Death
Legion RPG :: Mutants and Masterminds :: Mutants and Masterminds :: Mutants and Masterminds Characters
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Death
Death, the Pale Rider
Power Level: 10
Abilities
Str: 14 +2
Dex: 12 +1
Con: 16 +3
Int: 16 +3
Wis: 14 +2
Cha: 10 +0
Saves
Toughness: +3
Fortitude: +5
Reflex: +2
Will: +3
Combat
Initiative: +1
Defense: 13
Attack: +5
Grapple: +5
Skills
Knowledge: Theology & Philosophy +8
Ride +8
Feats
Eidetic Memory: +4 bonus to memory checks and saves against memory altering effects, can attempt any knowledge check untrained
Minions 3 ranks
Powers
Flight 4: movement, personal, move, sustained, 100mph or 147fps flight speed
Immunity 22: defense, personal, reaction, permanent, life support, need to sleep, fatigue effects, aging, emotion effects, starvation and thirst
Regeneration (resurrection) 10: alteration, personal, reaction, permanent, resurrected immediately upon death, persistent: regenerate incurable damage, regrowth: regrow severed or crippled limbs and organs. Killed by being stabbed in the heart with a relic.
Super Senses 5: Sensory, Personal, Free, Permanent, use sense of hearing to pinpoint something’s exact location, can be used to target something in combat. You can see normally in the dark, even darkness created by an Obscure effect. You can see twice as far in low-light conditions as normal
Life Control 12: general, perception, standard, instant (lasting), you exert control over the process of life and over organic matter, you can disrupt the biological functions of another creature
Alternate Powers:
Drain (constitution) 48: trait, touch, standard, instant, fortitude save, temporarily lower a target’s constitution by 48, slow fade: lost points return at a rate of 1 per 5 rounds
Emotion Control 24: mental, perception, standard, sustained (lasting), will save, you instill different emotions in your target and you choose the object of the emotion, mind blank: targets don’t remember time under your Emotion Control; their memory of that time is blank.
Calm: The subject adopts an indifferent attitude and does not feelany strong emotion. Calm can counter any of the other emotion effects, and they may also counter Calm.
Despair: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions.
Fear: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 5 or more means the subject is frightened and flees from the source of the fear (specified by the user) as quickly as possible. Failure by 10 or more means the subject is panicked, dropping any held items and fleeing blindly from the source of the fear. A panicked subject unable to flee cowers and does not attack, most likely using total defense instead.
Hate: The subject immediately becomes unfriendly. If the save fails by 5 or more, the subject’s attitude becomes hostile. Hate counters and is countered by love.
Hope: The subject feels no fear or despair. Hope counters those emotions and similar effects and is countered by them in return.
Love: The subject’s attitude becomes friendly. If the save fails by 5 or more, the subject’s attitude becomes helpful. If it fails by 10 or more, the subject becomes fanatical. Love can counter despair, fear, and hate and they may counter it
Fatigue 24: attack, touch, standard, instant, fortitude save, you can inflict fatigue on a target. Make a melee attack roll. A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target becomes unconscious. The target recovers normally
Transform 12: alteration, ranged, standard, sustained (lasting), fortitude save, you can transform flesh into salt, continuous: your transformations last until you choose to reverse them (or until they’re nullified)
Minion
Leveler: flee bitten grey horse
Powers
Immunity 22: defense, personal, reaction, permanent, life support, need to sleep, fatigue effects, aging, emotion effects, starvation and thirst
Immovable 4: defense, personal, reaction, permanent, +16 bonus against all attempts to push, rush, trip or throw you, and reduce the distance you are knocked back by an attack, when you’re struck with a slam attack, you suffer less damage while your attacker suffers more! For each rank of Immovable, 1 point of damage bonus from the slam attack is shifted from you to your attacker, up to half the attack’s total damage bonus, unstoppable: your speed has no effect on your immovability; you subtract your immovable rank from an opponent’s immovable rank before determining its effect, including the damage from a slam attack
Speed 5: movement, personal, move, sustained, 200mph or 293fps ground speed
Super-Movement 5: movement, personal, move, sustained, water walking: you can move or stand on the surface of water, quicksand, and other liquids without sinking, sure-footed: unaffected by obstacles and obstructions to movement
Power Level: 10
Abilities
Str: 14 +2
Dex: 12 +1
Con: 16 +3
Int: 16 +3
Wis: 14 +2
Cha: 10 +0
Saves
Toughness: +3
Fortitude: +5
Reflex: +2
Will: +3
Combat
Initiative: +1
Defense: 13
Attack: +5
Grapple: +5
Skills
Knowledge: Theology & Philosophy +8
Ride +8
Feats
Eidetic Memory: +4 bonus to memory checks and saves against memory altering effects, can attempt any knowledge check untrained
Minions 3 ranks
Powers
Flight 4: movement, personal, move, sustained, 100mph or 147fps flight speed
Immunity 22: defense, personal, reaction, permanent, life support, need to sleep, fatigue effects, aging, emotion effects, starvation and thirst
Regeneration (resurrection) 10: alteration, personal, reaction, permanent, resurrected immediately upon death, persistent: regenerate incurable damage, regrowth: regrow severed or crippled limbs and organs. Killed by being stabbed in the heart with a relic.
Super Senses 5: Sensory, Personal, Free, Permanent, use sense of hearing to pinpoint something’s exact location, can be used to target something in combat. You can see normally in the dark, even darkness created by an Obscure effect. You can see twice as far in low-light conditions as normal
Life Control 12: general, perception, standard, instant (lasting), you exert control over the process of life and over organic matter, you can disrupt the biological functions of another creature
Alternate Powers:
Drain (constitution) 48: trait, touch, standard, instant, fortitude save, temporarily lower a target’s constitution by 48, slow fade: lost points return at a rate of 1 per 5 rounds
Emotion Control 24: mental, perception, standard, sustained (lasting), will save, you instill different emotions in your target and you choose the object of the emotion, mind blank: targets don’t remember time under your Emotion Control; their memory of that time is blank.
Calm: The subject adopts an indifferent attitude and does not feelany strong emotion. Calm can counter any of the other emotion effects, and they may also counter Calm.
Despair: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions.
Fear: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 5 or more means the subject is frightened and flees from the source of the fear (specified by the user) as quickly as possible. Failure by 10 or more means the subject is panicked, dropping any held items and fleeing blindly from the source of the fear. A panicked subject unable to flee cowers and does not attack, most likely using total defense instead.
Hate: The subject immediately becomes unfriendly. If the save fails by 5 or more, the subject’s attitude becomes hostile. Hate counters and is countered by love.
Hope: The subject feels no fear or despair. Hope counters those emotions and similar effects and is countered by them in return.
Love: The subject’s attitude becomes friendly. If the save fails by 5 or more, the subject’s attitude becomes helpful. If it fails by 10 or more, the subject becomes fanatical. Love can counter despair, fear, and hate and they may counter it
Fatigue 24: attack, touch, standard, instant, fortitude save, you can inflict fatigue on a target. Make a melee attack roll. A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target becomes unconscious. The target recovers normally
Transform 12: alteration, ranged, standard, sustained (lasting), fortitude save, you can transform flesh into salt, continuous: your transformations last until you choose to reverse them (or until they’re nullified)
Minion
Leveler: flee bitten grey horse
Powers
Immunity 22: defense, personal, reaction, permanent, life support, need to sleep, fatigue effects, aging, emotion effects, starvation and thirst
Immovable 4: defense, personal, reaction, permanent, +16 bonus against all attempts to push, rush, trip or throw you, and reduce the distance you are knocked back by an attack, when you’re struck with a slam attack, you suffer less damage while your attacker suffers more! For each rank of Immovable, 1 point of damage bonus from the slam attack is shifted from you to your attacker, up to half the attack’s total damage bonus, unstoppable: your speed has no effect on your immovability; you subtract your immovable rank from an opponent’s immovable rank before determining its effect, including the damage from a slam attack
Speed 5: movement, personal, move, sustained, 200mph or 293fps ground speed
Super-Movement 5: movement, personal, move, sustained, water walking: you can move or stand on the surface of water, quicksand, and other liquids without sinking, sure-footed: unaffected by obstacles and obstructions to movement
Chucklossus- Posts : 46
Join date : 2010-07-24
Character sheet
Name: Falcor Bloodscale
Class and Level: Monstrous Human lvl 7, Fighter lvl 3
Hit Points:
(120/120)
Legion RPG :: Mutants and Masterminds :: Mutants and Masterminds :: Mutants and Masterminds Characters
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