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General RPG Rules Discussion[WAS CALLED "Pathfinder/OGL/D20 GAMES"] Discuss the rules of Pathfinder, d20 Modern and any other game except D&D, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, and the like.
All right, too many wishy-washy goodie-two-shoes write-ups have been done.
Magneto (Erik Magnus Lehnsherr) (Star 10/Speedfreak 10): HD 20d8+40; HP 160; Init +2; Spd 30 ft; Defense 29, flatfooted 27 (+2 Dex, +17 Class); BAB +14; Atk +13 melee (1d4-1 NL, unarmed), or +16 ranged (15d4+0, Energy Blast); SQ Friends in High Places, 23 DR Physical, 22 DR Energy; AL Mutant Rights; SV Fort +10, Ref +14, Will +10, Rec +8; Rep +25; Str 8, Dex 14, Con 15, Int 12, Wis 10, Cha 18. Background: Rural Occupation: Mastermind: Perks 4+4 power stunts (Breakdown, Bulletproof, Energy Eater, Magnetic Flight, Magnetic Shield, Metal Detector, Professional Reputation x2) Hobby: Languages Skills: Academics (Genetics) 10 (+11), Athletics 4 (+3), Computers 20 (+21), Crime 2 (+3), Engineering 23 (+24), Influence 23 (+27), Leadership 23 (+27), Perception 23 (+23), Power Control 23 (+25), Read/Write Language (English, German, Hebrew), Speak Language (English, German, Hebrew), Unarmed 4 (+3), Vehicles 4 (+6) Feats: Absorption, Armor (PL +1 worn device), Blast- Energy, Control Magnetism, Endorsement Deal, Enemy (Mutant-haters), Power Level x15, Reciprocity, Voice of Command Access/Contacts/Followers: Influence Contact: Grant Secret Access, Information Contact: Worldwide, Extremely Sensitive Information, Skill Contact: 23 ranks Streetwise, Skill Contact: 23 ranks Medicine, Skill Contact: 23 ranks Chemistry, Skill Contact: 23 ranks Legal Wealth: 43 Possessions: Armored Costume, numerous gadgets/vehicles as required Character Disadvantages:Early Magneto: Obsession: World Domination (DSR 5), Middle Magneto: Obsession: Mutant Supremacy (DSR 5), Modern Magneto: Code: Defend Mutant Rights (DSR 5), All Periods: Enemy: various Mutant-hating groups such as Project: Wideawake and the Purifiers (DSR 5) Quote: “The war is coming.”
And just in case I need to say it (since we live in the culture of ownership): these write-ups are for entertainment purposes only and do not constitute any attempt, implied or otherwise, to infringe on any trademarks or intellectual property not my own.
Alright, this is totally open for debate - so let me know if anything doesnt fit. I give thee Galactus!
“Of all the creatures in the vastness of the universe, there is none like me. I was present at the birth of the universe, and I shall be there at its end. Though I ravage worlds to live, I bear no malice to any living thing. I simply do what I must to survive. And why must Galactus survive? For, no matter how many worlds I devour... How many civilizations I destroy... It is my destiny to one day give back to the universe — infinitely more than I have ever taken from it. So speaks Galactus!" AKA: Ravager of Worlds, Devourer of Worlds, Destroyer of Planets, Eater of Planets, The Big G, Ashta, Galan of Taa
Galactus (Brainiac 15/Star 15): HD 30d8+480; HP 625; Init +0; Spd 40 ft; Defense 41, flatfooted 31 (+10 Dex, +20 Int, +11 Class); BAB +22; Atk +39 melee (2d12+17, Unarmed), or +32 ranged (20d4+0, energy bolt); SQ Thinker, 20 DR physical, 20 DR energy, 10 DR psychic; AL none; SV Fort +26, Ref +24, Will +38, Rec +10; Rep +22; Str 45 (+17), Dex 30 (+10), Con 42 (+16), Int 50 (+20), Wis 50 (+20), Cha 30 (+10), hgt: 26' 9" wgt: 18.2 tons.
Background: Academic/Space Explorer Occupation: Mastermind: Perks 2+4 power stunts (Cosmic Reputation, Well Informed - Energy Eater, Force Field, Gadgeteer, Psi-Screen) Hobby: Power Control Skills: Academics (Genetics) 23 (+43), Academics (Cybernetics/Robotics) 23 (+43), Academics (Cosmology) 23 (+43), Athletics 18 (+35), Chemistry 23 (+43), Computers 23 (+43), Engineering 23 (+43), Influence 22 (+32), Leadership 12 (+22), Perception 22 (+42), Power Control 25 (+45), Vehicles 23 (+), Unarmed 18 (+35), Weapons 18 (+35) Feats: Absorption, Armor, Aura, Control Energy, Control Radiation, Computer Link, Enhanced Senses, Flight, Followers, Gadgetry, Headquarters, Life Support, Mind Shield, Smart Defense, Superhuman Intelligence, Superhuman Constitution, Superhuman Strength, Power Level x20, Telepathy, Teleport Access/Contacts/Followers: Complete Access, 21 unspent (plus 20 more for followers only) Wealth: Unlimited Character Disadvantages: Illness: Planetary Hunger (DSR 5) if Galactus is not consuming biosphere, affects once a month potential Lethal. Hunger (Galactus must consume the bio-energies of planets that support or can support life. The suitable type of planet need not be one where life is present, but it must have the potential to support life. If he doesn’t his power level will decrease by 2 ranks each month until he does. Once his Power Level reaches Zero he dies. Dependency: Armor (DSR 3) Armor Dependency (Galactus wears a full-body suit of armor constructed from an unknown extraterrestrial metal that permits him to regulate and control his personal energy. If he were to remove the armor, the vast cosmic energies that empower him would run rampant, with the potential to turn him into a small star
Possessions: Body Armor DR20 Physical
Elemental Converter Machine - The Elemental Converter Machine helps Galactus siphon planetary energy more efficiently, without the machine, Galactus would be forced into a comatose state after feeding
Headquarters “Taa II Worldship” the solar system sized, moebius strip shaped. Communications, Computer, Defense System, Holding Cells, Infirmary, Isolated, Laboratory, Living Space, Power System, Security System, Powers: Flight, Space Travel, Super-Senses - Detect Energy, Detect Life
Galactus is capable of space travel via his own power; he disdains the needless expenditure of power and prefers to travel in starships of his own design. Though Galactus has many different starships in his personal fleet his preferred long range vessel is his sphere-shaped starship (over a mile in diameter)
Device X “Ultimate Nullifier” Disintegrate (PL+50) 80d4 - Galactus possesses the Ultimate Nullifier, which he never uses, as it destroys both the wielder and its target. This weapon has the ability to destroy any target the wielder can envision. In the hands of Galactus, due to his nearly omniscient nature and cosmic awareness, the Ultimate Nullifier is capable of destroying entire universes and even entire timelines. It was revealed in the Abraxas story arc that the Ultimate Nullifier is actually an aspect of Galactus himself.
Galactus often employs a robot called The Punisher, which possesses vast superhuman strength and speed, to battle adversaries whose power levels do not warrant his direct attention. The Punisher construct can be likened to a cosmic fly swatter.
The Punisher (Powerhouse 15): HD 15d10+120; HP 225; Init +7; Spd 30 ft, Fly 200 ft; Defense 28, flatfooted 21 (+7 Dex, +11 Class); BAB +15; Atk +22 melee (2d8+7, unarmed), or +22 ranged (10d4+0, Power cosmic blast); SQ Melee Master, 10 DR Physical, 10 DR Energy; AL Nova Corps; SV Fort +17, Ref +12, Will +6, Rec +15; Rep +7; Str 24, Dex 24, Con 26, Int 10, Wis 12, Cha 8. Hgt: 4’6” Wgt: 500lbs Background: Cyborg Occupation: Super Agent: Perks 2+3 power stunts (Absorption Blast, Bulletproof, Remote Hacking, Resistance to Cold, Resistance to Heat) Hobby: Perception Skills: Athletics 4 (+11), Computers 18 (+38), Perception 4 (+5), Power Control 18 (+26), Unarmed 18 (+25) Feats: Absorption, Armor, Computer Link, Flight, Force Field, Life Support, Power Level x10, Superhuman Dexterity, Superhuman Strength, Superhuman Constitution Access/Contacts/Followers: Varies Wealth: NA Possessions: None Character Disadvantages: Code: Loyal to Galactus (DSR 5)
Although Galactus is usually depicted in humanoid form, each sentient being perceives him having a form resembling his own. Hence, humans see Galactus as an enormous armor clad humanoid, while an amoeba-like species, for example, would perceive Galactus as a gigantic amoeba-like entity. As Galan, Galactus was indeed a humanoid; but his true current form is unknown. Although it is not entirely clear why beings from different sentient races perceive Galactus differently, it is likely the byproduct of the mortal, sentient races of the universe lacking the sufficient level of consciousness and sensory perception to grasp his divine, or semi-abstract, nature.
The Power Cosmic is the power of Galactus, or energies and abilities sourced from him. Galactus is able to employ the limitless cosmic energy within him to produce any effect he desires. Some of his more commonly employed abilities are the molecular restructuring, conversion or transmutation of matter, the projection of energy with incalculable concussive force and/or heat, the teleportation of objects (even entire galaxies) across space or even time, the erection of invincible energy-screens and force fields, the creation of interdimensional and intradimensional portals and/or wormholes, virtually unlimited telepathy and telekinesis, and cosmic awareness on a universal scale. Galactus has even shown the ability to create life, resurrect the dead, manipulate mortal souls and recreate dead worlds in every detail. Even his heralds, whom he has endowed with a minuscule fraction of his awesome power, are able to manipulate matter and energy in ways far beyond human comprehension.
Last edited by zerzix; 8th September 2008 at 08:40 PM..
Joker looks pretty good. Looks like you've got the Gadgeteer Power Stunt without having the Gadgetry Power Feat though. Other than that - looks good on a first scan.
Nice Chuck! She rocks! Hows about Doc Doom or Juggernaut?
I'll do Doc Doom next. Juggernaut I would do in a rather straightforward manner. I wouldnt give him any Device limitation at all for the gem of Cyttorak or his armor, since the gem is basically buried in his chest (you'd probably have to kill him to get it) and the armor doesn't seem all that necessary.
I'm sure it helps, but I don't think he's suddenly vulnerable to gunfire without it or anything.
So what I would do is write him up normally, except for his Mind Shield power, which would have a limitation on it of Worn Device.
Well, I figured I'd throw out a few lower leveled guys to battle. If you guys see any typos or oops, let me know. My heroes are now in a nemisis situation with this group, having tangled with them twice now. lol I give you.....
The Wrecking Crew
We don’t just look stupid, we are stupid…
The Wrecking Crew consists of Wrecker and his minions, who each received a portion of Wrecker’s strength courtesy of the magic crowbar. Wrecker himself has managed to use his full strength and would theoretically become even stronger when he retrieves his imparted strength from his cronies.
Wrecker (Powerhouse 12, Star 2): HD 12d10+84 and 2d8+14; HP 182; Init +2; Spd 35 ft; Defense 23, flatfooted 20 (+2 Dex, +1 Chr, +10 Class); BAB +13; Atk +25 (8d4+1d10+15) or +20 melee (2d6+6, unarmed); SQ Melee Master, 8 DR physical; AL The Wrecking Crew; SV Fort +15, Ref +8, Will +3, Rec +13; Rep +8; Str 23, Dex 14, Con 24, Int 10, Wis 10, Cha 12. Height 6’3” Weight 320 lbs. Background: Criminal Occupation: Thug: Perks 2+2 power stunt (Followers, Flurry, Power Punch, Tremor) Hobby: Crime Skills: Athletics 15 (+21), Crime 4 (+4), Leadership 5 (+6), Perception 4 (+5), Power Control 15 (+22), Streetwise 5 (+5), Unarmed 15 (+21), Vehicles 4 (+6), Weapons 15 (+21) Feats: Armor (Device PL+1), Attack Focus (Crowbar), Banter, Followers, Force Field (Device PL+1), Superhuman Constitution (Device PL+1), Superhuman Strength (Device PL+1), Power Level x7, Teamwork (Wrecking Crew), Unique Weapon Access/Contacts/Followers: Varies (6 points) Wealth: 11 Possessions: "Crowbar" 1d10, Wrecker carries a 4-foot long steel crowbar that was also affected by Karnilla’s magical enchantment, becoming virtually indestructible. It is able to store and release the Wrecker's enchantment, enabling him to share it among the Wrecker and the rest of his Crew. Character Disadvantages: Varies Having been transformed by Asgardian magic, the Wrecker originally possessed power that made him the equivalent of an Asgardian god—vast superhuman strength and a high degree of invulnerability. He later shared this enchantment with three others, sacrificing some of his own power but remaining none the less formidable.
Bulldozer (Powerhouse 8, Tank 2): HD 8d10+40 and 2d12+10; HP 116; Init +2; Spd 35 ft; Defense 19, flatfooted 17 (+2 Dex, +7 Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +17 Headbutt (7d4+8); SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +14, Ref +6, Will +3, Rec +12; Rep +5; Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 8. Height 6’4” Weight 325 lbs. Background: Military Occupation: Thug: Perks 2+1 power stunt (Flurry, Power Punch, Power Slam) Hobby: Crime Skills: Athletics 11 (+16), Crime 4 (+4), Perception 4 (+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles 4 (+6), Weapons 4 (+9), 11 unspent Feats: All-out Attack, Armor, Attack Focus (Headbutt), Die Hard, Superhuman Constitution, Super Running, Superhuman Strength, Power Level x7 Access/Contacts/Followers: Varies (4 points) Wealth: 9 Possessions: "Helmet" Bulldozer’s costume has a heavily armored helmet, useful in his signature head-butting attacks. Character Disadvantages: Varies
Bulldozer shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power.
Thunderball (Powerhouse 8, Brainiac 2): HD 8d10+40 and 2d8+10; HP 110; Init +2; Spd 35 ft; Defense 21, flatfooted 16 (+2 Dex, +3 Int, +6 Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +15 Wrecking Ball (7d4+5); SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +11, Ref +6, Will +6, Rec +9; Rep +5; Str 20, Dex 16, Con 20, Int 18, Wis 14, Cha 10. Height 6’6” Weight 225 lbs. Background: Academic Occupation: Thug: Perks 2+1 power stunt (1 unspent)(Flurry, Power Punch) Hobby: Crime Skills: Acedemics (Physical Sciences) 15 (+19), Athletics 11 (+16), Chemistry 10 (+14), Computers 15 (+19), Crime 4 (+4), Engineering 10 (+14), Perception 4 (+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles 4 (+6), Weapons 4 (+9) Feats: Armor, Attack Focus (Wrecking Ball), Gadgetry, Smart Defense, Superhuman Constitution, Superhuman Strength, Power Level x7 Access/Contacts/Followers: Varies (4 points) Wealth: 9 Possessions: “Wrecking Ball” 10’ reach ball-and-chain. While not enchanted like the Wrecker’s crowbar, it has displayed similar indestructibility. Character Disadvantages: Varies By far the smartest member of the Wrecking Crew, Thunderball is more than just intelligent by comparison to his fellows; he is actually rather bright and a physicist of some stature.
Thunderball shares the Asgardian enchantment originally given to the Wrecker. He possesses vast superhuman strength and a high degree of invulnerability.
Eliot Franklin is an engineer and world-class scientist, specializing in physics and radiation.
Piledriver(Powerhouse 10): HD 10d10+50; HP 112; Init +2; Spd 35 ft; Defense 19, flatfooted 16 (+2 Dex, +7 Class); BAB +8; Atk +11 melee (2d10+7, unarmed), or +12 ranged (by weapon); SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +12, Ref +5, Will +1, Rec +9; Rep +4; Str 20, Dex 14, Con 20, Int 8, Wis 8, Cha 10. Height 6’4” Weight 310 lbs. Background: Athlete Occupation: Thug: Perks 2+1 power stunt (Tremor, Shockwave, Power Punch) Hobby: Crime Skills: Athletics 11 (+16), Crime 9(+7), Perception 4 (+5), Power Control 11 (+16), Streetwise 14 (+12), Unarmed 15 (+20), Vehicles 4 (+6), Weapons 14 (+19) Feats: Armor, Attack Focus (Unarmed), Attack Specialization (Unarmed), Combat Martial Arts, Prone Fighting, Superhuman Constitution, Superhuman Strength, Power Level x7, Access/Contacts/Followers: Varies (4 points) Wealth: 9 Possessions: None Character Disadvantages: Varies
Except for Wrecker himself, Piledriver is the most skilled fighter on the team with his boxing background. With his greater reach and huge hands, he can be a formidable grappler as well.
Powers
Piledriver shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power, slightly less than an Asgardian god. He possesses vast superhuman strength and a high degree of invulnerability.
Wowzes, Doom shall kick some bo0tay! Ok...here is another "Doom"
Not sure if I represented his powers correctly? And I "made" up a couple powers - adaptation and resurrection. But I give thee - Doomsday!
Doomsday (Tank 20, Powerhouse 5): HD 20d12+300 and 5d10+75; HP 560; Init +3; Spd 30 ft; Defense 21, flatfooted 18 (+3 Dex, -1 Size, +18 Class); BAB +20; Atk +28 melee (2d12+26, unarmed), +23 ranged (8d4+10, thrown object – usually a car); SQ Resilience; DR 17 phys, AL None; SV Fort +16, Ref +10, Will +7, Rec +15; Rep +12; Str 30 (+10), Dex 16 (+3), Con 40 (+15), Int 10, Wis 10, Cha 8 (-1). Hgt:10’ Wgt: 900lbs Background: Test Subject Occupation: Thug-Destroyer: Perks 2+4 power stunts (Darkvision, Shockwave, Tremor, Enhanced Hearing, Mind Shield – Deflection/Reflection) Hobby: Unarmed Skills: Athletics 23 (+33), Influence 20 (+19), Perception 23 (+23), Power Control 23 (+38), Unarmed 23 (+33) Feats: Armor, Attack Focus (Unarmed), Aura (Physical – Boney Growths), Claws, Enhanced Senses, Force Field, Life Support, Power Level x16, Regeneration, Super Leaping, Superhuman Constitution, Superhuman Dexterity, Superhuman Strength, Growth (Medium), Adaptation, Resurrection Access/Contacts/Followers: Complete Access Wealth: NA Possessions: None Character Disadvantages: Obsession (Destroy every living thing – DSR5), Hideous Appearance (DSR 5) He’s pretty much an unstoppable engine of destruction, anyone attempting to harm him in melee risks getting cut by his aura, meanwhile anyone attempting to mentally blast him gets one in return. He’s nearly impossible to truly kill, and if you get lucky enough to take him down, odds are it won’t happen twice. Attacks that have killed him before have their saves reduced by half once he resurrects.
Last edited by zerzix; 15th September 2008 at 05:55 PM..
So the adaptation only kicks in when he's killed by something and then resurrects?
Yeah, I was thinking of making it a "Linked Power" maybe? His bio basically states that he was subject as a test tube infant to Krypton's harsh landscape and its savage, hungry denizens, using the best of the surviving genes to improve his natural abilities; the harsh process was repeated over and over endlessly, in a mockery of natural evolution. Doomsday was intended to be a perfect being, and to live forever using induced evolution to defy death. Bertron the scientist succeeded in altering Doomsday's (The Ultimate Lifeform's) DNA so that the creature could regenerate each time he was killed and that he would then evolve a resistance or immunity to whatever caused his death.
yeah - I'd say it's a build that accurately depicts Doomsday (at least going by his wikipedia article).
As a GM - I would rule that Adaptation and Resurrection were NPC powers only. But - that's just MHO. YMMV
lol i pretty much wasn't even going to tell my players what he could do or how he could do it. but yeah, I'll prob make it an NPC power only or make it cost so much for a player to do it they would take a different direction entirely.
Ok..I have a "super" favor to ask of Chuck.... I was in the process of making up Blade. And started thinking of vampires in supers20 - was curious if you could throw out a general Vampire template - maybe one that could be added to any "normal" pc - modern character?