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  • Mister B's Random 3E Builds

    Reference to the old forum with most of my third edition stuff.
    , http://www.atomicthinktank.com/viewt...p?f=14&t=37729

    Please refer to this for most of my builds, I am in the works of perhaps offering PDF files for most of it if desired. Here is what I have so far.



    Current PDF's created.
    D&D to Mutants and Masterminds:
    https://drive.google.com/file/d/0B_d...ew?usp=sharing
    This document converts D&D 3.5 rules into Mutants and Masterminds to a fair degree.

    Fantasy Rules Document for Mutants and Masterminds:
    https://drive.google.com/file/d/0B_d...ew?usp=sharing
    This is a culmination of most of my own fantasy rules for using Mutants and Masterminds for a fantasy setting.

    Marvel Super Heroes RPG (FASERIP) to Mutants and Masterminds
    : https://drive.google.com/file/d/0B_d...ew?usp=sharing
    This document helps you convert your old FASERIP Characters into mutants and masterminds, and vice-versa to a degree.

    God Like:
    https://docs.google.com/document/d/1...it?usp=sharing
    This is another fantasy document , that helps you playing as gods in an ancient world.

    NPC's for your Fantasy: https://docs.google.com/document/d/1...it?usp=sharing
    This document includes Militia, Brigands, and Tavern folk .



    M1 Universe Stuff

    Heroes


    Villains
    Gregory Rasputin - Link -



    Last edited by Mister B; 06-19-2016, 08:57 AM.
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  • #2
    Possible Index


    Alternate Rules I like
    Alternate Growth,Mass,Size Rules (Missrapture38)
    Presence - Willpower Defense Rule
    Wound Points - still working on


    Generic Fantasy Stuff

    D&D Conversion Chart
    NPCS for Taverns & Inns

    Mister B's Fantasy Document (how to use M&M for fantasy)
    Revised Size Effects

    God Like Rules: http://roninarmy.com/threads/100-Mr-...l=1#post182028


    Classic Monster Index
    - Beholder -
    - Catoblepas -

    - DarkMantle -

    - Doppleganger -
    - Black Dragon, Young Adult -
    - Gelatinous Cube -
    - Ghoul -
    - Goblin -
    - Hydra -
    - Kobold -
    - Owlbear -

    - Rust Monster -
    - Skeleton -
    - Troll -
    -
    -
    -
    -
    -









    Lord of the Rings Stuff

    New Advantages & Powers
    Equipment
    Rule Changes


    The Fellowship
    Frodo Baggins
    Bilbo Baggins



    Special Items and Devices
    The One Ring
    -



    So my Thread is taking a major change here.. and is going to introduce many new changes to the rules and the system. So I might just start a thread in Rules.. Not sure. Usually I've just posted stuff here in the past. I just want to be correct about where I put things anymore. This is more than likely going to pretty much turn 3E M&M Into a different game system entirely.


    3E Rule Changes
    Strength & Size Rule Changes
    Damage & Endurance Threshold Rules







    ~




    My Old Thread in Archive

    JD's Roll Call Thread



    Freedom Universe

    Heroes
    Calvin & Hobbes (Original literation of the famous comic strip )
    Safeguard - GMkit Random


    Villains
    Mister Wizard



    M1 Universe


    Notable Personalities.
    Mistress Psyche



    NASA Project: Stargazer
    Stargazer
    Phaedra





    -

    Marvel Super Hero RPG Conversions
    MSHRPG Conversion System

    Heroes


    - Banshee -
    - Changeling -
    - Colossus -
    - Dark Phoenix -
    - Havok -

    - Marvel Girl (Pre-Phoenix)-
    - Magneto -
    - Professor X -

    - Phoenix -

    - Mutant Origin & X-Men Training Package
    - X-Men Technology


    Villains
    - Bone
    - Sinew



    Agents of Shield: TV series
    - Absorbing Man
    -
    -





    Old Conversions I might not continue on.

    My Marvel Universe
    Build Templates

    Asgardian Template


    Marvel Heroes
    Angel - Xmen
    Banshee - Xmen
    Beast - Xmen


    Marvel Villains

    Last edited by Mister B; 06-19-2016, 08:56 AM.
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    • #3
      Possible Index

      Movie Builds
      The Amazing Spider Man
      -
      -
      -
      -


      Literary Figures
      Heracles
      -
      -
      -
      -
      Last edited by Mister B; 08-06-2014, 07:19 PM.
      [FONT=century gothic][SIZE=5][B][URL="http://roninarmy.com/threads/100-Mister-B-s-PDF-Repository-of-M-amp-M-Stuff?p=909&viewfull=1#post909"]My M&M Thead[/URL][/B][/SIZE][/FONT]

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      • #4
        Re: Testing to see if i ahve a problem posting.

        Ah, a new name, same quality builds.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

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        • #5
          Re: Testing to see if i ahve a problem posting.

          Hopefully. Just deciding what to do here.
          What I might do, is try and put a lot of my fantasy stuff to good use.
          Last edited by Mister B; 05-02-2014, 07:15 AM.
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          • #6
            Mister B's Fantasy Equipment Guide

            ARMOR PROTECTION
            Leather 1
            Studded Leather 2
            Chain Mail 3
            Half Plate 4 (movement hindered, -1)
            Plate Mail 5 (movement hindered, -1)
            Full Plate 6 (movement hindered, -2)
            SHIELDS
            Bracer Improved Defense
            Small Shield Enhanced Parry/Dodge 1
            Medium Shield Enhanced Parry/Dodge 2
            Large Shield Enhanced Parry/Dodge 3
            Alt: Visual Concealment, Partial, Sustained, Cannot Move
            Tower Shield Visual Concealment, Sustained, Cannot Move

            Wooden Shields have a Toughness of 4. Metal Shields have a toughness of 7.

            SHIELD BASH: A Shield bash is a Combat Advantage a player can take. Turning the shield into a strength based weapon, equal to its Parry/Dodge bonus. But you cannot use a large or tower shield this way. Bracer and Small Shield do 1 damage, while a medium shield does 2 damage.
            Last edited by Mister B; 05-03-2014, 02:42 PM.
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            • #7
              Mister B's Fantasy Equipment Guide

              WEAPONS DAMAGE EFFECTS
              BLADED WEAPONS
              Dagger, Knife 1 pierce strength based, dangerous
              Dagger, Sword breaker 1 piece strength based, dangerous, disarming, breaking
              Axe, Hand 2 slash strength based, dangerous, breaking
              Axe, Throwing 2 slash Ranged, Strength based, dangerous
              Axe, Battle 3 slash strength based , dangerous, breaking
              Axe, Two Handed 4 slash strength based, dangerous, breaking
              Sword, Short 2 slash strength based
              Sword, Normal 3 slash strength based
              Sword, Two handed 4 slash strength based
              BLUDGEON WEAPONS
              Club, Cudgel 1 bash strength based
              Club, Heavy 2 bash strength based
              Flail 2 bash strength based, dangerous, disarming, reach
              Hammer 2 bash strength based, Smashing
              Mace 2 bash strength based, Dangerous
              Morning Star 3 bash/pierce strength based, Dangerous
              Pick 2 pierce strength based, Smashing, Dangerous
              War-hammer 3 bash strength based, Smashing
              POLEARMS
              Pole Arm, Axe 2 Pierce/Slash Strength based, Dangerous, Reach
              Staff 1 bash strength based, Double
              Staff, Iron Shod 2 bash strength based, Double,
              Spear 2 pierce strength based, Dangerous, Reach
              Spear, Throwing 1 pierce Ranged, strength based, Dangerous
              Spear, Lance 3 pierce Strength based, Reach 2
              ENTANGLING WEAPONS
              Whip 1 bash Disarming, Grabbing, Reach 2
              Net Grabbing (Fast grab with effective strength 2), Entangling
              RANGED WEAPONS
              Bow, Compound 2 pierce Ranged
              Bow, Long 2 pierce Ranged, Extended Range
              Bow, Normal 3 pierce Ranged
              Bow, Short 2 pierce Ranged
              Crossbow 3 pierce Ranged
              Sling 1 bash Ranged
              Qualities
              Breaking: Weapon break Advantage.
              Dangerous: This is the Improved Critical Feat. Same rank limitations.
              Disarming: Can make a disarm attempt with no penalty.
              Grabbing: Fast Grab Advantage. Effective Strength is weapons damage bonus. Costs 0, if the weapon does no damage.
              Smashing: Suffer no penalty for a Smash Attack against objects.

              Set Weapons: Set weapons, are often used from one position, either set against the ground or from horseback. Such as some spears, pole arms, and lances. These weapons are rarely strength based, though they might be momentum based. You can give the players 1/2 their strength bonus, if the they or the target has momentum before coming in contact.

              Strength based Ranged Attacks: Ranged Attacks that are strength based, divide their strength by the cost of the power, to find the true strength bonus.
              Last edited by Mister B; 05-03-2014, 02:45 PM.
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              • #8
                Unique Materials in a Fantasy Setting

                Unique Materials & Qualities
                Fantasy campaigns are often abound with strange items made of unique materials. These might not be appropriate for low fantasy toned campaigns. Making their appearances truly special. I have included special materials I have used only in my campaigns.

                Adamantium (Toughness 15)

                Adamant is one of the hardest known substance in a fantasy setting. It is a very dense material, increasing the mass of the item by 1 (essentially doubling its weight). It is mined only by dwarves, who guard its construction highly. Armor usually requires a strength of 3 or 4 to even wear. Weapons require a strength of 3 to wield properly.
                Adamantium Weapons: Increase damage by 2. Add a level of Dangerous and Smashing. Penetrating up to full rank.
                Adamantium Armor: Increase Armor rank by 2. Impervious up to full rank.


                Mithril (Toughness 12)
                Mithril steel which is fashioned by the elves, is an extremely light and durable silver like material. Armor and weapons reduce their mass by 1. Reduce the penalties for wearing heavy armor by 1 step.
                - Weapons made of: Increase damage by 1. Penetrating at ½ rank.
                - Armor made of: Armor rank increased by 1. Impervious at ½ rank.



                Bane Enchantments. (Toughness as Item +3)
                These items are meant to either protect against or destroy what ever they are designed against. More powerful versions, add Improved Critical against the creature as well. The damage bonuses provided by a Bane weapon or armor , can exceed caps. One particular type of Bane Enchantment, might be Holy Weapons or Unholy Weapons for example.
                Bane Weapons: Add 1 or 2 ranks of damage, against the particular creature. Often Includes Improved Critical, and sometimes might be Penetrating in the most powerful Bane Enchantments.
                Bane Armor: Add 1 or 2 ranks against the particular creature. And might be Impervious against its particular creature.


                Dark Wood (Toughness 8)

                Dark wood is a specially treated wood made by the elves, which turns this once supple wood into a very strong material. Making it as strong as steel. Dark wood has a substance bonus of 8 .
                Weapons made of: Generally Dark wood is fashioned into Clubs, Bows and Staves. And often do 1 extra point of damage.
                Armor made of: Armor made of Dark Wood, works almost as good as banded mail, though is limited to torso protection, unless crafted into articulated pieces. Dark Wood is light, so a hauberk of Dark wood provides 2 points of protection. While an Articulated set provides 4 points of protection.


                Vorpal Weapons. (Toughness 18)

                A Vorpal weapon is so powerful, its enchantment allows it to destroy what ever it touches. Weapons made of this Enchantment are Incurable, and have a linked Weaken Effect (Toughness) up to the rank of the weapons damage rank. So a Vorpal sword has a Rank 3 Weaken effect tied to it.



                MY OWN CREATIONS

                Nuru (Toughness 20)
                Nuru IS the strongest substance known to exist, it is relatively light (but not as light as mithril can be) and incredibly durable (stronger than adamant).
                Weapons made of: Increase damage by 3. Add Smashing if it doesn't already have it. And is Penetrating up to the weapons damage rank + users strength rank.
                Armor made of: Nuru armor is increased by 3. And is Impervious up to the armor's rank + the users stamina rank.


                Silyrii (Toughness 13)
                Silyrii a strange gold colored metal, is often mixed with Mithril to make a very strong and durable material that holds enchantments rather easily.
                Weapons made of: Weapons made of Silyrri and often glow, and possess unusual abilities.
                Armor made of: Armor made of Silyrii possesses unique powers in addition to providing protection.


                Hell Forged (Items Toughness +4)
                Hell forged is a term for items that have been imbued by infernal powers, and treated with the essence of tormented souls. And often possess a fell power.
                Weapons made of: Often Inimical against Good or Divine supernatural beings, these weapons can Inflict and Affliction that mimics fatigue.
                Armor made of: Armor made of this material, imbues the wearer with a fearsome Aura. And affliction that inspires fear, as an area (perception, visual), reaction.


                Since I do some of my work in open office, I had copied this straight over into the editor. And wow, it actually translates what I do from color to font size into the system. Very handy!
                [FONT=century gothic][SIZE=5][B][URL="http://roninarmy.com/threads/100-Mister-B-s-PDF-Repository-of-M-amp-M-Stuff?p=909&viewfull=1#post909"]My M&M Thead[/URL][/B][/SIZE][/FONT]

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                • #9
                  D&D Conversion Chart


                  M&M Rank
                  Column 1
                  Column 2
                  Column 3
                  Column 4
                  Column 5
                  Column 6
                  -4
                  -
                  1
                  -
                  -3
                  1
                  2-3
                  -
                  -2
                  2
                  4-5
                  -
                  -1
                  3-4
                  6-7
                  -
                  0
                  5-9
                  8-10
                  1-3
                  10
                  1
                  10-13
                  11-12
                  4-6 (1d4)
                  1
                  1-2
                  11
                  2
                  15-19
                  13-14
                  7-12 (1d6)
                  2
                  3-4
                  12
                  3
                  20-24
                  15-16
                  13-18 (1d8)
                  3
                  5-6
                  13
                  4
                  25-29
                  17-18
                  19-24 (1d12)
                  4
                  7-8
                  14
                  5
                  30-34
                  19-20
                  25-30
                  5-6
                  9-10
                  15-16
                  6
                  35-39
                  21-24
                  31-36
                  7-8
                  11-12
                  17-18
                  7
                  40-44
                  25-29
                  37-42
                  9-10
                  13-14
                  19-20
                  8
                  45-49
                  30-34
                  43-48
                  11-12
                  15-16
                  21-22
                  9
                  50-54
                  35-39
                  49-54
                  13-14
                  17-18
                  23-24
                  10
                  55-59
                  40-44
                  55-60
                  15-16
                  19-20
                  25-26
                  11
                  60-64
                  45-49
                  61-66
                  17-18
                  21-22
                  27-28
                  12
                  65-69
                  50-54
                  67-72
                  19-20
                  23-24
                  29-30
                  13
                  70-74
                  55-59
                  73-78
                  21-22
                  25-26
                  31-32
                  14
                  75-79
                  60-64
                  79-84
                  23-24
                  27-28
                  33-34
                  15
                  80-84
                  65-69
                  85-90
                  25-26
                  29-30
                  35-36
                  16
                  85-89
                  70-74
                  91-96
                  27-28
                  31-32
                  37-38
                  17
                  90-94
                  75-79
                  97-102
                  29-30
                  33-34
                  39-40
                  18
                  95-99
                  80-84
                  103-108
                  31-32
                  35-36
                  41-42

                  Column
                  Conversion Notes
                  Column 1
                  To Convert Strength or Stamina. Why is stamina limited? Because like strength, it often stacks with something else. Then find your size in D&D and modify it appropriately to the chart below. With Stamina, you will want to subtract this from your converted protection ranks, to find out the true protection rank of your character or monster.
                  Column 2
                  To convert the other Ability Scores
                  Column 3
                  To convert the maximum damage output into a Rank, though this applies mostly to unconventional such as claws, bites, tails, spells, magical attacks, etc.. For weapons , use the 2nd number that's in paranthesis.
                  Column 4
                  To convert skill rank or Saving throw into appropriate ranks.
                  Column 5
                  To convert armor class or Damage Resistance into appropriate ranks. But do not include shield modifiers, since it transfers to dodge & parry.
                  Column 6
                  Since converting spells is more difficult, its sometimes wiser to consult the Difficulty to resist an effect or power.
                  Creature
                  Size
                  Size
                  Ranks
                  Creature
                  Size
                  Size
                  Ranks
                  1'
                  Shrinking 8
                  15'
                  Growth 5
                  2'
                  Shrinking 6
                  18'
                  Growth 6
                  3'
                  Shrinking 4
                  21'
                  Growth 7
                  4 1/2
                  Shrinking 2
                  24'
                  Growth 8
                  6'
                  -
                  30'
                  Growth 9
                  7 1/2 '
                  Growth 1
                  36'
                  Growth 10
                  9
                  Growth 2
                  42'
                  Growth 11
                  10 1/2
                  Growth 3
                  48'
                  Growth 12
                  12
                  Growth 4
                  60'
                  Growth 13


                  Fighting Score & Ranged Combat:
                  I usually base this off the creatures HD or Base Attack bonus which ever is lower. And I usually assume that their ranged combat, is 2/3rds this value.

                  Converting Multi Classed Characters: To find the true Hit Dice value before converting. Take your highest level class as your base. Then for every 3 levels in other classes add 1 to this.

                  Greater HitDice: Some monsters/classes use a D10 or a D12 for their hitdice. To represent their increased potentials, grant them the Tough Advantage.

                  Damage Reduction: Use the last column on the chart above for converting into Impervious ratings. I've decided for converting Damage Resistance to specific attacks. Should a monster have a DR of 20 or greater, the GM can opt to just give the creature half save immunities to the specific resistances. DR's of 40 or higher against specific attacks, can be full Immunities. But this is up to you. The main reason to keep there from being incredibly high Impervious ratings.

                  Skill Ranks: Treat skill ranks like "levels" before converting into Ranks in M&M, than modify that by the characters Ability Modifiers. This will give you the true Modifier of their skills.

                  Saving Throws to Defense: Since saving throws can get out of hand in D&D in extreme proportions. Ive decided to treat these like "levels" before converting to a rank. This is assumed to be the full defense rating after ability modifiers. Reflexes become Dodge, Will to Will, Fort to Fort. Parry should always be based off the converted characters Fighting score.

                  Making Spells Generic?: A player has an array of spells based off the highest spell level he can cast , and his particular class. Then has a number of spells equal to half his Intellect Rating.
                  Wizards, Druids & Clerics: 2.5 x the spell level = Array
                  Specialized Spell-caster: 3 x the spell level = Array.
                  Sorcerer, Paladins & Bards: 2 x the spell level = Array.


                  Power / Magic Resistance: For the most part, this is often dropped when converting. Considering that everyone gets a save regardless. I suggest if you want to include some form of resistance from D&D over, try this. Those who have a resistance rating of 20 or higher, Give them a feature, with a +5 save vs. the particular descriptor or a limited impervious defense. . Anything higher consider a 1/2 save Immunity against the particular type.
                  Last edited by Mister B; 07-11-2014, 03:35 PM.
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                  • #10
                    Re: MisterB's Main Index

                    Update to this , since it wont let me update my post.

                    Making Spells Generic?:
                    A quick rule, to converting spells. If you don't want to convert a bunch of spells into the game. Do this. The player has an aray of points equal to their caster level x 2 (or x3 if being generous). And has a number of spells equal to half his caster level, rounded up. So a 9th level character has 5 spells, with a 18 to 27 point array. . This is keeping the tone of M&M even in D&D.
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                    • #11
                      Stargazer




                      "Woah, you gotta see this!"

                      Stargazer (PL 5/161pp)
                      Abilities [20pp]: Strength 0, Stamina 0, Agility 0, Dexterity 1, Fighting 0, Intellect 5, Awareness 5, Presence -1

                      Defenses [2pp]: Dodge 0, Parry 0, Fortitude 2, Willpower 5

                      Offenses: Initiative +4, Unarmed +0 (dc 14)

                      Skills [16pp]: Expertise: Astrophysics 4 (+9), Expertise: Astronomy 10 (+15), Expertise: Popular Culture 2 (+7), Investigation 4 (+9), Perception 9 (+14), Technology 2 (+6)

                      Advantages [5pp]: Benefit (Wealth) 1, Benefit (Security Clearance; NASA), Eidetic Memory, Improved Initiative, Skill Mastery (Expert: Astronomy)

                      Powers [118pp]:
                      Stargazing: Remote Sensing 35 (Visual; No Conduit) + Senses 12 (Acute Vision 2, Ultravision, Infravision, Extended Vision 8 (x1,000,000,000); Limited to Remote Sensing) · 111pp
                      Perceptive Mind: Quickness 10 (limited to perception checks) · 3pp
                      Stargazing Helmet: Communicate 1 (radio; Removable) · 4pp

                      Complications:
                      Motivation: Recognition. The offer from NASA was a once in a life time deal that he could not pass up, the attention he receives because of his powers makes him feel real important and special.
                      Secret: Crush. Ryan has a crush on Phaedra, which could lead into an embarrassing situation if someone were to find out.

                      Background:
                      Ryan was born a meta-human, his most readily available and obvious ability was his telescopic vision. He could see extreme distances that allowed him to pass his vision just beyond the atmosphere so he could see the alignment of the stars.

                      Now Ryan has always been fascinated with the stars, and the universe. And he studied as much as he could about this, and then at his eleventh birthday he got his first Telescope. This only added to his fascination, and soon unlocked an even better ability. He found that while looking through the Telescope, his ability could expand even farther. He was seeing the distant planets of the solar system, as if he was almost there. And as time passed , he didn’t' even need the telescope anymore.

                      When he finished school, it was clear he had a brilliant mind. So he went into college and got his major in the only thing he ever loved, Astrophysics and Astronomy. He was such a good student and had such a brilliant mind, his unique abilities landed him a job with Nasa.

                      Ryan is now part of a new Nasa project, called Project Stargazer, from which he gets his code-name. With his unique abilities, he has increased Nasa's abilities to detect planets and hospitable worlds in other solar systems. Through the use of his Stargazer Helmet, he can translate what he see's to Nasa. Ryan gets to work closely with Phaedra, who has a not all to small crush on the female cosmic hero. But then again who wouldn’t?


                      Builders Notes:
                      So I wanted to convert one of my main campaign characters and give it a really big bang for your buck increase. So I went with Stargazer, and I decided to see just how far I could push him. So here's my math. 1 AU is roughly 93 million Miles. This sets the basis for Stargazer's ability. He can see all the way to the sun, clearly and unhindered. Now when you add his Extended Vision, he can see 1,000,000,000 AU's. Now then, Neptune is approximately 30 AU’s from our sun. While Pluto is 39 AU’s on average. And, a light year is approximately 62,241.1 AU’s. His maximum distance allows him to see up to 16,066 light years (or 4868 Parsecs , which is 3.3 light years).
                      Last edited by Mister B; 05-09-2014, 07:02 PM.
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                      • #12
                        Phaedra




                        Stargazer commenting on his co-worker. "She gives new meaning to Heavenly bodies. "


                        Phaedra (Pl 15/225pp)
                        Real Name: Sarah Donovan, Origin: Meta Human, Profession: Astronomer for the Goddard Institute (Costumed adventurer), Marital Status: Single (not looking), Place of Birth: Fort Pierce, Florida, Place of Residence: New York City, NY, Family: Jason Donovan (father, 51), Donna Donovan (mother, 50), Greg Donovan (27), Age: 29, Height: 5’8 (6’3 as Phaedra), Weight: 132 (167), Eyes: Green (violet), Hair: Blonde (White)

                        Abilities [90pp]: Strength 13, Stamina 12, Agility 0, Dexterity 2, Fighting 8, Intellect 4, Awareness 4, Presence 2

                        Defenses [19pp]: Dodge +8, Fortitude +12, Parry +10, Toughness +15, Will +15

                        Offenses: Initiative +8/+0, Unarmed +14 (dc28), Cosmic Blast +14 (dc 30), Cosmic String +14 (dc 25)

                        Skills [18pp]: Acrobatics 5 (+9), Close Combat: Unarmed 4 (+12), Expertise: Astronomy 4 (+8), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Cosmic Control 10 (+12), Technology 2 (+6)

                        Advantages [12pp]: All out Attack, Attractive 2, Benefit 3 (Security clearance, Wealthy 2), Close Combat 2, Power Attack, Range Combat 2

                        Powers [86pp]:
                        Hyper Flight: Flight 7 + Movement (Space Travel 1)
                        - AE: Quickness 7 + Speed 7 + Improved Initiative 2
                        Impervious: Impervious Toughness 12 + Protect 3
                        Space Worthy: Immunity 15 (life support, gravity)
                        Super Senses 5 [Dark Vision (extended), Cosmic Awareness (radius, extended)]
                        Cosmic Energy Control [30 pt Array, +4 AE’s ]
                        Base: Cosmic Blast 15 (Blast)
                        · AE: Cosmic String 10 (Blast , Penetrating)
                        · AE: Gravity Blanket 15(Move Object [Extras: Area (burst), Selective; Flaws: Range (touch, -1), limited (to and from the ground)])
                        · AE: Gravitic Beam 15(Move Object [Extra: Perception, Flaws: Limited (Only to or away from her)])
                        · AE: Enhanced Hyper Flight [Flight 7 + Movement (Space travel) 2]

                        Complications:
                        · Identity: Two Forms. Phaedra and Sarah are different people , well at least physically. And Sarah has none of the powers of her Alter Ego.
                        · Fame: As Phaedra she is an American Icon in my Millennium Verse.
                        · Secret: Phaedra’s secret identity is , Sarah Donovan.
                        · Responsibility: Sarah has a responsibility to not only NASA, but the U.S. Government. Since they fund her lifestyle. She works in their Stargazer program.
                        · Motivation: Doing Good. Sarah loves to do good when ever she can.

                        Background:
                        Meet Phaedra aka Sarah Donovan , this is a character idea of mine from way back. A shy antisocial astronomer , who dreamed and peered up at the stars. Seeking something more than a boring humdrum life. The daughter of Naval Recruiter, and Elementary school teacher. She showed an immediate interest in the Night sky.

                        What Sarah didn’t know was that she was a meta-human, and that day dreaming finally culminated in her ability to travel to the stars. She's become one of the most popular hero's in her time, because of her work with NASA and the Government. She has full security clearance, and an alternate identity to keep her cover a complete secret. It helps that Sarah can change her appearance, when she turns into Phaedra.

                        Phaedra has the power cosmic, and she can do quite a lot with it. Including manipulating things from a distance. With her powers she has the ability to visit other galaxies given time, and can even use extra effort to visit alternate dimensions & realities. Which she has done by complete accident and sent her on a wild adventure of her own. As a member of the Stargazer project, she works closely with other scientists trying to prove the existance of other planets. Which is where she comes into the picture, sometimes working closely with another Meta Human who goes by the name Stargazer.



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                        • #13
                          Taverns & Inns






                          Ah the magic of taverns.. So many possibilities, and so many people to meet! Often an adventure has started in such a place. There's just something about a Tavern or Inn, that really sets the standard of most campaigns. So this post gives you a ready supply of Instant NPCs for your own Medieval campaigns.

                          Inn or Tavern - PL 4
                          Toughness 8, Size Medium
                          Features:
                          Blacksmith Shop 1, Living Space, Personnel, Stable 1
                          Power Points
                          Abilities 1 + Powers 0 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 6



                          Tavern / Inn Keeper - PL 1
                          What is an Inn or tavern without a keeper? Got business to take care of, this is the man to come see. Usually a jack of all trades, he has to know a little of everything to keep his place running in tip top shape.

                          Abilities
                          Strength 0, Stamina 1, Agility -1, Dexterity 0, Fighting 0, Intellect 1, Awareness 1, Presence 1
                          Advantages
                          Benefit, Wealth (well-off), Equipment 2, Rumor Monger*
                          Skills
                          Expertise: Cooking 2 (+3), Expertise: Local 2 (+3), Expertise: Merchant 4 (+5), Expertise: Vintner 2 (+3), Insight 2 (+3), Perception 2 (+3)
                          Equipment
                          Club, Inn or Tavern, Knife
                          Offense
                          Initiative -1; Club, +0 (DC 17); Grab, +0 (DC Spec 10); Knife, +0 (DC 16); Throw, +0 (DC 15); Unarmed, +0 (DC 15)
                          Languages
                          Common
                          Defense
                          Dodge -1, Parry 0, Fortitude 1, Toughness 1, Will 1
                          Power Points
                          Abilities 6 + Powers 0 + Advantages 4 + Skills 7 (14 ranks) + Defenses 0 = 17

                          *The Rumor Monger Advantages, works sorta like well informed. There is a chance, he's going to know something about whats going on around his town, city, or village.


                          Barmaid / Wench - PL 1
                          What is an Inn, without that sassy, and often times beautiful barmaid. Which serves you your meal, and turns down your room. They do most of the meanial shores such as cleaning, cooking, and fixing torn linens.

                          Abilities

                          Strength -1, Stamina 0, Agility 1, Dexterity 1, Fighting -1, Intellect 0, Awareness 0, Presence 1
                          Advantages
                          Attractive (but not always)
                          Skills
                          Deception 2 (+3), Expertise: Bar Maid 2 (+2), Expertise: Cooking 2 (+2), Expertise: Local 2 (+2), Expertise: Seamstress 2 (+2), Persuasion 2 (+3), Stealth 2 (+3)
                          Offense
                          Initiative +1; Grab, -1 (DC Spec 9); Throw, +1 (DC 14); Unarmed, -1 (DC 14)
                          Languages
                          Common
                          Defense
                          Dodge 1, Parry 0, Fortitude 0, Toughness 0, Will 0
                          Power Points
                          Abilities 2 + Powers 0 + Advantages 1 + Skills 7 (14 ranks) + Defenses 1 = 11
                          Bar Man / Bouncer - PL 2
                          This man knows how to make a mean drink, and not only to they serve the customers. They also double as your a typical bouncer, dealing with the rousers and drunks that cause too many problems.

                          Abilities
                          Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 1, Intellect -1, Awareness 0, Presence 0
                          Advantages
                          Equipment 2
                          Skills
                          Expertise: Bar Man 2 (+1), Intimidation 4 (+4)
                          Equipment
                          Brass Knuckles, Club, Knife, Leather Armor
                          Offense
                          Initiative +0; Brass Knuckles, +1 (DC 17); Club, +1 (DC 18); Grab, +1 (DC Spec 11); Knife, +1 (DC 17); Throw, +0 (DC 16); Unarmed, +1 (DC 16)
                          Languages
                          Common
                          Defense
                          Dodge 1, Parry 1, Fortitude 1, Toughness 2, Will 0
                          Power Points
                          Abilities 4 + Powers 0 + Advantages 2 + Skills 3 (6 ranks) + Defenses 1 = 10

                          Cook - PL 0
                          What is an Inn without a Cook, someone who bakes , makes pies, and all sorts of delicious treats for their guests?

                          Abilities
                          Strength -1, Stamina -1, Agility 0, Dexterity 1, Fighting -1, Intellect 1, Awareness 0, Presence 0
                          Skills
                          Expertise: Cooking 4 (+5)
                          Equipment
                          Frying Pan (strength based damage 1), Knife (strength based damage 1, Improved Critical)
                          Offense
                          Initiative +0; Grab, +0 (DC Spec 9); Frying Pan -1 (DC 15), Knife -1 (DC 15); Throw, +1 (DC 14); Unarmed, +0 (DC 14)
                          Languages
                          Common
                          Defense
                          Dodge 0, Parry 0, Fortitude -1, Toughness -1, Will 1

                          Power Points
                          Abilities -2 + Powers 0 + Advantages 0 + Skills 2 (4 ranks) + Defenses 1 = 1

                          Blacksmith
                          - PL 2

                          There is always a blacksmith at Inn's, able to fix things that break down. Or make new iron shods for horses, or new pewter cutlery for the guests to use.
                          Abilities
                          Strength 1, Stamina 1, Agility 0, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence -1
                          Advantages
                          Equipment 1
                          Skills
                          Athletics 2 (+3), Expertise: Blacksmithing 4 (+4)
                          Powers
                          Mighty Thews: Power-lifting 1 (+1 STR for lifting)
                          Equipment
                          Hammer [Damage: Strength-based Damage 2, DC 18]
                          Offense
                          Initiative +0; Damage: Strength-based Damage 2, +1 (DC 18); Grab, +1 (DC Spec 11); Throw, +1 (DC 16); Unarmed, +1 (DC 16)
                          Languages
                          Common
                          Defense
                          Dodge 0, Parry 2, Fortitude 2, Toughness 1, Will 0
                          Power Points
                          Abilities 6 + Powers 1 + Advantages 1 + Skills 3 (6 ranks) + Defenses 2 = 13

                          Stablehand
                          - PL 1

                          The stablehands perhaps have the most meanial, and smelly of jobs. Handling the animals of the Tavern or Inn.

                          Abilities
                          Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting -1, Intellect 0, Awareness 1, Presence -1
                          Advantages
                          Animal Empathy, Equipment 1
                          Skills
                          Athletics 2 (+2), Expertise: Stable hand 2 (+2)
                          Equipment
                          Sling [Blast: Blast 1, DC 16], Pitchfork strength based [Damage 2]
                          Offense
                          Initiative +1; Sling: Blast 1, +0 (DC 16); Grab, -1 (DC Spec 10); Pitchfork -1 (DC 17); Throw, +0 (DC 15); Unarmed, -1 (DC 15)
                          Languages
                          Common
                          Defense
                          Dodge 1, Parry -1, Fortitude 0, Toughness 0, Will 1
                          Power Points
                          Abilities 0 + Powers 0 + Advantages 2 + Skills 2 (4 ranks) + Defenses 0 = 4
                          Stable Master / Coach Man - PL 3
                          The Stablemaster or Coachman is perhaps the most rugged and worldly of the bunch. Having to handle with the threats of the real world, such as goblins and the like. He runs a tight ship, and handles himself well in a fight.

                          Abilities
                          Strength 1, Stamina 1, Agility 0, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence 0
                          Advantages
                          Equipment 2
                          Skills
                          Athletics 2 (+2), Expertise: Stable Master 4 (+4), Intimidation 2 (+2), Perception 2 (+2), Persuasion 2 (+2)
                          Equipment
                          Leather Armor, Lt. Crossbow [Blast: Blast 2, DC 17], Sword (strength based damage 3)
                          Offense
                          Initiative +0; lt. Crossbow: Blast 2, +2 (DC 17); Sword +1 (DC 19); Grab, +1 (DC Spec 11); Throw, +1 (DC 15); Unarmed, +1 (DC 16)
                          Languages
                          Common
                          Defense
                          Dodge 1, Parry 1, Fortitude 1, Toughness 2, Will 1
                          Power Points
                          Abilities 8 + Powers 0 + Advantages 2 + Skills 6 (12 ranks) + Defenses 2 = 18
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                          • #14
                            Storm Lord



                            Image is my own property.



                            STORM LORD – PL 13
                            Real Name: Bryan Storm, Identity: Public, Origin: Mutation, Profession: Musician, Affiliations: None. Base of Operations: Spokane, WA, Age: 33, Height: 6'2", Weight: 215 lbs, Eyes: Blues (though they glow like lightning, when using his powers), Hair: Dark Brown

                            Abilities (84 pts): Strength 9, Stamina 8, Agility 4, Dexterity 4, Fighting 9, Intellect 1, Awareness 2, Presence 5

                            Advantages (15 pts): Accurate Attack, All-out Attack, Attractive, Benefit, Wealth 3 (millionaire), Precise Attack (Ranged, Cover), Ranged Attack 8

                            Skills (12 pts): Acrobatics 5 (+9), Deception 5 (+10), Expertise (PRE): Performer 8 (+13), Insight 4 (+6), Perception 6 (+8), Persuasion 7 (+12)


                            Defense (19 pts): Dodge 10, Parry 11, Fortitude 11, Toughness 14, Will 10

                            Powers (96 pts):
                            Immunity to Weather: Immunity 10 (Common Descriptor: Weather)
                            Lighting Field: Force Field 6 (+6 Toughness; Impervious 14)
                            Quick Change into Costume: Feature 1
                            Weather Control (32 pt array)
                            Blinding Arc (sight): Cumulative Affliction 10 (Impaired,Disabled,Unaware; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
                            Gale Force Winds: Move Object 12 (100 tons; Increased Range: perception; Limited Direction: away)
                            Heat Wave: Affliction 14 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Increased Range: ranged)
                            Lightning Bolt: Blast 14 (Indirect 4: any point, any direction)
                            Monsoon: Environment 8 (Cold, Impede Movement (1 rank), Visibility (-2), Radius: 0.5 miles; Selective)
                            Thunder Clap (hearing): Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 20; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged)
                            Weather Lord
                            • Can cause rain to fall in a small area of effect. : Feature 1

                            No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind.: Feature 1
                            • The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks (like Intimidation).: Feature 1
                            • You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them.: Feature 1
                            Weather Proof: Movement 1 (Environmental Adaptation: Weather)
                            Weather Sense: Senses 5 (Acute: Weather Awareness, Awareness: Weather (Mental), Extended: Weather Awareness 2: x100, Radius: Weather Awareness)
                            Wind Rider: Flight 9

                            Offense
                            Initiative +4
                            Blinding Arc (sight): Cumulative Affliction 10, +12 (DC Dog/Fort 20)
                            Gale Force Winds: Move Object 12 (DC 22)
                            Grab, +9 (DC Spec 18)
                            Heat Wave: Affliction 14, +12 (DC Fort 24)
                            Lightning Bolt: Blast 14, +12 (DC 29)
                            Throw, +12 (DC 23)
                            Thunder Clap (hearing): Cumulative Affliction 10, +10 (DC Dog/Fort/Will 20)
                            Unarmed +9 (DC 24)

                            Complications
                            Fame: Bryan aka StormLord is a public figure, and has no secret identity. So trying to have a normal life, is pretty much out of the question for him. And of course this attracts all the wrong attention, especially by villains.
                            Motivation: Recognition: At first Bryan did it for the thrills, now its all for the recognition and fame that comes with being a Musician and a Super Hero.
                            Quirk: Bryan does suffer from depression, and this can have an adverse effect on the weather around him if he is not conscious about it. Extreme moods can cause the weather to change dramatically if he means it to or not.
                            Relationship: Bryan is married to a Tracy Storm, and she is important to him. As well as the rest of his family, even if he has lost touch with them because of his busy schedule.

                            Languages
                            English


                            Background:
                            Bryan Storm grew up in Tucson, Arizona as a young child. Growing up in a middle class family, and living what some would call a comfortable if dull life. As a teenager Bryan got caught in a serious Monsoon Storm, which Bryan always loved to be out in. During that storm, he was struck by lightning, but was surprised when he stood there feeling a tingling sensation coursing through his body. His clothes were worse for wear, but he otherwise seemed unharmed and alive!



                            After that Bryan became very sensitive to the environment around him, he could sense what the weather would be before anyone else did. And then as time went on, he found he could not only predict by control the weather. Mostly this occurred through happenstance, and wasn't even aware it happened at first. His moods shifting the weather around him.


                            And then one day, a light breeze brushed against his body. And soon a thundering wind seemed to catch him, next thing he knew he was flying! His mastery with weather control is very extensive, as can be seen by his powers. Taking on the mantle as the “Storm Lord” he began to fight crime. All the while trying to juggle his family life and High School. During his senior year, a talent scout spotted him during a school talent contest. And his life changed for ever, not only did he get his dream powers. He became a rock star!


                            Bryan signed up with a record deal, and began his first album which soon enough skyrocketed him into fame. But it was during a concert, when someone decided to make an attempt on his life that his powers became known to public. The crowd went wild. His fame only increased, and his super hero persona became his group name. His life is incredibly hectic these days, and has been a performer ever since.
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                            • #15
                              New Advantages and Powers for Lord of the Rings Settings.

                              General Advantages
                              Many of the General advantages have been modified into a ranked advantage, where the 1st rank provides a +2 bonus, and the second rank provides a +5 bonus. The following feats listed below have been changed to reflect this, while special notes have been made with certain once which provided an all out immunity.

                              Eidetic Memory, Great Endurance, Teamwork

                              Fearless (ranked).The Fearless feat has been replaced with the following rule, to follow the rules in the same way as listed above. This advantage provides a +2 saving throw modifier against Fear based attacks. The second rank provides a +5 bonus.



                              New General Advantages:
                              Elf Friend. The hero has been named friend by the Elves. He gains a +2 bonus to persuasion checks with elves. And is considered to have “status”.

                              Healing Hands (Ranked). player who takes healing hands, may make “Treatment” checks without having the skill. The second rank gives the player a +2 bonus to healing checks. Aragorn has this advantage.



                              Horse Master (Ranked). While horseback an attacker suffers a -5 penalty to Attack rolls. Each Rank in this feat, reduces the degree of penalty. One rank being a -2, and 2 ranks being a -0 penalty. A third rank will grant a +2 dodge bonus while horseback. The GM is welcome to limit this feat if he so desires.


                              Woodsy:Those with this advantage, gains a +2 bonus to Expertise (Survival) in the woods they call home.


                              The Art: Elves are innately capable of wielding the magical crafts. This feat allows elves to make arcane skill checks, without having the skill.






                              New Powers:
                              Feature: Majestic. The radiance and or presence of the being in question, is filled with the power of the Valar. This allows him or her to add a +2 bonus Diplomacy or Intimidation Checks. The second rank raises this to a +5 bonus. Majestic is a very appropriate feature for those beings which still have a measure of the Valar within them. Elves, Wizards, rare creatures. So this feature is not appropriate for every character. The GM may decide this is only appropriate for NPC's.


                              Feature: The blood line of Dain. Some men of dale, still have the blood of the men of Dain who once lived here. Those who do understand the speech of Thrushes. Men from Dale are the only ones who can take this feature.


                              Feature: Men of the West. The men of the west are a long lived race. By the end of the third age, the Dunedain have been known to live 150 years. Men are the only ones who can take this feature.

                              Feature: The Grace of Numenor. The blood of Numenor runs strong in the veins of some Men, granted a +2 circumstance bonus to resist the powers that corrupt your mind. Men are the only ones who can take this Feature. 2 Ranks improves this to +5.



                              Feature: Hobbit Resilience. Hobbits are a most sturdy folk. 1 ranks grants hobbits a +2 bonus to resist the powers that corrupt your mind. 2 ranks grants a +5 bonus.


                              Feature: The Light of the Valar. Most elves still have a measure of grace, gifted upon them. Such beings gain a +2 bonus against powers that corrupt the mind. 2 Ranks raises this to +5. Only Elves may take this.


                              Bane. Some weapons are designed to defeat certain foes. In essence a Bane weapons provides a +2 bonus effect against a specific foe, that can exceed power level limits. And also gains the Improved Critical at 2 ranks (against the specific foe). This increases the cost of a weapon by 3.
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