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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: 8876638" data-attributes="member: 30538"><p><span style="font-size: 26px">Salamon</span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-ZBbRrcL/0/f43a6f0e/M/v___devil_may_cry_by_invidiata_dfkybxu-fullview-M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In the World More Sorcerous, the art of imbuing the power of magic into ink, that it might be activated by reading the words written with that ink, is so ancient that only the Ascendants know when it was invented. The technique of using that ink to create body art that binds magic into flesh is comparatively more recent, having been discovered some two centuries ago in the now-fallen kingdom of Thacelion. The mage and general reprobate known as Salamon is a descendant of refugees from Thacelion who settled in Tohrukin, but his career as an adventurer has taken him far afield -- though never as far as the journey in recent months.</p><p></p><p>Stumbling onto a time portal that linked the era of the World More Sorcerous to the present day -- one of a handful created by the effects of the Anachronic Calamity -- Salamon initially found himself amazed and bewildered by the transition from one era to another. Utterly lost, he engaged in what he considered acceptable banditry in order to keep himself fed, expecting to be declared an outlaw and executed out of hand by the authorities. When he was ultimately captured after momentarily exhausting his supply of bound elementals, he was startled to be taken into custody and imprisoned, with one his jailers informing him that he would be enjoying "the hospitality of the state" for some time to come.</p><p></p><p>While not by any stretch of the imagination a lawfully-minded individual, Salamon takes hospitality extremely seriously, both the obligations of a guest and a host. The former meant that he had to be on his best behavior while in the place that his hosts called "jail", even though he found it extremely confusing. After using his gifts to prevent damage to the place by other "guests" who clearly did not honor their obligations, his hosts began asking him certain questions that he did his best to answer, which eventually led to his interview by representatives of something called called Argus. Eventually, the time came for him to leave his hosts, after giving his parole that he would avoid such behaviors in the future.</p><p></p><p>Salamon certainly intends to try to keep that promise, but recognizes that life has its own plans. His primary goal is to learn all that he can from this new world, the better to use that knowledge to his own benefit (and possibly that of others) in his own when he finds a way back. He has grasped that most things here are done through the application of natural principles, rather than supernatural ones, but also realizes that the supernatural is known and coming into greater prominence in this era, and this excites his interest greatly. In particular, he has not yet learned how to bind metal or plant elementals to himself, and would be most interested in adding that knowledge to his arsenal.</p><p></p><p>His current interest is in reports of a group of extremely powerful but free-willed elementals who have recently made themselves known, and has been encouraged by his acquaintances in Argus to learn all that he can about them ... and possibly bind them to his will, if need be.</p><p></p><p><strong>Salamon -- PL 11</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 0 | <strong>STA</strong> 2 | <strong>AGL</strong> 1 | <strong>DEX</strong> 2 | <strong>FGT</strong> 3 | <strong>INT</strong> 3 | <strong>AWE</strong> 4 | <strong>PRE</strong> 6</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elemental Bolts:</em></strong> Ranged Damage 8, Split Attack, Variable (elemental) - 18 points</p><p><strong><em>Gate Talisman:</em></strong> Accurate Extended Only Teleport 1 (2 miles); Removable (-0 points) - 3 points</p><p><strong><em>Mystical Awareness:</em></strong> Senses 3 (acute radius mystic awareness) - 3 points</p><p><strong><em>Sorcerous Tattoos:</em></strong> Array (56 points)</p><ul> <li data-xf-list-type="ul"><strong><em>Defensive Enchantment:</em></strong> Flight 3 (16 MPH); Linked Enhanced Defenses 8 (Dodge 4, Parry 4); Linked Sustained Impervious Protection 12; Subtle, Dynamic* - 2 points</li> <li data-xf-list-type="ul"><strong><em>Summoned Familiar I:</em></strong> Summon 6, Active, Broad, Controlled, Mental Link, Dynamic - 2 points</li> <li data-xf-list-type="ul"><strong><em>Summoned Familiars II:</em></strong> Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions (2 elementals), Dynamic - 2 points</li> <li data-xf-list-type="ul"><strong><em>Summoned Familiars III:</em></strong> Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions 2 (4 elementals), Dynamic - 56 points</li> </ul><p><strong>Advantages:</strong></p><p>Assessment, Attractive, Benefit (cipher), Grabbing Finesse, Improved Defense, Improved Initiative, Inspire 2, Jack-of-all-trades, Power Attack, Ritualist, Startle, Trance.</p><p></p><p><strong>Skills:</strong></p><p>Athletics 6 (+6), Deception 3 (+9), Expertise: Magic 6 (+12), Expertise: Survival 6 (+9), Expertise: Warfare 4 (+7), Intimidation 5 (+11), Insight 5 (+9), Perception 4 (+8), Persuasion 3 (+9), Ranged Combat: Magic 8 (+10), Stealth 6 (+7).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +5</p><p>Unarmed +3 (Close Damage 0)</p><p>Elemental Bolt +10 (Ranged Damage 8)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 8/4, Parry 7/3, Fortitude 5, Toughness 14/2, Will 11.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 42 + Powers 86 + Advantages 14 + Skills 28 + Defenses 13 = 183 points</p><p></p><p><strong>Offensive PL:</strong> 9</p><p><strong>Defensive PL:</strong> 11</p><p><strong>Resistance PL:</strong> 8</p><p><strong>Skill PL:</strong> 7</p><p></p><p><strong>Complications:</strong></p><p>Discovery--Motivation. Honorable (particularly respects hospitality.) Somewhat Literal-Minded. Unfamiliar with Technology or the Modern World.</p><p></p><p>* If Summoned Familiar I is active, becomes Flight 2, Enhanced Defenses 4 and Sustained Impervious Protection 6, Subtle; if Summoned Familiar II is active, becomes Flight 1, Enhanced Defenses 2 and Sustained Impervious Protection 3, Subtle; if Summoned Familiars III is in use, Defensive Enchantment is unavailable.</p><p></p><p></p><p><strong>Typical Air Elemental -- PL 6/MR 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR </strong>1 | <strong>STA</strong> 2 | <strong>AGL</strong> 1 | <strong>DEX</strong> 4 | <strong>FGT</strong> 2 | <strong>INT</strong> -2 | <strong>AWE</strong> 2 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elemental:</em></strong> Immunity 7 (cold, disease, heat, poison, pressure, radiation, starvation & thirst) - 7 points</p><p><strong><em>Gaseous Form:</em></strong> Visual Concealment 4, Partial; Flight 5 (60 MPH); Permanent Insubstantial 2 - 24 points</p><p><strong>Wind Push:</strong> Damaging Move Object 5, Accurate - 16 points</p><p></p><p><strong>Advantages:</strong></p><p>Agile Feint, Defensive Roll, Evasion, Set-up</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Wind Push +6 (Ranged Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 8, Parry 8, Fortitude 4, Toughness 4/2, Will 6</p><p></p><p><strong>Totals:</strong></p><p>Abilities 20 + Powers 47 + Advantages 4 + Defenses 19 = 90 points</p><p></p><p></p><p><strong>Typical Earth Elemental -- PL 6/MR 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 7 | <strong>STA</strong> 2 | <strong>AGL</strong> 1 | <strong>DEX</strong> 2 | <strong>FGT</strong> 4 | <strong>INT</strong> -2 | <strong>AWE</strong> 2 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Earth Form:</em></strong> Burrowing 6 (4 MPH); Immunity 5 (entrapment); Impervious Protection 6; Movement 2 (Permeate), Limited to Earth; Regeneration 10, Source (Contact with natural earth) - 30 points</p><p><strong><em>Elemental:</em></strong> Immunity 10 (life support) - 10 points</p><p><strong><em>Tremorsense:</em></strong> Senses 6 (extended ranged penetrates concealment touch) - 6 points</p><p></p><p><strong>Advantages:</strong></p><p>Chokehold, Close Attack, Fast Grab, Improved Grab.</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Unarmed +5 (Close Damage 7)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 3, Parry 4, Fortitude 4, Toughness 8, Will 6</p><p></p><p><strong>Totals:</strong></p><p>Abilities 32 + Powers 46 + Advantages 4 + Defenses 8 = 90 points</p><p></p><p></p><p></p><p><strong>Typical Fire Elemental -- PL 6/MR 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 1 | <strong>STA</strong> 2 | <strong>AGL</strong> 1 | <strong>DEX</strong> 4 | <strong>FGT</strong> 2 | <strong>INT</strong> -2 | <strong>AWE</strong> 2 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elemental:</em></strong> Immunity 5 (disease, heat, poison, pressure, radiation) - 5 points</p><p><strong><em>Flame Blast:</em></strong> Ranged Damage 8 - 16 points</p><p><strong><em>Flame Form:</em></strong> Flight 5 (60 MPH); Immunity 5 (fire damage); Permanent Insubstantial 3, Permanent - 30 points</p><p></p><p><strong>Advantages:</strong></p><p>Agile Feint, All-out Attack, Defensive Roll, Improved Initiative</p><p></p><p><strong>Offense:</strong></p><p>Initiative +5</p><p>Wind Push +4 (Ranged Damage 8)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 6, Parry 6, Fortitude 4, Toughness 4/2, Will 6</p><p></p><p><strong>Totals:</strong></p><p>Abilities 20 + Powers 51 + Advantages 4 + Defenses 14 = 90 points</p><p></p><p></p><p><strong>Typical Water Elemental -- PL 6/MR 6</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 5 | <strong>STA</strong> 2 | <strong>AGL</strong> 1 | <strong>DEX</strong> 2 | <strong>FGT</strong> 4 | <strong>INT</strong> -2 | <strong>AWE</strong> 3 | <strong>PRE</strong> 0</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Elemental:</em></strong> Immunity 7 (disease, drowning, poison, pressure, radiation, starvation & thirst, vacuum) - 7 points</p><p><strong><em>Tremorsense:</em></strong> Senses 6 (extended ranged penetrates concealment touch), Limited, Only in liquid - 3 points</p><p><strong><em>Water Bolt:</em></strong> Ranged Damage 6, Accurate 2, Tiring - 8 points</p><p><strong><em>Water Form: </em></strong>Visual Concealment 4, Only in liquid; Permanent Insubstantial 1; Movement 1 (slithering); Protection 6; Regeneration 10, Source (Water); Swimming 7 (60 MPH) - 29 points</p><p></p><p><strong>Advantages:</strong></p><p>Chokehold, Close Attack, Fast Grab, Improved Grab.</p><p></p><p><strong>Offense:</strong></p><p>Initiative +1</p><p>Unarmed +5 (Close Damage 5)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 4, Parry 4, Fortitude 5, Toughness 8, Will 6</p><p></p><p><strong>Totals:</strong></p><p>Abilities 30 + Powers 47 + Advantages 4 + Defenses 10 = 90 points</p></blockquote><p></p>
[QUOTE="Davies, post: 8876638, member: 30538"] [SIZE=7]Salamon[/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-ZBbRrcL/0/f43a6f0e/M/v___devil_may_cry_by_invidiata_dfkybxu-fullview-M.jpg[/IMG] In the World More Sorcerous, the art of imbuing the power of magic into ink, that it might be activated by reading the words written with that ink, is so ancient that only the Ascendants know when it was invented. The technique of using that ink to create body art that binds magic into flesh is comparatively more recent, having been discovered some two centuries ago in the now-fallen kingdom of Thacelion. The mage and general reprobate known as Salamon is a descendant of refugees from Thacelion who settled in Tohrukin, but his career as an adventurer has taken him far afield -- though never as far as the journey in recent months. Stumbling onto a time portal that linked the era of the World More Sorcerous to the present day -- one of a handful created by the effects of the Anachronic Calamity -- Salamon initially found himself amazed and bewildered by the transition from one era to another. Utterly lost, he engaged in what he considered acceptable banditry in order to keep himself fed, expecting to be declared an outlaw and executed out of hand by the authorities. When he was ultimately captured after momentarily exhausting his supply of bound elementals, he was startled to be taken into custody and imprisoned, with one his jailers informing him that he would be enjoying "the hospitality of the state" for some time to come. While not by any stretch of the imagination a lawfully-minded individual, Salamon takes hospitality extremely seriously, both the obligations of a guest and a host. The former meant that he had to be on his best behavior while in the place that his hosts called "jail", even though he found it extremely confusing. After using his gifts to prevent damage to the place by other "guests" who clearly did not honor their obligations, his hosts began asking him certain questions that he did his best to answer, which eventually led to his interview by representatives of something called called Argus. Eventually, the time came for him to leave his hosts, after giving his parole that he would avoid such behaviors in the future. Salamon certainly intends to try to keep that promise, but recognizes that life has its own plans. His primary goal is to learn all that he can from this new world, the better to use that knowledge to his own benefit (and possibly that of others) in his own when he finds a way back. He has grasped that most things here are done through the application of natural principles, rather than supernatural ones, but also realizes that the supernatural is known and coming into greater prominence in this era, and this excites his interest greatly. In particular, he has not yet learned how to bind metal or plant elementals to himself, and would be most interested in adding that knowledge to his arsenal. His current interest is in reports of a group of extremely powerful but free-willed elementals who have recently made themselves known, and has been encouraged by his acquaintances in Argus to learn all that he can about them ... and possibly bind them to his will, if need be. [B]Salamon -- PL 11 Abilities: STR[/B] 0 | [B]STA[/B] 2 | [B]AGL[/B] 1 | [B]DEX[/B] 2 | [B]FGT[/B] 3 | [B]INT[/B] 3 | [B]AWE[/B] 4 | [B]PRE[/B] 6 [B]Powers: [I]Elemental Bolts:[/I][/B] Ranged Damage 8, Split Attack, Variable (elemental) - 18 points [B][I]Gate Talisman:[/I][/B] Accurate Extended Only Teleport 1 (2 miles); Removable (-0 points) - 3 points [B][I]Mystical Awareness:[/I][/B] Senses 3 (acute radius mystic awareness) - 3 points [B][I]Sorcerous Tattoos:[/I][/B] Array (56 points) [LIST] [*][B][I]Defensive Enchantment:[/I][/B] Flight 3 (16 MPH); Linked Enhanced Defenses 8 (Dodge 4, Parry 4); Linked Sustained Impervious Protection 12; Subtle, Dynamic* - 2 points [*][B][I]Summoned Familiar I:[/I][/B] Summon 6, Active, Broad, Controlled, Mental Link, Dynamic - 2 points [*][B][I]Summoned Familiars II:[/I][/B] Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions (2 elementals), Dynamic - 2 points [*][B][I]Summoned Familiars III:[/I][/B] Summon 6, Active, Broad, Controlled, Mental Link, Multiple Minions 2 (4 elementals), Dynamic - 56 points [/LIST] [B]Advantages:[/B] Assessment, Attractive, Benefit (cipher), Grabbing Finesse, Improved Defense, Improved Initiative, Inspire 2, Jack-of-all-trades, Power Attack, Ritualist, Startle, Trance. [B]Skills:[/B] Athletics 6 (+6), Deception 3 (+9), Expertise: Magic 6 (+12), Expertise: Survival 6 (+9), Expertise: Warfare 4 (+7), Intimidation 5 (+11), Insight 5 (+9), Perception 4 (+8), Persuasion 3 (+9), Ranged Combat: Magic 8 (+10), Stealth 6 (+7). [B]Offense:[/B] Initiative +5 Unarmed +3 (Close Damage 0) Elemental Bolt +10 (Ranged Damage 8) [B]Defense:[/B] Dodge 8/4, Parry 7/3, Fortitude 5, Toughness 14/2, Will 11. [B]Totals:[/B] Abilities 42 + Powers 86 + Advantages 14 + Skills 28 + Defenses 13 = 183 points [B]Offensive PL:[/B] 9 [B]Defensive PL:[/B] 11 [B]Resistance PL:[/B] 8 [B]Skill PL:[/B] 7 [B]Complications:[/B] Discovery--Motivation. Honorable (particularly respects hospitality.) Somewhat Literal-Minded. Unfamiliar with Technology or the Modern World. * If Summoned Familiar I is active, becomes Flight 2, Enhanced Defenses 4 and Sustained Impervious Protection 6, Subtle; if Summoned Familiar II is active, becomes Flight 1, Enhanced Defenses 2 and Sustained Impervious Protection 3, Subtle; if Summoned Familiars III is in use, Defensive Enchantment is unavailable. [B]Typical Air Elemental -- PL 6/MR 6 Abilities: STR [/B]1 | [B]STA[/B] 2 | [B]AGL[/B] 1 | [B]DEX[/B] 4 | [B]FGT[/B] 2 | [B]INT[/B] -2 | [B]AWE[/B] 2 | [B]PRE[/B] 0 [B]Powers: [I]Elemental:[/I][/B] Immunity 7 (cold, disease, heat, poison, pressure, radiation, starvation & thirst) - 7 points [B][I]Gaseous Form:[/I][/B] Visual Concealment 4, Partial; Flight 5 (60 MPH); Permanent Insubstantial 2 - 24 points [B]Wind Push:[/B] Damaging Move Object 5, Accurate - 16 points [B]Advantages:[/B] Agile Feint, Defensive Roll, Evasion, Set-up [B]Offense:[/B] Initiative +1 Wind Push +6 (Ranged Damage 5) [B]Defense:[/B] Dodge 8, Parry 8, Fortitude 4, Toughness 4/2, Will 6 [B]Totals:[/B] Abilities 20 + Powers 47 + Advantages 4 + Defenses 19 = 90 points [B]Typical Earth Elemental -- PL 6/MR 6 Abilities: STR[/B] 7 | [B]STA[/B] 2 | [B]AGL[/B] 1 | [B]DEX[/B] 2 | [B]FGT[/B] 4 | [B]INT[/B] -2 | [B]AWE[/B] 2 | [B]PRE[/B] 0 [B]Powers: [I]Earth Form:[/I][/B] Burrowing 6 (4 MPH); Immunity 5 (entrapment); Impervious Protection 6; Movement 2 (Permeate), Limited to Earth; Regeneration 10, Source (Contact with natural earth) - 30 points [B][I]Elemental:[/I][/B] Immunity 10 (life support) - 10 points [B][I]Tremorsense:[/I][/B] Senses 6 (extended ranged penetrates concealment touch) - 6 points [B]Advantages:[/B] Chokehold, Close Attack, Fast Grab, Improved Grab. [B]Offense:[/B] Initiative +1 Unarmed +5 (Close Damage 7) [B]Defense:[/B] Dodge 3, Parry 4, Fortitude 4, Toughness 8, Will 6 [B]Totals:[/B] Abilities 32 + Powers 46 + Advantages 4 + Defenses 8 = 90 points [B]Typical Fire Elemental -- PL 6/MR 6 Abilities: STR[/B] 1 | [B]STA[/B] 2 | [B]AGL[/B] 1 | [B]DEX[/B] 4 | [B]FGT[/B] 2 | [B]INT[/B] -2 | [B]AWE[/B] 2 | [B]PRE[/B] 0 [B]Powers: [I]Elemental:[/I][/B] Immunity 5 (disease, heat, poison, pressure, radiation) - 5 points [B][I]Flame Blast:[/I][/B] Ranged Damage 8 - 16 points [B][I]Flame Form:[/I][/B] Flight 5 (60 MPH); Immunity 5 (fire damage); Permanent Insubstantial 3, Permanent - 30 points [B]Advantages:[/B] Agile Feint, All-out Attack, Defensive Roll, Improved Initiative [B]Offense:[/B] Initiative +5 Wind Push +4 (Ranged Damage 8) [B]Defense:[/B] Dodge 6, Parry 6, Fortitude 4, Toughness 4/2, Will 6 [B]Totals:[/B] Abilities 20 + Powers 51 + Advantages 4 + Defenses 14 = 90 points [B]Typical Water Elemental -- PL 6/MR 6 Abilities: STR[/B] 5 | [B]STA[/B] 2 | [B]AGL[/B] 1 | [B]DEX[/B] 2 | [B]FGT[/B] 4 | [B]INT[/B] -2 | [B]AWE[/B] 3 | [B]PRE[/B] 0 [B]Powers: [I]Elemental:[/I][/B] Immunity 7 (disease, drowning, poison, pressure, radiation, starvation & thirst, vacuum) - 7 points [B][I]Tremorsense:[/I][/B] Senses 6 (extended ranged penetrates concealment touch), Limited, Only in liquid - 3 points [B][I]Water Bolt:[/I][/B] Ranged Damage 6, Accurate 2, Tiring - 8 points [B][I]Water Form: [/I][/B]Visual Concealment 4, Only in liquid; Permanent Insubstantial 1; Movement 1 (slithering); Protection 6; Regeneration 10, Source (Water); Swimming 7 (60 MPH) - 29 points [B]Advantages:[/B] Chokehold, Close Attack, Fast Grab, Improved Grab. [B]Offense:[/B] Initiative +1 Unarmed +5 (Close Damage 5) [B]Defense:[/B] Dodge 4, Parry 4, Fortitude 5, Toughness 8, Will 6 [B]Totals:[/B] Abilities 30 + Powers 47 + Advantages 4 + Defenses 10 = 90 points [/QUOTE]
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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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