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Warmonger

Dorian Magnus PL 11 (Villain) Warmonger

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Dorian Magnus was born the third son to Gregory Magnus; a wealthy oil tycoon, descended from old money. Gregory was a controlling and manipulative man setting his heirs to infighting politics. The young Dorian learned from an early age the rules of power. Unfortunately for young Dorian his father’s dealings were far from entirely legal. His father was crimes were exposed by a small group of supers and he was brought to justice. When all of their families ill gotten gains were confiscated the family was reduced to mere middleclass; poverty compared to their former wealth. The young Dorian was deeply affected and began to harbor a deep resentment for the super powered.

As he grew older it became apparent that that Dorian was quite gifted intellectually. With his father in prison, it wasn’t long before he dominated his family even at 11. He was calculating, manipulative and quite frankly a young genius. He was able to focus the family’s finances towards getting him the finest tutor’s available. His brilliant mind gleaned almost everything they had to teach him in short order. Dorian entered college at 18 and earned three doctorates by the time he turned 24. Bored with school, Dorian left his family to create his own technological development firm. During this time Magnus began working on an experimental combat suit which would allow him to defend him from super powered aggressors. It took him four years to accumulate enough capital but he was able to finally get his business truly off the ground and finish the Vulcan armor. He relocated to Freedom City. He set his sights on this shining jewel of American capitalism for two reasons: one the city is wealthy and by climbing the ranks he might turn himself into the richest man in America; he believes that supers have no right to police normals.

Appearance

Dorian is a handsome man of above average height. The dominant trait of the men in his family is white hair at an early age, combined with crystal blue eyes. He is only ever seen in a well tailored business suit. He posses both a devastating smile as well as deadly glare.

In the Vulcan Armor he appears in a full black body suit, which is covered with pieces of Armor and wires around the shoulders and over the face.

Behavior

Dorian is extremely amoral and will do anything to advance his goals. He has no qualms about playing the humanitarian, or tyrant. He believes that humanity must forge their own destiny through science and that super powers are merely a crutch.

"----------Character Details---------

Player Name: Warmonger

Character Name: Dorian Magnus

Character Alias:

GM's Name:

Age: 28

Height: 6'1""

Weight: 190

Hair: White

Eyes: Blue

Power Level: 11 (153 PPs)

Unspent PPs: 3

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 10 (0)

Intelligence: 28 (+9)

Wisdom: 14 (+2)

Charisma: 16 (+3)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +6

Reflex: +4

Willpower: +15

--------------------------------------

----------Combat---------

Attack Bonus: +2 (melee), +4 (ranged)

Damage Bonus: Unarmed +0

Grapple: +2

Defense Bonus: +5 (+1 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 9 (+12)
    [*:bgrw3dcr]Computers - 1 (+10)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Craft: Mechanical - 6 (+15)
    [*:bgrw3dcr]Craft: Electronic - 6 (+15)
    [*:bgrw3dcr]Craft: Chemical - 6 (+15)
    [*:bgrw3dcr]Diplomacy - 10 (+13)
    [*:bgrw3dcr]Disable Device - 2 (+11)
    [*:bgrw3dcr]Disguise - 0 (+3)
    [*:bgrw3dcr]Gather Info - 10 (+13)
    [*:bgrw3dcr]Handle Animal - 0 (+3)
    [*:bgrw3dcr]Intimidate - 0 (+3)
    [*:bgrw3dcr]Investigate - 1 (+10)
    [*:bgrw3dcr]Knowledge: Behavioral Sciences - 1 (+10)
    [*:bgrw3dcr]Knowledge: Business - 3 (+12)
    [*:bgrw3dcr]Knowledge: Civics - 1 (+10)
    [*:bgrw3dcr]Knowledge: Current Event - 1 (+10)
    [*:bgrw3dcr]Knowledge: Technology - 1 (+10)
    [*:bgrw3dcr]Knowledge: Life Sciences - 5 (+14)
    [*:bgrw3dcr]Knowledge: Physical Sciences - 5 (+14)
    [*:bgrw3dcr]Notice - 6 (+8)
    [*:bgrw3dcr]Perform: Oratory - 2 (+5)
    [*:bgrw3dcr]Pilot - 1 (+1)
    [*:bgrw3dcr]Search - 1 (+10)
    [*:bgrw3dcr]Sense Motive - 10 (+12)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Attack Focus (Ranged) (2): +2 bonus to ranged attack rolls
    [*:bgrw3dcr]Dodge Focus (2): +2 dodge bonus
    [*:bgrw3dcr]Ultimate Effort: Inventor (1): Spend hero point for auto 20 for Invent.
    [*:bgrw3dcr]Minions (8): (50 minions built at 45 pp; see below)
    [*:bgrw3dcr]Wealth (5): Gain 5 Wealth
    [*:bgrw3dcr]Equipment (6): 30 points worth of equipment
    [*:bgrw3dcr]Master Plan: Bonus in situations when you have a chance to plan
    [*:bgrw3dcr]Defensive Roll (2): +2 Toughness save bonus
    [*:bgrw3dcr]Connected: Make a Diplomacy check to call in favors or aid
    [*:bgrw3dcr]Contacts: Make a Gather Information check in one minute
    [*:bgrw3dcr]Fascinate: Diplomacy (1): Hold a subject's attention with Diplomacy
    [*:bgrw3dcr]Inventor: Can create temporary devices
    [*:bgrw3dcr]Skill Mastery (1): Choose 4 skills you can take 10 with (Diplomacy, Craft: Mechanical, Craft Electronic, Disable Device)
    [*:bgrw3dcr]Well-Informed: Gather Information check when meeting someone

--------------------------------------

----------Powers---------

Mental Quickness {} - Power Rank 4 - Cost 2 (0.5 * 4)

Device: Hard to Lose {} - Power Rank 8 - Cost 32 (4 * 8)

Description: Vulcan Battlesuit (Hard-to-lose)

Protection 4 (4 pp)

Alternate Form 11 Flaw: Action x2{Standard Action} [Power Feat: Alternate Power x3 (Other Forms)]; 36pp)

Base Configuration

Additional Limb 3 (Extra: Projection, Power Feats:Improved Grab, Improved Grappling, Chokehold) 9pp

Elongation 3 (Limited: Arms Only) 2pp

Enhanced Strength 16 (Limited: Arms Only) 8pp

Strike 1 (Power Feats: Improved Critical, Mighty, Precise, Split Attack 3; 7pp)

Super-Movement 3 (Sure-Footed, Wall-Crawling 2; 6pp)

Super-Strength 3; 6pp

Enhanced Defense 5; 10pp

Enhanced Feat (Attack Focus Melee) 4; 4pp

Quickness 4 (physical only) 2pp

Protection 1; 1pp

Total 55 pp

Hercules Configuration

Protection 6 (Extra: Impervious 10); 16pp

Enhanced Strength 20; 20pp

Super Strength 4 (Power Feat: Ground Strike, Shockwave); 10pp

Enhanced Feat: Attack Focus (Melee) +4; 4 pp

Enhanced Feat: Dodge Focus 5; 5pp

55pp

Perseus Configuration

Communication 2 (radio); 2pp

Concealment 10 (All); 20pp

Super-Senses 14 (Vision 4 [Extended 1, Tracking 1, Microscopic 2]; Radio, Danger Sense, Detect Weakness 4 [visual; Acute, Analytical, Ranged], Infravision, Radar; 14pp)

Flight 1 (Limited: Levitation); 1pp

Teleport 4 (Extra: Accurate; Power Feats: Change Velocity, Change Direction, Easy, Progression 2 [Mass], Turnabout; 18pp)

55pp

Ares Configuration

Immunity 9 (life support); 9pp

Protection 6; 6pp

Enhanced Feat: Dodge Focus 5; 5pp

Enhanced Feat: Uncanny Dodge (visual, auditory); 2pp

Blast 10 (Extra: Autofire) AP: Blast (Extra: Penetrating), AP: Blast (Extra: Area), AP: Blast (Extra: Alternate Save: Fortitude); 33pp

55pp

--------------------------------------

----------Cost Summary---------

Abilities: 28

Combat: 10

Saves: 23

Skills: 22

Feats: 33

Powers: 34

Total Cost: 150

--------------------------------------"

Minion

"----------Character Details---------

Power Level: 3

Power Points: 45

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (0)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +4

Reflex: +0

Willpower: +6

--------------------------------------

----------Combat---------

Attack Bonus: +3

Damage Bonus: Unarmed +0

Grapple: +3

Defense Bonus: +3 (+2 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 4 (+4)
    [*:bgrw3dcr]Computers - 4 (+6)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Disguise - 4 (+4)
    [*:bgrw3dcr]Drive - 4 (+4)
    [*:bgrw3dcr]Gather Info - 5 (+5)
    [*:bgrw3dcr]Knowledge: Current Event - 2 (+4)
    [*:bgrw3dcr]Knowledge: Civics - 4 (+6)
    [*:bgrw3dcr]Knowledge: Streetwise - 4 (+6)
    [*:bgrw3dcr]Notice - 4 (+6)
    [*:bgrw3dcr]Pilot - 4 (+4)
    [*:bgrw3dcr]Profession: Magnus Corp Agent - 4 (+6)
    [*:bgrw3dcr]Search - 5 (+7)
    [*:bgrw3dcr]Sense Motive - 0 (+2)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Defensive Roll (1): +1 Toughness save bonus
    [*:bgrw3dcr]Equipment (2): 10 points worth of equipment
    [*:bgrw3dcr]Track: Use Survival to follow tracks

--------------------------------------

----------Cost Summary---------

Abilities: 10

Combat: 12

Saves: 7

Skills: 12

Feats: 4

Powers: 0

Total Cost: 45

--------------------------------------"

Equipment

HeadQuarters

Size: Large; Toughness: 10; Features: Communications, Computer, Defense

System, Fire Prevention System, Gym, Hangar, Holding Cell, Infirmary, Laboratory,

Library, Living Space, Power System, Security System, Workshop. Cost: 17equipment points.

Helicopter

AP: Armored Limousine

13EP

-----------------------------------------------------------------------------

Ok took some suggestions and worked it in.

As for my minions I did away with the scientist I can do it all myself now. My agents are mostly there to spy on people.

*Edited Sunday January 13th.

Ok I added a flaw to Alternate form some that I could drop the ranks of device I needed. I shifted the PP over to get me some saves and a little attack power. I also edited the base form of the Alternate power.

Edited* Sunday January 13th.

Followed Heridfel's advice to add some much needed defensive abilities and trim some fat.

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Dorian Magnus was born the third son to Gregory Magnus; a wealthy oil tycoon, descended from old money. Gregory was a controlling and manipulative man setting his heirs to infighting politics. The young Dorian learned from an early age the rules of power. Unfortunately for young Dorian his father’s dealings were far from entirely legal. His father was crimes were exposed by a small group of supers and he was brought to justice. When all of their families ill gotten gains were confiscated the family was reduced to mere middleclass; poverty compared to their former wealth. The young Dorian was deeply affected and began to harbor a deep resentment for the super powered.

As he grew older it became apparent that that Dorian was quite gifted intellectually. With his father in prison, it wasn’t long before he dominated his family even at 11. He was calculating, manipulative and quite frankly a young genius. He was able to focus the family’s finances towards getting him the finest tutor’s available. His brilliant mind gleaned almost everything they had to teach him in short order. Dorian entered college at 18 and earned three doctorates by the time he turned 24. Bored with school, Dorian left his family to create his own technological development firm. During this time Magnus began working on an experimental combat suit which would allow him to defend him from super powered aggressors. It took him four years to accumulate enough capital but he was able to finally get his business truly off the ground and finish the Vulcan armor. He relocated to Freedom City. He set his sights on this shining jewel of American capitalism for two reasons: one the city is wealthy and by climbing the ranks he might turn himself into the richest man in America; he believes that supers have no right to police normals.

Appearance

Dorian is a handsome man of above average height. The dominant trait of the men in his family is white hair at an early age, combined with crystal blue eyes. He is only ever seen in a well tailored business suit. He posses both a devastating smile as well as deadly glare.

In the Vulcan Armor he appears in a full black body suit, which is covered with pieces of Armor and wires around the shoulders and over the face.

Behavior

Dorian is extremely amoral and will do anything to advance his goals. He has no qualms about playing the humanitarian, or tyrant. He believes that humanity must forge their own destiny through science and that super powers are merely a crutch.

"----------Character Details---------

Player Name: Warmonger

Character Name: Dorian Magnus

Character Alias:

GM's Name:

Age: 28

Height: 6'1""

Weight: 190

Hair: White

Eyes: Blue

Power Level: 11 (153 PPs)

Unspent PPs: 3

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 10 (0)

Intelligence: 28 (+9)

Wisdom: 14 (+2)

Charisma: 16 (+3)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +6

Reflex: +4

Willpower: +15

--------------------------------------

----------Combat---------

Attack Bonus: +2 (melee), +4 (ranged)

Damage Bonus: Unarmed +0

Grapple: +2

Defense Bonus: +5 (+1 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 9 (+12)
    [*:bgrw3dcr]Computers - 1 (+10)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Craft: Mechanical - 6 (+15)
    [*:bgrw3dcr]Craft: Electronic - 6 (+15)
    [*:bgrw3dcr]Craft: Chemical - 6 (+15)
    [*:bgrw3dcr]Diplomacy - 10 (+13)
    [*:bgrw3dcr]Disable Device - 2 (+11)
    [*:bgrw3dcr]Disguise - 0 (+3)
    [*:bgrw3dcr]Gather Info - 10 (+13)
    [*:bgrw3dcr]Handle Animal - 0 (+3)
    [*:bgrw3dcr]Intimidate - 0 (+3)
    [*:bgrw3dcr]Investigate - 1 (+10)
    [*:bgrw3dcr]Knowledge: Behavioral Sciences - 1 (+10)
    [*:bgrw3dcr]Knowledge: Business - 3 (+12)
    [*:bgrw3dcr]Knowledge: Civics - 1 (+10)
    [*:bgrw3dcr]Knowledge: Current Event - 1 (+10)
    [*:bgrw3dcr]Knowledge: Technology - 1 (+10)
    [*:bgrw3dcr]Knowledge: Life Sciences - 5 (+14)
    [*:bgrw3dcr]Knowledge: Physical Sciences - 5 (+14)
    [*:bgrw3dcr]Notice - 6 (+8)
    [*:bgrw3dcr]Perform: Oratory - 2 (+5)
    [*:bgrw3dcr]Pilot - 1 (+1)
    [*:bgrw3dcr]Search - 1 (+10)
    [*:bgrw3dcr]Sense Motive - 10 (+12)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Attack Focus (Ranged) (2): +2 bonus to ranged attack rolls
    [*:bgrw3dcr]Dodge Focus (2): +2 dodge bonus
    [*:bgrw3dcr]Ultimate Effort: Inventor (1): Spend hero point for auto 20 for Invent.
    [*:bgrw3dcr]Minions (8): (50 minions built at 45 pp; see below)
    [*:bgrw3dcr]Wealth (5): Gain 5 Wealth
    [*:bgrw3dcr]Equipment (6): 30 points worth of equipment
    [*:bgrw3dcr]Master Plan: Bonus in situations when you have a chance to plan
    [*:bgrw3dcr]Defensive Roll (2): +2 Toughness save bonus
    [*:bgrw3dcr]Connected: Make a Diplomacy check to call in favors or aid
    [*:bgrw3dcr]Contacts: Make a Gather Information check in one minute
    [*:bgrw3dcr]Fascinate: Diplomacy (1): Hold a subject's attention with Diplomacy
    [*:bgrw3dcr]Inventor: Can create temporary devices
    [*:bgrw3dcr]Skill Mastery (1): Choose 4 skills you can take 10 with (Diplomacy, Craft: Mechanical, Craft Electronic, Disable Device)
    [*:bgrw3dcr]Well-Informed: Gather Information check when meeting someone

--------------------------------------

----------Powers---------

Mental Quickness {} - Power Rank 4 - Cost 2 (0.5 * 4)

Device: Hard to Lose {} - Power Rank 8 - Cost 32 (4 * 8)

Description: Vulcan Battlesuit (Hard-to-lose)

Protection 4 (4 pp)

Alternate Form 11 Flaw: Action x2{Standard Action} [Power Feat: Alternate Power x3 (Other Forms)]; 36pp)

Base Configuration

Additional Limb 3 (Extra: Projection, Power Feats:Improved Grab, Improved Grappling, Chokehold) 9pp

Elongation 3 (Limited: Arms Only) 2pp

Enhanced Strength 16 (Limited: Arms Only) 8pp

Strike 1 (Power Feats: Improved Critical, Mighty, Precise, Split Attack 3; 7pp)

Super-Movement 3 (Sure-Footed, Wall-Crawling 2; 6pp)

Super-Strength 3; 6pp

Enhanced Defense 5; 10pp

Enhanced Feat (Attack Focus Melee) 4; 4pp

Quickness 4 (physical only) 2pp

Protection 1; 1pp

Total 55 pp

Hercules Configuration

Protection 6 (Extra: Impervious 10); 16pp

Enhanced Strength 20; 20pp

Super Strength 4 (Power Feat: Ground Strike, Shockwave); 10pp

Enhanced Feat: Attack Focus (Melee) +4; 4 pp

Enhanced Feat: Dodge Focus 5; 5pp

55pp

Perseus Configuration

Communication 2 (radio); 2pp

Concealment 10 (All); 20pp

Super-Senses 14 (Vision 4 [Extended 1, Tracking 1, Microscopic 2]; Radio, Danger Sense, Detect Weakness 4 [visual; Acute, Analytical, Ranged], Infravision, Radar; 14pp)

Flight 1 (Limited: Levitation); 1pp

Teleport 4 (Extra: Accurate; Power Feats: Change Velocity, Change Direction, Easy, Progression 2 [Mass], Turnabout; 18pp)

55pp

Ares Configuration

Immunity 9 (life support); 9pp

Protection 6; 6pp

Enhanced Feat: Dodge Focus 5; 5pp

Enhanced Feat: Uncanny Dodge (visual, auditory); 2pp

Blast 10 (Extra: Autofire) AP: Blast (Extra: Penetrating), AP: Blast (Extra: Area), AP: Blast (Extra: Alternate Save: Fortitude); 33pp

55pp

--------------------------------------

----------Cost Summary---------

Abilities: 28

Combat: 10

Saves: 23

Skills: 22

Feats: 33

Powers: 34

Total Cost: 150

--------------------------------------"

Minion

"----------Character Details---------

Power Level: 3

Power Points: 45

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (0)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +4

Reflex: +0

Willpower: +6

--------------------------------------

----------Combat---------

Attack Bonus: +3

Damage Bonus: Unarmed +0

Grapple: +3

Defense Bonus: +3 (+2 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 4 (+4)
    [*:bgrw3dcr]Computers - 4 (+6)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Disguise - 4 (+4)
    [*:bgrw3dcr]Drive - 4 (+4)
    [*:bgrw3dcr]Gather Info - 5 (+5)
    [*:bgrw3dcr]Knowledge: Current Event - 2 (+4)
    [*:bgrw3dcr]Knowledge: Civics - 4 (+6)
    [*:bgrw3dcr]Knowledge: Streetwise - 4 (+6)
    [*:bgrw3dcr]Notice - 4 (+6)
    [*:bgrw3dcr]Pilot - 4 (+4)
    [*:bgrw3dcr]Profession: Magnus Corp Agent - 4 (+6)
    [*:bgrw3dcr]Search - 5 (+7)
    [*:bgrw3dcr]Sense Motive - 0 (+2)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Defensive Roll (1): +1 Toughness save bonus
    [*:bgrw3dcr]Equipment (2): 10 points worth of equipment
    [*:bgrw3dcr]Track: Use Survival to follow tracks

--------------------------------------

----------Cost Summary---------

Abilities: 10

Combat: 12

Saves: 7

Skills: 12

Feats: 4

Powers: 0

Total Cost: 45

--------------------------------------"

Equipment

HeadQuarters

Size: Large; Toughness: 10; Features: Communications, Computer, Defense

System, Fire Prevention System, Gym, Hangar, Holding Cell, Infirmary, Laboratory,

Library, Living Space, Power System, Security System, Workshop. Cost: 17equipment points.

Helicopter

AP: Armored Limousine

13EP

-----------------------------------------------------------------------------

Ok took some suggestions and worked it in.

As for my minions I did away with the scientist I can do it all myself now. My agents are mostly there to spy on people.

*Edited Sunday January 13th.

Ok I added a flaw to Alternate form some that I could drop the ranks of device I needed. I shifted the PP over to get me some saves and a little attack power. I also edited the base form of the Alternate power.

Edited* Sunday January 13th.

Followed Heridfel's advice to add some much needed defensive abilities and trim some fat.

Share this post


Link to post

Dorian Magnus was born the third son to Gregory Magnus; a wealthy oil tycoon, descended from old money. Gregory was a controlling and manipulative man setting his heirs to infighting politics. The young Dorian learned from an early age the rules of power. Unfortunately for young Dorian his father’s dealings were far from entirely legal. His father was crimes were exposed by a small group of supers and he was brought to justice. When all of their families ill gotten gains were confiscated the family was reduced to mere middleclass; poverty compared to their former wealth. The young Dorian was deeply affected and began to harbor a deep resentment for the super powered.

As he grew older it became apparent that that Dorian was quite gifted intellectually. With his father in prison, it wasn’t long before he dominated his family even at 11. He was calculating, manipulative and quite frankly a young genius. He was able to focus the family’s finances towards getting him the finest tutor’s available. His brilliant mind gleaned almost everything they had to teach him in short order. Dorian entered college at 18 and earned three doctorates by the time he turned 24. Bored with school, Dorian left his family to create his own technological development firm. During this time Magnus began working on an experimental combat suit which would allow him to defend him from super powered aggressors. It took him four years to accumulate enough capital but he was able to finally get his business truly off the ground and finish the Vulcan armor. He relocated to Freedom City. He set his sights on this shining jewel of American capitalism for two reasons: one the city is wealthy and by climbing the ranks he might turn himself into the richest man in America; he believes that supers have no right to police normals.

Appearance

Dorian is a handsome man of above average height. The dominant trait of the men in his family is white hair at an early age, combined with crystal blue eyes. He is only ever seen in a well tailored business suit. He posses both a devastating smile as well as deadly glare.

In the Vulcan Armor he appears in a full black body suit, which is covered with pieces of Armor and wires around the shoulders and over the face.

Behavior

Dorian is extremely amoral and will do anything to advance his goals. He has no qualms about playing the humanitarian, or tyrant. He believes that humanity must forge their own destiny through science and that super powers are merely a crutch.

"----------Character Details---------

Player Name: Warmonger

Character Name: Dorian Magnus

Character Alias:

GM's Name:

Age: 28

Height: 6'1""

Weight: 190

Hair: White

Eyes: Blue

Power Level: 11 (153 PPs)

Unspent PPs: 3

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 10 (0)

Intelligence: 28 (+9)

Wisdom: 14 (+2)

Charisma: 16 (+3)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +6

Reflex: +4

Willpower: +15

--------------------------------------

----------Combat---------

Attack Bonus: +2 (melee), +4 (ranged)

Damage Bonus: Unarmed +0

Grapple: +2

Defense Bonus: +5 (+1 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 9 (+12)
    [*:bgrw3dcr]Computers - 1 (+10)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Craft: Mechanical - 6 (+15)
    [*:bgrw3dcr]Craft: Electronic - 6 (+15)
    [*:bgrw3dcr]Craft: Chemical - 6 (+15)
    [*:bgrw3dcr]Diplomacy - 10 (+13)
    [*:bgrw3dcr]Disable Device - 2 (+11)
    [*:bgrw3dcr]Disguise - 0 (+3)
    [*:bgrw3dcr]Gather Info - 10 (+13)
    [*:bgrw3dcr]Handle Animal - 0 (+3)
    [*:bgrw3dcr]Intimidate - 0 (+3)
    [*:bgrw3dcr]Investigate - 1 (+10)
    [*:bgrw3dcr]Knowledge: Behavioral Sciences - 1 (+10)
    [*:bgrw3dcr]Knowledge: Business - 3 (+12)
    [*:bgrw3dcr]Knowledge: Civics - 1 (+10)
    [*:bgrw3dcr]Knowledge: Current Event - 1 (+10)
    [*:bgrw3dcr]Knowledge: Technology - 1 (+10)
    [*:bgrw3dcr]Knowledge: Life Sciences - 5 (+14)
    [*:bgrw3dcr]Knowledge: Physical Sciences - 5 (+14)
    [*:bgrw3dcr]Notice - 6 (+8)
    [*:bgrw3dcr]Perform: Oratory - 2 (+5)
    [*:bgrw3dcr]Pilot - 1 (+1)
    [*:bgrw3dcr]Search - 1 (+10)
    [*:bgrw3dcr]Sense Motive - 10 (+12)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Attack Focus (Ranged) (2): +2 bonus to ranged attack rolls
    [*:bgrw3dcr]Dodge Focus (2): +2 dodge bonus
    [*:bgrw3dcr]Ultimate Effort: Inventor (1): Spend hero point for auto 20 for Invent.
    [*:bgrw3dcr]Minions (8): (50 minions built at 45 pp; see below)
    [*:bgrw3dcr]Wealth (5): Gain 5 Wealth
    [*:bgrw3dcr]Equipment (6): 30 points worth of equipment
    [*:bgrw3dcr]Master Plan: Bonus in situations when you have a chance to plan
    [*:bgrw3dcr]Defensive Roll (2): +2 Toughness save bonus
    [*:bgrw3dcr]Connected: Make a Diplomacy check to call in favors or aid
    [*:bgrw3dcr]Contacts: Make a Gather Information check in one minute
    [*:bgrw3dcr]Fascinate: Diplomacy (1): Hold a subject's attention with Diplomacy
    [*:bgrw3dcr]Inventor: Can create temporary devices
    [*:bgrw3dcr]Skill Mastery (1): Choose 4 skills you can take 10 with (Diplomacy, Craft: Mechanical, Craft Electronic, Disable Device)
    [*:bgrw3dcr]Well-Informed: Gather Information check when meeting someone

--------------------------------------

----------Powers---------

Mental Quickness {} - Power Rank 4 - Cost 2 (0.5 * 4)

Device: Hard to Lose {} - Power Rank 8 - Cost 32 (4 * 8)

Description: Vulcan Battlesuit (Hard-to-lose)

Protection 4 (4 pp)

Alternate Form 11 Flaw: Action x2{Standard Action} [Power Feat: Alternate Power x3 (Other Forms)]; 36pp)

Base Configuration

Additional Limb 3 (Extra: Projection, Power Feats:Improved Grab, Improved Grappling, Chokehold) 9pp

Elongation 3 (Limited: Arms Only) 2pp

Enhanced Strength 16 (Limited: Arms Only) 8pp

Strike 1 (Power Feats: Improved Critical, Mighty, Precise, Split Attack 3; 7pp)

Super-Movement 3 (Sure-Footed, Wall-Crawling 2; 6pp)

Super-Strength 3; 6pp

Enhanced Defense 5; 10pp

Enhanced Feat (Attack Focus Melee) 4; 4pp

Quickness 4 (physical only) 2pp

Protection 1; 1pp

Total 55 pp

Hercules Configuration

Protection 6 (Extra: Impervious 10); 16pp

Enhanced Strength 20; 20pp

Super Strength 4 (Power Feat: Ground Strike, Shockwave); 10pp

Enhanced Feat: Attack Focus (Melee) +4; 4 pp

Enhanced Feat: Dodge Focus 5; 5pp

55pp

Perseus Configuration

Communication 2 (radio); 2pp

Concealment 10 (All); 20pp

Super-Senses 14 (Vision 4 [Extended 1, Tracking 1, Microscopic 2]; Radio, Danger Sense, Detect Weakness 4 [visual; Acute, Analytical, Ranged], Infravision, Radar; 14pp)

Flight 1 (Limited: Levitation); 1pp

Teleport 4 (Extra: Accurate; Power Feats: Change Velocity, Change Direction, Easy, Progression 2 [Mass], Turnabout; 18pp)

55pp

Ares Configuration

Immunity 9 (life support); 9pp

Protection 6; 6pp

Enhanced Feat: Dodge Focus 5; 5pp

Enhanced Feat: Uncanny Dodge (visual, auditory); 2pp

Blast 10 (Extra: Autofire) AP: Blast (Extra: Penetrating), AP: Blast (Extra: Area), AP: Blast (Extra: Alternate Save: Fortitude); 33pp

55pp

--------------------------------------

----------Cost Summary---------

Abilities: 28

Combat: 10

Saves: 23

Skills: 22

Feats: 33

Powers: 34

Total Cost: 150

--------------------------------------"

Minion

"----------Character Details---------

Power Level: 3

Power Points: 45

--------------------------------------

----------Ability Scores---------

Strength: 10 (0)

Dexterity: 10 (0)

Constitution: 12 (+1)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (0)

--------------------------------------

----------Saves---------

Toughness: +2

Fortitude: +4

Reflex: +0

Willpower: +6

--------------------------------------

----------Combat---------

Attack Bonus: +3

Damage Bonus: Unarmed +0

Grapple: +3

Defense Bonus: +3 (+2 flat footed)

Initiative: +0

--------------------------------------

----------Lifting Capacity---------

Light Load: 33 lbs

Medium Load: 66 lbs

Heavy Load: 100 lbs

Max Load: 200 lbs

Push/Drag: 500 lbs

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 10 ft / 5 ft / 2 ft

--------------------------------------

----------Skills---------

  • [*:bgrw3dcr]Bluff - 4 (+4)
    [*:bgrw3dcr]Computers - 4 (+6)
    [*:bgrw3dcr]Concentration - 0 (+2)
    [*:bgrw3dcr]Disguise - 4 (+4)
    [*:bgrw3dcr]Drive - 4 (+4)
    [*:bgrw3dcr]Gather Info - 5 (+5)
    [*:bgrw3dcr]Knowledge: Current Event - 2 (+4)
    [*:bgrw3dcr]Knowledge: Civics - 4 (+6)
    [*:bgrw3dcr]Knowledge: Streetwise - 4 (+6)
    [*:bgrw3dcr]Notice - 4 (+6)
    [*:bgrw3dcr]Pilot - 4 (+4)
    [*:bgrw3dcr]Profession: Magnus Corp Agent - 4 (+6)
    [*:bgrw3dcr]Search - 5 (+7)
    [*:bgrw3dcr]Sense Motive - 0 (+2)
    [*:bgrw3dcr]Survival - 0 (+2)

--------------------------------------

----------Feats---------

  • [*:bgrw3dcr]Defensive Roll (1): +1 Toughness save bonus
    [*:bgrw3dcr]Equipment (2): 10 points worth of equipment
    [*:bgrw3dcr]Track: Use Survival to follow tracks

--------------------------------------

----------Cost Summary---------

Abilities: 10

Combat: 12

Saves: 7

Skills: 12

Feats: 4

Powers: 0

Total Cost: 45

--------------------------------------"

Equipment

HeadQuarters

Size: Large; Toughness: 10; Features: Communications, Computer, Defense

System, Fire Prevention System, Gym, Hangar, Holding Cell, Infirmary, Laboratory,

Library, Living Space, Power System, Security System, Workshop. Cost: 17equipment points.

Helicopter

AP: Armored Limousine

13EP

-----------------------------------------------------------------------------

Ok took some suggestions and worked it in.

As for my minions I did away with the scientist I can do it all myself now. My agents are mostly there to spy on people.

*Edited Sunday January 13th.

Ok I added a flaw to Alternate form some that I could drop the ranks of device I needed. I shifted the PP over to get me some saves and a little attack power. I also edited the base form of the Alternate power.

Edited* Sunday January 13th.

Followed Heridfel's advice to add some much needed defensive abilities and trim some fat.

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Hey Warmonger,

Before I go too far through the character, there's something that struck me when I started looking at him. Your saves are very, very low. I understand that you intend to be more of a behind-the-scenes manipulator than a brawler, but you are risking a great deal by not buying up saves. It's hard for you to roleplay if any time you speak directly to a villain, that villain can hit you with nearly any effect successfully.

I think you need to think more like the Kingpin or the modern Lex Luthor than the older Lex Luthor. Both of them can last in a fight (against foes of their approximate power level) for at least a little bit, even if they usually end up losing at the end. Of course, when they lose, they usually have a contingency plan that haunts the heroes even more.

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Hey Warmonger,

Before I go too far through the character, there's something that struck me when I started looking at him. Your saves are very, very low. I understand that you intend to be more of a behind-the-scenes manipulator than a brawler, but you are risking a great deal by not buying up saves. It's hard for you to roleplay if any time you speak directly to a villain, that villain can hit you with nearly any effect successfully.

I think you need to think more like the Kingpin or the modern Lex Luthor than the older Lex Luthor. Both of them can last in a fight (against foes of their approximate power level) for at least a little bit, even if they usually end up losing at the end. Of course, when they lose, they usually have a contingency plan that haunts the heroes even more.

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Hey Warmonger,

Before I go too far through the character, there's something that struck me when I started looking at him. Your saves are very, very low. I understand that you intend to be more of a behind-the-scenes manipulator than a brawler, but you are risking a great deal by not buying up saves. It's hard for you to roleplay if any time you speak directly to a villain, that villain can hit you with nearly any effect successfully.

I think you need to think more like the Kingpin or the modern Lex Luthor than the older Lex Luthor. Both of them can last in a fight (against foes of their approximate power level) for at least a little bit, even if they usually end up losing at the end. Of course, when they lose, they usually have a contingency plan that haunts the heroes even more.

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I'd start by increasing your Will save. Variable Power structures are a frequent source of debate on the referee forums, and it's best not to rely upon them too heavily in your initial concept.

There's another clarification that I should make, since the guideline as I wrote it is unclear. You are allowed more than one type of minion. However, those minions would have to be bought separately, with separate ranks added to increase either of their numbers.

For example, you could have a group of 10 scientist minions at 45 pp, and a group of 50 security guard minions at 45 pp, each with different stats. The cost of this is Minions 6 (for the scientists) and Minions 8 (for the security guards), a total of 14 pp. If they had all been the same stats, you could get 100 of either of them for Minions 9, a total of 9 pp. It's costlier to have different kinds of minions, but if you want some with radically different concepts, that's an easier way to do it. Minor differences are better handled through roleplaying (e.g., Lenny the security guard likes to swim for exercise, while his partner Carl prefers running).

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I'd start by increasing your Will save. Variable Power structures are a frequent source of debate on the referee forums, and it's best not to rely upon them too heavily in your initial concept.

There's another clarification that I should make, since the guideline as I wrote it is unclear. You are allowed more than one type of minion. However, those minions would have to be bought separately, with separate ranks added to increase either of their numbers.

For example, you could have a group of 10 scientist minions at 45 pp, and a group of 50 security guard minions at 45 pp, each with different stats. The cost of this is Minions 6 (for the scientists) and Minions 8 (for the security guards), a total of 14 pp. If they had all been the same stats, you could get 100 of either of them for Minions 9, a total of 9 pp. It's costlier to have different kinds of minions, but if you want some with radically different concepts, that's an easier way to do it. Minor differences are better handled through roleplaying (e.g., Lenny the security guard likes to swim for exercise, while his partner Carl prefers running).

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I'd start by increasing your Will save. Variable Power structures are a frequent source of debate on the referee forums, and it's best not to rely upon them too heavily in your initial concept.

There's another clarification that I should make, since the guideline as I wrote it is unclear. You are allowed more than one type of minion. However, those minions would have to be bought separately, with separate ranks added to increase either of their numbers.

For example, you could have a group of 10 scientist minions at 45 pp, and a group of 50 security guard minions at 45 pp, each with different stats. The cost of this is Minions 6 (for the scientists) and Minions 8 (for the security guards), a total of 14 pp. If they had all been the same stats, you could get 100 of either of them for Minions 9, a total of 9 pp. It's costlier to have different kinds of minions, but if you want some with radically different concepts, that's an easier way to do it. Minor differences are better handled through roleplaying (e.g., Lenny the security guard likes to swim for exercise, while his partner Carl prefers running).

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It's a lot better.

Take another day, and really thing about the character. +9 is good for will save, but for a Mastermind type character, I might go even higher. My 2 cents.

Take a day. We'll roll from there.

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