Archive of the old official Mutants & Masterminds boards. See http://roninarmy.com/
Minion • PL0
STR 0, STA 1, AGL 0, DEX 0, FGT 2, INT -1, AWE 1, PRE 1
Advantages: Beginner’s Luck. Skills: Expertise: Armorer 4 (+3), Expertise: Cooking 4 (+3), Perception 4 (+5). Offense: Init +0, Unarmed +0 (Damage 0). Defense: Dodge 0, Parry 2, Fort 1, Tou 1, Will 1. Totals: Abilities 8 + Advantages 1 + Skills 6 + Defenses 0 = 15 points
Galadriel has been Charis’s slave for over a year now. Her duties involve cooking for her master, tending her armor and weapons and general upkeep around their home. She is very aware of what happens around her and watches her master with a keen eye. Despite the laws, she has taken steps to educate herself, reading books from Charis’s library when her master is away.
Charis is steadfast in her belief that every being should know how to defend themselves, and a slave is no different. She doesn’t believe that a human could ever meet her level of skill or ability with a blade, so she is not fearful of Galadriel’s learning. Charis is a stern teacher, leaving as many marks as she does lessons. It’s the only time she lays a hand on her slave.
Strength 3, Stamina 5, Agility 8, Dexterity 0, Fighting 3, Intellect 0, Awareness 4, Presence 0
Goblin Sized: Shrinking 4 [Permanent; Innate], Senses 7 [Extended Accurate Ultra Hearing Danger Sense Hearing Darkvision; Innate]
Poison [Removeable (-1) Require move action to activate (-1) (Quirk has to enter body -1)]:
Health Sapping Poison: Weaken 7 [Stamina ]
Alt: Strength Sapping Poison: Weaken 7 [Strength]
Alt: Rare Toxin: Affliction 7 [Resisted by Fort Impaired, Disabled, Incapacitated ]
Alt: Paralyzing Agent: Affliction 7 [Resisted by Fort Fatigued, Immobile, Paralyzed]
Speed 2 [Removeable]
Damage 3 [Str based]Masterwork Shuriken
Shuriken: Damage 3 [Ranged Multiattack]
Rope (1 ep)
Agile Feint, All-out Attack, Benefit [Apothecary], Equipment 2, Favored Foe [Surprised], Hide in Plain Sight, Improved Critical 2 [Daggers], Languages 1 [Common, Goblin], Luck 3, Move-by Action, Power Attack, Skill Mastery 4 [Acrobatics, Athletics, Stealth, Perception], Uncanny Dodge
Acrobatics 7 (+15), Athletics 7 (+10), Close Combat: Daggers 4 (+7), Deception 7 (+7), Expertise: Goblin Business Man 8 (+8), Expertise: Appraisal 8 (+8), Expertise: Poisons 7 (+7), Insight (+4), Intimidation: Note: Perm Shrinking mod included. (+-2), Investigation 0 (+0), Perception 1 (+5), Persuasion (+0), Ranged Combat: Thrown Weapons 7 (+7), Sleight of Hand 5 (+5), Stealth: Note: Perm Shrinking mod included. 3 (+15)
Dodge 9, Parry 9
Toughness 5 (Def Roll 0), Fortitude 8, Will 6
Abilities 48 + Powers 26 + Advantages 20 + Skills 32 + Defenses 9 = Total 135
Coward – Squee prefers his fights as unfair as possible
Enemies – The family and friends of a number of people Squee has killed would love to harm him
Loves rubies- Squee will forget common sense if presented with an opportunity to acquire a ruby. Offer him enough, or a big high quality one and he'll even go as far to lower what he gets out of the deal.
The goblin known as Squee started his life like most goblins, young and greedy. At first it seemed he was destined to become just another trader but a traveling rogue saw doing tricks to make gold disappear and offered a large sum to Squee's father to take him as an apprentice. Reluctant to expose himself to danger, Squee mastered many of the arts of the rogue before his master revealed his true purpose in acquiring the young goblin, to take out a master trader that had shorted him. He promised shares of the traders vast riches and finally persuaded Squee. Squee succeeded but in the conflict his master died. Seeing few other choices he hired himself out as an assassin for hire.
"A strange name, for a strange ship."
"Nah, a unique name, for an undeniably unique ship."
- Diamond Orta, Second Captain of the Darfunkle to a Passenger
Last evening, many had already gone to bed. We had spent a hard day in rain and wind and everyone was tired. A few sat at posts for rounds, but anchored in the bay, many slept. Suddenly, the ship rocked precariously, spilling men from their bunks. Curses and yelling thickened the air, blankets and feet tangled on the floor.
Anchored, 'what could have rocked us that much?' many argued, looking for something to be mad at. I got up to look, to see if the storm had followed us into the cove, but nothing. The water was calm. But it was in those steps back to bed that I saw it. A fire had started kindling from several dirty rags and a poorly placed lamp in the storage room. Had I not caught it, we would have lost our entire delivery, perhaps the whole ship would have caught fire. Luck? Who's to say?
-- Journal Entry of Clay Jemmings, Ship Hand
Captain Liguria Orta - PL 8
Strength 1, Stamina 1, Agility 2, Dexterity 1, Fighting 2, Intellect 1, Awareness 1, Presence 3
Assessment, Attractive, Defensive Roll 3, Equipment 3, Evasion, Favored Environment: Underwater, Great Endurance, Improved Critical 2: Coral Sword: Strength-based Damage 6, Improved Defense, Improved Disarm, Improved Initiative, Improved Initiative, Improved Trip, Improvised Weapon, Inspire 2, Leadership, Precise Attack (Close, Cover), Redirect, Seize Initiative, Takedown, Takedown, Uncanny Dodge
Acrobatics 5 (+7), Athletics 6 (+7), Close Combat: Pirate/Ocean Warrior 7 (+9), Deception 4 (+7), Expertise: Nautical/Navigation 6 (+7), Insight 6 (+7), Intimidation 4 (+7), Perception 6 (+7), Persuasion 4 (+7), Ranged Combat: Guns and Spear 8 (+9), Sleight of Hand 6 (+7), Stealth 5 (+7)
Breath Underwater: Immunity 2 (Environmental Condition: Deep Ocean, Suffocation: Drowning)
Eyes and Nose: Senses 4 (Danger Sense: Ripples of Water, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank; Limited: In Water Only)
Half Fish: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
Member of the Ocean: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Sea Creatures)
Tail Slap: Strength-based Strike 6 (DC 22; Reach (melee): 5 ft.; Limited: Water Only)
. . Shark Like Teeth: Strength-based Strike 3 (Alternate; DC 19; Penetrating)
Water Warrior: Enhanced Trait 6 (Advantages: Evasion, Great Endurance, Improved Defense, Improved Initiative, Seize Initiative, Uncanny Dodge; Limited: under water)
Coral Spear [Coral Spear: Strength-based Damage 6, DC 22, Advantages: Improved Trip; Penetrating, Reach (melee): 5 ft., Split: 2 targets]
. . Coral Sword: Strength-based Damage 6, +9 (DC 22), Advantages: Improved Critical 2; Precise Attack (Cover), Takedown 1
. . Single Shot Revolver: Blast 6, +1 (DC 21), Flaws: Activation: Reloading, Noticeable: Loud Bang
Scaled Armor [Scaled Armor: Protection 3, +3 Toughness]
Coral Spear: Strength-based Damage 6, +9 (DC 22)
Coral Sword: Strength-based Damage 6, +9 (DC 22)
Grab, +9 (DC Spec 11)
Shark Like Teeth: Strength-based Strike 3, +9 (DC 19)
Single Shot Revolver: Blast 6, +1 (DC 21)
Tail Slap: Strength-based Strike 6, +9 (DC 22)
Throw, +9 (DC 16)
Unarmed, +9 (DC 16)
Enemy: Ship Stealers
Motivation: Get His Ship Back
Responsibility: The Darfunkle
Weakness: Dry and Arid
Dodge 9, Parry 9, Fortitude 8, Toughness 7/1, Will 8
Abilities 24 + Powers 17 + Advantages 17 + Skills 34 (67 ranks) + Defenses 28 = 120
The land version of his people, representative of his sisters and father. Liguria would look similar though younger than the male on the right.
Power Level: 7
Power Points: 
Hero Points: 1
ABI DEF SKI ADV POW
Strength: 2/4 (7 for Grappling, 7 for Lifting)
Unarmed: +7 DC17/19 Tgh
C.Longbow: +8 DC20 Tgh Rng: 125'/250'/500'
B.Sword: +7 DC20/22 Tgh Crit 18-20
F.Counter: -- DC17 Frt (1st: Dazed, Vulnerable, 2nd: Defenseless, Stunned)
Sanctuary: DC17 Dg DC17 Wil (1st: Dazed, 2nd: Compelled, 3rd: Controlled)
Z.o.Truth: DC17 Dg DC17 Wil (1st: Dazed, 2nd: Compelled, 3rd: Controlled)
Athletics 4(+6/+8), Deception 6(+9/+11), Expertise(Int)(Survival) 4(+4), Insight 7(+10), Intimidate 6(+9), Perception 3/4*(+10), Persuasion 4(+7/+9), R.C.(Bows) 6(+6), Treatment 6(+6)
Animal Empathy, Attractive, Equipment 4, *Feature(Native Outsider), Great Endurance, Improved Defense, Improved Disarm, Improved Smash, Interpose, Language(Elven), Quick Draw
Masterwork Composite Longbow(Str-Based Damage 3, Ranged 5, Accurate)
Sanctified Silver Bastard Sword(AE from Bow; Str-Based Damage 3, Improved Critical 2)
Mythril Breastplate(Protection 4)
Shield Brace(Dodge +1, Parry +1, Protection +1)
Ring of Sustenance(Immunity: Starvation and Thirst)
Traveling Cloak(Immunity 2, Hot & Cold Environment, Half Effect)
Racial Traits: 10pp total
[ 4]Racial Attributes: Enhanced Traits 2 (+1 Awareness, +1 Presence)
[ 2]Racial Skills: Enhanced Skills 2 (Perception 4)
[ 1]Racial Traits: Enhanced Advantage 1 (Feature 1
[ 1]Darkvision: Sense 2 (Darkvision), Quirk(Limited to 60 feet)
[ 2]Daylight: Environment 1 (Strong Light)
Class Traits: 42pp total
Cleric Inner Faith, Array 16 points w/ 3 Alternate Effects
|Feat of Strength:
|* Enhanced Trait 5 (+5 Strength), Limited to Lifting 3 and Enhanced Strength 3, Limited to Grappling
|[ 6]Strength Devotion:
|* Penetrating Strength 5, and Feature(All Melee attacks gain Adamantine descriptor)
|Shield of Faith:
|* Create 7, Increased Mass, Precise, Selective, Stationary, Tether, Limited to Shields, Proportionate
|[ 6]Protection Devotion:
|* Deflect 6
|* Healing 8
|* Affliction 7 (vs Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled), Area(Perception(Visual)), Concentration, Cumulative, Instant Recovery, Limited(Affected enemy being attacked breaks the effect), Limited(Single Command; Do not attack Silver or her allies)
|[ 7]Zone of Truth
|* Affliction 7 (vs Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled), Area(Burst), Concentration, Cumulative, Instant Recovery, Limited(Affected enemy being attacked breaks the effect), Limited(Single Command; Answer truthfully)
|* Healing 10, Reaction(Taking Damage), Self Only, Temporary, Quirk 9(Reduces time before Healing wears off to 6 seconds, or end of next turn), Quirk(Only heals damage done by the attack that triggered the reaction)
/=Stances= Array, 5 points w/ 1 Alternate Effect
|[ 5]Martial Spirit:
|* Regeneration 10, Source(Combat), Sustained
|[ 1]White Raven Wings:
|* Flight 2, Winged, and Enhanced Advantage 3 (Inspire 3)
/=Maneuvers= Array, 6 points w/ 1 Alternate Effect
|[ 6]Crusader Strike:
|* Healing 2, Ranged, Free Action, Diminished Range 2, Limited(Must hit an enemy)
|[ 1]Furious Counterstrike:
|* Affliction 8 (VS Fort; 1st: Dazed, Vulnerable, 2nd: Defenseless, Stunned), Extra Condition, Linked(To Strength-Based Damage attacks), Limited(While having temporarily healed conditions from Delayed Damage), Limited Degree
Motivation: Freedom. Silver's overall motivation is to remain a free spirit, to follow her own path and see just how far her strength can take her. She's not an anarchist by any means though, and more interested in her own freedom than that of others. She doesn't like slavery, but knows one woman can't change it.
Too Human: Despite being a native outsider, Aasimar look astonishingly human, especially at a distance, though their nature is more apparent up close. This can cause confusion or misunderstandings rather easily.
Too Good: Aasimar are good aligned by nature, and while Silver is more enterprising than others of her race, that good-natured leaning can cause problems in certain situations.
No-one is truly certain where Silver came from, where she trained or much anything else. And she certainly isn't telling. The truth is, Aasimar are born of human parents that have celestial ancestry somewhere in their genome that may or may not show up for generations. Her parents risked everything to get her away where she could have a chance to grow up free of the sins of humans that brought the punishment of the demons.
She grew up among the elves, but her adventurous free spirit lead her to learn to fight so she could walk her own path. So strong was this desire it manifested as a sort of inner divine power. She now travels in search of adventure, to see how far her power can take her.
Silver is generally seen as calm and serene, little managing to rile her up. Kind-hearted by nature, she is also quite headstrong. Her motivation is to live free and by her own strength, and she does not intend to let anything get in her way.
Second son of minor elven noble Beiro grew up in comfort, was give the fine and expensive education befitting his status, unfortunatly it was largly wasted, Beiro showed little intrest and less abilty in academic, or thaumaturgic studies. However his showed promise as swordsman after reaching the limit of what could be taught by his tutors, he set off to learn more as an adventurer in his adolescence with his parents blessing. Shortly afterwards his psionic abilties manifested. Psionic talent is rare amongst elves, Bieros partculiar version doubly. So he continued his journey combining his psionic talents with his swordsmanship, testing the limits of both. Over the decades that he wandered he's amassed a considerable web of contacts over his adventures.
Expertise: Politics 8 (+7)
Persuade 12 (+14)
Notice 4 (+10)
Deception 8 (+10)
Insight 2 (+8)
Melee combat (sword) 4 (+4/8)
Attractive , Connected, equipment 3, Jack of All trades,Languages (common), Well Informed
Elf Racial Traits(4pp container Feats: Innate) [5PP] (Inherent abilities)Elf senses Extended vision, Infravison, Extended hearing 3pp
Immunity sleep 1pp
Energy Blast: Damage 8 (Cone 2, variable 2, affect insubstantial 2) 28pp+ 9AE
Energy Ball: Damage 8 (ranged, burst, variable 2, affect insubstantial 2)
Energy Burst: Damage 8 (selective, burst, variable 2, affect insubstantial 2)
Energy Missle: Damage 8 (ranged, perception,precise, variable 2, affect insubstantial 2)
Fabricate: Create 8 (Permanent: Subtle, precise)
Telekinesis: Move object 8 (damaging, accurate 4)
Dominate: Affliction 8: entranced, compelled (perception, Cumulative: Limited second effect only) vs will
Mental Stun: Affliction 8: dazed and vunerable, stunned (burst, selective, extra effect: Limited: Effect ) vs will
Mind reading: Mind reading 8: Cumulative, subtle 2
Ego whip: Weaken Presence 8: (Perception)
Precognition: Enhanced defense: parry 2, Enhanced defense: dodge 2, danger sense (mental) 5 pp
Volatile Mind: Immunity 2: Mental Mind Control and Mind Reading, Limited Half Effect. 1pp
Wild Surge: Enhanced Advantage 2: Power Attack, Extraordinary Effort 2pp
Amulet of health: Enhanced Stamina 2, immunity poison (removable-1) 4pp
Ring of Invisabilty: Concealment 3: visual and audio. Passive. (removable-1) 2 pp
Equipment: 3 points/ 15 equipment
Magic sword strenght based damage 4, improved critical, accurate .
Enchanter Buckler: +2 dodge, +2 parry
Banded mail: Protection 4
Sword +10 DC21 toughness
Elemental effects: Ref DC 18 DC 23 Toughness
Total: 30+8+19+8+55= 120
Psychic Enervation: When Biero streches the limit of his powers, they can be very disorientating, occassionally leaving him Dazed in addition to other effects.
Kinda Stupid: Considing his longevity, education, powers and race Biero's somewhat dimwit and is often expected to know things he simply can't grasp or remember.
Wanderlust: Biero rarly stays in the same area for any lenght of time, theres so much to see and do.
Family: Biero is member of one of the elven noble family, he is somewhat of a black sheep of the family, but he'd drop almost anything if needed.
Favors owed: Biero owes and is owed a whole lot of favors by a somewhat staggering array of people.
Motivation, Thrills: Biero does things for fun.
Temper: Biero has somewhat of an explosive temper, as many places and people found out.
Hair: Red, Spiky
Eyes: Solid Yellow
Age: 45 (looks 20)
Power Level 8, 120 PP; Abilities 26 + Powers 49 + Advantages 13 + Skills 8
(15 ranks) + Defenses 24
Eldon's Magic Grabber:Move Object 5 125/250/500 ft., Magical, Crit 20 +6, DC 20
Magic: Magic 8 200/400/800 ft., Magical, Crit 20 +6, DC 23
Throw Bludgeon, Crit 20 +6, DC 14
Unarmed Bludgeon, Crit 20 +0, DC 14
..Device (Amulet of Protection); Removable (6 points)
...Force Field: Force Field 8: +8 Toughness;
..Innate Gnome Powers (12 points)
...Concealment: Concealment 3 All Visual Senses; Passive, Activation: move action (3 points)
...Small Stature: Shrinking 4 -1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Permanent (8 points)
..Magic: Magic 8 Magical, DC 23; Affects Insubstantial 2: full rank (18 + 4 alternate= 22 points)
...[Alt] Dispel: Nullify 8 (alternate) Magical, Counters: Magic, DC 18; Broad (16 points)
...[Alt] Eldon's Magic Grabber: Move Object 5 (alternate) Magical, 1600 lbs., DC 20, Advantages: Improved Disarm, Improved Hold; Damaging, Precise (18 points)
...[Alt] Environment: Environment 3 (alternate) Magical, Heat, Light, Visibility (-2), Radius: 120 feet; Selective (12 points)
...[Alt] Magic Constructs: Create 6 (alternate) Magical, Volume: 60 cft., DC 16; Increased Duration: continuous (18 points)
..Senses: Senses 5 Accurate Magic, Acute Magic, Awareness: Magic, Low-Light Vision (5 point)
..Teleport 2: 120 feet in a move action, carrying 50 lbs. (4 points)
Eidetic Memory, Equipment 1, Hide in Plain Sight, Jack-of-all-trades, Ranged Attack 3, Ritualist, Skill Mastery: Expertise: Magic, Speed of Thought,
Language 1( Common, Gnome, Elven)
Small Backpack (bigger on inside than outside, able to carry 50lbs as if it weighs nothing) [1ep]
SpellBook (+2 to expertise if whispered) [1ep]
Cloak (Immunity: Heat, Cold environments; half effect) [1ep]
Investigation kit (+5 to investigate; Limited to magic items) [2ep]
Acrobatics +2, Athletics -1, Deception +5, Expertise: Magic +8(+10 with spellbook), Insight +4, Intimidation +0, Investigation +4 (+9 with investigation kit), Perception +4, Persuasion +5, Sleight of Hand +4, Stealth +6, Technology +4, Treatment +4, Vehicles +3
Motivation (Thrills): Eldon's wonder-lust combined with his mischievous nature made adventuring a natural occupation for him.
Power Loss: If Eldon is unable to gesture with his hands or talk, he can't use his magic.
Quirk: Eldon, like many Gnomes, loves pulling a good prank on someone. While his pranks aren't harmful, they have gotten him into trouble before. He just doesn't understand why some people can't take a good joke.
Eldon is a trickster at heart. He loves pulling pranks on those around him, his magic abilities helping significantly. His pranks will never do any lasting harm, but he isn't afraid to embarrass the toughest looking guy in the room to see his reaction. Eldon just doesn't understand why most people don't enjoy a good joke at their expense. He generally doesn't take much seriously and doesn't hold hard feelings. As long as he makes it out of a situation in one piece, he's likely to laugh it off. Like most gnomes, Eldon does try to treat humans with a little kindness.
Users browsing this forum: No registered users and 11 guests