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Triskavanski's Graveyard of Lost Souls- Who will be reborn again tonight?

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  • Triskavanski's Graveyard of Lost Souls- Who will be reborn again tonight?

    I like making bizarre characters, just outside the total norm. Characters, that while heroic, do have flaws other than they are perfect. But those characters do come with a bit of a price, and thats they are complicated to make. So I'll be posting the builds here to discuss them and the like and try to perfect them up a bit more.


    Cheshire Cat - Power level 11 (WIP) - No house Rules - Super assassin face changer, based heavily off the Assassin Class in DnD 4e and the 4e Changeling as well as a little bit more things thrown in. Fun fact, He was created to be combonation between the Goblin King and Cheshire Cat (From America Mcgee)

    Eleventh Hour - a character who has the super power to solve problems at the last possible moment.


    Silver Tesla
    - This hero is also a target for lots of super villains out there, who want to get their hands on his technology.

    Sharta Chimera - citizen of Furrydom city in Freedom city, due to hijinks. Bartender of sorts.

    Puck Mystil - Time/Chaos mage/rogue. Based heavily off the world of MTG, and a deck of mine, the character is very strong against other mage superheroes/villians, but not much of anyone else. Some utility might be needed outside of the magic manipulation.
    Last edited by Triskavanski; 02-15-2015, 04:24 PM.
    Triskavanski's Graveyard of Characters

  • #2
    Re: Trisk's Weirdos

    Cheshire Cat
    Real Name: Unknown
    Species: Cat
    Origin: Cat Kingdom?
    Gender: Unknown
    Occupation: Assassin
    Power Type: Shadow Manipulation, Transmutation
    Weapons: Tea cups, knives, stale baguettes, pistols, umbrellas, a 1749 vintage wine...


    Important Notes: Cheshire Cat maybe classified as an Assassin, but hes nothing like those specifically kill for money, fame, or the like. Rather he attempts to avoid taking a life when he can. The skills he has are formidable to say the least, the feline rather skilled at using whatever is at hand to beat his opponents.

    Personality: Cheshire is a bit of a dandy, though he has no qualms about showing off his powers and abilities when he feels like it. Unlike most dandy supers out there, he actually uses a bit more of his super powers than he really should, flaunting them in fact in the face of his enemies.

    Common Tactics: Using whatever is at hand is easy. Using things that are so bizarre that people cannot fathom they were defeated by a napkin ring, a tookpick and bit of bubblegum, is one of his most common tactics. This is followed by an overuse of short range teleportation, used often to dodge people attacks, and strike them from behind. He has no rules against attacking when a person is weakened, even as a dandy, but as a cat its not uncommon for him to play with targets.
    Cheshire Cat - PL 11

    Strength 3, Stamina 3, Agility 4, Dexterity 4, Fighting 6, Intellect 1, Awareness 2, Presence 3

    Advantages
    Accurate Attack, Assessment, Defensive Attack, Defensive Roll 2, Improved Aim, Improved Grab, Improved Initiative 2, Improvised Weapon, Move-by Action, Power Attack, Precise Attack (All) 4, Ranged Attack, Takedown, Throwing Mastery 4, Uncanny Dodge

    Skills
    Acrobatics 8 (+12), Athletics 8 (+11), Close Combat: Unarmed 6 (+12), Deception 8 (+11), Insight 8 (+10), Intimidation 6 (+9), Perception 8 (+10), Ranged Combat: ???? 6 (+10), Sleight of Hand 10 (+14), Stealth 14 (+18), Technology 2 (+3), Treatment 2 (+3), Vehicles 4 (+8)

    Powers
    Grasping Shadows: Affliction 11 (1st degree: Hindered, 2nd degree: Immobile, DC 21; Alternate Resistance (Dodge), Insidious, Subtle: subtle; Limited Degree, Source: Shadows)
    Protection of Shadows: Protection 3 (shadow, +3 Toughness)
    Teleport 1
    . . Movement: Movement 2 (Linked; Wall-crawling 2: full speed)
    . . Teleport: Teleport 1 (Linked; 60 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity)

    Offense
    Initiative +12
    Grab, +6 (DC Spec 13)
    Grasping Shadows: Affliction 11, +6 (DC Dog/Fort/Will 21)
    Throw, +5 (DC 22)
    Unarmed, +12 (DC 18)

    Complications
    Enemy: Being an assassin, there are those who are very annoyed about this cat beating him, and since he doesn't kill, there are lots of people he's beaten.
    I just want a cup of tea: One of the more difficult things for him is when he goes somewhere just for a drink, peopled pick fights with him often.
    Power Loss: While it may not be a full on loss of power, Cheshire does have difficulty using his powers in fully bright light.
    Weakness - Catnip: One of the most common and well known weaknesses of cats, Catnip. While he's not addicted to the stuff, catnip does affect him rather hardly, making his mind foggier and making it more difficult to use his training.

    Languages
    Native Language

    Defense
    Dodge 11, Parry 11, Fortitude 9, Toughness 8/6, Will 11

    Power Points
    Abilities 52 + Powers 17 + Advantages 23 + Skills 45 (90 ranks) + Defenses 27 = 164


    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.
    Last edited by Triskavanski; 02-15-2015, 04:22 PM.
    Triskavanski's Graveyard of Characters

    Comment


    • #3
      Re: Trisk's Weirdos

      Well, first I've got a question. Why are his chaos bolts listed three times with the same effect? You can only attack once per round, so why buy the same power three times?

      Then I've got a comment. Holy crap! Where are his defenses? This guy is made of tissue paper. He's easy to hit (your average PL 10 character is only going to miss him about 5-10% of the time) and his saves are beyond weak.

      I understand the desire to make characters that are a bit left of center, but making playable characters is important too. I can't see this guy cast in any game, simply by virtue of the fact even the games lightest on combat are going to prove too much for this character once the fur starts flying.

      Also...Concentration and Permanent are mutually exclusive.
      Last edited by Horsenhero; 10-11-2014, 02:15 PM.

      Comment


      • #4
        Re: Trisk's Weirdos

        Concentration/Permanent is just how hero lab has it for whatever reason, though it may not be. Trying to figure out how to set up with a mass effect like that.


        Defenses.. Aye. I've not actually been able to play much, what would you suggest on how to set them up to PL10?

        Chaos bolt, the idea was suppose to be like three bolts, each bolt has a 50% chance to fizzle out. Though if that doesn't work in game terms, I can chop it off.
        Triskavanski's Graveyard of Characters

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        • #5
          Re: Trisk's 3rd edition Weirdos

          Moving on to another character, this one should be a bit better. The link on the abilities though is probably going to be taken off
          Eleventh Hour - PL 8

          Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 0, Intellect 6, Awareness 5, Presence 5

          Advantages
          Luck (Improve Roll) 4

          Skills
          Acrobatics 3 (+5), Athletics 3 (+3), Deception 9 (+14), Insight 6 (+11), Intimidation 6 (+11), Investigation 6 (+12), Perception 3 (+8), Persuasion 6 (+11), Sleight of Hand 3 (+5), Stealth 3 (+5), Technology 6 (+12), Treatment 3 (+9), Vehicles 3 (+5)

          Powers
          Eleveth Hour
          . . I'm bloody brilliant!: Senses 4 (Linked; Precognition; Reaction: reaction, Sustained; Limited: Limited to a clue of solving a problem the 11th hour has come for, Uncontrolled)
          . . There's still time!: Quickness 6 (Linked; Perform routine tasks in -6 time ranks; Reaction: reaction; Limited: Only useable for tasks directly related to the Eleventh hour problem, Quirk: Whenever a timer is involved, if the task is completed, there is always 1 second left on the clock, Uncontrolled)
          . . Whew, that was close: Luck Control 4 (Linked; Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck (Improve Roll) 4; Uncontrolled)
          Just in time: Edit Scene to appear in it: Feature 1
          Psychic Passport (Removable)
          . . Morph: Morph 2 (+20 Deception checks to disguise; Narrow group; Limited: Works only on the minds of others, doesn't actually change shape, Resistible: Will)
          Strobic oscillating network interface controller tool (Removable)
          . . Sensory Equipment: Senses 6 (Acute (Type): Radio, Analytical (Type): Radio, Radio, Ultra-hearing; Sustained; Activation: move action)

          Offense
          Initiative +2
          Grab, +0 (DC Spec 10)
          Throw, +2 (DC 15)
          Unarmed, +0 (DC 15)

          Languages
          Native Language

          Defense
          Dodge 6, Parry 0, Fortitude 4, Toughness 2, Will 8

          Power Points
          Abilities 44 + Powers 26 + Advantages 0 + Skills 30 (60 ranks) + Defenses 9 = 109

          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.

          11th hour is the character in pretty much every suspense tv show out there. Problem presents itself, they try fruitlessly to try and beat it and then at the last moment they release that 1 +1 DOES equal 10! and defeats whatever challenges are for that particular episode.

          I'm bloody brilliant - Essentially used on puzzles. Particularly puzzles with a time limit. If there isn't a time limit, then the power won't activate. This isn't to say that he can't solve the problem normally of course, just that he's not brilliant when does it the 'normal way'

          That was Close - Something always happens. a Bible in the pocket blocks a bullet allowing a character to live, something is there that the characters need, etc. That 1 in a billion chance thing goes off basically, like finding your long lost niece in a world covered in water in your hot air balloon after several weeks of floating around uselessly.

          There's Still time! - The hero bypasses a system, pulls a wire here or there, and otherwise moves quickly enough to do things within the last few seconds of something being timed. If he passes, its always at the last second.
          Last edited by Triskavanski; 10-17-2014, 02:14 PM.
          Triskavanski's Graveyard of Characters

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          • #6
            Re: Trisk's 3rd edition Weirdos

            Silver Tesla - PL 8

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

            Advantages
            Eidetic Memory, Equipment 16, Improved Grab, Inventor, Jack-of-all-trades

            Skills
            Acrobatics 3 (+3), Athletics 3 (+3), Close Combat: Mecha 3 (+3), Deception 6 (+10), Expertise: Mech 3 (+7), Insight 6 (+10), Intimidation 6 (+10), Investigation 6 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: ???? 6 (+6), Stealth 6 (+6), Technology 9 (+13), Vehicles 9 (+9)

            Powers
            Assemble: Transform 2 (Affects: Broad > Broad - Parts into finished, Transforms: 3 lbs., DC 12; Check Required 2: DC 12 - Technology, Permanent)
            Black Tech: Senses 5 (Awareness: Black Tech, Precognition; Limited: Limited to future Tech, Uncontrolled)
            Camera Network: Remote Sensing 6 (Affects: 2 Types - Audio/Video, Range: 1800 feet; Simultaneous; Medium: Cameras and Microphones, Source: Has to be connected to the internet)
            Radio Horn
            . . Communication: Radio Communication 1 (Feature: Can extend range by the use of Cellphone Towers and Wifi, Subtle: encrypted)
            . . Computer Interface: Comprehend 2 (Machines / Electronics)
            . . Radio: Senses 3 (Acute: Radio, Radio, Rapid: Radio 1)
            Unicornian
            . . Fur: Feature 1
            . . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)

            Equipment
            Knightmare Urban Loadout

            Offense
            Initiative +0
            Assemble: Transform 2, +0 (DC Dog 12)
            Grab, +0 (DC Spec 10)
            Throw, +0 (DC 15)
            Unarmed, +0 (DC 15)

            Complications
            Damsel in Distress: While not particularly a Damsel, Silver does have a tendency of being captured or generally in over his head due to not being as super as most others around him. Some capture him for his abilities, others because of his appearance.
            Motivation: Advancement: Silver is all about developing the next bit of technology, especially with the Black Tech he has in his head.
            Obsession: When visions come, or new tech is found from others, Silver tends to have a habit of obsessing over it, often spending long hours working at trying to make the new technology or defeating the enemies tech.
            Tech flashes: Silver has the ability to see technology of the future, though its random of what he sees and not always the most useful or safest technology. Occasionally the visions are very vivid, causing a few small issues with his concentration on tasks

            Languages
            English

            Defense
            Dodge 0, Parry 0, Fortitude 0, Toughness 0, Will 4

            Power Points
            Abilities 24 + Powers 29 + Advantages 35 + Skills 26 (78 ranks) + Defenses 0 = 114



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

            Knightmare Urban Loadout - PL 8

            Strength 4, Agility 4, Dexterity 2, Fighting 6, Awareness 4

            Features:
            Alarm 1, Communications 1, Computer, Durable, Hidden Compartments 1, Lifepods, Navigation System 1, Remote Control

            Powers
            Alternate Loadouts: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph; Increased Action 2: standard, Limited: Requires Mech Garage)
            Basic Mech Attributes
            . . Large Vehicle : Growth 4 (+4 STR, +4 Tough, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
            . . Mech Plates: Protection 4 (+4 Toughness; Impervious)
            . . Wheeled: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: Requires terrian that wheels can transverse)
            . . . . Walker Mode: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
            Immunity to Fortitude Effects
            Sensor Array: Senses 4 (Accurate: Radio (radar), Low-light Vision, Radio)
            Stun Cannon: Cumulative Affliction 3 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative, Increased Range: ranged)

            Offense
            Initiative +4
            Grab, +6 (DC Spec 14)
            Stun Cannon: Cumulative Affliction 3, +2 (DC Fort 13)
            Throw, +2 (DC 19)
            Unarmed, +6 (DC 19)

            Defense
            Parry 4, Toughness 8, Will None

            Power Points
            Abilities 2 + Powers 69 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 0 = 78



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

            Knightmare Aquatic Loadout - PL 8

            Strength 4, Agility 4, Dexterity 2, Fighting 6, Awareness 4

            Advantages
            Favored Environment: Aquatic, Improved Grab

            Features:
            Alarm 1, Communications 1, Computer, Durable, Hidden Compartments 1, Lifepods, Navigation System 1, Remote Control

            Powers
            Aquatic Loadout (Advantages: Favored Environment: Aquatic)
            . . Propellers: Swimming 8 (Speed: 120 miles/hour, 1800 feet/round)
            . . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
            Basic Mech Attributes
            . . Large Vehicle: Growth 4 (+4 STR, +4 Tough, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
            . . Mecha Plates: Protection 4 (+4 Toughness; Impervious)
            . . Wheeled: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: Requires terrain the wheels can tranverse)
            . . . . Walker Mode: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
            Immunity to Fortitude Effects
            Sensor Array: Senses 4 (Accurate: Radio, Low-light Vision, Radio)

            Offense
            Initiative +4
            Grab, +6 (DC Spec 14)
            Throw, +2 (DC 19)
            Unarmed, +6 (DC 19)

            Defense
            Parry 4, Toughness 8, Will None

            Power Points
            Abilities 2 + Powers 65 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 0 = 74


            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.
            Left on his own, Silver is a danger for all of humanity and meta-human kind. Not because he is actively attempting to seek harm to those around him, but because of his... condition. Silver is capable of pulling up technology from the future and alternate dimensions, quickly scribbling down blue prints down for death rays and automatic egg cookers, with uncanny ease.

            When he was younger, he had less control of this ability and often would incorporate bits of these blue prints in various arts and crafts projects, if not actually make the device himself. There were those who took notice of this unusual ability of his, and began to collect images of his art projects... Others however would capture him, kidnapping the poor kid and forcing him to produce devices for their organization. As a result this technology, known as Black Tech, has been littered through various forces of evil.

            As he grew older, he began working on ways to protect himself instead of relying on various super heroes to save him, the first of which was the Knightmare, skipping right past the powersuits most develop instead, he worked on making a vehicle he could pilot to fight along side other heroes against the very devices he had created.

            Worse still was of course, he wasn't the only one with this ability. While he was one of the strongest in the Black Tech development, there were others that had more focused and controlled methods, not all of which had the good heart this unicorn man does.
            Triskavanski's Graveyard of Characters

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            • #7
              Re: Trisk's 3rd edition Weirdos



              Sharta Chimera - PL 8

              Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 6, Awareness 6, Presence 6

              Advantages
              Benefit, Wealth (well-off), Connected, Contacts, Equipment 2, Fearless, Well-informed

              Powers
              Ageless: Immunity 1 (Aging)
              Immortality: Immortality 2 (Return after 1 week)
              Master Linguist: Comprehend 2 (Languages - Speak All, Languages - Understand All)
              Shrinking: Shrinking 4 (+4 Stealth, +2 active defenses, -1 size category; Innate, Normal Strength; Permanent)
              Unfazable: Immunity 5 (Interaction Skills)

              Equipment
              Velvet Room

              Offense
              Initiative +0
              Grab, +0 (DC Spec 10)
              Throw, +0 (DC 15)
              Unarmed, +0 (DC 15)

              Complications
              Addiction: Sharta has a bit of an addiction to tobacco, a mild one, but an addition all the same. Its part of the reason her bar still allows smoking and is a speak easy.
              Too Cute to fight: Sharta is small, only a little bigger than three feet tall. This does often cause problems with her trying to be a super hero, running a bar, or getting her smokes. People tend to doubt her own abilities.

              Languages
              Native Language

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

              Power Points
              Abilities 36 + Powers 27 + Advantages 7 + Skills 0 (0 ranks) + Defenses 0 = 70



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

              Velvet Room - PL 8

              Toughness 12, Size Medium

              Features:
              Concealed 1, Fire Prevention System, Living Space, Personnel

              Powers
              Air Filter System: Environment 1 (Other: Cleans Air 1, Radius: 30 feet)

              Power Points
              Abilities 1 + Powers 1 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 3 + 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 2010-2014 Green Ronin Publishing, LLC. All rights reserved.


              Sharta Chimera is from Ani-Earth, a simple bartender who had unfortunately been taken from her world and into the real earth and Freedom City due to Dr. Otaku attempting to summon some new minions.

              While the changes of physics did throw off some of the others summoned into this world, Sharta, being a more grounded individual, managed to adjust quickly to the new world, much to Dr. Otaku's dismay. His dismay, specifically because she quickly left, leaving the rest of his forces in a bit of tatters.

              Unfazed by the world, she rather quickly opened a new bar in Freedom City, the Velvet Room. A rather upper crust bar for those looking for something a bit more upscale and generally don't mind that there is a 3'5" chimera from Ani-Earth being one of the primary bar tenders.

              Slowly she begins attempting to be a super hero, using some of her own powers to battle evil, especially as the villains of her own world have now started to become more active.
              Sharta is another character I'm kinda working on a bit here and there. Essentially she comes from Ani-Earth for any Freedom-verse games, because of Doctor Otaku trying to recruit villains or some such.

              She's kinda a straightman, being less cartoony compared to the other citizens of Furrydom City. Perhaps this reason is why she's kept some of her own powers and is less affected by the harsh reality of Freedom City. Though, I'm not sure quite what sort of powers she'd have just yet.
              Triskavanski's Graveyard of Characters

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              • #8
                Re: Triskavanski's Graveyard of Lost Souls- Who will be reborn again tonight?

                Percyville Equire

                This is a 2nd edition character I'm working on. At the moment I don't have the licenses for hero lab so I've got to only use the character sheets until I get the money for it. He is intended to be a golden era character

                Short Bio:
                Sir Percyville comes from a time of Arthurian Knights, In order to seek favor with the knights of the round, he set battled a dreaded creature known only as Peril. The beast was a masterful shapeshifter and petrified Sir Percyville and his horse after it was supposedly slain with its last breath.Many years later, his 'statue' found its way into a wealthy collectors hands. From there he passed through the generations, finding himself in the garden. No matter what they tried his statue could not be damaged, until the collectors great great granddaughter was trapped in the mansion's tallest tower, set upon by an early Nazi troop armed with flame throwers, as her family was a known allied sympathizer. Breaking free, he rode in on his steed, to fight the "Firemages" who would dare to harm a damsel in distress.

                Version 1
                https://www.dropbox.com/sh/tulwgi97o...E2lLjqYia?dl=0


                Here is version 2 of the character.
                https://www.dropbox.com/sh/cgw574lb9...Xdx65TS_a?dl=0

                I do plan on putting his horse in again, once I finish him out. The next 15 points is for the horse and maybe a few other things. The complications will stay the same and increase as well.
                Triskavanski's Graveyard of Characters

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                • #9
                  Re: Triskavanski's Graveyard of Lost Souls- Who will be reborn again tonight?

                  2nd edition character.

                  Wingman

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

                  STR: +1 (12), DEX: +1 (12), CON: +1 (12), INT: +1 (12), WIS: +1 (12), CHA: +3 (16)

                  Tough: +1/+8, Fort: +6, Ref: +4, Will: +5

                  Skills: Acrobatics 4 (+5), Bluff 8 (+11), Computers 4 (+5), Diplomacy 8 (+11), Gamble 4 (+5), Intimidate 8 (+11), Investigate 4 (+5), Medicine 4 (+5), Notice 8 (+9), Sense Motive 8 (+9)

                  Feats: Attractive (+4), Beautiful Voice (Diplomacy), Equipment 1, Fascinate (Bluff), Improved Trick, Luck 4, Rousing Speech (Diplomacy), Set-Up, Taunt

                  Powers:
                  Battle suit (Container, Passive 2)
                  . . Protection 7 (+7 Toughness)
                  Flight 2 (Speed: 25 mph, 220 ft./rnd; Limited (Wings))
                  Inspiring words! (Empowerment 4) (training, DC 14; Perception Area (General); Check Required (Diplomacy), Limited (Limited to Heroe's power type), Sense-Dependent (Hearing))
                  Luck Control 3 (bestow hero points, force a re-roll, spend hero point for another, Feats: Luck 4)

                  Equipment: Bo

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

                  Attacks: Bo, +4 (DC 18), Unarmed Attack, +4 (DC 16)

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

                  Initiative: +1

                  Languages: Native Language

                  Totals: Abilities 16 + Skills 15 (60 ranks) + Feats 8 + Powers 45 + Combat 24 + Saves 12 + Drawbacks 0 = 120


                  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 2005-2014 Green Ronin Publishing, LLC. All rights reserved.
                  Triskavanski's Graveyard of Characters

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                  • #10
                    Re: Triskavanski's Graveyard of Lost Souls- Who will be reborn again tonight?

                    Puck Mystil - PL 10

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

                    Advantages
                    Artificer, Benefit, Ambidexterity, Eidetic Memory, Evasion, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 3, Taunt, Weapon Bind

                    Skills
                    Acrobatics 8 (+11), Athletics 9 (+9), Close Combat: Grapple 6 (+6), Deception 9 (+11), Expertise: Magical 9 (+14), Insight 9 (+13), Investigation 9 (+14), Perception 9 (+13), Persuasion 9 (+11), Sleight of Hand 9 (+13), Stealth 8 (+11)

                    Powers
                    Ridae
                    . . Fur: Feature 1 (natural)
                    . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour; Acrobatics Check Required)
                    . . Senses: Senses 2 (Extended: Hearing 1: x10, Ultra-hearing)
                    . . Speed: Speed 2+1 ([Stacking ranks: +1], Speed: 16 miles/hour, 250 feet/round)
                    Snatch: Teleport 3 (magical, 250 feet in a move action, carrying 800 lbs.; Increased Mass 4; Grab-based, Limited: Random location that can support both of us)
                    Temporal Paragon
                    . . Manipulative Area Temporal Shift: Burst Area Teleport Attack 1 (Linked; 60 feet in a move action, carrying 50 lbs., DC 11; Accurate, Affects Objects Only, Burst Area: 30 feet radius sphere, DC 11, Attack: Will, Increased Range 2: perception; Limited: Things I can only physical move)
                    . . Temporal Shift: Teleport 1 (Linked; magical, time, 60 feet in a move action, carrying 50 lbs.; Accurate; Limited: Places I can physical Reach)
                    Temporal Quickness (Advantages: Improved Initiative 3)
                    . . Ageless: Immunity 1 (Linked; Aging)
                    . . Quickness: Quickness 1 (Linked; Perform routine tasks in -1 time ranks)
                    . . Temporal Regeneration: Regeneration 2 (Linked; magical, time, Every 5 rounds)
                    . . Temporal Speed: Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round; Stacks with: Speed: Speed 2+1)
                    Time Senses: Senses 2 (magical, Awareness: Temporal Anomalies, Time Sense; Feature: Chronal Memory:, Feature: Chronal Bulwark:, Feature: Temporal Inertia)
                    Twin Cast: Variable 4 (Action 2: free; Limited: Can only copy magic spells, Limited: Can only copy powers just used, Limited: Can only function once per turn, Unreliable (5 uses))
                    . . Grip of Chaos: Perception Area Nullify 10 (Alternate; Counters: Magical Spells, DC 20; Perception Area: DC 20 - Visual, Broad, Randomize, Sustained; Concentration, Permanent, Unreliable (roll))
                    . . Redirect: Affliction 10 (Alternate; magical, 3rd degree: Controlled, Resisted by: Will, DC 20; Increased Range: ranged, Reaction 3: reaction, Selective; Instant Recovery, Limited: Can only chose new targets for the spell cast, Limited: Only functions against magical spells , Limited Degree (third only))

                    Offense
                    Initiative +15
                    Grab, +6 (DC Spec 14)
                    Grip of Chaos: Perception Area Nullify 10 (DC Will 20)
                    Manipulative Area Temporal Shift: Burst Area Teleport Attack 1 (DC Will 11)
                    Redirect: Affliction 10, +4 (DC Will 20)
                    Throw, +4 (DC 15)
                    Unarmed, +0 (DC 15)

                    Complications
                    Kleptomania?: Puck is a bit of a know kleptomaniac, often 'finding' items others might have with them. Though some might be because of the actual medical condition (Or the faking of such), other thefts might be because he is a thief.
                    Motivation: Thrills: Puck Mystil is a rogue before he's really a mage. As such he's typically getting a tad over his head and often needs to fix things his thrill seeking caused problems. He also gets bored often.
                    Obsession - Secrets: If nothing else, the biggest thing Puck chases after isn't gold or treasures, but Secrets. He loves to learn things he shouldn't know, and likes to keep secrets to himself unless he figures someone else needs to know the secret.
                    Reputation - Trickster: He's a bit of a trickster, and his repulation of such often preceeds him. Much to his dismay sometimes, other times he's exaperated when people haven't heard of him.

                    Languages
                    Native Language

                    Defense
                    Dodge 10, Parry 0, Fortitude 2, Toughness 2, Will 10

                    Power Points
                    Abilities 40 + Powers 54 + Advantages 11 + Skills 32 (94 ranks) + Defenses 13 = 150


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                    Triskavanski's Graveyard of Characters

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