Abraham van Helsing

November 25, 2010 Leave a comment


Power Level: 5 (75 power points)
ABILITIES: STR: 10 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 14 (+2)
SKILLS: Craft [Structural] 8 (+11), Craft [Chemical] 4 (+7), Knowledge [Arcane Lore] 8 (+11), Knowledge [Life Sciences] 4 (+7), Medicine 4 (+7), Notice 8 (+11), Profession [Physician] 4 (+6), Search 4 (+7), Sense Motive 4 (+7), Stealth 4 (+5), Survival 4 (+7)
FEATS: Artificer, Assessment, Attack Focus, [Melee] 1, Critical Strike, Dodge Focus 7, Equipment 3, Favored Opponent 3 [Vampires], Master Plan, Luck 2, Ultimate Effort [Will saves], All-out Attack

— Equipment —
Leather coat – Protection 1
Dagger – Strike 2 (PF: Mighty, Thrown, Improved Critical)
Miscellaneous vampire hunting gear – Gadgets 1

COMBAT: Attack +2 (Melee +3, Ranged +2) Defense +7 (+0 flat-footed) Initiative +1
SAVES: Toughness +3 Fortitude +6 Reflex +4 Will +8

Abilities 22 + Skills 15 (60 ranks) + Feats 22 + Powers 0 + Combat 4 + Saves 12 – Drawbacks 0 = 75

One Abram van Helsing in his vampire hunting glory. He only hits his caps when hunting vampires, and he isn’t terribly like to hit them. So he’ll be relying largely on his gadgets (as in the bag o’ stuff that he carries around) to try and trap, trick, and ultimately destroy Dracula. Funny when you consider that van Helsing isn’t even the one that kills the Dracula.


Morgan le Fey

November 24, 2010 Leave a comment


POWER LEVEL: 11 (165 power points)
ABILITIES: STR: 10 (+0) DEX: 10 (+0) CON: 16 (+3) INT: 20 (+5) WIS: 16 (+3) CHA: 22 (+6)
COMBAT: Attack +4, Defense +11 (+3 flat-footed), Initiative +0
SAVES: Toughness +11/+3, Fortitude +7, Reflex +8, Will +13
SKILLS: Bluff 8 (+14), Concentration 8 (+11), Craft [Chemical] 7 (+12), Craft [Structural] 4 (+9), Diplomacy 8 (+14), Handle Animal 4 (+10), Knowledge [Arcane Lore] 12 (+17), Knowledge [Theology/Philosophy] 8 (+13), Medicine 4 (+7), Notice 6 (+9), Perform [Singing] 4 (+10), Sense Motive 6 (+9)
LANGUAGES: Latin; Base: English
FEATS: Artificer, Attractive 1, Defensive Attack, Dodge Focus 5, Master Plan, Ritualist

Sorcererous Powers – Array 24 [48pp]
[dap] [20pp] Morph 2 [Any Humanoid] 10
[dap] [8pp] Concealment
[dap] [11pp] Nullify [Magic] (E: Burst; F: Tough)
[dap] [35pp] Mind Control 11 (E: Sustained; PF: Subtle 2)
[dap] [13pp] Emotion control (F: Limited to Love; PF: Subtle 2)
[dap] [8pp] Force Field 8 (PF: Subtle 2)

Abilities 34 + Skills 20 (80 ranks) + Feats 10 + Powers 59 + Combat 20 + Saves 22 – Drawbacks 0 = 165

Morgan le Fay is now done. She was a bit harder to work out since the sources waiver between her being the ultimate villain in the legend or just a patsy for Arthur’s ultimate defeat due to his own hubris. I’ve opted to go with the villainous manipulator, thus the powers that let her sneak around and make people do things without even realizing they’ve been affected.

Categories: B's Stuff

Literary Characters

November 24, 2010 Leave a comment

My next block of characters belong to a long line of literary characters, from Abraham van Helsing to the Three Musketeers.

Several basic conceits are required to produce these characters. The first is that none of them can work together, at least past a general power level rating. None of them were meant to be compatible within the same world, although most of them are within a power level range that would allow them to be used within the same shared setting should one choose to do so.

I’ll start with a random selection of literary classics. Abraham van Helsing and his archnemesis will be first.

Categories: B's Stuff

Design Philosophy

November 23, 2010 Leave a comment

Design Philosophy Entry #1

I want to explain how it is that I build a character, and make decisions regarding those characters. I’ll cover that in some basic detail here, and explain further with other entries in detail.

My first step is choose a base point for the group of characters, to use an example, the Looney Tunes, I’ll pick Bugs Bunny as my base point. What I do then is decide how good I wanted Bugs to be at any given set of skills, attacks, or saves and then base all of the other characters around his starting point. This of course can cause problems later if I wanted to keep Aragorn or Gaius Baltar (from the reimagined Battlestar Galactica) to the same scale as Bugs Bunny. I made the simple decision not to and simply create a different scale for each series, TV show, movie or book. This gives me the distinct benefit to create a wide range of power levels within in each subset of characters without having to ensure that they all work with each other. In some ways this gives me far more freedom since I don’t know worry about each group working with other groups. Within comic books where it is objectively clear that Superman is stronger than Batman, and Batman is smarter than the Flash (no debates). For me all I need to worry about is that Aragorn is a better swordsman than Frodo, or that Bugs Bunny has a better Bluff than Elmer Fudd. I don’t need to worry that Bugs Bunny can Bluff the pants off of the Kurgan, because I specifically didn’t design the characters to interact with each other. That being said in Looney Tunes the Kurgan would just be Yosemite Sam with a sword.

Power levels however a very different thing, or at least different enough to warrant an explanation separate from the above. One of the first things I think about is how effectively do I want the character to be able to hit and how much damage should they be able to do, or converesly take and avoid damage. From there I’ll decide if on a general trade off for damage and attack bonus, or the toughness and defense. To use Aragorn as an example the fist thing I would do is decide that he has is better on defense that he is on toughness. That set me for his defense over toughness trade. From that I’ll usually pick how high value of the two will be, in Aragorn’s case I feel that a +14 defense is best to represent the fact that he rarely is struck in combat. With that number in mind I can decide on how extreme I want my trade-off to be, and thus my PL. For Aragorn it wasn’t an extreme trade-off so I ended up with a PL 12 character.

Finally, when I design a character my goal is not usually point efficiency. I tend towards fairly straight forward builds that I would use for an NPC as opposed to a PC build. Though I’ve been known to keep an eye on the point totals, mainly because it presents me with a specific challenge, and the PL point suggestions tend to be enough points to build what I’m working on. I prefer blunt instruments over fine tools if you’ll excuse the comparison. When I do exceed the point total its almost always by a great deal, in some ways its me saying “Hang the suggested point total, I’m going for broke!”. In other instances I don’t really have a choice in the matter so I don’t even bother looking at the points until I’m done.

Categories: B's Stuff


November 22, 2010 Leave a comment


POWER LEVEL: 10 (111 power points)
ABILITIES: TR: 13 (+1) DEX: 14 (+2) CON: 26 (+8) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3)
COMBAT: Attack +4 (Melee +7, Swords +11), Defense +6 (+1 flat-footed), Initiative +6
SAVES: Toughness +14/+8, Fortitude +10, Reflex +6, Will +9
SKILLS: Bluff 4 (+7), Concentration 4 (+5), Diplomacy 4 (+7), Handle Animal 4 (+7), Intimidate 15 (+18), Knowledge [Tactics] 5 (+5), Notice 6 (+7), Ride 8 (+10), Sense Motive 6 (+7), Stealth 4 (+6)
FEATS: All-out Attack, Attack Focus [Melee] 3, Attack Specialization [Swords] 2, Equipment 4, Favored Opponent 2, Fearless, Improved Initiative 1, Minions 20, Power Attack, Quick Draw 1, Rage 2, Startle, Takedown Attack 2

— Equipment [18ep] —
Plate-and-Maille – Protection 6
Large shield – Shield 5
Broadsword – Strike 3 (PF: Improved Critical, Mighty)

COMPLICATIONS: Loyalty (Morgan le Fey), Rivalry (King Arthur), Enemy (The Knights of the Round Table

Abilities 31 + Skills 15 (60 ranks) + Feats 41 + Powers 0 + Combat 10 + Saves 14 – Drawbacks 0 = 111

Mordred is a monster in combat, swinging and hacking anything that comes into range. With his almost super-human ability to ignore blows he’ll happily wade into combat.

With Rank 20 Minioins Mordred has hundreds of soldiers at his beck and call, and he’s willing to use them. If he can get his mommy to let him out to play.

Merlin Ambrosious

November 21, 2010 Leave a comment


Power Level: 12 (211 power points)
ABILITIES: STR: 16 (+3) DEX: 10 (+0) CON: 18 (+4) INT: 26 (+8) WIS: 14 (+2) CHA: 16 (+3)
SKILLS: Bluff 8 (+11), Concentration 12 (+14), Craft (Chemical) 12 (+20), Craft (Structural) 8 (+16), Diplomacy 8 (+11), Gather Info 8 (+11), Intimidate 12 (+15), Knowledge (Arcane Lore) 16 (+24), Knowledge (History) 8 (+16), Knowledge (Physical Sciences) 8 (+16), Knowledge (Tactics) 8 (+16), Knowledge (Theology/Philosophy) 16 (+24), Perform (Singing) 4 (+7), Sense Motive 8 (+10), Sleight of Hand 8 (+8)
FEATS: Artificer, Attack Specialization (2), Animal Empathy, Fearless, Improvised Tools, Inspire 2, Luck 6, Master Plan, Ritualist

– Super-senses 7 [Precognition 4, Detect Magic 2, Magical Awareness 1]
– Immunity 1 (Aging)
– Supernatural Powers 12 (Base: Concealment)
[ap] Weather Control
[ap] Fog of Forgetfullness
[ap] Glamour
[ap] Obscure [visual]
[ap] Scrying
[ap] Teleport 12 (PF: Easy, Change Direction; F: Long Range)
– Force Field 12

Merlin’s Staff – Device [Easy to Lose] 3
– Mystic Blast 15 (E: Penetrating; PF: Mighty; AP: Mighty Strike 4)
COMBAT: Attack +5 (Melee +5, Ranged +5, Mystic Blast +9) Defense 20 (15 flat-footed) Initiative +0
SAVES: Toughness +16 Fortitude +14 Reflex +7 Will +10

Abilities 40 + Skills 37 (148 ranks) + Feats 16 + Powers 63 + Combat 30 + Saves 25 – Drawbacks 0 = 211

Here’s Merlin presented for Mutants and Masterminds Second Edition. It was harder then I thought it would be. Funny, when you consider that he’s the inspiration for every single wizard, mage, or magic user from Gandalf to Doctor Strange. All things considered I decided that Merlin is a subtle person, he prefers to work behind the scenes without flashy shows of power. That said he’s certainly capable of tossing fireballs if he really wants.

Merlin’s powers are such that he can do most of the things that we know he can do in the Arthurian tales, at least from Le Morte d’Arthur forward. His primary power is the ability to see the future. In fact he always sees the future as it converges with the present. Thus he sees the fall of Arthur’s court long before it happens, but has no idea why its happening until it occurs.

Lancelot du Lac

November 20, 2010 Leave a comment

Lancelot du Lac

Power Level: 9 (109 power points)
Abilities: STR: 20 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3)
Skills: Bluff 8 (+11), Diplomacy 6 (+9), Intimidate 8 (+11) Knowledge (Tactics) 8 (+9), Ride 12 (+14), Sense Motive 4 (+4)
Feats: Accurate Attack, All-out Attack, Assessment, Benefit [Knight of the Round Table], Defensive Attack, Defensive Roll 2, Endurance 2, Equipment 4, Improved Block 1, Move-by Action, Power Attack
Equipment: Sword (5ep), Full plate (6ep), Large shield (7ep)
Combat: Attack +10 (Melee +10, Ranged +10), Defense 17 (12 flat-footed), Initiative +2
Saves: Toughness +11 (+9 flat-footed), Fortitude 14, Reflex 9, Will 6

Obsession (Guinevere)
Responsibility (Arthur Pendragon)
Loyalty (Arthur Pendragon)

Abilities 28 + Skills 13 (52 ranks) + Feats 16 + Combat 28 + Saves 24 – Drawbacks 0 = 109

Lancelot is described as the most skilled of Arthur’s knights. And certainly reads that way when stated out. He has all of the combat feats, and can manipulate his caps with extreme ease. If he needs to hit harder, get a better defense, or hit with deadly precision he’s certainly capable. He’s also equally skilled with a bow as he is with a sword.

If you’ve never read, seen, or heard some variation of Arthurian legend I’m going to ruin the story for you. Guinevere and Lancelot end up with each other, which tears Arthur’s court apart. So Lancelot has a problem with his complications. He loves Guinevere, but Arthur is as close to a brother as Lancelot has.