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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8786879" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: red">Kishu/騎手</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-vm8TLNT/0/9a6005a7/M/Oda.Nobukatsu.%28Fate.Grand.Order%29.full.3095556-M.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em>Masked</em></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-54bVTGt/0/f5cc8795/S/1000_F_36072419_ag25kSYoiS3JtZSRhLDbOaIK2FOEZ740-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em>Unmasked</em></p><p></p><p>Despite his <em>nomme de guerre</em>, which means "jockey" in Japanese, Ito Motoki never rode horses in races before becoming the third occupant of the House of the Horse in the Shēngxiào. His family owned several that had competed, successfully, in races both in Japan and around the world, and watching these races in the company of that family was one of the more enjoyable parts of his childhood. And, after the family business collapsed and took away many of the comforts he had enjoyed, the sight of those horses being sold off and taken away proved to be the last straw that drove him into despair.</p><p></p><p>Alone in the condominium that was the last bit of real estate Ito had managed to hold onto, he brooded late at night about how he might reverse his fortunes, about what tools were available to him for this purpose. He silently admitted to himself that he was afraid that he had nothing which would ensure his triumph, and muttered the word "afraid". He unwittingly spoke loud enough that his entertainment system picked up on it and cued up some media associated with fear. To his surprise, the first video to play was a scene from some foreign drama about people running in terror from a cavalry charge, with some of them being trampled underfoot.</p><p></p><p>That was it, he knew. That was why people, he himself, thrilled to watch horse races, because of the power of the animals on display. That power could be terrifying if it was used against those people, and that fear would be his tool. "Yes," he said aloud. "I will become a horseman!" And as he said it, he realized that he was no longer alone in the condo, and turned to look up at Diorite as she agreed to his proposal and brought him into the circle of her servants, granting him the power that he sought.</p><p></p><p>Kishu has managed to recover a good proportion of what he lost, but yearns to have more of the wealth and (especially) the power that his family enjoyed in the time of his father. To this end, he has volunteered to be the first leader of the Shēngxiào to operate in the superheroic nightmare that is North America, risking everything for the possibility of increasing their holdings. He chose Vancouver since it seemed to lack well-known superheroes, but has seen many of his efforts thwarted by the recently debuted group who call themselves Guardians, despite having no known ties to the earlier official group of that name. These confrontations vex him, of course, but he is confident that he will be able to overcome them, especially if he exploits the tensions between the five members of the team and the other recent debut who has some sort of connection to them, based on her name.</p><p></p><p>In addition to being able to spread terror by his presence alone, or cause it in those on whom he focuses his gaze, Kishu is able to call up a fiery steed on which he is able to ride on both ground and water, defying gravity to ride up the side of buildings. While this mount usually resembles a horse, it has sometimes been shaped like a motorcycle when he thought that might be more intimidating. Regardless of what it looks like, its fire radiates no actual heat and cannot burn anything, being solely a manifestation of the will of its rider.</p><p></p><p>So it might be more precise to say that it cannot burn anything ... <em>yet</em>.</p><p></p><p><strong>Kishu -- PL 10</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 2 | <strong>STA</strong> 3 | <strong>AGL</strong> 4 | <strong>DEX</strong> 3 | <strong>FGT</strong> 6 | <strong>INT</strong> 4 | <strong>AWE</strong> 3 | <strong>PRE</strong> 7</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Hellrider:</em></strong> Movement 2 (Wall-crawling, Water Walking), Limited to while Moving; Speed 6 (120 MPH), Variable; Activation (standard action, -2 points) - 7 points</p><p><strong><em>"Horror Has A Face, And You Must Make A Friend Of Horror":</em></strong> Array (20 points)</p><ul> <li data-xf-list-type="ul"><strong><em>Terrifying Aura:</em></strong> Burst Area Affliction 10 (Resisted by Will; Hindered & Vulnerable, Defenseless & Immobile, Paralyzed & Unaware), Extra Condition, Visual Sense-Dependent - 20 points</li> <li data-xf-list-type="ul"><strong><em>Terrifying Gaze:</em></strong> Perception Range Affliction 10 (Resisted by Will; Dazed, Stunned, Incapacitated), Visual Sense-Dependent, Quirk (no personal immunity) - 1 point</li> </ul><p><strong><em>Striking Strength:</em></strong> Strength-based Damage 2 - 2 points</p><p><strong><em>Summoned Costume:</em></strong> Feature 1 (instant change) - 1 point</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, Benefit 4 (multimillionaire), Connected, Defensive Roll 2, Improved Initiative, Move-by Action, Power Attack, Startle, Well-informed.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 9 (+11), Close Combat: Unarmed 6 (+12), Deception 6 (+13), Expertise: Business 6 (+10), Expertise: Civics 6 (+10), Insight 8 (+11), Intimidation 8 (+15), Perception 8 (+11), Persuasion 7 (+14).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +4</p><p>Unarmed +12 (Close Damage 4)</p><p>Terrifying Aura -- (Burst Area Affliction 10)</p><p>Terrifying Gaze -- (Perception Range Affliction 10)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 10, Parry 12, Fortitude 6, Toughness 8/3, Will 8</p><p></p><p><strong>Totals:</strong></p><p>Abilities 64 + Powers 31 + Advantages 13 + Skills 32 + Defenses 20 = 160 points</p><p></p><p><strong><em>Offensive PL:</em></strong> 10</p><p><strong><em>Defensive PL:</em></strong> 10</p><p><strong><em>Resistance PL:</em></strong> 7</p><p><strong><em>Skill PL:</em></strong> 10</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Power--Motivation. Rage. Secret Identity.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8786879, member: 30538"] [SIZE=7][COLOR=red]Kishu/騎手[/COLOR][/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-vm8TLNT/0/9a6005a7/M/Oda.Nobukatsu.%28Fate.Grand.Order%29.full.3095556-M.png[/IMG] [I]Masked[/I] [IMG]https://photos.smugmug.com/My-First-Gallery/i-54bVTGt/0/f5cc8795/S/1000_F_36072419_ag25kSYoiS3JtZSRhLDbOaIK2FOEZ740-S.jpg[/IMG] [I]Unmasked[/I] Despite his [I]nomme de guerre[/I], which means "jockey" in Japanese, Ito Motoki never rode horses in races before becoming the third occupant of the House of the Horse in the Shēngxiào. His family owned several that had competed, successfully, in races both in Japan and around the world, and watching these races in the company of that family was one of the more enjoyable parts of his childhood. And, after the family business collapsed and took away many of the comforts he had enjoyed, the sight of those horses being sold off and taken away proved to be the last straw that drove him into despair. Alone in the condominium that was the last bit of real estate Ito had managed to hold onto, he brooded late at night about how he might reverse his fortunes, about what tools were available to him for this purpose. He silently admitted to himself that he was afraid that he had nothing which would ensure his triumph, and muttered the word "afraid". He unwittingly spoke loud enough that his entertainment system picked up on it and cued up some media associated with fear. To his surprise, the first video to play was a scene from some foreign drama about people running in terror from a cavalry charge, with some of them being trampled underfoot. That was it, he knew. That was why people, he himself, thrilled to watch horse races, because of the power of the animals on display. That power could be terrifying if it was used against those people, and that fear would be his tool. "Yes," he said aloud. "I will become a horseman!" And as he said it, he realized that he was no longer alone in the condo, and turned to look up at Diorite as she agreed to his proposal and brought him into the circle of her servants, granting him the power that he sought. Kishu has managed to recover a good proportion of what he lost, but yearns to have more of the wealth and (especially) the power that his family enjoyed in the time of his father. To this end, he has volunteered to be the first leader of the Shēngxiào to operate in the superheroic nightmare that is North America, risking everything for the possibility of increasing their holdings. He chose Vancouver since it seemed to lack well-known superheroes, but has seen many of his efforts thwarted by the recently debuted group who call themselves Guardians, despite having no known ties to the earlier official group of that name. These confrontations vex him, of course, but he is confident that he will be able to overcome them, especially if he exploits the tensions between the five members of the team and the other recent debut who has some sort of connection to them, based on her name. In addition to being able to spread terror by his presence alone, or cause it in those on whom he focuses his gaze, Kishu is able to call up a fiery steed on which he is able to ride on both ground and water, defying gravity to ride up the side of buildings. While this mount usually resembles a horse, it has sometimes been shaped like a motorcycle when he thought that might be more intimidating. Regardless of what it looks like, its fire radiates no actual heat and cannot burn anything, being solely a manifestation of the will of its rider. So it might be more precise to say that it cannot burn anything ... [I]yet[/I]. [B]Kishu -- PL 10 Abilities: STR[/B] 2 | [B]STA[/B] 3 | [B]AGL[/B] 4 | [B]DEX[/B] 3 | [B]FGT[/B] 6 | [B]INT[/B] 4 | [B]AWE[/B] 3 | [B]PRE[/B] 7 [B]Powers: [I]Hellrider:[/I][/B] Movement 2 (Wall-crawling, Water Walking), Limited to while Moving; Speed 6 (120 MPH), Variable; Activation (standard action, -2 points) - 7 points [B][I]"Horror Has A Face, And You Must Make A Friend Of Horror":[/I][/B] Array (20 points) [LIST] [*][B][I]Terrifying Aura:[/I][/B] Burst Area Affliction 10 (Resisted by Will; Hindered & Vulnerable, Defenseless & Immobile, Paralyzed & Unaware), Extra Condition, Visual Sense-Dependent - 20 points [*][B][I]Terrifying Gaze:[/I][/B] Perception Range Affliction 10 (Resisted by Will; Dazed, Stunned, Incapacitated), Visual Sense-Dependent, Quirk (no personal immunity) - 1 point [/LIST] [B][I]Striking Strength:[/I][/B] Strength-based Damage 2 - 2 points [B][I]Summoned Costume:[/I][/B] Feature 1 (instant change) - 1 point [B]Advantages:[/B] All-out Attack, Benefit 4 (multimillionaire), Connected, Defensive Roll 2, Improved Initiative, Move-by Action, Power Attack, Startle, Well-informed. [B]Skills:[/B] Athletics 9 (+11), Close Combat: Unarmed 6 (+12), Deception 6 (+13), Expertise: Business 6 (+10), Expertise: Civics 6 (+10), Insight 8 (+11), Intimidation 8 (+15), Perception 8 (+11), Persuasion 7 (+14). [B]Offense:[/B] Initiative +4 Unarmed +12 (Close Damage 4) Terrifying Aura -- (Burst Area Affliction 10) Terrifying Gaze -- (Perception Range Affliction 10) [B]Defense:[/B] Dodge 10, Parry 12, Fortitude 6, Toughness 8/3, Will 8 [B]Totals:[/B] Abilities 64 + Powers 31 + Advantages 13 + Skills 32 + Defenses 20 = 160 points [B][I]Offensive PL:[/I][/B] 10 [B][I]Defensive PL:[/I][/B] 10 [B][I]Resistance PL:[/I][/B] 7 [B][I]Skill PL:[/I][/B] 10 [B]Complications: [I]Power--Motivation. Rage. Secret Identity.[/I][/B] [/QUOTE]
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