; Multiattack)
. . Sniper shot: Blast 7 (Alternate; DC 22, Advantages: Improved Critical 2; Extended Range 2)
. Variable settings: Enhanced Trait 5 (Advantages: Accurate Attack, All-out Attack, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover))

Equipment
Armored Jumpsuit (Chain Mail), Gas Mask, New Constructed Item (Flash-bang, Fragmentation Grenade, Tear Gas Grenade), Stun Ammo, Suppressor, Targeting Scope

Offense
Initiative +4
Armor piercing: Blast 6, +9 (DC 21)
Bank shot: Blast 8, +9 (DC 23)
Flack: Cone Area Blast 6 (DC 21)
Flash-bang, +4 (DC Dog/Fort 14)
Fragmentation Grenade, +4 (DC Dog 15)
Grab, +2 (DC Spec 12)
Manipulate Technology: Move Object 1 (DC 11)
Rapid fire: Blast 6, +9 (DC 21)
Sniper shot: Blast 7, +9 (DC 22)
Standard Rivets : Blast 9, +9 (DC 24)
Tear Gas Grenade, +4 (DC Dog/Fort 14)
Throw, +4 (DC 17)
Unarmed, +10 (DC 17)

Complications
Prejudice: Woman in a man's world
Responsibility: Scion of Tesla

Languages
English, Russian

Defense
Dodge 0, Parry 2, Fortitude 6, Toughness 7/4, Will 6

Power Points
Abilities 44 + Powers 50 + Advantages 16 + Skills 21 (42 ranks) + Defenses 4 = 135


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-18-2014, 11:23 AM
John Bull - PL 10
http://www.britam.org/picturesYair/John-Bull.jpg

Strength 12/4, Stamina 12/4, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 0, Presence 2

Advantages
All-out Attack, Assessment, Extraordinary Effort, Interpose, Power Attack, Takedown

Skills
Athletics 4 (+16), Expertise: Medicine 4 (+6), Insight 6 (+6), Perception 8 (+8), Ranged Combat: ???? 4 (+4)

Powers
That'll hurt you more than me: Damage 1 (DC 16; Penetrating, Reaction 3: reaction)
Daisy-Cutter: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20; Limited: must be on same surface as target)
. . Whiz-bang: Cone Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20; Limited Degree)
Tough as old boots we are!
. . Growth: Density Growth 8 (Linked; +8 STR, +8 STA, -2 speed ranks; Density)
. . Impervious Defense: Impervious Toughness 6
. . Protection: Protection 2 (Linked; +2 Toughness)
Gone west: Immortality 4 (Return after 2 days)
Stand to: Immunity 21 (Aging, Alteration Effects, Fatigue Effects, Life Support)
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Thick Skin: Impervious Fortitude 4

Offense
Initiative +0
Affliction: Cone Area Affliction 10 (DC Fort 20)
Damage: Damage 1, +6 (DC 16)
Damage: Line Area Damage 10 (DC 25)
Grab, +6 (DC Spec 22)
Throw, +0 (DC 27)
Unarmed, +6 (DC 27)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14, Will 6

Power Points
Abilities 36 + Powers 83 + Advantages 6 + Skills 13 (26 ranks) + Defenses 12 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-18-2014, 11:31 AM
Yukki Onna - PL 10 PP150
https://roninarmy.com/attachment.php?attachmentid=72&d=1420046148

Strength 0, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 0, Awareness 2, Presence 3

Advantages
Accurate Attack, Attractive, Benefit, Diplomatic Immunity, Benefit, Wealth 3 (millionare), Daze (Deception), Diehard, Equipment 1, Extraordinary Effort, Fascinate (Deception), Favored Environment: Cold, Great Endurance, Precise Attack (Ranged, Cover)

Skills
Acrobatics 4 (+7), Deception 7 (+10), Insight 4 (+6), Persuasion 4 (+7), Ranged Combat: Blast: Damage 12 5 (+8), Sleight of Hand 2 (+5), Stealth 2 (+5)

Powers
Absolute Zero: Weaken 7 (Affects: toughness, Resisted by: Fortitude, DC 17; Affects Objects; Activation 2: standard action, Distracting)
Armored Costume: Protection 2 (+2 Toughness)
Blast: Damage 12 (cold, DC 27; Increased Range: ranged)
. . Blizzard: Environment 8 (Alternate; Cold, Impede Movement (1 rank), Visibility (-2), Radius: 0.5 miles)
. . Ice cage: Cumulative Affliction 8 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Ice sculpture: Create 10 (Alternate; Volume: 1000 cft., DC 20; Innate, Precise)
Ice Shield
. . Enhanced Trait: Enhanced Trait 6 (Linked; Traits: Dodge +3 (+10), Parry +3 (+10))
. . Protection: Protection 5 (Linked; +5 Toughness; Impervious, Sustained)
. . Spiked Shield Bash: Strength-based Damage 6 (Alternate; DC 21; Accurate 2: +4, Penetrating 6)
Quick Change: Feature 1
Speed Skating: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Thermal Vision: Senses 2 (Infravision, Tracking: Vision 1: -1 speed rank)
Winter Kissed: Immunity 10 (Common Descriptor: Cold)

Equipment
Skyscraper Penthouse

Offense
Initiative +3
Absolute Zero: Weaken 7, +3 (DC Fort 17)
Blast: Damage 12, +8 (DC 27)
Grab, +3 (DC Spec 10)
Ice cage: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Spiked Shield Bash: Strength-based Damage 6, +7 (DC 21)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Languages
Native Language

Defense
Dodge 10/7, Parry 10/7, Fortitude 8, Toughness 10, Will 8

Power Points
Abilities 34 + Powers 69 + Advantages 14 + Skills 14 (28 ranks) + Defenses 19 = 150

Validation: Complications: At least 2 Complications are required



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

Skyscraper Penthouse - PL 10

Toughness 6, Size Small

Features:
Fire Prevention System, Gym, Library, Living Space, Security System 1

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-18-2014, 11:34 AM
Marcus Hit IV - PL 10
https://roninarmy.com/attachment.php?attachmentid=71&d=1420046139

Strength 8, Stamina -, Agility 0, Dexterity 2, Fighting 0, Intellect 4, Awareness 1, Presence -

Advantages
Interpose, Inventor, Skill Mastery: Technology

Skills
Investigation 5 (+9), Perception 7 (+8), Technology 8 (+12)

Powers
Autorepair systems: Regeneration 1 (Every 10 rounds)
Body Plating: Protection 6+6 ([Stacking ranks: +6], +12 Toughness; Impervious)
Combat Computer: Enhanced Trait 36 (Traits: Dodge +8 (+8), Parry +2 (+2), Fighting +6 (+6), Advantages: All-out Attack, Close Attack 4, Diehard, Evasion, Fast Grab, Improved Critical, Improved Initiative, Precise Attack (Close, Concealment), Speed of Thought, Takedown, Uncanny Dodge)
Forcefield: Protection 6 (+6 Toughness; Impervious [4 ranks only], Stacks with: Body Plating: Protection 6+6, Sustained)
Immunity to Fortitude Effects
Immunity: Immunity 13 (Aging, Critical Hits, Emotion Effects, Sensory Affliction Effects)
Mechanical Mind: Enhanced Trait 5 (Traits: Will +5 (+6))
Titanium Claws: Strength-based Damage 2 (DC 25; Penetrating 6)

Offense
Initiative +0
Grab, +0 (DC Spec 18)
Throw, +2 (DC 23)
Titanium Claws: Strength-based Damage 2, +0 (DC 25)
Unarmed, +0 (DC 23)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude Immune, Toughness 12, Will None

Power Points
Abilities 10 + Powers 115 + Advantages 3 + Skills 12 (24 ranks) + Defenses 0 = 140

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-18-2014, 11:27 PM
Iaido - PL 10
https://roninarmy.com/attachment.php?attachmentid=51&d=1420037539

Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages
Accurate Attack, Agile Feint, Close Attack 4, Defensive Roll 2, Equipment 1, Fearless, Hide in Plain Sight, Improved Critical: Weapon, Improved Disarm, Languages 1, Power Attack, Precise Attack (Close, Cover), Quick Draw, Redirect, Seize Initiative, Takedown

Skills
Acrobatics 8 (+14), Athletics 8 (+11), Expertise: History 6 (+6), Insight 8 (+10), Intimidation 8 (+9), Investigation 6 (+6), Perception 8 (+10), Ranged Combat: Throw 4 (+10), Sleight of Hand 4 (+10), Stealth 4 (+10)

Powers
Blindsight: Senses 6 (Accurate: Hearing, Analytical: Hearing, Counters Illusion: Hearing, Extended: Hearing 1: x10)
Honjo Masamune (Easily Removable (indestructible))
. . Strike: Strength-based Damage 3 (DC 21; Accurate: +2, Affects Insubstantial: half ranks, Multiattack [3 extra ranks], Penetrating 6)

Equipment
Cell Phone, Leather Armor, Silver Dagger

Offense
Initiative +6
Grab, +11 (DC Spec 13)
Silver Dagger, +11 (DC 19)
Strike: Strength-based Damage 3, +13 (DC 21)
Throw, +10 (DC 18)
Unarmed, +11 (DC 18)

Languages
English, Japanese

Defense
Dodge 13, Parry 13, Fortitude 8, Toughness 6/3, Will 8

Power Points
Abilities 56 + Powers 18 + Advantages 20 + Skills 32 (64 ranks) + Defenses 24 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-20-2014, 10:20 AM
Jack Frost - PL 10
https://roninarmy.com/attachment.php?attachmentid=63&d=1420037702

Strength 5, Stamina 5, Agility 2, Dexterity 2, Fighting 5, Intellect 0, Awareness 3, Presence 1

Advantages
Attractive 2, Close Attack, Daze (Intimidation), Favored Environment: Cold, Ranged Attack, Startle

Skills
Athletics 4 (+9), Expertise: Military 4 (+4), Intimidation 8 (+9), Perception 4 (+7)

Powers
Body of Ice: Protection 3 (+3 Toughness; Impervious [5 extra ranks], Innate)
Ice Control
. . Blizzard: Environment 6 (cold, Cold (Extreme), Impede Movement (1 rank), Visibility (-2), Radius: 900 feet)
. . Cold Snap: Cone Area Damage 7 (DC 22; Affects Insubstantial: half ranks, Alternate Resistance: Fortitude, Cone Area: 60 feet cone, DC 17, Insidious, Subtle: subtle)
. . Ice Sculpture: Create 10 (Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise, Reversible; Proportional)
. . Ice Shot: Damage 9 (DC 24; Accurate 4: +8, Increased Range: ranged, Ricochet: 1 bounce, Split: 2 targets)
. . Iceplements of War
. . . . Ice Shield: Enhanced Trait 6 (Linked; Traits: Dodge +3 (+10), Parry +3 (+10))
. . . . Ice Weapon: Strength-based Damage 5 (Linked; cold, DC 25; Accurate 2: +4, Penetrating 10, Variable Descriptor: close group - Melee weapons)
Instant Skates: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Regeneration: Regeneration 1 (Every 10 rounds; Persistent; Source: Ice)
Spirit of Cold: Immunity 23 (Aging, Common Descriptor: Cold, Critical Hits, Disease, Fatigue Effects, Poison, Starvation & Thirst, Suffocation (All))

Offense
Initiative +2
Cold Snap: Cone Area Damage 7 (DC Fort 22)
Grab, +6 (DC Spec 15)
Ice Shot: Damage 9, +11 (DC 24)
Ice Weapon: Strength-based Damage 5, +10 (DC 25)
Throw, +3 (DC 20)
Unarmed, +6 (DC 20)

Languages
Native Language

Defense
Dodge 10/7, Parry 10/7, Fortitude 10, Toughness 8, Will 10

Power Points
Abilities 46 + Powers 68 + Advantages 7 + Skills 10 (20 ranks) + Defenses 19 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

Thorpacolypse
11-20-2014, 08:58 PM
These are some nice concepts, Kanly. Keep up the good work! :D

kanly
11-21-2014, 12:19 PM
These are some nice concepts, Kanly. Keep up the good work! :D

Thanks!
For the near future, I have a couple dozen more roughed out on paper but need to finish them off and input them. Of course there is always all of the background story to fill in as well but given my typing speed, that is going to take a while.:(

kanly
11-25-2014, 07:35 PM
Rhodes - PL 10
https://roninarmy.com/attachment.php?attachmentid=70&d=1420046084

Strength 8, Stamina 8, Agility 6, Dexterity 4, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Diehard, Fearless, Great Endurance, Improved Critical: Colossal Maul, Improved Smash, Interpose, Power Attack, Ultimate Effort: Toughness saves, Weapon Break

Skills
Acrobatics 4 (+10), Athletics 4 (+12), Close Combat: Colossal Maul 2 (+8), Expertise: Tactics 3 (+4), Insight 4 (+6), Intimidation 8 (+11), Perception 6 (+8), Technology 3 (+4)

Powers
Colossal Maul (Easily Removable)
. . Enhanced Trait: Enhanced Trait 2 (Advantages: Improved Smash, Weapon Break)
. . Thunder Strike
. . . . Massive Knockback: Move Object 10 (Linked; 25 tons; Limited Direction: Repulsion, Reduced Range: close)
. . . . Shockwave: Affliction 10 (Linked; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, Resisted by: Fortitude, DC 20; Extra Condition; Limited Degree)
. . . . Strike: Strength-based Damage 5 (Linked; DC 28; Penetrating 6)
. . Brilliant Bolt (Alternate)
. . . . Affliction: Cumulative Perception Area Affliction 3 (Linked; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 13; Perception Area: DC 13 - Visual, Cumulative)
. . . . Blast: Damage 8 (Linked; DC 23; Accurate: +2, Increased Range: ranged)
. . EMP: Burst Area Broad Simultaneous Weaken 6 (Alternate; Affects: Electronics, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 16, Broad: Technology, Simultaneous)
Electrical Absorption: Healing 2 (Custom: Can Counter Extra Effort Fatigue, Energizing, Persistent, Reaction 3: reaction; Limited: Maximum of Absorbed Electricity Rank, Limited: Self, Source: Electricity)
Electrical Hardening: Immunity 10 (Common Descriptor: Electricity; Limited - Half Effect)
Glow Strips: Environment 1 (Light, Radius: 30 feet; Activation: move action)
Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Innate; Permanent)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 3 (Aging, Disease, Poison)
Immunity: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
Protection: Protection 4 (+4 Toughness)

Offense
Initiative +6
Affliction: Cumulative Perception Area Affliction 3 (DC Fort 13)
Blast: Damage 8, +6 (DC 23)
EMP: Burst Area Broad Simultaneous Weaken 6 (DC Fort 16)
Grab, +6 (DC Spec 18)
Massive Knockback: Move Object 10, +8 (DC 20)
Shockwave: Affliction 10, +8 (DC Fort 20)
Strike: Strength-based Damage 5, +8 (DC 28)
Throw, +4 (DC 23)
Unarmed, +6 (DC 23)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 10, Toughness 12, Will 6

Power Points
Abilities 66 + Powers 50 + Advantages 7 + Skills 17 (34 ranks) + Defenses 10 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-25-2014, 08:04 PM
Tempo (Tika Evene Nelson) - PL 10
https://roninarmy.com/attachment.php?attachmentid=69&d=1420046074

Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 4

Advantages
Attractive, Benefit, Wealth 3 (millionare), Diehard, Evasion, Fascinate (Expertise: Music), Improved Initiative, Inspire 2, Inventor, Languages 1, Leadership, Move-by Action

Skills
Close Combat: Unarmed 6 (+8), Expertise: Music 5 (+9), Expertise: Science 6 (+10), Insight 6 (+14/+10), Persuasion 5 (+9), Ranged Combat: Micronized Sound Equipment 6 (+8), Technology 6 (+10)

Powers
Circadian Rhythm Stimulator (Removable)
. . Enhanced Trait: Enhanced Trait 12 (Traits: Dodge +4 (+10), Parry +4 (+10), Advantages: Diehard, Evasion, Improved Initiative, Move-by Action)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Energy Absorbing Bodysuit (Removable)
. . Concealment: Concealment 1 (Sense - Hearing)
. . Immunity: Immunity 5 (Damage Effect: Sonic)
. . Protection: Protection 6 (+6 Toughness)
Micronized Sound Equipment (Removable)
. . Harmonic Resonance: Weaken 10 (Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range: ranged)
. . . . Blast: Damage 10 (Alternate; DC 25; Increased Range: ranged)
. . . . Phase Cancellation: Burst Area Nullify 6 (Alternate; Counters: Sonic, DC 16; Burst Area: 30 feet radius sphere, DC 16, Increased Duration: concentration, Simultaneous; Reduced Range: close)
. . . . Vertigo: Progressive Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Increased Range: ranged, Progressive; Sense-dependent: Hearing)
. . Language Recognition Software: Comprehend 2 (Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)
. . Senses: Senses 7 (Accurate: Hearing, Analytical: Hearing, Danger Sense: Hearing, Extended: Hearing 1: x10, Radio, Ultra-hearing)
. . Sensor Recordings: Feature 1
. . Voice Stress Analysis: Enhanced Trait 2 (Traits: Insight +4 (+14))

Offense
Initiative +6
Blast: Damage 10, +8 (DC 25)
Grab, +2 (DC Spec 12)
Harmonic Resonance: Weaken 10, +8 (DC Fort 20)
Phase Cancellation: Burst Area Nullify 6 (DC Will 16)
Throw, +2 (DC 17)
Unarmed, +8 (DC 17)
Vertigo: Progressive Affliction 6, +8 (DC Will 16)

Languages
Native Language, Spanish

Defense
Dodge 10/6, Parry 10/6, Fortitude 7, Toughness 10, Will 9

Power Points
Abilities 48 + Powers 56 + Advantages 10 + Skills 20 (40 ranks) + Defenses 16 = 150

Background
Tika Evene Nelson (born June 7, 1978), known by her mononymTempo, is an American singer-songwriter, multi-instrumentalist, and actor. She has produced ten platinum albums and thirty Top 40 singles during her career. She has written several hundred songs and produces and records for her own “MPLSound” music label. In addition, she has promoted the careers of many artists and her songs have been recorded by these artists and others.
Born in Minneapolis, Minnesota, Tempo developed an interest in music at an early age, writing her first song at age seven. After recording songs with her cousin's band 99 West, 17-year-old Tempo recorded several unsuccessful demo tapes before releasing her debut album, Tempo, which went platinum due to the success of the single "So Bad To Be Your Lover". Her following records have continued her success, showcasing Tempo's trademark of prominently sexual lyrics and incorporation of elements of funk, dance and rock music. Tempo has a wide vocal range, plays numerous instruments and is known for her flamboyant stage presence and costumes.
In 2010, her contractual obligations to Warner Bros were completed and at the height of her popularity she withdrew from her public persona to work on her own sound. There was considerable rumor and speculation about her health, inspiration, ability and even sanity as she gathered together a group of leaders in the fields of music and sound technology and spent millions to create “Parliament-Musicology” the technical arm of her recording label. In just the past year, she began referring to herself as "Tempo" once again and releasing her own work.


Not sure about the Circadian Rhythm Stimulator on this one. It feels out of place. Any suggestions anyone?

kanly
11-25-2014, 08:05 PM
Leapfrog - PL 10
https://roninarmy.com/attachment.php?attachmentid=68&d=1420046065

Strength 5/1, Stamina 2, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 2, Presence 0


Advantages
Accurate Attack, All-out Attack, Improved Initiative, Ranged Attack 7, Startle


Skills
Athletics 4 (+9), Expertise: Military 4 (+4), Expertise: Tactics 4 (+4), Insight 4 (+6), Intimidation 4 (+4), Perception 4 (+6), Stealth 2 (+3), Technology 4 (+4), Vehicles 2 (+3)


Powers
Body Plating: Protection 9 (Removable, +9 Toughness; Impervious)
Communication: Radio Communication 3 (Removable; Subtle: encrypted)
EMP Shielding: Immunity 2 (Removable, Uncommon Descriptor: EMP)
Enhanced Trait: Enhanced Trait 16 (Removable, Dodge +4 (+9), Parry +4 (+9), Strength +4 (+5))
Hydrojets
. . Aquatic Manuvers: Movement 1 (Linked; Removable, Environmental Adaptation: Underwater)
. . Aquatic Turbines: Swimming 9 (Linked; Removable, Speed: 250 miles/hour, 0.5 miles/round)
. . Turbine Launch: Leaping 9 (Alternate; Removable, Leap 0.5 miles at 250 miles/hour in 6 seconds)
Sealed Systems: Immunity 10 (Removable, Life Support)
Sensor Array: Senses 10 (Removable, Accurate: Ultra-hearing, Direction Sense, Distance Sense, Extended: Visual 1: x10, Extended: Hearing 1: x10, Low-light Vision, Radio, Time Sense, Ultra-hearing)
Sensor Recording System: Feature 1 (Removable)
Weapons System (Removable)
. . Armor piercing: Damage 10 (DC 25; Accurate: +2, Increased Range: ranged, Penetrating 3)
. . Full auto: Damage 8 (DC 23; Increased Range: ranged, Multiattack)
. . Micro missile: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . Snare: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Tazer: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate: +2, Increased Range: ranged)

Offense
Initiative +5
Armor piercing: Damage 10, +10 (DC 25)
Full auto: Damage 8, +8 (DC 23)
Grab, +5 (DC Spec 15)
Micro missile: Burst Area Damage 8 (DC 23)
Snare: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Tazer: Affliction 10, +10 (DC Fort 20)
Throw, +8 (DC 20)
Unarmed, +5 (DC 20)

Languages
Native Language


Defense
Dodge 9/5, Parry 9/5, Fortitude 5, Toughness 11, Will 6


Power Points
Abilities 24 + Powers 88 + Advantages 11 + Skills 16 (32 ranks) + Defenses 11=150

kanly
12-28-2014, 11:18 PM
Battlezar - PL 8
http://img1.wikia.nocookie.net/__cb20071110043013/soulcalibur/images/e/eb/Sc3-lizardman-01.jpg

Strength 5, Stamina 5, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
Assessment, Chokehold, Close Attack 2, Connected, Diehard, Equipment 2, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical 4: Battleaxe, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Instant Up, Interpose, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Takedown

Skills
Acrobatics 1 (+3), Athletics 3 (+8), Close Combat: Battleaxe 2 (+6), Insight 1 (+3), Intimidation 3 (+5), Perception 3 (+5), Stealth 1 (+2)

Powers
Aquatic
. . Immunity: Immunity 2 (Environmental Condition: High pressure, Suffocation: Drowning; Limited - Half Effect)
. . Movement: Movement 1 (Environmental Adaptation: Aquatic)
. . Swimming: Swimming 2 (Speed: 2 miles/hour, 30 feet/round)
Bite and Claws: Strength-based Damage 2 (DC 22; Innate, Penetrating 2, Split: 2 targets)
Blue Scales
. . Immunity: Immunity 10 (Common Descriptor: Cold; Limited - Half Effect)
. . Impervious Defense: Impervious Toughness 4
Dragon Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab, Improved Trip, Instant Up)
Elixir of Fire Breath (Removable)
. . Flame Blast: Cone Area Damage 8 (DC 23; Cone Area: 60 feet cone, DC 18; Unreliable (5 uses))
Hardy 1/2 Plate (Removable (indestructible))
. . Protection: Protection 4 (+4 Toughness, Advantages: Diehard, Extraordinary Effort, Great Endurance)
Icey Breath
. . Brittle: Line Area Weaken 8 (Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Line Area: 5 feet wide by 30 feet long, DC 18; Unreliable (5 uses))
. . Frost Line: Line Area Damage 8 (DC 23; Line Area: 5 feet wide by 30 feet long, DC 18; Unreliable (5 uses))
. . Frozen feet: Cumulative Affliction 8 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, DC 18; Accurate 3: +6, Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 3, Limited Degree, Source: Water, Unreliable (5 uses))
Mighty Legs: Leaping 1 (Leap 15 feet at 4 miles/hour)
Monsterous size: Growth 1 (+1 STR, +1 STA, -1 Stealth; Innate; Permanent)
Senses: Senses 2 (Infravision, Low-light Vision)

Equipment
Battleaxe, Large Wooden Shield

Offense
Initiative +2
Battleaxe, +8 (DC 23)
Bite and Claws: Strength-based Damage 2, +6 (DC 22)
Brittle: Line Area Weaken 8 (DC Fort 18)
Flame Blast: Cone Area Damage 8 (DC 23)
Frost Line: Line Area Damage 8 (DC 23)
Frozen feet: Cumulative Affliction 8, +6 (DC Dog/Fort/Will 18)
Grab, +6 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +6 (DC 20)

Complications
Prejudice
Responsibility

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 5, Toughness 9, Will 5

Power Points
Abilities 36 + Powers 52 + Advantages 20 + Skills 7 (14 ranks) + Defenses 5 = 120


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
12-30-2014, 07:15 PM
Rushil Zoji - PL 3
http://roninarmy.com/attachment.php?attachmentid=66&d=1420046046

Strength 1, Stamina 3, Agility 0, Dexterity 0, Fighting 1, Intellect 2, Awareness 2, Presence 0

Advantages
Animal Empathy, Attractive, Benefit: Federal employee, Close Attack, Connected, Contacts, Eidetic Memory, Equipment 3, Great Endurance, Teamwork, Well-informed

Skills
Athletics 4 (+5), Expertise: Current Events 3 (+5), Expertise: Streetwise 1 (+3), Insight 3 (+5), Investigation 3 (+5), Perception 3 (+5), Persuasion 3 (+3)

Powers
Polyglot: Comprehend 2 (Languages - Understand All, Languages - You're Understood; Quirk: Takes 1+ scenes to learn a new language)
Speed reading: Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Reading)

Equipment
Flashlight, Mass Transit Pass 1, New Constructed Item (Cell Phone (Smartphone), Club, Multi-tool, Pepper Spray, Stun Gun), Undercover Shirt

Offense
Initiative +0
Club, +2 (DC 18)
Grab, +2 (DC Spec 11)
Pepper Spray, +2 (DC Dog/Fort 14)
Stun Gun, +2 (DC Fort 14)
Throw, +0 (DC 16)
Unarmed, +2 (DC 16)

Complications
Relationship: Parents - Mohinder and Rhiannon Zoji.
Owners of Westside Stories book store
Responsibility: Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds. The mail must get through.

Languages
Native Language

Defense
Dodge 0, Parry 1, Fortitude 3, Toughness 5, Will 2

Power Points
Abilities 18 + Powers 4 + Advantages 13 + Skills 10 (20 ranks) + Defenses 0 = 45

Validation: New Constructed Item - Stun Gun: Save DC exceeds Power Level limit by 1


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
01-10-2015, 10:10 PM
Rune - PL 10
http://roninarmy.com/attachment.php?attachmentid=102&d=1420047082

Strength 12/4, Stamina 14/4, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 0, Presence 2

Advantages
Diehard, Great Endurance, Interpose, Ultimate Effort: Toughness

Skills
Close Combat: Unarmed 2 (+8), Expertise: Military 4 (+6), Expertise: Tactics 4 (+6), Insight 4 (+4), Intimidation 4 (+6), Perception 8 (+8)

Powers
Power Runes
. . Enhanced Trait: Enhanced Trait 38 (Traits: Strength +8 (+12), Stamina +10 (+14), Advantages: Diehard, Great Endurance)
. . Immortality: Immortality 2 (Return after 1 week)
. . Immunity: Immunity 18 (Aging, Critical Hits, Life Support, Sensory Affliction Effects)
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
. . Regeneration: Regeneration 2 (Every 5 rounds)
. . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Words of Power: Damage 9 (DC 24; Accurate 5: +10, Increased Range: ranged; Diminished Range, Distracting, Tiring)
. . Ground Strike: Burst Area Affliction 10 (Alternate; 1st degree: Dazed, Hindered, 2nd degree: Prone, Stunned, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Instant Recovery, Limited Degree, Quirk: Must be in contact w. same surface)
. . Kai Shout
. . . . Damage: Cone Area Damage 5 (Linked; DC 20; Cone Area: 60 feet cone, DC 15; Activation: move action, Sense-dependent: Hearing)
. . . . Move Object: Cone Area Move Object 5 (Linked; 1600 lbs.; Cone Area: 60 feet cone, DC 15; Limited Direction: Away, Reduced Range: close)

Offense
Initiative +0
Damage: Cone Area Damage 5 (DC 20)
Grab, +6 (DC Spec 22)
Ground Strike: Burst Area Affliction 10 (DC Fort 20)
Move Object: Cone Area Move Object 5 (DC 15)
Throw, +0 (DC 27)
Unarmed, +8 (DC 27)
Words of Power: Damage 9, +10 (DC 24)

Complications
Flashbacks: PTSD
Prejudice: A large black man covered in 'wierd' tattoos
Weakness: Magic

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 14, Toughness 14, Will 6

Power Points
Abilities 36 + Powers 87 + Advantages 2 + Skills 13 (26 ranks) + Defenses 12 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
01-10-2015, 11:17 PM
Ringer - PL 10
http://roninarmy.com/attachment.php?attachmentid=58&d=1420037642

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 1, Intellect 3, Awareness 6, Presence 3

Advantages
Attractive, Daze (Deception), Defensive Roll 3, Evasion 2, Fascinate (Deception), Improved Initiative, Leadership, Luck (Improve Roll) 3, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Redirect, Skill Mastery: Deception, Skill Mastery: Insight, Taunt, Uncanny Dodge

Skills
Acrobatics 8 (+10), Deception 8 (+11), Insight 4 (+10), Perception 4 (+10), Persuasion 4 (+7), Sleight of Hand 4 (+6), Stealth 4 (+6)

Powers
Hover Disks: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform)
Psychokinetic Shield
. . Immunity: Immunity 10 (Linked; Common Descriptor: Mental; Limited - Half Effect)
. . Protection: Protection 10 (Linked; +10 Toughness; Impervious [5 ranks only])
Telekinesis: Move Object 10 (25 tons; Accurate 4: +8)
. . Create: Create 8 (Alternate; Volume: 250 cft., DC 18; Movable)
. . Razor Ring: Damage 10 (Alternate; DC 25; Accurate 4: +8, Increased Range: ranged)
. . Ringtoss: Cumulative Affliction 8 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Sensor disks: Remote Sensing 8 (Alternate; Affects: 2 Types, inc. Visual - Visual, Auditory, Range: 1 mile)

Offense
Initiative +6
Grab, +1 (DC Spec 10)
Razor Ring: Damage 10, +10 (DC 25)
Ringtoss: Cumulative Affliction 8, +2 (DC Fort/Will 18)
Telekinesis: Move Object 10, +10 (DC 20)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 14/11, Will 14

Power Points
Abilities 36 + Powers 53 + Advantages 21 + Skills 18 (36 ranks) + Defenses 22 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
01-10-2015, 11:51 PM
Battilion - PL 10
http://roninarmy.com/attachment.php?attachmentid=50&d=1420037120

Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 4, Presence 4

Advantages
Defensive Roll 4, Inventor

Skills
Expertise: Science 6 (+10), Perception 4 (+8), Stealth 4 (+6)

Powers
Summon: Summon 6 (Controlled, Horde, Mental Link, Multiple Minions 3: 8 minions, Sacrifice)

Offense
Initiative +2
Grab, +2 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +2 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8/4, Will 12

Power Points
Abilities 48 + Powers 62 + Advantages 5 + Skills 7 (14 ranks) + Defenses 28 = 150

Validation: Complications: At least 2 Complications are required



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

Minion - PL 10

Strength 8, Stamina -, Agility 2, Dexterity 0, Fighting 2, Intellect -, Awareness 0, Presence -

Advantages
Close Attack 2, Interpose

Skills
Athletics 7 (+15), Perception 5 (+5), Vehicles 12 (+12)

Powers
Blast: Damage 4 (DC 19; Accurate 4: +8, Increased Range: ranged, Multiattack)
. . Affliction: Cumulative Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Accurate 4: +8, Cumulative, Increased Range: ranged)
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Immunity: Immunity 30 (Fortitude Effects)
Protection: Protection 10 (+10 Toughness; Impervious [8 ranks only])
Regeneration: Regeneration 1 (Every 10 rounds)
Senses: Senses 3 (Darkvision, Radio)

Offense
Initiative +2
Affliction: Cumulative Affliction 4, +8 (DC Fort 14)
Blast: Damage 4, +8 (DC 19)
Grab, +4 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +4 (DC 23)

Languages
Native Language

Defense
Dodge 2, Parry 2, Fortitude Immune, Toughness 10, Will None

Power Points
Abilities -6 + Powers 81 + Advantages 3 + Skills 12 (24 ranks) + Defenses 0 = 90

Validation: Complications: At least 2 Complications are required

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2014 Green Ronin Publishing, LLC. All rights reserved.

kanly
01-16-2015, 12:33 PM
Jade Shen: High School Gymnast - PL 4
http://fc08.deviantart.net/fs71/f/2012/289/e/6/jade_chan_by_lumary-d5hyqoz.jpg
Quote
Uncle, I can't clean the shop now, I have practice!

Abilities 26
Strength 3, Stamina 3, Agility 3, Dexterity 0, Fighting 2, Intellect 0, Awareness 2, Presence 0

Advantages 8
Agile Feint, Defensive Roll 2, Improved Defense, Improved Initiative, Language: Cantonese, Set-up, Teamwork

Skills 8
Acrobatics 4 (+7), Athletics 2 (+5), Expertise: History 1 (+1), Insight 3 (+5), Perception 2 (+4), Stealth 4 (+7)

Offense
Initiative +7
Grab, +2 (DC Spec 13)
Throw, +0 (DC 18)
Unarmed: +2 (DC 18)

Languages
English, Cantonese

Defense
Dodge 3, Parry 2, Fortitude 4, Toughness 5, Will 4

Power Points
Abilities 26 + Advantages 8 + Skills 7 (14 ranks) + Defenses 5 = 46


Jade Shen: Queen of the Shadowkhan - PL 7
http://th03.deviantart.net/fs70/PRE/i/2012/253/2/8/jade__s_tattoo_by_inspector97-d5e7yde.jpg

Quote
"How am I the Queen of a bunch of Shadow Ninjas? I'm Chinese!"

Abilities
Strength 3, Stamina 3, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Hide in Plain Sight, Improved Defense, Improved Initiative, Languages 1, Set-up, Teamwork

Skills
Acrobatics 7 (+10), Athletics 2 (+5), Expertise: History 1 (+1), Insight 3 (+5), Perception 2 (+4), Stealth 7 (+10)

Powers
Dark Chi Weapons: Strength-based Damage 3 (DC 21; Accurate 2: +4, Affects Insubstantial: half ranks, Split: 2 targets, Variable Descriptor: close group - Ninja Weapons)
Eyes of the Night: Senses 2 (Darkvision)
Night's Servants: Feature 1 (Summon agents for mundane tasks, not useful in conflicts/challenges)
Queen's Regalia: Protection 2 (+2 Toughness; Sustained)
Royal Guard: Summon 6 (Controlled, Horde, Mental Link, Multiple Minions 2: 4 minions)
Shadow Door: Movement 1 (Permeate 1: speed rank -2; Source: Shadow)
The Shadows Know Their Queen: Immunity 5 (Custom: Darkness Effects 5)

Offense
Initiative +7
Dark Chi Weapons: Strength-based Damage 3, +8 (DC 21)
Grab, +4 (DC Spec 13)
Throw, +0 (DC 18)
Unarmed, +4 (DC 18)

Complications
Prejudice (Inhuman Appearance): Grey skin with glowing red eyes obviously marks her as no longer human
Relationship (Parents in Hong Kong): Even though, or perhaps because, they have been absent most of her life, she wants their approval and love.
Relationship (Uncle Augustus): She has lived with him almost her entire life. She loves and respects him and would do almost anything for him or to protect him.
Responsibility (Shadowkhan): She is their Queen and holds herself accountable for their actions. If one of them were to die in her service she would feel awful.

Languages
Cantonese, English

Defense
Dodge 5, Parry 6, Fortitude 6, Toughness 7/3, Will 7

Power Points
Abilities 30 + Powers 68 + Advantages 9 + Skills 11 (22 ranks) + Defenses 12 = 130

Bio
Jade was 6 and living in Hong Kong when Kruel betrayed Fate and evil took control of the world. Jade’s father, Fong, decided Hong Kong was too dangerous of a location to raise a child since rival factions were contesting for rule of the city. Instead, he sent he to the relative safety of her Uncle Augustus’ curio and antique shop in San Francisco. The city was under the mostly benign rulership of Big-V, a giant powerhouse who styled himself on the godfather, and so long as you made your weekly protection payment things went along pretty smoothly.
For the first decade of villain rule, Uncle Augustus managed to keep the store just profitable enough to make his payments but not so profitable as to draw unwanted attention. Unfortunately that did not last. Six months before Operation Phoenix achieved its goals, Uncle Augustus’ collections-agent, Ratso, was replaced by a greedy weasel of a man named Chou. Under Chou, the cost of protection kept going up and up until it was simply too much for Uncle Augustus to pay.
When Gabriel finally pierced the boundary between dimensions Jade was at gymnastics practice. At that moment, a sudden wave of cold went through her body, settling in the middle of her back between her shoulder blades, and strange whispers started rustling at the corners of her awareness. Needless to say, she freaked out. Her coach, whose background was mostly from training exotic dancers, decided to slap her around a little bit to shut her up and quit freaking out the other girls. He had barely finished his first stinging backhand when a tall black clad figure with glowing red eyes dove out from the shadows behind the bleachers and tackled him, much to the surprise of everyone there. The first figure was quickly joined by three others and they made short work of the abusive coach. When the first ninja drew his sword over the unconscious coach and prepared to deliver a Coup-de-grace Jade finally found her voice and screamed a horrified, “NO!” At the sound of her voice, the three ninja froze as if suddenly made of stone and then simply vanished, though in her mind, she thought she heard that rustling whisper again this time it almost sounded like “As you wish.” Jade fled almost as quickly.
She headed straight for home, but even before she made it to the shop, she heard the sound of breaking glass and saw the gawkers looking on. Uncle Augustus had fallen so far behind in payments that Chou had decided to make an example of him. Inside, there were a dozen or so men breaking up the place, and her uncle. She turned to the crowd and began screaming at them, “Why don’t you help him? Why are you just standing around watching?” However, it was her next statement that changed the situation. She bellowed “Help him!” and suddenly the ninjas who had assaulted her gymnastics coach were leaping through the crowd and into the store. Even though they out-numbered the ninja, suddenly, the thugs were no longer as interested in breaking things up as they were in escaping a savage beating. As they fled, Chou stepped out of the crowd where he had been watching and howled at Jade, “What did you do to my men? Who sent you? One of the other bosses muscling in on my territory? Oh, You’re going to regret that B!%@#!” Then suddenly his hand flashed toward her buzzing like a reciprocating saw. Without thinking, she raised her arm to defend herself and the blow turned aside on the beautifully lacquered tonfa in her hand, which had just moments before been in the window of her uncle’s store. She was also dressed completely differently than she had been. In place of her sweats and gym shoes she found herself wearing a leather and steel ensemble from the window of one of the other stores just down the street. A sense of power spread through her seeming to radiate from the place on her back where the cold had been most intense when the strangeness first started happening to her. Moving with the fluidity and grace of a master martial artist, Jade began a savage and totally unexpected attack on Chou. When the coward turned to run, he found that he and Jade were in a ring of ninja who would not let him past them and instead turned him back to face Jade. With her newfound prowess, she made short work of him. When he lay cowering on the ground before her, she told him. “Get out of here, and tell your master to think twice before coming back. There is finally someone willing to stand up to him around here.” Then she turned away and went to help her uncle as best she could.
If Gabriel hadn’t found her soon after that, it is likely she, her uncle and many of the people in her neighborhood would have died in the reprisals of Big-V. Instead, she was whisked off to Phoenix’s secret base with the promise of medical attention for her uncle. Big-V deprived of a subject for vengeance burned the shop to the ground but has otherwise left the neighborhood alone, perhaps hoping to draw Jade back to him for vengeance or for other reasons all his own.


Shadowkhan (Dark Chi Warriors) - PL6
http://fc06.deviantart.net/fs45/i/2009/120/5/8/Shadowkhan_by_un_do.jpg
Quote "As you wish."

Abilities
Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 7, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, Evasion, Hide in Plain Sight, Set-up, Teamwork

Skills
Acrobatics 6 (+10), Athletics 6 (+8), Perception 3 (+5), Ranged Combat: Dark Blast 4 (+8), Sleight of Hand 5 (+9), Stealth 6 (+10)

Powers
Dark Chi Weapons: Strength-based Damage 3 (DC 20; Split: 2 targets, Variable Descriptor: close group - Ninja Weapons)
. . Dark Blast: Strength-based Damage 2 (Alternate; DC 19; Increased Range: ranged, Variable Descriptor: close group - Ninja Weapons)
Eyes of Night: Senses 2 (Darkvision)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Movement: Movement 1 (Wall-crawling 1: -1 speed rank)

Offense
Initiative +4
Dark Blast: Strength-based Damage 2, +4 (DC 19)
Dark Chi Weapons: Strength-based Damage 3, +7 (DC 20)
Grab, +7 (DC Spec 12)
Throw, +4 (DC 17)
Unarmed, +7 (DC 17)

Complications
Obsession: Serve the queen.
Prejudice: We are Ninja, most do not trust us.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 2, Will 6

Power Points
Abilities 42 + Powers 11 + Advantages 5 + Skills 15 (30 ranks) + Defenses 17 = 90

kanly
01-27-2015, 06:14 AM
Socrates Ernesto (S.E.) Brul -PL6
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/10409200_891982294157571_844643828175178387_n.jpg? oh=250959a34fcb0f6e1c3f5887d57e5155&oe=57619471
Str -, Dex 10, Sta 10, Int 14 (+2), Wis 18 (+4), Cha 16 (+3)

Attack Bonus +4
Grapple -12

Defense +4
Resist Knockback -1

Toughness 0/8
Fort +4
Ref +3
Will +6

Diminutive Size

Skills
Bluff 4 (+7)
Concentration (+4)
Diplomacy 5 (+8)
Disguise (+3)
Gather Information 5 (+8)
Handle Animal (+3)
Intimidate 4 (+1)
Investigate 6 (+8)
Notice 4 (+8)
Prof: PI 2 (+6)
Search 6 (+8)
Sense Motive 4 (+8)
Stealth (+12)
Survival (+4)

Feats
Connected
Contacts
Eidetic Memory
Well-Informed

Communication (Mental) 2
Create Object 6 (Stationary, Tether, Movable, Affects Insubstantial, Precise) Dynamic
. . Flight 6 (Precise, Selective, Affects others) Dynamic
. . Telekinesis 7 (Damaging, Precise) Dynamic
. . Default breakdown is Create Object 1, Flight 1, Telekinesis 3
ESP (All senses) 1 (Visual) 2
Force Field 8
Immunity 3 (Critical Hits, Starvation &Thirst)
Shrinking 12 (Permanent, Innate)

Total Abilities 8, Skills 10, Feats 4, Powers 59, Saves 9 = 90

The Phyllis Dillman case was no different than dozens before it but it changed S.E. Brul’s life forever. Mrs. Dillman was convinced that her husband Harry was cheating on her but had no proof and so hired S.E. to follow him and catch him “in flagrante delicto”. Less than 24 hours later S.E. was snapping the incriminating photos of Harry and his secretary from conveniently placed tree branch. Unfortunately, a steady diet of junk food and sweet coffee coupled with a sever lack of exercise chose that moment to catch up with him. The branch broke. Normally, that wouldn’t be a life changing event. It might lead to lost wind, a little roughing up or at worst a broken bone, but S.E. curled up around his expensive camera, which caused him to impact right on the base of his skull. The traumatic brain injury which that induced, left him with a fairly rare condition called locked-in syndrome. It is a condition in which a patient is aware but cannot move or communicate verbally due to complete paralysis of nearly all voluntary muscles in the body except for the eyes. S.E. went from a normal healthy man to a prisoner in his own body in less time than it takes to say your own name. The next few months were a living hell for S.E. as his body slowly shut down due to lack of stimuli but his mind stayed as sharp as ever.
When the Sunrise Event occurred it gave S.E.s mind the ability to do the one thing he had wanted to do for months, escape his crippled body. It did so in a truly spectacular fashion, with his head literally exploding with the force of his new found telekinetic abilities. Once free, S.E. discovered that he could sense things as well as he had ever been able to in his body and could make himself heard even though he had no mouth with which to speak. However, most people find it disconcerting to communicate with a floating brain, so he has figured out how to construct an ectoplasmic body for them to interact with and focus on.

Onion Bubs
01-27-2015, 09:33 AM
Quick question: do John Bull's powers have any actual names? I ask because their names are just "Damage" and "Affliction" and the like with no real indicator of what the powers actually are beyond mechanical effects.

kanly
01-27-2015, 11:33 AM
Quick question: do John Bull's (http://roninarmy.com/threads/1086-Kanly-s-Kharacters?p=52678&viewfull=1#post52678) powers have any actual names? I ask because their names are just "Damage" and "Affliction" and the like with no real indicator of what the powers actually are beyond mechanical effects.

I keep meaning to look up colorful WWI slang to use for them, but never seem to get around to it. Do you have any suggestions?

kanly
01-29-2015, 01:51 PM
Caiman - PL6
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/10269432_892510650771402_4472417669494824745_n.jpg ?oh=23b8d4921e8c79da6e7f1417722c5814&oe=5798C108


I will transcribe this sometime soon, but for now this will have to do.

Mama Marie Daudin was an old time bayou wise-woman and midwife. The practice of Voodoo was a way of life for her and not some sort of mysterious cult thing as depicted in the movies or a way to make a quick buck. She felt that the commercialization of voodoo was a disgrace and those who sought to capitalize on popular interest in the religion by making a “business of superstitions,” and selling fake potions, powders, and gris-gris to both tourists and practitioners were the lowest of the low. Though she was as potent a practitioner as any Voodoo Queen of New Orleans, she made the families money by focusing on gators instead. At the height of their wealth, the Daudin family had seven alligator farms, a massive mansion, and a meat and leather factory that was famous world-wide. His Father Phillipe Cuvier actually came up from South America to manage one of the farms for them.
Then in the early sixties, the Louisiana alligator population crashed and they lost just about everything. By the time that the population rebounded 10 years later, the Daudin’s were reduced to doing roadside shows for tourists on the mansion grounds. Unfortunately, his father couldn'ttake it and abandoned them when he found out that Francis was pregnant. That was the situation that Georges was born into, but he has never regretted it. He grew up on the bayou, playing and romping through the swamps by day and listening to his grandma’s stories at night.
When the Sunrise event happened Georges woke and thought that he heard his grandmother's voice whispering a story to him about how Ogoun (http://en.wikipedia.org/wiki/Ogun) forged the water serpent Simbi Andezo (http://en.wikipedia.org/wiki/Simbi) into a protector for the city. When the first ray of light hit him through his open bedroom window, His skin began to itch and burn like he had fallen into a nest of fire ants, while at the same time he was overcome with a gnawing wrenching hunger unlike anything he had ever experienced. The combination of these two effects was so intense that Georges actually blacked out. When he finally came back to his senses, he was covered in gore and surrounded by the mutilated corpses of half a dozen bull alligators, each at least twelve feet long. That was shocking enough, but when he tried to wipe away the gore on his hands, he realized that he had transformed into something not quite human. Since then, he has mostly lurked in his family home and the surrounding swamps watching and protecting them.

kanly
02-23-2015, 01:29 PM
Nightmare PL 7

http://fc09.deviantart.net/fs70/i/2013/216/a/d/rise_of_the_guardians__nightmare_horse_by_cherchen 99-d6gongq.jpg

Strength 4/8, Stamina 2/6, Agility 1, Dexterity -4, Fighting 0, Intellect 0, Awareness 4, Presence 0

Advantages
Daze: Intimidate, Great Endurance, Improved Initiative, Improved Smash, Move-by Action, Startle, Teamwork, Weapon Break

Skills
Athletics 7 (+15), Close Combat: Unarmed 6 (+6), Intimidation 7 (+9), Perception 4 (+8), Stealth 0 (-3)

Powers
Barding: Protection 4 (Noticable); 2 pts
Dark Breath: Visual Concealment 4 (Cloud Area x4 (120’R lingers 1 round), Attack); 18 pts
Equine Shadow-vision: Senses 4 (Dark Vision), Radius (all visual senses); 4 pts
Growth: Growth 4 (Permanent, Innate; +4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category) ; 9 pts
Language of Dreams: Comprehend any spoken language; 2pts
Shadowbeast Traits: Immunity 3 (Aging, Cold, Sleep); 3 pts
Sky Riding: Flight 5 (Speed: 60 miles/hour, 900 feet/round); 14 pts
Trample Shadow: Str based Damage 0, Affects Insubstantial 2, Innate, Split; 4 pts

Offense
Initiative +5
Grab, +0 (DC Spec 18)
Throw, -4 (DC 23)
Unarmed, +6 (DC 23)
Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 6, Toughness 10, Will 8

Power Points
Abilities 14 + Powers 56 + Advantages 8 + Skills 12 (24 ranks) + Defenses 15 = 105
COMPLICATIONS:
Disability: While they can understand any spoken language, Nightmares can neither speak nor use their hooves to easily manipulate objects.
Vulnerable: Nightmares do not like bright light and vulnerable to light based Afflictions.

kanly
03-21-2015, 12:26 PM
Quetzalcoatl (Xoco Guerrera) - PL 10
http://i.imgur.com/Wxotkosl.jpg

Strength 6/4, Stamina 4, Agility 4/2, Dexterity 2, Fighting 6/4, Intellect 0, Awareness 4, Presence 0

Advantages
Agile Feint, Animal Empathy, Close Attack 4, Favored Environment: Airborn, Great Endurance, Languages 2, Move-by Action, Power Attack, Ritualist, Set-up, Teamwork, Trance, Uncanny Dodge

Skills
Acrobatics 8 (+12), Athletics 4 (+10), Expertise: Magic 8 (+8), Insight 4 (+8), Intimidation 4 (+4), Perception 6 (+10), Persuasion 4 (+4), Stealth 6 (+10), Treatment 4 (+4)

Powers
Cockatrice Venom: Affliction 10 (chemical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Reach (melee) 2: 10 ft.)
Kukulan's Body (Removable)
. . Chameleon's Skin: Concealment 2 (Sense - Sight; Blending)
. . Claws: Strength-based Damage 2 (slashing, DC 23; Accurate: +2)
. . Feathered Armor: Protection 5 (+5 Toughness)
. . Wings of the Rainbow: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Ophidian Senses: Senses 6 (Accurate: Scent, Acute: Scent, Extended: Scent 1: x10, Infravision, Tracking: Scent 1: -1 speed rank)
Reptilian Vigor: Regeneration 1 (Every 10 rounds; Persistent)
Serpent's Kiss: Immunity 3 (Aging, Disease, Poison)
Swift as a Viper: Enhanced Trait 22 (Traits: Agility +2 (+4), Parry +3 (+11), Strength +2 (+6), Fighting +2 (+6), Dodge +3 (+11), Advantages: Close Attack 4)

Offense
Initiative +4
Claws: Strength-based Damage 2, +12 (DC 23)
Cockatrice Venom: Affliction 10, +10 (DC Fort 20)
Grab, +10 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +10 (DC 21)

Languages
English, Nahuatl (Aztec), Spanish

Defense
Dodge 11/8, Parry 11/8, Fortitude 7, Toughness 9, Will 10

Power Points
Abilities 40 + Powers 58 + Advantages 13 + Skills 24 (48 ranks) + Defenses 15 = 150

Bio
The women of the Guerrera family can trace their lineage all the way back to the Huey Tlatoani, the emperors of the Aztec nation. When the great god-king Quetzalcoatl decided it was time to leave, it was to their family that he gave the authority to rule in his place until such time as he returned. So, when Xoco began having visions of the great feathered serpent, she didn't for a moment think she was going crazy or having some kind of breakdown. It was simply her destiny calling.
Xoco found herself drawn to the Zócalo in the heart of modern Mexico City, but it was not the plaza that called to her but rather something primal buried deep beneath it in the heart of the Aztec city, Tenochtitlan. Service tunnels gave way to sewers which in turn gave way to ancient canals and passageways until she found herself slithering through the burrows of animals long ago turned to dust where there should have been nothing but swamp. Finally, the walls began to open up again until she found herself in a massive chamber of natural stone. There hanging from the ceiling over a deep pool of warm crimson water was the most incredible feathered cloak that she had ever seen. It sparkled and shone in all the colors of with an eerie inner glow. She swam through the pool even though it burned her skin until she was directly under the cloak, but it was just out of reach. Frustrated, she dove down deep into those mineral laden waters until she could go no further, then she turned and shot up out of the water just high enough to touch the hem of the garment. Immediately she blacked out.
When she came to, she found herself in the center of the plaza with Dawn just breaking on the horizon. She was dressed in her costumeand knew that she had found the purpose of her life.

kanly
06-07-2015, 07:05 AM
Think Tank
https://scontent-yyz1-1.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/11167980_953884141300719_9091825435319767447_n.jpg ?oh=9976eeb0f247c26a4efdeb7ff47167fa&oe=5707579B
Power Level: 12; Power Points Spent: 180/180

STR: +15 (40), DEX: +0 (10), CON: +2 (14), INT: +4 (18), WIS: +4 (18), CHA: +1 (12)

Tough: +14, Fort: +10, Ref: +5, Will: +10

Skills: Bluff 4 (+5), Concentration 8 (+12), Diplomacy 4 (+5), Gather Information 8 (+9), Intimidate 15 (+16), Investigate 6 (+10), Knowledge (current events) 2 (+6), Knowledge (history) 4 (+8), Knowledge (tactics) 6 (+10), Language 2 (+2), Notice 6 (+10), Search 4 (+8), Sense Motive 6 (+10)

Feats: Assessment, Challenge - Improved Demoralize, Combat Awareness, Distract (Intimidate), Eagle Eyes, Eidetic Memory, Equipment 7, Eyes in the Back of the Head, Fascinate (Intimidate), Fearless, Low-Light Vision, Power Attack, Rhythm of Combat, Startle, Take it in at a Glance, Uncanny Dodge (Auditory), Wolf's Ears

Powers:
Speed 4 (100 mph, 880 ft/rnd
Immunity 13 (aging, critical hits, life support, starvation & thirst; Limited - Half Effect)
Protection 12 (+12 Toughness; Impervious [6 ranks only])

Equipment: Autoblaster Cannon, Commlink, Flashlight, Radio Scrambler

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +24)

Attacks: Autoblaster Cannon, +9 (DC 25), Unarmed Attack, +9 (DC 30)

Defense: +10 (Flat-footed: +5), Knockback: -10

Initiative: +0

Languages: English, German, Russian (Native Language)

Totals: Abilities 52 + Skills 19 (75 ranks) + Feats 23 + Powers 29 + Combat 38 + Saves 19 + Drawbacks 0 = 180


Cerebral

Power Level: 10; Power Points Spent: 150/150

STR: +0 (-), DEX: +0 (-), CON: +2 (14), INT: +4 (18), WIS: +4 (18), CHA: +1 (12)

Tough: +0/+10, Fort: +7, Ref: +5, Will: +10

Skills: Bluff 4 (+5), Concentration 8 (+12), Diplomacy 4 (+5), Gather Information 8 (+9), Intimidate 15 (+12), Investigate 6 (+10), Knowledge (current events) 2 (+6), Knowledge (history) 4 (+8), Knowledge (tactics) 6 (+10), Language 2 (+2), Notice 6 (+10), Search 4 (+8), Sense Motive 6 (+10)

Feats: Assessment, Challenge - Improved Demoralize, Combat Awareness, Diehard, Distract (Intimidate), Dodge Focus 8, Eagle Eyes, Eidetic Memory, Elusive Target, Evasion, Eyes in the Back of the Head, Fascinate (Intimidate), Leadership, Light Sleeper, Low-Light Vision, Luck, Master Plan, Perfect Timing, Rhythm of Combat, Sense Murderous Intent, Set-Up, Skill Mastery (Intimidate, Knowledge (Tactics), Investigate, Sense Motive), Startle, Take it in at a Glance, Teamwork 3, Uncanny Dodge (Auditory), Wolf's Ears

Powers:
Communication 3 (sense type: mental; Omni-Directional Area; Selective)
Force Constructs 10 ([2 active, 44/44 PP, 4/r+4], Max Size: 10 cu. ft.; Movable (Radius: 10 ft., Strength: 10, Force: 100 lbs.), Range (perception); Affects Insubstantial (half ranks), Precise, Stationary, Tether)
. . Damage 10 (Alternate; [0 active, 44/44 PP, 4/r+2], DC 25; Penetrating, Range 2 (perception); Precise, Subtle (subtle))
. . Flight 7 (Alternate; [1 active, 44/44 PP, 4/r+14], Speed: 10 mph, 88 ft./rnd, Feats: Dodge Focus 8, Elusive Target, Evasion; Affects Others, Burst Area (35 ft. radius - General); Maneuverability 2 (Perfect), Moving Feint, Precise, Selective; Low Ceiling)
. . Suffocate 10 (Alternate; [0 active, 44/44 PP, 4/r+1], DC 20; Range 2 (perception); Affects Insubstantial (half ranks))
. . Telekinesis 10 (Alternate; [3 active, 44/44 PP, 4/r+2], Strength: 15, Carry: 66 / 133 / 200 / 400, DC 18; Damaging, Perception; Affects Insubstantial (half ranks), Precise)
Force Field 10 (+10 Toughness)
Immunity 10 (aging, life support; Limited - Half Effect)
Immunity 3 (critical hits, starvation & thirst)
Shrinking 8 (-8 STR, -2 Toughness, -2 size categories, 1/2 movement speed; Permanent; Innate)

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: -8)

Attacks: Damage 10 (DC Staged/Tou ), Suffocate 10 (DC Fort 20), Telekinesis 10 (DC 18), Unarmed Attack, +2 (DC 15)

Defense: +10 (Flat-footed: +1), Size: Tiny, Knockback: -3

Initiative: +0

Languages: English, German, Russian (Native Language)

Totals: Abilities 2 + Skills 19 (75 ranks) + Feats 26 + Powers 87 + Combat 0 + Saves 16 + Drawbacks 0 = 150

kanly
06-07-2015, 07:08 AM
Diadem (Edwardo "E" Lucco) - PL 10
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtp1/v/t1.0-9/1395129_949589048396895_3734551225256990052_n.jpg? oh=735d88cbd7caacb0f8d362808a54aefb&oe=5752C4DC

Power Level: 8; Power Points Spent: 120/120

STR: -1 (8), DEX: +0 (10), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +10 (20/30)

Tough: +2/+8, Fort: +8, Ref: +8, Will: +6

Skills: Bluff 4 (+14/+22), Concentration 8 (+10), Diplomacy 4 (+14), Drive 4 (+4), Gamble 8 (+10), Gather Information 4 (+14), Search 8 (+8), Sense Motive 8 (+10), Sleight of Hand 8 (+8)

Feats: Assessment, Benefit (important family) (Mafia Connections), Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected, Conspiracy Theorist, Contacts, Distract (Bluff), Eidetic Memory, Equipment 1, Evasion, Eyes in the Back of the Head, Fake Expert 2 (Acrobatics, Computers, Disable Device, Stealth), Fascinate (Bluff), Improved Initiative, Inspire 5 (+5), Jack-of-All-Trades, Last Stand, Leadership, Redirect, Rousing Speech (Bluff), Set-Up, Skill Mastery (Bluff, Diplomacy,Gather info, Sense motive), Taunt, Truth Sense, Uncanny Dodge (Hearing), Well-Informed

Powers:
Diadem (Device 11) (Hard to lose; Arcane Flame, Indestructible)
. . Emotion Control 8 (DC 18; Sense-Dependent (Visual))
. . . . Animal Control 8 (Alternate; DC 18; Sense-Dependent)
. . . . Confuse 8 (Alternate; DC 18; Range (perception); Sense-Dependent (Visual))
. . Enhanced Trait 23 (Traits: Charisma +10 (30, +10), Bluff +8 (+22), Feats: Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Conspiracy Theorist, Eidetic Memory, Eyes in the Back of the Head, Fake Expert 2 (Acrobatics, Computers, Disable Device, Stealth), Jack-of-All-Trades, Truth Sense, Uncanny Dodge (Hearing))
. . Force Field 6 (+6 Toughness)
. . Mind Shield 6 (Impervious +6 to Will saves vs. Mental effects)
. . Shield 6 (+6 dodge bonus)
. . Super-Senses 4 (accurate: Mental Awareness, awareness: Mental, ranged: Mental Awareness)

Equipment: Burglar's Kit, Cell Phone, Commlink, Handcuffs, Lock Release Gun

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: -1)

Attacks: Animal Control 8 (DC Will 18), Confuse 8 (DC Will 18), Emotion Control 8 (DC Staged/Will 18), Unarmed Attack, +0 (DC 14)

Defense: +8 (Flat-footed: +1), Knockback: -4

Initiative: +4

Languages: Native Language

Totals: Abilities 16 + Skills 14 (56 ranks) + Feats 22 + Powers 46 + Combat 4 + Saves 18 + Drawbacks 0 = 120

Complications
Big Headed Freak: Edwardo might be able to sell ice to a person dying of hypothermia on a glacier, but until he opens his mouth all most people will notice is his massively oversized head.
Icthyophilia and Shokushu: Since acquiring the crown, E has found himself strangely attracted to anything fish or cephalopod like. He will treat anyone with those characteristics as if they had the attractive feat.
General not soldier: Physical violence is for animals. That is not to say that he is above using animals (both the two and four legged variety) to achieve his goals, just that he won't be the one bloodying his knuckles doing it.
Provider of goods and services: Edwardo is a drug dealer and fence, but he does not see himself as a blight on society. In point of fact he thinks just the opposite, by making sure that his customers get high quality product and refusing to deal with the more violent thieves, he sees himself as a pillar of society. He becomes extremely upset if referred to as a pusher or such

kanly
11-19-2015, 02:14 AM
Pirate Queens

Jacquotte Delahaye (Privateer)
https://s-media-cache-ak0.pinimg.com/736x/80/a3/7c/80a37ca2033ef9e443979f0322dbbce0.jpg

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +0 (10), WIS: +1 (12), CHA: +2 (14)

Tough: +4/+8, Fort: +8, Ref: +8, Will: +5

Skills: Acrobatics 11 (+15), Bluff 3 (+5), Climb 4 (+8), Concentration 5 (+6), Diplomacy 11 (+13), Disable Device 14 (+14), Disguise 3 (+5), Drive 6 (+10), Escape Artist 1 (+5), Gather Information 10 (+12), Language 3 (+3), Notice 9 (+10), Profession (Sailor) 3 (+4), Ride 1 (+5), Search 8 (+8), Sense Motive 9 (+10), Sleight of Hand 2 (+6), Stealth 4 (+8), Survival 4 (+5), Swim 1 (+5)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 2, Attack Specialization 2 (Light Pistol), Attractive (+4), Contacts, Defensive Attack, Defensive Roll 3, Elusive Target, Equipment 2, Evasion 2, Fascinate (Diplomacy), Improved Block, Improved Critical (Sword), Improved Disarm, Improved Initiative 2, Improvised Tools, Minions (+1 Extra Minions), Power Attack, Precise Shot, Quick Draw, Redirect, Skill Mastery (Acrobatics, Diplomacy, Disable Device, Sense Motive), Taunt, Weapon Bind, Well-Informed

Equipment: Binoculars, Handcuffs, Leather Armor, New Constructed Item (Light Pistol, Sword)

Attack Bonus: +11 (Ranged: +11, Melee: +13, Grapple: +17)

Attacks: Light Pistol, +15 (DC 18), Sword, +13 (DC 22), Unarmed Attack, +13 (DC 19)

Defense: +12 (Flat-footed: +6), Knockback: -4

Initiative: +12

Languages: Dutch, English, French, Spanish

Totals: Abilities 30 + Skills 28 (112 ranks) + Feats 34 + Powers 0 + Combat 46 + Saves 12 + Drawbacks 0 = 150

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

Rigger X2

Power Level: 10; Power Points Spent: 15/15

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+3, Fort: +0, Ref: +1, Will: +0

Skills: Acrobatics 3 (+4), Climb 4 (+4), Drive 1 (+2), Profession (Sailor) 4 (+4)

Feats: Attack Focus (ranged) 2, Defensive Roll 2, Dodge Focus 2, Equipment 3, Improved Aim

Equipment: Leather Armor, New Constructed Item (Heavy Pistol, Shotgun)

Attack Bonus: +0 (Ranged: +2, Melee: +0, Grapple: +0)

Attacks: Heavy Pistol, +2 (DC 19), Shotgun, +2 (DC 21 ), Unarmed Attack, +0 (DC 15)

Defense: +2 (Flat-footed: +0), Knockback: -1

Initiative: +1

Languages: Native Language

Totals: Abilities 2 + Skills 3 (12 ranks) + Feats 10 + Powers 0 + Combat 0 + Saves 0 + Drawbacks 0 = 15

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

Elizabeth Killigrew (Buccaneer)
http://www.cruzine.com/wp-content/uploads/2013/02/063-beautiful-fantasy-illustrations-kerem-beyit.jpg


Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

Tough: +2/+7, Fort: +7, Ref: +12, Will: +7

Skills: Acrobatics 8 (+13), Bluff 12 (+16), Climb 8 (+10), Disable Device 5 (+5), Drive 1 (+6), Language 3 (+3), Notice 8 (+10), Ride 1 (+6), Sense Motive 8 (+10), Sleight of Hand 10 (+15), Stealth 5 (+10)

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Specialization 2 (Sword), Critical Strike, Defensive Attack, Defensive Roll 4, Distract (Bluff), Elusive Target, Equipment 2, Evasion 2, Fascinate (Bluff), Improved Block 2, Improved Critical (Sword), Improved Defense 2, Improved Disarm 2, Improved Initiative, Minions (+1 Extra Minions), Move-by Action, Power Attack, Quick Draw, Set-Up, Takedown Attack 2, Taunt, Uncanny Dodge (Visual), Weapon Bind

Equipment: Leather Armor, New Constructed Item (Heavy Pistol, Sword)

Attack Bonus: +11 (Ranged: +11, Melee: +11, Grapple: +13)

Attacks: Heavy Pistol, +11 (DC 19), Sword, +15 (DC 20), Unarmed Attack, +11 (DC 17)

Defense: +13 (Flat-footed: +7), Knockback: -3

Initiative: +9

Languages: Dutch, English, French, Spanish

Totals: Abilities 30 + Skills 18 (69 ranks) + Feats 37 + Powers 0 + Combat 48 + Saves 17 + Drawbacks 0 = 150

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

Boarder X2

Power Level: 10; Power Points Spent: 15/15

STR: +0 (10), DEX: +0 (10), CON: +1 (12), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +1/+5, Fort: +1, Ref: +0, Will: +0

Skills: Acrobatics 4 (+4), Drive 4 (+4), Profession (Sailor) 4 (+4)

Feats: Attack Focus (melee) 3, Defensive Roll 3, Dodge Focus 3, Equipment 1

Equipment: Battleaxe, Leather Armor

Attack Bonus: +0 (Ranged: +0, Melee: +3, Grapple: +3)

Attacks: Battleaxe, +3 (DC 18), Unarmed Attack, +3 (DC 15)

Defense: +3 (Flat-footed: +0), Knockback: -2

Initiative: +0

Languages: Native Language

Totals: Abilities 2 + Skills 3 (12 ranks) + Feats 10 + Powers 0 + Combat 0 + Saves 0 + Drawbacks 0 = 15

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

Maryanne Ready (Corsair)
http://data.whicdn.com/images/44230444/large.jpg

Power Level: 10; Power Points Spent: 150/150

STR: +8 (12/26), DEX: +2 (14), CON: +8 (16/26), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +12, Fort: +12, Ref: +6, Will: +6

Skills: Acrobatics 3 (+5), Disguise 4 (+5), Drive 3 (+5), Intimidate 6 (+7/+15), Language 3 (+3), Notice 3 (+5), Profession (Sailor) 3 (+5), Search 5 (+5), Stealth 8 (+10), Survival 6 (+8)

Feats: All-Out Attack, Attack Focus (melee) 4, Diehard, Distract (Intimidate), Dodge Focus 2, Environmental Adaptation (Underwater), Equipment 7, Fascinate (Intimidate), Fearless, Fearsome Presence 8, Improved Critical (Bite (Strike 4)), Improved Initiative, Improved Overrun, Instant Up, Interpose, Power Attack, Rage (+1 Increased Duration x5 rounds), Startle, Takedown Attack

Powers:
Bite (Strike 4) (DC 27, Feats: Improved Critical (Bite (Strike 4)); Mighty)
Comprehend 2 (animals - speak to, animals - understand; Broad Group (Sea Creatures))
Enhanced Constitution 10 (+10 CON, Feats: Diehard)
Enhanced Strength 14 (+14 STR)
Enhanced Trait 15 (Traits: Sense Motive +4 (+6), Intimidate +8 (+15), Feats: Environmental Adaptation (Underwater), Fearless, Fearsome Presence 8, Rage (+1 Increased Duration x5 rounds))
Immunity 4 (condition: High Pressure, condition: Cold, sleep, suffocation: Drowning)
Protection 4 (+4 Toughness)
Regeneration 12 (ability damage 4 (recover 1 / 5 mins), recovery bonus 1 (+1 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 2 (recover 1 / 5 mins); Source (Meat))
Super-Senses 3 (low-light vision, scent, tracking: Scent 1 (half speed))
Super-Strength 1 (+5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)
Swimming 3 (Speed: 10 mph, 88 ft./rnd)

Equipment: Binoculars (Spyglass), Handcuffs (Shackles), New Constructed Item (Club, Heavy Pistol), Vehicle: Yacht

Attack Bonus: +2 (Ranged: +2, Melee: +6, Grapple: +14/+15)

Attacks: Bite (Strike 4), +6 (DC 27), Club, +6 (DC 25), Heavy Pistol, +2 (DC 19), Unarmed Attack, +6 (DC 23)

Defense: +8 (Flat-footed: +3), Knockback: -6

Initiative: +6

Languages: Dutch, English, French, Spanish

Totals: Abilities 18 + Skills 11 (44 ranks) + Feats 23 + Powers 70 + Combat 16 + Saves 12 + Drawbacks 0 = 150

Background: Maryanne Reedy was born at Plymouth, England, about 1520. Her mother's husband was a sea-faring man who left on a long voyage and was never heard from again. He'd left his wife pregnant and she gave birth to a sickly male child who died soon after the illegitimate birth of his half-sister, Maryanne. The mother waited years for her husband to return and when her money ran out, she took Maryanne to London to appeal to her mother-in-law for financial help. She knew this old woman disliked girls, so she dressed Maryanne in boy's clothes and made her pretend to be her son. The mother-in-law was fooled and promised a crown a week to help support them. Maryanne continued to masquerade as a boy for many years, even after the old woman died and the financial aid ended.

Then a teenager, Maryanne was hired out as a footboy to a French woman. But she did not live there long, for growing bold and strong, and having also a roving mind, she entered herself on board a man-of-war, where she served some time; then quit it. Still disguised as a male, she enlisted in a foot regiment in Flanders and later a horse regiment, serving in both with distinction. She fell in love with a fellow soldier, disclosed her true sex, and began dressing as a female. After their marriage, she and her husband became innkeepers, owning the Three Horseshoes near the castle of Breda in Holland. Unfortunately, he died young and her fortunes soon dwindled.

She knew that life in the 1500s was much easier as a man than as a woman, so she reverted back to men's clothing and started her life over, this time going to sea on a Dutch merchant ship heading to the Caribbean. On one voyage, the ship was commandeered by English pirates with whom she sailed and fought until they accepted the King's pardon in 1553 and began operating as privateers. Maryanne was known for her violent temper, ferocious fighting, and reputation as a "fierce hell cat."

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

Vehicle: Yacht

Power Level: 10; Equipment Points Spent: 24

STR: +20 (50)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Equipment: Grenade Launcher (Cannon)

Attacks: Grenade Launcher, +2 (DC 20)

Defense: -4, Size: Gargantuan

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 15 (15 ep) = 24

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

Sadie Farrel (Swashbuckler)
http://img02.deviantart.net/54c3/i/2014/152/f/f/air_pirate___female_design_by_falkenforfan-d7kks02.png

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

Tough: +2/+7, Fort: +6, Ref: +8, Will: +7

Skills: Acrobatics 10 (+14), Concentration 12 (+15), Language 3 (+3), Notice 7 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 4, Defensive Roll 4, Distract (Intimidate), Equipment 6, Evasion 2, Improved Aim, Power Attack, Precise Shot 2, Ranged Pin

Powers:
Element Control 12 (element: air)
Blast 12 (Alternate; DC 27)
Blast 8 (Alternate; DC 23; Cone Area (80 ft. cone))
Dazzle 6 (Alternate; affects: 3 sense types - visual and auditory, DC 16; Burst Area (30 ft. radius))
Deflect 8 (Alternate; Reflection)
Dust Devil (Environmental Control 6) (Alternate; distraction (dc10), hamper move (25%), Radius: 250 ft.)
Element Control 8 (Alternate; element: air; Cone Area (80 ft. cone))
Trip 12 (Alternate; Knockback)
Flight 5 (Speed: 250 mph, 2200 ft./rnd)
Immunity 2 (uncommon descriptor: Wind Effects)
Super-Senses 4 (blindsight: Tactile (Air Disturbance))

Equipment: Binoculars, HQ: Sea-Base, Leather Armor, New Constructed Item (Bolos, Heavy Pistol, Shuriken, Sword)

Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +5)

Attacks: Blast 12, +8 (DC 27), Blast 8 (DC 23), Bolos, +8 (DC Ref 15), Dazzle 6 (DC Fort/Ref 16), Heavy Pistol, +8 (DC 19), Shuriken, +8 (DC 17), Sword, +4 (DC 19), Trip 12, +8 (DC 22), Unarmed Attack, +4 (DC 16)

Defense: +13 (Flat-footed: +7), Knockback: -3

Initiative: +4

Languages: Dutch, English, French, Spanish

Totals: Abilities 24 + Skills 8 (32 ranks) + Feats 25 + Powers 47 + Combat 34 + Saves 12 + Drawbacks 0 = 150

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

HQ: Sea-Base

Power Level: 10; Equipment Points Spent: 15

Toughness: +15

Features: Communications, Computer, Concealed 1, Dock, Fire Prevention System, Isolated, Living Space, Power System, Security System 1

Size: Gargantuan

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 9 + Powers 0 + Combat 4 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15

Hoid
11-19-2015, 07:39 AM
Pirate Queen - Maryanne Reedy (Options)
https://s-media-cache-ak0.pinimg.com/736x/80/a3/7c/80a37ca2033ef9e443979f0322dbbce0.jpg

Privateer

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +0 (10), WIS: +1 (12), CHA: +2 (14)

Tough: +4/+8, Fort: +8, Ref: +8, Will: +5

Skills: Acrobatics 11 (+15), Bluff 8 (+10), Climb 6 (+10), Concentration 7 (+8), Disable Device 10 (+10), Disguise 7 (+9), Drive 4 (+8), Escape Artist 1 (+5), Gather Information 8 (+10), Language 3 (+3), Notice 9 (+10), Profession (Sailor) 7 (+8), Ride 1 (+5), Search 8 (+8), Sense Motive 9 (+10), Sleight of Hand 4 (+8), Stealth 6 (+10), Survival 3 (+4), Swim 1 (+5)

Feats: Accurate Attack, Acrobatic Bluff, Attractive (+4), Contacts, Defensive Attack, Defensive Roll 3, Elusive Target, Equipment 5, Evasion 2, Improved Block, Improved Critical (Sword), Improved Disarm, Improved Initiative 2, Improved Trip, Power Attack, Precise Shot, Quick Draw, Redirect, Skill Mastery (Acrobatics, Disable Device, ), Taunt, Weapon Bind

Equipment: Binoculars, Caltrops, Handcuffs, Leather Armor, New Constructed Item (Brass Knuckles, Club, Heavy Pistol, Knife, Sword), Vehicle: Yacht

Attack Bonus: +13 (Ranged: +13, Melee: +13, Grapple: +17)

Attacks: Brass Knuckles, +13 (DC 20), Club, +13 (DC 21), Heavy Pistol, +13 (DC 19), Knife, +13 (DC 20), Sword, +13 (DC 22), Unarmed Attack, +13 (DC 19)

Defense: +12 (Flat-footed: +6), Knockback: -4

Initiative: +12

Languages: Dutch, English, French, Spanish

Totals: Abilities 30 + Skills 29 (113 ranks) + Feats 29 + Powers 0 + Combat 50 + Saves 12 + Drawbacks 0 = 150



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

Vehicle: Yacht

Power Level: 10; Equipment Points Spent: 9

STR: +20 (50)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

A "bad-ass normal' be an interesting addition.



Swashbuckler

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

Tough: +2/+7, Fort: +7, Ref: +12, Will: +7

Skills: Acrobatics 8 (+13), Bluff 12 (+16), Climb 8 (+10), Disable Device 5 (+5), Drive 1 (+6), Language 3 (+3), Notice 8 (+10), Ride 4 (+9), Sense Motive 8 (+10), Sleight of Hand 5 (+10), Stealth 5 (+10)

Feats: Accurate Attack, All-Out Attack, Assessment, Attack Specialization 2 (Sword), Critical Strike, Defensive Attack, Defensive Roll 4, Distract (Bluff), Elusive Target, Equipment 5, Evasion 2, Fascinate (Bluff), Improved Block 2, Improved Critical (Sword), Improved Defense 2, Improved Disarm 2, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Set-Up, Takedown Attack 2, Taunt, Uncanny Dodge (Visual), Weapon Bind

Equipment: Binoculars, Handcuffs, Heavy Pistol, Leather Armor, Sword, Vehicle: Yacht

Attack Bonus: +11 (Ranged: +11, Melee: +11, Grapple: +13)

Attacks: Heavy Pistol, +11 (DC 19), Sword, +15 (DC 20), Unarmed Attack, +11 (DC 17)

Defense: +13 (Flat-footed: +7), Knockback: -3

Initiative: +9

Languages: Dutch, English, French, Spanish

Totals: Abilities 30 + Skills 17 (67 ranks) + Feats 38 + Powers 0 + Combat 48 + Saves 17 + Drawbacks 0 = 150

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

Vehicle: Yacht

Power Level: 10; Equipment Points Spent: 9

STR: +20 (50)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

This option is cool, too.




Totem (Shark)

Power Level: 10; Power Points Spent: 150/150

STR: +8 (12/26), DEX: +2 (14), CON: +8 (16/26), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +12, Fort: +12, Ref: +6, Will: +6

Skills: Disguise 4 (+5), Intimidate 14 (+15), Notice 12 (+14), Search 8 (+8), Stealth 8 (+10), Survival 8 (+10)

Feats: All-Out Attack, Diehard, Distract (Intimidate), Dodge Focus 2, Environmental Adaptation (Underwater), Equipment 5, Fascinate (Intimidate), Fearless, Fearsome Presence 6, Improved Critical (Bite (Strike 4)), Improved Initiative, Improved Overrun, Instant Up, Interpose, Move-by Action, Power Attack, Quick Draw, Rage (+1 Increased Duration x5 rounds), Startle

Powers:
Bite (Strike 4) (DC 27, Feats: Improved Critical (Bite (Strike 4)); Mighty)
Comprehend 2 (animals - speak to, animals - understand; Broad Group (Sea Creatures))
Enhanced Constitution 10 (+10 CON, Feats: Diehard)
Enhanced Strength 14 (+14 STR)
Enhanced Trait 11 (Traits: Sense Motive +4 (+6), Feats: Environmental Adaptation (Underwater), Fearless, Fearsome Presence 6, Rage (+1 Increased Duration x5 rounds))
Immunity 4 (condition: High Pressure, condition: Cold, sleep, suffocation: Drowning)
Protection 4 (+4 Toughness)
Regeneration 8 (ability damage 2 (recover 1 / hour), recovery bonus 1 (+1 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), recovery rate (unconscious) 1 (recover 1 / round); Source (Meat))
Super-Senses 3 (low-light vision, scent, tracking: Scent 1 (half speed))
Super-Strength 1 (+5 STR carry capacity, heavy load: 1.8k lbs; +1 STR to some checks)
Swimming 3 (Speed: 10 mph, 88 ft./rnd, Feats: Improved Overrun, Move-by Action)

Equipment: Binoculars, Caltrops, Handcuffs, New Constructed Item (Brass Knuckles, Club, Heavy Pistol, Knife, Sword), Toolkit (Basic), Vehicle: Yacht

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +14/+15)

Attacks: Bite (Strike 4), +6 (DC 27), Brass Knuckles, +6 (DC 24), Club, +6 (DC 25), Heavy Pistol, +6 (DC 19), Knife, +6 (DC 24), Sword, +6 (DC 26), Unarmed Attack, +6 (DC 23)

Defense: +8 (Flat-footed: +3), Knockback: -6

Initiative: +6

Languages: Native Language

Totals: Abilities 18 + Skills 14 (54 ranks) + Feats 16 + Powers 66 + Combat 24 + Saves 12 + Drawbacks 0 = 150



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

Vehicle: Yacht

Power Level: 10; Equipment Points Spent: 9

STR: +20 (50)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9

A unique take. A truly aquatic character brings with it certain unique storylines.



Wind Witch

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

Tough: +2/+7, Fort: +6, Ref: +8, Will: +7

Skills: Concentration 12 (+15), Intimidate 13 (+15), Language 3 (+3), Notice 7 (+10)

Feats: Accurate Attack, All-Out Attack, Defensive Roll 4, Distract (Intimidate), Equipment 5, Power Attack, Precise Shot 2, Startle

Powers:
Element Control 12 (element: air)
Blast 12 (Alternate; DC 27)
Blast 8 (Alternate; DC 23; Cone Area (80 ft. cone))
Dazzle 6 (Alternate; affects: 3 sense types - visual and auditory, DC 16; Burst Area (30 ft. radius))
Deflect 8 (Alternate; Reflection)
Dust Devil (Environmental Control 6) (Alternate; distraction (dc10), hamper move (25%), Radius: 250 ft.)
Element Control 8 (Alternate; element: air; Cone Area (80 ft. cone))
Trip 12 (Alternate; Knockback)
Flight 5 (Speed: 250 mph, 2200 ft./rnd)
Immunity 2 (uncommon descriptor: Wind Effects)
Super-Senses 4 (blindsight: Tactile (Air Disturbance))

Equipment: Binoculars, Handcuffs, Heavy Pistol, Leather Armor, Sword, Vehicle: Yacht

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

Attacks: Blast 12, +8 (DC 27), Blast 8 (DC 23), Dazzle 6 (DC Fort/Ref 16), Heavy Pistol, +8 (DC 19), Sword, +8 (DC 19), Trip 12, +8 (DC 22), Unarmed Attack, +8 (DC 16)

Defense: +13 (Flat-footed: +7), Knockback: -3

Initiative: +4

Languages: Dutch, English, French, Spanish

Totals: Abilities 24 + Skills 9 (35 ranks) + Feats 16 + Powers 47 + Combat 42 + Saves 12 + Drawbacks 0 = 150



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

Vehicle: Yacht

Power Level: 10; Equipment Points Spent: 9

STR: +20 (50)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

This option is more universally useful.

kanly
11-27-2015, 01:06 PM
Chrysalis (Paul Murphy) - PL 10
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/12794451_1094856790536786_960503149204927885_n.jpg ?oh=0506f94c672732e085f8894c7ce2cb34&oe=57593673

Strength 3, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 3, Awareness 3, Presence 3

Advantages
Defensive Roll 3, Evasion, Improved Initiative, Move-by Action, Pet Bug Minions 2

Skills
Athletics 4 (+7), Close Combat: ???? 8 (+11), Deception 5 (+8), Perception 6 (+9), Stealth 5 (+8), Technology 4 (+7)

Powers
Variable: Variable 9 (Increased Duration: continuous; Limited: Insect, Slow)

Offense
Initiative +7
Grab, +3 (DC Spec 13)
Throw, +3 (DC 18)
Unarmed, +3 (DC 18)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 6/3, Will 10

Power Points
Abilities 48 + Powers 54 + Advantages 8 + Skills 16 (32 ranks) + Defenses 24 = 150

Validation: Complications: At least 2 Complications are required

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

Giant Insect #1 - PL 7

Strength 5, Stamina 5, Agility 1, Dexterity -1, Fighting 3, Intellect -, Awareness 0, Presence -

Advantages
Fearless

Skills
Perception 6 (+6)

Powers
Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size category; Innate; Permanent)
Movement 1 (Wall-crawling 1: -1 speed rank)
Protection 1 (+1 Toughness)
Senses 3 (Acute: Scent, Low-light Vision, Tracking: Scent 1: -1 speed rank)

Offense
Initiative +1
Grab, +3 (DC Spec 15)
Throw, -1 (DC 20)
Unarmed, +3 (DC 20)

Languages
Native Language

Defense
Dodge 2, Parry 2, Fortitude 7, Toughness 6, Will None

Power Points
Abilities -14 + Powers 17 + Advantages 1 + Skills 3 (6 ranks) + Defenses 8 = 15

kanly
11-27-2015, 01:06 PM
Gemini (Naomi Webster) - PL 10
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xlf1/v/t1.0-9/12803111_1094856977203434_2650448819792019721_n.jp g?oh=3518bd0c1696ea4c2b89fcb6b66d96c9&oe=5755D0EA

Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 2

Advantages
Defensive Roll 3, Improved Initiative 2, Instant Up, Move-by Action

Skills
Deception 10 (+12), Insight 4 (+6), Perception 6 (+8), Stealth 6 (+10), Technology 6 (+7)

Powers
Enhanced Trait: Enhanced Trait 27 (Traits: Dodge +11 (+15), Parry +11 (+15), Advantages: Defensive Roll 3, Improved Initiative 2)
Flurry of Future Fists: Strength-based Damage 6 (DC 23; Accurate 4: +8, Multiattack, Selective)
Temporal Duplicate: Summon 10 (Alternate; Active, Mental Link; Feedback)
Teleport: Teleport 9 (2 miles in a move action, carrying 50 lbs.; Accurate, Turnabout)

Offense
Initiative +12
Flurry of Future Fists: Strength-based Damage 6, +12 (DC 23)
Grab, +4 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +4 (DC 17)

Languages
Native Language

Defense
Dodge 15/4, Parry 15/4, Fortitude 9, Toughness 5/2, Will 9

Power Points
Abilities 40 + Powers 78 + Advantages 2 + Skills 16 (32 ranks) + Defenses 14 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-27-2015, 01:07 PM
Grimalkin (Rachel Rev) - PL 10
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfp1/v/t1.0-9/10418173_853090041380130_3954318451783652561_n.jpg ?oh=3d93e2c86bb46da41d8c1cbcdbe8e221&oe=57267D7C

Strength 6/2, Stamina 6/2, Agility 6/2, Dexterity 4/2, Fighting 10/6, Intellect 0, Awareness 4/2, Presence 0

Advantages
Chokehold, Daze (Deception), Defensive Roll 2, Equipment 3, Evasion, Hide in Plain Sight, Improved Hold, Improved Initiative, Redirect, Taunt

Skills
Acrobatics 10 (+16), Athletics 4 (+10), Close Combat: Whip 4 (+14), Deception 8 (+8), Expertise: Criminal 10 (+10), Perception 6 (+10), Sleight of Hand 4 (+8), Stealth 8 (+14)

Powers
Claws: Strength-based Damage 1 (DC 22; Accurate: +2)
Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Felines)
Enhanced Trait: Enhanced Trait 40 (Traits: Strength +4 (+6), Stamina +4 (+6), Agility +4 (+6), Dexterity +2 (+4), Fighting +4 (+10), Awareness +2 (+4))
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 3 (Safe Fall, Sure-footed 1, Swinging)
Senses: Senses 6 (Accurate: Hearing, Acute: Hearing, Danger Sense: Hearing, Low-light Vision, Ultra-hearing)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Equipment
Binoculars, Camo Clothing, Cell Phone (Smartphone), Concealable Microphone, Flash Goggles, Mini-tracer, Toolkit (Basic), Video Camera, Whip

Offense
Initiative +10
Claws: Strength-based Damage 1, +12 (DC 22)
Grab, +10 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +10 (DC 21)
Whip, +14 (DC 21)

Complications
Motivation: Justice
Motivation: Thrills

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/6, Will 10

Power Points
Abilities 32 + Powers 62 + Advantages 13 + Skills 27 (54 ranks) + Defenses 16 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-27-2015, 01:08 PM
Bigtop (Bud Kritzer) - PL 10
https://roninarmy.com/attachment.php?attachmentid=500&d=1490802465

Strength 15, Stamina 15, Agility 2, Dexterity 2, Fighting 2, Intellect 1, Awareness 1, Presence 2

Advantages
Accurate Attack, All-out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Improvised Weapon, Interpose, Languages 1, Move-by Action, Power Attack, Startle, Takedown 2, Teamwork

Skills
Athletics 5 (+20), Deception 3 (+5), Expertise: Military 9 (+10), Insight 4 (+5), Intimidation 6 (+13), Perception 9 (+10), Persuasion 3 (+5), Ranged Combat: ???? 3 (+5), Technology 7 (+8), Vehicles 3 (+5)

Powers
Bigger & Tougher
Atomic Expansion: Growth 10 (Linked; +10 STR, +10 STA, +5 Intimidate, -10 Stealth, -5 active defenses, +2 size categories, +1 speed ranks)
Tougher: Impervious Toughness 5
Thunderclap: Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20; Limited Degree)
Cut Loose (Alternate; Penetrating 10)
Groundstrike: Affliction 10 (Alternate; 1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 20; Extra Condition; Instant Recovery, Limited: Attacker and target must be on same surface)
Stomp: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long, DC 20; Limited: Attacker and target must be on same surface)
Tough: Impervious Toughness 5

Offense
Initiative +2
Grab, +2 (DC Spec 25)
Groundstrike: Affliction 10, +2 (DC Fort 20)
Stomp: Line Area Damage 10 (DC 25)
Throw, +2 (DC 30)
Thunderclap: Cone Area Affliction 10 (DC Fort 20)
Unarmed, +2 (DC 30)

Complications
Checkered Past: Atom Smasher has skirted a number of gray areas during his relatively short career.
Responsibility: Albert tries to honor his godfather’s memory and reputation.

Languages
Kahndaqi, Native Language

Defense
Dodge 5, Parry 5, Fortitude 15, Toughness 15, Will 5

Power Points
Abilities 40 + Powers 43 + Advantages 21 + Skills 26 (52 ranks) + Defenses 20 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-27-2015, 01:14 PM
Badak (Jaques Anka) - PL 10
https://roninarmy.com/attachment.php?attachmentid=476&d=1487201323

Strength 11/3, Stamina 3, Agility 1, Dexterity 2, Fighting 3, Intellect 2, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Assessment, Great Endurance, Improved Critical: Tip: Strength-based Damage 2, Improved Initiative, Improved Smash, Improved Trip, Interpose, Move-by Action, Power Attack, Takedown

Skills
Insight 4 (+6), Intimidation 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Technology 4 (+6)

Powers
Horn Hammer (Easily Removable)
Tip: Strength-based Damage 2 (DC 28, Advantages: Improved Critical; Penetrating 7, Reach (melee): 5 ft.)
Face
Affliction: Burst Area Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20; Instant Recovery, Limited: Both user and targets must be on same surface, Limited Degree)
Damage: Burst Area Damage 7 (Linked; DC 22; Burst Area: 30 feet radius sphere, DC 17; Limited: Both user and targets must be on same surface)
Rhino Armor (Removable)
Armor Plating: Protection 10 (+10 Toughness; Impervious)
Com System: Radio Communication 2
Combat Computer and Enhaced Articulation: Enhanced Trait 34 (Traits: Strength +8 (+11), Close Combat +4 (+7), Dodge +4 (+7), Fortitude +4 (+9), Parry +4 (+7), Will +4 (+10))
Immunity: Immunity 10 (Life Support)
Leg Pistons: Leaping 3 (Leap 60 feet at 16 miles/hour)
Movement: Movement 2 (Safe Fall, Wall-crawling 1: -1 speed rank)
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Sensor Suite: Senses 2 (Low-light Vision, Ultra-hearing)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +5
Affliction: Burst Area Affliction 10 (DC Fort 20)
Damage: Burst Area Damage 7 (DC 22)
Grab, +3 (DC Spec 21)
Throw, +2 (DC 26)
Tip: Strength-based Damage 2, +7 (DC 28)
Unarmed, +3 (DC 26)

Complications
Accident
Temper

Languages
Native Language

Defense
Dodge 7/3, Parry 7/3, Fortitude 9/5, Toughness 13, Will 10/6

Power Points
Abilities 36 + Powers 79 + Advantages 11 + Skills 16 (32 ranks) + Defenses 8 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-27-2015, 01:15 PM
Quake (Cole Bennet) - PL 10
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xlt1/v/t1.0-9/12088234_1094857977203334_5043509194824580641_n.jp g?oh=cded04fb5bd066f31b17c214dbc9d792&oe=57576F11

Strength 12/4, Stamina 14/4, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 0, Presence 2

Advantages
Extraordinary Effort, Takedown

Skills
Expertise: Military 4 (+6), Expertise: Streetwise 4 (+6), Insight 4 (+4), Intimidation 6 (+8), Perception 6 (+6), Ranged Combat: ???? 4 (+4)

Powers
Alternate Form (Solid) (Activation: Move Action)
Enhanced Trait: Enhanced Trait 16 (Traits: Strength +8 (+12))
Enhanced Trait: Enhanced Trait 20 (Traits: Stamina +10 (+14))
Immunity: Immunity 2 (Critical Hits)
Power-Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)
Burrowing: Burrowing 6 (Speed: 4 miles/hour, 60 feet/round; Penetrating)
Damage: Damage 1 (DC 16; Penetrating, Reaction 3: reaction)
Groundstrike: Burst Area Affliction 10 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Instant Recovery, Limited: must be on same surface as target)
Shockwave: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20; Limited: Must be on same surface as target)
Immunity: Immunity 20 (Common Descriptor: Sonic, Life Support)

Offense
Initiative +0
Damage: Damage 1, +6 (DC 16)
Grab, +6 (DC Spec 22)
Groundstrike: Burst Area Affliction 10 (DC Fort 20)
Shockwave: Burst Area Damage 10 (DC 25)
Throw, +0 (DC 27)
Unarmed, +6 (DC 27)

Languages
Native Language

Defense
Dodge 5, Parry 6, Fortitude 14, Toughness 14, Will 5

Power Points
Abilities 36 + Powers 88 + Advantages 2 + Skills 14 (28 ranks) + Defenses 10 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-27-2015, 01:20 PM
Telemachus - PL 10
https://roninarmy.com/attachment.php?attachmentid=483&d=1490802058

Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 3, Awareness 3, Presence 0

Advantages
Agile Feint, Attractive, Benefit, Ambidexterity, Benefit, Wealth (well-off), Equipment 3, Improved Aim, Improved Critical: Sonic Inducer, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Redirect, Ultimate Effort: Aim

Skills
Acrobatics 4 (+6), Athletics 4 (+4), Close Combat: Unarmed 6 (+10), Expertise: Business 6 (+9), Insight 6 (+9), Perception 7 (+10), Persuasion 5 (+5), Ranged Combat: Sonic Inducer 6 (+8), Stealth 5 (+7), Technology 4 (+7), Vehicles 7 (+9)

Powers
Device (Removable)
Communication: Radio Communication 2
Senses: Senses 5 (Danger Sense: Hearing, Extended: Visual 1: x10, Extended: Audio 1: x10, Low-light Vision, Radio)
Displacer Field (Removable)
Enhanced Trait: Enhanced Trait 10 (Traits: Dodge +4 (+12), Parry +4 (+12), Fortitude +1 (+10), Will +1 (+10))
Immunity: Immunity 2 (Critical Hits)
Protection: Protection 6 (+6 Toughness; Impervious, Sustained)
Sonic Inducer (Removable)
Vertigo: Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Increased Range: ranged)
Disintegrate: Weaken 10 (Alternate; Affects: toughness, Resisted by: Fortitude, DC 20; Affects Objects Only, Increased Range: ranged, Precise, Split: 2 targets, Subtle: subtle)
Energy Refraction: Deflect 12 (Alternate; Redirection, Reflect; Limited: Energy only)
Energy Snare: Affliction 12 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 22; Extra Condition, Increased Range: ranged; Limited Degree)

Equipment
Motorcycle, Subway Station

Offense
Initiative +2
Disintegrate: Weaken 10, +8 (DC Fort 20)
Energy Snare: Affliction 12, +8 (DC Fort/Will 22)
Grab, +4 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +10 (DC 15)
Vertigo: Affliction 12, +8 (DC Fort 22)

Languages
Native Language

Defense
Dodge 12/8, Parry 12/8, Fortitude 10/9, Toughness 8, Will 10/9

Power Points
Abilities 32 + Powers 51 + Advantages 14 + Skills 30 (60 ranks) + Defenses 23 = 150

Validation: Complications: At least 2 Complications are required



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

Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10



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

Subway Station - PL 10

Toughness 8, Size Medium

Features:
Concealed 1, Power System, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 3 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-16-2016, 08:05 AM
Wind Witch (Canace Aeolus) - PL 8 PP 120/120
https://s-media-cache-ak0.pinimg.com/736x/61/55/20/61552068eb780c1303c5016cba311795.jpg

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +4 (18), WIS: +1 (12), CHA: +4 (18)

Tough: +2/+8, Fort: +5, Ref: +9, Will: +7

Skills: Acrobatics 7 (+10), Bluff 9 (+13), Concentration 8 (+9), Craft (artistic) 4 (+8), Diplomacy 4 (+8), Knowledge (arcane Lore) 8 (+12), Knowledge (civics) 4 (+8), Knowledge (history) 1 (+5), Language 2 (+2), Notice 4 (+5), Perform (wind instruments) 5 (+9), Search 1 (+5), Sense Motive 7 (+8), Sleight of Hand 2 (+5), Stealth 2 (+5), Survival 4 (+5)

Feats: Artificer, Attack Focus (ranged) 4, Defensive Roll 2, Distract (Bluff), Dodge Focus 4, Equipment 2, Evasion 2, Fascinate (Bluff), Improved Aim, Instant Up, Move-by Action, Precise Shot, Ranged Pin, Redirect, Ritualist, Taunt

Powers:
Amulet of the Four Winds (Device 2) (Hard to lose)
. . Cyclone Sheath (Force Field 4) (+4 Toughness)
. . Eternal Breath (Immunity 2) (suffocation (all))
. . Wind Ward (Shield 4) (+4 dodge bonus)
Eagle Flute (Device 1) (Easy to lose)
. . Speech of Birds (Comprehend 2) (animals - speak to, animals - understand; Broad Group (Avians))
. . Wind Eagle (Summon 3) (Check Required (Perform Wind Instrument))
Girdle of Recovery (Device 1) (Hard to lose)
. . Regeneration 2 (ability damage 1 (recover 1 / 5 hours), recovery bonus 1 (+1 to recover); Diehard, Persistent, Regrowth)
Mystic Awareness (Super-Senses 2) (awareness: Mental, ranged: Mystic Awareness)
Wind Mastery (Sorcery 10) (other power (Air Control); Learned Caster)
. . Battering Whirlwind (Strike 8) (Alternate; DC 23; Cone Area (80 ft. cone - General); Accurate 4 (+8), Affects Insubstantial (half ranks); Non-Lethal)
. . Biting Gale (Blast 8) (Alternate; DC 23; Accurate 2 (+4), Affects Insubstantial (half ranks), Precise)
. . Dust Devil (Linked)
. . . . Dust Storm (Environmental Control 3) (Linked; distraction (dc10), hamper move (50%), Radius: 25 ft.; Progression, Increase Range (max range x2, 750 feet))
. . . . Howling Tempest (Dazzle 5) (Linked; affects: 1 sense type - auditory, DC 15; Burst Area (25 ft. radius - General))
. . Fingers of the Wind (Air Control 8) (Default; Strength: 40, Carry: 2.1k / 4.3k / 3.2 tons / 6.4 tons; Affects Insubstantial (half ranks), Precise, Subtle (subtle), Wind-Blown Effects)
. . Nauseate 6 (Alternate; DC 16; Range (ranged); Accurate 2 (+4))
. . Steal Breath (Suffocate 6) (Alternate; DC 16; Range (ranged); Accurate 2 (+4))
Zephyr Boots (Device 2) (Hard to lose)
. . Enhanced Trait 6 (Feats: Defensive Roll 2, Evasion 2, Instant Up, Move-by Action)
. . Flight 2 (Speed: 25 mph, 220 ft./rnd)

Equipment: New Constructed Item (Binoculars, Bolos, Crossbow)

Attack Bonus: +0 (Ranged: +4, Melee: +0, Grapple: +0)

Attacks: Battering Whirlwind (Strike 8) (DC 23), Biting Gale (Blast 8), +8 (DC 23), Bolos, +4 (DC Ref 14), Crossbow, +4 (DC 18), Howling Tempest (Dazzle 5) (DC Fort/Ref 15), Nauseate 6, +8 (DC Fort/Staged 16), Steal Breath (Suffocate 6), +8 (DC Fort 16), Unarmed Attack, +0 (DC 15)

Defense: +8 (Flat-footed: +0), Knockback: -4

Initiative: +3

Languages: Elemental, Greek, Olympian

Totals: Abilities 28 + Skills 18 (72 ranks) + Feats 19 + Powers 40 + Combat 0 + Saves 15 + Drawbacks 0 = 120



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

Squall - Wind Eagle, Minion

Power Level: 8; Power Points Spent: 45/45
http://media.mnn.com/assets/images/2012/12/golden%20eagle.jpg.560x0_q80_crop-smart.jpg

STR: +0 (10), DEX: +4 (18), CON: +1 (12), INT: -4 (2), WIS: +3 (16), CHA: -2 (6)

Tough: +1, Fort: +4, Ref: +7, Will: +5

Skills: Notice 8 (+11), Stealth 4 (+12)

Feats: All-Out Attack, Attack Specialization 3 (Talons (Strike 2)), Eagle Eyes, Favored Environment 4 (Flying), Move-by Action

Powers:
Flight 2 (Speed: 25 mph, 220 ft./rnd; Power Loss (when wings are restrained))
Shrinking 4 (-1 size category; Normal Abilities; Permanent; Innate)
Talons (Strike 2) (DC 17)

Attack Bonus: +1 (Ranged: +1, Melee: +1, Grapple: -4)

Attacks: Talons (Strike 2), +7 (DC 17), Unarmed Attack, +1 (DC 15)

Defense: +4 (Flat-footed: +2), Size: Small, Knockback: +1

Initiative: +4

Drawbacks: Disability, very common, major, No Hands, Disability, very common, minor, Mute

Languages: Native Language

Totals: Abilities 4 + Skills 3 (12 ranks) + Feats 10 + Powers 22 + Combat 6 + Saves 8 - Drawbacks 8 = 45

kanly
02-29-2016, 01:56 PM
Widower (Hugh Matthews) - PL 10
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfl1/v/t1.0-9/12804905_1094867437202388_5477455711850699841_n.jp g?oh=b838c2e4dc033a304bd7d41abb911143&oe=576B3BE1

Strength 2/-1, Stamina 5/0, Agility 3, Dexterity 0, Fighting 8, Intellect 0, Awareness 4, Presence 0

Advantages
Assessment, Beginner's Luck, Benefit, Wealth (well-off), Connected, Defensive Roll 3, Eidetic Memory, Equipment 3, Great Endurance, Improved Critical 2: Wallop: Strength-based Damage 10, Improved Disarm, Improved Smash, Improved Trip, Jack-of-all-trades, Luck, Ritualist, Teamwork, Weapon Break, Well-informed

Skills
Acrobatics 5 (+8), Expertise: Magic 10 (+10), Insight 6 (+10), Intimidation 7 (+7), Investigation 8 (+8), Perception 6 (+10), Persuasion 6 (+6), Ranged Combat: Cane Fighting 10 (+10), Sleight of Hand 10 (+10), Stealth 5 (+8), Vehicles 1 (+1)

Powers
Rod of Sorrows (Easily Removable (indestructible))
. . Cane Defense: Enhanced Trait 4 (Traits: Dodge +2 (+10), Parry +2 (+10))
. . Cane Fighting
. . . . Ground Strike: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20; Limited: Targets must be on same surface as attacker)
. . . . Shockwave: Burst Area Affliction 10 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 20; Alternate Resistance (Dodge), Burst Area 2: 60 feet radius sphere, DC 20, Extra Condition; Limited: Target and attacker must be on same surface, Limited Degree)
. . . . Turnabout: Deflect 10 (Redirection, Reflect; Reduced Range: close)
. . . . Wallop: Strength-based Damage 10 (DC 27, Advantages: Improved Critical 2, Improved Smash, Weapon Break; Penetrating 6)
. . Eternal Life: Immortality 20 (Return after 3 seconds)
. . Immunity: Immunity 1 (Rare Descriptor: Own Powers)
. . Vitality: Enhanced Trait 17 (Traits: Strength +3 (+2), Stamina +5 (+5), Advantages: Great Endurance)

Equipment
Limousine, Skyscraper Penthouse, Undercover Shirt

Offense
Initiative +3
Grab, +8 (DC Spec 12)
Ground Strike: Burst Area Damage 10 (DC 25)
Shockwave: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)
Wallop: Strength-based Damage 10, +8 (DC 27)

Complications
Disability: Widower will revert to a rotting corpse if his cane is removed from him at any time
Honor: Widower has a somewhat outdated and slightly patronizing sense of how the world should work
Motivation: Doing Good: Widower sees it as his responcability to protect the world.

Languages
Native Language

Defense
Dodge 10/8, Parry 10/8, Fortitude 9, Toughness 10/5, Will 10

Power Points
Abilities 28 + Powers 52 + Advantages 18 + Skills 37 (74 ranks) + Defenses 15 = 150



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

Limousine - PL 10

Strength 8, Defense -4, Toughness 9, Size Huge

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 2 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7



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

Skyscraper Penthouse - PL 10

Toughness 6, Size Small

Features:
Fire Prevention System, Gym, Library, Living Space, Security System 1

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 01:57 PM
Yama King (Taira no Masakado)
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xpt1/v/t1.0-9/12717964_1094868573868941_15227596202420779_n.jpg? oh=a474ff7a8490e709dd247bdaa739b03c&oe=579859A5

Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +4 (18), CON: +6 (12/22), INT: +0 (10), WIS: +6 (14/23), CHA: +0 (10)

Tough: +6/+13, Fort: +8, Ref: +8, Will: +11

Skills: Acrobatics 8 (+12), Diplomacy 4 (+4), Handle Animal 8 (+8), Intimidate 4 (+4), Knowledge (art) 4 (+4), Knowledge (tactics) 9 (+9), Knowledge (theology & philosophy) 4 (+4), Language 1 (+1), Notice 4 (+10), Ride 6 (+10), Sense Motive 8 (+14)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Benefit (important family) (Taira clan), Benefit (military rank) 6 (colonel / captain), Challenge - Improved Feint, Combat Awareness, Defensive Attack, Dodge Focus 7, Equipment 4, Evasion, Follow-Up Strike, Improved Aim, Improved Block, Improved Disarm, Improved Initiative, Improved Sunder, Interpose, Jack-of-All-Trades, Lionheart, Minions 2, Monkey Climber, Power Attack, Prone Fighting, Quick Draw, Rhythm of Combat, Seize Initiative, Spirit Empathy, Swift, Takedown Attack, Teamwork, Tiger Leap, Twin Weapon Strike, Two-Handed Attack, Unbalancing Strike, Uncanny Dodge (Visual), Weapon Bind, Weapon Break, Zen Strike

Powers:
Demonic Aura (Linked)
. . Enhanced Trait 32 (Linked; Traits: Wisdom +9 (23, +6), Constitution +10 (22, +6), Feats: Assessment, Combat Awareness, Follow-Up Strike, Jack-of-All-Trades, Lionheart, Rhythm of Combat, Seize Initiative, Spirit Empathy, Swift, Teamwork, Tiger Leap, Unbalancing Strike, Zen Strike; Power Loss (No Weapons & armor))
. . Force Field 7 (Linked; +7 Toughness; Impervious; Power Loss (no weapons & armor))

Equipment: Arsenal (Bow, Long, Katana, Tetsubo, Wakizashi), Plate-Mail

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +12)

Attacks: Bow, Long, +10 (DC 24), Katana, +10 (DC 24), Tetsubo, +10 (DC 25), Unarmed Attack, +10 (DC 21), Wakizashi, +10 (DC 23)

Defense: +7 (Flat-footed: +0), Knockback: -10

Initiative: +8

Languages: English, Japanese

Totals: Abilities 18 + Skills 15 (60 ranks) + Feats 42 + Powers 44 + Combat 20 + Saves 11 + Drawbacks 0 = 150



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

Minion

Power Level: 10; Power Points Spent: 0/30

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +0, Fort: +0, Ref: +0, Will: +0

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)

Attacks: Unarmed Attack, +0 (DC 15)

Defense: +0 (Flat-footed: +0), Knockback: +0

Initiative: +0

Languages: Native Language

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Powers 0 + Combat 0 + Saves 0 + Drawbacks 0 = 0


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:03 PM
Wildcard - PL 12
https://scontent-iad3-1.xx.fbcdn.net/hphotos-xfl1/v/t1.0-9/12802991_1094872010535264_7974664553587857559_n.jp g?oh=3b048e3a29dfd7f1737c2568fdf44523&oe=574FF2D4

Strength 3, Stamina 4, Agility 4, Dexterity 7, Fighting 10, Intellect 0, Awareness 3, Presence 0

Advantages
Accurate Attack, Agile Feint, All-out Attack, Benefit, Ambidexterity, Defensive Attack, Defensive Roll 5, Equipment 4, Grabbing Finesse, Hide in Plain Sight, Improved Aim, Improved Critical 4: Throw, Improved Disarm, Improved Initiative, Improvised Weapon, Instant Up, Luck 4, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Ranged Attack 10, Redirect, Seize Initiative, Skill Mastery: Acrobatics, Takedown, Throwing Mastery 4, Ultimate Effort: Ultimate Aim, Uncanny Dodge

Skills
Acrobatics 11 (+15), Athletics 7 (+10), Close Combat: Unarmed 3 (+13), Deception 10 (+10), Insight 10 (+13), Perception 7 (+10), Sleight of Hand 6 (+13), Stealth 11 (+15), Vehicles 1 (+8)

Equipment
Binoculars, Bolos, Commlink, Flashlight, Gas Mask, Leather Armor, Night Vision Goggles, Rebreather, Restraints, Shuriken, Stun Ammo

Offense
Initiative +8
Bolos, +17 (DC Dog 17)
Grab, +10 (DC Spec 17)
Shuriken, +17 (DC 20)
Throw, +17 (DC 22)
Unarmed, +13 (DC 18)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 10, Toughness 10/4, Will 14

Power Points
Abilities 62 + Powers 0 + Advantages 54 + Skills 33 (66 ranks) + Defenses 31
Total 180

kanly
02-29-2016, 02:13 PM
Spoilsport (Adam Douglas) - PL 10
https://scontent-ord1-1.xx.fbcdn.net/hphotos-ash2/v/t1.0-9/10425006_853089398046861_7063452214389183939_n.jpg ?oh=f810c3f4c55cb9713644ec479d10edaf&oe=575FBAD4

Strength 10, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 8, Awareness 3, Presence 2

Advantages
Agile Feint, Beginner's Luck, Benefit, Wealth 3 (millionare), Eidetic Memory, Equipment 2, Inventor, Move-by Action, Speed of Thought

Skills
Athletics 7 (+17), Close Combat: Unarmed 6 (+10), Expertise: Science 8 (+16), Insight 2 (+5), Investigation 4 (+12), Perception 5 (+8), Stealth 4 (+6), Technology 8 (+16), Vehicles 4 (+6)

Powers
Bio boosters (Removable)
. . Enhanced Ability: Enhanced Strength 8 (+8 STR; Activation: move action)
. . Leaping: Leaping 2+2 ([Stacking ranks: +2], Leap 120 feet at 30 miles/hour)
. . Quickness: Quickness 2+3 ([Stacking ranks: +3], Perform routine tasks in -5 time ranks; Limited to One Type: Physical)
. . Speed: Speed 2+6 ([Stacking ranks: +6], Speed: 500 miles/hour, 1 mile/round)
Low Friction suit (Removable)
. . Immunity: Immunity 5 (Entrapment; Limited - Half Effect)
. . Protection: Protection 10 (+10 Toughness; Impervious [6 ranks only])
Overclocker (Removable)
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Move-by Action)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour; Stacks with: Leaping: Leaping 2+2)
. . Quickness: Quickness 3 (Perform routine tasks in -3 time ranks; Stacks with: Quickness: Quickness 2+3)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Stacks with: Speed: Speed 2+6)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round; Stacks with: Speed: Speed 2+6)

Equipment
Skyscraper Penthouse

Offense
Initiative +8
Grab, +4 (DC Spec 20)
Throw, +2 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 12, Will 11

Power Points
Abilities 50 + Powers 41 + Advantages 10 + Skills 24 (48 ranks) + Defenses 25 = 150

Validation: Complications: At least 2 Complications are required



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

Skyscraper Penthouse - PL 10

Toughness 6, Size Small

Features:
Communications, Computer, Fire Prevention System, Gym, Library, Living Space, Security System 3, Workshop

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:19 PM
Renascence - PL 10

Strength 2, Stamina 2, Agility 5, Dexterity 5, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, Attractive, Chokehold, Close Attack 9, Connected, Defensive Roll 3, Equipment 2, Evasion, Improved Aim, Improved Critical 2: Bow, Improved Initiative 2, Improvised Weapon 2, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 5, Throwing Mastery 2

Skills
Acrobatics 6 (+11), Athletics 6 (+8), Deception 7 (+9), Insight 6 (+8), Intimidation 5 (+7), Investigation 7 (+8), Perception 8 (+10), Persuasion 7 (+9), Ranged Combat: Bows 7 (+12), Stealth 3 (+8), Vehicles 4 (+9)

Equipment
Leather Armor, New Constructed Item (Bow, Club, Knife, Sword)

Offense
Initiative +13
Bow, +17 (DC 18)
Club, +15 (DC 19)
Grab, +15 (DC Spec 12)
Knife, +15 (DC 18)
Sword, +15 (DC 20)
Throw, +10 (DC 19)
Unarmed, +15 (DC 17)

Languages
Native Language

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 6/2, Will 8

Power Points
Abilities 50 + Powers 0 + Advantages 38 + Skills 33 (66 ranks) + Defenses 29 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:21 PM
Ohm - PL 10

Strength 6/0, Stamina 2, Agility 3, Dexterity 2, Fighting 6, Intellect 0, Awareness 1, Presence 2

Advantages
All-out Attack, Evasion, Improved Initiative

Skills
Acrobatics 4 (+7), Athletics 4 (+10), Close Combat: Containment Suit 4 (+10), Expertise: Military 4 (+4), Intimidation 5 (+7), Ranged Combat: Arc Lightning: Damage 7 11 (+13)

Powers
Arc Lightning: Damage 7 (DC 22; Increased Range: ranged, Multiattack)
. . Blinding Flash: Cumulative Perception Area Affliction 7 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 17; Perception Area: DC 17 - Visual, Cumulative)
. . Weaken: Burst Area Broad Simultaneous Weaken 5 (Alternate; Affects: Electronics, Resisted by: Fortitude, DC 15; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 15, Broad: Electronic Devices, Simultaneous)
Containment Suit (Removable)
. . Energy Absorption: Enhanced Trait 6 (Traits: Strength +3 (+6); Affects Corporeal 3, Reaction: reaction; Fades)
. . Enhanced Trait: Enhanced Trait 6 (Traits: Strength +3 (+6); Affects Corporeal 3)
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Electrosense: Senses 3 (Acute: Detect Electricity, Detect: Electricity 1, Ranged: Detect Electricity)
Immunity: Immunity 17 (Critical Hits, Damage Effect: Electrical, Life Support)
Insubstantial: Insubstantial 3 (Energy; Innate; Permanent)
Regeneration: Regeneration 10 (Every 1 round; Source: Electricity)

Offense
Initiative +7
Arc Lightning: Damage 7, +13 (DC 22)
Blinding Flash: Cumulative Perception Area Affliction 7 (DC Fort 17)
Grab, +6 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)
Weaken: Burst Area Broad Simultaneous Weaken 5 (DC Fort 15)

Complications
Accident: When he looses control of his emotions, he frequently does accidental use of his EMP ability.
Addiction: He feeds on electricity and will "starve" without a ready supply.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 2, Will 9

Power Points
Abilities 32 + Powers 82 + Advantages 3 + Skills 16 (32 ranks) + Defenses 17 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:24 PM
Mercury (Ellie Hondek) - PL 10
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfa1/v/t1.0-9/12512321_1079999948689137_4632288704571149409_n.jp g?oh=43d71e5adcfb079d65d70162363190ee&oe=574F88DF

Strength 8/2, Stamina 6/2, Agility 7/2, Dexterity 2, Fighting 4/2, Intellect 8, Awareness 4, Presence 0

Advantages
Agile Feint, Attractive 2, Benefit, Wealth 3 (millionare), Eidetic Memory, Equipment 3, Improved Initiative, Inventor, Move-by Action, Well-informed

Skills
Acrobatics 3 (+10), Athletics 5 (+15/+13), Close Combat: Unarmed 2 (+11/+6), Expertise: Science 7 (+15), Insight 1 (+5), Investigation 4 (+12), Perception 3 (+10/+7), Stealth 3 (+10), Technology 7 (+15), Vehicles 1 (+5/+3)

Powers
Mercury suit (Removable)
. . Bio Boosters: Enhanced Trait 34 (Traits: Agility +5 (+7), Stamina +4 (+6), Strength +6 (+8), Fighting +2 (+4); Activation: move action)
. . Immunity: Immunity 6 (Entrapment, Environmental Condition: Heat; Limited - Half Effect)
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Protection: Protection 6 (+6 Toughness; Impervious)
. . Reinforced Gauntlets and Greaves: Strength-based Damage 1 (DC 24)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Stacks with: Speed: Speed 4+4)
Synaptic Accelerator Helmet (Removable)
. . Enhanced Trait: Enhanced Trait 15 (Traits: Athletics +2 (+15), Close Combat +5 (+11), Perception +3 (+10), Vehicles +2 (+5), Will +5 (+11), Advantages: Agile Feint, Eidetic Memory, Improved Initiative, Move-by Action)
. . Immunity: Immunity 2 (Suffocation (All))
. . Immunity: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Quickness: Quickness 4 (Perform routine tasks in -4 time ranks)
. . Speed: Speed 4+4 ([Stacking ranks: +4], Speed: 500 miles/hour, 1 mile/round)

Equipment
Cell Phone (Smartphone), Commlink, Lock Release Gun, Multi-tool, Skyscraper Penthouse

Offense
Initiative +11
Grab, +4 (DC Spec 18)
Reinforced Gauntlets and Greaves: Strength-based Damage 1, +11 (DC 24)
Throw, +2 (DC 23)
Unarmed, +11 (DC 23)

Complications
Disability: Due to a degenerative nerve disorder,
Identity

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 12, Will 11/6

Power Points
Abilities 44 + Powers 68 + Advantages 10 + Skills 18 (36 ranks) + Defenses 10 = 150



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

Skyscraper Penthouse - PL 10

Toughness 6, Size Small

Features:
Communications, Computer, Fire Prevention System, Gym, Library, Living Space, Security System 3, Workshop

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 10 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:26 PM
Leashy (the Green Man) - PL 10
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/12669412_1081062011916264_1972791703514569657_n.jp g?oh=5af43c1e57d50700f5f281cb6cd47065&oe=57550AB9

Strength 6, Stamina 6, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 4, Presence 0

Advantages
Chokehold, Connected, Contacts, Evasion, Fast Grab, Favored Environment: Woodlands, Great Endurance, Improved Disarm, Improved Grab, Improved Hold, Improved Trip

Skills
Athletics 6 (+12), Expertise: Botany 4 (+4), Expertise: History 2 (+2), Intimidation 6 (+8), Perception 4 (+8)

Powers
Plant Toxins: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate 3: +6, Cumulative)
. . Cornicopia: Create 10 (Alternate; Volume: 1000 cft., DC 20; Innate, Movable, Precise, Subtle: look natural; Limited: Plant matter only)
. . Herbal Medicine: Healing 10 (Alternate; Energizing, Persistent, Precise, Restorative, Stabilize; Empathic, Source: Vegitation)
. . Wild Growth: Cumulative Burst Area Affliction 10 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative, Extra Condition, Selective; Distracting, Limited Degree, Source: Vegitation)
Vine Gesalt (Activation: Free Action)
. . Barkskin: Protection 6 (+6 Toughness)
. . Branching: Extra Limbs 3 (3 extra limbs, Advantages: Improved Grab)
. . Brush the Canopy: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
. . Forest Vitality: Immunity 14 (Aging, Critical Hits, Life Support, Sleep; Limited - Half Effect)
. . Ground Cover: Movement 1 (Slithering)
. . Kudzu: Elongation 4 (Elongation: 250 feet, +4 to grab)
. . One with Nature: Concealment 10 (All Senses; Blending, Source: Vegitation)
. . Photosynthisis: Regeneration 10 (Every 1 round; Persistent; Source: Sunlight)
. . Writhing Mass: Insubstantial 1 (Fluid)
Wooden Tounges
. . Comprehend: Comprehend 2 (Plants, Advantages: Connected, Contacts)
. . Enhanced Trait: Enhanced Trait 6 (Traits: Persuasion +6 (+6), Investigation +6 (+6); Limited: Plants Only)

Offense
Initiative +2
Grab, +8 (DC Spec 20)
Plant Toxins: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +0 (DC 21)
Unarmed, +4 (DC 21)
Wild Growth: Cumulative Burst Area Affliction 10 (DC Fort/Will 20)

Complications
Monstrous: The Green Man's body is made of countles vines twisting and sliding over each other. Some mistake these for the writhing tenticales which were all too common among the eldritch horrors.
Mythic Weakness: Fire: The forest has always feared the all consuming flame. While fire will do no more damage to him than it would to anyone else, the Green Man has an instinctive fear of it which is difficult to overcome.

Languages
English

Defense
Dodge 4, Parry 6, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 28 + Powers 85 + Advantages 8 + Skills 11 (22 ranks) + Defenses 18 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:27 PM
Jorel Hopkis - PL 6
http://www.4dexcellence.com/wp-content/uploads/tightrope-juggler.jpg

Strength 0, Stamina 2, Agility 4, Dexterity 3, Fighting 2, Intellect 2, Awareness 3, Presence 0

Advantages
Accurate Attack, Agile Feint, Benefit, Ambidexterity, Connected, Defensive Roll 3, Evasion, Hide in Plain Sight, Improved Aim, Improvised Tools, Instant Up, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 3, Throwing Mastery 3, Well-informed

Skills
Acrobatics 10 (+14), Athletics 8 (+8), Close Combat: Whip 4 (+6), Expertise: Criminal 3 (+5), Expertise: Streetwise 8 (+10), Insight 7 (+10), Investigation 5 (+7), Perception 7 (+10), Sleight of Hand 11 (+14), Stealth 10 (+14), Technology 1 (+3)

Equipment
Weapons [No Cost] (Bolos, Club, Iron dagger, Shuriken, Silver Dagger, Stake, Warhammer, Whip), Gear [No Cost] (Binoculars, Camo Clothing, Leather Armor, Small Wooden Shield, Toolkit (Basic))

Offense
Initiative +4
Bolos, +6 (DC Dog 16)
Club, +2 (DC 17)
Grab, +2 (DC Spec 10)
Iron dagger, +2 (DC 16)
Shuriken, +6 (DC 19)
Silver Dagger, +2 (DC 16)
Stake, +2 (DC 15)
Throw, +6 (DC 18)
Unarmed, +2 (DC 15)
Warhammer, +2 (DC 18)
Whip, +6 (DC 15)

Languages
Native Language

Defense
Dodge 5, Parry 3, Fortitude 2, Toughness 6/2, Will 3

Power Points
Abilities 32 + Powers 0 + Advantages 21 + Skills 37 (74 ranks) + Defenses 0 = 90

Complications:
Relationship: Lindsy Hopkis (Mother) - Jorel's dear old mum. Her arthritis is something terrible from her years as a washer woman, but luckily she has her son to watch out for her.
Enemy: Yellow King's Men- Jorel used to run distraction for the Jacob's Island boys, until the king's men tried to recruit him. He turned them down flat, and in retaliation, they killed his brother Morris, for which he has never forgiven himself or them.
Reputation: Thief and scoundrel - Jorel is know to the police of London as a person of interest in several robberies which occurred near the borders of the Jacob's island rookery.
Prejudice: Poor - Jorel grew up in one of the worst sections of London, where simple survival was a daily battle. Knowing which fork to use or the proper way to eat a cucumber sandwich were not high on his list of priorities. Many look down on him and the other teeming masses as little more than grist for the mills.

Background:
Jorel grew up in the squalor of the Jacob's Island rookery. His father, Lestor drank himself into an early grave, leaving his mother Lindsy to raise Morris and Jorel on her own. They survived, but just barely. Jorel tried begging to get more money for food, but seemed to have no talent for it, however he did discover that he had great talent in acrobatics and juggling. Even so, it was hard to make enough to pay for food. He soon realized though that there were several boys who kept showing up at his performances, and it was just a matter of time before he realized that they were pick pocketing some of his patrons. Once he realized who and what they were, he demanded a slice of their profits. The arrangement worked for several years until a rival gang tried to acquire him for his own crew. when he turned them down they killed his brother, devastating him. No longer able to even look at his former friends, he joined up with a passing elemental hunting crew and has been working odd jobs with them ever since.

kanly
02-29-2016, 02:29 PM
Gearoid O'Cearul - PL 6
https://s-media-cache-ak0.pinimg.com/originals/72/3a/25/723a2553621582baa71dd4515f0d62c1.jpg

Strength 5/3, Stamina 3, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 4, Presence 3

Advantages
All-out Attack, Benefit (Status: Noble), Chokehold, Daze (Intimidation), Diehard, Equipment 3, Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Grab, Improved Hold, Languages 1, Minion, Startle, Takedown

Skills
Athletics 5 (+10), Close Combat: Hand to Hand 2 (+6), Expertise (DEX): Riding 4 (+4), Insight 2 (+6), Intimidation 6 (+13/+9), Perception 5 (+9), Ranged Combat: Throw 4 (+4)

Powers
Ear Boxing: Affliction 6 (1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, DC 16; Alternate Resistance (Dodge), Extra Condition; Limited Degree)
Giantism: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)
Second Wind: Healing 6 (Triggered: 2 uses - When suffering 2+ degrees of damage; Limited: Self only)
Warp Spasm: Enhanced Trait 7 (Traits: Strength +2 (+5), Intimidation +4 (+13), Advantages: Fearless; Activation 2: standard action, Quirk: While raging, Gearoid cannot use any abilities that require patience or concentration)

Equipment
Chain-mail, Medium Wooden Shield, New Constructed Item (Brass Knuckles, food 0, Spear, Sword)

Offense
Initiative +0
Brass Knuckles, +6 (DC 21)
Ear Boxing: Affliction 6, +4 (DC Dog/Fort/Will 16)
Grab, +4 (DC Spec 15)
Spear, +4 (DC 23)
Sword, +4 (DC 23)
Throw, +4 (DC 20)
Unarmed, +6 (DC 20)

Complications
Relationship: https://s-media-cache-ak0.pinimg.com/236x/0c/96/f6/0c96f652fd0b9b854c30375f047aa06e.jpg
Emain Macha (Brother's Fiance) - Beautiful, fierce and betrothed to his brother. Gearoid has loved her from the moment that the two first met, but doesn't think that he could ever be worthy of her. Further, he could never betray his brother like that even if she did return his feelings.
Relationship: https://s-media-cache-ak0.pinimg.com/originals/c5/7c/31/c57c3158aa6b72d0a8222f16bfefc8bb.jpg
Quilan O'Cearul (Brother, older by three minutes) - Though twins, the two brothers could not be more different in looks or personality. Whereas Gearoid is a wild giant warrior, Quilan is a small, brilliant statesman. Every bit one of the bard kings of old.
Motivation: Thrills - "We are men of action, lies do not become us." Gearoid is desperate for distraction from his personal woes and so throws himself into ever more wild and dangerous situations. So far, he has managed to survive, but that only fuels his desire for greater challenges.
Languages
English, Gaelic

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities 30 + Powers 20 + Advantages 17 + Skills 14 (28 ranks) + Defenses 9 = 90

Personality
Gearoid is slow to anger, quick to offer grace, but his wrath is terrible to behold!
He does not complain if the challenges he faces seem too much to bear. Fate can be a cruel mistress.

Background: Discovered by elemental hunters in Greenland where he had fled to forget his woes, Gearoid was convinced to join up with them as their line of work was considerably more distracting than glacier climbing. That is, until he discovered that his brother was one of the individuals backing the elemental hunt. Now he is stuck in a contract that he can't break, tying him to the very people he was trying to forget.

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

Fintan (War Horse) - PL 6
https://s-media-cache-ak0.pinimg.com/236x/fc/6f/23/fc6f2308b05ee26440c66d84a3cd2242.jpg
Strength 4, Stamina 4, Agility 1, Dexterity -4, Fighting 3, Intellect -4, Awareness 1, Presence -3

Advantages
Equipment 1, Move-by Action

Skills
Athletics 2 (+6), Perception 4 (+5)

Powers
Equestrian Stride: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Eyes on the side of the head: Senses 1 (Radius: Vision)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Trample: Strength-based Damage 2 (DC 21)

Equipment
Chain-mail, Iron Horse shoes (Brass Knuckles), Saddle Bags (empty) 1

Offense
Initiative +1
Grab, +3 (DC Spec 14)
Iron Horse shoes, +3 (DC 20)
Throw, -4 (DC 19)
Trample: Strength-based Damage 2, +3 (DC 21)
Unarmed, +3 (DC 19)

Complications
Disability: No Hands
Disability: Mute

Languages
Native Language

Defense
Dodge 2, Parry 3, Fortitude 5, Toughness 7, Will 1

Power Points
Abilities -12 + Powers 16 + Advantages 2 + Skills 3 (6 ranks) + Defenses 6 = 15

kanly
02-29-2016, 02:30 PM
Carapace - PL 10

Strength 10, Stamina 8, Agility 3, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 1

Advantages
Close Attack 6, Fast Grab, Great Endurance, Improved Disarm, Improved Grab, Improved Smash, Interpose, Power Attack, Ultimate Effort: Toughness Save, Weapon Bind, Weapon Break

Skills
Athletics 4 (+14), Insight 4 (+6), Intimidation 10 (+11), Perception 4 (+6), Ranged Combat: Throw 4 (+7)

Powers
Aquatic Adaption
. . Aquatic: Movement 1 (Environmental Adaptation: Aquatic)
. . Deep Sea Adapted: Immunity 3 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Senses: Senses 4 (Acute: Scent, Danger Sense: Scent, Direction Sense, Low-light Vision)
. . Swimming: Swimming 7 (Speed: 60 miles/hour, 900 feet/round)
Carapace
. . Protection: Protection 4 (+4 Toughness; Impervious [8 extra ranks])
Crustacean Physiology (Advantages: Great Endurance, Ultimate Effort: Toughness Save)
. . Enhanced Ability: Enhanced Stamina 6 (+6 STA)
. . Enhanced Ability: Enhanced Strength 9 (+9 STR, Advantages: Fast Grab, Improved Grab, Power Attack, Weapon Bind, Weapon Break)
. . Immovable: Feature 4 (Notes: Strength usable only to resist Move effects)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
. . Stunning Attack (Notes: Alternate Strentgh Damage effect)
. . . . Stunning Blow: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)

Offense
Initiative +3
Grab, +10 (DC Spec 20)
Stunning Blow: Affliction 10, +10 (DC Fort 20)
Throw, +7 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 34 + Powers 75 + Advantages 9 + Skills 13 (26 ranks) + Defenses 19 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:32 PM
Eddie Barclay (Battalion) - PL 10
https://roninarmy.com/attachment.php?attachmentid=50&d=1420037120

Strength 2, Stamina 4, Agility 2, Dexterity 0, Fighting 2, Intellect 6, Awareness 4, Presence 0

Advantages
Defensive Roll 2, Eidetic Memory, Equipment 2, Improvised Tools, Inventor

Skills
Close Combat: Unarmed 8 (+10), Expertise: Science 4 (+10), Perception 4 (+8), Stealth 4 (+6), Technology 4 (+10)

Powers
Summon Servants: Feature 1
Summon: Summon 6 (Active, Controlled, Horde, Mental Link, Multiple Minions 2: 4 minions, Sacrifice, Type (General): Small Robots)

Equipment
Brass Knuckles, Bulletproof Vest, Fire Extinguisher, Flash Goggles, Gas Mask, GPS Receiver, Lock Release Gun, Multi-tool

Offense
Initiative +2
Brass Knuckles, +10 (DC 18)
Grab, +2 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +10 (DC 17)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/4, Will 12

Power Points
Abilities 40 + Powers 63 + Advantages 7 + Skills 12 (24 ranks) + Defenses 28 = 150

Validation: Complications: At least 2 Complications are required


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

Cute Robo-dragon - PL 6

Strength 0, Stamina -, Agility 4, Dexterity 0, Fighting 0, Intellect -, Awareness 1, Presence -

Advantages
Agile Feint, Attractive 2, Defensive Roll 2, Eidetic Memory, Evasion 2, Move-by Action, Tracking

Skills
Acrobatics 2 (+6), Insight 4 (+5), Perception 8 (+9), Stealth 2 (+10)

Powers
Big Soulful Eyes: Senses 1 (Low-light Vision)
Breath Weapon: Damage 4 (DC 19; Accurate 4: +8, Increased Range: ranged, Multiattack)
. . Cutting Torch: Weaken 6 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 16; Accurate 3: +6, Affects Objects Only, Penetrating 6, Precise)
. . Smoke Cloud: Cloud Area Concealment Attack 5 (Alternate; All Visual Senses, Sense - Smell, DC 15; Cloud Area: 15 feet radius sphere, DC 15, Attack: Fortitude)
Immunity to Fortitude Effects
Immunity: Immunity 10 (Emotion Effects, Interaction Skills)
Iridescent Wings: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Wings)
Senses: Senses 1 (Radio)
Small and Cute (Advantages: Attractive 2)
. . Shrinking: Shrinking 4 (+4 Stealth, +2 active defenses, -1 size rank; Innate, Normal Strength; Permanent)

Offense
Initiative +4
Breath Weapon: Damage 4, +8 (DC 19)
Cutting Torch: Weaken 6, +6 (DC Fort 16)
Grab, +0 (DC Spec 10)
Smoke Cloud: Cloud Area Concealment Attack 5 (DC Fort 15)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude Immune, Toughness 2/0, Will Immune

Power Points
Abilities -20 + Powers 78 + Advantages 8 + Skills 8 (16 ranks) + Defenses 6 = 80



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

K9 - PL 6

Strength 4, Stamina -, Agility 0, Dexterity 0, Fighting 4, Intellect -, Awareness 0, Presence -

Advantages
Eidetic Memory, Evasion, Improved Critical 4: Claws and teeth: Strength-based Damage 2, Improved Initiative 2, Power Attack, Prone Fighting, Teamwork

Skills
Acrobatics 10 (+10), Athletics 6 (+10), Close Combat: Unarmed 2 (+6), Perception 10 (+10), Stealth 6 (+10)

Powers
Claws and teeth: Strength-based Damage 2 (DC 21)
Enhanced Sensor Suite: Senses 13 (Accurate: Scent, Analytical: Scent, Danger Sense: Hearing, Direction Sense, Distance Sense, Extended: Hearing 1: x10, Infravision, Radio, Time Sense, Tracking: Scent 1: -1 speed rank, Ultra-hearing, Ultravision)
Immunity to Fortitude Effects
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Sure-footed 1)
Protection: Protection 5 (+5 Toughness)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +8
Claws and teeth: Strength-based Damage 2, +6 (DC 21)
Grab, +4 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +4 (DC 19)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude Immune, Toughness 5, Will Immune

Power Points
Abilities -12 + Powers 68 + Advantages 11 + Skills 17 (34 ranks) + Defenses 6 = 90



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

Maintenance Droid - PL 6

Strength 6, Stamina -, Agility 0, Dexterity 3, Fighting 0, Intellect -5, Awareness 1, Presence -

Advantages
Benefit, Ambidexterity, Eidetic Memory, Improved Grab, Improved Hold, Improved Smash, Improvised Tools, Power Attack, Skill Mastery: Expertise: science, Skill Mastery: Technology, Skill Mastery: Treatment

Skills
Close Combat: Welding Torch 6 (+6), Expertise: science 15 (+10), Perception 4 (+5), Technology 15 (+10), Treatment 15 (+10)

Powers
Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Immunity to Fortitude Effects
Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
Protection: Protection 8 (+8 Toughness)
Senses: Senses 1 (Radio)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)
Welding Torch: Damage 4 (DC 19; Precise)

Offense
Initiative +0
Grab, +0 (DC Spec 16)
Throw, +3 (DC 21)
Unarmed, +0 (DC 21)
Welding Torch: Damage 4, +6 (DC 19)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 8, Will None

Power Points
Abilities -8 + Powers 57 + Advantages 9 + Skills 28 (55 ranks) + Defenses 4 = 90



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

Toy Soldier - PL 7

Strength -5, Stamina -, Agility 4, Dexterity 0, Fighting 4, Intellect -, Awareness 0, Presence -

Advantages
All-out Attack, Defensive Attack, Defensive Roll 4, Eidetic Memory, Evasion 2, Hide in Plain Sight, Improved Aim, Improved Critical 4: Built-In Weapon: Damage 6, Improved Defense, Improved Trip, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Skill Mastery: Stealth, Teamwork

Skills
Acrobatics 6 (+10), Athletics 15 (+10), Perception 10 (+10), Ranged Combat: Built-In Weapon: Damage 6 6 (+6), Sleight of Hand 8 (+8), Stealth 4 (+16)

Powers
Built-In Weapon: Damage 6 (DC 21; Increased Range: ranged)
Immunity to Fortitude Effects
Senses: Senses 1 (Radio)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)

Offense
Initiative +4
Built-In Weapon: Damage 6, +6 (DC 21)
Grab, +4 (DC Spec 5)
Throw, +0 (DC 10)
Unarmed, +4 (DC 10)

Languages
Native Language

Defense
Dodge 10, Parry 8, Fortitude Immune, Toughness 4/0, Will Immune

Power Points
Abilities -20 + Powers 60 + Advantages 23 + Skills 25 (49 ranks) + Defenses 2 = 90


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:33 PM
Anansi - PL 10
https://roninarmy.com/attachment.php?attachmentid=426&d=1487185425
Strength 4/3, Stamina 4, Agility 5, Dexterity 5, Fighting 8, Intellect 4, Awareness 2, Presence 3

Advantages
Assessment, Close Attack 2, Contacts, Defensive Roll 2, Equipment 3, Improved Grab, Improved Initiative, Jack-of-all-trades, Power Attack, Skill Mastery: Investigation, Well-informed

Skills
Acrobatics 5 (+10), Athletics 4 (+8), Close Combat: Unarmed 6 (+14), Deception 7 (+10), Expertise: Psychology 4 (+8), Insight 5 (+7), Intimidation 2 (+5), Investigation 10 (+14), Perception 5 (+7), Persuasion 7 (+10), Ranged Combat: Throw 8 (+13), Vehicles 1 (+6)

Powers
Talisman of the Spider (Removable)
. . Comprehend: Comprehend 2 (Languages - Speak All, Languages - Understand All)
. . Enhanced Trait: Enhanced Trait 13 (Traits: Strength +1 (+4), Dodge +3 (+12), Parry +2 (+12), Fortitude +2 (+8), Will +4 (+12))
. . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
. . Protection: Protection 2 (+2 Toughness)
. . Senses: Senses 1 (Infravision)

Equipment
New Constructed Item (Bolos, Boomerang, Flash Grenade, Sleep Gas Grenade)

Offense
Initiative +9
Bolos, +13 (DC Dog 13)
Boomerang, +13 (DC 20)
Flash Grenade, +13 (DC Dog/Fort 14)
Grab, +10 (DC Spec 14)
Sleep Gas Grenade, +13 (DC Dog/Fort 14)
Throw, +13 (DC 19)
Unarmed, +16 (DC 19)

Complications
Motivation: Recognition
Motivation: Thrills

Languages
Native Language

Defense
Dodge 12/9, Parry 12/10, Fortitude 8/6, Toughness 8/6, Will 12/8

Power Points
Abilities 68 + Powers 22 + Advantages 14 + Skills 32 (64 ranks) + Defenses 14 = 150


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:34 PM
Aracnoid - PL 10
https://roninarmy.com/attachment.php?attachmentid=432&d=1487193529
Strength 8/2, Stamina 10/0, Agility 3, Dexterity 2, Fighting 10, Intellect 0, Awareness 4, Presence 2

Advantages
Close Attack, Daze (Intimidation), Defensive Roll 2, Diehard, Evasion, Fast Grab, Fearless, Improved Critical 4: Mandibles and claws: Strength-based Damage 1, Improved Grab, Improved Hold, Power Attack, Startle

Skills
Acrobatics 7 (+10), Intimidation 14 (+18), Perception 7 (+11)

Powers
Drain: Regeneration 10 (Every 1 round; Source: Blood)
Enhanced Trait: Enhanced Trait 33 (Traits: Strength +6 (+8), Stamina +10 (+10), Advantages: Close Attack)
Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
Impervious Defense: Impervious Toughness 5
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
Movement: Movement 2 (Wall-crawling 2: full speed)
Senses: Senses 2 (Low-light Vision, Radius: Visual)
Spider Swarm: Summon 3 (Active, Controlled; Custom: Self powered)
Spit Venom: Affliction 9 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, DC 19; Alternate Resistance (Dodge), Reach (melee) 2: 10 ft.)
. . Mandibles and claws: Strength-based Damage 1 (Alternate; DC 24, Advantages: Improved Critical 4; Penetrating 5, Precise)

Offense
Initiative +3
Grab, +11 (DC Spec 18)
Mandibles and claws: Strength-based Damage 1, +11 (DC 24)
Spit Venom: Affliction 9, +11 (DC Dog/Fort/Will 19)
Throw, +2 (DC 23)
Unarmed, +11 (DC 23)

Complications
Monstrous
Motivation: Greed

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 12/10, Will 10

Power Points
Abilities 30 + Powers 83 + Advantages 10 + Skills 14 (28 ranks) + Defenses 13 = 150



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

Spider swarm (Minion) - PL 3

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude 0, Toughness 0, Will 0

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:35 PM
Anubis - PL 10
https://roninarmy.com/attachment.php?attachmentid=428&d=1487188329

Strength 8, Stamina 8, Agility 2, Dexterity 2, Fighting 10, Intellect 1, Awareness 2, Presence 2

Advantages
Attractive, Benefit, Wealth 2 (indepently wealthy), Close Attack 2, Connected, Equipment 2, Fearless, Improved Initiative 2, Ritualist, Startle

Skills
Expertise: Magic 4 (+5), Expertise: Theology 6 (+7), Insight 6 (+8), Intimidation 8 (+10), Perception 6 (+8), Persuasion 8 (+10)

Powers
Divine Regalia (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Gliding [4 ranks only])
. . Force Field: Protection 2 (+2 Toughness; Sustained)
Enhanced Trait: Enhanced Trait 4 (Advantages: Close Attack 2, Improved Initiative 2)
Growth: Density Growth 2 (+2 STR, +2 STA, +2 mass ranks; Density)
Hypnotic Eyes: Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Perception Area: DC 20 - Visual)
. . Withering Gaze: Perception Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Perception Area: DC 20 - Visual)
Immortality: Immortality 1 (Return after 2 weeks)
Regeneration: Regeneration 5 (Every 2 rounds; Persistent; Source: Darkness)

Equipment
Hidden Temple

Offense
Initiative +10
Grab, +12 (DC Spec 18)
Hypnosis: Perception Area Affliction 10 (DC Will 20)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)
Withering Gaze: Perception Area Affliction 1 (DC Fort 11)

Languages
Native Language

Defense
Dodge 8, Parry 10, Fortitude 12, Toughness 10, Will 8

Power Points
Abilities 62 + Powers 44 + Advantages 9 + Skills 19 (38 ranks) + Defenses 16 = 150

Validation: Complications: At least 2 Complications are required



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

Hidden Temple - PL 10

Toughness 10, Size Huge

Features:
Deathtraps, Holding Cells, Isolated, Secret 1

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
02-29-2016, 02:36 PM
Appolo - PL 10
https://roninarmy.com/attachment.php?attachmentid=427&d=1487185543
Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 4, Presence 1

Advantages
Attractive 2, Inspire 2, Leadership, Teamwork

Skills
Acrobatics 6 (+10), Athletics 2 (+10), Expertise: History 4 (+4), Insight 4 (+8), Perception 7 (+11), Persuasion 9 (+10)

Powers
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Immortality: Immortality 1 (Return after 2 weeks)
Immunity: Immunity 11 (Aging, Life Support)
Protection: Protection 4 (+4 Toughness)
Regeneration: Regeneration 5 (Every 2 rounds; Persistent; Source: Solar)
Senses: Senses 5 (Extended: Vision 2: x100, Infravision, Microscopic Vision 1: dust-size, Ultravision)
Strength Effect
. . Solar Blast: Damage 12 (Alternate; DC 27; Accurate 2: +4, Increased Range: ranged; Distracting, Unreliable (5 uses))

Offense
Initiative +4
Grab, +8 (DC Spec 18)
Solar Blast: Damage 12, +8 (DC 27)
Throw, +4 (DC 23)
Unarmed, +8 (DC 23)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 74 + Powers 42 + Advantages 6 + Skills 16 (32 ranks) + Defenses 12 = 150

Validation: Complications: At least 2 Complications are required


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
09-18-2016, 09:23 AM
Gregor Smith
http://i.imgur.com/8icfm.png

Power Level: 10; Power Points Spent: 30/30

STR: +4 (18), DEX: +0 (10), CON: +3 (16), INT: -1 (8), WIS: +1 (12), CHA: +0 (10)

Tough: +3/+4, Fort: +3, Ref: +0, Will: +1

Skills: Craft (mechanical) 4 (+3/+5), Disable Device 4 (+3), Drive 1 (+1), Handle Animal 4 (+4), Intimidate 4 (+4), Ride 1 (+1), Sense Motive 1 (+2), Survival 1 (+2/+4)

Feats: Attack Focus (melee), Attack Specialization (Maul), Endurance (+4), Equipment 2, Improved Sunder, Pet 2, Power Attack, Steadfast

Equipment: Binoculars, Gauntlet, Leather Armor, Maul, Repair Kit, Survival Kit

Attack Bonus: +0 (Ranged: +0, Melee: +1, Grapple: +5)

Attacks: Gauntlet, +1 (DC 19), Maul, +3 (DC 23), Unarmed Attack, +1 (DC 19)

Defense: +1 (Flat-footed: +0), Knockback: -2

Initiative: +0

Drawbacks: Rebellious Pet, uncommon, minor

Languages: Native Language

Complications:
Hatred - Gregor has a deep hatred of the green monsters, who slaughtered many members of his village, including his Father.
Daddy Issues - Gregor is always trying to measure up to the image of his father.
Honor - Gregor is a man of his word.
Relationships - His “mother” is the only family that he has left. He will do everything in his power to protect her and will fight anything that he deems a threat to her to the death.
Inferiority Complex - Gregor know that he isn’t the sharpest tool in the shed and so he has always been self-conscious about his lack of intelligence. Folks using big words and fast talk can easily get him to second guess himself.

Totals: Abilities 14 + Skills 5 (20 ranks) + Feats 10 + Powers 0 + Combat 2 + Saves 0 - Drawbacks 1 = 30

Background: Gregor was the only child of Maalik Smith and Viveca Weaver. So when Viveca became pregnant again 12 years later it was a great surprise to everyone really, though a happy one. By this time Gregor had already begun his apprenticeship to his father since there is much to know about the crafting of metal. Consequently, his mother was left alone for much of the time. It was one such time when tragedy happened. His mother was trying to

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

Jen the Mule
http://cdn.gymarx.com/upload/photos/preview/Mule%200001.jpg

Power Level: 10; Power Points Spent: 25/30

STR: +1 (13), DEX: +1 (12), CON: +3 (16), INT: -4 (2), WIS: +1 (12), CHA: -2 (6)

Tough: +4, Fort: +6, Ref: +4, Will: +4

Skills: Concentration 4 (+5), Notice 4 (+5)

Feats: Attack Focus (melee) 4, Endurance (+4), Equipment 1, Hardy, Steadfast, Tough

Powers:
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Super-Senses 2 (extended: vision 1 (-1 per 100 ft), radius: vision)

Equipment: Brass Knuckles, Leather Armor

Attack Bonus: -1 (Ranged: -1, Melee: +3, Grapple: +9)

Attacks: Brass Knuckles, +3 (DC 17), Unarmed Attack, +3 (DC 16)

Defense: +3 (Flat-footed: +2), Size: Large, Knockback: -6

Initiative: +1

Drawbacks: Disability, very common, moderate, Mute, Disability, very common, moderate, No hands

Languages: Native Language

Complications:
Hatred - Jen hates Gregor because of how he treated her when the green monsters were attacking the village.

Totals: Abilities -11 + Skills 2 (8 ranks) + Feats 9 + Powers 16 + Combat 8 + Saves 9 - Drawbacks 8 = 25

kanly
10-04-2016, 01:35 AM
Koschei the Deathless - PL 10
http://pre09.deviantart.net/1469/th/pre/f/2009/167/8/0/ilya_muromets_by_flick_the_thief.jpg

Quote "There are other monsters far greater that me"

Strength 9/6, Stamina -, Agility 2, Dexterity 3, Fighting 6, Intellect 1, Awareness 2, Presence 2

Advantages
Close Attack 5, Improved Grab, Power Attack

Skills
Deception 6 (+8), Investigation 5 (+6), Perception 3 (+5), Persuasion 4 (+6), Stealth 6 (+8)

Powers
Almost Human: Enhanced Trait 5 (Traits: Will +5 (+7))
Enhanced Trait: Enhanced Trait 19 (Traits: Dodge +6 (+8), Parry +2 (+8), Strength +3 (+9), Advantages: Close Attack 5)
Immunity to Fortitude Effects
Immunity: Immunity 13 (Aging, Critical Hits, Emotion Effects, Sensory Affliction Effects)
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
Regeneration: Regeneration 2 (Every 5 rounds)
Soulless: Impervious Will 6
Unnatural Toughness: Protection 12 (+12 Toughness; Impervious)

Offense
Initiative +2
Grab, +11 (DC Spec 19)
Throw, +3 (DC 24)
Unarmed, +11 (DC 24)

Languages
Native Language

Defense
Dodge 8/2, Parry 8/6, Fortitude Immune, Toughness 12, Will 7/2

Power Points
Abilities 34 + Powers 102 + Advantages 2 + Skills 12 (24 ranks) + Defenses 0 = 150

Complications
Motivation: Find his soul. Thieves stole the magical chest that houses Koschei's soul and until he reclaims it and again secrets it away, his immortality is not safe.
Enemy: Baba Yaga. The ancient crone of Russia holds long grudgesand she is still annoyed with Koschei for breaking the enchantment that she had over him, making him her slave. She would like nothing more than to have him as her guard once more.
Weakness: If Koschei's soul is ever returned to him, he will revert to a mortal. He is afraid that this will cause him to quickly parish as all his years catch up with him, but he doesn't really know what would happen and is unwilling to find out.
Wonder: This new world is full of wonders as magnificent as the spells of Baba Yaga. He would like to see as much as he can before returning to his estates on Buyan.

Background
In the early spring of 1035 a young Bogatyr (Russian Knight) went deep into the Ural Mountains hunting for a dark sorceress who had stolen all the children from the closest villages to serve as fuel for her attempt at immortality. He was successful beyond all his wildest dreams in his task, rescuing the children and slaying the sorceress as well for good measure. Unfortunately that was to be his undoing, because the woman had been one of the daughters of Baba Yaga. When her spirit complained to her mother, Baba Yaga found the knight and decided to grant him what her daughter had been searching for. She made him immortal, but also used her magics to bind him to her service, and so Koschei the Deathless was born. For hundreds of years, Koschei was her servant and personal body guard until he managed to trick another knight into breaking the needle that Baba Yaga had used to stitch his will to her own, and there by freeing him. However, since all of his friends and family were long dead Koschei retreated to his estates on Buyan and bided his time: hunting, fishing, practicing hand to hand combat and the like. Life might have gone on like that indefinately had he not felt a sudden tug at the place where Baba Yaga had cut out his soul so many years ago. He knew then that his peace was at an end because if someone had his soul they could end him. It had to be gotten back no matter what, regardless of the cost. He has recently managed to track the case to Freedom City, but there the trail has run dry.

kanly
10-04-2016, 01:37 AM
August Rudra(Cyclone) - PL 10
In Armor of Wind (http://img00.deviantart.net/b444/i/2006/242/7/5/air_elemental_by_nukito.jpg)
Normally (https://indianmalemodels.files.wordpress.com/2016/07/03_lalit_rana_imm_indian_male_models.jpg)
Strength 0, Stamina 2, Agility 3, Dexterity 2, Fighting 0, Intellect 1, Awareness 5, Presence 0

Advantages
Agile Feint, Attractive, Benefit: Wealth (well-off), Defensive Roll 2, Evasion 2*, Favored Environment: Airborn*, Great Endurance, Improved Aim*, Instant Up*, Ranged Attack 5*, Throwing Mastery 4*

Skills
Acrobatics 3 (+12*/+6), Expertise: Current events 2 (+3), Expertise: Meteorology 5 (+6), Expertise: Popular culture 2 (+3), Insight 3 (+8), Investigation 5 (+6), Perception 5 (+10), Ranged Combat: Areokinesis Array 2 (+4), Stealth 5 (+8)

Powers
Areokinesis: Move Object 10 (25 tons; Increased Range: perception, Precise, Subtle: subtle)
. . Downdraft: Burst Area Affliction 10 (Alternate; 1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Extra Condition, Increased Range: ranged; Instant Recovery)
. . Grounding: Burst Area Nullify 8 (Alternate; Counters: Flight and Swimming Based on Air, DC 18; Burst Area: 30 feet radius sphere, DC 18, Effortless, Increased Duration: concentration)
. . Sonic Boom: Cumulative Burst Area Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Cumulative, Increased Range: ranged)
. . Straws through a telephone pole: Damage 8 (Alternate; DC 23; Accurate: +2, Increased Range: ranged, Multiattack, Penetrating 7)
. . Suffocation: Progressive Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged, Progressive)
. . Tornado: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Wind Storm: Environment 8 (Alternate; Impede Movement (2 ranks), Visibility (-2), Radius: 0.5 miles; Selective)
Armor of Wind: Protection 8 (+8 Toughness; Impervious, Sustained; Limited: Physical damage only)
Enhanced Trait: Enhanced Trait 16 (Traits: Acrobatics +6 (+12), Advantages: Evasion 2, Favored Environment: Airborn, Improved Aim, Instant Up, Ranged Attack 5, Throwing Mastery 4)
Immunity: Immunity 3 (Rare Descriptor: Own Powers, Suffocation (All))
Whirlwind: Cloud Area Deflect 8 (Cloud Area: 15 feet radius sphere, DC 18, Selective; Reduced Range: close)
Wind Riding: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +3
Areokinesis: Move Object 10 (DC 20)
Downdraft: Burst Area Affliction 10 (DC Fort 20)
Grab, +0 (DC Spec 10)
Grounding: Burst Area Nullify 8 (DC Will 18)
Sonic Boom: Cumulative Burst Area Affliction 8 (DC Fort 18)
Straws through a telephone pole: Damage 8, +11 (DC 23)
Suffocation: Progressive Affliction 8, +9 (DC Fort 18)
Throw, +7 (DC 19)
Tornado: Burst Area Damage 10 (DC 25)
Unarmed, +0 (DC 15)

Languages
Native Language

Defense
Dodge 3, Parry 1, Fortitude 6, Toughness 12/2, Will 9

Power Points
Abilities 26 + Powers 93 + Advantages 6 + Skills 16 (32 ranks) + Defenses 9 = 150

Complications:
Who can turn the world on with his smile? - August unintentionally alters the local air pressure around himself to match his mood, creating strange Highs and Lows in his enviroment. These variations could be used by someone with the right know how to track him and could also give an advantage to someone trying to read his emotional state (kind of like a primitive lie detector).

Relationship - August is close to his parents talking with them via telephone/text several times a week.

Background:
August Rudra was born to Sahen (Father) and Aditi Rudra (Mother) in Cardiff, Wales. He was a pupil at Adamsdown Primary School and Willows High School. He had an interest in flying, so joined the Royal Air Force Air Training Corps, but had to leave after injuring his leg badly during a gymnastics tourniment. Instead, he went on to gain A-Levels at St. David's Sixth Form College where a geography teacher sparked his interest in weather forecasting.

On completing his A-Levels, August decided on a BSc. (Hons) Geography degree at the University of Wales, Swansea. His interest in weather led him to specialize in physical geography, opting for weather and climate related modules. August graduated in June 2012 with a 2:1, describing graduation day as, "one of the best days of his life".

Two weeks before graduating, August applied for a job as a Broadcast Assistant at the BBC Weather Centre. After an interview and screen-test, he was offered the job - joining the weather center in October 2012. After settling in to the job, August started his broadcast training in January 2013, and got up to speed with broadcasting very quickly. He presented his first ever weather forecast, at the tender age of 22, on BBC Wales Today in June 2013 - coincidentally to his home nation!

For the following 3 years, August traveled around the UK as a roving weatherman, broadcasting the weather in many of the BBC nations and regions as holiday cover for the main presenters. This gave him a chance to explore his new favorite hobby of Storm Chasing. In January of 2016 he made his way to the Shetland Islands during Storm Gertrude one of the most powerful storms of the year with winds gusting up to 100mph. Ironically, one such gust caught him as he was setting up to film a segment on the dangers of being out in such weather. He was blown down a steep hill and tossed over the edge of a picturesque cliff to what should have been his death or at least severe injury. Instead, when he opened his eyes he found himself floating inches above the jagged rocks at its base. With a whoop of joy, he went soaring up into the storm to play among the clouds. The accident had awakened August's latent psychic powers over air saving his life and opening up a whole new world of possibilities.

* denotes a trait enhanced by August's powers

kanly
11-03-2016, 08:29 AM
Kiwa Ishido (Ginjiro) - PL10
http://img15.deviantart.net/9552/i/2009/290/c/8/silver_woman_by_sunt_arcana_rerum.jpg

Power Level: 10; Power Points Spent: 152/152

STR: +0 (10), DEX: +5 (16/20), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Tough: +4/+8, Fort: Immune, Ref: +9, Will: +6

Skills: Acrobatics 6 (+11/+15), Bluff 4 (+4), Concentration 2 (+4), Diplomacy 7 (+7), Disguise 4 (+4/+14), Drive 1 (+6), Escape Artist 4 (+9/+14), Gather Information 2 (+2), Knowledge (art) 2 (+2), Knowledge (current events) 2 (+2), Knowledge (popular culture) 4 (+4), Language 1 (+1), Notice 4 (+6), Perform (acting) 4 (+4), Search 2 (+2), Sense Motive 4 (+6), Sleight of Hand 2 (+7), Stealth 5 (+10)

Feats: Acrobatic Bluff, Attack Focus (melee) (4/8), Attractive 2 (+8), Chokehold, Defensive Roll (2/4), Dodge Focus (1/3), Elusive Target, Evasion 2, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Power Attack, Redirect, Skill Mastery (Acrobatics, Escape artist, Slight of Hand, Stealth), Uncanny Dodge (Visual)

Powers:
Amalgamazation (Regeneration 14) (recovery bonus 5 (+5 to recover), recovery rate (disabled) 4 (recover 1 / 5 mins), recovery rate (injured) 3 (recover 1 / minute), resurrection 2 (1 day); Source; Persistent, Regrowth)
Enhanced Dexterity 4 (+4 DEX)
Enhanced Trait 20 (Traits: Acrobatics +4 (+15), Feats: Attack Focus (melee) 4, Defensive Roll 2, Dodge Focus 2, Elusive Target, Evasion 2, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Redirect, Skill Mastery (Acrobatics, Escape artist, Slight of Hand, Stealth))
Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
Immunity 35 (damage type: Electricity, fortitude saves)
Malleability (Elongation 5) (Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)
Morph 2 (morph: broad group, +10 Disguise; Limited (no color change: Silver only))
Patagium (Flight 1) (Speed: 10 mph, 88 ft./rnd; Gliding)
Protection 4 (+4 Toughness)
Super-Movement 2 (slithering, sure-footed 1 (25% penalty reduction))
Weaponized Limbs (Strike 4) (DC 19; Penetrating; Accurate (+2))

Attack Bonus: +5 (Ranged: +5, Melee: +13, Grapple: +18/+23)

Attacks: Unarmed Attack, +13 (DC 15), Weaponized Limbs (Strike 4), +15 (DC 19)

Defense: +12 (Flat-footed: +5), Knockback: -5

Initiative: +5

Drawbacks: Involuntary Transformation, common, moderate, Statue, Vulnerable, common, moderate, Cold based attacks

Languages: English, Japanese

Complications: Beauty is only skin deep, but this goes all the way to her core - Stand out in a crowd due to silver skin,
Stranger in a strange land - Racism Japanese,
Never ask a Lady her weight - Weigh a ton (literally),
Big Bad Momma - Criminal Mother.

Totals: Abilities 0 + Skills 15 (60 ranks) + Feats 13 + Powers 94 + Combat 28 + Saves 8 - Drawbacks 6 = 152

Background: Kiwa Ishido is the daughter of Tommy “Gunner” Griffin and Keiko “Geisha” Ishido. After VE-Day on May 8 1945, Tommy and his older brother Hank had come to Japan to help bring an end to the war as part of the Alies of Freedom. Keiko was an agent of the emperor who was tasked with stopping the brothers any way that she could and if possible turn them to support Japan. She felt that Tommy was the easier target of the two due both to his age and Hank's recent loss of his wife Amanda “Lady Celtic” Phipps-Gordon. However, what she didn't expect was that she found herself falling for the young American soldier. When VJ-Day occurred just over 3 months later, Keiko was no small factor in Tommy's decision to stay and help with the rebuilding of Japan.
The next year was one of the happiest of Keiko's life despite all of the hardships of postwar Japan. However, on October 17th 1946 all of that came to an end when her former teammate Asano “Crimson Katana” Ranaga found out about her relationship with Tommy and killed both of the Griffin brothers for what he saw as her betrayal of Japan before fleeing the country himself. Mad with greif, Keiko used her underworld contacts to relentlessly pursue Asano, but was side tracked somewhat when it became apparent that she was pregnant with Tommy's child. Eight months after Tommy's death Kiwa was born and two months after that Anaso was dead by his own hand, though he had been driven to it by her pheromone laden urges. Not knowing what to do now that she had avenged Tommy's death, she decided to turn her attention to acquiring the resources necessary to ensure the safty of her child and became an almost mythic figure, operating behind the scenes of the Yakuza clans.
Kiwa knew none of this. For her, her childhood in Minamata, Kumamoto was a magical time where her loving mother doted on her and indulged her in her every desire. This went on until Kiwa was nine years old when rather suddenly she began having difficulty walking, difficulty speaking, and convulsions. These symptoms quickly spread throughout the town, with many of the others falling gravely ill or even dying. What no one knew at the time was that this was a case of severe Mercury poisoning. Luckily for Kiwa, her father had passed on some of his abilities to her, and so her body quickly managed to amalgamate the mercury into her system and use it to rebuild her own tissues. Unfortunately, this process quickly overwhelmed her flesh and blood organs and soon her body found itself having to replace more and more of her, until there was nothing left but cold silvery metal. The process was dramatic and terrifying for Keiko, but Kiwa felt better than she ever had. She was faster, tougher and more capable than ever before. Claiming that it was for Kiwa's protection, when in reality it was to cover her own shame at the girl's appearance, Keiko shut her away in their home and refused to let her outside. Childhood had ended and now Kiwa just wanted to prove to her mother that she was still worthy of the love she had known before.
Keiko kept a strict policy about not using her abilities where Kiwa could see them, but she failed to realize two things. First, since her change, Kiwa no longer needed to sleep which meant that late night meetings were actually more likely to attract her attention since there was nothing else going on to distract her attention. Second, she could manipulate her new body to fit into hiding spots that no youth should be able to use.
(WIP)

Note- Ginjiro roughly translates as 'Good Silver' from Japanese. A possible americanization might be 'Sterling'

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com (http://www.wolflair.com/)
Mutants & Masterminds, Second Edition is ©2005-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
11-03-2016, 09:42 PM
Travis Whitt (Bluetooth) - PL 6
http://www.3ddayin.net/uploads/allimg/160115/0P6234X0-4.jpg http://www.3ders.org/images2016/mhox-expands-dystopian-carapace-brand-with-3d-printed-vr-facemasks-2.jpg
Strength -1, Stamina 2, Agility 0, Dexterity 0, Fighting 1, Intellect 4, Awareness 3, Presence -1

Advantages
Connected, Contacts, Defensive Roll 2, Eidetic Memory, Equipment 8, Improvised Tools, Inventor, Skill Mastery: Technology, Speed of Thought, Well-informed

Skills
Expertise: Crime 2 (+6), Expertise: Streetwise 2 (+6), Expertise: Videogames 6 (+10), Insight 3 (+6), Investigation 4 (+8), Perception 3 (+6), Persuasion 4 (+3), Stealth 4 (+4), Technology 4 (+16/+8), Vehicles 2 (+2)

Powers
Computer Mind: Quickness 9 (Perform routine tasks in -9 time ranks, Advantages: Eidetic Memory, Speed of Thought; Limited to One Task: Design Checks)
Interface
. . Bluetooth Link: Radio Area Communication 1 (Area, Rapid, Subtle: encrypted)
. . Electronic Tounges: Comprehend 2 (Machines / Electronics)
Inventive Tech Savant: Enhanced Trait 7 (Traits: Technology +8 (+16), Advantages: Improvised Tools, Inventor, Skill Mastery)
Manipulate Technology: Move Object 1 (100 lbs.; Increased Range: perception, Precise; Limited: Technical devices only)
Sensor Network: Remote Sensing 2 (Affects: 2 Types, inc. Visual, Range: 120 feet; Medium: technological Sensors)

Equipment
Abandoned Warehouse, Audio Recorder, Camera, Cell Phone (Smartphone), Computer, Concealable Microphone, GPS Receiver, Lock Release Gun, Mini-tracer, Night Vision Goggles, Parabolic Microphone, Rebreather, Stun Gun, Truck, Undercover Shirt, Video Camera

Offense
Initiative +4
Grab, +1 (DC Spec 9)
Manipulate Technology: Move Object 1 (DC 11)
Stun Gun, +1 (DC Fort 15)
Throw, +0 (DC 14)
Unarmed, +1 (DC 14)

Complications
Disability: Blind and deaf without devices to compensate
Disability: Survivors guilt. Even though it was an accident he is completely torn up about what happened to his mother and is trying to work through his feelings with the group.
Prejudice: Joker. A techno-organic Carapace has grown over where Travis should have his eyes and ears as well as over the crown of his head and even sent tendrils into his brain.

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 6/2, Will 8

Power Points
Abilities 16 + Powers 30 + Advantages 13 + Skills 17 (34 ranks) + Defenses 14 = 90

Travis grew up in West Allis Wisconsin, a fairly blue collar suburb of Milwaukee, with his mother Kiana who supported them with two jobs (Bank Teller by day and waitress by night). He never knew his father, who was just a one night stand that his mother had met at the restaurant, but is fairly certain that he is to thank for Travis getting dealt a wildcard since his mother has never shown even a trace of a deuce. In West Allis, Travis grew up with a fairly normal life. His education was bland with him always being able to manage B's without too much effort which left him with a lot of open time for playing video games which he did in any moment of free time. In the gaming community, he was everything that he wasn't in real life: Brave, strong, handsome and charismatic. In the middle of Travis' junior year, Kiana got a job offer in Boston as the Assistant Manager of a small bank, making easily twice as much as she was from both of her jobs. So, despite Travis' protests, she moved them to the east coast.
As they drove into Boston, Travis was miserable. The prospect of starting over at a new school, in a new town terrified him, and all that he wanted to do was turn around and drive back home. Unfortunately, his wildcard chose that moment to express and that is exactly what happened. On I-90. In the middle of rush hour. Without even thinking about it, Travis took control of the car and turned it directly into oncoming traffic. The ensuing crash killed his mother and catapulted Travis from the car.
More to come.

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

Abandoned Warehouse - PL 6

Toughness 8, Size Medium

Features:
Communications, Computer, Concealed 1, Garage, Library, Living Space, Power System, Security System 1, Workshop

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11



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

Truck - PL 6

Strength 9, Defense -4, Toughness 9, Size Huge

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com (http://www.wolflair.com/)
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

kanly
03-03-2017, 02:51 PM
Felix Kohl (Cheshire Cat) PL 8
http://pre03.deviantart.net/f136/th/pre/i/2016/082/c/3/cat_noir_by_sparks220stars-d9w7n36.png
Age: 15, Height: 5’8”, Weight: 160 Lbs, Hair: Blonde, Eyes: Green

Abilities
Str 0, Sta 1, Agl 5, Dex 2, Fgt 2, Int 0, Awe 4, Pre 0

Advantages (*=from Suit **=from Boots ***=from Mask)
Agile Feint, Animal Empathy***, Attractive x2, Benefit (Athletics Based on Agility), Defensive Roll x5*, Evasion*, Grabbing Finesse, Hide in Plain Sight***, Luck x4*, Redirect*, Seize Initiative*, Skill Mastery: Acrobatics**, Skill Mastery: Stealth**, Uncanny Dodge*

Skills
Acrobatics 13, Athletics 10, Close Combat: Unarmed 4, Insight 8, Perception 8, Slight of Hand 7, Stealth 13

Powers
Cat Track Boots (Removable) [6]
- Feline Grace (Movement: Sure-footed) 1 (Skill Mastery: Acrobatics, Stealth)
- Land on Your Feet (Movement: Safe Fall) 1 (Reaction)
Cats Eye Mask (Removable) [27]
- Animalistic Perceptions (Senses) 3 (Extended: Hearing x10, Ultra Hearing, Ultra Vision, Animal Empathy)
- Fading Smile (Enhanced Trait) 1 (Hide in plain sight)
- Jinx (Affliction) 8 (1st degree: Impaired, Vulnerable; 2nd Degree: Defenseless, Disabled; Resisted by Will; DC 18; Extra Condition, Increased Range: Perception, Insidious, Subtle, Instant Recovery, Limited Degree)
- Lick Your Wounds (Healing) 8 (Persistent, Restorative, Limited: Self Only, Tiring)
- Shadow Gazing (Visual Awareness: Magic) 4 (Accurate, Acute, Activation required: Move, Distracting, Noticeable: Eyes Glow)
Long Tailed Cat Suit (Removable) [27]
- Always Under Foot (Feature) 2 (Edit scene to appear in it, up to rank times per adventure)
- Claws (Strength-based Damage) 4 (Slashing, DC 19; Accurate x3 (+6 Hit), Split: 2 targets)
- Nine Lives (Enhanced Trait) 23 (Dodge +4, Parry +6, Defensive Roll 5, Evasion, Luck 4, Redirect, Seize Initiative, Uncanny Dodge)
- Second Skin (Protection) 1 (Toughness +1)

Offense
Initiative: 5
Cat Claws +10 DC 19 (Slashing)
Grapple +5 DC 18
Jinx DC 18 (Will)
Throw +2 DC 15
Unarmed +4 DC 15

Complications
Creature of Darkness:Felix can not use Lick Your Wounds to heal wounds from silver or holy items
Like Cats and Dogs: Felix's Animal empathy does not work with canines, at all. In fact, his presence in costume tends to antagonize them to the extreme, leaving canines unfriendly toward him at best and often downright hostile. This antagonistic attitude tends to carry over to individuals with canine themed powers as well.
Relationship: Felix is close to his parents Ty and Catherine Kohl, and has shared his alter ego with them.
Weirdness Magnet: Things come out of the wood work around Felix, sometimes literally. In or out of costume, if anyone is going to draw the attention of octopi obsessed cultists, it's Felix.

Languages
Native Language

Defense
Dodge 9/5, Parry 9/3, Fortitude 6, Toughness 7/2, Will 8

Bio
Two summers ago Felix made a discovery that would change his life. His grandfather Leo Kohl had just passed away, and he was helping his parents clean out the old man's house. While his father cleaned out the garage and his mother tackled the basement, Felix was given the job of emptying out the attic. It was hot, dusty work, but Felix dutifully gave it his best shot, for a while. Eventually, he was tired, sweaty and filthy, so he decided to take a break and actually go through some of the boxes. Most of them were old pictures of people that he had never met, letters or WWII memorabilia (not cool stuff like bayonets or hand-grenades, but boring stuff like ration books and old newspaper clippings), but one thing did catch his eye.
It was a dark mahogany case with an ivory inlay near the handle that was shaped kind of like a crescent moon or a rather over exuberant smile. Inside he found a leather suit and boots along with a strange cat mask. At first Felix was sure it looked much to large for him, but when he pulled the costume out and held it up, he realized that the supple leather outfit was exactly his size, almost as if it had been made for him. He was about to try it on when his mother called up to say it was time to go, so instead he shoved the suit back into it's box and stuffed that into his backpack. When they got home, his backpack got emptied out and the strange case ended up at the back of Felix's closet for later examination.
There it sat, until a few months later when Felix found himself without a Halloween costume. Rummaging around his closet for something to wear, he came across the old case and decided this was a perfect time to try it out. The costume fit like a second skin and he felt really great in it. So good in fact that he went bounding out of the house and into the night without a second thought. A few blocks from the party he was headed to Felix saw a pair of guys in werewolf masks terrorizing some little kids and tried to step in to help. Though, when the men turned toward Felix with glowing red eyes and let loose blood chilling howls, Felix knew he was in trouble. Much to his amazement, Felix was able to slip around his opponents with ease, and once even managed to trick one into striking out at the other. Eventually, he figured out that the masks were causing the men to act like werewolves and managed to remove them from both of the men. Deciding that he had had enough for one night Felix headed for home and right into the arms of his parents.

PP Summary Abilities 28, Powers 60, Advantages 5, Skills 18, Defenses 10 Total=120

kanly
03-05-2017, 07:08 PM
Kid Mercury (Kid Flash & Speed)
http://fdzeta.com/imgcache/573354dz.jpg

PL 8 (120)

ST 8 (-1) DEX 20 (+5) CON 12 (+1) INT 10 WIS 10 CHA 10

Skills:
+11 Acrobatics, -1 Climb, +4 Concentration, +5 Escape Artist, +4 Gather Information, +4 Investigate, +4 Notice, +8 Search, +13 Slight of Hand, +11 Stealth, -1 Swim

Feats:
Acrobatic Bluff, Beginners Luck, Defensive Roll 5, Dodge Focus 6, Eidetic Memory, Elusive Target, Endurance, Evasion2, Fast Overrun, Grappling Finesse, Improved Aim, Improved Initiative 5*,Improved Overrun, Instant Up, Move-By Action, Quick Change 2, Redirect, Set-Up, Takedown Attack, Uncanny Dodge

Powers:
Frictionless Aura (Immunity) 1 (Own Powers) [1]
Maneuverability 3 [3]
Hyper Metabolism (Speed) 3 (Stacks with Speed Force) [3]
Speed Force (Super-Speed) 5 (Improved Initiative 5, Quickness 5, Speed 5, Rapid Fire, Wall Run, Water Run) [34]
AP: Align Molecular Vibration (Insubstantial) 4
AP: Create Vacuum (Suffocate) 9 (Accurate 2, Split attack)
AP: Deflect 8 (all ranged attacks; automatic)
AP: Faster than the Eye (Concealment 4)
AP: Lightning Punches (Strike) 6 (Auto fire, Mighty, Penetrating, Precise, Subtle)
AP: Rapid Disarm 8 (Improved Disarm 8, Burst Area, Attack (Reflex), Selective Attack, Precise)
AP: Whirlwind of Punches (strike) 8 (Area: Burst Damage, Mighty, Selective)

Saves:
Toughness +1 (+6 D.Roll), Fortitude +4, Reflex +10, Will +3

Combat:
Attack +3, Grapple +8, Damage -1, Defense +10 (+8 Dodge), Initiative +5/25
Create Vacuum +7 (DC Fort 19)
Lightning Punches +11 (DC 20)
Rapid Disarm (DC Ref 18)
Whirlwind of Punches (DC 22)

Complications:
Responsibility (Proving himself worthy of the real Mercury's Legacy)
Vulnerable (Using Extra Effort with Speed can cause The Flash to be pulled into the Speed Force)
Relationships (His Grandmother Iris, His parents Frank and Mary Allen)
Power Loss (His hyper-metabolism requires him to consume lots of junk food to keep from burning himself out. Denied of it for too long and his incredible speed goes away.)

Background:
Thomas (Tommy) Allen was born and raised in Springfield, New Jersey He is only son of Frank and Mary Allen, who divorced when he was still young due to the stress caused by Tommy’s medical disorder. He suffered from a hyper-accelerated metabolism, aging at a faster rate than that of other human beings, thus causing him to appear the age of twelve when he was chronologically only two years old. To prevent him from developing mental health problems, he was raised in a virtual reality machine, which created a simulated world that kept pace with his own scale of time. When it became clear that this method was not helping, his grandmother, Iris Allen, took him to see the speedster Mercury, Pietro West, who tricked Tommy into a race around the world. By forcing Tommy into an extreme burst of speed, Pietro managed to shock his hyper-metabolism back to something approximating normalcy. Pietro took Tommy in, with the two of them moving to Manchester, Alabama.
However, the two had a rough time of it due to personality conflicts, which later turned out to be the result of a White Skrull (White martians + Skrulls) replacing Mercury as they did a great many super heroes at the time. Once the White Skrulls were defeated, Tommy was reunited with the real Pietro only to discover that this Mercury didn’t know him. He was the one who raced Tommy for the cure, but apparently had been replaced later that day, so all of their history together was false.
Unable to come to grips with the loss of his father figure, Tommy fled Manchester and moved to Gotham where he tried to stay mostly under the radar. Recently he has made several new friends, and hopefully together they can make the world a better place. Only time will tell.

Abilities: 10 /Skills: 11 / Feats: 32 / Powers: 41 / Saves: 12 /Combat: 14 (120)

kanly
03-07-2017, 09:51 PM
http://orig15.deviantart.net/25c2/f/2014/270/d/8/bersavius_6_by_bobgreyvenstein-d80pkju.jpg

Shadow-touched Warlock

Power Level: 6; Power Points Spent: 120/120

STR: +0 (10), DEX: +3 (16), CON: +1 (12), INT: +3 (16), WIS: +1 (12), CHA: +0 (10)

Tough: +1/+5, Fort: +6, Ref: +7, Will: +7

Skills: Acrobatics 2 (+5), Concentration 4 (+5), Craft (artistic) 2 (+5), Gather Information 7 (+7), Handle Animal 8 (+8), Intimidate 10 (+10), Investigate 2 (+5), Knowledge (arcane Lore) 5 (+8), Knowledge (theology & philosophy) 2 (+5), Medicine 4 (+5), Notice 6 (+7), Profession (Scribe) 4 (+5), Ride 2 (+5), Search 6 (+9), Sense Motive 4 (+5), Sleight of Hand 7 (+10), Stealth 7 (+10), Swim 2 (+2)

Feats: Distract (Intimidate), Fascinate (Intimidate), Fearless, Hide in Plain Sight, Ritualist, Skill Mastery (Knowledge Arcane, Search, Sleight of Hand, Stealth), Startle, Stunning Attack

Powers:
Eyes of Night (Super-Senses 2) (darkvision)
Nethermancy (Darkness Control 6) (Radius: 250 ft.)
AP: Ebon Claws (Strike 6) (Alternate; DC 21; Affects Insubstantial 2 (full power), Incurable, Split Attack (2 targets))
AP: Ray of Enfeblement (Drain 6) (Alternate; drains: single trait - strength, DC 16; Range (ranged))
AP: Shadow Dancing (Teleport 6) (Alternate; 600 ft. as move action; Accurate; Medium (shadows), Short-Range; Change Direction, Change AP: Velocity, Easy, Progression, Mass 2 (carry 500 lbs), Turnabout)
AP: Terrifying Visage (Emotion Control 6) (Alternate; DC 16; Alternate Save (Will), Cone Area (60 ft. cone), Selective Attack; Limited (Fear only), Sense-Dependent (Visual))
AP: Void Shards (Blast 6) (Alternate; DC 21)
AP: Web of Shadows (Snare 6) (Alternate; DC 16)
Robes of Midnight (Device 2) (Hard to lose)
- Runes of Magical Detection (Super-Senses 2) (awareness: Magical, Mental, ranged: Magical Awareness)
- Sigils of Mental Fortitude (Mind Shield 4) (Impervious +4 to Will saves vs. Mental effects)
- Warded Spidersilk (Protection 4) (+4 Toughness)
Shadow Bat (Summon 2) (Fanatical; Mental Link)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +6)

Attacks: Ebon Claws (Strike 6), +6 (DC 21), Ray of Enfeblement (Drain 6), +6 (DC Fort/Staged 16), Terrifying Visage (Emotion Control 6) (DC Will 16), Unarmed Attack, +6 (DC 15), Void Shards (Blast 6), +6 (DC 21), Web of Shadows (Snare 6), +6 (DC Ref/Staged 16)

Defense: +7 (Flat-footed: +4), Knockback: -2

Initiative: +3

Languages: Native Language

Totals: Abilities 16 + Skills 21 (84 ranks) + Feats 8 + Powers 35 + Combat 26 + Saves 15 = 121

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

Shadow Bat

Power Level: 6; Power Points Spent: 30/30

STR: -2 (6), DEX: +3 (16), CON: +0 (10), INT: -4 (2), WIS: +1 (12), CHA: -3 (4)

Tough: +0, Fort: +2, Ref: +5, Will: +1

Skills: Acrobatics 2 (+5), Notice 6 (+7), Stealth 4 (+15)

Feats: Attack Focus (melee) 2

Powers:
Echolocation (Super-Senses 5) (blindsight: Choose Sense, ultra-hearing)
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Shadow Bite (Linked)
- Bite (Strike 2) (Linked; DC 17; Distracting)
- Soul Leech (Drain 3) (Linked; drains: single trait - constitution, DC 13; Vampiric; Distracting; Slow Fade (1 minute))
Shrinking 8 (-8 STR, -2 size categories, -10 ft. movement; Permanent; Innate)

Attack Bonus: +2 (Ranged: +2, Melee: +4, Grapple: -8)

Attacks: Bite (Strike 2), +4 (DC 17), Soul Leech (Drain 3), +4 (DC Fort/Staged 13), Unarmed Attack, +4 (DC 13)

Defense: +7 (Flat-footed: +4), Size: Tiny, Knockback: +2

Initiative: +3

Drawbacks: Disability, very common, moderate, Mute, Disability, very common, moderate, No Hands

Languages: Native Language

Totals: Abilities -2 + Skills 3 (12 ranks) + Feats 2 + Powers 21 + Combat 10 + Saves 4 - Drawbacks 8 = 30

kanly
03-22-2017, 11:02 AM
Aumanas Iliro, Beloved of Calysta, Dryad
https://s-media-cache-ak0.pinimg.com/originals/a5/82/b2/a582b2090e7f8f7a68e55b832b2118d8.jpg
Power Level: 6; Power Points Spent: 120/120

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +2 (14), WIS: +0 (10), CHA: +3 (16)

Tough: +0/+5, Fort: +5, Ref: +6, Will: +9

Skills: Acrobatics 1 (+3), Bluff 7 (+10), Concentration 6 (+6), Diplomacy 11 (+14), Gamble 8 (+8/+10), Gather Information 9 (+12), Intimidate 7 (+10), Expertise: Behavioral Science (Int) 6 (+8), Expertise: Civics (Int) 2 (+4), Expertise: Dance (Dex) 4 (+6/+8), Expertise: Streetwise (Int) 2 (+4), Expertise: Tactics (Int) 2 (+4), Expertise: Theology & Philosophy (Int) 6 (+8), Notice 8 (+8), Ride 1 (+3/+5), Search 6 (+8/+10), Sense Motive 11 (+11), Sleight of Hand 3 (+5/+7)

Feats: Assessment, Attack Specialization 4 (Masterwork Rapier (Device 1)), Beautiful Voice (Diplomacy)*, Benefit (Selective Infertility)*, Benefit ('Uncivilized' races start one step closer to friendly)*, Bishonen*, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Connected*, Contacts, Defensive Attack, Defensive Roll 3, Demonic Glare, Distract (Bluff), Dodge Focus 6, Elusive Target, Evasion 2, Fascinate (Diplomacy), Improved Block*, Improved Disarm, Improved Trick, Leadership, Master Plan, Precise Strike*, Rallying Cry*, Redirect, Rousing Speech (Diplomacy), Set-Up, Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive), Teamwork 2, Truth Sense*, Uncanny Dodge (Hearing), Well-Informed

Powers:
Armored Clothing (Device 1) (Hard to lose)
. . Impervious Toughness 2
. . Protection 2 (+2 Toughness; Subtle (subtle))
Calysta's Blessing
. . Eternal Beauty (Regeneration 1) (Linked; recovery bonus 1 (+1 to recover), Feats: Benefit: Selective Infertility, Bishonen, Demonic Glare; Persistent, Regrowth)
. . Speak Supernal (Comprehend 3) (Linked; languages - speak all, languages - understand all, spirits, Feats: Beautiful Voice (Diplomacy), Rousing Speech (Diplomacy), Truth Sense)
Masterwork Rapier (Device 1) (Easy to lose)
. . Enhanced Trait 2 (Feats: Improved Block, Precise Strike)
. . Strike 2 (DC 17; Accurate (+2))
Racial Bonuses (Free Abilities)
. . Heart of the Wild (Enhanced Trait 2) (Traits: Survival +4 (+4), Feats: Benefit ('Uncivilized' races start one step closer to friendly))
. . Undying Elf (Immunity 1) (aging)
Regali D'amore (Device 1) (Hard to lose)
. . Masterwork Equipment (Enhanced Trait 5)
. . . . MW Dance Shoes (Perform: Dance +2)
. . . . MW Gambler's Cheats (Gambling +2)
. . . . MW Magician's Sleeves (Slight of Hand +2)
. . . . MW Magnifying Glass (Search +2)
. . . . MW Makeup Kit (Disguise +2)
. . . . MW Spurs (Ride +2)
. . . . High Priestess' Braclet (Feat: Connected)
. . . . Silver Horn (Feat: Rallying Cry)

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)

Attacks: Strike 2, +10 (DC 17), Unarmed Attack, +0 (DC 15)

Defense: +7 (Flat-footed: +1), Knockback: -3

Initiative: +2

Languages: Native Language

Totals: Abilities 14 + Skills 25 (100 ranks) + Feats 35 + Powers 26 + Combat 2 + Saves 18 + Drawbacks 0 = 120

Complications:
Companion (http://firefly.wikia.com/wiki/Companion%27s_Guild) - Aumanas is an officially sanctioned Calystan Companion. This affords him a high level of respect and status, however, while of the social elite, Companions still exist outside society. A noble might have a companion for an escort, but never a spouse. Some consider them to be little better than common prostitutes.
Despised by Non - The very characteristics that make Aumanas desirable to Calysta make him anathema to Non and his followers.
Illiterate - More than just not knowing how to read, Aumanas is incapable of reading due to severe dyslexia. Since this has no effect on numbers, his ability to gamble is normally unaffected.
Relationship - Aumanas’ Father Melandrach, his Mother Imryll and his twin brother Adtoris all disappeared mysteriously just before Aumanas arrived at Calysta's Temple

Bio: Elven children are rare creatures treasured by their whole community, Elven twins were even rarer and normally seen as an omen of momentous times. That is why Aumanas and his twin brother Adtoris were celebrities from the moment of their birth. However, while twins the two boys could not have been more different, both in looks and personality. Where Aumanas was light and flighty, always with a friendly word or joke, Adtoris was of a dark complexion and serious all the time. In fact, the only one who could regularly make Adtoris smile was Aumanas.
Aumanas’ parents, Melandrach and Imryll were up and coming merchants who were quickly making names for themselves as capable traders, specializing in objets d’art from ‘uncivilized’ people, which were fetching quite a price in high society. While it was far too dangerous for the boys to go out into tribal lands with their parents to deal with the crafters, they frequently traveled with them to the various courts where the objects were sold.
For the boys eighth birthday, their parents planned a trip to the Nymph capital of Kelpor’ral, a simple three journey from the Iliro's home city of Selaki'ir. Unfortunately, two days into the outing, a sudden violent storm front hit the region with tornadoes, washed out roads, massive mudslides, and even sparking a small forest fire. When the Iliro's wagon did not turn up in Kelpor’ral the next day everyone was saddened but not terribly surprised. What was surprising was that in the next weeks, there were no signs found of it. No broken wagon, no horses, no scattered supplies and no dead bodies. It was as if the family had simply disappeared from the face of the earth.
A year and a day later however, a beautiful nine year old elven boy, dressed in the robes of a Calystan initiate, walked strait into high priestesses chambers in the Kelpor'ral temple of Calysta. Then, in Calysta's voice he said, "You do such a nice job caring for all of my things, take this one and train him in our ways. I might have a use for him once he is older." At that point the boy swooned, and Calysta's presence vanished. It was quickly determined who the boy was, though he had no memory of the past year and no sign of the rest of his family has ever been reported. Orphaned as he was, the temple raised him as one of their own and trained him as a companion, in which roll he has performed quite well. However, recently he has started to chafe under the restrictive traditions of temple life and felt a new wonderlust beginning to stir his heart.

kanly
03-22-2017, 11:04 AM
Runin Redeyes
http://i42.tinypic.com/w7bhio.png

Power Level: 6; Power Points Spent: 118/120

STR: -2 (10/6), DEX: +4 (18), CON: +0 (10), INT: +2 (14), WIS: -1 (8), CHA: +0 (10)

Tough: +0/+6, Fort: +4, Ref: +10, Will: +4

Skills: Acrobatics 11 (+15), Craft (chemical) 8 (+10), Craft (mechanical) 8 (+10), Disable Device 11 (+13), Gather Information 10 (+10), Knowledge (streetwise) 3 (+5), Knowledge (technology) 8 (+10), Language 2 (+2), Notice 9 (+8), Search 6 (+8), Sense Motive 9 (+8), Sleight of Hand 8 (+12), Stealth 7 (+15)

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Challenge - Improved Feint, Cult Hero (Goblins), Defensive Roll 4, Dodge Focus 4, Elusive Target, Equipment 1, Evasion, Improved Trick, Inventor, Iron Stomach, Redirect, Salvage, Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Stealth), Swift, Tiger Leap, Up The Wall

Powers:
Fire Kissed (Immunity 7) (damage type: Fire, environmental condition: Heat, environmental condition: Cold)
Mantle of Zhax (Damage 6) (DC 21; Aura, Duration 2 (sustained); Selective Aura)
. . Children of Zhax (Move Object 6) (Alternate; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k, DC 21; Autonomous, Damaging; Limited Material (Fire); Accurate 2 (+4); Disruption)
. . Dehydrate (Banish 6) (Alternate; limited to: water creatures, DC 16; Burst Area (30 ft. radius - General); Affects Insubstantial 2 (full power))
. . Flames of Renewal (Healing 4) (Alternate; DC 14; Energizing, Restoration, Total; Persistent, Regrowth, Stabilize)
. . Visage of Zhax (Emotion Control 6) (Alternate; DC 16; Perception Area (General), No Saving Throw, Selective Attack; Limited to Emotion (Fear), Sense-Dependent (Visual), Tiring)
Racial abilities (Free abilities)
. . Shrinking 4 (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate)
. . Chaos Touched (Wis starts at 8)
Super-Senses 1 (infravision)

Equipment: Arsonist's Kit, Burglar's Kit, Studded leather

Attack Bonus: +2 (Ranged: +2, Melee: +6, Grapple: -1)

Attacks: Children of Zhax (Move Object 6), +6 (DC 21), Dehydrate (Banish 6) (DC Will 16), Mantle of Zhax (Damage 6), +6 (DC Staged/Tou ), Unarmed Attack, +6 (DC 13), Visage of Zhax (Emotion Control 6) (DC Staged/Will 16)

Defense: +6 (Flat-footed: +1), Size: Medium/Small, Knockback: -2

Initiative: +4

Languages: Common, Goblin (Native), Orc

Complications: Me and My Shadow... - There is a piece of Runin's soul missing. It is out there somewhere, but he doesn't know where. It could be with the Shaman who carved it away, or it could be anywhere. Whoever has that fragment, has power over Runin.
Cruel to be Kind - His healing feels like the person receiving it is being set on fire, as his power burns the wounds away. Many might wish not to be healed instead.
A Face Only a Mother Could Love - In binding the fire elemental to him, Runin was covered head to toe in magical runes and glyphs. To say the least, he stands out in a crowd.
Elemental Counterpoint - Creatures of water HATE Runin, and he is pretty sure that some of his tattoos are personal insults to Pakgol so her clergy do not much fancy him either. He also never bathes, instead he simply burns off anything that needs cleaning up.
Gobo Perfection - Runin has a combination Napoleon complex and enough curiosity to kill a good dozen cats including all their extra lives.

Totals: Abilities 12 + Skills 25 (100 ranks) + Feats 27 + Powers 37 + Combat 4 + Saves 15 + Drawbacks 0 = 120

Bio: *NOTE* This is the world according to Runin, who has no skill in History or Theology. Take it as you will.*NOTE*
"Back in the time afore the change, there was lots of different types of small folk, but the type most people know is Gnomes and Hin. My folk was a type of gnome known as the tinkers, on account of them always fiddlin with stuff. Now what most people don't know is that the crazy wizard what did the change weren't crazy, nor were he a wizard. What he were, is a priest of Zhax, the great burner! Now, he knew that the other gods all had their chosen people: Non had the dwarves, Calysta had the elves, Pakgol had the fish folk or mermaids or whatever but Zhax didn't have no one. So this priest decided that they needed to do something about that. So the priest built up a great big bonfire and used it to burn away what Zhax didn't need from as many small folk as he could round up. Thing is, Zhax is a god of chaos as well as fire, so part of what got burned away was the sanity of a lot of them what was changed. What was left, was pure living chaos as anyone who ever been to a goblin camp can tells you.
Some Goblin Shamans though, they don't think the old priest went far enough. They say, 'Yes, goblins is pure chaos, but Zhax be fire too! We needs to make fire Goblins!" and so they trys. First they cuts out a piece of the little baby Goblin's soul and then they puts a piece of one of Zhax's children in it's place. Too much fire and the Gobo burns up, not even enough left for a snack, too little and the thing may as well be undead except it still eats. Just right amount fire and you gets Gobo perfection, like me!"

kanly
03-27-2017, 10:06 PM
WIP
Artemis - Diana Chase - PL 10
https://roninarmy.com/attachment.php?attachmentid=463&d=1487200926
Concept Stormer given psychic powers based around the goddess of the hunt.

Strength 0, Stamina 2, Agility 6/2, Dexterity 0, Fighting 4/2, Intellect 0, Awareness 6/2, Presence 1

Advantages
Agile Feint, Animal Empathy, Assessment, Attractive, Benefit, Athletics Based on Agility, Defensive Roll 2, Defensive Roll 3, Equipment 3, Favored Environment: Woodland Environment, Fearless, Great Endurance, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Takedown 2, Teamwork, Tracking, Ultimate Effort: Will Checks, Uncanny Dodge

Skills
Acrobatics 4 (+10), Athletics 4 (+10), Expertise: History 4 (+4), Insight 2 (+8), Intimidation 4 (+5), Investigation 2 (+2), Perception 8 (+14), Stealth 2 (+8), Vehicles 2 (+2)

Powers
Boar's Charge: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Divine Aura
. . Beauty of the Maiden: Enhanced Trait 1 (Linked; Advantages: Attractive)
. . Lunate Crown: Immunity 10 (Linked; Common Descriptor: Mental Effects; Sustained; Limited - Half Effect)
. . Mantle of the Red Doe: Protection 5 (Linked; +5 Toughness; Impervious, Sustained)
Hounds Leap: Leaping 1 (Leap 15 feet at 4 miles/hour)
Preditor's Senses: Senses 2 (Ultra-hearing, Ultravision)
Psychic Surgery: Healing 4 (Persistent, Restorative, Stabilize; Limited: Women only)
. . Nausiate: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 18; Accurate 4: +8, Cumulative, Reversible, Split: 2 targets; Limited: Men only, Limited Degree)
Unescapable Shot: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception; Limited: Requires both hands to be free)
. . Beast Perceptions: Remote Sensing 8 (Alternate; Affects: All Types, Range: 1 mile; Feedback, Medium: Animals)
. . Hunter's Blade: Strength-based Damage 8 (Alternate; DC 23; Accurate 4: +8, Affects Insubstantial 2: full rank, Penetrating 8, Reach (melee): 5 ft., Split: 2 targets)
. . Stalk the Prey: Concealment 10 (Alternate; All Senses; Affects Others, Precise, Reach (melee) 3: 15 ft.; Limited: Only versus individuals with brains)
Way of the Hunter: Enhanced Trait 33 (Traits: Awareness +4 (+6), Dodge +0 (+8), Parry +4 (+8), Fighting +2 (+4), Agility +4 (+6), Advantages: Animal Empathy, Defensive Roll 3, Favored Environment: Woodland Environment, Fearless, Great Endurance, Tracking, Uncanny Dodge)

Equipment
Binoculars, Cell Phone (Smartphone), Computer, Flashlight, Motorcycle

Offense
Initiative +6
Grab, +4 (DC Spec 10)
Hunter's Blade: Strength-based Damage 8, +12 (DC 23)
Nausiate: Cumulative Affliction 8, +12 (DC Will 18)
Throw, +0 (DC 15)
Unarmed, +4 (DC 15)
Unescapable Shot: Damage 8 (DC Will 23)

Languages
English (Native Language), Greek

Defense
Dodge 8, Parry 8/4, Fortitude 6, Toughness 12/2, Will 10

Power Points
Abilities 18 + Powers 91 + Advantages 14 + Skills 17 (34 ranks) + Defenses 10 = 150

Validation: Complications: At least 2 Complications are required



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

Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Powers
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

Hellstormer1
03-28-2017, 02:48 AM
Nice art.

Hellstormer1
03-28-2017, 02:50 AM
With "Telemachus", do you plan on doing an Odysseus/Ulysses?

kanly
03-29-2017, 08:32 AM
Nice art.
With "Telemachus", do you plan on doing an Odysseus/Ulysses?
Unfortunately, I can lay no claim to any of the artwork used. My own artistic ability is pretty much limited to stick figures and not even particularly good ones of those, so I simply use publicly available artwork for inspiration and craft characters from there.
As for "Telemachus", I had mostly chosen the name based on it's meaning rather than its historical/mythological context. That said, I do have a "Ulysses" character that I have been working on who could easily work in conjunction with "Telemachus".
https://roninarmy.com/attachment.php?attachmentid=484&d=1490802081

Hellstormer1
04-01-2017, 02:03 AM
Nice! Can't wait to see it finished.

kanly
04-04-2017, 11:34 AM
Myrmidon - PL 10
https://sites.google.com/site/fatherdales/_/rsrc/1274513179388/conversions/red-mantis-assassin/1262882652942.jpg?height=400&width=199


Strength 8/4, Stamina 8/4, Agility 3, Dexterity 0, Fighting 4, Intellect 0, Awareness 1, Presence 0


Advantages
Assessment, Close Attack 4, Daze (Intimidation), Fascinate (Intimidation), Great Endurance, Improved Initiative 2, Interpose, Power Attack, Quick Draw, Startle


Skills
Athletics 4 (+12), Expertise: Theology 2 (+2), Intimidation 10 (+10), Perception 7 (+8)


Powers
Aegis (Easily Removable (indestructible))
. . Enhanced Trait: Enhanced Trait 6 (Traits: Dodge +3 (+8), Parry +3 (+8))
Ant Physiology
. . Burrowing: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round)
. . Enhanced Trait: Enhanced Trait 16 (Traits: Strength +4 (+8), Stamina +4 (+8))
. . Exoskeleton: Protection 4 (+4 Toughness)
. . Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Impervious Defense: Impervious Toughness 12
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Natural Weapons: Strength-based Damage 4 (DC 27)
. . Movement: Movement 2 (Wall-crawling 2: full speed)
. . Power-Lifting: Enhanced Strength 6 (+6 STR; Limited to Lifting)
. . Super-speed (Advantages: Improved Initiative 2)
. . . . Quickness: Quickness 2 (Perform routine tasks in -2 time ranks)
. . . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Ant Swarm: Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 20)
Comprehend: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Ants)
Mandible Blades (Easily Removable (indestructible))
. . Damage: Strength-based Damage 4 (DC 27; Incurable, Penetrating 10, Split Attack)
Zeus' Whispers: Senses 4 (Precognition; Uncontrolled)


Offense
Initiative +11
Ant Swarm: Affliction 10, +8 (DC Will 20)
Spear Strike: Strength-based Damage 4, +8 (DC 27)
Grab, +8 (DC Spec 18)
Mandibles: Strength-based Damage 4, +8 (DC 27)
Throw, +0 (DC 23)
Unarmed, +8 (DC 23)


Languages
Native Language


Defense
Dodge 8/5, Parry 8/5, Fortitude 8, Toughness 12, Will 1


Power Points
Abilities 32 + Powers 91 + Advantages 12 + Skills 12 (23 ranks) + Defenses 3 = 150


Validation: Complications: At least 2 Complications are required

kanly
04-05-2017, 07:18 AM
Feux du Nord - PL 11
http://vignette4.wikia.nocookie.net/mutantsgeneticgladiators/images/3/32/Cosmic_Silver_Surfer_by_Matelandia.jpg/revision/latest?cb=20130727075854




Strength 0, Stamina 2, Agility 2, Dexterity 4, Fighting 4, Intellect 1, Awareness 6, Presence 2


Advantages
Daze (Deception), Improved Aim, Instant Up, Languages 1, Power Attack, Precise Attack (Ranged, Cover), Redirect, Skill Mastery: Expertise: Art, Taunt


Skills
Close Combat: Unarmed 2 (+6), Deception 8 (+10), Expertise: Art 9 (+10), Insight 4 (+10), Perception 9 (+15), Persuasion 4 (+6), Ranged Combat: Light Control 4 (+8)


Powers
Bend Light: Concealment 4 (All Visual Senses; Passive)
Displacement Field: Enhanced Trait 8 (Traits: Dodge +4 (+13), Parry +4 (+13))
Energy Shield: Enhanced Trait 8 (Traits: Dodge +4 (+13), Parry +4 (+13))
Immunity: Immunity 1 (cosmic, Rare Descriptor: Own Powers)
Immunity: Immunity 5 (Sensory Affliction Effects; Limited: Visual only)
Irridescent Skin: Protection 7 (cosmic, light, +7 Toughness; Impervious, Sustained)
Light Control: Environment 4 (cosmic, light, Light (Bright), Visibility (-5), Radius: 250 feet, Advantages: Daze (Deception); Precise, Selective)
. . Calming Radiance: Burst Area Affliction 11 (Alternate; cosmic, light, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 21; Burst Area: 30 feet radius sphere, DC 21, Increased Range 2: perception; Limited: Can only instill calm, Limited Degree)
. . Dazzling Shimmer: Cumulative Burst Area Affliction 7 (Alternate; cosmic, light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 17, Cumulative, Selective; Limited: to one sense- Sight)
. . Glittering Beam: Blast 10 (Alternate; cosmic, light, DC 25; Indirect 2: any point away or fixed point in fixed direction)
. . Restorative Glow: Healing 10 (Alternate; cosmic, light; Persistent, Restorative, Stabilize; Limited: Others Only)
. . Scintillating Constructs: Create 9 (Alternate; cosmic, light, Volume: 500 cft., DC 19; Movable, Stationary; Check Required 6: DC 15 - Expertise: Art)
Quick Change: Feature 1 (cosmic)
Ride the Light: Flight 7 (cosmic, light, Speed: 250 miles/hour, 0.5 miles/round; Platform)
Senses: Senses 4 (Counters Illusion: Visual, Radius Vision, Ultravision)


Offense
Initiative +2
Calming Radiance: Burst Area Affliction 11 (DC Will 21)
Dazzling Shimmer: Cumulative Burst Area Affliction 7 (DC Dog/Fort/Will 17)
Glittering Beam: Blast 10, +12 (DC 25)
Grab, +4 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +6 (DC 15)


Complications
Identity: Benjamin Launcher is a visual artist.
Motivation - Doing Good: Ben has always been something of a social crusader and sees his new found abilities as a way to right some of societies wrongs.
Disability: Claustrophobia - Even before getting his powers, Ben was never very good with tight or confined spaces. However since getting them, this distaste has grown into full blown Claustrophobia.


Languages
French, Native Language


Defense
Dodge 13/5, Parry 13/5, Fortitude 11, Toughness 9, Will 11


Power Points
Abilities 42 + Powers 77 + Advantages 8 + Skills 20 (40 ranks) + Defenses 18 = 165


Bio: Benjamin Launcher was born 17 May 1986 at St. Joseph's Hospital in Hamilton, Ontario, Canada, to Don and Maria Launcher, the second of two children with older sister Sherry. The family moved to Kitchener, Ontario when he was two, where his father was a factory supervisor at Budd Automotive, and did work as a labor negotiator.
He became interested in comic books when he was eight. His interest rarely waned, but he found himself the only collector at his school when he reached adolescence. In adolescence, he came to like flashier artists who inspired him to devote himself to drawing. Launcher also found inspiration in Mad magazine, as well as underground cartoonists. At seventeen, rather than repeat Grade 11, Launcher dropped out of high school to pursue a career in comics. His explanation was that there was nothing more he could learn from school that would further his career as a cartoonist. His rise to prominence in comics didn’t begin until after he began Hellhound in December 2007. Initially, Hellhound was a parody of Conan the Barbarian and other sword and sorcery comics, but after two years Launcher came to conceive of the series as a self-complete work, which would run for 150 issues and be subdivided into several "novels". By the time the 3000-page work was completed in March 2017, Launcher had delved into politics, theology, metaphysics, feminism and gender, while becoming progressively more sophisticated and experimental in his storytelling and artwork. Launcher worked on Hellhound Archives after completing Hellhound, and produced the comic book series Eye of the Beholder, which examines the history of photorealistic comics, and Kristallnacht, about the Holocaust.


Launcher is an advocate of self-publishing as an ideal. He co-founded the small press publisher with his wife-to-be, Louise Corhard, in 2007; most of the titles it published moved to Corhard's Rotten Core Press after their divorce in 2014. His relationship with his readers, colleagues and friends has often been strained, sometimes by the content of his work, and often by his expressed opinions and personal interactions. Most prominently, his idiosyncratic religious conversion in 2016 has colored his work and writing since, including the later Hellhound novels. He has criticized the use of copyright to restrict creators, and has made arrangements for his body of work to fall into the public domain following his death.
In 2019, it looked like that death might be coming sooner than he had expected, when a routine doctors visit indicated that he had an elevated white blood count. It was quickly determined that he had mid-stage pancreatic cancer, and the diagnostic with earth based science did not look good. 3-6 months of chemotherapy followed by a 90% likelihood of death within 3-8 months of that or without the treatments just the 3-6 months. However, the “Blessed Ones” offered treatment which could completely remove the cancer and offer him a normal lifespan, so he chose to take them up on their offer. Of course he had heard rumors that some of those who had been treated by the “Blessed Ones” had had “Side Effects” but what was that compared to a cancer free life?

kanly
09-25-2017, 01:14 PM
St Lawrence - PL 11
https://roninarmy.com/attachment.php?attachmentid=454&d=1487200638


Strength 5, Stamina 8, Agility 4, Dexterity 2, Fighting 4, Intellect 0, Awareness 4, Presence 1


Advantages
Accurate Attack, All-out Attack, Assessment, Attractive, Benefit, Status: Mixed Martial Arts Champion, Benefit, Wealth 2 (independently wealthy), Close Attack 6, Daze (Deception), Equipment 3, Fast Grab, Favored Environment: Underwater, Improved Grab, Improved Hold, Languages 1, Power Attack, Taunt, Uncanny Dodge


Skills
Acrobatics 5 (+9), Athletics 4 (+9), Deception 7 (+8), Expertise: Geography 5 (+5), Expertise: History 5 (+5), Insight 4 (+8), Stealth 2 (+6)


Powers
Aqueous Body
. . Alternate Form (Ice) (Activation: Standard Action)
. . . . Hard Packed Ice: Density Growth 3 (+3 STR, +3 STA, +3 mass ranks; Density)
. . . . Ice Shell: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
. . . . Ice Weapons: Strength-based Damage 4 (DC 24; Precise, Reach (melee): 5 ft., Split: 2 targets, Variable Descriptor: close group - Use weapon descriptors)
. . . . . . Brittle: Weaken 8 (Alternate; Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only)
. . . . . . Icey Snare: Cumulative Affliction 8 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, DC 18; Alternate Resistance (Dodge), Cumulative, Extra Condition; Feedback, Limited Degree)
. . . . Coldly Inhuman: Immunity 17 (Common Descriptor: Cold, Critical Hits, Disease, Poison, Starvation & Thirst, Suffocation (All))
. . . . Mini Blizzard: Environment 1 (Cold (Extreme), Impede Movement (2 ranks), Visibility (-2), Radius: 30 feet)
. . Alternate Form (Water) (Activation: Standard Action)
. . . . Clear water: Concealment 2 (Sense - Sight; Limited: Limited to Underwater)
. . . . Drown: Progressive Affliction 12 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Progressive; Grab-based)
. . . . Inhuman: Immunity 7 (Critical Hits, Disease, Poison, Starvation & Thirst, Suffocation (All))
. . . . Maliable: Enhanced Trait 10 (Traits: Dodge +5 (+14), Parry +5 (+14))
. . . . Strech: Elongation 1 (Elongation: 15 feet, +1 to grab)
. . . . Swimming: Swimming 1 (Speed: 1 mile/hour, 15 feet/round)
. . . . Water Body: Insubstantial 1 (Fluid)
Regeneration: Regeneration 2 (Every 5 rounds; Persistent; Source: Water)


Equipment
Skyscraper Penthouse, Truck


Offense
Initiative +4
Brittle: Weaken 8, +10 (DC Fort 18)
Drown: Progressive Affliction 12, +10 (DC Fort 22)
Grab, +11 (DC Spec 16)
Ice Weapons: Strength-based Damage 4, +10 (DC 24)
Icey Snare: Cumulative Affliction 8, +10 (DC Dog/Fort/Will 18)
Throw, +2 (DC 20)
Unarmed, +10 (DC 20)


Complications
Fame: MMA Champion turned action movie star (think the Rock)
Identity: Steven Lawrence
Motivation - Thrills: Steven is used to the constant action of a MMA fighter
Vulnerability: Fire


Languages
French, Native Language


Defense
Dodge 9, Parry 9, Fortitude 12, Toughness 8, Will 7


Power Points
Abilities 56 + Powers 51 + Advantages 25 + Skills 16 (32 ranks) + Defenses 17 = 165


Bio: After competing in sport karate competitions at a young age, Steven Lawrence began his professional mixed martial arts career in 2015. When he first burst onto the scene, Lawrence’s fighting style was an athletic blend of flashy striking and aggressive grappling. It was not until he refined his wrestling and Jiu-Jitsu skills, however, that he truly emerged as a world-beater. Although still considered a highly skilled striker, Lawrence is a relentless worker and a master strategist, often exploiting his opponent’s physiological weaknesses en route to victory. He is a humble fighter who openly and honestly discusses his mistakes, and who regularly travels in search of the best instruction. Lawrence is regularly welcomed at a number of top teams in preparation for his title defenses, and carefully tailors his pre-fight camps to the opponent he is fighting. He was generally regarded as one of the top pound-for-pound fighters in the world.


After spectacularly defeating many notable fighters in his first year, he was given a title match with former champion Keith Harris for the vacant UFC Welterweight Championship. However, his nerves caught up to him and after a small error of judgement he lost in a submission victory at 4:59 of the first round. However he used that defeat to drive him on to train even harder and after putting together one of the most impressive winning streaks in welterweight history Lawrence took the UFC Welterweight Championship from Keith Harris in a rematch. Although he lost his first title defense he then reclaimed the title in a rematch one year after losing it. Unfortunately, SL tore his ACL while training for his next fight, and could not compete for 19 months.


After taking the time off to rest and heal up, Lawrence squared off against interim welterweight champion, Tanner Elle to unify the belt. The match ended with him being dealt a flurry of punches and a devastating head kick in the third round, which broke his neck, paralyzing him from that point down. After such a devastating injury there was no coming back with conventional human medicine. Instead, he turned to the abilities of the “Blessed Ones” which were able to completely heal him and left him in top physical condition, but there was concern over weither the alien healing gave him an unfair advantage against his opponents. Consequently, SL has been focusing on his acting career since his recovery.


In addition to his accomplishments inside of the cage, Lawrence is a true crossover star to emerge from MMA, owing to an infectious natural exuberance, and Adonis-like physique. He is only the second MMA fighter to be recognized as the Canadian Athlete of the year by Rogers Sportsnet, and one of the only fighters to be signed to sponsorship deals with sports advertising juggernauts Gatorade and Under Armour. Frequently describing himself as a "proud champion," Lawrence is a consumate professional who takes seriously his obligations that have made him rich and famous. While he has received criticism for not finishing his opponents, his fights often had some of the highest attendance marks for any UFC events. It is currently unknown whether or not Lawrence will make an eventual return to the cage.








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


Skyscraper Penthouse - PL 11


Toughness 6, Size Small


Features:
Fire Prevention System, Garage, Gym, Library, Living Space, Security System 2


Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7






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


Truck - PL 11


Strength 9, Defense -4, Toughness 9, Size Huge


Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)


Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

kanly
09-25-2017, 01:27 PM
https://orig00.deviantart.net/7350/f/2010/305/2/3/werewolf_transformation_by_lycanthropicshifter-d31zjz1.gifhttp://www.relativelyinteresting.com/wp-content/uploads/2014/02/werewolf-transformation.jpg
Randomized Rolls (http://www.coyotecode.net/roll/lookup.php?rollid=179640)
New Moon - PL 10

Chander Lovelle
Strength 8/6, Stamina 6, Agility 4, Dexterity 2, Fighting 10, Intellect 0, Awareness 2, Presence 1


Advantages
Benefit, Wealth 2 (independently wealthy), Close Attack 2, Equipment 2


Skills
Acrobatics 6 (+10), Athletics 6 (+14), Intimidation 12 (+13), Perception 6 (+8)


Powers
Deathly Howl: Perception Area Affliction 10 (1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, Resisted by: Will, DC 20; Perception Area: DC 20 - Auditory, Extra Condition; Limited Degree)
Human Transformation: Morph 1 (+20 Deception checks to disguise; Single form)
Sharp Claws (Penetrating 5)
Supernatural Might
. . Enhanced Trait: Enhanced Trait 6 (Traits: Strength +2 (+8), Advantages: Close Attack 2)
. . Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Thick Skin
. . Impervious Defense: Impervious Toughness 10 (Limited: Not versus magical or silver weapons)
. . Protection: Protection 4 (+4 Toughness)
Wolf Senses: Senses 5 (Acute: Olfactory, Danger Sense: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank, Ultra-hearing)


Equipment
Abandoned Warehouse


Offense
Initiative +4
Deathly Howl: Perception Area Affliction 10 (DC Will 20)
Grab, +12 (DC Spec 18)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)


Languages
Native Language


Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 10, Will 8


Power Points
Abilities 62 + Powers 52 + Advantages 4 + Skills 15 (30 ranks) + Defenses 17 = 150


Complications:
Power Loss- when in Human Form he has no access to his were abilities.
Temper- Especially during the full moon Chander has a hair trigger temper
Secret- He has no idea who attacked him in the woods that night or why.
Motivation- Lovelle is a consummate professional who takes seriously his obligations that have made him rich and famous.

After competing in sport karate competitions at a young age, Chander Lovelle began his professional mixed martial arts career in 2010. When he first burst onto the scene, Lovelle’s fighting style was an athletic blend of flashy striking and aggressive grappling. It was not until he refined his wrestling and Jiu-Jitsu skills, however, that he truly emerged as a world-beater. Although still considered a highly skilled striker, Lovelle is a relentless worker and a master strategist, often exploiting his opponent’s physiological weaknesses enroute to victory. He is a humble fighter who openly and honestly discusses his mistakes, and who regularly travels in search of the best instruction. Lovelle is regularly welcomed at a number of top teams in preparation for his title defenses, and carefully tailors his pre-fight camps to the opponent he is fighting. He was generally regarded as one of the top unpowered fighters in the world.
After spectacularly defeating many notable fighters in his first year, he was given a title match with former champion Keith Harris for the vacant UFC Welterweight Championship. However, his nerves caught up to him and after a small error of judgement he lost in a submission victory at 4:59 of the first round. However he used that defeat to drive him on to train even harder and after putting together one of the most impressive winning streaks in welterweight history Lovelle took the UFC Welterweight Championship from Keith Harris in a rematch. Although he lost his first title defense he then reclaimed the title in a rematch one year after losing it. Unfortunately, SL tore his ACL while training for his next fight, and could not compete for 19 months.
During that forced break he decided to take the time off to rest and heal up at a private rehabilitation facility in the wilds of Northern Canada. Unfortunately, that turned out to be not quite as relaxing of a recuperation as he had hoped. The first year went poorly, with him making little progress in his physical therapy and totally bored with the lack of stimuli offered by his out of the way location. However, all of that changed when he was attacked by a strange creature in the woods while he was out for a late (when there were fewer people to see how badly he was still limping) jog in the nearby woods. He heard a growl and then the creature was on him, biting and clawing. He was only saved when another couple happened by and scared the creature off. Luckily, when the doctors examined him, most of the scratches and bites seemed fairly superficial, though he remembered them being much more severe during the attack. In fact, most of them faded to nothing more than a cloudy memory within a few days. After the attack, things changed dramatically. His physical therapy really turned around and soon he was in even better shape than before the injury. He also felt a profound new connection to the woods and found himself drawn to their serenity and peace, and finding himself much more easily irritated and angry when not out in them. It was only with great reluctance that when his rehab period was over that he returned to his old life.
After returning to the ring, Lovelle squared off against interim welterweight champion, Tanner Elle to unify the belt. The match ended with him being dealt a flurry of punches and a devastating head kick in the third round, which should have broken his neck. Instead it caused him to loose control and experience his first transformation right there in the center of the ring, on world wide pay per view. There was simply no coming back to the unpowered sports world after that, the cat or wolf in this case was out of the bag. Finally, realizing what it was that he had become, Chander decided to try and use his new found abilities to help people and New Moon was born.
In addition to his accomplishments inside of the cage, Lovelle was a true crossover star to emerge from MMA, owing to an infectious natural exuberance, and Adonis-like physique. He is only the second MMA fighter to be recognized as the Canadian Athlete of the year by Rogers Sportsnet, and one of the only fighters to be signed to sponsorship deals with sports advertising juggernauts Gatorade and Under Armor. Frequently describing himself as a "proud champion," Lovelle is a consummate professional who takes seriously his obligations that have made him rich and famous. While he has received criticism for not finishing his opponents, his fights often had some of the highest attendance marks for any UFC events.