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  • #76

    PL 6 47

    Strength 3, Stamina 2, Agility 0, Dexterity 0, Fighting 4, Intellect -1, Awareness 0, Presence 0

    Underground Eyes Senses 2 (Darkvision)
    Furnace dwellers Immunity 1 (heat)
    Tunnel People Senses 1 (Direction Sense)

    Advantages: Equipment 4, Language (Lemurian, base-Mole Man Sign Language), Ranged Attack 4

    Equipment: Stoking Staff (Blast 7, AE: Strength-based Damage 3), Bat-Wings (Flight 2, Wings), Smoky-Lensed Goggles (Feature 2 +5 circumstance bonus against visual dazzles)

    Skills: Expertise (servant) 4 (+3), Perception 1 (+1), Ranged Combat (staff) 1 (+5), Stealth 4 (+4), Technology 6 (+5)

    Initiative +0
    Stoking Staff +5 Damage 7

    Dodge 6 (6), Parry 6 (2)
    Toughness 2, Fortitude 4 (2), Will 1 (1)

    Abilities 16+Powers 4+Advantages 9+Skills 7+Defenses 11=47

    Light sensitive Mole-men are bred for the darkness of poorly lit underground tunnels, and while their goggles help against certain bright lights, if they were stripped of them, they woudl find normal daylight highly disorienting.
    Conditioning Mole-Men are born to be servants of the Lemurians, they can't really conceive of anything else.

    The Mole-Men are mutants that were once humans, twisted by tens of thousands of years living underground near the mystic material Ignaetium, the power source for much of Lemurian magitek. Through mental conditioning, the once human subjects of the Lemurian empire became the Lemurian's servants, with a certain intelligence their own, but constantly underused and left to fend for themselves in great underground warrens. Armed with technology they are capable of maintaining, the Mole Men do most of the work of keeping Lemuria going day to day, from bulk labor to palace servants (though Lemurians find them clumsy and ugly for such work), to making up the infantry force of any Lemurian military formation.

    Mole-Men: Tragic uggos the PCs will face in hordes if they ever really get into it with Lemuria. Despite their small stature, they are fairly strong and tough, as befitting laborers, and their weapons are beyond most conventional small arms used by humans. They're undercapped on Defense, but can actually pose a threat on offense, with their weapon/mining implements more than a match for your average soldier. Of course, to PCs they're just mooks, and the real threat are their commanders and masters-the Lemurians.
    [I]Any sound can shake the air. My voice shakes the heart![/I]


    • #77

      Baelrath the Blasphemer
      PL 11

      Strength 12/2, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 5, Awareness 2, Presence 3

      Exo-Caraprix (Removable) 88
      Extensible Bat-Wings Flight 5
      Caraprix Lining Immunity 20 (energy Damage, Limited to half effect)
      Body Armor Protection 11, Impervious
      Servo-Assisted Might Enhanced Strength 10
      Electrified Surface Reaction Damage 4 (Unreliable-5 uses)
      Explosive Projectiles Blast 11, Burst Area
      Ignaetium Projectile Launcher Blast 10, Multiattack
      Projectile Gauntlets Elongation 2 (Limited to hands)

      Advantages: Artificer, Benefit (Status), Eidetic Memory, Inventor, Language 2 (English, German, base-Lemurian), Ranged Attack 5

      Skills: Deception 2 (+5), Expertise (magic) 7 (+12), Expertise (science) 11 (+16), Insight 6 (+8), Perception 7 (+9), Ranged Combat (Launcher) 4 (+12), Stealth 2 (+5), Technology 10 (+15), Vehicles 1 (+4)

      Initiative +3
      Unarmed +8 Damage 12
      Ignaetium Launcher +12 Damage 10

      Dodge 8 (5), Parry 8
      Toughness 14/3, Fortitude 8 (5), Will 10 (8)

      Abilities 58+Powers 8+Advantages 11+Skills 25+Defenses 18=200

      Radical Most of Baelrath's fellow Lemurians see him as an iconoclast for his new strange ideas and outspoken ways.
      Arrogant Baelrath is fairly arrogant, owing to his mind and general Lemurian culture.
      Weakness While in his armor, Baelrath is vulnerable to magnetic effects.
      Temper Baelrath is assured that his scientific techniques are the best hope for Lemuria and he does not like to be questioned.
      Patron Baelrath owes his continued existence to Arvad, but the King expects results, and he does not like to be disappointed.

      Baelrath is a Lemurian noble (though with Lemuria's small population, the two are basically one and the same now), and a sorceror-scientist. He lacks true magical power, but he understands alchemical formulae related to the four mystic elements in Lemurian mechano-mysticism. But more importantly, he's open to new things, and eagerly went to the surface world when King Arvad asked for volunteers. He journeyed to Lemuria's ally in 1938, which was Nazi Germany. He studied their technology for the duration of world war 2, and helped coordinate trade between the two countries while sharing his own knowledge. Once he'd learned all he could, he left in 1944, and returned to Lemuria believing the technology of the humans and Lemurian magic would make a great combination. Since Lemuria is so set in its ways, the others called him the Blasphemer for his outspoken ways. Arvad, who could give a flying fig about Lemurian traditions, made Baelrath his Favorite, and Baelrath began his experiments quickly. While he had a few small successes here and there, his work was hampered by the fact that few people wanted to work with him. Finally, some fifty years later, he had something completely new: his Exo-Caraprix, combining electrical conductors and circuits, with Bat-Wings, an arcane furnace supplemented by batteries, and weapons that use human firearms technology mixed with ignaeutim charges. The device is impressive, but even more difficult than building it is Baelrath's current challenge: making enough for the Lemurian warriors and getting his people to accept it.

      Baelrath is basically a battlesuit, with the added twist of his technolgy being magi-tek, so he gets Artificer as well as Inventor. Not much of a fighter, despite his suit's power, he has no mind for combat and his tactics are very straight-forward. If he was threatened, he would simply gather a large number of Mole-Men and make a direct attack at his foes. He could encounter the PCs by leading attacks on the surface to gain new technology or even human scientists for use back in his lab, and if the Lemurians need to be a real threat, the GM can dole out suits of his armor to otherwise normal Lemurian warriors, giving them an extra edge. Baelrath isn't really a bad guy-he's got an ego, but he's curious and polite enough when discussing technology. He's just been raised in an isolated environment full of decadance and arrogance.
      Last edited by Arthur Eld; 12-26-2015, 11:07 PM.
      [I]Any sound can shake the air. My voice shakes the heart![/I]


      • #78

        Commander Zarn
        PL 12 183

        Strength 5, Stamina 4, Agility 4, Dexterity 4, Fighting 13, Intellect 3, Awareness 3, Presence 4

        Mystic Face Mask (Removable) 4
        Growls to warn of Danger Feature 1, Senses 1 (Danger Sense)
        Mystic Wards Enhanced Will 4 (Limited to mental effects)

        Expert Warrior Senses 2 (Ranged Detect Weakness by Sight)

        Advantages: Accurate Attack, Assessment, Benefit 3 (Status-Warlord of Lemuria), Close Attack, Defensive Attack, Defensive Roll, Equipment 10, Improved Initiative, Language (English, base: Lemurian), Move-by Action, Quick Draw, Power Attack, Ranged Attack 6, Startle, Takedown 2

        Equipment: Custom Coruscator Enhanced Advantage: Improved Defense, Improved Disarm, Cumulative Affliction 8, Resisted by Fortitude, Dazed/Stunned/Incapacitated, Accurate, Improved Critical, AE: Blast 8, Reduced Range, Accurate, Improved Critical (20 ep)
        Ignaetior Blade Strength-based Damage 3, Improved Critical, Flash Burst Close Visual Dazzle 8, Accurate, AE: Smoke Cloud Cloud Area Visual Concealment, AE: Flaming Blade Strength-based Damage 2, Stacks (15 ep)
        Body Armor Protection 6, Immunity 20 (Energy Damage, Limited to half effect, Unreliable) (13 ep)

        Skills: Acrobatics 4 (+8), Athletics 4 (+9), Deception 2 (+6), Expertise (aristocrat) 5 (+8), Expertise (tactics) 12 (+15), Expertise (history) 10 (+13), Insight 9 (+12), Intimidation 11 (+15), Perception 8 (+11), Ranged Attack (Coruscator) 4 (+14), Sleight of Hand 9 (+13), Vehicles 10 (+14)

        Initiative +8
        Ignaetior +14 Damage 10/8
        Coruscator +16 Damage 8/Affliction 8

        Dodge 13 (9), Parry 13
        Toughness 11/10/4, Fortitude 9 (5), Will 14/10 (7)

        Abilities 80+Powers 6+Advantages 32+Skills 44+Defenses 21=183

        Temper Zarn does not take failure well.
        Arrogant As a nobleman and the best swordsman in Lemuria, Zarn can be a little full of himself.
        Honor Zarn always keeps his word.
        Loyalty To King Arvad, despite his being an outsider.
        Reputation Zarn's House, Og, is looked down upon, and Zarn himself is considered a hard, tough commander.

        Zarn was born nearly two hundred years ago, in 1823. He grew up among decadent nobles lost in nostalgic-drug enhanced views of the past, and he grew bitter when he realized the past wasn't so great after all. Called the Grim, he believed Lemuria's best days were still ahead of it, and he trained day and night, dedicating himself to the path of the warrior. Eventually, his skill brought himself to the attention of King Arvad, but more important was his serious nature and how he didn't display disdain at stories of the surface world. Arvad eventually made Zarn Warlord of Lemuria, its highest military leader, and Zarn has tried to et his fellow warriors understand how fighting is done on the surface world. He's also drafted plans to increase the military's effectiveness, mostly by drafting all the "decadents" (the majority of Lemurians, who do nothing but use drugs and idle their days away) and making every citizen of Lemuria able to serve the military in some way. His efforts have gone slow (Arvad, alive for millenia, is not one for hasty action), but if he succeeds, he won't just have increased the military numbers of the Lemurians-he'll have given a group of people who live for centuries a dangerous, focused purpose.

        Zarn is the greatest warrior of his people, and a keen military mind as well, mostly because he has ingeunity and creativity, whereas the average Lemurian warrior is happy to learn the old ways, master them, and then never learn anything else. In personal combat, he often rides a magiconstruct called a Gullop (Which is basically Jab's Horse build with Strength 8 and a stunning Affliction to represent corusqua in its 'shoes') and will lead most major Lemurian forces from the front. But since that doesn't happen often-most Lemurian excursions are tons of Mole-Men led by a handful of Lemurian warriors, he mostly just trains and remains an excellent opponent in single combat. His main weapon is a sword that can burst into flames, emitt concealing smoke, or blind its opponents with a flash of fire. He also wields the Lemurian secondary-weapon, which is both a parry dagger, a taser rod, and a lightning gun, all in one, making Zarn a kind of magitek aggressive fencer type.
        [I]Any sound can shake the air. My voice shakes the heart![/I]


        • #79

          Khusor the Crooked
          PL 12 326

          Strength 10, Stamina 11, Agility 4, Dexterity 4, Fighting 9, Intellect 4, Awareness 3, Presence 3

          Mimicking Variable 15 (75 points for copying a subject's traits, Limited-One subject at a time, Resistible-Parry, Move Action) 90
          Shapechanging Morph 3 (Humanoids, Precise, Continuous) 19

          Empyrean Skin Protection 3, Impervious Toughness 11
          Empyrean Immunity 11 (aging, life support)
          Empyrean Regeneration Regeneration 1, Persistent
          Empyrean Flight Flight 10, Subtle AE: Movement 1 (Space Travel 1)
          Empyrean Senses Senses 2 (Extended Sight, Extended Hearing)
          Mental Translation Comprehend Languages 2 (Understand all, is understood)

          Advantages: Eidetic Memory, Ranged Attack 5, Seize Initiative, Skill Mastery (Deception), Taunt, Teamwork

          Skills: Deception 12 (+15), Expertise (history) 11 (+15), Investigation 10 (+14), Insight 8 (+11), Intimidation 7 (+10), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 11 (+15), Stealth 10 (+14), Technology 1 (+5)

          Initiative +4
          Unarmed +9 Damage 10

          Dodge 10 (6), Parry 10 (1)
          Toughness 14, Fortitude 12, Will 10 (7)

          Abilities 98+Powers 162+Advantages 10+Skills 42+Defenses 14=326

          Mask but no Face Korba has long ago lost his true personality due to his powers and Arvad's psionic surgery on his mind.
          Weakness Effects that alter one's shape are more effective against Korba due to clashing with his natural powers.
          Relationship Korba is little more than a slave to Arvad and would do anything to help him.
          Secret Korba hides his true identity (what little he has) in his identity as the Lemurian Khusor.
          Depraved What little of Korba's personality remains is dark and wicked, much like his master's.
          Wanted The Empyreans know of Korba and that he follows Arvad (though they believe he has been brainwashed into it).

          Khusor the Crooked is a member of the House of Sron, a skilled warrior who has become King Arvad's voice and will among the Lemurian people. This is a lie, as the real Khusor was killed by the man impersonating him-Korba the Deciever, and Empyrean just like Arvad. Korba was a practical jokester with the ability to flawlessly assume the form of just about anyone else. But when he copied Arvad, he didn't just look like him, for a moment he became him, which unfortunately meant adopting all of Arvad's hidden evil, and Korba began to look upon Arvad as a twisted mentor, even after he assumed his original form. He was Arvad's spy in Arcadia, and when Arvad attempted to seize the city, it was believed he mind-controlled Korba, who volunteered to follow Arvad in his exile, attempting to redeem him. This was also a lie, Korba just wants to be by his master's side. Korba unquestionally follows Arvad's orders, and may soon take on another identity, because everyone knows Khusor will always back Arvad, and have come to distrust him.

          Khusor is not a fighter, and will attempt to flee lest his secret be revealed. If however, his secret is known, or if Arvad orders him to stand and fight, he can be very dangerous, using his own natural Empyrean abilities as well as powers to copy someone else's powers. If he has to run, he can shapeshift into someone else and attempt to lose people in a crowd-Korba is an excellent morpher, copying shapes down to the cellular level and with millenia of experience at acting and deception. A sad figure, if Khusor was removed from Arvad's influence, he might eventually be restored to his original state-though this would require a Professor X level telepath and a lot of time.
          Last edited by Arthur Eld; 12-26-2015, 11:27 PM.
          [I]Any sound can shake the air. My voice shakes the heart![/I]


          • #80

            King Arvad, the Betrayer
            PL 16 365

            Strength 12, Stamina 16, Agility 3, Dexterity 3, Fighting 12, Intellect 6, Awareness 5, Presence 6

            The Vast Powers of his Empyrean Mind (Array, 69 points)
            Mind Control Mind Control 16, Subtle
            Mind Crush Mental Blast 16, Subtle
            Phantasms Mental Illusions 16 (All Senses, Resistible by Will), Subtle
            Mind Sift Cumulative Effortless Mind Reading 16, Subtle
            Mass Mind Control Mind Control 13, Selective Burst Area, Close Range, Subtle
            Empyrean Immunity 11 (Aging, Life Support)
            Empyrean Regeneration Regeneration 2, Persistent
            Empyrean Flight Flight 10 Subtle, AE: Movement 1 (Space Travel)
            Mental Scan Senses 16 (Radius Ranged Detect Minds, Accurate, Acute, Extended 10, Mental)
            Empyrean Senses Senses 2 (Extended Hearing, Extended Vision)
            Super Genius Mental Quickness 6
            Mental Translation Comprehend Languages 2 (Is Understood, Understands all)
            Empyrean Skin Protection 2, Impervious Toughness 15

            Advantages: Attractive 2, Benefit 4 (King of Lemuria), Eidetic Memory, Fascinate (Persuasion), Power Attack, Ranged Attack 5, Seize Initiative, Startle, Ultimate Mind Reading

            Skills: Close Combat (unarmed) 4 (+12), Deception 9 (+15/+20), Expertise (current events) 8 (+14), Expertise (games & gambling) 10 (+16), Expertise (history) 10 (+16), Expertise (government) 5 (+11), Expertise (Tactics) 5 (+11), Insight 12 (+17), Intimidation 11 (+17), Investigation 10 (+16), Perception 11 (+16), Persuasion 8 (+14/+19), Sleight Of Hand 8 (+11), Technology 4 (+10)

            Initiative +3
            Unarmed +12 Damage 12

            Dodge 12 (8), Parry 12
            Toughness 18, Fortitude 16, Will 16 (11)

            Abilities 126+Powers 147+Advantages 15+Skills 58+Defenses 19=365

            Arrogance Arvad is supremely arrogant, believing himself superior to all others. He becomes very angry when he feels he is not being given "his due."
            Motivation: Divine Right Arvad believes he is best suited to rule Arcadia, and anywhere else he chooses.
            Enemy His brother, King Hazor of Arcadia. Arvad would do just about anything to prove his superiority over his brother. Most of the rest of Arcadia also views him as a dangerous threat.
            Honest Competitor Arvad does not cheat at games, and often proposes a game to settle a dispute-even when he has the upper hand.
            Corrupter Arvad loves humanity-but for their cunning, their duplicity, their wickedness. He often attempts to bring out these traits in others, even those who might be a threat to him.

            Arvad the Betrayer, King of Lemuria, is one of the oldest Empyreans, his father Amlin was one of the Ancients, the first 12 Empyreans created by the Progenitors, and he and Arvad's mother were both among the best of their kind. Arvad, however, was always spoiled and angry, but his fellow Empyreans were never aware of how bad he would become. He spent most of his time away from the city of Arcadia, tens of thousands of years among early humanity. He razed early cities (his mocking way of upholding the Facade-if he used his powers to kill one human, he had to kill every potential witness, even if that meant thousands), advised bloodthirsty kings and tyrants. It was rumored he commanded forces that opposed his grand-nephew Archon during the Peloponnesian War, but this has not been confirmed. What is known is that in 1852, Arvad returned to Arcadia, saying that he intended to help his brother rule. However, King Hazor soon went berserk with rage, and only Arvad was able to calm him. Hazor decreed he would be locked away until his madness could be cured, and that Arvad would rule as Regent. However, Archon soon discovered the truth-Arvad was using an artifact called the Eye of Ogurn (named one of the Twelve, and another evil Empyrean) to enhance his mental powers-Arvad was behind Hazor's madness. Archon stole the Eye, freed the King, and the rest of the Empyreans captured and defeated Arvad. HAzor was unwilling to execute his brother, so Arvad was exiled. Arvad left happily, his mind forming a plan and a destination.

            In 1854, Arvad came to Lemuria, the sunken land that had once been Arcadia's great enemy and offered to give the Lemurians the secret of immortality, if they made him their king. They took him to see the Bronze King, a giant magitek golem fueled by the brains of dozens of Lemuria's great minds. The King kneeled to Arvad, and between this, Khusor's urgings, and the Lemurians own desire for immortality, they installed Arvad as their king. Arvad used his powers to override the Bronze King, of course, but they didn't need to know that. Since then Arvad has had one goal-to conquer Arcadia with the force of the Lemurians, kill his brother, subjugate his people, and then conquer the world. He plans to use a super-weapon called the Mandragalore to do so-a weapon built once before but improperly, for when the Lemurians used it, (a giant column with a fist atop it) brought cataclysm upon the Lemurian archipelago and caused it to sink beneath the water.

            Arvad rules Lemuria to this day, slowly trying to bring its people back to their former greatness. He has little but contempt for most Lemurians, believing them lazy and decadent, just like he believes his fellow Empyreans to be soft and naive. Arvad loves humanity, for all their worst qualities (to this day there is one living human in Lemuria, a Nazi whose company Arvad enjoys-because he's even more evil than Arvad, and because he's not half bad at chess), and would create a terrible kingdom if ever he ruled over them. A powerful warrior with superhuman strength and toughness, Arvad's real power is his mind. A genius, cunning tactician, and shrewd manipulator, Arvad is also one of the most powerful mentalists alive, second only to the likes of Menton. If you need Arvad to be a a more direct physical challenge to PCs, give him an Ignaetior and some magic armor-Arvad is constantly searching for new superweapons and trying to get the Lemurians to regain their once great magical knowledge (in their hey-day they built giant lightning rods, a machine that fixed them in time for 10,000 years, the Bronze King, and of course the Mandragalore), and their fighting spirit. Still, the heroes shouldn't get to face Arvad directly until after a long campaign-unless you want them to meet him early and have them trick them into thinking he's a good guy-between his Mind Control and his Deception ranks, that wouldn't be too hard.
            Last edited by Arthur Eld; 04-24-2018, 12:39 AM.
            [I]Any sound can shake the air. My voice shakes the heart![/I]


            • #81
              Re: Eld's Builds-3E

              well, that's the first major difference between the books and champions online I've found following your builds, Arthur. In the MMO, Arvad comes across as an okay guy, with his lemurian subjects underoing a civil war between his loyalists and bleak one cultists

              then again, that mission arc does conclude with him telling the Bronze King to set off the Mandragalore, and then telling you to go stop it because said doomsday plan wasn't actually needed


              • #82
                Re: Eld's Builds-3E

                Well, I guess you could put Arvad as kind of an anti-villain, but only if you contrast him against a greater evil, like the Bleak Ones or the Darkness Beyond Time or even Mechanon.

                I mean the Lemurians have improved under Arvad's rule, so that's something. But he's got kind of a Stannis Baretheon mentality-you bend the knee, or he destroys you.

                A GM could always make him nicer the way Magneto went from duplicitious supervillain to semi-tragic mutant freedom fighter. But I like him as this beautiful destroyer, Alexander the Great's sense of culture meets Atilla the Hun by way of General Zod.
                [I]Any sound can shake the air. My voice shakes the heart![/I]


                • #83

                  Shirak the Destructor
                  PL 18 170

                  Strength 20, Stamina -. Agility 1, Dexterity 1, Fighting 5, Intellect -, Awareness 0, Presence 0

                  400 Feet Tall Permanent Innate Growth 20
                  Mystic Eyebolts Blast 18, Burst Area (Unreliable-5 uses)
                  Colossal Hands Burst Damage Extra on 17 ranks of Strength
                  Construct Immunity 30 (Fortitude)
                  Magical Senses Senses 2 (Infravision, Ultravision)
                  Magical Plating Protection 2, Impervious Toughness 19
                  Fearsome Presence Perception Area-Visual Affliction 10, Resisted by Will, Impaired/Disabled, Move Action

                  Advantages: Fearless, Ranged Attack 4

                  Skills: Close Combat (unarmed) 2 (+7), Intimidation 6 (+16), Perception 4 (+4)

                  Initiative +1
                  Unarmed +7 Damage 20

                  Dodge 5, Parry 5
                  Toughness 22, Fortitude-, Will 2

                  Abilities -6+Powers 149+Advantages 5+Skills 6+Defenses 26=180

                  Mindless Shirak the Destructor has no real personality or mind of its own, answering only to commands given to it by those with the right magical focus.
                  Hatred The one bit of personality that Shirak was given during its creation is a deep burning hatred of Empyreans-it was made only to destroy them.
                  Weakness Shirak is powered by an immense magical furnace-which can be disrupted by huge amounts of water or similar substances, which would weaken and eventually shut Shirak down.
                  Big Shirak is 400 feet of metal, and thus not exactly made for easy travel.

                  I decided to do a fairly thorough run-down of Lemurian stuff, which I don't normally do, so I'll be building more of their magical constructs, vehicles, and the like. First off is the last great Lemurian piece of magitek, Shirak the Destructor. An immense golem controlled by a magical amulet, Shirak was built to assault the Empyrean city of Arcadia, and though he caused great damage, the Empyreans took advantage of his single-mindedness, flying around him like buzzing bees, luring him into the deep waters off the coast of Antarctica, where Shirak froze and sank. If tides or something less natural bring Shirak to warmer water, or even shores, Shirak may very well live once more.

                  Shirak is a very, very simple build. Even some Lemurians acknowledge that compared to the Bronze King, the Mandragalore, or the Clockwork Engine, Shirak is just a big wrecking ball on legs. A very effective wrecking ball, but still, it lacks intelligence of any kind, and despite its toughness, it is also an enormous target. Still, while the Empyreans bested the Destroyer without too much difficulty (although some brave warriors did die beneath its eye beams and crushing fists), Shirak could cause great damage to a any human territory, even a modern one, before it was brought down. The Affliction I added because while Shirak has a high Intimidation score, this serves as more of a crowds fleeing in panic, soldiers shaken up with fear thing. Its very low rank for Shirak's PL (he's consistently undercapped except for his big limited use eyebeam blast), and is mostly there for flavor, though it may Impair a lower PL hero or two. If the Lemurians ever recover it, their destructive power will receive-even if its "programming" would cause it to try to kill the King and his major domo on sight. PCs could take advantage of this, or they could recover the original amulet that controlled, or learn the spells that make it work as well as opposed to just out-fighting it.
                  Last edited by Arthur Eld; 01-28-2016, 07:24 PM.
                  [I]Any sound can shake the air. My voice shakes the heart![/I]


                  • #84

                    Lemurian Warrior
                    PL 8 95

                    Strength 4, Stamina 2, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 2, Presence 3

                    Advantages: Benefit (Lemurian Noble), Equipment 9, Language 1 (English, base-Lemurian), Quick Draw, Ranged Attack 3

                    Equipment: Coruscator Enhanced Advantage: Improved Defense, Improved Disarm, Cumulative Affliction 8, Resisted by Fortitude, Dazed/Stunned/Incapacitated, Improved Critical, AE: Blast 8, Reduced Range, Improved Critical (18 ep)
                    Ignaetior Blade Strength-based Damage 3, Improved Critical, Flash Burst Close Visual Dazzle 8, AE: Smoke Cloud Cloud Area Visual Concealment, AE: Flaming Blade Strength-based Damage 1, Stacks (14 ep)
                    Body Armor Protection 6, Immunity 20 (Energy Damage, Limited to half effect, Unreliable) (13 ep)

                    Skills: Acrobatics 4 (+7), Athletics 3 (+7), Expertise (nobility) 3 (+5), Expertise (Tactics) 2 (+4), Insight 3 (+5), Perception 4 (+6), Sleight of Hand 4 (+7), Vehicles 4 (+7), Technology 1 (+3),

                    Initiative +3
                    Ignaetior +8 Damage 8/7
                    Coruscator +6/+8 Damage 8/Affliction 8

                    Dodge 8, Parry 8
                    Toughness 8/2, Fortitude 6, Will 5

                    Abilities 54+Advantages 15+Skills 14+Defenses 12=95

                    Arrogant All Lemurian warriors are nobles, remnants of a once mighty empire, trained in a unique fighting art and wielder of strange weapons. They typically consider themselves superior to all, especially surface soldiers.
                    Loyalty Lemurian warriors are supposed to be loyal to their superior officers and their King, but typically are loyal to their House first.

                    The average Lemurian looks like a human, although usually somewhat more attractive than usual, with dark hair and tall, slender but muscular bodies. Thanks to a spell cast long ago, they lost their ability to shapeshift, and are stuck in human form, but gained an extended life-span, living for hundreds of years. Of the current Lemurian population, roughly half are warriors, who train every day (Lemurians aren't big on traditional lesiure and typically pursue mastery in whatever they do), who have just three ranks-Captain, who either pilots an Ornithopter or leads a group of Mole-men, Commander, who either leads a group of Captains or leads his own piscireme, and Warlord, a single commander of the entire Lemurian armed forces. Lemurians wield two weapons and fight best in melee, though they have ranged capabilities as well. This represents the 'average' warrior of captain rank and they're quite a challenge, even able to give some superhumans a good fight. It is fortunate for the surface world the Lemurians numbers don't even reach ten thousand. For Lemurian sorcerers, use the Mystic archetype from the core book, brought down to PL 9-but these are the rarest of all, less than ten in all of Lemuria. Most of the rest are sorcerer-scientists (use the Scientist archetype and add Expertise (magic)) or decadents-who do nothing but sit around and do drugs all day. For reference, even 'average' Lemurians have Stamina and Strength of 2, typically with an Intellect of at least one, as well.
                    Last edited by Arthur Eld; 09-12-2018, 03:25 AM.
                    [I]Any sound can shake the air. My voice shakes the heart![/I]


                    • #85


                      Artificial lifeforms made in the image of long-dead Lemurian animals, magiconstructs are made using Lemurian mechano-mysticism, and are something like robots fueled by minor elemental magicks. Used typically as living weapons of war and/or steeds for Lemurian warriors, they are also sometimes hunted in the King's preserve to keep warriors sharp when they don't have living foes to fight (which is often). Despite their power, they have several weaknesses-their intelligence is limited to their programming, and they are subject to direct commands by those with certain command codes-codes which can be subverted by plucky heroes.

                      Gullop Steed
                      PL 8 101 Minion rank 7, Sidekick Rank 21

                      Strength 8, Stamina -, Agility 4, Dexterity -1, Fighting 5, Intellect -1, Awareness 0, Presence 1

                      Corusqua Horseshoes Affliction 8, Cumulative, Resisted by Fortitude, Dazed/Stunned/Incapacitated
                      Swift Legs Speed 3
                      Construct Immunity 30 (Fortitude)
                      Armored Body Protection 8, Impervious 7

                      Advantages: Improved Critical (unarmed), Teamwork

                      Skills: Athletics 2 (+10), Close Combat (unarmed) 3 (+8), Perception 5 (+5), Intimidation 2 (+3)

                      Offense Initiative +4, Horseshoes +8 Damage 8/Affliction 8

                      Defense Dodge 7 (3), Parry 7 (2), Toughness 8, Fortitude -, Will 2 (2)

                      Abilities 22+Powers 64+Advantages 2+Skills 6 +Defenses 7=101

                      The Gullop is the typical steed for Lemurian infantry, giving them high mobility on the battlefield. Gullops are also very strong, and have Corusqua (crystals with electricity trapped within them) horsehoes, they literally kick up sparks as they run and can deliver a paralyzing kick while their riders prepare a finishing strike.

                      PL 8 Minion rank 8, Sidekick rank 23

                      Strength 6, Stamina -, Agility 2, Dexterity 0, Fighting 5, Intellect -1, Awareness 0, Presence 2

                      Magiconstruct Immunity 30 (Fortitude)
                      Coruscator Blast 8, Improved Critical
                      Armored Plating Protection 7, Impervious
                      Aquatic Predator Swimming 5, Movement 1 (Environmental Adaptation-underwater)

                      Advantages: Improved Initiative, Move-by Action, Ranged Attack 5, Teamwork

                      Skills: Athletics 4 (+10), Close Combat (unarmed) 5 (+10), Intimidation 4 (+6), Perception 6 (+6), Ranged Combat (Coruscator) 3 (+8), Stealth 2 (+6)

                      Offense Initiative +2, Coruscator +8 Damage 8, Fangs +10 Damage 6

                      Defense Dodge 8 (5) Parry 8 (3), Toughness 7, Fortitude -, Will 2

                      Abilities 18+Powers 68+Advantages 8+Skills 12+Defenses 8=114

                      The Flynq is shaped like a great white shark, only minus a fin, and also like the Gullop, it has a built in saddle and is often used as an aquatic steed. The Lemurians submersible's carry 16 of these beasts on board, and they are ridden into battle as skirmishers, or dispatched by themselves either to fight or to recover Lemurians in need. While they have metal fangs, they also have a coruscator built inside their mouths that can fire powerful blasts through the water.

                      Chala- Lion
                      PL 9
                      133 Sidekick rank 27

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

                      8 Meters Long Permanent Innate Growth 4
                      Spiked Body Damage 3, Improved Critical, Reaction
                      Fangs & Teeth[/b] Strength-based Damage 3, Improved Critical
                      Metal Skin Protection 5, Impervious 7
                      Magiconstruct Immunity 30 (Fortitude)
                      Magical Eyes Senses 2 (Infravision, Ultravision)
                      Swift Speed 1

                      Advantages: Improved Initiative, Move-by Action, Startle, Takedown, Tracking

                      Skills: Athletics 4 (+9), Close Combat Insight 3 (+3), Intimidation 7 (+12), Perception 8 (+8), Stealth 10 (+9)

                      Offense Initiative +7, Fangs +9 Damage 9

                      Defense Dodge 9 (6) Parry 9 (3), Toughness 9, Fortitude -, Will 4 (4)

                      Abilities 24+Powers 75+Advantages 5+Skills 16+Defenses 13=133

                      The deadliest magiconstruct of the bunch, Chala lions are more than sixteen feet of silvery metal death. With crushing claws, piercing fangs, and a body bristling with spikes, the lions are also the fewest in numbers, and more typically used by themselves. Those few sorcerer scientists and Commanders entrusted with their control often use them as either stealthy assassins or in larger numbers as devestating shock troops.
                      [I]Any sound can shake the air. My voice shakes the heart![/I]


                      • #86

                        The Bronze King
                        PL 12 198

                        Strength 16, Stamina -, Agility 1, Dexterity 1, Fighting 7, Intellect 7, Awareness 4, Presence 5

                        Magiconstruct Immunity 30 (Fortitude)
                        Brain Collective Variable 4 (for mental traits, Move Action)
                        Armored Form Protection 8, Impervious Toughness 15
                        Huge Permanent Innate Growth 8

                        Advantages: Accurate Attack, Eidetic Memory, Improved Grab, Jack of All Trades, Ranged Attack 4, Startle

                        Skills: Close Combat (unarmed) 1 (+8), Expertise (Lemuria) 12 (+19), Insight 5 (+9), Intimidation 4 (+13), Perception 4 (+8)

                        Initiative +1
                        Unarmed +8 Damage 16

                        Dodge 7 (10), Parry 7 (4)
                        Toughness 17, Fortitude 16, Will 8 (4)

                        Abilities 56+Powers 102+Advantages 9+Skills 13+Defenses 18=198

                        Bulky The Bronze King was never designed for mobility, and can have problems moving around.
                        Loyal The Bronze King has been brainwashed to be loyal to Arvad.
                        Duty The Bronze King was built to govern Lemuria into prosperity.

                        The Bronze King was built to get rid of Lemuria's old, ancient system of theocratic government, a theocracy based on a religion that was completely false, as one Lemurian Priest-King had come up with false gods to replace worship of the aptly named Bleak Ones. Crafted by great sorcerers, the Bronze King has a cavity of strange green ooze in its chest, ooze that disintegrates matter like acid-except for brain tissue. The brains of the defeated Priest-Kings, their allies, and dying sorcerers who wished to keep serving Lemuria were placed into the ooze, and from their collective intellect was born the mind of the Bronze King. Its three faces are for different duties a chala for war, a tallar-falcon for magical thought, and a child for government represent different facets of its vast mind. While normally the Bronze King sits immobile on his throne, he has stood up before, and a prophecy says he will again, if war ever comes to Lemuria itself.

                        In modern Lemuria, the Bronze King has been brainwashed to be loyal to Arvad, but this has not diminished its knowledge, which is vast. Of Lemuria itself-its history, its people, its geography, and more-it knows all, and it has much more knowledge besides, which makes it the perfect adviser to King Arvad. While not built for combat, the Bronze King's vast size and metal body makes it still a dangerous foe, if a simple one.
                        [I]Any sound can shake the air. My voice shakes the heart![/I]


                        • #87
                          Re: Eld's Builds-3E

                          Vehicles of Lemuria

                          Though they have access to several fighting vehicles from quattropedes (which are essentially mobile command centers, a semi-sphere for commanders on four walker legs) to the labor machines of the Molemen, not built for combat but not bad at it with four arms, two heavy pincers and two drills, the main vehicles of the Lemurian military are orithopters and pisciremes.

                          Size: Huge, Strength 8, Toughness 9, Defense 7, Flight 5, AE: Swimming 5, Giga-Coruscator Line Damage 12, Increased Area, AE: Blast 12, Ignaetium Bombs Blast 12, Burst Area, Increased Area 2 (Limited rank decreases by 1 per 10 feet away from center of area), Features: Communications, Fulminor Aero-Descender (Ejector seat/parachute)-108 ep

                          A combination fighter/bomber made primarily for flight but also able to function underwater (a must for most Lemurian equipment), the Ornithopter is made to look like an ancient Lemurian taller falcon, and relies on fulminor, a Lemurian element composed of blue-black smoke that is lighter than air, and extends that property to any object it is in prolonged contact with. Made of mystically treated brass with a crystallos cockpit (the same stuff the Lemurian undersea domes are made of), the ornithopter seats two but only needs one pilot. In major military operations, a sorcerer will seat in the second seat and use magic to protect the ornithopter. The ornithopter is not a very precise weapon, and is armed with a Giga-Coruscator to unleash huge bolts of electricity along with ignaetium bombs that can be dropped on targets. While it only carries eight bombs, the Giga-Coruscator has enough energy for sixty-four shots at full power. The biggest weakness of the swift aircraft is their relative fragility and lack of numbers.

                          Colossal, Strength 16, Defense 4, Toughness 14 (Impervious 13), Swimming 5, Giga-Coruscator Cone Damage 15, Increased Area 2, Ignaetium Bomb Launcher Blast 16, Increased Area 2, Limited-damage decreases per 10 feet away from center, Increased range 4, Features: Comm systems, Oraculus (can see anywhere inside the ship)-149 ep

                          The hallmark of any serious Lemurian military operation, the Piscireme is a submersible vessel that serves both as a naval combat vessel and a troop transport. It carries in its hulls room for a thousand Mole-Men infantry (crammed into terrible conditions but hey, they're Mole-Men), typically has 13 Lemurian nobles and can be run by a crew of 20 (usually Mole-Men). In addition to its bomb launchers (which are located in the vessel's "eyes", it is also equipped with 4 Giga-Coruscators in fixed arcs, giving the ship complete coverage of itself. The piscireme also has a flight deck with eight ornithopters ready to go, and when it beaches, the vessel's front opens like a moo
                          uth, allowing its occupants to emerge. Along with the ornithopters, it carries 4 Quattropede mobile comand centers, sixteen flynq sharks, and 8 Gullop steeds, making a fully equipped piscireme a dangerous force for any opposing military (or group of superheroes) to encounter.
                          Last edited by Arthur Eld; 09-12-2018, 03:31 AM.
                          [I]Any sound can shake the air. My voice shakes the heart![/I]


                          • #88

                            Monkey Boy
                            PL 8 120

                            Strength 4, Stamina 3, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 1, Presence 2

                            Swift Leaping 1, Speed 1
                            Keen Senses Senses 2 (Acute Scent, Low-light vision)
                            Prehensile Feet Feature 1

                            Advantages: Agile Feint, Defensive Roll 2, Diehard, Evasion, Luck, Move-by Action, Ranged Attack 2, Redirect, Set-Up, Skill Mastery (Athletics), Taunt

                            Skills: Acrobatics 9 (+13), Athletics 8 (+10), Close Combat (unarmed) 4 (+12), Deception 6 (+8), Expertise (pop culture) 2 (+3), Expertise (science) 2 (+3), Insight 4 (+5), Perception 8 (+9), Sleight of Hand 3 (+7), Stealth 6 (+10), Technology 2 (+3)

                            Initiative +4
                            Unarmed +12 Damage 4

                            Dodge 11 (7), Parry 11 (3)
                            Toughness 5/3, Fortitude 8 (5), Will 7 (6)

                            Abilities 54+Powers 4+Advantages 13+Skills 27+Defenses 21=120

                            Appearance Monkey Boy has the body of a monkey, which can rub some people the wrong way.
                            Daddy Issues Monkey Boy was taken away from his father, but still wants to reconnect with him.
                            Motivation: Thrills Monkey Boy fights crime mostly because its exciting.

                            Son to one of the good "mad" scientists out there, Miles Christopher was also dying from a rare case of Bazi plague. His father, breaking several ethical rules about human-animal experimentation and a few laws in the process, was able to transfer Miles' brain into the body of a monkey that had been augmented through rapid gene therapy by Dr. Christopher in order to survive the process. It worked, but the story was leaked to the press and Child Services had to take Miles away while Dr. Christopher faced certain criminal charges, although most were dropped due to the mitigating services. Still, Miles is in a foster home and receives private tutoring from the John Smith Society, of which Dr. Chirstopher was once a member. After his studies are over, Miles goes out and fights crime, not minding being a monkey in the slightest.

                            Monkey Boy is a straight-forward build, he's a quick scrappy fighter who happens to be a monkey. Miles is much stronger than a normal monkey, due to his body having been augmented. He's also smart for a sixteen year old, and knows a little about science from time with his father and at the JSS. In time, he might become a skilled scientist and inventor himself. Using Dr. Christopher as a well-meaning guy can make for fun family drama roleplaying, but he could also be used as more of a misguided villain, or perhaps another villain kidnaps the doctor to force him to create an army of super strong primate warriors.
                            [I]Any sound can shake the air. My voice shakes the heart![/I]


                            • #89
                              Re: Eld's Builds-3E

                              Monkey Boy is pretty slick. Kind of a Gar Logan without all the extra animal tricks. And I like the Destructor but I think we all know there's only real Destructor...and it's a 100 ft. tall marshmallow man...
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"


                              • #90
                                Re: Eld's Builds-3E

                                Now that you mention it, I'm amazed that no one (particularly you, Jab, or Kreuz) has done a build of good old Stay Puft.
                                [I]Any sound can shake the air. My voice shakes the heart![/I]