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Mutants & Masterminds: Struggles of Iannin - [SOI] Character Examples & Templates


Ouroboros

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Rogue PL: 4 PP: 60

Attributes: (24 pp)

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

Defenses: (2 pp)

Dodge +6, Parry +4, Fortitude +0, Will +3, Toughness +1

Advantages: (13 pp)

Equipment 1, Connected (thieves guild), Contacts, Defensive Roll 1, Hide in Plain Sight, Improved Critical (Daggers) 2, Move-by Action, Quick Draw, Skill Mastery (Thrown), Uncanny Dodge,

Skills: (10 pp = 20ranks)

Acrobatics 1 (+5), Close Combat [Dagger] 4 (+5), Deception 2 (+4), Expertise [streetwise] 4 (+5), Intimidation 0 (-2), Perception 0 (+2), Persuasion 1 (+3), Ranged Combat [Thrown] 2 (+5), Slight of Hand 1 (+4), Stealth 1 (+9), Technology 4 (+5)

Powers: (9 pp)

Halfling Racial Trait – Small - Shrinking 4 (size cat. -3, 3 ft tall, -1 Str, +2 Parry and Dodge, +4 Stealth, -2 Intimidation) [Permanent, Innate] 9 pp

Attributes 26 + Defenses 2 + Advantages 13 + Skills 10 + Powers 9 = 60/60

Combat:

  • Initiative +5
  • Close
    • Unarmed +1 Damage -1
    • Dagger +5 Damage +0 (Crit 17-20)
  • Ranged
    • Shuriken +5 Damage +1 (multiattack)

Equipment: (5 pts)

  • Shuriken (3 ep)
    • Dagger (1 ep)
  • Lock Picks (1 ep)
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Mage (60 pp) (PL 4)

Attributes: (20 pp)

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

Defenses: (7 pp)

Dodge +2, Parry +2, Fortitude +2, Will +5, Toughness +5 ( +0 w/o amulet)

Advantages: (5 pp)

Ritualist, Equipment 1, Artificer, Minion 1 (horse), Language 1 (Elvish)

Skills: (11 pp = 22 ranks)

Close Combat [staff] 3 (+2), Close Combat [Close Magic] 4 (+4), Expertise [Magic] 4 (+8), Expertise [Demons] 2 (+6), Insight 1 (+4), Investigation 2 (+6), Perception 2 (+6), Ranged Combat [Magic] 2 (+4), Treatment 2 (+6)

Powers: (17 pp)

  • Warding Amulet – (removable, -1) – 4 pp
    • Protection 5 – 5 pp
  • Magic (Array; 8 pp) – 13 pp
    • Power Bolt - Damage 4 (Extra: Ranged) - 8 pp
    • Mana Burn - Damage 4 (Extra: Alt Save (Will)) - 1 pp
    • Stun Bolt - Affliction 4 (dazed/stunned/incapacitated) (Extras: Ranged) - 1 pp
    • Fire Ball – Damage 4 (Extra Ranged, Burst Area, distracting) – 1 pp
    • Invisibility - Concealment 4 (all vision) – 1 pp
    • Eagle's Wings – Flight 2 (Extra: Affects Others) – 1

Attributes 20 + Defenses 7 + Advantages 5 + Skills 11 + Powers 17 = 60/60

Combat:

  • Initiative +1
  • Close
    • Unarmed -1 Damage -1
    • Staff +2 Damage 2 (reach 5ft)
    • Mana Burn +3 Damage 4 (vs Will)
  • Range
    • Power Bolt +4 Damage 4
    • Stun +4 Affliction 4 (Fort. dazed/stunned/incapacitated)
    • Fire Ball -- Damage 4 (burst area)

Equipment: (5 pts)

  • Staff (damage 3, str based, reach) (4 ep)
  • Torch (1 ep)
  • Horse (minion)
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Warrior (60 pp) (PL 4)

Attributes: (20 pp)

Strength +2, Stamina +2, Agility +2, Dexterity +0, Fighting +2, Intellect +0, Awareness +2, Presence +0

Defenses: (4 pp)

Dodge +3 (+2 w/o Shield), Parry +3 (+2 w/o Shield), Fortitude +5, Will +3, Toughness +5 (+2 w/o armor)

Advantages: (16 pp)

Equipment 2, Minion 1 (horse), Improved Initiative 2, Accurate Attack, Defensive Attack, Power Attack, Takedown 2, Weapon Break, Weapon Bind, Quick Draw, Improved Disarm, Improved Smash

Skills: (15 pp = 30 ranks)

Athletics 3 (+5), Close Combat [sword] 1 (+3), Expertise [Riding] 1 (+1), Expertise [Weaponry] 5 (+5), Insight 2 (+4), Intimidation 4 (+4), Perception 3 (+5), Ranged Combat [Thrown] 3 (+3), Stealth 3 (+5), Technology 2 (+2), Treatment 3 (+3)

Powers: (5 pp)

  • Powerlifting: Enhanced Strength 2 (limited: lifting only, 800lbs) – 2 pp
  • Shield Bash – Affliction 4 (Resisted by Fort., Dazed/Stunned/Incapacitated) [Quirk (shield) -1] – 3 pp

Attributes 20 + Defenses 4 + Advantages 16 + Skills 15 + Powers 5 = 60/60

Combat:

  • Initiative +10
  • Close
    • Unarmed +2 Damage +2
    • Sword +3 Damage +5
    • Shield Bash +2 Affliction 4
  • Range
    • Shuriken +0 Damage +1 (multiattack)

Equipment: (10 pts)

  • Sword (4 ep)
    • Shuriken (1 ep)
  • Chain Mail (3 ep)
  • Small Shield (2 ep)
  • Horse (minion)
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Template Design Notes:

Mage: This was actually the most straight forward of the three. Magic is just an array of effects that share the magic descriptor. The version here has a fairly skill and power heavy build with not much in the way of Advantages, an obvious place to grow later. Like all of the Fantasy templates there's also a strong core of Attributes, in this case the mental ones. The Warding Amulet is the M&M version of a magic item. The removable/easily removable feature being ideally suited for this.

Warrior: Originally this build was the simplest, with nothing but skills, advantages, and stats, his sole power was power lifting to increase his muscle power but stay within PL limits on damage. The reworked version has Shield Bash which is a skill based power. In this case removable does not tie the effect to a specific "device" but instead to the requirement of having a shield (of any kind). Similar methods would be used for an archer's trick shots, or special fencing moves, etc.

Halfling Rogue: Obviously this has the Halfling Racial template added onto the character. The template is fairly simple, 4 ranks of shrinking and the traditional agility & dexterity bonuses. These apply to all halflings. Similar techniques would grant Elves Nightvision, Surefooted and Trackless movement, and possibly a racial adeptness with bows (depending on your flavor of elf). The rogue is a skill, stat, and Advanatage based character as well. In this case I went with some extreme shifts, Attack over damage, and defense over toughness. Improved Critical combined with Hide in Plain Sight, and a strong Stealth rating allow this character to melee successfully by gaining a circumstance bonus on attacks which can then be traded off via power attack to garner more damage (remember everybody can power attack up to +2/-2) and further has a 20% chance of scoring a critical hit for an additional +5 damage (or a rank 0 extra effect). At range his defense is superior and he still has the potential for damage by way of a good attack mod and multiattack.

I'm going to work up a Priest/Cleric tonight and get that up as well, mostly to show how a Turn Dead effect would be built and for completeness.

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Cleric PL:4 PP: 60

Attributes: (20 pp)

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

Defenses: (4 pp)

Dodge +1 (+0 w/o shield), Parry +2 (+1 w/o shield), Fortitude +3, Will +5, Toughness +6 (+1 w/o armor)

Advantages: (7 pp)

Equipment 3, Ritualist, Inspire, Benefit (Holy Man), Languages (choose one),

Skills: (20 pp = 40 ranks)

Athletics 3 (+4), Close Combat [Maces] 2 (+4), Expertise [Religion] 8 (+9), Insight 4 (+7), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat [Crossbow] 4 (+4), Treatment 7 (+8)

Powers: (8 pp)

  • Turn Undead (Quirk (holy symbol; -1))– Affliction 4 (Resisted by Will, Entranced/Compelled/Controlled) [Perception Area, Limited (undead only), Limited (away only), Concentration, Cumulative, Linked], Damage 2 (Burst Area, Alt Save: Will, Concentration, Linked, Limited (undead only)] – 7 pts
    • Lay on Hands – Healing 7 [Fades] – 1 pt

Attributes 20 + Defenses 4 + Advantages 7 + Skills 20 + Powers 8 = 59/60

Combat:

  • Initiative +0
  • Close
    • Unarmed +2 Damage +1
    • Warhammer +4 Damage +4
  • Ranged
    • Crossbow +4 Damage +3

Equipment: (15 pts)

  • Crossbow (7 ep)
    • Warhammer (1 ep)
  • Plate-Mail Armor (5 ep)
  • Small Shield (2 ep)

Design Notes:

So again we see a removable power, this time requiring a holy symbol, to stand in for an ability this one divine channeled. The Affliction forces undead to flee from it as well as take damage while within the burst area. As an alternate effect of this God derived power is a Healing power, which is not dependent on a symbol and thus usable without. Ritualist allows the Cleric to build divine holy rituals for as needed effects. In addition the Cleric can buy and/or power stunt Clerical Spells off of their Divine Power Array. The Inspire Advantage allows the Cleric to grant circumstance bonuses to his allies in combat, while the Benefit (Holy Man) allows the Cleric to travel more freely and find aid in many towns and villages.

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I'm going to try and tackle the less obvious powers & special abilities that one typically sees in this genre as I have time, and without doing a full character write-up. If I missed anything or you have something specific you'd like to see please let me know. When you do try to keep in mind it has been 15+ years since I played AD&D 2e so I may need a refresher, or not even be aware of what you are asking for.

  • Familiar Link – 4 pp
    • Senses 1 (Communication link; familiar, mental, magic) – 1 pp
    • Comprehend 2 (animals) [Type (familiar's species, -2), Limit (familiar only)] – 1 pp
    • Remote Sensing 8 (audible, visual, 1 mile) (Limited (familiar's senses), Action (standard), Activation 2) – 2 pp

This is pretty standard, the character is required to buy a sidekick or minion animal to link to. The Comprehend allows them to understand each other, the sense link allows them to communicate mentally over any distance, and the Remote sensing allows the mage to see and hear through his familiar up to 1 mile away, after two rounds of concentration (Standard action to activate and standard action to then use).

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  • 4 weeks later...

Suggestion for discussion

Healing Rates by Rank on the Rank & Measure Table

  • Each "injured" result (i.e. -1 toughness mod.) recovers after 4 hours of full rest (Time Rank 11)
  • Staggered recovers after 48 full hours of rest, i.e. two days of bed rest (Time Rank 15)
  • Incapacitated, i.e. unconscious, recovers after 1 minute (Time Rank 3)
  • Dying recovers as the GM sees fit.
  • Lasting injuries and conditions are Complications and will grant a Hero Point to the player.

Regeneration should be watched carefully regardless of how it is meted out/allowed.

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