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Kanly's Kharacters

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  • Kanly's Kharacters

    3E Superhero builds
    Anansi -
    Anubis -
    Apollo -
    Aracnoid -
    Badak - Rhino themed powerarmor
    Battilion - Commander of a fleet of powerful windup toys
    Bigtop -
    Black Spine - 9' tall, humanoid cockroach
    Bluetooth - A blind, deaf Technopath
    Carapace
    -
    Chrysalis - Buggy super
    Clouded Leopard - Unpowered searcher for the seeds of creation
    Cheshire Cat -
    Iaido - Wielder of the imperial blade
    Ingwaz Mannuson - Tectonic Knight
    Jack Frost - The spirit of winter given form
    Jade Shen - Queen of the Shadowkhan
    John Bull - Living embodiment of the British spirit
    Gearoid O'Cearul -
    Gemini - A girl who is really in touch with her self
    Grimalkin - A whip wielding cat burgler
    Jorel Hopkis -
    Leapfrog - Prototype Navy seal power armor
    Leashy -
    Marcus Hit IV - Man in the machine
    Mercury -
    Nightmare - The horse of your dreams
    Ohm -
    Quake -
    Quetzalcoatl - The feathered serpent reborn
    Rakashsa - Possessor of the Rakashsa's Heart, a mystic artifact from India
    Renasence -
    Rhodes - The famed colossus humanized
    Ringer -
    Rosie the Riveter - Avatar of feminist ideals
    Rune - Tattooed Warrior
    Rushil Zoji - Post-apocalyptic Postman
    Spoilsport -
    Telemachus -
    Tempo - Singer, songwriter, superhero
    Terry King - An extra-dimensional anthropomorphic Deinonychus teen.
    Weaver - TK with an affinity for apparel
    Widower -
    Wild Card -
    Yukki Onna - Emissary of the Winter Court

    2E Superhero builds
    Aumanas Iliro, Beloved of Calysta
    Brian Stern - Charlie Gordon Expy (Flowers for Algernon)
    Caiman - Beastly bayou boy
    Charlatan - A legacy magic device user
    Diadem - It is all about having the proper accessories
    George 'Rube' Walberg - Air controlling pitcher
    Ginjiro - a silver stretching super
    Hubert Louis DuVee IV - Beast battling barrister
    Jack Golden - Lucky gambler in a world gone mad
    Kid Mercury
    Max Telin - Private security consultant with his dog Rex
    Pirate Queens - A sea faring group of super powered women. Made up of Buccaneer, Corsair, Privateer and Swashbuckler
    Proteus - Morphic ball of green goo
    Runin Redeyes
    Sieben Heim - Eugenics project that was better than expected
    S. E. Brul - A brainy PI
    Shadow-touched Warlock
    Tiberious 'Barry' Kirk - Biokinetic social misfit.
    Thinktank - The most dangerous opponent is one who can really think
    Wind Witch - Voiceless it cries, Wingless flutters, Toothless bites, Mouthless mutters
    Yama King -

    1E Superhero builds
    Cricket - Sonic/porting exoskeleton user

    The Jewels of Punjar (3E fantasy home game)
    PCs
    Aaire - Raccoon Hengeyokai warrior priestess of Avandra with her blink dog companion Freyell.
    Battlezar - Dragonborn war hero of the local Lizardman tribe.
    Freya - Shadow touched Half-giant assassin.
    Kellen - TK Gnome with connections.
    Zorax - Mysterious Shardmind swordmage

    NPCs
    Beggar-King, The - Shadow tainted human who controls the beggars of Punjar
    Lady Ja-Samine - Head Priestess of the temple of Selune in Punjar
    Mother Zeb'oltha - A mercenary Plague Witch in the employ of the Beggar-King
    Last edited by kanly; 03-24-2017, 10:42 AM.
    ^( ;,; )^


    My Builds

  • #2
    Re: Kanly's Kharacters

    I'm curious to see what all you come up with

    Comment


    • #3
      Re: Kanly's Kharacters

      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.
      ^( ;,; )^


      My Builds

      Comment


      • #4
        Re: Kanly's Kharacters

        Acire - PL 8


        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


        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.
        Last edited by kanly; 02-15-2017, 11:51 AM.
        ^( ;,; )^


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        Comment


        • #5
          Re: Kanly's Kharacters

          Freya - PL 8


          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.
          Last edited by kanly; 10-01-2014, 08:44 PM.
          ^( ;,; )^


          My Builds

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          • #6
            Re: Kanly's Kharacters

            Kellen - PL 8


            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.
            Last edited by kanly; 10-01-2014, 10:36 PM.
            ^( ;,; )^


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            • #7
              Re: Kanly's Kharacters

              Zorax - PL 8


              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.
              Last edited by kanly; 10-01-2014, 08:40 PM.
              ^( ;,; )^


              My Builds

              Comment


              • #8
                Re: Kanly's Kharacters

                Technically decent builds, but original characters are always a lot more interesting if you tell us a bit about their background, characterization and Complications.

                Comment


                • #9
                  Re: Kanly's Kharacters

                  Ingwaz Mannuson - PL 10


                  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


                  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.
                  Last edited by kanly; 02-15-2017, 11:44 AM.
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                  • #10
                    Re: Kanly's Kharacters

                    Originally posted by Nite_Owl View Post
                    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.
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                    • #11
                      Re: Kanly's Kharacters

                      The Beggar-King (Shadow tainted Human, Lord of the beggars) PL 8 (154)

                      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)
                      Last edited by kanly; 12-31-2014, 10:43 AM.
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                      • #12
                        Re: Kanly's Kharacters

                        Mother Zeb'oltha- Plague Witch

                        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)
                        Last edited by kanly; 10-01-2014, 08:10 PM.
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                        • #13
                          Re: Kanly's Kharacters

                          Lady Ja-Samine - PL 4, Priestess of Selune


                          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


                          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.
                          Last edited by kanly; 10-01-2014, 10:27 PM.
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                          • #14
                            Re: Kanly's Kharacters

                            Blackspine - PL 8


                            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.
                            ^( ;,; )^


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                            • #15
                              Re: Kanly's Kharacters

                              Clouded Leopard - PL 9
                              Name: Claude Emile Lafitte


                              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.
                              Last edited by kanly; 10-02-2014, 10:14 AM.
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